Commit Graph

119 Commits (039c025bfb43a5128b85b73b70da4a024d52226f)

Author SHA1 Message Date
Martin Gräßlin c4cd4e8c96 Replace getYInverted by the new isYInverted of parent class 2011-07-05 20:42:45 +02:00
Arthur Arlt 859dacb8b5 Make Scene::windowClosed() a Q_SLOT
This commit just makes the declaration of windowClosed() in Class Scene be a Q_SLOT.
The inheriting classes SceneOpenGL and SceneXRender are updated as well.
2011-07-05 11:46:13 +02:00
Arthur Arlt 14af45cc04 Make Q slots public in class Scene
This commit just makes the slots public that are used in Scene class and its inheriting subclasses.
2011-07-05 11:34:12 +02:00
Arthur Arlt b63c9c1af8 Make mothod windowGeometryShapeChanged() a slot
The method windowGeometryShapeChanged() from the class Scene is now a slot. It is now connected to the signal geometryShapeChanged() which is sent from Toplevel instances Client and Unmanaged.
All direct method calls were deleted.
2011-07-05 11:34:12 +02:00
Arthur Arlt 59a8aac752 Make windowOpacityChanged() a slot
The method windowOpacityChanged is now a protected slot in class Scene. The implementations in the subclasses SceneOpenGL and SceneXRender are the same. The slots are connected to the singal opacityChanged() from Toplevel. The connection is done in the method windowAdded() in both SceneOpenGL and SceneXRender.
2011-07-05 11:34:12 +02:00
Arthur Arlt d88cb00b0b Make class Scene inherit from QObject
The class Scene now inherits from QObject and has the Q_OBJECT macro. The inheriting classes SceneOpenGL and SceneXRender are provided with the Q_OBJECT macro. Now it is possible to use signals and slots and replace direct method calls.
2011-07-05 11:34:12 +02:00
Martin Gräßlin b837a3fca1 Render Shadow with only one GL texture
Copies the shadow parts into one image and creates a GLTexture
from the image, so that we can render the complete shadow with
just one texture and one painting pass.

Should remove most of the overhead involved when rendering the new Shadows.

As a side effect this should fix missing shadows with non-NPOT GPUs and
a rendering glitch reported with NVIDIA.

REVIEW: 101742
2011-07-03 09:24:28 +02:00
Martin Gräßlin f978d7b97d Fix decoration rendering with GL_TEXTURE_RECTANGLE_ARB
When using graphicssystem native the texture may be using
GL_TEXTURE_RECTANGLE_ARB instead of GL_TEXTURE_2D. This
needs to be honoured in order to make KWin work reliable
with e.g. R300 chipsets.

BUG: 274607
CCBUG: 276622
FIXED-IN: 4.7.0
2011-07-01 18:04:15 +02:00
Martin Gräßlin b470ef52a9 Fix major window rendering regression with NPOT textures
The adjusted code for generating texture coordinates did not
take care of GL_TEXTURE_RECTANGLE_ARB textures causing the
generation of wrong texcoords.

BUG: 276622
FIXED-IN: 4.7.0
2011-06-30 17:47:06 +02:00
Martin Gräßlin a05ad98896 Remove textureWidth/textureHeight from all Shaders
The uniforms textureWidth and textureHeight were only needed for
normal windows. For everything else it was just 1.0/1.0, that is
normalized.

The makeArrays method is changed to produce normalized texcoords
obsoleting the need for these uniforms. So two uniforms less, one
calculation in vertex shaders less and many many lines of code
removed.

At the same time makeArrays is also adjusted to take care of
yInverted of the texture, which is needed as we no longer can use
the enableUnnormalizedTexCoords which did the yInverted transformation.

REVIEW: 101646
2011-06-19 20:54:13 +02:00
Philipp Knechtges da82739301 kwin: Make SceneOpenGL::makeDecorationArrays aware of Texture::y_inverted 2011-05-18 21:09:59 +02:00
Martin Gräßlin 234ec644d2 KWin supports graphicssystem Raster
With raster a QPixmap is no longer a XPixmap which fails all code
which assumes that an QPixmap is an XPixmap. Depending on were in
the codebase we either convert such pixmaps to images (OpenGL) or
create a XPixmap and use QPixmap::fromX11Pixmap to get a "real"
pixmap.

It is possible that there are more code pathes were we would need
a XPixmap. Currently tested is basic functionality of no-compositing,
XRender compositing, OpenGl/GLX and OpenGL ES/EGL compositing.

For OpenGL compositing raster might result in performance improvements,
for XRender it is possible that there are regressions when using raster.
By default KWin uses whatever is the default of the system, so we just
no longer enforce native.

Of course it is a bad idea to use graphicssystem OpenGL. As that
is broken anyways in Qt, we do not check for it.

Many thanks to Philipp Knechtges for bringing up the issue, convincing
me that we need it and providing most of the patch.

REVIEW: 101132
CCMAIL: Philipp.Knechtges@rwth-aachen.de
2011-05-12 18:52:38 +02:00
Martin Gräßlin 264fcfa49f Remove selfcheck code from OpenGL
Execution was ifdefed, if we want it again we have a VCS.
2011-05-12 17:59:57 +02:00
Martin Gräßlin 12220a0d59 Initial implementation of new Shadows in KWin
For a complete documentation of new functionality refer to:
http://community.kde.org/KWin/Shadow

The current implementation includes a new Shadow class and Toplevel
holds a pointer to an instance of this class. The Shadow class reads
the data from the X11 Property. There is one extended class located
in SceneOpenGL to render the shadow.

Compositor is adjusted to include the shadow region into the painting
passes.

Implementation for XRender still missing and Shadow needs to respond
to size changes of the Toplevel to update cached shadow region and
WindowQuads.
2011-03-27 12:33:07 +02:00
Fredrik Höglund d2078d4b9b kwin: Refactor the screen transformation code
Move the code that computes the transformation matrix to its
own method, and rewrite it to improve readability.
2011-02-17 19:19:40 +01:00
Fredrik Höglund 5d29307f58 kwin: Refactor the window transformation code
Move the code that computes the transformation matrix into its own
method, and rewrite it to improve readability.
2011-02-15 23:02:21 +01:00
Martin Gräßlin 0a7e48f7aa KWin uses kdelibs coding style. 2011-01-31 20:07:03 +01:00
Martin Gräßlin 2f56415a21 Removing SHM and Fallback OpenGL Compositing modes.
Our primary target is Texture From Pixmap and it is supported
by all important drivers nowadays. If a driver is not able to
support TFP using OpenGL at all is probably no good idea and
XRender is more suited.
2011-01-30 14:24:48 +01:00
Martin Gräßlin e4b26daef5 And use shared VBO for windows 2011-01-30 14:12:00 +01:00
Martin Gräßlin d2cfeef8ae Scene uses ShaderManager 2011-01-30 14:12:00 +01:00
Martin Gräßlin ae95ab0c43 Adding color to VBO.
A color can be specified to render the geometry of the VBO.
For legacy painting glColor is used, for shader a uniform is set.
In order to allow rendering without texcoords, it is possible to pass
a null pointer as texcoords.
Shader added to scene which just renders a colored geometry without texturing.
2011-01-30 14:11:58 +01:00
Martin Gräßlin f925352e73 Don't crash if scene shader is not available 2011-01-30 14:11:58 +01:00
Martin Gräßlin eb7d06d22f Adding a generic scene shader able to handle transformation
Currently only window transformations are supported.
2011-01-30 14:11:57 +01:00
Martin Gräßlin ea12f95b27 Support setting y_inverted for Texture.
At least needed for the pixmaps loaded by EGL.
Should be save on GLX as well, if not it needs fixing
2011-01-30 14:11:57 +01:00
Martin Gräßlin 5fae85f2a5 Scene OpenGL compiles with ES
It's mostly just ifdef away everything that cannot work.
Needs to be split into a scene_xgl and scene_egl.
2011-01-30 14:11:56 +01:00
Martin Gräßlin 6cc19ebc7d OpenGL rendering debug
Renders same geometry with polygon mode lines and the shader colorizes the fragments.
Enabled with environment variable KWIN_GL_DEBUG=1
2011-01-30 14:11:55 +01:00
Martin Gräßlin 56ce39def8 Core profile compatible basic scene rendering.
Adds a shader to render an untransformed scene. renderGLGeometry is not used any more and replaced by generated triangles stored in a GLVertexBuffer.
The GLVertexBuffer has a new attribute to decide whether a core profile compatible rendering has to be performed.
Currently windows and EffectFrames can make use of the new shader.
The shader contains a debug mode which colours all rendered fragments in green. It is currently enabled in scene_opengl.
Rendering transformed geometries (without shader) is currently broken.
2011-01-30 14:11:55 +01:00
Thomas Lübking 337e1eac18 revert vsync strategy, fix timeouts
differecens to patch atteched to 258971:
- removed debug statements
- fixed indention...
- NON vsync strategy does not rely on the estimation, but on the time passed since the last repaint trigger, allowing a precise framerate

CCBUG: 258971


svn path=/trunk/KDE/kdebase/workspace/; revision=1210445
2010-12-31 13:14:11 +00:00
Thomas Lübking e2dcfff601 commiting http://svn.reviewboard.kde.org/r/6120/#review9304
this should improve v'syncing, maybe v'synced "smoothness"
remaining and exposed issue are "dirty textures" w/o damage events (see the requst description)
can be diminished by increasing MaxFPS above the fastest update (or shadowed below the slowest one)
CCBUG: 258971

svn path=/trunk/KDE/kdebase/workspace/; revision=1207577
2010-12-18 16:51:43 +00:00
Fredrik Höglund 4a170df503 Revert to always calling glXBindTexImageEXT() before rendering.
The GLX implementation in the X server appears to have a hardcoded limit
to how many pixmaps can be bound to textures simultaneously when using
indirect rendering, which we can end up exceeding with the changes
introduced in r1182198.

BUG: 256359
FIXED-IN: 4.5.5

svn path=/trunk/KDE/kdebase/workspace/; revision=1203578
2010-12-04 16:55:43 +00:00
Martin Gräßlin f31d32250f Make EffectFrames work with Nouveau driver.
This worksaround a problem with the nouveau driver causing
the text frames to be incorrectly rendered. We need to keep
the QPixmap around as long as we have a texture created from
that texture.
This applies for the text and the unstyled effect frame. For
the frames generated from Plasma's FrameSvgs it is not required.
Addresses freedesktop.org bug 30286

svn path=/trunk/KDE/kdebase/workspace/; revision=1184458
2010-10-10 11:26:00 +00:00
Fredrik Höglund 3ea508cd8a Specify the texture target explicitly when creating a GLXPixmap.
Prefer the GL_TEXTURE_2D target if the framebuffer configuration indicates
that it's supported.

This fixes a performance problem with the r600g driver.
freedesktop bug 30483.

svn path=/trunk/KDE/kdebase/workspace/; revision=1183978
2010-10-08 22:18:57 +00:00
Fredrik Höglund 15033a9a8e Only call glXBindTexImageEXT() when the contents of the pixmap has changed.
We don't need to do this every time we bind the texture to a GL context,
even with strict binding.

svn path=/trunk/KDE/kdebase/workspace/; revision=1182198
2010-10-03 18:49:36 +00:00
Martin Gräßlin eabad32cfb Add cross fade support for text and icon to EffectFrame.
This allows an effect to fade between old and new text/icon. As an example it's added to CoverSwitch.
Currently only supported in OpenGL. XRender might be added, but I'm missing an idea for an effect to add it.
Most effects using EffectFrame require OpenGL anyway.

svn path=/trunk/KDE/kdebase/workspace/; revision=1160252
2010-08-07 14:08:34 +00:00
Martin Gräßlin ef79d4c443 Use the normal Plasma selection to highlight the selected window in boxswitch.
So it is more consistent (in KDE newspeak "elegant") with other selections and as a plus we get rid of all the custom rendering code in boxswitch.

svn path=/trunk/KDE/kdebase/workspace/; revision=1155051
2010-07-26 20:00:04 +00:00
Martin Gräßlin 20b711e2e8 Use a VBO for rendering an unstyled effect frame.
svn path=/trunk/KDE/kdebase/workspace/; revision=1153932
2010-07-24 08:04:17 +00:00
Martin Gräßlin fa832b7aa7 Cache the icon texture/picture in EffectFrame and use texture from pixmap to load the data in OpenGL mode. Yeah for less pixmap to image to gltexture conversations.
Some effects (boxswitch and flipswitch) still need to be changed to not set the icon in each frame.

svn path=/trunk/KDE/kdebase/workspace/; revision=1152367
2010-07-20 21:11:03 +00:00
Martin Gräßlin e2eebb6503 Refactoring of EffectFrame: EffectFrame becomes an interface just like EffectsHandler and EffectWindow and a concrete EffectFrameImpl in core.
Rendering of the EffectFrame is moved into the scene as Scene::EffectFrame with a concrete implementation in SceneXrender and SceneOpenGL.
A factory method for an EffectFrame is added to the EffectsHandler, which is used by the effects.
Next step: pass the EffectFrame through all effects, so that effects can transform, blur, invert whatever it.

svn path=/trunk/KDE/kdebase/workspace/; revision=1151271
2010-07-18 16:32:37 +00:00
Martin Gräßlin dabc9f0353 OpenGL part of ARGB decorations. See revision 957680 for more information.
svn path=/trunk/KDE/kdebase/workspace/; revision=957681
2009-04-22 17:30:49 +00:00
Luboš Luňák 7249ca2cfb Do self-check immediatelly during compositing setup only when it's not KWin startup
at the same time (in other words, only when activating compositing using the kcm).
Currently selfcheck causes bad flicker (due to X mapping the overlay window
for too long?) which looks bad during KDE startup. With this patch, KDE startup
is without any flicker.


svn path=/trunk/KDE/kdebase/workspace/; revision=923842
2009-02-09 14:51:11 +00:00
Luboš Luňák 6796c1225f Self-check also for XRender.
svn path=/trunk/KDE/kdebase/workspace/; revision=862312
2008-09-18 15:27:13 +00:00
Luboš Luňák 8eedfa3456 Another attempt at self-check, this time done directly during setup
(so that it can fail immediately).


svn path=/trunk/KDE/kdebase/workspace/; revision=859960
2008-09-11 16:37:26 +00:00
Luboš Luňák 9a0124fc96 Check every screen, topleft and bottomright corners, should catch more problems.
Also remove the unnecessary XSync().


svn path=/trunk/KDE/kdebase/workspace/; revision=854556
2008-08-29 19:23:16 +00:00
Luboš Luňák fd2e9b54cb Funny how awesome ideas are often so awfully simple. Test whether compositing
really works by simply trying to do it and test the result - create a small
testing window with known content, do the same with it like with normal
windows, grab the screen contents, compare with the original, doesn't match? -> fail.
It still would be nice to have something similar for performance.


svn path=/trunk/KDE/kdebase/workspace/; revision=854549
2008-08-29 19:02:36 +00:00
Luboš Luňák f77561ce65 Don't discard window texture when only the shape changes but the window
geometry actually stays the same. Avoids large number of rebinds (with no
strict binding) with the launch feedback icon.


svn path=/trunk/KDE/kdebase/workspace/; revision=787948
2008-03-20 10:05:41 +00:00
Luboš Luňák bb433ac40e No longer include config*.h files in installed headers.
Also slightly redo the #define's for effects, now it's:
- #ifdef KWIN_HAVE_COMPOSITING to check whether there's any compositing support at all
- #ifdef KWIN_HAVE_OPENGL_COMPOSITING to check for OpenGL-based compositing
- #ifdef KWIN_HAVE_XRENDER_COMPOSITING the same for XRender
CCMAIL: kwin@kde.org


svn path=/trunk/KDE/kdebase/workspace/; revision=749628
2007-12-17 14:14:53 +00:00
Luboš Luňák 01bf6cbb4c License cleanup - add headers where missing, be explicit about GPL
being v2+ (right now it says just GPL, which according to GPL itself
means any GPL). Decoration clients will come later.
CCMAIL: kwin@kde.org


svn path=/trunk/KDE/kdebase/workspace/; revision=742302
2007-11-27 19:40:25 +00:00
Luboš Luňák e6069e9cf6 Arghl. Again a stupid bug caused by float having poor precision.
Reverting r700026 and changing floats to doubles again. I'd probably like
to change even the ones interfacing with OpenGL which I've left for now.


svn path=/trunk/KDE/kdebase/workspace/; revision=707987
2007-09-03 15:00:43 +00:00
Rivo Laks ae4bc5c53d - Call GLTexture ctor
- Adjust texture lod bias after texture's been created (it's not created in init())

svn path=/trunk/KDE/kdebase/workspace/; revision=704983
2007-08-26 19:47:18 +00:00
Luboš Luňák d846a1e8a9 Use always float as the floating point type for compositing
(http://lists.kde.org/?l=kwin&m=118493073424327&w=2).


svn path=/trunk/KDE/kdebase/workspace/; revision=700026
2007-08-14 15:22:23 +00:00