2324e92b4e
doesn't seem to be necessary. svn path=/branches/work/kwin_composite/; revision=628209
264 lines
12 KiB
Text
264 lines
12 KiB
Text
This file lists TODO items for the compositing code.
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See file COMPOSITE_HOWTO for setting up kwin_composite.
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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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% = should be probably done later, during cleanups and preparations for being stable
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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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* - also, provide a call to just mark a window as needing repaint but not being damaged
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- this will prevent rebinding the pixmap or updating the texture
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- http://lists.kde.org/?l=kwin&m=116836151626848&w=2
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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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! 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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% paint throttling
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- there's 5ms grace period per repaint to avoid overloading the system with just compositing
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and not letting the system do anything else - check and evaluate
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+ support for new window types from the wm spec for compositing
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- this will have to be done in Qt, kdecore and kwin
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+ make effects configurable without having to recompile
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- possibly also add something like KWIN_COMPOSE for debugging purposes
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* handle properly stacking order of deleted windows for showing in effects
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* handle properly deleted windows that reappear (windowReadded() function?)
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/ consider using an extra class for representing deleted windows
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- cleaning up Client/Unmanaged instances may still leave e.g. timers around if they're overlooked
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- an extra class could copy some interesting data and "replace" the old instance
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+ Deleted::windowType() does not work
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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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- ATI - some (especially R200 chips) seem to work
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- I have absolutely no idea about other gfx cards, needs to be tested
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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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- kind of works, needs more work
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+ - it needs indirect rendering, should be autodetected and disabled somehow
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% - may require LIBGL_ALWAYS_INDIRECT set with older X.org
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(http://lists.kde.org/?l=kwin&m=116439615124838&w=2)
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(http://lists.freedesktop.org/archives/xorg/2006-December/020323.html)
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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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/ GL_ARB_texture_rectangle vs GL_ARB_texture_non_power_of_two
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% - works; bugs in tfp_mode with power_of_two textures
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- ati (others?): power_of_two windows are drawn white unless non-tfp_mode
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is forced in findTextureTarget()
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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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% bindTexture() optimize copied areas
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- right now bindTexture() updates every damaged area and resets the window damage
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- it might make things faster to update only areas that need to be repainted
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and keep the rest damaged until needed
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% clipping optimization
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- like XRender code has paintTransformedScreen(), avoid painting parts that are
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obscured (makes a difference with many windows open)
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- http://lists.kde.org/?l=kwin&m=116585618111882&w=2
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XRender TODO
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==============================
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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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/ 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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* PAINT_WINDOW_DISABLED turning off from effects needs some utility functions
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- a window may have painting disabled for various reasons and their numbers may increase
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over time
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- so e.g. an effect showing minimized windows cannot simply turn off DISABLED
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for minimized windows, because it may be disabled also for other reasons
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- there should be some utility function that will be called by the effect
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with arguments saying which disabled windows it wants enabled
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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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+ 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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+ EffectWindow should be completely opaque when kept as the only API for effects
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- no inlines, etc.
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+ merge fadein and fadeout effects
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- so that they don't conflict and share the progress
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