2312220686
svn path=/trunk/KDE/kdebase/workspace/; revision=669829
255 lines
11 KiB
Text
255 lines
11 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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? 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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? - this has been already greatly improved by r632378, so it's maybe not worth it anymore
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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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? 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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* 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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% during screensaving, do no let non-screensaver windows show above screensaver
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- kdesktop_lock watches for such things and raises again, but there's a small gap
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% nvidia drivers by default use fake refresh rates as a workaround for some X limitations
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- see the DynamicTwinView section in nvidia README
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- this makes KWin repaint at a different rate than it should
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* handling of window pixmap for unmapped windows
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- currently it's kept around after a window is unmapped
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* - but it's still discarded on e.g. resize - how to solve this?
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* - perhaps there should be an option not to unmap windows in order to always have live thumbnails
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* - another option could be to unmap but quickly map when a live thumbnail is needed
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* cursorPos() does not work reliably now (not from e.g. timers, it needs events), so it's disabled
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* window grouping is not implemented for unmanaged windows (used e.g. by DimInactive)
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% clean up and sort out shortcuts so that they don't conflict and make sense
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- also make configurable etc.
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% installed headers currently include config.h files to find out about e.g. OpenGL
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- this needs to be sorted out somehow, installed headers shouldn't do this
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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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? 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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/ 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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/ shm mode needs support for more data formats than GL_BGRA
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- http://www.xfree86.org/current/glTexImage2D.3.html
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- this now works for 16bpp, but maybe not 15bpp or less
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- endian issues?
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% with current nvidia glXCreatePixmap in tfp mode fails with pixmaps 32x32 and smaller
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+ vertices list (and possibly more things) should not be part of SceneOpenGL::Window
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- otherwise drawWindow() used for thumbnails would use them too
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- they should be probably part of WindowPaintData
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% __GL_YIELD=NOTHING for NVidia reportedly improves perceived performance
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- it needs to be set somehow (http://lists.kde.org/?l=kwin&m=117794153720348&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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+ SceneXrender::paintTransformedScreen() doesn't handle properly extending of painted area
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in window's pre-paint - see the transformedShape() comment
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Effects framework TODO
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==============================
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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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! - window state changes
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? more
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/ shadows
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+ - right now is only a rectangle, probably needs some shape support
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+ - right now is only a flat black color, probably should be improved
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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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* PAINT_DISABLED turning off from effects needs some improvement
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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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+ EffectWindow should be completely opaque when kept as the only API for effects
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- no inlines, etc.
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+ API for tabbox for effects should be cleaned up
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* check Scene::updateTimeDiff() - should the time be 0 or 1?
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% post calls are probably not necessary by now (http://lists.kde.org/?t=117770818100003&r=1&w=2)
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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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+ - tab Effects
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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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+ minimize/shade effects
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- to replace the ones from KWin core
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/ - minimizing
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- check support for it and the avoid_animation flag
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+ - shading
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- shading will probably need special support
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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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+ virtual desktop change effects
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+ - ... yes, you guessed it, the cube
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+ - something that presents all virtual desktops as being in grid (as in pager)
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and zooms out of the old one and into the new one
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- or whatever
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* DimInactive flickers when switching between windows (temporarily no window becomes active)
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