4f3ba33e72
svn path=/branches/work/kwin_composite/; revision=597803
98 lines
4.6 KiB
Text
98 lines
4.6 KiB
Text
* = not done
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/ = work in progress
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? = should it be done?
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See the HACKING file for KWin details. The composite-related sources are mostly
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composite.cpp and scene_opengl.cpp (TODO: add comments and general overview).
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Sources:
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- glcompmgr : http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
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http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
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- simple and easy to understand
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- works even without texture_from_pixmap extension
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- claims to support several different gfx cards
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- compiz : git clone git://anongit.freedesktop.org/git/xorg/app/compiz
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- the ultimate <whatever>
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- glxcompmgr : git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
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- a rather old version of compiz, but also simpler and as such simpler
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to understand
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- libcm (metacity) : cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
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- no idea about it
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- http://opengl.org - documentation - OpenGL Redbook, GLX docs, extensions docs
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TODO:
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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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* intel
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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
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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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* XComposite overlay window
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- X.Org 7.1 and newer have XComposite extension version 0.3, which allows
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creating an overlay window to paint to instead of painting to the root window
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- I still run older X.Org here
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- the code in glcompmgr for this is in HAVE_OVERLAYS, stealing primarily from
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here should be better since it's simpler and the code so far has been
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modelled more after glcompmgr
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- the code in compiz for this is in USE_COW
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* use double-buffering with the overlay window - kwin already has code
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for double-buffered destination drawable, but I haven't been able to test it
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* when relying on extensions, detect that they are available
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- some of the glcompmgr code probably depends on OpenGL/GLX extensions that may
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not be always available, probably the same with compiz
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* find out which code relies on extensions and add checks
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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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/ design framework for graphical effects
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- modelling it after compiz seems to make a lot of sense
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* update only those parts of the screen that have been changed
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- for paintSimpleScreen() - it currently sets region to the whole screen
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* instead of using glXSwapBuffers() there should be glCopyPixels() used
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- compiz has such code in evenLoop() in the if() block for COMP_SCREEN_DAMAGE_REGION_MASK
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* perhaps syncing to vblank will be needed to avoid flicker
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* XCopyArea() should not update the whole screen but only the affected areas
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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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* confirm and try to find out when to do it and when not
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