Commit graph

13 commits

Author SHA1 Message Date
Laurent Montel
88b6076b2f GIT_SILENT: dont use deprecated cmake variable 2021-01-29 11:34:52 +01:00
Vlad Zahorodnii
3dc00de812 platformsupport: Set PUBLIC include directories
This makes using platform support libs easier.
2021-01-07 09:49:26 +00:00
Vlad Zahorodnii
b8a70e62d5 Introduce RenderLoop
At the moment, our frame scheduling infrastructure is still heavily
based on Xinerama-style rendering. Specifically, we assume that painting
is driven by a single timer, etc.

This change introduces a new type - RenderLoop. Its main purpose is to
drive compositing on a specific output, or in case of X11, on the
overlay window.

With RenderLoop, compositing is synchronized to vblank events. It
exposes the last and the next estimated presentation timestamp. The
expected presentation timestamp can be used by effects to ensure that
animations are synchronized with the upcoming vblank event.

On Wayland, every outputs has its own render loop. On X11, per screen
rendering is not possible, therefore the platform exposes the render
loop for the overlay window. Ideally, the Scene has to expose the
RenderLoop, but as the first step towards better compositing scheduling
it's good as is for the time being.

The RenderLoop tries to minimize the latency by delaying compositing as
close as possible to the next vblank event. One tricky thing about it is
that if compositing is too close to the next vblank event, animations
may become a little bit choppy. However, increasing the latency reduces
the choppiness.

Given that, there is no any "silver bullet" solution for the choppiness
issue, a new option has been added in the Compositing KCM to specify the
amount of latency. By default, it's "Medium," but if a user is not
satisfied with the upstream default, they can tweak it.
2021-01-06 16:59:29 +00:00
Vlad Zahorodnii
6adfe3064f Drop Platform::createScreens()
Since the Screens class is a convenience wrapper around AbstractOutput
objects that come from the Platform, it should not be platform-specific.

By dropping createScreens(), output-related code becomes simpler.
2020-12-21 09:20:16 +00:00
Vlad Zahorodnii
dcf91d4321 Cleanup style in CMakeLists.txt files
We have lots of inconsistency at the moment in CMakeLists.txt files. Most
of it is due to kwin being a very old project. This change hopefully fixes
all of it.
2019-09-17 16:03:05 +03:00
Martin Flöser
825aa4ac38 [platform/virtual] Drop support for vgem and rendernode
Summary:
Instead we depend on the surfaceless platform for which we recently
added support. Thus the plugin does not need to use gbm and udev
anymore. So simplifies a lot.

Test Plan: ctest (prior to breaking change) passes

Reviewers: #kwin

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D18160
2019-01-12 07:37:25 +01:00
Martin Flöser
c8ede9a5ff Build platform plugins in correct sub directory of build dir
Summary:
This brings KWin a step closer to be run from build dir without having
to install at all. The integration tests are adjusted so that the
virtual platform is still found which makes the code be closer to what
is used in normal kwin_wayland.

Test Plan: ctest passes, manually verified correct plugin is loaded

Reviewers: #kwin

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D17388
2018-12-13 19:36:28 +01:00
Roman Gilg
8136c2722b [platforms/virtual] Add virtual output class
Summary:
This matches the DRM backend more closely and allows mid-test removal and
addition of virtual outputs with different properties in the future.

Test Plan: Before and after 93% tests passed.

Reviewers: #kwin, graesslin

Reviewed By: #kwin, graesslin

Subscribers: graesslin, kwin, #kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D11351
2018-03-19 22:12:22 +01:00
Martin Flöser
c359fc076d [platforms/virtual] Always link SceneOpenGLBackend
Egl support is not optional in virtual platform, so always compile it in.

BUG: 385301
2017-10-03 19:19:35 +02:00
Martin Flöser
8ae37c420b Move SceneOpenGL into a dedicated plugin
Summary:
Unfortunately a rather large change which required more refactoring than
initially expected. The main problem was that some parts needed to go
into platformsupport so that the platform plugins can link them. Due to
the rather monolithic nature of scene_opengl.h a few changes were
required:
* SceneOpenGL::Texture -> SceneOpenGLTexture
* SceneOpenGL::TexturePrivate -> SceneOpenGLTexturePrivate
* texture based code into dedicated files
* SwapProfiler code into dedicated files
* SwapProfiler only used in x11 variants
* Safety checks for OpenGL scene moved into the new plugin
* signal declared in SceneOpenGL moved to Scene, so that we don't need
to include SceneOpenGL in composite

Test Plan: Nested OpenGL compositor works

Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D7740
2017-09-30 13:12:10 +02:00
Martin Flöser
535b107969 Move QPainter compositor into plugin
This change is similar to D7232 and moves the scene_qpainter into a
dedicated plugin. Compared to the XRender case it's more complicated as
the platform plugins need to implement a platform specific backend.

The base implementation for this part used to be in scene_qpainter. As
the idea is to completly move it away from KWin core it would be point
less to still have the backend definition in KWin core, but it cannot
be in the scene plugin as otherwise all platforms need to link the
plugin.

To solve this a new platformsupport subdirectory is added which contains
the scene platform backend as a static library. For the OpenGL scene such
a static library will also be required.

Test Plan: SceneQPainter test still passes, nested compositor still works

Reviewers: #kwin, #plasma

Subscribers: plasma-devel

Tags: #plasma

Differential Revision: https://phabricator.kde.org/D7259
2017-09-01 17:44:49 +02:00
Martin Gräßlin
56ce6689fd [platforms/virtual] Use rendernode or vgem device if available for egl
Summary:
The egl implementation for the virtual platform tries to use a render
node if available. If there is no render node it looks for a virtual
(kernel driver vgem) device, which unfortunately does not create a
render node in mainline kernel (there are patches in ChromiumOS).

For this the Udev wrapper is extended to search for renderNode devices
and for virtual dri devices.

If either render node or vgem dri device is found, it is tried to be
opened (without logind escalation) and on success a gbm device is
created on it. If any step of this fails the so far default behavior
of default device is tried for creating the EGLDisplay.

All of this is compile optional, so that the virtual platform does not
hard depend on udev and/or gbm.

Test Plan:
Auto tests which need OpenGL executed and verified that they
use the render node or vgem device.

Reviewers: #kwin, #plasma_on_wayland

Subscribers: plasma-devel, kwin

Tags: #plasma_on_wayland, #kwin

Differential Revision: https://phabricator.kde.org/D2216
2016-07-21 09:13:57 +02:00
Martin Gräßlin
2bff90976e Move backends/ to plugins/platforms/
Summary:
Source code reorganization:
The base class AbstractBackend got renamed to Platform, thus the
"backends" are "platforms" now. As they are plugins they should go
together with other KWin plugins which are nowadays in the folder
plugins.

So new location is plugins/platforms/

Reviewers: #plasma, sebas

Subscribers: plasma-devel

Projects: #plasma

Differential Revision: https://phabricator.kde.org/D1353
2016-04-12 08:01:27 +02:00
Renamed from backends/virtual/CMakeLists.txt (Browse further)