kwin/libkwineffects/kwineffectquickview.cpp

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2020-08-03 01:22:19 +03:00
/*
KWin - the KDE window manager
This file is part of the KDE project.
[libkwineffects] Introduce API to easily show a QtQuick scene in an effect Summary: EffectQuickView/Scene is a convenient class to render a QtQuick scenegraph into an effect. Current methods (such as present windows) involve creating an underlying platform window which is expensive, causes a headache to filter out again in the rest of the code, and only works as an overlay. The new class exposes things more natively to an effect where we don't mess with real windows, we can perform the painting anywhere in the view and we don't have issues with hiding/closing. QtQuick has both software and hardware accelerated modes, and kwin also has 3 render backends. Every combination is supported. * When used in OpenGL mode for both, we render into an FBO export the texture ID then it's up to the effect to render that into a scene. * When using software QtQuick rendering we blit into an image, upload that into a KWinGLTexture which serves as an abstraction layer and render that into the scene. * When using GL for QtQuick and XRender/QPainter in kwin everything is rendered into the internal FBO, blit and exported as an image. * When using software rendering for both an image gets passed directly. Mouse and keyboard events can be forwarded, only if the effect intercepts them. The class is meant to be generic enough that we can remove all the QtQuick code from Aurorae. The intention is also to replace EffectFrameImpl using this backend and we can kill all of the EffectFrame code throughout the scenes. The close button in present windows will also be ported to this, simplifiying that code base. Classes that handle the rendering and handling QML are intentionally split so that in the future we can have a declarative effects API create overlays from within the same context. Similar to how one can instantiate windows from a typical QML scene. Notes: I don't like how I pass the kwin GL context from the backends into the effect, but I need something that works with the library separation. It also currently has wayland problem if I create a QOpenGLContext before the QPA is set up with a scene - but I don't have anything better? I know for the EffectFrame we need an API to push things through the effects stack to handle blur/invert etc. Will deal with that when we port the EffectFrame. Test Plan: Used in an effect Reviewers: #kwin, zzag Reviewed By: #kwin, zzag Subscribers: zzag, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D24215
2019-09-27 18:06:37 +03:00
2020-08-03 01:22:19 +03:00
SPDX-FileCopyrightText: 2019 David Edmundson <davidedmundson@kde.org>
[libkwineffects] Introduce API to easily show a QtQuick scene in an effect Summary: EffectQuickView/Scene is a convenient class to render a QtQuick scenegraph into an effect. Current methods (such as present windows) involve creating an underlying platform window which is expensive, causes a headache to filter out again in the rest of the code, and only works as an overlay. The new class exposes things more natively to an effect where we don't mess with real windows, we can perform the painting anywhere in the view and we don't have issues with hiding/closing. QtQuick has both software and hardware accelerated modes, and kwin also has 3 render backends. Every combination is supported. * When used in OpenGL mode for both, we render into an FBO export the texture ID then it's up to the effect to render that into a scene. * When using software QtQuick rendering we blit into an image, upload that into a KWinGLTexture which serves as an abstraction layer and render that into the scene. * When using GL for QtQuick and XRender/QPainter in kwin everything is rendered into the internal FBO, blit and exported as an image. * When using software rendering for both an image gets passed directly. Mouse and keyboard events can be forwarded, only if the effect intercepts them. The class is meant to be generic enough that we can remove all the QtQuick code from Aurorae. The intention is also to replace EffectFrameImpl using this backend and we can kill all of the EffectFrame code throughout the scenes. The close button in present windows will also be ported to this, simplifiying that code base. Classes that handle the rendering and handling QML are intentionally split so that in the future we can have a declarative effects API create overlays from within the same context. Similar to how one can instantiate windows from a typical QML scene. Notes: I don't like how I pass the kwin GL context from the backends into the effect, but I need something that works with the library separation. It also currently has wayland problem if I create a QOpenGLContext before the QPA is set up with a scene - but I don't have anything better? I know for the EffectFrame we need an API to push things through the effects stack to handle blur/invert etc. Will deal with that when we port the EffectFrame. Test Plan: Used in an effect Reviewers: #kwin, zzag Reviewed By: #kwin, zzag Subscribers: zzag, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D24215
2019-09-27 18:06:37 +03:00
2020-08-03 01:22:19 +03:00
SPDX-License-Identifier: GPL-2.0-or-later
*/
[libkwineffects] Introduce API to easily show a QtQuick scene in an effect Summary: EffectQuickView/Scene is a convenient class to render a QtQuick scenegraph into an effect. Current methods (such as present windows) involve creating an underlying platform window which is expensive, causes a headache to filter out again in the rest of the code, and only works as an overlay. The new class exposes things more natively to an effect where we don't mess with real windows, we can perform the painting anywhere in the view and we don't have issues with hiding/closing. QtQuick has both software and hardware accelerated modes, and kwin also has 3 render backends. Every combination is supported. * When used in OpenGL mode for both, we render into an FBO export the texture ID then it's up to the effect to render that into a scene. * When using software QtQuick rendering we blit into an image, upload that into a KWinGLTexture which serves as an abstraction layer and render that into the scene. * When using GL for QtQuick and XRender/QPainter in kwin everything is rendered into the internal FBO, blit and exported as an image. * When using software rendering for both an image gets passed directly. Mouse and keyboard events can be forwarded, only if the effect intercepts them. The class is meant to be generic enough that we can remove all the QtQuick code from Aurorae. The intention is also to replace EffectFrameImpl using this backend and we can kill all of the EffectFrame code throughout the scenes. The close button in present windows will also be ported to this, simplifiying that code base. Classes that handle the rendering and handling QML are intentionally split so that in the future we can have a declarative effects API create overlays from within the same context. Similar to how one can instantiate windows from a typical QML scene. Notes: I don't like how I pass the kwin GL context from the backends into the effect, but I need something that works with the library separation. It also currently has wayland problem if I create a QOpenGLContext before the QPA is set up with a scene - but I don't have anything better? I know for the EffectFrame we need an API to push things through the effects stack to handle blur/invert etc. Will deal with that when we port the EffectFrame. Test Plan: Used in an effect Reviewers: #kwin, zzag Reviewed By: #kwin, zzag Subscribers: zzag, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D24215
2019-09-27 18:06:37 +03:00
#include "kwineffectquickview.h"
#include "kwinglutils.h"
#include "kwineffects.h"
#include "logging_p.h"
#include <QQmlEngine>
#include <QQuickItem>
#include <QQmlContext>
#include <QQmlComponent>
#include <QQuickView>
#include <QQuickRenderControl>
#include <QUrl>
#include <QOffscreenSurface>
#include <QOpenGLContext>
#include <QOpenGLFramebufferObject>
#include <QTimer>
#include <KDeclarative/QmlObjectSharedEngine>
namespace KWin
{
[libkwineffects] Introduce API to easily show a QtQuick scene in an effect Summary: EffectQuickView/Scene is a convenient class to render a QtQuick scenegraph into an effect. Current methods (such as present windows) involve creating an underlying platform window which is expensive, causes a headache to filter out again in the rest of the code, and only works as an overlay. The new class exposes things more natively to an effect where we don't mess with real windows, we can perform the painting anywhere in the view and we don't have issues with hiding/closing. QtQuick has both software and hardware accelerated modes, and kwin also has 3 render backends. Every combination is supported. * When used in OpenGL mode for both, we render into an FBO export the texture ID then it's up to the effect to render that into a scene. * When using software QtQuick rendering we blit into an image, upload that into a KWinGLTexture which serves as an abstraction layer and render that into the scene. * When using GL for QtQuick and XRender/QPainter in kwin everything is rendered into the internal FBO, blit and exported as an image. * When using software rendering for both an image gets passed directly. Mouse and keyboard events can be forwarded, only if the effect intercepts them. The class is meant to be generic enough that we can remove all the QtQuick code from Aurorae. The intention is also to replace EffectFrameImpl using this backend and we can kill all of the EffectFrame code throughout the scenes. The close button in present windows will also be ported to this, simplifiying that code base. Classes that handle the rendering and handling QML are intentionally split so that in the future we can have a declarative effects API create overlays from within the same context. Similar to how one can instantiate windows from a typical QML scene. Notes: I don't like how I pass the kwin GL context from the backends into the effect, but I need something that works with the library separation. It also currently has wayland problem if I create a QOpenGLContext before the QPA is set up with a scene - but I don't have anything better? I know for the EffectFrame we need an API to push things through the effects stack to handle blur/invert etc. Will deal with that when we port the EffectFrame. Test Plan: Used in an effect Reviewers: #kwin, zzag Reviewed By: #kwin, zzag Subscribers: zzag, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D24215
2019-09-27 18:06:37 +03:00
static std::unique_ptr<QOpenGLContext> s_shareContext;
class Q_DECL_HIDDEN EffectQuickView::Private
{
public:
QQuickWindow *m_view;
QQuickRenderControl *m_renderControl;
QScopedPointer<QOpenGLContext> m_glcontext;
QScopedPointer<QOffscreenSurface> m_offscreenSurface;
QScopedPointer<QOpenGLFramebufferObject> m_fbo;
QImage m_image;
QScopedPointer<GLTexture> m_textureExport;
// if we should capture a QImage after rendering into our BO.
// Used for either software QtQuick rendering and nonGL kwin rendering
bool m_useBlit = false;
bool m_visible = true;
void releaseResources();
};
class Q_DECL_HIDDEN EffectQuickScene::Private
{
public:
KDeclarative::QmlObjectSharedEngine *qmlObject = nullptr;
};
EffectQuickView::EffectQuickView(QObject *parent)
: EffectQuickView(parent, effects->isOpenGLCompositing() ? ExportMode::Texture : ExportMode::Image)
{
}
EffectQuickView::EffectQuickView(QObject *parent, ExportMode exportMode)
: QObject(parent)
, d(new EffectQuickView::Private)
{
d->m_renderControl = new QQuickRenderControl(this);
d->m_view = new QQuickWindow(d->m_renderControl);
d->m_view->setFlags(Qt::FramelessWindowHint);
d->m_view->setColor(Qt::transparent);
if (exportMode == ExportMode::Image) {
d->m_useBlit = true;
}
const bool usingGl = d->m_view->rendererInterface()->graphicsApi() == QSGRendererInterface::OpenGL;
if (!usingGl) {
qCDebug(LIBKWINEFFECTS) << "QtQuick Software rendering mode detected";
d->m_useBlit = true;
d->m_renderControl->initialize(nullptr);
} else {
QSurfaceFormat format;
format.setOption(QSurfaceFormat::ResetNotification);
format.setDepthBufferSize(16);
format.setStencilBufferSize(8);
d->m_glcontext.reset(new QOpenGLContext);
d->m_glcontext->setShareContext(s_shareContext.get());
d->m_glcontext->setFormat(format);
d->m_glcontext->create();
// and the offscreen surface
d->m_offscreenSurface.reset(new QOffscreenSurface);
d->m_offscreenSurface->setFormat(d->m_glcontext->format());
d->m_offscreenSurface->create();
d->m_glcontext->makeCurrent(d->m_offscreenSurface.data());
d->m_renderControl->initialize(d->m_glcontext.data());
d->m_glcontext->doneCurrent();
if (!d->m_glcontext->shareContext()) {
qCDebug(LIBKWINEFFECTS) << "Failed to create a shared context, falling back to raster rendering";
qCDebug(LIBKWINEFFECTS) << "Extra debug:";
qCDebug(LIBKWINEFFECTS) << "our context:" << d->m_glcontext.data();
qCDebug(LIBKWINEFFECTS) << "share context:" << s_shareContext.get();
// still render via GL, but blit for presentation
d->m_useBlit = true;
}
}
auto updateSize = [this]() { contentItem()->setSize(d->m_view->size()); };
updateSize();
connect(d->m_view, &QWindow::widthChanged, this, updateSize);
connect(d->m_view, &QWindow::heightChanged, this, updateSize);
QTimer *t = new QTimer(this);
t->setSingleShot(true);
t->setInterval(10);
connect(t, &QTimer::timeout, this, &EffectQuickView::update);
connect(d->m_renderControl, &QQuickRenderControl::renderRequested, t, [t]() { t->start(); });
connect(d->m_renderControl, &QQuickRenderControl::sceneChanged, t, [t]() { t->start(); });
}
EffectQuickView::~EffectQuickView()
{
if (d->m_glcontext) {
d->m_glcontext->makeCurrent(d->m_offscreenSurface.data());
d->m_renderControl->invalidate();
d->m_glcontext->doneCurrent();
}
}
void EffectQuickView::update()
{
if (!d->m_visible) {
return;
}
if (d->m_view->size().isEmpty()) {
return;
}
bool usingGl = d->m_glcontext;
if (usingGl) {
if (!d->m_glcontext->makeCurrent(d->m_offscreenSurface.data())) {
// probably a context loss event, kwin is about to reset all the effects anyway
return;
}
if (d->m_fbo.isNull() || d->m_fbo->size() != d->m_view->size()) {
d->m_textureExport.reset(nullptr);
d->m_fbo.reset(new QOpenGLFramebufferObject(d->m_view->size(), QOpenGLFramebufferObject::CombinedDepthStencil));
if (!d->m_fbo->isValid()) {
d->m_fbo.reset();
d->m_glcontext->doneCurrent();
return;
}
}
d->m_view->setRenderTarget(d->m_fbo.data());
}
d->m_renderControl->polishItems();
d->m_renderControl->sync();
d->m_renderControl->render();
if (usingGl) {
d->m_view->resetOpenGLState();
}
if (d->m_useBlit) {
d->m_image = d->m_renderControl->grab();
}
if (usingGl) {
QOpenGLFramebufferObject::bindDefault();
d->m_glcontext->doneCurrent();
}
emit repaintNeeded();
}
void EffectQuickView::forwardMouseEvent(QEvent *e)
{
if (!d->m_visible) {
return;
}
switch (e->type()) {
case QEvent::MouseMove:
case QEvent::MouseButtonPress:
case QEvent::MouseButtonRelease:
case QEvent::MouseButtonDblClick:
{
QMouseEvent *me = static_cast<QMouseEvent *>(e);
const QPoint widgetPos = d->m_view->mapFromGlobal(me->pos());
QMouseEvent cloneEvent(me->type(), widgetPos, me->pos(), me->button(), me->buttons(), me->modifiers());
QCoreApplication::sendEvent(d->m_view, &cloneEvent);
e->setAccepted(cloneEvent.isAccepted());
return;
}
case QEvent::HoverEnter:
case QEvent::HoverLeave:
case QEvent::HoverMove:
{
QHoverEvent *he = static_cast<QHoverEvent *>(e);
const QPointF widgetPos = d->m_view->mapFromGlobal(he->pos());
const QPointF oldWidgetPos = d->m_view->mapFromGlobal(he->oldPos());
QHoverEvent cloneEvent(he->type(), widgetPos, oldWidgetPos, he->modifiers());
QCoreApplication::sendEvent(d->m_view, &cloneEvent);
e->setAccepted(cloneEvent.isAccepted());
return;
}
case QEvent::Wheel:
{
QWheelEvent *we = static_cast<QWheelEvent *>(e);
const QPointF widgetPos = d->m_view->mapFromGlobal(we->pos());
QWheelEvent cloneEvent(widgetPos, we->globalPosF(), we->pixelDelta(), we->angleDelta(), we->buttons(),
we->modifiers(), we->phase(), we->inverted());
QCoreApplication::sendEvent(d->m_view, &cloneEvent);
e->setAccepted(cloneEvent.isAccepted());
return;
}
default:
return;
}
[libkwineffects] Introduce API to easily show a QtQuick scene in an effect Summary: EffectQuickView/Scene is a convenient class to render a QtQuick scenegraph into an effect. Current methods (such as present windows) involve creating an underlying platform window which is expensive, causes a headache to filter out again in the rest of the code, and only works as an overlay. The new class exposes things more natively to an effect where we don't mess with real windows, we can perform the painting anywhere in the view and we don't have issues with hiding/closing. QtQuick has both software and hardware accelerated modes, and kwin also has 3 render backends. Every combination is supported. * When used in OpenGL mode for both, we render into an FBO export the texture ID then it's up to the effect to render that into a scene. * When using software QtQuick rendering we blit into an image, upload that into a KWinGLTexture which serves as an abstraction layer and render that into the scene. * When using GL for QtQuick and XRender/QPainter in kwin everything is rendered into the internal FBO, blit and exported as an image. * When using software rendering for both an image gets passed directly. Mouse and keyboard events can be forwarded, only if the effect intercepts them. The class is meant to be generic enough that we can remove all the QtQuick code from Aurorae. The intention is also to replace EffectFrameImpl using this backend and we can kill all of the EffectFrame code throughout the scenes. The close button in present windows will also be ported to this, simplifiying that code base. Classes that handle the rendering and handling QML are intentionally split so that in the future we can have a declarative effects API create overlays from within the same context. Similar to how one can instantiate windows from a typical QML scene. Notes: I don't like how I pass the kwin GL context from the backends into the effect, but I need something that works with the library separation. It also currently has wayland problem if I create a QOpenGLContext before the QPA is set up with a scene - but I don't have anything better? I know for the EffectFrame we need an API to push things through the effects stack to handle blur/invert etc. Will deal with that when we port the EffectFrame. Test Plan: Used in an effect Reviewers: #kwin, zzag Reviewed By: #kwin, zzag Subscribers: zzag, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D24215
2019-09-27 18:06:37 +03:00
}
void EffectQuickView::forwardKeyEvent(QKeyEvent *keyEvent)
{
if (!d->m_visible) {
return;
}
QCoreApplication::sendEvent(d->m_view, keyEvent);
}
void EffectQuickView::setShareContext(std::unique_ptr<QOpenGLContext> context)
{
s_shareContext = std::move(context);
}
QRect EffectQuickView::geometry() const
{
return d->m_view->geometry();
}
QQuickItem *EffectQuickView::contentItem() const
{
return d->m_view->contentItem();
}
void EffectQuickView::setVisible(bool visible)
{
if (d->m_visible == visible) {
return;
}
d->m_visible = visible;
if (visible){
d->m_renderControl->renderRequested();
} else {
// deferred to not change GL context
QTimer::singleShot(0, this, [this]() {
d->releaseResources();
});
}
}
bool EffectQuickView::isVisible() const
{
return d->m_visible;
}
void EffectQuickView::show()
{
setVisible(true);
}
void EffectQuickView::hide()
{
setVisible(false);
}
GLTexture *EffectQuickView::bufferAsTexture()
{
if (d->m_useBlit) {
if (d->m_image.isNull()) {
return nullptr;
}
d->m_textureExport.reset(new GLTexture(d->m_image));
} else {
if (!d->m_fbo) {
return nullptr;
}
if (!d->m_textureExport) {
d->m_textureExport.reset(new GLTexture(d->m_fbo->texture(), d->m_fbo->format().internalTextureFormat(), d->m_fbo->size()));
}
}
return d->m_textureExport.data();
}
QImage EffectQuickView::bufferAsImage() const
{
return d->m_image;
}
QSize EffectQuickView::size() const
{
return d->m_view->geometry().size();
}
void EffectQuickView::setGeometry(const QRect &rect)
{
const QRect oldGeometry = d->m_view->geometry();
d->m_view->setGeometry(rect);
emit geometryChanged(oldGeometry, rect);
}
void EffectQuickView::Private::releaseResources()
{
if (m_glcontext) {
m_glcontext->makeCurrent(m_offscreenSurface.data());
m_view->releaseResources();
m_glcontext->doneCurrent();
} else {
m_view->releaseResources();
}
}
EffectQuickScene::EffectQuickScene(QObject *parent)
: EffectQuickView(parent)
, d(new EffectQuickScene::Private)
{
d->qmlObject = new KDeclarative::QmlObjectSharedEngine(this);
[libkwineffects] Introduce API to easily show a QtQuick scene in an effect Summary: EffectQuickView/Scene is a convenient class to render a QtQuick scenegraph into an effect. Current methods (such as present windows) involve creating an underlying platform window which is expensive, causes a headache to filter out again in the rest of the code, and only works as an overlay. The new class exposes things more natively to an effect where we don't mess with real windows, we can perform the painting anywhere in the view and we don't have issues with hiding/closing. QtQuick has both software and hardware accelerated modes, and kwin also has 3 render backends. Every combination is supported. * When used in OpenGL mode for both, we render into an FBO export the texture ID then it's up to the effect to render that into a scene. * When using software QtQuick rendering we blit into an image, upload that into a KWinGLTexture which serves as an abstraction layer and render that into the scene. * When using GL for QtQuick and XRender/QPainter in kwin everything is rendered into the internal FBO, blit and exported as an image. * When using software rendering for both an image gets passed directly. Mouse and keyboard events can be forwarded, only if the effect intercepts them. The class is meant to be generic enough that we can remove all the QtQuick code from Aurorae. The intention is also to replace EffectFrameImpl using this backend and we can kill all of the EffectFrame code throughout the scenes. The close button in present windows will also be ported to this, simplifiying that code base. Classes that handle the rendering and handling QML are intentionally split so that in the future we can have a declarative effects API create overlays from within the same context. Similar to how one can instantiate windows from a typical QML scene. Notes: I don't like how I pass the kwin GL context from the backends into the effect, but I need something that works with the library separation. It also currently has wayland problem if I create a QOpenGLContext before the QPA is set up with a scene - but I don't have anything better? I know for the EffectFrame we need an API to push things through the effects stack to handle blur/invert etc. Will deal with that when we port the EffectFrame. Test Plan: Used in an effect Reviewers: #kwin, zzag Reviewed By: #kwin, zzag Subscribers: zzag, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D24215
2019-09-27 18:06:37 +03:00
}
EffectQuickScene::EffectQuickScene(QObject *parent, EffectQuickView::ExportMode exportMode)
: EffectQuickView(parent, exportMode)
, d(new EffectQuickScene::Private)
{
d->qmlObject = new KDeclarative::QmlObjectSharedEngine(this);
[libkwineffects] Introduce API to easily show a QtQuick scene in an effect Summary: EffectQuickView/Scene is a convenient class to render a QtQuick scenegraph into an effect. Current methods (such as present windows) involve creating an underlying platform window which is expensive, causes a headache to filter out again in the rest of the code, and only works as an overlay. The new class exposes things more natively to an effect where we don't mess with real windows, we can perform the painting anywhere in the view and we don't have issues with hiding/closing. QtQuick has both software and hardware accelerated modes, and kwin also has 3 render backends. Every combination is supported. * When used in OpenGL mode for both, we render into an FBO export the texture ID then it's up to the effect to render that into a scene. * When using software QtQuick rendering we blit into an image, upload that into a KWinGLTexture which serves as an abstraction layer and render that into the scene. * When using GL for QtQuick and XRender/QPainter in kwin everything is rendered into the internal FBO, blit and exported as an image. * When using software rendering for both an image gets passed directly. Mouse and keyboard events can be forwarded, only if the effect intercepts them. The class is meant to be generic enough that we can remove all the QtQuick code from Aurorae. The intention is also to replace EffectFrameImpl using this backend and we can kill all of the EffectFrame code throughout the scenes. The close button in present windows will also be ported to this, simplifiying that code base. Classes that handle the rendering and handling QML are intentionally split so that in the future we can have a declarative effects API create overlays from within the same context. Similar to how one can instantiate windows from a typical QML scene. Notes: I don't like how I pass the kwin GL context from the backends into the effect, but I need something that works with the library separation. It also currently has wayland problem if I create a QOpenGLContext before the QPA is set up with a scene - but I don't have anything better? I know for the EffectFrame we need an API to push things through the effects stack to handle blur/invert etc. Will deal with that when we port the EffectFrame. Test Plan: Used in an effect Reviewers: #kwin, zzag Reviewed By: #kwin, zzag Subscribers: zzag, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D24215
2019-09-27 18:06:37 +03:00
}
EffectQuickScene::~EffectQuickScene()
{
}
void EffectQuickScene::setSource(const QUrl &source)
{
d->qmlObject->setSource(source);
QQuickItem *item = rootItem();
if (!item) {
qCDebug(LIBKWINEFFECTS) << "Could not load effect quick view" << source;
return;
}
item->setParentItem(contentItem());
auto updateSize = [item, this]() { item->setSize(contentItem()->size()); };
updateSize();
connect(contentItem(), &QQuickItem::widthChanged, item, updateSize);
connect(contentItem(), &QQuickItem::heightChanged, item, updateSize);
}
QQmlContext *EffectQuickScene::rootContext() const
{
return d->qmlObject->rootContext();
}
QQuickItem *EffectQuickScene::rootItem() const
{
return qobject_cast<QQuickItem *>(d->qmlObject->rootObject());
}
} // namespace KWin