kwin/composite.cpp

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/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
/*
Code related to compositing (redirecting windows to pixmaps and tracking
window damage).
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Docs:
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XComposite (the protocol, but the function calls map to it):
http://gitweb.freedesktop.org/?p=xorg/proto/compositeproto.git;a=blob_plain;hb=HEAD;f=compositeproto.txt
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XDamage (again the protocol):
http://gitweb.freedesktop.org/?p=xorg/proto/damageproto.git;a=blob_plain;hb=HEAD;f=damageproto.txt
Paper including basics on compositing, XGL vs AIGLX, XRender vs OpenGL, etc.:
http://www.vis.uni-stuttgart.de/~hopf/pub/LinuxTag2007_compiz_NextGenerationDesktop_Paper.pdf
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Composite HOWTO from Fredrik:
http://ktown.kde.org/~fredrik/composite_howto.html
*/
#include <config-X11.h>
#include "utils.h"
#include <QTextStream>
#include "workspace.h"
#include "client.h"
#include "unmanaged.h"
#include "deleted.h"
#include "effects.h"
#include "scene.h"
#include "scene_basic.h"
#include "scene_xrender.h"
#include "scene_opengl.h"
#include "compositingprefs.h"
#include "notifications.h"
#include <stdio.h>
#include <QMenu>
#include <QTimerEvent>
#include <kaction.h>
#include <kactioncollection.h>
#include <klocale.h>
#include <kxerrorhandler.h>
#include <X11/extensions/shape.h>
#ifdef HAVE_XCOMPOSITE
#include <X11/extensions/Xcomposite.h>
#if XCOMPOSITE_MAJOR > 0 || XCOMPOSITE_MINOR >= 3
#define HAVE_XCOMPOSITE_OVERLAY
#endif
#endif
#ifdef HAVE_XRANDR
#include <X11/extensions/Xrandr.h>
#endif
namespace KWin
{
extern int currentRefreshRate();
//****************************************
// Workspace
//****************************************
void Workspace::setupCompositing()
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{
#ifdef KWIN_HAVE_COMPOSITING
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if (scene != NULL)
return;
if (compositingSuspended) {
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kDebug(1212) << "Compositing is suspended";
return;
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} else if (!CompositingPrefs::compositingPossible()) {
kError(1212) << "Compositing is not possible";
return;
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}
if (!options->compositingInitialized)
options->reloadCompositingSettings(true);
char selection_name[ 100 ];
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sprintf(selection_name, "_NET_WM_CM_S%d", DefaultScreen(display()));
cm_selection = new KSelectionOwner(selection_name);
connect(cm_selection, SIGNAL(lostOwnership()), SLOT(lostCMSelection()));
cm_selection->claim(true); // force claiming
switch(options->compositingMode) {
/*case 'B':
kDebug( 1212 ) << "X compositing";
scene = new SceneBasic( this );
break; // don't fall through (this is a testing one) */
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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case OpenGLCompositing: {
kDebug(1212) << "Initializing OpenGL compositing";
// Some broken drivers crash on glXQuery() so to prevent constant KWin crashes:
KSharedConfigPtr unsafeConfigPtr(KSharedConfig::openConfig("kwinrc"));
KConfigGroup unsafeConfig(unsafeConfigPtr, "Compositing");
if (unsafeConfig.readEntry("OpenGLIsUnsafe", false))
kWarning(1212) << "KWin has detected that your OpenGL library is unsafe to use, "
"falling back to XRender.";
else {
unsafeConfig.writeEntry("OpenGLIsUnsafe", true);
unsafeConfig.sync();
scene = new SceneOpenGL(this);
// TODO: Add 30 second delay to protect against screen freezes as well
unsafeConfig.writeEntry("OpenGLIsUnsafe", false);
unsafeConfig.sync();
if (!scene->initFailed())
break; // -->
delete scene;
scene = NULL;
}
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// Do not Fall back to XRender - it causes problems when selfcheck fails during startup, but works later on
break;
}
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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case XRenderCompositing:
kDebug(1212) << "Initializing XRender compositing";
scene = new SceneXrender(this);
break;
#endif
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default:
#ifndef KWIN_HAVE_COMPOSITING
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kDebug(1212) << "Compositing was not available at compile time";
#else
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kDebug(1212) << "No compositing enabled";
#endif
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delete cm_selection;
return;
}
if (scene == NULL || scene->initFailed()) {
kError(1212) << "Failed to initialize compositing, compositing disabled";
kError(1212) << "Consult http://techbase.kde.org/Projects/KWin/4.0-release-notes#Setting_up";
delete scene;
scene = NULL;
delete cm_selection;
return;
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}
xrrRefreshRate = KWin::currentRefreshRate();
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fpsInterval = (options->maxFpsInterval << 10);
if (scene->waitSyncAvailable()) { // if we do vsync, set the fps to the next multiple of the vblank rate
vBlankInterval = (1000 << 10) / xrrRefreshRate;
fpsInterval -= (fpsInterval % vBlankInterval);
fpsInterval = qMax(fpsInterval, vBlankInterval);
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} else
vBlankInterval = 1 << 10; // no sync - DO NOT set "0", would cause div-by-zero segfaults.
vBlankPadding = 3; // vblank rounding errors... :-(
nextPaintReference = QDateTime::currentMSecsSinceEpoch();
checkCompositeTimer();
composite_paint_times.clear();
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XCompositeRedirectSubwindows(display(), rootWindow(), CompositeRedirectManual);
new EffectsHandlerImpl(scene->compositingType()); // sets also the 'effects' pointer
addRepaintFull();
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foreach (Client * c, clients)
c->setupCompositing();
foreach (Client * c, desktops)
c->setupCompositing();
foreach (Unmanaged * c, unmanaged)
c->setupCompositing();
foreach (Client * c, clients)
scene->windowAdded(c);
foreach (Client * c, desktops)
scene->windowAdded(c);
foreach (Unmanaged * c, unmanaged)
scene->windowAdded(c);
discardPopup(); // force re-creation of the Alt+F3 popup (opacity option)
#else
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kDebug(1212) << "Compositing was not available at compile time";
#endif
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}
void Workspace::finishCompositing()
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{
#ifdef KWIN_HAVE_COMPOSITING
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if (scene == NULL)
return;
delete cm_selection;
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foreach (Client * c, clients)
scene->windowClosed(c, NULL);
foreach (Client * c, desktops)
scene->windowClosed(c, NULL);
foreach (Unmanaged * c, unmanaged)
scene->windowClosed(c, NULL);
foreach (Deleted * c, deleted)
scene->windowDeleted(c);
foreach (Client * c, clients)
c->finishCompositing();
foreach (Client * c, desktops)
c->finishCompositing();
foreach (Unmanaged * c, unmanaged)
c->finishCompositing();
foreach (Deleted * c, deleted)
c->finishCompositing();
XCompositeUnredirectSubwindows(display(), rootWindow(), CompositeRedirectManual);
delete effects;
effects = NULL;
delete scene;
scene = NULL;
compositeTimer.stop();
mousePollingTimer.stop();
repaints_region = QRegion();
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for (ClientList::ConstIterator it = clients.constBegin();
it != clients.constEnd();
++it) {
// forward all opacity values to the frame in case there'll be other CM running
if ((*it)->opacity() != 1.0) {
NETWinInfo2 i(display(), (*it)->frameId(), rootWindow(), 0);
i.setOpacity(static_cast< unsigned long >((*it)->opacity() * 0xffffffff));
}
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}
discardPopup(); // force re-creation of the Alt+F3 popup (opacity option)
// discard all Deleted windows (#152914)
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while (!deleted.isEmpty())
deleted.first()->discard(Allowed);
#endif
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}
// OpenGL self-check failed, fallback to XRender
void Workspace::fallbackToXRenderCompositing()
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{
finishCompositing();
options->compositingMode = XRenderCompositing;
setupCompositing();
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}
void Workspace::lostCMSelection()
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{
kDebug(1212) << "Lost compositing manager selection";
finishCompositing();
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}
// for the shortcut
void Workspace::slotToggleCompositing()
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{
suspendCompositing(!compositingSuspended);
}
// for the dbus call
void Workspace::toggleCompositing()
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{
slotToggleCompositing();
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if (compositingSuspended) {
// when disabled show a shortcut how the user can get back compositing
QString shortcut, message;
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if (KAction* action = qobject_cast<KAction*>(keys->action("Suspend Compositing")))
shortcut = action->globalShortcut().primary().toString(QKeySequence::NativeText);
if (!shortcut.isEmpty()) {
// display notification only if there is the shortcut
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message = i18n("Desktop effects have been suspended by another application.<br/>"
"You can resume using the '%1' shortcut.", shortcut);
Notify::raise(Notify::CompositingSuspendedDbus, message);
}
}
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}
void Workspace::suspendCompositing()
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{
suspendCompositing(true);
}
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void Workspace::suspendCompositing(bool suspend)
{
compositingSuspended = suspend;
finishCompositing();
setupCompositing(); // will do nothing if suspended
// notify decorations that composition state has changed
KDecorationFactory* factory = mgr->factory();
factory->reset(SettingCompositing);
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emit compositingToggled(!compositingSuspended);
}
void Workspace::resetCompositing()
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{
if (compositing()) {
finishCompositing();
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QTimer::singleShot(0, this, SLOT(setupCompositing()));
}
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}
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void Workspace::addRepaint(int x, int y, int w, int h)
{
if (!compositing())
return;
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repaints_region += QRegion(x, y, w, h);
checkCompositeTimer();
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}
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void Workspace::addRepaint(const QRect& r)
{
if (!compositing())
return;
repaints_region += r;
checkCompositeTimer();
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}
void Workspace::addRepaint(const QRegion& r)
{
if (!compositing())
return;
repaints_region += r;
checkCompositeTimer();
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}
void Workspace::addRepaintFull()
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{
if (!compositing())
return;
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repaints_region = QRegion(0, 0, displayWidth(), displayHeight());
checkCompositeTimer();
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}
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void Workspace::timerEvent(QTimerEvent *te)
{
if (te->timerId() == compositeTimer.timerId()) {
compositeTimer.stop();
performCompositing();
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} else
QObject::timerEvent(te);
}
void Workspace::performCompositing()
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{
#ifdef KWIN_HAVE_COMPOSITING
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if (((repaints_region.isEmpty() && !windowRepaintsPending()) // no damage
|| !overlay_visible)) { // nothing is visible anyway
vBlankPadding += 3;
scene->idle();
// Note: It would seem here we should undo suspended unredirect, but when scenes need
// it for some reason, e.g. transformations or translucency, the next pass that does not
// need this anymore and paints normally will also reset the suspended unredirect.
// Otherwise the window would not be painted normally anyway.
return;
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}
// create a list of all windows in the stacking order
ToplevelList windows = xStackingOrder();
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foreach (EffectWindow * c, static_cast< EffectsHandlerImpl* >(effects)->elevatedWindows()) {
Toplevel* t = static_cast< EffectWindowImpl* >(c)->window();
windows.removeAll(t);
windows.append(t);
}
#if 0
// skip windows that are not yet ready for being painted
ToplevelList tmp = windows;
windows.clear();
// There is a bug somewhere that prevents this from working properly (#160393), but additionally
// this cannot be used so carelessly - needs protections against broken clients, the window
// should not get focus before it's displayed, handle unredirected windows properly and so on.
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foreach (Toplevel * c, tmp)
if (c->readyForPainting())
windows.append(c);
#endif
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foreach (Toplevel * c, windows) {
// This could be possibly optimized WRT obscuring, but that'd need being already
// past prePaint() phase - probably not worth it.
repaints_region |= c->repaints().translated(c->pos());
repaints_region |= c->decorationPendingRegion();
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c->resetRepaints(c->decorationRect());
}
QRegion repaints = repaints_region;
// clear all repaints, so that post-pass can add repaints for the next repaint
repaints_region = QRegion();
QElapsedTimer t;
t.start();
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if (scene->waitSyncAvailable()) {
// vsync: paint the scene, than rebase the timer and use the duration for next timeout estimation
scene->paint(repaints, windows);
nextPaintReference = QDateTime::currentMSecsSinceEpoch();
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} else {
// no vsyc -> inversion: reset the timer, then paint the scene, this way we can provide a constant framerate
nextPaintReference = QDateTime::currentMSecsSinceEpoch();
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scene->paint(repaints, windows);
}
// reset the roundin error corrective... :-(
vBlankPadding = 3;
// Trigger at least one more pass even if there would be nothing to paint, so that scene->idle()
// is called the next time. If there would be nothing pending, it will not restart the timer and
// checkCompositeTime() would restart it again somewhen later, called from functions that
// would again add something pending.
checkCompositeTimer();
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checkCompositePaintTime(t.elapsed());
#endif
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}
void Workspace::performMousePoll()
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{
checkCursorPos();
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}
bool Workspace::windowRepaintsPending() const
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{
foreach (Toplevel * c, clients)
if (!c->repaints().isEmpty())
return true;
foreach (Toplevel * c, desktops)
if (!c->repaints().isEmpty())
return true;
foreach (Toplevel * c, unmanaged)
if (!c->repaints().isEmpty())
return true;
foreach (Toplevel * c, deleted)
if (!c->repaints().isEmpty())
return true;
return false;
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}
void Workspace::setCompositeTimer()
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{
if (!compositing()) // should not really happen, but there may be e.g. some damage events still pending
return;
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// interval - "time since last paint completion" - "time we need to paint"
uint passed = (QDateTime::currentMSecsSinceEpoch() - nextPaintReference) << 10;
uint delay = fpsInterval;
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if (scene->waitSyncAvailable()) {
if (passed > fpsInterval) {
delay = vBlankInterval;
passed %= vBlankInterval;
}
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delay -= ((passed + ((scene->estimatedRenderTime() + vBlankPadding) << 10)) % vBlankInterval);
} else
delay = qBound(0, int(delay - passed), 250 << 10);
compositeTimer.start(delay >> 10, this);
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}
void Workspace::startMousePolling()
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{
mousePollingTimer.start(20); // 50Hz. TODO: How often do we really need to poll?
}
void Workspace::stopMousePolling()
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{
mousePollingTimer.stop();
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}
bool Workspace::createOverlay()
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{
assert(overlay == None);
if (!Extensions::compositeOverlayAvailable())
return false;
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if (!Extensions::shapeInputAvailable()) // needed in setupOverlay()
return false;
#ifdef HAVE_XCOMPOSITE_OVERLAY
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overlay = XCompositeGetOverlayWindow(display(), rootWindow());
if (overlay == None)
return false;
XResizeWindow(display(), overlay, displayWidth(), displayHeight());
return true;
#else
return false;
#endif
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}
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void Workspace::checkCompositePaintTime(int msec)
{
if (options->disableCompositingChecks)
return;
// Sanity check. QTime uses the system clock so if the user changes the time or
// timezone our timer will return undefined results. Ideally we would use a system
// clock independent timer but I am uncertain if Qt provides a nice wrapper for
// one or not. As it's unlikely for a single paint to take 15 seconds it seems
// like a good upper bound.
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if (msec < 0 || msec > 15000)
return;
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composite_paint_times.prepend(msec);
bool tooslow = false;
// If last 3 paints were way too slow, disable and warn.
// 1 second seems reasonable, it's not that difficult to get relatively high times
// with high system load.
const int MAX_LONG_PAINT = 1000;
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if (composite_paint_times.count() >= 3 && composite_paint_times[ 0 ] > MAX_LONG_PAINT
&& composite_paint_times[ 1 ] > MAX_LONG_PAINT && composite_paint_times[ 2 ] > MAX_LONG_PAINT) {
kDebug(1212) << "Too long paint times, suspending";
tooslow = true;
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}
// If last 15 seconds all paints (all of them) were quite slow, disable and warn too. Quite slow being 0,1s
// should be reasonable, that's 10fps and having constant 10fps is bad.
// This may possibly trigger also when activating an expensive effect, so this may need tweaking.
const int MAX_SHORT_PAINT = 100;
const int SHORT_TIME = 15000; // 15 sec
int time = 0;
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foreach (int t, composite_paint_times) {
if (t < MAX_SHORT_PAINT)
break;
time += t;
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if (time > SHORT_TIME) { // all paints in the given time were long
kDebug(1212) << "Long paint times for long time, suspending";
tooslow = true;
break;
}
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}
if (composite_paint_times.count() > 1000)
composite_paint_times.removeLast();
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if (tooslow) {
QTimer::singleShot(0, this, SLOT(suspendCompositing()));
QString shortcut, message;
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if (KAction* action = qobject_cast<KAction*>(keys->action("Suspend Compositing")))
shortcut = action->globalShortcut().primary().toString(QKeySequence::NativeText);
if (shortcut.isEmpty())
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message = i18n("Desktop effects were too slow and have been suspended.\n"
"You can disable functionality checks in System Settings (on the Advanced tab in Desktop Effects).");
else
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message = i18n("Desktop effects were too slow and have been suspended.\n"
"If this was only a temporary problem, you can resume using the '%1' shortcut.\n"
"You can disable functionality checks in System Settings (on the Advanced tab in Desktop Effects).", shortcut);
Notify::raise(Notify::CompositingSlow, message);
compositeTimer.start(1000, this); // so that it doesn't trigger sooner than suspendCompositing()
}
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}
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void Workspace::setupOverlay(Window w)
{
assert(overlay != None);
assert(Extensions::shapeInputAvailable());
XSetWindowBackgroundPixmap(display(), overlay, None);
overlay_shape = QRegion();
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setOverlayShape(QRect(0, 0, displayWidth(), displayHeight()));
if (w != None) {
XSetWindowBackgroundPixmap(display(), w, None);
XShapeCombineRectangles(display(), w, ShapeInput, 0, 0, NULL, 0, ShapeSet, Unsorted);
}
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XSelectInput(display(), overlay, VisibilityChangeMask);
}
void Workspace::showOverlay()
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{
assert(overlay != None);
if (overlay_shown)
return;
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XMapSubwindows(display(), overlay);
XMapWindow(display(), overlay);
overlay_shown = true;
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}
void Workspace::hideOverlay()
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{
assert(overlay != None);
XUnmapWindow(display(), overlay);
overlay_shown = false;
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setOverlayShape(QRect(0, 0, displayWidth(), displayHeight()));
}
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void Workspace::setOverlayShape(const QRegion& reg)
{
// Avoid setting the same shape again, it causes flicker (apparently it is not a no-op
// and triggers something).
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if (reg == overlay_shape)
return;
QVector< QRect > rects = reg.rects();
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XRectangle* xrects = new XRectangle[ rects.count()];
for (int i = 0;
i < rects.count();
++i) {
xrects[ i ].x = rects[ i ].x();
xrects[ i ].y = rects[ i ].y();
xrects[ i ].width = rects[ i ].width();
xrects[ i ].height = rects[ i ].height();
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}
XShapeCombineRectangles(display(), overlay, ShapeBounding, 0, 0,
xrects, rects.count(), ShapeSet, Unsorted);
delete[] xrects;
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XShapeCombineRectangles(display(), overlay, ShapeInput, 0, 0, NULL, 0, ShapeSet, Unsorted);
overlay_shape = reg;
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}
void Workspace::destroyOverlay()
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{
if (overlay == None)
return;
// reset the overlay shape
XRectangle rec = { 0, 0, displayWidth(), displayHeight() };
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XShapeCombineRectangles(display(), overlay, ShapeBounding, 0, 0, &rec, 1, ShapeSet, Unsorted);
XShapeCombineRectangles(display(), overlay, ShapeInput, 0, 0, &rec, 1, ShapeSet, Unsorted);
#ifdef HAVE_XCOMPOSITE_OVERLAY
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XCompositeReleaseOverlayWindow(display(), overlay);
#endif
overlay = None;
overlay_shown = false;
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}
bool Workspace::compositingActive()
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{
return compositing();
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}
// force is needed when the list of windows changes (e.g. a window goes away)
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void Workspace::checkUnredirect(bool force)
{
if (!compositing() || overlay == None || !options->unredirectFullscreen)
return;
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if (force)
forceUnredirectCheck = true;
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if (!unredirectTimer.isActive())
unredirectTimer.start(0);
}
void Workspace::delayedCheckUnredirect()
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{
if (!compositing() || overlay == None || !options->unredirectFullscreen)
return;
ToplevelList list;
bool changed = forceUnredirectCheck;
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foreach (Client * c, clients)
list.append(c);
foreach (Unmanaged * c, unmanaged)
list.append(c);
foreach (Toplevel * c, list) {
if (c->updateUnredirectedState())
changed = true;
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}
// no desktops, no Deleted ones
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if (!changed)
return;
forceUnredirectCheck = false;
// Cut out parts from the overlay window where unredirected windows are,
// so that they are actually visible.
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QRegion reg(0, 0, displayWidth(), displayHeight());
foreach (Toplevel * c, list) {
if (c->unredirected())
reg -= c->geometry();
}
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setOverlayShape(reg);
}
//****************************************
// Toplevel
//****************************************
void Toplevel::setupCompositing()
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{
#ifdef KWIN_HAVE_COMPOSITING
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if (!compositing())
return;
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if (damage_handle != None)
return;
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damage_handle = XDamageCreate(display(), frameId(), XDamageReportRawRectangles);
damage_region = QRegion(0, 0, width(), height());
effect_window = new EffectWindowImpl();
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effect_window->setWindow(this);
unredirect = false;
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workspace()->checkUnredirect(true);
#endif
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}
void Toplevel::finishCompositing()
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{
#ifdef KWIN_HAVE_COMPOSITING
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if (damage_handle == None)
return;
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workspace()->checkUnredirect(true);
if (effect_window->window() == this) { // otherwise it's already passed to Deleted, don't free data
discardWindowPixmap();
delete effect_window;
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}
XDamageDestroy(display(), damage_handle);
damage_handle = None;
damage_region = QRegion();
repaints_region = QRegion();
effect_window = NULL;
#endif
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}
void Toplevel::discardWindowPixmap()
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{
addDamageFull();
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if (window_pix == None)
return;
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XFreePixmap(display(), window_pix);
window_pix = None;
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if (effectWindow() != NULL && effectWindow()->sceneWindow() != NULL)
effectWindow()->sceneWindow()->pixmapDiscarded();
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}
Pixmap Toplevel::createWindowPixmap()
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{
#ifdef KWIN_HAVE_COMPOSITING
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assert(compositing());
if (unredirected())
return None;
grabXServer();
KXErrorHandler err;
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Pixmap pix = XCompositeNameWindowPixmap(display(), frameId());
// check that the received pixmap is valid and actually matches what we
// know about the window (i.e. size)
XWindowAttributes attrs;
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if (!XGetWindowAttributes(display(), frameId(), &attrs)
|| err.error(false)
|| attrs.width != width() || attrs.height != height() || attrs.map_state != IsViewable) {
kDebug(1212) << "Creating window pixmap failed: " << this;
XFreePixmap(display(), pix);
pix = None;
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}
ungrabXServer();
return pix;
#else
return None;
#endif
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}
#ifdef HAVE_XDAMAGE
// We must specify that the two events are a union so the compiler doesn't
// complain about strict aliasing rules.
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typedef union {
XEvent e;
XDamageNotifyEvent de;
} EventUnion;
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void Toplevel::damageNotifyEvent(XDamageNotifyEvent* e)
{
QRegion damage(e->area.x, e->area.y, e->area.width, e->area.height);
// compress
int cnt = 1;
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while (XPending(display())) {
EventUnion e2;
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if (XPeekEvent(display(), &e2.e) && e2.e.type == Extensions::damageNotifyEvent()
&& e2.e.xany.window == frameId()) {
XNextEvent(display(), &e2.e);
if (cnt > 200) {
// If there are way too many damage events in the queue, just discard them
// and damage the whole window. Otherwise the X server can just overload
// us with a flood of damage events. Should be probably optimized
// in the X server, as this is rather lame.
damage = rect();
continue;
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}
QRect r(e2.de.area.x, e2.de.area.y, e2.de.area.width, e2.de.area.height);
++cnt;
// If there are too many damaged rectangles, increase them
// to be multiples of 100x100 px grid, since QRegion get quite
// slow with many rectangles, and there is little to gain by using
// many small rectangles (rather the opposite, several large should
// be often faster).
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if (cnt > 50) {
r.setLeft(r.left() / 100 * 100);
r.setRight((r.right() + 99) / 100 * 100);
r.setTop(r.top() / 100 * 100);
r.setBottom((r.bottom() + 99) / 100 * 100);
}
damage += r;
continue;
}
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break;
}
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foreach (const QRect & r, damage.rects())
addDamage(r);
}
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void Client::damageNotifyEvent(XDamageNotifyEvent* e)
{
Toplevel::damageNotifyEvent(e);
#ifdef HAVE_XSYNC
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if (sync_counter == None) // cannot detect complete redraw, consider done now
ready_for_painting = true;
#else
ready_for_painting = true; // no sync at all, consider done now
#endif
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}
#endif
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void Toplevel::addDamage(const QRect& r)
{
addDamage(r.x(), r.y(), r.width(), r.height());
}
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void Toplevel::addDamage(int x, int y, int w, int h)
{
if (!compositing())
return;
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QRect r(x, y, w, h);
// resizing the decoration may lag behind a bit and when shrinking there
// may be a damage event coming with size larger than the current window size
r &= rect();
damage_region += r;
repaints_region += r;
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emit damaged(this, r);
// discard lanczos texture
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if (effect_window) {
QVariant cachedTextureVariant = effect_window->data(LanczosCacheRole);
if (cachedTextureVariant.isValid()) {
GLTexture *cachedTexture = static_cast< GLTexture*>(cachedTextureVariant.value<void*>());
delete cachedTexture;
cachedTexture = 0;
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effect_window->setData(LanczosCacheRole, QVariant());
}
}
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workspace()->checkCompositeTimer();
}
void Toplevel::addDamageFull()
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{
if (!compositing())
return;
damage_region = rect();
repaints_region = rect();
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emit damaged(this, rect());
// discard lanczos texture
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if (effect_window) {
QVariant cachedTextureVariant = effect_window->data(LanczosCacheRole);
if (cachedTextureVariant.isValid()) {
GLTexture *cachedTexture = static_cast< GLTexture*>(cachedTextureVariant.value<void*>());
delete cachedTexture;
cachedTexture = 0;
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effect_window->setData(LanczosCacheRole, QVariant());
}
}
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workspace()->checkCompositeTimer();
}
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void Toplevel::resetDamage(const QRect& r)
{
damage_region -= r;
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}
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void Toplevel::addRepaint(const QRect& r)
{
addRepaint(r.x(), r.y(), r.width(), r.height());
}
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void Toplevel::addRepaint(int x, int y, int w, int h)
{
if (!compositing())
return;
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QRect r(x, y, w, h);
r &= rect();
repaints_region += r;
workspace()->checkCompositeTimer();
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}
void Toplevel::addRepaintFull()
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{
repaints_region = rect();
workspace()->checkCompositeTimer();
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}
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void Toplevel::resetRepaints(const QRect& r)
{
repaints_region -= r;
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}
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void Toplevel::addWorkspaceRepaint(int x, int y, int w, int h)
{
addWorkspaceRepaint(QRect(x, y, w, h));
}
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void Toplevel::addWorkspaceRepaint(const QRect& r2)
{
if (!compositing())
return;
workspace()->addRepaint(r2);
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}
bool Toplevel::updateUnredirectedState()
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{
assert(compositing());
bool should = shouldUnredirect() && !unredirectSuspend && !shape() && !hasAlpha() && opacity() == 1.0 &&
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!static_cast<EffectsHandlerImpl*>(effects)->activeFullScreenEffect();
if (should && !unredirect) {
unredirect = true;
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kDebug(1212) << "Unredirecting:" << this;
#ifdef HAVE_XCOMPOSITE
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XCompositeUnredirectWindow(display(), frameId(), CompositeRedirectManual);
#endif
return true;
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} else if (!should && unredirect) {
unredirect = false;
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kDebug(1212) << "Redirecting:" << this;
#ifdef HAVE_XCOMPOSITE
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XCompositeRedirectWindow(display(), frameId(), CompositeRedirectManual);
#endif
discardWindowPixmap();
return true;
}
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return false;
}
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void Toplevel::suspendUnredirect(bool suspend)
{
if (unredirectSuspend == suspend)
return;
unredirectSuspend = suspend;
workspace()->checkUnredirect();
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}
//****************************************
// Client
//****************************************
void Client::setupCompositing()
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{
Toplevel::setupCompositing();
updateVisibility(); // for internalKeep()
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}
void Client::finishCompositing()
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{
Toplevel::finishCompositing();
updateVisibility();
triggerDecorationRepaint();
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}
bool Client::shouldUnredirect() const
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{
if (isActiveFullScreen()) {
ToplevelList stacking = workspace()->xStackingOrder();
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for (int pos = stacking.count() - 1;
pos >= 0;
--pos) {
Toplevel* c = stacking.at(pos);
if (c == this) // is not covered by any other window, ok to unredirect
return true;
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if (c->geometry().intersects(geometry()))
return false;
}
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abort();
}
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return false;
}
void Client::addRepaintFull()
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{
repaints_region = decorationRect();
workspace()->checkCompositeTimer();
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}
//****************************************
// Unmanaged
//****************************************
bool Unmanaged::shouldUnredirect() const
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{
// the pixmap is needed for the login effect, a nicer solution would be the login effect increasing
// refcount for the window pixmap (which would prevent unredirect), avoiding this hack
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if (resourceClass() == "ksplashx" || resourceClass() == "ksplashsimple")
return false;
// it must cover whole display or one xinerama screen, and be the topmost there
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if (geometry() == workspace()->clientArea(FullArea, geometry().center(), workspace()->currentDesktop())
|| geometry() == workspace()->clientArea(ScreenArea, geometry().center(), workspace()->currentDesktop())) {
ToplevelList stacking = workspace()->xStackingOrder();
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for (int pos = stacking.count() - 1;
pos >= 0;
--pos) {
Toplevel* c = stacking.at(pos);
if (c == this) // is not covered by any other window, ok to unredirect
return true;
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if (c->geometry().intersects(geometry()))
return false;
}
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abort();
}
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return false;
}
//****************************************
// Deleted
//****************************************
bool Deleted::shouldUnredirect() const
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{
return false;
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}
void Deleted::addRepaintFull()
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{
repaints_region = decorationRect();
workspace()->checkCompositeTimer();
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}
} // namespace