Mir

Merge lp://qastaging/~vanvugt/mir/neg into lp://qastaging/mir

Proposed by Daniel van Vugt
Status: Merged
Approved by: Daniel van Vugt
Approved revision: no longer in the source branch.
Merged at revision: 2226
Proposed branch: lp://qastaging/~vanvugt/mir/neg
Merge into: lp://qastaging/mir
Diff against target: 530 lines (+163/-75)
10 files modified
doc/demo_shell_controls.md (+2/-0)
playground/demo-shell/demo_compositor.cpp (+5/-0)
playground/demo-shell/demo_compositor.h (+2/-0)
playground/demo-shell/demo_renderer.cpp (+48/-1)
playground/demo-shell/demo_renderer.h (+25/-7)
playground/demo-shell/window_manager.cpp (+21/-0)
playground/demo-shell/window_manager.h (+4/-0)
src/include/server/mir/compositor/gl_renderer.h (+12/-3)
src/server/compositor/gl_renderer.cpp (+34/-63)
src/server/symbols.map (+10/-1)
To merge this branch: bzr merge lp://qastaging/~vanvugt/mir/neg
Reviewer Review Type Date Requested Status
Cemil Azizoglu (community) Approve
Andreas Pokorny (community) Abstain
PS Jenkins bot (community) continuous-integration Approve
Kevin DuBois (community) Needs Information
Review via email: mp+246057@code.qastaging.launchpad.net

Commit message

First attempts at adding custom shaders in shells. As an example, this
introduces negative (Super+N) and high contrast (Super+C) modes to the
demo shell (mir_proving_server). (LP: #1400580)

I also took the opportunity to clean up and eliminate the ugly vector
of programs approach.

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Revision history for this message
PS Jenkins bot (ps-jenkins) wrote :
review: Needs Fixing (continuous-integration)
Revision history for this message
PS Jenkins bot (ps-jenkins) wrote :
review: Approve (continuous-integration)
Revision history for this message
Andreas Pokorny (andreas-pokorny) wrote :

Looking at multiwin, I believe you need to apply contrast only on .rgb and leave alpha as is .. or maybe apply it to .rgb/.alpha and *.alpha afterwards, but not sure about the constrast computation.

+ 133 neffects - because of negative inside that MP I stumbled over that term.

Havent thought about the changes to GLRenderer yet.

review: Needs Fixing
Revision history for this message
Kevin DuBois (kdub) wrote :

Unity8 reimplements GLRenderer, so they wouldn't want to pick up our GLRenderer just to have the inverted color rendering. USC doesn't reimplement GLRenderer, but if we're not publishing the header, then this wouldn't help USC either. I'm okay with this change to the proving shell (although, why not try to drive through the public api?), but how does this help USC/U8 implement the feature?

review: Needs Information
Revision history for this message
Daniel van Vugt (vanvugt) wrote :

This proposal is not intended to help USC or U8 in their current forms. It's foundational work to demo and support future custom shaders in custom shells that utilize GLRenderer. Which is why I did it on the weekend.

There are many such enhancements I want to see in Mir. And any that are not business driven will be done in my own time. Just as you would see from any community contributor.

Revision history for this message
PS Jenkins bot (ps-jenkins) wrote :
review: Approve (continuous-integration)
Revision history for this message
Andreas Pokorny (andreas-pokorny) wrote :

yes looks better.. abstain for now until I get look at the GLRenderer solution again

review: Abstain
Revision history for this message
Kevin DuBois (kdub) wrote :

I don't have a problem with adding the feature, but I guess I still don't see how adding a feature that USC/U8 cannot use helps with the bug. To rephrase, I don't see this addressing the bug. Is this just proving that a shader can be written to achieve the effect that is requested? (making this a somewhat-related branch, but not a fix to the wishlist request)

Revision history for this message
Daniel van Vugt (vanvugt) wrote :

For me this branch has a more important purpose than the attached bug; It provides a simple demo for custom shaders in custom shells. It showed me what still needed improving in GLRenderer, so that I may get to my own goal of demonstrating more fancy decoration ideas in the demo shell. I then plan to use those demonstrations to argue for similar ideas in future for Unity8.

Revision history for this message
Daniel van Vugt (vanvugt) wrote :

So the purpose of our demos should come full circle, from appearing to be toys, but eventually helping to motivate positive change in real projects.

Revision history for this message
Robert Carr (robertcarr) wrote :

Should at least be unlinked from bug.

Revision history for this message
Kevin DuBois (kdub) wrote :

> Should at least be unlinked from bug.
Well, it shouldn't resolve the bug at least (could be in the comments)

Revision history for this message
Kevin DuBois (kdub) wrote :

> So the purpose of our demos should come full circle, from appearing to be
> toys, but eventually helping to motivate positive change in real projects.

I agree, but we're changing mg::Renderer (a non-public interface, because its too strange of an interface to support publicly) So, I guess I'm on-board with the feature, but would rather start driving the public interfaces, as opposed to the privileged internal access that the playground/ servers have.

Revision history for this message
Cemil Azizoglu (cemil-azizoglu) wrote :

+1 on not resolving the bug.

Otherwise, it looks fine.

review: Approve
Revision history for this message
Daniel van Vugt (vanvugt) wrote :

This branch doesn't resolve the bug for Unity8. That's why it's a separate task already.

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