Commit Graph

53 Commits (afcc8337de60c243748de9b595e2799593ffbc23)

Author SHA1 Message Date
Fredrik Höglund afcc8337de Add support for generating shaders at runtime
This adds new API in ShaderManager that makes it possible to request a
shader based on a set of traits. ShaderManager generates these shaders
on demand and caches them in a hash table.
2014-12-04 19:19:22 +01:00
Fredrik Höglund 4b3fabbfc9 Add support for GL_ARB_buffer_storage
Use a persistently mapped buffer object for the vertex streaming buffer
when GL_ARB_buffer_storage is supported.
2014-12-03 19:50:59 +01:00
Martin Gräßlin bf4ba54647 Remove displayWidth and displayHeight from the compositor
Instead of getting size from displayWidth() and displayHeight() use
the information we have from Screens. This means there is only one
place to have the information and by that we can ensure that all
components use the same data to rely on. displayWidth/displayHeight
seem to provide the wrong information when unplugging an output
without disabling the output. This results in rendering artefacts.
But KWin::Screens has the correct information available.
2014-11-27 09:00:19 +01:00
Fredrik Höglund d9c4b77f0f Make the GL extension list a QList<QByteArray>
It doesn't make sense to convert the extension names to QStrings.

This also replaces the QString parameter in hasGLExtension() with
a QByteArray and adjusts all callers.
2014-07-14 12:04:37 +02:00
Martin Gräßlin b8cc10ffab [kwinglutils] Improve cleanup handling
* add static cleanup handlers to GLTexturePrivate and GLRenderTarget
* revert the runtime resolved features (e.g. RenderTargets are not
  supported once we run the cleanup code)
* clear the extension lists
* reset the version variables

REVIEW: 117484
2014-04-14 08:33:19 +02:00
Martin Gräßlin c7d986c7fe [kwin] Remove the legacy OpenGL 1 compositing backend
KWin already has a de facto OpenGL 2 dependency through QML. Combined
with the fact that the OpenGL 1 backend is basically unmaintained and
also unused, it's better to remove it for the new major release.

This change includes:
 * Removal of cmake option KWIN_BUILD_OPENGL_1_COMPOSITING
 * Removal of KWIN_HAVE_OPENGL_1 compile option and all code
   ifdef'ed with it (partially removal of if-else constructs)
 * Removal of CompositingType::OpenGL1Compositing (flags are kept
   as a core flag should get introduced)
 * Driver recommendation for OpenGL1Compositing changed to XRender
   (should be evaluated whether the drivers can provide GL2)
 * Removal of configuration option "GLLegacy"
 * Removal of fooMatrix function in kwinglutils
 * Removal of ARBBlurShader
 * Removal of legacy code path in GLVertexBuffer
 * Removal of GLShaderManager::disable
 * if-blocks with ShaderManager::instance()->isValid() removed

REVIEW: 116042
2014-03-10 08:59:11 +01:00
Matteo De Carlo 59bb857c7b Replace NULL with nullptr in libkwineffects
Completing the task of replacing all NULL to nullptr in all the files in
libkwineffects folder.
(also substituting some "0" used as nullptr with nullptr)

REVIEW: 114823
2014-01-08 11:55:49 +01:00
Egor Matirov 05c2849fee Added export header through cmake for libkwinglutils
REVIEW: 114265
2013-12-03 14:37:29 +01:00
Jacob Logan 0c4518cca9 added export header through cmake for kwineffects
REVIEW: 114233
2013-12-02 07:43:26 +01:00
Thomas Lübking 9001af8e5a reset custom cube shaders on screen change
the reset/setup invokes the viewport dimensions...

BUG: 323311
FIXED-IN: 4.11.1
REVIEW: 112133
2013-08-27 07:53:02 +02:00
Fredrik Höglund 6562fcc665 kwin: Don't query GL_VIEWPORT in pushRenderTarget()
Assume that the default framebuffer has the same dimensions as the screen.

By not quering the dimensions of the viewport we don't risk serialization
in drivers that use threaded dispatch.
2013-06-27 00:06:54 +02:00
Casian Andrei 8f92e2ab91 Avoid calling expensive GLShader::setUniform overload
REVIEW: 111196
2013-06-24 21:34:32 +03:00
Casian Andrei 79c35d0164 Enable color correction only after successfuly contacting KolorManager
Prevents the possiblity of using shaders modified for color correction
without valid data from KolorManager. If that happened, everthing
blacked out.

Now the color correction shaders are enabled only after successfuly
contacting KolorManager.

The issue was highlighted after ab7e228d.

BUG: 321217
2013-06-18 17:27:34 +03:00
Fredrik Höglund 15dae59999 kwin: add a GLVertexBuffer::draw() overload
This overload doesn't take a clip region. Added for symmetry
with the render() method.
2013-06-11 05:11:41 +02:00
Fredrik Höglund 7e22bd314c kwin: Add support for rendering quads using an index buffer
This reduces the size of the geometry that needs to be uploaded by
one-third, and allows kwin to take advantage of the post-transform
cache in the GPU.
2013-06-05 00:41:24 +02:00
Fredrik Höglund 993b50cf1c kwin: Add a new GLVertexBuffer::draw() method
Expose bindArrays(), unbindArrays() and add a draw() method that takes
an offset and a count. This makes it possible to upload geometry, call
bindArrays(), and then call draw() multiple times to draw different
subsets of the uploaded geometry.
2013-06-05 00:41:23 +02:00
Fredrik Höglund 188e6d04ca kwin: Expose a map() and an unmap() method in GLVertexBuffer
These methods make it possible to write directly into the buffer object
when building vertex arrays.

If the buffer object cannot be mapped, the map() method will return
a pointer to local memory which will be submitted to the buffer object
with glBufferData() when unmap() is called.
2013-05-28 16:35:36 +02:00
Fredrik Höglund ab8c6aeec3 kwin: Add a new setData() method in GLVertexBuffer
This overload makes it possible to upload data of an arbitrary size and
type into the buffer object.  The intent is for this method to be used
to upload interleaved vertex data.

This commit also adds setVertexCount() and setAttribLayout().

The rationale for decoupling attribute specification from data uploading
is that the attribute formats and layout change less frequently than
the vertex data.

The vertex count is also specified using a separate function to enable
the caller to upload data for multiple draw calls at the same time.
2013-05-28 16:35:35 +02:00
Fredrik Höglund 5782d5307e kwin: Add a Color uniform in GLShader
And use it in GLVertexBufferPrivate::bindArrays(). Also store the color
as a QVector4D in GLVertexBufferPrivate.
2013-05-28 16:35:35 +02:00
Fredrik Höglund 2f11f71930 kwin: Bind attributes to the same indices in all shaders
This saves us from having to look up the attribute locations each
time we update the vertex array state.
2013-05-08 18:37:39 +02:00
Fredrik Höglund 54308889f0 kwin: Bind fragdata locations in ShaderManager
Fragment shaders are expected to declare a vec4 fragColor output,
which will be bound to the first draw buffer.
2013-05-08 18:33:03 +02:00
Fredrik Höglund 54b63a85a6 kwin: Add GLSL 1.40 versions of the scene shaders
Adjust ShaderManager to load the 1.40 versions when GLSL 1.40
is supported.
2013-05-08 18:33:03 +02:00
Fredrik Höglund fe559c2f2c kwin: Refactor the ShaderManager code
This patch reduces code duplication and simplifies the code in general.
2013-05-08 18:33:03 +02:00
Fredrik Höglund 85a87bfcd1 kwin: Refactor GLShader to allow explicit linking
This patch adds a link() function, along with bindAttributeLocation()
and bindFragDataLocation().

These functions must be called after creating the program, but before
linking it.

A new ExplicitLinking flag must be passed to the constructor to prevent
automatic linking. This is to keep existing code working without
modifications.
2013-05-08 18:33:02 +02:00
Martin Gräßlin 98a04893a6 Use mgraesslin@kde.org for my mail address in Copyright and AboutData 2013-03-12 13:17:53 +01:00
Martin Gräßlin 32b6ef42b9 Strip module path from all Qt #include <>
Done with:
fixqt4headers.pl --strip-modules

REVIEW: 109176
2013-03-06 10:26:56 +01:00
Martin Gräßlin b01f5684c5 Remove not needed includes from kwineffect header files
Only include what's actually needed in the headers. This causes of course
some additional needed includes in some implementation files.
2013-03-06 10:23:09 +01:00
Martin Gräßlin 533d57da60 Mark most ctors as explicit as reported by Krazy2 checker 2013-01-02 18:35:46 +01:00
Casian Andrei 01adbe6dc5 Implement color correction (per output)
Add an option to kcmcompositing in the 'Advanced' tab, to enable or
disable color correction. It is specified that it's experimental and it
needs Kolor Manager.

Before painting for a particular screen, ColorCorrection::setupForOutput
should be called.

A screen property is added for WindowPaintData.

In kwinglutils, The fragment shaders are intercepted before being
compiled and they get a couple of lines of code inserted in order to do
the color correction. This happens only when color correction is enabled, of
course.

For D-Bus communication with KolorServer, everything is async.

The implementation basically manages a set of color lookup tables for
different outputs and for different window regions. These are taken via
D-Bus. Each lookup table has around 700 KB.

This commit reintroduces the changes from the former merge with the
"color2" branch. In this form, it can be easily reverted.

REVIEW: 106141
2012-11-13 22:47:09 +02:00
Casian Andrei 22569f7eb9 Remove forceAlpha uniform, which is no longer needed
This was originally added by d467fc1bdbcf69bd6ef213bd909633c2edfb6878,
to prevent alpha ending up to be 0 with blending disabled. Apparently,
that was a driver issue that is no longer present.

REVIEW: 107090
2012-11-13 22:23:18 +02:00
Casian Andrei a46d247702 Revert "Merge branch 'color2'"
This merge is incomplete and it does not include the review number of
the associated review request. It should have been pushed as a single
commit, because the merged commits were not intended to be published in
their form.

This reverts commit dcba90263069a221a5489b1915c5cf1ca39d090c, reversing
changes made to 50ae07525c7fde07794e7548c3d6e5a69cb1a89d.

Conflicts:
	kwin/scene_opengl.cpp
	kwin/scene_opengl.h
2012-11-13 22:19:32 +02:00
Kai-Uwe Behrmann 479be668d7 Merge branch 'color2'
Conflicts:
	kwin/libkwineffects/kwinglplatform.cpp
2012-11-07 23:54:18 +01:00
Martin Gräßlin cf5de22586 Introduce a build option KWIN_BUILD_OPENGL_1_COMPOSITING
If the build option is enabled KWIN_HAVE_OPENGL_1 is passed as a compile
flag when build against OpenGL.

This compile flag is meant to replace the KWIN_HAVE_OPENGLES. So far code
has been ifdefed for special behavior of OpenGL ES 2.0 and to remove
fixed functionality calls which are not available in OpenGL ES 2.0.

With this build flag the fixed functionality calls which are only used in
the OpenGL1 Compositor can be removed and keeping the KWIN_HAVE_OPENGLES
for the real differences between OpenGL 2.x and OpenGL ES 2.0.

E.g. a call like glColor4f should be in an
glColor4f(1.0, 1.0, 1.0, 1.0);

while a call like glPolygonMode should be in an
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

Building for OpenGL ES 2.0 of course implies that KWIN_HAVE_OPENGL_1 is
not defined.
2012-10-25 11:34:12 +02:00
Martin Gräßlin a401558a43 Provide OpenGL over Egl
The Egl backend is decoupled from the OpenGL ES build option which makes
it possible to use it as a replacement for glx.

To make this possible a new build flag is added when egl is available at
compile time and any egl specific code is now ifdefed with this flag
instead of the gles flag. In addition at runtime a windowing system enum
value is passed to the various detect methods to have egl/glx specific
detection for e.g. function pointer resolving.

By default egl is used if compiled with OpenGL ES, otherwise glx is used.
But in the non-gles case the windowing system can be selected through the
new environment variable KWIN_OPENGL_INTERFACE. Setting this variable to
"egl" the EglOnXBackend is used.

REVIEW: 106632
2012-10-04 17:17:01 +02:00
Martin Gräßlin c2a4f81927 Introduce a helper class to automatically push/pop Shaders
The ShaderBinder class can be used for the case that a block of code
should be executed with a given Shader being bound. This is useful for
all the cases where there is a if-block for OpenGL2 execution with a
Shader being pushed in the first line to the ShaderManager and popped in
the last line of the block. With the helper this can be simplified to:

ShaderBinder binder(myCustomShader);

or

ShaderBinder binder(ShaderManager::GenericShader);

The ctor of ShaderBinder pushes the given Shader to the stack and once
the helper goes out of scope it will be popped again from the stack.

In addition the helper can take care of OpenGL 1 compositing, that is it
just does nothing. So it can also be used where there is a shared OpenGL1
and OpenGL2 code path where the Shader should only be pushed in OpenGL2.
This basically removes all the checks for the compositing type before
pushing/popping a Shader to the stack.

REVIEW: 106521
2012-09-29 15:33:57 +02:00
Martin Gräßlin f9a2ecbf33 Do not use ShaderManager::isValid to check for OpenGL2 compositing
The main usage of ShaderManager::isValid was to have OpenGL2 specific
code pathes. Now we have an actual OpenGL2Compositing type and we know
that the ShaderManager is valid if we have this compositing type and we
know that it is not valid on OpenGL1Compositing. This gives us a much
better check and allows us to use the isValid method just for where we
want to check whether the shaders compiled successfully.

In addition some effects require OpenGL2, so we do not need to check
again that the ShaderManager is valid. Such usages are removed.
2012-09-29 15:33:57 +02:00
Casian Andrei 8341d4406b Merge remote-tracking branch 'origin/master' into color2
Results in cleaner changes.
Put all the color correction stuff from SceneOpenGL in SceneOpenGL2.

Conflicts:
	kwin/eglonxbackend.cpp
	kwin/glxbackend.cpp
	kwin/scene.h
	kwin/scene_opengl.cpp
	kwin/scene_opengl.h
2012-09-23 11:57:38 +03:00
Martin Gräßlin 5a6d9400b2 Split SceneOpenGL into a concrete SceneOpenGL1 and SceneOpenGL2
SceneOpenGL turns into an abstract class with two concrete subclasses:
* SceneOpenGL1
* SceneOpenGL2

It provides a factory method which first creates either the GLX or EGL
backend which is passed to a static supported() method in the concrete
sub classes. These method can test whether the backend is sufficient to
be used for the OpenGL version in question. E.g. the OpenGL 2 scene
checks whether the context is direct.

The actual rendering is moved into the subclasses with specific OpenGL 1
and OpenGL 2 code. This should make the code more readable and requires
less checks whether a Shader is bound. This is now known through the
Scene: the OpenGL1 scene will never have a shader bound, the OpenGL2 scene
will always have a shader bound.

To make this more reliable the ShaderManager is extended by a disable
method used by SceneOpenGL1 to ensure that the ShaderManager will never
be used. This also obsoletes the need to read the KWin configuration
whether legacy GL is enabled. The check is moved into the supported
method of the OpenGL2 scene.

REVIEW: 106357
2012-09-16 21:28:11 +02:00
Casian Andrei 005ab28ad6 CC: No singleton for ColorCorrection 2012-08-27 17:24:30 +03:00
Casian Andrei a417888b0e Implement color correction support
The implementation consists of a class in libkwineffects.

There are some slight modifications in the compositor. Regions for
different outputs are drawn at different times.

Currently only per output color correction is implemented. However, the
grounds are prepared for implementing per window color correction
easily.

The ColorCorrection class needs to communicate via D-Bus with a KDED
module, KolorServer, which is a part of KolorManager.

The only visible part for the user consists of a check box in the
advanced tab for the compositing KCM.

The actual correction is done by injecting a piece of code in the
fragment shader, code that does a 3D lookup into a special color lookup
texture. The data for these textures is obtained from KolorServer. All
D-Bus calls are async.
2012-08-20 20:37:25 +03:00
Philipp Knechtges 05a8777edf kwin: adding proper clipping for transformed windows
This patch kind of reintroduces the old PaintClipper functionality.

REVIEW: 104397
2012-05-01 23:19:04 +02:00
Thomas Lübking d845b60c6c change geometry w/o compositor restart
This possibly fails on some (older?) ati chip/driver combos
-> Waiting for bugreports

REVIEW: 103246
2012-01-24 22:27:15 +01:00
Philipp Knechtges ef9aeafe0d kwin: Optimizing Blur Part II
This patch adds an optional texture cache to the blur effect such that damaged windows in
front of the blurred region dont trigger a repaint of the whole blurred region which pretty
often results in a avalanche repaint of nearly the whole screen.

REVIEW: 101977
2011-09-18 02:01:31 +02:00
Martin Gräßlin 225c362a04 Add support for framebuffer blit extension
Resolving of blit function and method in GLRenderTarget to blit
from the framebuffer to the RenderTarget.

REVIEW: 102354
2011-08-20 10:58:27 +02:00
Martin Gräßlin f5a187d224 Remove KWIN_HAVE_OPENGL from kwingl(es)utils
Yes building an OpenGL support library requires OpenGL...
2011-08-13 16:46:43 +02:00
Martin Gräßlin 2fc1ed25a5 Add a define KWIN_SHADER_DEBUG to all shaders
If the environment variable KWIN_GL_DEBUG is set to 1
the define KWIN_SHADER_DEBUG is added to the glsl
source code allowing to add some custom ifdefed
visual debug handling.

As an example it's added to scene-fragment.glsl to
paint everything in a greenish way.
2011-07-23 18:57:50 +02:00
Philipp Knechtges 116e024d12 kwin: moving KWin::GLTexture to a separate file 2011-06-22 13:03:36 +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
Martin Gräßlin 77a7bedac8 Delete ShaderManger before destroying GL Context 2011-04-27 14:52:04 +02:00
Martin Gräßlin ff4297a799 Update copyright
I really should start to add myself to the copyright when I commit
large chunks to the files...
2011-03-16 19:39:10 +01:00