107472c747
svn path=/branches/work/kwin_composite/; revision=606429
232 lines
10 KiB
Text
232 lines
10 KiB
Text
This file lists TODO items for the compositing code.
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See file HACKING for details on developing KWin, including building
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the kwin_composite branch.
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See effects/howto.* for a HOWTO on writting effects.
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See documentation in source (mainly in scene.cpp) for description
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of the design of the compositing framework.
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TODO
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=================================
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* = not done, will be either done by me, or should be at least discussed first with me
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+ = not done, I don't plan on doing it that soon
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- in other words, these should be the best ones for you if you want to help
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! = like +, but they should be relatively simple
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- in other words, these should be the best if you want to get started with the code
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/ = work in progress
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? = should it be done?
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General TODO
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=================================
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? alpha clear hack
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+ - find out if it affects performance
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+ - if yes, try to find a better way of solving the problem
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! - since kompmgr has an option to make only the decoration transparent,
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it should be possible to do the same here - if the window has alpha and a decoration
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or if there should be only the decoration transparent, paint first the contents
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and then the decoration - this should make it possible to paint the decoration
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without the random alpha that is right now handled by the alpha hack
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* don't add workspace damage in Toplevel::addDamage()
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- instead add damage of windows to the screen only before doing the painting
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- this should prevent repaints because of changing obscured windows
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* wait for decoration repaints
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- it is sometimes visible that the window contents are painted first and the decoration
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only afterwards with a small delay
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- maybe posted paint events need to be processed immediatelly, or maybe the compositing
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code should not update the window until the decoration is finished painting
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* handle XRandr changes
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- output buffers and similar probably need recreating when the screen size changes
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! compile even without OpenGL or XRender
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- kwin_composite currently requires both OpenGL and XRender to build
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- compiling without either results in compile errors, needs to be fixed
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! - scene_xrender.cpp also requires XFixes
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! - check whether it compiles fine without XComposite/XDamage
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? Expose events for overlay window - is it necessary to track it, like with root window?
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OpenGL TODO
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=================================
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+ Check/make it work with other gfx cards
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- I've tested only with nvidia with the 9625 beta drivers and 8776 stable drivers so far
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- I have absolutely no idea about other gfx cards, needs to be tested
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- ati
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! - does kwin_composite work there at all?
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! - does glcompmgr work there at all? (even with the various switches in the source)
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+ - make kwin_composite work there if it doesn't
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- intel
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! - does kwin_composite work there at all?
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! - does glcompmgr work there at all? (even with the various switches in the source)
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+ - make kwin_composite work there if it doesn't
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+ - who knows what else
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? Xgl support
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- Compiz itself doesn't work when compiled with the libGL from nvidia,
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it ships its own and links against it
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? - might be worth trying to use that libGL as well
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- it may be just because of the special libGL, but when testing with Xgl
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it even seemed non-conformant - none of the provided configs had
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GLX_RENDER_TYPE with GLX_RGBA_BIT even though required by GLX
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and other funny things. Indeed, it may be just me being still pretty
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clueless about these things.
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? - is there a good reason to support Xgl? With the 9625 nvidia drivers
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it seems to work fine without them and there's AIGLX
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? AIGLX support
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- no idea about this at all
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+ - find out if it works
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! improved GLXFBConfig support
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- it seems a different config for each depth would be needed
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- from http://lists.freedesktop.org/archives/xorg/2006-July/016859.html and
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http://lists.freedesktop.org/archives/xorg/2006-July/017005.html it seems
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that some implementations have config support broken and glXChooseFBConfig()
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doesn't work with them properly
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- Compiz instead uses glXGetFBConfigs(), iterates over all configs and chooses
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the best one for every depth (code is in screen.c, search for "getFBConfigs")
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! - so most probably KWin should do similarly - get all configs, find the best
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one for the root window (or for the window used in the XComposite overlay)
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and the best one for every depth of drawables
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+ sync to vblank
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- currently the compositing code is run with 20ms timer, i.e. constant 50fps
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- the GLX_SGI_video_sync extension should be used
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- compiz uses this, no idea about it though
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+ GL_ARB_texture_rectangle vs GL_ARB_texture_non_power_of_two
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- code currently uses GL_ARB_texture_rectangle (GL_TEXTURE_RECTANGLE_ARB), using
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normal textures when GL_ARB_texture_non_power_of_two is available should(?) be
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preferred
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? in SceneOpenGL::bindTexture() with tfp_mode, with some gfx cards it seems
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to be faster to not short-circuit the texture binding when there's been
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no damage
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+ strict binding
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- there is code to support strict binding as required by AIGLX, but it's disabled, because
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copy_buffer in bindTexture() ensures strict binding as a side-effect
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- since copy_buffer hack should be removed in the future, strict binding will need to be enabled then
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- http://lists.kde.org/?l=kwin&m=116363084129170&w=2
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XRender TODO
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==============================
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+ SceneXrender::Window::performPaint() doesn't use xScale/yScale
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- XRenderSetPictureTransform() should be capable of doing this
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- note that the matrix used seems to be weird (it doesn't act like the normal transformation
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matrix as far as I can tell)
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+ SceneXrender::Window::performPaint() doesn't use saturation
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+ SceneXrender::Window::performPaint() doesn't use brightness
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Effects framework TODO
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==============================
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/ design framework for graphical effects
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- modelling it after compiz seems to make a lot of sense
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* solve somehow disappearing windows
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- i.e. when a window is e.g. closed, the Client/Unmanaged object is destroyed, but animations
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should be going on
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? - maybe animations could be done actually before the state change, it makes sense to destroy
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the window only after it's finished exploding or really minimizing the window only after
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the animation of minimizing to the taskbar is done, however this looks very hairy
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and error-prone
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? - maybe the animation effects should keep the necessary info themselves, so that the object
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can be destroyed
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- the problem here may be what to do when the window again reappears, a new object will
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be created, but the old animation should be stopped - compare window id's?
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- another problem is that then the window won't exist at all in the scene functions,
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so e.g. no paintWindow() will be called for it
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? - maybe just keep the object around in a special list
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* more notification functions for effects are needed
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- currently there are only very few notification functions (windowAdded, windowActivated,...)
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! - virtual desktop change
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! - window state changes
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? more
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* shadows
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* support for effects involving more virtual desktops
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- currently effects are limited to only the active virtual desktop
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* support for grabbing input
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- during some more complicated effects, input (at least mouse) should be disabled,
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because currently there is no way to do input redirection
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* pre-paint pass should be done completely before the paint pass
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- currently prePaintWindow() is done only after paintScreen() has already started,
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which means that if an effect sets PAINT_WINDOW_TRANSFORMED it needs to set it
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also in prePaintScreen()
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Effects TODO
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===============================
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+ adapt the kcontrol module used by Kompmgr
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- in kcmkwin/kwinoptions
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! - uses ~/.xcompmgr, convert to use normal KConfig
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? - I don't think these effects should be plugins or anything like that,
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probably simply write to kwinrc and use the Option class in KWin
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+ implements all effects Kompmgr could do
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+ - all effects from the Opacity tab should be already doable
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! - applying translucency only to the decoration
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- use clientSize() and clientPos() from Client
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- see also the alpha clear hack todo entry
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! - not usign ARGB visuals
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- just clear the alpha channel in the alpha clear hack
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- or do it while painting (see also the alpha clear hack todo entry)
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! - the rest - should be simple
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* - shadows
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- framework is not ready for them yet (see the todo entry)
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+ - tab Effects
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! - fade-in should be simple
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+ - fade between changes
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- will need notification about opacity changes
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- not sure if this is doable for other opacity changes then the ones
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initiated by the user or by the application
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* - fade-out needs framework for disappearing windows (see the todo entry)
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+ minimize/shade effects
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- to replace the ones from KWin core
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- Client::animateMinimizeOrUnminimize()
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- Client::setShade()
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+ zoom effect
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- enlarge a portion of the screen
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! - would require adding xScale/yScale to ScreenPaintData
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- should be doable even for XRender
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+ logout effect
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* - should be triggered by ksmserver somehow
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+ effects to replace widget effects (the ones in the Effects tab in "kcmshell style")
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+ - needs support for new window types from the current draft of the EWMH WM spec
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+ - needs patching Qt, netwm* classes in kdecore
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/ showfps effect
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- for debugging, just shows transparent fps in some corner
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- just painting the number in paintScreen() should do, with glPushMatrix() and glLoadIdentity()
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to avoid all transformations
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+ - needs bindPixmapToTexture() or something like that, for displaying the text
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- should also detect kwin being idle - it probably should detect in pre-paint that the only
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damage is its own area and avoid damaging for the next round in post-paint
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+ debugpaint effect
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- should show what is damaged during each repaint step
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- probably just e.g. paint a red almost transparent area over damaged areas
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- needs special care to avoid causing infinite loops by its own damage (i.e. it damages
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part of screen to clear its own painting, that triggers itself again next repaint)
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? other effects
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