enforce to "e" (cheap) when driver is still unknown after
detection must be assumed to have run, so a sane value is available
when the context is up
BUG: 322355
FIXED-IN: 4.11
REVIEW: 111548
the only thing it does on these systems is cause users
trouble because usually when there's a client where
unredirection makes sense, that uses OpenGL - and then
things break in the driver.
CCBUG: 252817
REVIEW: 111476
This method returns a matrix that transforms normalized or un-normalized
texture coordinates, taking the texture target and y-inversion flag into
account.
Remove support for OpenGL compositing without using a composite
overlay window. With this change kwin now also requires a
double-buffered framebuffer configuration.
Noticed this one during test compile against Qt5 as QX11Info is no longer
exposing appVisual. Using the visual from root window which works just
fine for this use case.
REVIEW: 109411
either by
- forcing fullrepaints unconditionally
- turning a repaint to a full one beyond a threshhold
- completing the the backbuffer from the frontbuffer after the paint
BUG: 307965
FIXED-IN: 4.10
REVIEW: 107198
In case the extension is not present eglQuerySurface returns EGL_FALSE
when querying for EGL_POST_SUB_BUFFER_SUPPORTED_NV and sets an
EGL_BAD_ATTRIBUTE error state. If this is the case it's not an error we
should abort on, but one we should ignore as it's the same as extension
not supported.
BUG: 315114
FIXED: 4.10.1
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
The handling for creating and managing the OpenGL context is
split out of the SceneOpenGL into the abstract OpenGLBackend
and it's two subclasses GlxBackend and EglOnXBackend.
The backends take care of creating the OpenGL context on the
windowing system, e.g. on glx an OpenGL context on the overlay
window is created and in the egl case an EGL context is created.
This means that the SceneOpenGL itself does not have to care
about the specific underlying infrastructure.
Furthermore the backend provides the Textures for the specific
texture from pixmap operations. For that in each of the backend
files an additional subclass of the TexturePrivate is defined.
These subclasses hold the EglImage and GLXPixmap respectively.
The backend is able to create such a private texture and for
that the ctor of the Texture is changed to take the backend as
a parameter and the Scene provides a factory method for
creating Textures. To make this work inside Window the Textures
are now hold as pointers which seems a better choice anyway as
to the member functions pointers are passed.
According to Pierre-Loup Griffais (Plagman on IRC) this is causing
choppy VDPAU video playback when compositing is enabled.
Removing these calls doesn't seem to cause any regressions, and the
commit that added them doesn't give a reason. So let's just get rid
of them for now.
This commit should be cherry-picked to the stable branch if no one
else notices any regressions.
CCMAIL: kwin@kde.org
This means the GLPlatform is filled with values from the
context actually used for Compositing and if XRender
compositing is used no OpenGL information is logged.
This patch changes the behavior of strictly bound textures such that
they are only updated if the corresponding window has been damaged.
Additionally GLTexture now keeps track of the current filter and
wrapmode setting.
REVIEW: 103655
There seems to be a problem with nouveau GLES if you want to create an
EGLImageKHR more than once in a frame for the same pixmap. This patch
circumvents the problem in the way that it implements tfp the same way
as the mesa example in
mesa/demos/src/egl/opengles1/texture_from_pixmap.c does it. A nice
side effect of this is that it also avoids the overhead of recreating
the texture for every damaged window.
REVIEW: 103303
The EGL path had no support for presenting sub-regions of the screen, we can
leverage EGL_NV_post_sub_buffer for that. This wouldn't be a win if we didn't
have to opt-out of flipping.
REVIEW: 102889
EGL_KHR_image is a functional superset of both EGL_KHR_image_base and
EGL_KHR_image_pixmap, which were split off later to allow the former to be
more modular. Older drivers might only expose EGL_KHR_image if they were
released before the split happened.
REVIEW: 102879
Instead of calculating the elapsed time from epoch clock, using
a QElapsedTimer as well as reusing the timer object instead of
creating a new one in the scene each frame.
REVIEW: 102473
Additionally:
- hide the GLTexture implementation using dpointers
- drop the unused function SceneOpenGL::Texture::optimizeBindDamage()
- Texture::load now loads a new texture and does not update the existing one
REVIEW: 101999
All the functionality of Overlay Window is moved to its own class
OverlayWindow. It is created and owned by class Scene, since almost
all function calls are called from this class.
REVIEW: 101866
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
This fixes my issue that mouse events are eaten on R600G.
I am a little bit surprised that it worked at all with nouveau.
Now my issues are fixed and finally, finally my primary system uses
the free driver stack (though only GLES).
This should help preventing flickering/tearing with various
ES drivers.
Thanks to Jammy Zhou for pointing out this problem and providing
the patch.
CCMAIL: jammy.zhou@linaro.org
The vertex buffer implementation uses the shader manager to decide
whether core painting should be used or not. Shader manager is only
used by shaders using vertex attributes instead of gl_Vertex etc.