kwin/scene.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/>.
*********************************************************************/
/*
The base class for compositing, implementing shared functionality
between the OpenGL and XRender backends.
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Design:
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When compositing is turned on, XComposite extension is used to redirect
drawing of windows to pixmaps and XDamage extension is used to get informed
about damage (changes) to window contents. This code is mostly in composite.cpp .
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Compositor::performCompositing() starts one painting pass. Painting is done
by painting the screen, which in turn paints every window. Painting can be affected
using effects, which are chained. E.g. painting a screen means that actually
paintScreen() of the first effect is called, which possibly does modifications
and calls next effect's paintScreen() and so on, until Scene::finalPaintScreen()
is called.
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There are 3 phases of every paint (not necessarily done together):
The pre-paint phase, the paint phase and the post-paint phase.
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The pre-paint phase is used to find out about how the painting will be actually
done (i.e. what the effects will do). For example when only a part of the screen
needs to be updated and no effect will do any transformation it is possible to use
an optimized paint function. How the painting will be done is controlled
by the mask argument, see PAINT_WINDOW_* and PAINT_SCREEN_* flags in scene.h .
For example an effect that decides to paint a normal windows as translucent
will need to modify the mask in its prePaintWindow() to include
the PAINT_WINDOW_TRANSLUCENT flag. The paintWindow() function will then get
the mask with this flag turned on and will also paint using transparency.
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The paint pass does the actual painting, based on the information collected
using the pre-paint pass. After running through the effects' paintScreen()
either paintGenericScreen() or optimized paintSimpleScreen() are called.
Those call paintWindow() on windows (not necessarily all), possibly using
clipping to optimize performance and calling paintWindow() first with only
PAINT_WINDOW_OPAQUE to paint the opaque parts and then later
with PAINT_WINDOW_TRANSLUCENT to paint the transparent parts. Function
paintWindow() again goes through effects' paintWindow() until
finalPaintWindow() is called, which calls the window's performPaint() to
do the actual painting.
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The post-paint can be used for cleanups and is also used for scheduling
repaints during the next painting pass for animations. Effects wanting to
repaint certain parts can manually damage them during post-paint and repaint
of these parts will be done during the next paint pass.
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*/
#include "scene.h"
#include <QQuickWindow>
#include <QVector2D>
#include "x11client.h"
#include "deleted.h"
#include "effects.h"
#include "overlaywindow.h"
#include "screens.h"
#include "shadow.h"
#include "wayland_server.h"
#include "thumbnailitem.h"
#include <KWayland/Server/buffer_interface.h>
#include <KWayland/Server/subcompositor_interface.h>
#include <KWayland/Server/surface_interface.h>
namespace KWin
{
//****************************************
// Scene
//****************************************
Scene::Scene(QObject *parent)
: QObject(parent)
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{
last_time.invalidate(); // Initialize the timer
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}
Scene::~Scene()
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{
Q_ASSERT(m_windows.isEmpty());
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}
// returns mask and possibly modified region
void Scene::paintScreen(int* mask, const QRegion &damage, const QRegion &repaint,
QRegion *updateRegion, QRegion *validRegion, const QMatrix4x4 &projection, const QRect &outputGeometry)
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{
const QSize &screenSize = screens()->size();
const QRegion displayRegion(0, 0, screenSize.width(), screenSize.height());
*mask = (damage == displayRegion) ? 0 : PAINT_SCREEN_REGION;
updateTimeDiff();
// preparation step
static_cast<EffectsHandlerImpl*>(effects)->startPaint();
QRegion region = damage;
ScreenPrePaintData pdata;
pdata.mask = *mask;
pdata.paint = region;
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effects->prePaintScreen(pdata, time_diff);
*mask = pdata.mask;
region = pdata.paint;
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if (*mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) {
// Region painting is not possible with transformations,
// because screen damage doesn't match transformed positions.
*mask &= ~PAINT_SCREEN_REGION;
region = infiniteRegion();
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} else if (*mask & PAINT_SCREEN_REGION) {
// make sure not to go outside visible screen
region &= displayRegion;
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} else {
// whole screen, not transformed, force region to be full
region = displayRegion;
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}
painted_region = region;
repaint_region = repaint;
if (*mask & PAINT_SCREEN_BACKGROUND_FIRST) {
paintBackground(region);
}
ScreenPaintData data(projection, outputGeometry);
effects->paintScreen(*mask, region, data);
foreach (Window *w, stacking_order) {
effects->postPaintWindow(effectWindow(w));
}
effects->postPaintScreen();
// make sure not to go outside of the screen area
*updateRegion = damaged_region;
*validRegion = (region | painted_region) & displayRegion;
repaint_region = QRegion();
damaged_region = QRegion();
// make sure all clipping is restored
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Q_ASSERT(!PaintClipper::clip());
}
// Compute time since the last painting pass.
void Scene::updateTimeDiff()
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{
if (!last_time.isValid()) {
// Painting has been idle (optimized out) for some time,
// which means time_diff would be huge and would break animations.
// Simply set it to one (zero would mean no change at all and could
// cause problems).
time_diff = 1;
last_time.start();
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} else
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time_diff = last_time.restart();
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if (time_diff < 0) // check time rollback
time_diff = 1;
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}
// Painting pass is optimized away.
void Scene::idle()
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{
// Don't break time since last paint for the next pass.
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last_time.invalidate();
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}
// the function that'll be eventually called by paintScreen() above
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void Scene::finalPaintScreen(int mask, QRegion region, ScreenPaintData& data)
{
if (mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS))
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paintGenericScreen(mask, data);
else
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paintSimpleScreen(mask, region);
}
// The generic painting code that can handle even transformations.
// It simply paints bottom-to-top.
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void Scene::paintGenericScreen(int orig_mask, ScreenPaintData)
{
if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST)) {
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paintBackground(infiniteRegion());
}
QVector<Phase2Data> phase2;
phase2.reserve(stacking_order.size());
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foreach (Window * w, stacking_order) { // bottom to top
Toplevel* topw = w->window();
// Reset the repaint_region.
// This has to be done here because many effects schedule a repaint for
// the next frame within Effects::prePaintWindow.
topw->resetRepaints();
WindowPrePaintData data;
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data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
w->resetPaintingEnabled();
data.paint = infiniteRegion(); // no clipping, so doesn't really matter
data.clip = QRegion();
data.quads = w->buildQuads();
// preparation step
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effects->prePaintWindow(effectWindow(w), data, time_diff);
#if !defined(QT_NO_DEBUG)
if (data.quads.isTransformed()) {
qFatal("Pre-paint calls are not allowed to transform quads!");
}
#endif
if (!w->isPaintingEnabled()) {
continue;
}
phase2.append({w, infiniteRegion(), data.clip, data.mask, data.quads});
}
foreach (const Phase2Data & d, phase2) {
paintWindow(d.window, d.mask, d.region, d.quads);
}
const QSize &screenSize = screens()->size();
damaged_region = QRegion(0, 0, screenSize.width(), screenSize.height());
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}
// The optimized case without any transformations at all.
// It can paint only the requested region and can use clipping
// to reduce painting and improve performance.
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void Scene::paintSimpleScreen(int orig_mask, QRegion region)
{
Q_ASSERT((orig_mask & (PAINT_SCREEN_TRANSFORMED
| PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) == 0);
QVector<Phase2Data> phase2data;
phase2data.reserve(stacking_order.size());
QRegion dirtyArea = region;
bool opaqueFullscreen = false;
// Traverse the scene windows from bottom to top.
for (int i = 0; i < stacking_order.count(); ++i) {
Window *window = stacking_order[i];
Toplevel *toplevel = window->window();
WindowPrePaintData data;
data.mask = orig_mask | (window->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
window->resetPaintingEnabled();
data.paint = region;
data.paint |= toplevel->repaints();
// Reset the repaint_region.
// This has to be done here because many effects schedule a repaint for
// the next frame within Effects::prePaintWindow.
toplevel->resetRepaints();
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// Clip out the decoration for opaque windows; the decoration is drawn in the second pass
opaqueFullscreen = false; // TODO: do we care about unmanged windows here (maybe input windows?)
if (window->isOpaque()) {
AbstractClient *client = dynamic_cast<AbstractClient *>(toplevel);
if (client) {
opaqueFullscreen = client->isFullScreen();
}
if (!(client && client->decorationHasAlpha())) {
data.clip = window->decorationShape().translated(window->pos());
}
data.clip |= window->clientShape().translated(window->pos() + window->bufferOffset());
} else if (toplevel->hasAlpha() && toplevel->opacity() == 1.0) {
const QRegion clientShape = window->clientShape().translated(window->pos() + window->bufferOffset());
const QRegion opaqueShape = toplevel->opaqueRegion().translated(window->pos() + toplevel->clientPos());
data.clip = clientShape & opaqueShape;
} else {
data.clip = QRegion();
}
data.quads = window->buildQuads();
// preparation step
effects->prePaintWindow(effectWindow(window), data, time_diff);
#if !defined(QT_NO_DEBUG)
if (data.quads.isTransformed()) {
qFatal("Pre-paint calls are not allowed to transform quads!");
}
#endif
if (!window->isPaintingEnabled()) {
continue;
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}
dirtyArea |= data.paint;
// Schedule the window for painting
phase2data.append({ window, data.paint, data.clip, data.mask, data.quads });
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}
// Save the part of the repaint region that's exclusively rendered to
// bring a reused back buffer up to date. Then union the dirty region
// with the repaint region.
const QRegion repaintClip = repaint_region - dirtyArea;
dirtyArea |= repaint_region;
const QSize &screenSize = screens()->size();
const QRegion displayRegion(0, 0, screenSize.width(), screenSize.height());
bool fullRepaint(dirtyArea == displayRegion); // spare some expensive region operations
if (!fullRepaint) {
extendPaintRegion(dirtyArea, opaqueFullscreen);
fullRepaint = (dirtyArea == displayRegion);
}
QRegion allclips, upperTranslucentDamage;
upperTranslucentDamage = repaint_region;
// This is the occlusion culling pass
for (int i = phase2data.count() - 1; i >= 0; --i) {
Phase2Data *data = &phase2data[i];
if (fullRepaint) {
data->region = displayRegion;
} else {
data->region |= upperTranslucentDamage;
}
// subtract the parts which will possibly been drawn as part of
// a higher opaque window
data->region -= allclips;
// Here we rely on WindowPrePaintData::setTranslucent() to remove
// the clip if needed.
if (!data->clip.isEmpty() && !(data->mask & PAINT_WINDOW_TRANSLUCENT)) {
// clip away the opaque regions for all windows below this one
allclips |= data->clip;
// extend the translucent damage for windows below this by remaining (translucent) regions
if (!fullRepaint) {
upperTranslucentDamage |= data->region - data->clip;
}
} else if (!fullRepaint) {
upperTranslucentDamage |= data->region;
}
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}
QRegion paintedArea;
// Fill any areas of the root window not covered by opaque windows
if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST)) {
paintedArea = dirtyArea - allclips;
paintBackground(paintedArea);
}
// Now walk the list bottom to top and draw the windows.
for (int i = 0; i < phase2data.count(); ++i) {
Phase2Data *data = &phase2data[i];
// add all regions which have been drawn so far
paintedArea |= data->region;
data->region = paintedArea;
paintWindow(data->window, data->mask, data->region, data->quads);
}
if (fullRepaint) {
painted_region = displayRegion;
damaged_region = displayRegion;
} else {
painted_region |= paintedArea;
// Clip the repainted region from the damaged region.
// It's important that we don't add the union of the damaged region
// and the repainted region to the damage history. Otherwise the
// repaint region will grow with every frame until it eventually
// covers the whole back buffer, at which point we're always doing
// full repaints.
damaged_region = paintedArea - repaintClip;
}
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}
void Scene::addToplevel(Toplevel *c)
{
Q_ASSERT(!m_windows.contains(c));
Scene::Window *w = createWindow(c);
m_windows[ c ] = w;
connect(c, SIGNAL(geometryShapeChanged(KWin::Toplevel*,QRect)), SLOT(windowGeometryShapeChanged(KWin::Toplevel*)));
connect(c, SIGNAL(windowClosed(KWin::Toplevel*,KWin::Deleted*)), SLOT(windowClosed(KWin::Toplevel*,KWin::Deleted*)));
//A change of scale won't affect the geometry in compositor co-ordinates, but will affect the window quads.
if (c->surface()) {
connect(c->surface(), &KWayland::Server::SurfaceInterface::scaleChanged, this, std::bind(&Scene::windowGeometryShapeChanged, this, c));
}
Add context object to screenScaleChanged connection Currently internal window test fails because several internal clients outlive tests where each one of them was created. Given that the scene doesn't specify the context object when it creates screenScaleChanged connection, we may call windowGeometryShapeChanged on a deleted scene object. ASAN output: ================================================================= ==23416==ERROR: AddressSanitizer: heap-use-after-free on address 0x60800005ffe0 at pc 0x7fdfb0451c26 bp 0x7fffc32fefb0 sp 0x7fffc32fefa8 READ of size 8 at 0x60800005ffe0 thread T0 #0 0x7fdfb0451c25 in QHash<KWin::Toplevel*, KWin::Scene::Window*>::findNode(KWin::Toplevel* const&, unsigned int*) const /usr/include/qt5/QtCore/qhash.h:933 #1 0x7fdfb044c1eb in QHash<KWin::Toplevel*, KWin::Scene::Window*>::contains(KWin::Toplevel* const&) const /usr/include/qt5/QtCore/qhash.h:908 #2 0x7fdfb04369c1 in KWin::Scene::windowGeometryShapeChanged(KWin::Toplevel*) /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/scene.cpp:440 #3 0x7fdfb045c017 in void std::__invoke_impl<void, void (KWin::Scene::*&)(KWin::Toplevel*), KWin::Scene*&, KWin::Toplevel*&>(std::__invoke_memfun_deref, void (KWin::Scene::*&)(KWin::Toplevel*), KWin::Scene*&, KWin::Toplevel*&) /usr/include/c++/9/bits/invoke.h:73 #4 0x7fdfb045ba9c in std::__invoke_result<void (KWin::Scene::*&)(KWin::Toplevel*), KWin::Scene*&, KWin::Toplevel*&>::type std::__invoke<void (KWin::Scene::*&)(KWin::Toplevel*), KWin::Scene*&, KWin::Toplevel*&>(void (KWin::Scene::*&)(KWin::Toplevel*), KWin::Scene*&, KWin::Toplevel*&) /usr/include/c++/9/bits/invoke.h:95 #5 0x7fdfb045bc84 in void std::_Bind<void (KWin::Scene::*(KWin::Scene*, KWin::Toplevel*))(KWin::Toplevel*)>::__call<void, , 0ul, 1ul>(std::tuple<>&&, std::_Index_tuple<0ul, 1ul>) /usr/include/c++/9/functional:400 #6 0x7fdfb045b7c0 in void std::_Bind<void (KWin::Scene::*(KWin::Scene*, KWin::Toplevel*))(KWin::Toplevel*)>::operator()<, void>() /usr/include/c++/9/functional:484 #7 0x7fdfb045b3c2 in QtPrivate::FunctorCall<QtPrivate::IndexesList<>, QtPrivate::List<>, void, std::_Bind<void (KWin::Scene::*(KWin::Scene*, KWin::Toplevel*))(KWin::Toplevel*)> >::call(std::_Bind<void (KWin::Scene::*(KWin::Scene*, KWin::Toplevel*))(KWin::Toplevel*)>&, void**) /usr/include/qt5/QtCore/qobjectdefs_impl.h:146 #8 0x7fdfb045abd4 in void QtPrivate::Functor<std::_Bind<void (KWin::Scene::*(KWin::Scene*, KWin::Toplevel*))(KWin::Toplevel*)>, 0>::call<QtPrivate::List<>, void>(std::_Bind<void (KWin::Scene::*(KWin::Scene*, KWin::Toplevel*))(KWin::Toplevel*)>&, void*, void**) /usr/include/qt5/QtCore/qobjectdefs_impl.h:256 #9 0x7fdfb045a5b6 in QtPrivate::QFunctorSlotObject<std::_Bind<void (KWin::Scene::*(KWin::Scene*, KWin::Toplevel*))(KWin::Toplevel*)>, 0, QtPrivate::List<>, void>::impl(int, QtPrivate::QSlotObjectBase*, QObject*, void**, bool*) /usr/include/qt5/QtCore/qobjectdefs_impl.h:439 #10 0x7fdfa5794137 in QMetaObject::activate(QObject*, int, int, void**) (/usr/lib64/libQt5Core.so.5+0x2b3137) #11 0x7fdfafeea2ca in KWin::Toplevel::screenScaleChanged() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/build/kwin_autogen/EWIEGA46WW/moc_toplevel.cpp:834 #12 0x7fdfb0425712 in KWin::Toplevel::checkScreen() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/toplevel.cpp:538 #13 0x7fdfafee3221 in KWin::Toplevel::qt_static_metacall(QObject*, QMetaObject::Call, int, void**) /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/build/kwin_autogen/EWIEGA46WW/moc_toplevel.cpp:371 #14 0x7fdfa5793fd7 in QMetaObject::activate(QObject*, int, int, void**) (/usr/lib64/libQt5Core.so.5+0x2b2fd7) #15 0x7fdfafedefca in KWin::Screens::changed() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/build/kwin_autogen/EWIEGA46WW/moc_screens.cpp:276 #16 0x7fdf9a199281 in operator() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/plugins/platforms/virtual/screens_virtual.cpp:45 #17 0x7fdf9a199c7b in call /usr/include/qt5/QtCore/qobjectdefs_impl.h:146 #18 0x7fdf9a199b50 in call<QtPrivate::List<bool>, void> /usr/include/qt5/QtCore/qobjectdefs_impl.h:256 #19 0x7fdf9a199afc in impl /usr/include/qt5/QtCore/qobjectdefs_impl.h:439 #20 0x7fdfa5794137 in QMetaObject::activate(QObject*, int, int, void**) (/usr/lib64/libQt5Core.so.5+0x2b3137) #21 0x7fdf9a17a37b in KWin::VirtualBackend::virtualOutputsSet(bool) /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/build/plugins/platforms/virtual/KWinWaylandVirtualBackend_autogen/EWIEGA46WW/moc_virtual_backend.cpp:177 #22 0x7fdf9a18c476 in KWin::VirtualBackend::setVirtualOutputs(int, QVector<QRect>, QVector<int>) /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/plugins/platforms/virtual/virtual_backend.cpp:141 #23 0x7fdf9a1794e2 in KWin::VirtualBackend::qt_static_metacall(QObject*, QMetaObject::Call, int, void**) /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/build/plugins/platforms/virtual/KWinWaylandVirtualBackend_autogen/EWIEGA46WW/moc_virtual_backend.cpp:94 #24 0x7fdfa577794a in QMetaMethod::invoke(QObject*, Qt::ConnectionType, QGenericReturnArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument) const (/usr/lib64/libQt5Core.so.5+0x29694a) #25 0x7fdfa57790d1 in QMetaObject::invokeMethod(QObject*, char const*, Qt::ConnectionType, QGenericReturnArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument) (/usr/lib64/libQt5Core.so.5+0x2980d1) #26 0x45a3e0 in QMetaObject::invokeMethod(QObject*, char const*, Qt::ConnectionType, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument) /usr/include/qt5/QtCore/qobjectdefs.h:444 #27 0x44bf37 in KWin::InternalWindowTest::testScale() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/autotests/integration/internal_window.cpp:693 #28 0x4562ec in KWin::InternalWindowTest::qt_static_metacall(QObject*, QMetaObject::Call, int, void**) /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/build/autotests/integration/testInternalWindow_autogen/include/internal_window.moc:169 #29 0x7fdfa577794a in QMetaMethod::invoke(QObject*, Qt::ConnectionType, QGenericReturnArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument) const (/usr/lib64/libQt5Core.so.5+0x29694a) #30 0x7fdfaf047962 (/usr/lib64/libQt5Test.so.5+0x19962) #31 0x7fdfaf048352 (/usr/lib64/libQt5Test.so.5+0x1a352) #32 0x7fdfaf048910 (/usr/lib64/libQt5Test.so.5+0x1a910) #33 0x7fdfaf048cda in QTest::qRun() (/usr/lib64/libQt5Test.so.5+0x1acda) #34 0x7fdfaf048edb in QTest::qExec(QObject*, int, char**) (/usr/lib64/libQt5Test.so.5+0x1aedb) #35 0x455d7b in main /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/autotests/integration/internal_window.cpp:807 #36 0x7fdfa5002bca in __libc_start_main (/lib64/libc.so.6+0x26bca) #37 0x415029 in _start (/home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/build/bin/testInternalWindow+0x415029) 0x60800005ffe0 is located 64 bytes inside of 96-byte region [0x60800005ffa0,0x608000060000) freed by thread T0 here: #0 0x7fdfb2042595 in operator delete(void*, unsigned long) (/usr/lib64/libasan.so.5+0x10d595) #1 0x7fdf98774c4e in KWin::SceneQPainter::~SceneQPainter() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/plugins/scenes/qpainter/scene_qpainter.cpp:70 #2 0x7fdfb03fef41 in KWin::Compositor::stop() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/composite.cpp:451 #3 0x7fdfb03fffe6 in KWin::Compositor::reinitialize() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/composite.cpp:527 #4 0x7fdfb03ffe2f in KWin::Compositor::configChanged() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/composite.cpp:517 #5 0x7fdfaffaf481 in QtPrivate::FunctorCall<QtPrivate::IndexesList<>, QtPrivate::List<>, void, void (KWin::Compositor::*)()>::call(void (KWin::Compositor::*)(), KWin::Compositor*, void**) /usr/include/qt5/QtCore/qobjectdefs_impl.h:152 #6 0x7fdfaffa4deb in void QtPrivate::FunctionPointer<void (KWin::Compositor::*)()>::call<QtPrivate::List<>, void>(void (KWin::Compositor::*)(), KWin::Compositor*, void**) /usr/include/qt5/QtCore/qobjectdefs_impl.h:185 #7 0x7fdfaff9c765 in QtPrivate::QSlotObject<void (KWin::Compositor::*)(), QtPrivate::List<>, void>::impl(int, QtPrivate::QSlotObjectBase*, QObject*, void**, bool*) /usr/include/qt5/QtCore/qobjectdefs_impl.h:414 #8 0x7fdfa5794137 in QMetaObject::activate(QObject*, int, int, void**) (/usr/lib64/libQt5Core.so.5+0x2b3137) #9 0x7fdfafed441e in KWin::Options::configChanged() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/build/kwin_autogen/EWIEGA46WW/moc_options.cpp:1790 #10 0x7fdfb02584c6 in KWin::Options::updateSettings() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/options.cpp:772 #11 0x7fdfaff461db in KWin::Workspace::slotReconfigure() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/workspace.cpp:897 #12 0x446f67 in KWin::InternalWindowTest::testModifierClickUnrestrictedMove() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/autotests/integration/internal_window.cpp:620 #13 0x45624d in KWin::InternalWindowTest::qt_static_metacall(QObject*, QMetaObject::Call, int, void**) /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/build/autotests/integration/testInternalWindow_autogen/include/internal_window.moc:166 #14 0x7fdfa577794a in QMetaMethod::invoke(QObject*, Qt::ConnectionType, QGenericReturnArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument, QGenericArgument) const (/usr/lib64/libQt5Core.so.5+0x29694a) #15 0x7fdfaf047962 (/usr/lib64/libQt5Test.so.5+0x19962) #16 0x7fdfaf048352 (/usr/lib64/libQt5Test.so.5+0x1a352) previously allocated by thread T0 here: #0 0x7fdfb204110f in operator new(unsigned long) (/usr/lib64/libasan.so.5+0x10c10f) #1 0x7fdf98774992 in KWin::SceneQPainter::createScene(QObject*) /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/plugins/scenes/qpainter/scene_qpainter.cpp:58 #2 0x7fdf9878db95 in KWin::QPainterFactory::create(QObject*) const /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/plugins/scenes/qpainter/scene_qpainter.cpp:870 #3 0x7fdfb03f9488 in KWin::Compositor::setupStart() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/composite.cpp:238 #4 0x7fdfb0404ca4 in KWin::WaylandCompositor::start() /home/jenkins/workspace/Plasma/kwin/kf5-qt5 SUSEQt5.12/composite.cpp:862 #5 0x7fdfaffaf481 in QtPrivate::FunctorCall<QtPrivate::IndexesList<>, QtPrivate::List<>, void, void (KWin::Compositor::*)()>::call(void (KWin::Compositor::*)(), KWin::Compositor*, void**) /usr/include/qt5/QtCore/qobjectdefs_impl.h:152 #6 0x7fdfaffa4deb in void QtPrivate::FunctionPointer<void (KWin::Compositor::*)()>::call<QtPrivate::List<>, void>(void (KWin::Compositor::*)(), KWin::Compositor*, void**) /usr/include/qt5/QtCore/qobjectdefs_impl.h:185 #7 0x7fdfaff9c765 in QtPrivate::QSlotObject<void (KWin::Compositor::*)(), QtPrivate::List<>, void>::impl(int, QtPrivate::QSlotObjectBase*, QObject*, void**, bool*) /usr/include/qt5/QtCore/qobjectdefs_impl.h:414 #8 0x7fdfa57a0df1 (/usr/lib64/libQt5Core.so.5+0x2bfdf1) SUMMARY: AddressSanitizer: heap-use-after-free /usr/include/qt5/QtCore/qhash.h:933 in QHash<KWin::Toplevel*, KWin::Scene::Window*>::findNode(KWin::Toplevel* const&, unsigned int*) const Shadow bytes around the buggy address: 0x0c1080003fa0: fa fa fa fa fd fd fd fd fd fd fd fd fd fd fd fa 0x0c1080003fb0: fa fa fa fa fd fd fd fd fd fd fd fd fd fd fd fa 0x0c1080003fc0: fa fa fa fa fd fd fd fd fd fd fd fd fd fd fd fa 0x0c1080003fd0: fa fa fa fa fd fd fd fd fd fd fd fd fd fd fd fa 0x0c1080003fe0: fa fa fa fa fd fd fd fd fd fd fd fd fd fd fd fa =>0x0c1080003ff0: fa fa fa fa fd fd fd fd fd fd fd fd[fd]fd fd fd 0x0c1080004000: fa fa fa fa fd fd fd fd fd fd fd fd fd fd fd fd 0x0c1080004010: fa fa fa fa 00 00 00 00 00 00 00 00 00 00 05 fa 0x0c1080004020: fa fa fa fa 00 00 00 00 00 00 00 00 00 00 00 00 0x0c1080004030: fa fa fa fa 00 00 00 00 00 00 00 00 00 00 00 04 0x0c1080004040: fa fa fa fa 00 00 00 00 00 00 00 00 00 00 00 01 Shadow byte legend (one shadow byte represents 8 application bytes): Addressable: 00 Partially addressable: 01 02 03 04 05 06 07 Heap left redzone: fa Freed heap region: fd Stack left redzone: f1 Stack mid redzone: f2 Stack right redzone: f3 Stack after return: f5 Stack use after scope: f8 Global redzone: f9 Global init order: f6 Poisoned by user: f7 Container overflow: fc Array cookie: ac Intra object redzone: bb ASan internal: fe Left alloca redzone: ca Right alloca redzone: cb Shadow gap: cc ==23416==ABORTING (EE) failed to read Wayland events: Connection reset by peer
2019-09-10 14:37:22 +03:00
connect(c, &Toplevel::screenScaleChanged, this,
[this, c] {
windowGeometryShapeChanged(c);
}
);
c->effectWindow()->setSceneWindow(w);
c->updateShadow();
w->updateShadow(c->shadow());
connect(c, &Toplevel::shadowChanged, this,
[w] {
w->invalidateQuadsCache();
}
);
}
void Scene::removeToplevel(Toplevel *toplevel)
{
Q_ASSERT(m_windows.contains(toplevel));
delete m_windows.take(toplevel);
toplevel->effectWindow()->setSceneWindow(nullptr);
}
void Scene::windowClosed(Toplevel *toplevel, Deleted *deleted)
{
if (!deleted) {
removeToplevel(toplevel);
return;
}
Q_ASSERT(m_windows.contains(toplevel));
Window *window = m_windows.take(toplevel);
window->updateToplevel(deleted);
if (window->shadow()) {
window->shadow()->setToplevel(deleted);
}
m_windows[deleted] = window;
}
void Scene::windowGeometryShapeChanged(Toplevel *c)
{
if (!m_windows.contains(c)) // this is ok, shape is not valid by default
return;
Window *w = m_windows[ c ];
w->discardShape();
}
void Scene::createStackingOrder(QList<Toplevel *> toplevels)
{
// TODO: cache the stacking_order in case it has not changed
foreach (Toplevel *c, toplevels) {
Q_ASSERT(m_windows.contains(c));
stacking_order.append(m_windows[ c ]);
}
}
void Scene::clearStackingOrder()
{
stacking_order.clear();
}
static Scene::Window *s_recursionCheck = nullptr;
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void Scene::paintWindow(Window* w, int mask, QRegion region, WindowQuadList quads)
{
// no painting outside visible screen (and no transformations)
const QSize &screenSize = screens()->size();
region &= QRect(0, 0, screenSize.width(), screenSize.height());
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if (region.isEmpty()) // completely clipped
return;
if (w->window()->isDeleted() && w->window()->skipsCloseAnimation()) {
// should not get painted
return;
}
if (s_recursionCheck == w) {
return;
}
WindowPaintData data(w->window()->effectWindow(), screenProjectionMatrix());
data.quads = quads;
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effects->paintWindow(effectWindow(w), mask, region, data);
// paint thumbnails on top of window
paintWindowThumbnails(w, region, data.opacity(), data.brightness(), data.saturation());
// and desktop thumbnails
paintDesktopThumbnails(w);
}
static void adjustClipRegion(AbstractThumbnailItem *item, QRegion &clippingRegion)
{
if (item->clip() && item->clipTo()) {
// the x/y positions of the parent item are not correct. The margins are added, though the size seems fine
// that's why we have to get the offset by inspecting the anchors properties
QQuickItem *parentItem = item->clipTo();
QPointF offset;
QVariant anchors = parentItem->property("anchors");
if (anchors.isValid()) {
if (QObject *anchorsObject = anchors.value<QObject*>()) {
offset.setX(anchorsObject->property("leftMargin").toReal());
offset.setY(anchorsObject->property("topMargin").toReal());
}
}
QRectF rect = QRectF(parentItem->position() - offset, QSizeF(parentItem->width(), parentItem->height()));
if (QQuickItem *p = parentItem->parentItem()) {
rect = p->mapRectToScene(rect);
}
clippingRegion &= rect.adjusted(0,0,-1,-1).translated(item->window()->position()).toRect();
}
}
void Scene::paintWindowThumbnails(Scene::Window *w, QRegion region, qreal opacity, qreal brightness, qreal saturation)
{
EffectWindowImpl *wImpl = static_cast<EffectWindowImpl*>(effectWindow(w));
for (QHash<WindowThumbnailItem*, QPointer<EffectWindowImpl> >::const_iterator it = wImpl->thumbnails().constBegin();
it != wImpl->thumbnails().constEnd();
++it) {
if (it.value().isNull()) {
continue;
}
WindowThumbnailItem *item = it.key();
if (!item->isVisible()) {
continue;
}
EffectWindowImpl *thumb = it.value().data();
WindowPaintData thumbData(thumb, screenProjectionMatrix());
thumbData.setOpacity(opacity);
thumbData.setBrightness(brightness * item->brightness());
thumbData.setSaturation(saturation * item->saturation());
const QRect visualThumbRect(thumb->expandedGeometry());
QSizeF size = QSizeF(visualThumbRect.size());
size.scale(QSizeF(item->width(), item->height()), Qt::KeepAspectRatio);
if (size.width() > visualThumbRect.width() || size.height() > visualThumbRect.height()) {
size = QSizeF(visualThumbRect.size());
}
thumbData.setXScale(size.width() / static_cast<qreal>(visualThumbRect.width()));
thumbData.setYScale(size.height() / static_cast<qreal>(visualThumbRect.height()));
if (!item->window()) {
continue;
}
const QPointF point = item->mapToScene(QPointF(0,0));
qreal x = point.x() + w->x() + (item->width() - size.width())/2;
qreal y = point.y() + w->y() + (item->height() - size.height()) / 2;
x -= thumb->x();
y -= thumb->y();
// compensate shadow topleft padding
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x += (thumb->x()-visualThumbRect.x())*thumbData.xScale();
y += (thumb->y()-visualThumbRect.y())*thumbData.yScale();
thumbData.setXTranslation(x);
thumbData.setYTranslation(y);
int thumbMask = PAINT_WINDOW_TRANSFORMED | PAINT_WINDOW_LANCZOS;
if (thumbData.opacity() == 1.0) {
thumbMask |= PAINT_WINDOW_OPAQUE;
} else {
thumbMask |= PAINT_WINDOW_TRANSLUCENT;
}
QRegion clippingRegion = region;
clippingRegion &= QRegion(wImpl->x(), wImpl->y(), wImpl->width(), wImpl->height());
adjustClipRegion(item, clippingRegion);
effects->drawWindow(thumb, thumbMask, clippingRegion, thumbData);
}
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}
void Scene::paintDesktopThumbnails(Scene::Window *w)
{
EffectWindowImpl *wImpl = static_cast<EffectWindowImpl*>(effectWindow(w));
for (QList<DesktopThumbnailItem*>::const_iterator it = wImpl->desktopThumbnails().constBegin();
it != wImpl->desktopThumbnails().constEnd();
++it) {
DesktopThumbnailItem *item = *it;
if (!item->isVisible()) {
continue;
}
if (!item->window()) {
continue;
}
s_recursionCheck = w;
ScreenPaintData data;
const QSize &screenSize = screens()->size();
QSize size = screenSize;
size.scale(item->width(), item->height(), Qt::KeepAspectRatio);
data *= QVector2D(size.width() / double(screenSize.width()),
size.height() / double(screenSize.height()));
const QPointF point = item->mapToScene(item->position());
const qreal x = point.x() + w->x() + (item->width() - size.width())/2;
const qreal y = point.y() + w->y() + (item->height() - size.height()) / 2;
const QRect region = QRect(x, y, item->width(), item->height());
QRegion clippingRegion = region;
clippingRegion &= QRegion(wImpl->x(), wImpl->y(), wImpl->width(), wImpl->height());
adjustClipRegion(item, clippingRegion);
data += QPointF(x, y);
const int desktopMask = PAINT_SCREEN_TRANSFORMED | PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_BACKGROUND_FIRST;
paintDesktop(item->desktop(), desktopMask, clippingRegion, data);
s_recursionCheck = nullptr;
}
}
void Scene::paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data)
{
static_cast<EffectsHandlerImpl*>(effects)->paintDesktop(desktop, mask, region, data);
}
// the function that'll be eventually called by paintWindow() above
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void Scene::finalPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
{
effects->drawWindow(w, mask, region, data);
}
// will be eventually called from drawWindow()
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void Scene::finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
{
if (waylandServer() && waylandServer()->isScreenLocked() && !w->window()->isLockScreen() && !w->window()->isInputMethod()) {
return;
}
w->sceneWindow()->performPaint(mask, region, data);
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}
void Scene::extendPaintRegion(QRegion &region, bool opaqueFullscreen)
{
Q_UNUSED(region);
Q_UNUSED(opaqueFullscreen);
}
bool Scene::blocksForRetrace() const
{
return false;
}
void Scene::screenGeometryChanged(const QSize &size)
{
if (!overlayWindow()) {
return;
}
overlayWindow()->resize(size);
}
Better handling for making the compositing OpenGL context current With QtQuick2 it's possible that the scene graph rendering context either lives in an own thread or uses the main GUI thread. In the latter case it's the same thread as our compositing OpenGL context lives in. This means our basic assumption that between two rendering passes the context stays current does not hold. The code already ensured that before we start a rendering pass the context is made current, but there are many more possible cases. If we use OpenGL in areas not triggered by the rendering loop but in response to other events the context needs to be made current. This includes the loading and unloading of effects (some effects use OpenGL in the static effect check, in the ctor and dtor), background loading of texture data, lazy loading after first usage invoked by shortcut, etc. etc. To properly handle these cases new methods are added to EffectsHandler to make the compositing OpenGL context current. These calls delegate down into the scene. On non-OpenGL scenes they are noop, but on OpenGL they go into the backend and make the context current. In addition they ensure that Qt doesn't think that it's QOpenGLContext is current by calling doneCurrent() on the QOpenGLContext::currentContext(). This unfortunately causes an additional call to makeCurrent with a null context, but there is no other way to tell Qt - it doesn't notice when a different context is made current with low level API calls. In the multi-threaded architecture this doesn't matter as ::currentContext() returns null. A short evaluation showed that a transition to QOpenGLContext doesn't seem feasible. Qt only supports either GLX or EGL while KWin supports both and when entering the transition phase for Wayland, it would become extremely tricky if our native platform is X11, but we want a Wayland EGL context. A future solution might be to have a "KWin-QPA plugin" which uses either xcb or Wayland and hides everything from Qt. The API documentation is extended to describe when the effects-framework ensures that an OpenGL context is current. The effects are changed to make the context current in cases where it's not guaranteed. This has been done by looking for creation or deletion of GLTextures and Shaders. If there are other OpenGL usages outside the rendering loop, ctor/dtor this needs to be changed, too.
2013-11-22 18:05:36 +04:00
bool Scene::makeOpenGLContextCurrent()
{
return false;
}
void Scene::doneOpenGLContextCurrent()
{
}
void Scene::triggerFence()
{
}
QMatrix4x4 Scene::screenProjectionMatrix() const
{
return QMatrix4x4();
}
xcb_render_picture_t Scene::xrenderBufferPicture() const
{
return XCB_RENDER_PICTURE_NONE;
}
QPainter *Scene::scenePainter() const
{
return nullptr;
}
QImage *Scene::qpainterRenderBuffer() const
{
return nullptr;
}
QVector<QByteArray> Scene::openGLPlatformInterfaceExtensions() const
{
return QVector<QByteArray>{};
}
//****************************************
// Scene::Window
//****************************************
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Scene::Window::Window(Toplevel * c)
: toplevel(c)
, filter(ImageFilterFast)
, m_shadow(nullptr)
, m_currentPixmap()
, m_previousPixmap()
, m_referencePixmapCounter(0)
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, disable_painting(0)
, cached_quad_list(nullptr)
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{
}
Scene::Window::~Window()
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{
delete m_shadow;
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}
void Scene::Window::referencePreviousPixmap()
{
if (!m_previousPixmap.isNull() && m_previousPixmap->isDiscarded()) {
m_referencePixmapCounter++;
}
}
void Scene::Window::unreferencePreviousPixmap()
{
if (m_previousPixmap.isNull() || !m_previousPixmap->isDiscarded()) {
return;
}
m_referencePixmapCounter--;
if (m_referencePixmapCounter == 0) {
m_previousPixmap.reset();
}
}
void Scene::Window::pixmapDiscarded()
{
if (!m_currentPixmap.isNull()) {
if (m_currentPixmap->isValid()) {
m_previousPixmap.reset(m_currentPixmap.take());
m_previousPixmap->markAsDiscarded();
} else {
m_currentPixmap.reset();
}
}
}
void Scene::Window::discardShape()
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{
// it is created on-demand and cached, simply
// reset the flag
m_bufferShapeIsValid = false;
invalidateQuadsCache();
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}
QRegion Scene::Window::bufferShape() const
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{
if (m_bufferShapeIsValid) {
return m_bufferShape;
}
const QRect bufferGeometry = toplevel->bufferGeometry();
if (toplevel->shape()) {
auto cookie = xcb_shape_get_rectangles_unchecked(connection(), toplevel->frameId(), XCB_SHAPE_SK_BOUNDING);
ScopedCPointer<xcb_shape_get_rectangles_reply_t> reply(xcb_shape_get_rectangles_reply(connection(), cookie, nullptr));
if (!reply.isNull()) {
m_bufferShape = QRegion();
const xcb_rectangle_t *rects = xcb_shape_get_rectangles_rectangles(reply.data());
const int rectCount = xcb_shape_get_rectangles_rectangles_length(reply.data());
for (int i = 0; i < rectCount; ++i) {
m_bufferShape += QRegion(rects[i].x, rects[i].y, rects[i].width, rects[i].height);
}
// make sure the shape is sane (X is async, maybe even XShape is broken)
m_bufferShape &= QRegion(0, 0, bufferGeometry.width(), bufferGeometry.height());
} else {
m_bufferShape = QRegion();
}
} else {
m_bufferShape = QRegion(0, 0, bufferGeometry.width(), bufferGeometry.height());
}
m_bufferShapeIsValid = true;
return m_bufferShape;
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}
QRegion Scene::Window::clientShape() const
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{
if (AbstractClient *client = qobject_cast<AbstractClient *>(toplevel)) {
if (client->isShade()) {
return QRegion();
}
}
const QRegion shape = bufferShape();
const QMargins bufferMargins = toplevel->bufferMargins();
if (bufferMargins.isNull()) {
return shape;
}
const QRect clippingRect = QRect(QPoint(0, 0), toplevel->bufferGeometry().size()) - toplevel->bufferMargins();
return shape & clippingRect;
}
QRegion Scene::Window::decorationShape() const
{
return QRegion(toplevel->decorationRect()) - toplevel->transparentRect();
}
QPoint Scene::Window::bufferOffset() const
{
const QRect bufferGeometry = toplevel->bufferGeometry();
const QRect frameGeometry = toplevel->frameGeometry();
return bufferGeometry.topLeft() - frameGeometry.topLeft();
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}
bool Scene::Window::isVisible() const
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{
if (toplevel->isDeleted())
return false;
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if (!toplevel->isOnCurrentDesktop())
return false;
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if (!toplevel->isOnCurrentActivity())
return false;
if (AbstractClient *c = dynamic_cast<AbstractClient*>(toplevel))
return c->isShown(true);
return true; // Unmanaged is always visible
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}
bool Scene::Window::isOpaque() const
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{
return toplevel->opacity() == 1.0 && !toplevel->hasAlpha();
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}
bool Scene::Window::isPaintingEnabled() const
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{
return !disable_painting;
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}
void Scene::Window::resetPaintingEnabled()
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{
disable_painting = 0;
if (toplevel->isDeleted())
disable_painting |= PAINT_DISABLED_BY_DELETE;
if (static_cast<EffectsHandlerImpl*>(effects)->isDesktopRendering()) {
if (!toplevel->isOnDesktop(static_cast<EffectsHandlerImpl*>(effects)->currentRenderedDesktop())) {
disable_painting |= PAINT_DISABLED_BY_DESKTOP;
}
} else {
if (!toplevel->isOnCurrentDesktop())
disable_painting |= PAINT_DISABLED_BY_DESKTOP;
}
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if (!toplevel->isOnCurrentActivity())
disable_painting |= PAINT_DISABLED_BY_ACTIVITY;
if (AbstractClient *c = dynamic_cast<AbstractClient*>(toplevel)) {
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if (c->isMinimized())
disable_painting |= PAINT_DISABLED_BY_MINIMIZE;
if (c->isHiddenInternal()) {
disable_painting |= PAINT_DISABLED;
}
}
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}
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void Scene::Window::enablePainting(int reason)
{
disable_painting &= ~reason;
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}
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void Scene::Window::disablePainting(int reason)
{
disable_painting |= reason;
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}
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WindowQuadList Scene::Window::buildQuads(bool force) const
{
if (cached_quad_list != nullptr && !force)
return *cached_quad_list;
WindowQuadList ret = makeContentsQuads();
if (!toplevel->frameMargins().isNull()) {
AbstractClient *client = dynamic_cast<AbstractClient*>(toplevel);
QRegion center = toplevel->transparentRect();
const QRegion decoration = decorationShape();
qreal decorationScale = 1.0;
QRect rects[4];
bool isShadedClient = false;
if (client) {
client->layoutDecorationRects(rects[0], rects[1], rects[2], rects[3]);
decorationScale = client->screenScale();
isShadedClient = client->isShade() || center.isEmpty();
}
if (isShadedClient) {
const QRect bounding = rects[0] | rects[1] | rects[2] | rects[3];
ret += makeDecorationQuads(rects, bounding, decorationScale);
} else {
ret += makeDecorationQuads(rects, decoration, decorationScale);
}
}
if (m_shadow && toplevel->wantsShadowToBeRendered()) {
ret << m_shadow->shadowQuads();
}
effects->buildQuads(toplevel->effectWindow(), ret);
Scene: Fix memory leak Detected by ASAN ``` Indirect leak of 2080 byte(s) in 10 object(s) allocated from: #0 0x4dc922 in operator new(unsigned long) (/home/kfunk/devel/install/kf5/bin/kwin_x11+0x4dc922) #1 0x7f43db47efd6 in QList<KWin::WindowQuad>::node_construct(QList<KWin::WindowQuad>::Node*, KWin::WindowQuad const&) /usr/include/x86_64-linux-gnu/qt5/QtCore/qlist.h:404:65 #2 0x7f43db47e51c in QList<KWin::WindowQuad>::append(KWin::WindowQuad const&) /usr/include/x86_64-linux-gnu/qt5/QtCore/qlist.h:553:13 #3 0x7f43db72787d in KWin::Scene::Window::makeQuads(KWin::WindowQuadType, QRegion const&, QPoint const&) const /home/kfunk/devel/src/kf5/kwin/scene.cpp:927:9 #4 0x7f43db725817 in KWin::Scene::Window::buildQuads(bool) const /home/kfunk/devel/src/kf5/kwin/scene.cpp:834:15 #5 0x7f43db899c79 in KWin::EffectWindowImpl::buildQuads(bool) const /home/kfunk/devel/src/kf5/kwin/effects.cpp:1700:12 #6 0x7f43db4666d6 in KWin::Shadow::createShadow(KWin::Toplevel*) /home/kfunk/devel/src/kf5/kwin/shadow.cpp:69:17 #7 0x7f43db6fb825 in KWin::Toplevel::getShadow() /home/kfunk/devel/src/kf5/kwin/toplevel.cpp:318:9 #8 0x7f43db7197dc in KWin::Scene::windowAdded(KWin::Toplevel*) /home/kfunk/devel/src/kf5/kwin/scene.cpp:408:5 #9 0x7f43db6d6b71 in KWin::Toplevel::setupCompositing() /home/kfunk/devel/src/kf5/kwin/composite.cpp:981:5 #10 0x7f43db6db215 in KWin::Client::setupCompositing() /home/kfunk/devel/src/kf5/kwin/composite.cpp:1248:10 #11 0x7f43db6c4517 in KWin::Compositor::startupWithWorkspace() /home/kfunk/devel/src/kf5/kwin/composite.cpp:329:9 #12 0x7f43db6c28db in KWin::Compositor::slotCompositingOptionsInitialized() /home/kfunk/devel/src/kf5/kwin/composite.cpp:283:9 #13 0x7f43db6beda4 in KWin::Compositor::setup() /home/kfunk/devel/src/kf5/kwin/composite.cpp:184:9 #14 0x7f43dbef60af in KWin::Compositor::qt_static_metacall(QObject*, QMetaObject::Call, int, void**) /home/kfunk/devel/build/kf5/kwin/moc_composite.cpp:263:18 #15 0x7f43d54de7b0 in QObject::event(QEvent*) (/usr/lib/x86_64-linux-gnu/libQt5Core.so.5+0x2b67b0) #16 0x7f43d5da39db in QApplicationPrivate::notify_helper(QObject*, QEvent*) (/usr/lib/x86_64-linux-gnu/libQt5Widgets.so.5+0x15b9db) ```
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cached_quad_list.reset(new WindowQuadList(ret));
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return ret;
}
WindowQuadList Scene::Window::makeDecorationQuads(const QRect *rects, const QRegion &region, qreal textureScale) const
{
WindowQuadList list;
[scene] Fix decoration texture bleeding Summary: Quite long time ago, window decorations were painted on real X11 windows. The nicest thing about that approach is that we get both contents of the client and the frame window at the same time. However, somewhere around KDE 4.2 - 4.3 times, decoration rendering architecture had been changed to what we have now. I've mentioned the previous decoration rendering design because it didn't have a problem that the new design has, namely the texture bleeding issue. In the name of better performance, opengl scene puts all decoration parts to an atlas. This is totally reasonable, however we must be super cautious about things such as the GL_LINEAR filter. The GL_LINEAR filter may need to sample a couple of neighboring texels in order to produce the final texel value. However, since all decoration parts now live in a single texture, we have to make sure that we don't sample texels that belong to another decoration part. This patch fixes the texture bleeding problem by padding each individual decoration part in the atlas. There is another solution for this problem though. We could render a window into an offscreen texture and then map that texture on the transformed window geometry. This would work well and we definitely need an offscreen rendering path in the opengl scene, however it's not feasible at the moment since we need to break the window quads API. Also, it would be great to have as less as possible stuff going on between invocation of Scene::Window::performPaint() and getting the corresponding pixel data on the screen. There is a good chance that the new padding stuff may make you vomit. If it does so, I'm all ears for the suggestions how to make the code more nicer. BUG: 257566 BUG: 360549 CCBUG: 412573 FIXED-IN: 5.18.0 Reviewers: #kwin Subscribers: fredrik, kwin, fvogt Tags: #kwin Differential Revision: https://phabricator.kde.org/D25611
2019-11-28 15:00:58 +03:00
const int padding = 1;
const QPoint topSpritePosition(padding, padding);
const QPoint bottomSpritePosition(padding, topSpritePosition.y() + rects[1].height() + 2 * padding);
const QPoint leftSpritePosition(bottomSpritePosition.y() + rects[3].height() + 2 * padding, padding);
const QPoint rightSpritePosition(leftSpritePosition.x() + rects[0].width() + 2 * padding, padding);
const QPoint offsets[4] = {
[scene] Fix decoration texture bleeding Summary: Quite long time ago, window decorations were painted on real X11 windows. The nicest thing about that approach is that we get both contents of the client and the frame window at the same time. However, somewhere around KDE 4.2 - 4.3 times, decoration rendering architecture had been changed to what we have now. I've mentioned the previous decoration rendering design because it didn't have a problem that the new design has, namely the texture bleeding issue. In the name of better performance, opengl scene puts all decoration parts to an atlas. This is totally reasonable, however we must be super cautious about things such as the GL_LINEAR filter. The GL_LINEAR filter may need to sample a couple of neighboring texels in order to produce the final texel value. However, since all decoration parts now live in a single texture, we have to make sure that we don't sample texels that belong to another decoration part. This patch fixes the texture bleeding problem by padding each individual decoration part in the atlas. There is another solution for this problem though. We could render a window into an offscreen texture and then map that texture on the transformed window geometry. This would work well and we definitely need an offscreen rendering path in the opengl scene, however it's not feasible at the moment since we need to break the window quads API. Also, it would be great to have as less as possible stuff going on between invocation of Scene::Window::performPaint() and getting the corresponding pixel data on the screen. There is a good chance that the new padding stuff may make you vomit. If it does so, I'm all ears for the suggestions how to make the code more nicer. BUG: 257566 BUG: 360549 CCBUG: 412573 FIXED-IN: 5.18.0 Reviewers: #kwin Subscribers: fredrik, kwin, fvogt Tags: #kwin Differential Revision: https://phabricator.kde.org/D25611
2019-11-28 15:00:58 +03:00
QPoint(-rects[0].x(), -rects[0].y()) + leftSpritePosition,
QPoint(-rects[1].x(), -rects[1].y()) + topSpritePosition,
QPoint(-rects[2].x(), -rects[2].y()) + rightSpritePosition,
QPoint(-rects[3].x(), -rects[3].y()) + bottomSpritePosition,
};
const Qt::Orientation orientations[4] = {
Qt::Vertical, // Left
Qt::Horizontal, // Top
Qt::Vertical, // Right
Qt::Horizontal, // Bottom
};
for (int i = 0; i < 4; i++) {
const QRegion intersectedRegion = (region & rects[i]);
for (const QRect &r : intersectedRegion) {
if (!r.isValid())
continue;
const bool swap = orientations[i] == Qt::Vertical;
const int x0 = r.x();
const int y0 = r.y();
const int x1 = r.x() + r.width();
const int y1 = r.y() + r.height();
const int u0 = (x0 + offsets[i].x()) * textureScale;
const int v0 = (y0 + offsets[i].y()) * textureScale;
const int u1 = (x1 + offsets[i].x()) * textureScale;
const int v1 = (y1 + offsets[i].y()) * textureScale;
WindowQuad quad(WindowQuadDecoration);
quad.setUVAxisSwapped(swap);
if (swap) {
quad[0] = WindowVertex(x0, y0, v0, u0); // Top-left
quad[1] = WindowVertex(x1, y0, v0, u1); // Top-right
quad[2] = WindowVertex(x1, y1, v1, u1); // Bottom-right
quad[3] = WindowVertex(x0, y1, v1, u0); // Bottom-left
} else {
quad[0] = WindowVertex(x0, y0, u0, v0); // Top-left
quad[1] = WindowVertex(x1, y0, u1, v0); // Top-right
quad[2] = WindowVertex(x1, y1, u1, v1); // Bottom-right
quad[3] = WindowVertex(x0, y1, u0, v1); // Bottom-left
}
list.append(quad);
}
}
return list;
}
WindowQuadList Scene::Window::makeContentsQuads() const
{
const QRegion contentsRegion = clientShape();
if (contentsRegion.isEmpty()) {
return WindowQuadList();
}
const QPointF geometryOffset = bufferOffset();
const qreal textureScale = toplevel->bufferScale();
WindowQuadList quads;
quads.reserve(contentsRegion.rectCount());
for (const QRectF &rect : contentsRegion) {
WindowQuad quad(WindowQuadContents);
const qreal x0 = rect.left() + geometryOffset.x();
const qreal y0 = rect.top() + geometryOffset.y();
const qreal x1 = rect.right() + geometryOffset.x();
const qreal y1 = rect.bottom() + geometryOffset.y();
const qreal u0 = rect.left() * textureScale;
const qreal v0 = rect.top() * textureScale;
const qreal u1 = rect.right() * textureScale;
const qreal v1 = rect.bottom() * textureScale;
quad[0] = WindowVertex(QPointF(x0, y0), QPointF(u0, v0));
quad[1] = WindowVertex(QPointF(x1, y0), QPointF(u1, v0));
quad[2] = WindowVertex(QPointF(x1, y1), QPointF(u1, v1));
quad[3] = WindowVertex(QPointF(x0, y1), QPointF(u0, v1));
quads << quad;
}
return quads;
}
void Scene::Window::invalidateQuadsCache()
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{
cached_quad_list.reset();
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}
void Scene::Window::updateShadow(Shadow* shadow)
{
if (m_shadow == shadow) {
return;
}
delete m_shadow;
m_shadow = shadow;
}
//****************************************
// WindowPixmap
//****************************************
WindowPixmap::WindowPixmap(Scene::Window *window)
: m_window(window)
, m_pixmap(XCB_PIXMAP_NONE)
, m_discarded(false)
{
}
WindowPixmap::WindowPixmap(const QPointer<KWayland::Server::SubSurfaceInterface> &subSurface, WindowPixmap *parent)
: m_window(parent->m_window)
, m_pixmap(XCB_PIXMAP_NONE)
, m_discarded(false)
, m_parent(parent)
, m_subSurface(subSurface)
{
}
WindowPixmap::~WindowPixmap()
{
if (m_pixmap != XCB_WINDOW_NONE) {
xcb_free_pixmap(connection(), m_pixmap);
}
if (m_buffer) {
using namespace KWayland::Server;
QObject::disconnect(m_buffer.data(), &BufferInterface::aboutToBeDestroyed, m_buffer.data(), &BufferInterface::unref);
m_buffer->unref();
}
}
void WindowPixmap::create()
{
if (isValid() || toplevel()->isDeleted()) {
return;
}
// always update from Buffer on Wayland, don't try using XPixmap
if (kwinApp()->shouldUseWaylandForCompositing()) {
// use Buffer
updateBuffer();
if ((m_buffer || !m_fbo.isNull()) && m_subSurface.isNull()) {
m_window->unreferencePreviousPixmap();
}
return;
}
XServerGrabber grabber;
xcb_pixmap_t pix = xcb_generate_id(connection());
xcb_void_cookie_t namePixmapCookie = xcb_composite_name_window_pixmap_checked(connection(), toplevel()->frameId(), pix);
Xcb::WindowAttributes windowAttributes(toplevel()->frameId());
Xcb::WindowGeometry windowGeometry(toplevel()->frameId());
if (xcb_generic_error_t *error = xcb_request_check(connection(), namePixmapCookie)) {
qCDebug(KWIN_CORE) << "Creating window pixmap failed: " << error->error_code;
free(error);
return;
}
// check that the received pixmap is valid and actually matches what we
// know about the window (i.e. size)
if (!windowAttributes || windowAttributes->map_state != XCB_MAP_STATE_VIEWABLE) {
qCDebug(KWIN_CORE) << "Creating window pixmap failed: " << this;
xcb_free_pixmap(connection(), pix);
return;
}
const QRect bufferGeometry = toplevel()->bufferGeometry();
if (windowGeometry.size() != bufferGeometry.size()) {
qCDebug(KWIN_CORE) << "Creating window pixmap failed: " << this;
xcb_free_pixmap(connection(), pix);
return;
}
m_pixmap = pix;
m_pixmapSize = bufferGeometry.size();
m_contentsRect = QRect(toplevel()->clientPos(), toplevel()->clientSize());
m_window->unreferencePreviousPixmap();
}
WindowPixmap *WindowPixmap::createChild(const QPointer<KWayland::Server::SubSurfaceInterface> &subSurface)
{
Q_UNUSED(subSurface)
return nullptr;
}
bool WindowPixmap::isValid() const
{
if (!m_buffer.isNull() || !m_fbo.isNull() || !m_internalImage.isNull()) {
return true;
}
return m_pixmap != XCB_PIXMAP_NONE;
}
void WindowPixmap::updateBuffer()
{
using namespace KWayland::Server;
if (SurfaceInterface *s = surface()) {
QVector<WindowPixmap*> oldTree = m_children;
QVector<WindowPixmap*> children;
using namespace KWayland::Server;
const auto subSurfaces = s->childSubSurfaces();
for (const auto &subSurface : subSurfaces) {
if (subSurface.isNull()) {
continue;
}
auto it = std::find_if(oldTree.begin(), oldTree.end(), [subSurface] (WindowPixmap *p) { return p->m_subSurface == subSurface; });
if (it != oldTree.end()) {
children << *it;
(*it)->updateBuffer();
oldTree.erase(it);
} else {
WindowPixmap *p = createChild(subSurface);
if (p) {
p->create();
children << p;
}
}
}
setChildren(children);
qDeleteAll(oldTree);
if (auto b = s->buffer()) {
if (b == m_buffer) {
// no change
return;
}
if (m_buffer) {
QObject::disconnect(m_buffer.data(), &BufferInterface::aboutToBeDestroyed, m_buffer.data(), &BufferInterface::unref);
m_buffer->unref();
}
m_buffer = b;
m_buffer->ref();
QObject::connect(m_buffer.data(), &BufferInterface::aboutToBeDestroyed, m_buffer.data(), &BufferInterface::unref);
} else if (m_subSurface) {
if (m_buffer) {
QObject::disconnect(m_buffer.data(), &BufferInterface::aboutToBeDestroyed, m_buffer.data(), &BufferInterface::unref);
m_buffer->unref();
m_buffer.clear();
}
}
} else if (toplevel()->internalFramebufferObject()) {
m_fbo = toplevel()->internalFramebufferObject();
} else if (!toplevel()->internalImageObject().isNull()) {
m_internalImage = toplevel()->internalImageObject();
} else {
if (m_buffer) {
QObject::disconnect(m_buffer.data(), &BufferInterface::aboutToBeDestroyed, m_buffer.data(), &BufferInterface::unref);
m_buffer->unref();
m_buffer.clear();
}
}
}
KWayland::Server::SurfaceInterface *WindowPixmap::surface() const
{
if (!m_subSurface.isNull()) {
return m_subSurface->surface().data();
} else {
return toplevel()->surface();
}
}
//****************************************
// Scene::EffectFrame
//****************************************
Scene::EffectFrame::EffectFrame(EffectFrameImpl* frame)
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: m_effectFrame(frame)
{
}
Scene::EffectFrame::~EffectFrame()
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{
}
Move SceneXRender into a plugin Summary: First step for loading the compositor Scenes through plugins. The general idea is that we currently needlessly pull in all the Scenes although only one will be used. E.g. on X11 we pull in QPainter, although they are not compatible. On Wayland we pull in XRender although they are not compatible. Furthermore our current Scene creation strategy is not really fault tolerant and can create situations where we don't get a compositor. E.g on fbdev backend the default settings won't work as it does not support OpenGL. Long term I want to tackle those conceptional problems together: we try to load all plugins supported by the current platform till we have a scene which works. Thus on Wayland we don't end up in a situation where we don't have a working compositor because the configuration is bad. To make this possible the switch statement in the Scene needs to go and needs to be replaced by a for loop iterating over all the available scenes on the platform. If we go there it makes sense to replace it directly with a plugin based approach. So this is a change which tackles the problem by first introducing the plugin loading. The xrender based scene (as it's the most simple one) is moved into a plugin. It is first tried to find a scene plugin and only if there is none the existing code is used. Test Plan: Tested all scenes Reviewers: #kwin, #plasma Subscribers: plasma-devel, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D7232
2017-08-10 19:13:42 +03:00
SceneFactory::SceneFactory(QObject *parent)
: QObject(parent)
{
}
SceneFactory::~SceneFactory()
{
}
} // namespace