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 "client.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/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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{
foreach (Window *w, m_windows) {
delete w;
}
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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)
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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;
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());
}
QList< Phase2Data > phase2;
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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);
#ifndef NDEBUG
if (data.quads.isTransformed()) {
qFatal("Pre-paint calls are not allowed to transform quads!");
}
#endif
if (!w->isPaintingEnabled()) {
continue;
}
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phase2.append(Phase2Data(w, infiniteRegion(), data.clip, data.mask, data.quads));
// transformations require window pixmap
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w->suspendUnredirect(data.mask
& (PAINT_WINDOW_TRANSLUCENT | PAINT_SCREEN_TRANSFORMED | PAINT_WINDOW_TRANSFORMED));
}
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)
{
assert((orig_mask & (PAINT_SCREEN_TRANSFORMED
| PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) == 0);
QList< QPair< Window*, Phase2Data > > phase2data;
QRegion dirtyArea = region;
bool opaqueFullscreen(false);
for (int i = 0; // do prePaintWindow bottom to top
i < stacking_order.count();
++i) {
Window* w = stacking_order[ i ];
Toplevel* topw = w->window();
WindowPrePaintData data;
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data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
w->resetPaintingEnabled();
data.paint = region;
data.paint |= topw->repaints();
// 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();
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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 (w->isOpaque()) {
AbstractClient *c = dynamic_cast<AbstractClient*>(topw);
if (c) {
opaqueFullscreen = c->isFullScreen();
}
Client *cc = dynamic_cast<Client*>(c);
// the window is fully opaque
if (cc && cc->decorationHasAlpha()) {
// decoration uses alpha channel, so we may not exclude it in clipping
data.clip = w->clientShape().translated(w->x(), w->y());
} else {
// decoration is fully opaque
if (c && c->isShade()) {
data.clip = QRegion();
} else {
data.clip = w->shape().translated(w->x(), w->y());
}
}
} else if (topw->hasAlpha() && topw->opacity() == 1.0) {
// the window is partially opaque
data.clip = (w->clientShape() & topw->opaqueRegion().translated(topw->clientPos())).translated(w->x(), w->y());
} else {
data.clip = QRegion();
}
data.quads = w->buildQuads();
// preparation step
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effects->prePaintWindow(effectWindow(w), data, time_diff);
#ifndef NDEBUG
if (data.quads.isTransformed()) {
qFatal("Pre-paint calls are not allowed to transform quads!");
}
#endif
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if (!w->isPaintingEnabled()) {
w->suspendUnredirect(true);
continue;
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}
dirtyArea |= data.paint;
// Schedule the window for painting
phase2data.append(QPair< Window*, Phase2Data >(w,Phase2Data(w, data.paint, data.clip,
data.mask, data.quads)));
// no transformations, but translucency requires window pixmap
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w->suspendUnredirect(data.mask & PAINT_WINDOW_TRANSLUCENT);
}
// 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) {
QPair< Window*, Phase2Data > *entry = &phase2data[i];
Phase2Data *data = &entry->second;
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_TRANSFORMED)) {
// 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].second;
// 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::windowAdded(Toplevel *c)
{
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*)));
c->effectWindow()->setSceneWindow(w);
c->getShadow();
w->updateShadow(c->shadow());
}
void Scene::windowClosed(Toplevel *c, Deleted *deleted)
{
assert(m_windows.contains(c));
if (deleted != NULL) {
// replace c with deleted
Window* w = m_windows.take(c);
w->updateToplevel(deleted);
if (w->shadow()) {
w->shadow()->setToplevel(deleted);
}
m_windows[ deleted ] = w;
} else {
delete m_windows.take(c);
c->effectWindow()->setSceneWindow(NULL);
}
}
void Scene::windowDeleted(Deleted *c)
{
assert(m_windows.contains(c));
delete m_windows.take(c);
c->effectWindow()->setSceneWindow(NULL);
}
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(ToplevelList toplevels)
{
// TODO: cache the stacking_order in case it has not changed
foreach (Toplevel *c, toplevels) {
assert(m_windows.contains(c));
stacking_order.append(m_windows[ c ]);
}
}
void Scene::clearStackingOrder()
{
stacking_order.clear();
}
static Scene::Window *s_recursionCheck = NULL;
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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;
}
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WindowPaintData data(w->window()->effectWindow());
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*, QWeakPointer<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);
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(item->position());
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 = NULL;
}
}
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()) {
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;
}
bool Scene::syncsToVBlank() 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.
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bool Scene::makeOpenGLContextCurrent()
{
return false;
}
void Scene::doneOpenGLContextCurrent()
{
}
void Scene::triggerFence()
{
}
//****************************************
// Scene::Window
//****************************************
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Scene::Window::Window(Toplevel * c)
: toplevel(c)
, filter(ImageFilterFast)
, m_shadow(NULL)
, m_currentPixmap()
, m_previousPixmap()
, m_referencePixmapCounter(0)
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, disable_painting(0)
, shape_valid(false)
, cached_quad_list(NULL)
{
}
Scene::Window::~Window()
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{
delete cached_quad_list;
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
shape_valid = false;
delete cached_quad_list;
cached_quad_list = NULL;
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}
// Find out the shape of the window using the XShape extension
// or if shape is not set then simply it's the window geometry.
const QRegion &Scene::Window::shape() const
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{
if (!shape_valid) {
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()) {
shape_region = QRegion();
auto *rects = xcb_shape_get_rectangles_rectangles(reply.data());
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for (int i = 0;
i < xcb_shape_get_rectangles_rectangles_length(reply.data());
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++i)
shape_region += 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)
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shape_region &= QRegion(0, 0, width(), height());
} else
shape_region = QRegion();
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} else
shape_region = QRegion(0, 0, width(), height());
shape_valid = true;
}
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return shape_region;
}
QRegion Scene::Window::clientShape() const
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{
if (AbstractClient *c = dynamic_cast< AbstractClient * > (toplevel)) {
if (c->isShade())
return QRegion();
}
// TODO: cache
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const QRegion r = shape() & QRect(toplevel->clientPos(), toplevel->clientSize());
return r.isEmpty() ? QRegion() : r;
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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->tabGroup() && c != c->tabGroup()->current())
disable_painting |= PAINT_DISABLED_BY_TAB_GROUP;
if (Client *cc = dynamic_cast<Client*>(c)) {
if (cc->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 != NULL && !force)
return *cached_quad_list;
WindowQuadList ret;
if (toplevel->clientPos() == QPoint(0, 0) && toplevel->clientSize() == toplevel->decorationRect().size())
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ret = makeQuads(WindowQuadContents, shape()); // has no decoration
else {
Client *client = dynamic_cast<Client*>(toplevel);
QRegion contents = clientShape();
QRegion center = toplevel->transparentRect();
QRegion decoration = (client && true ?
QRegion(client->decorationRect()) : shape()) - center;
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ret = makeQuads(WindowQuadContents, contents);
QRect rects[4];
bool isShadedClient = false;
if (client) {
client->layoutDecorationRects(rects[0], rects[1], rects[2], rects[3]);
isShadedClient = client->isShade() || center.isEmpty();
}
if (isShadedClient) {
const QRect bounding = rects[0] | rects[1] | rects[2] | rects[3];
ret += makeDecorationQuads(rects, bounding);
} else {
ret += makeDecorationQuads(rects, decoration);
}
}
if (m_shadow && toplevel->wantsShadowToBeRendered()) {
ret << m_shadow->shadowQuads();
}
effects->buildQuads(toplevel->effectWindow(), ret);
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cached_quad_list = new WindowQuadList(ret);
return ret;
}
WindowQuadList Scene::Window::makeDecorationQuads(const QRect *rects, const QRegion &region) const
{
WindowQuadList list;
const QPoint offsets[4] = {
QPoint(-rects[0].x() + rects[1].height() + rects[3].height() + 2, -rects[0].y()), // Left
QPoint(-rects[1].x(), -rects[1].y()), // Top
QPoint(-rects[2].x() + rects[1].height() + rects[3].height() + rects[0].width() + 3, -rects[2].y()), // Right
QPoint(-rects[3].x(), -rects[3].y() + rects[1].height() + 1) // Bottom
};
const Qt::Orientation orientations[4] = {
Qt::Vertical, // Left
Qt::Horizontal, // Top
Qt::Vertical, // Right
Qt::Horizontal, // Bottom
};
for (int i = 0; i < 4; i++) {
foreach (const QRect &r, (region & rects[i]).rects()) {
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();
const int v0 = y0 + offsets[i].y();
const int u1 = x1 + offsets[i].x();
const int v1 = y1 + offsets[i].y();
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;
}
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WindowQuadList Scene::Window::makeQuads(WindowQuadType type, const QRegion& reg) const
{
WindowQuadList ret;
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foreach (const QRect & r, reg.rects()) {
WindowQuad quad(type);
// TODO asi mam spatne pravy dolni roh - bud tady, nebo v jinych castech
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quad[ 0 ] = WindowVertex(r.x(), r.y(), r.x(), r.y());
quad[ 1 ] = WindowVertex(r.x() + r.width(), r.y(), r.x() + r.width(), r.y());
quad[ 2 ] = WindowVertex(r.x() + r.width(), r.y() + r.height(), r.x() + r.width(), r.y() + r.height());
quad[ 3 ] = WindowVertex(r.x(), r.y() + r.height(), r.x(), r.y() + r.height());
ret.append(quad);
}
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return ret;
}
//****************************************
// WindowPixmap
//****************************************
WindowPixmap::WindowPixmap(Scene::Window *window)
: m_window(window)
, m_pixmap(XCB_PIXMAP_NONE)
, m_discarded(false)
{
}
WindowPixmap::~WindowPixmap()
{
if (isValid() && !kwinApp()->shouldUseWaylandForCompositing()) {
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;
}
if (kwinApp()->shouldUseWaylandForCompositing()) {
// use Buffer
updateBuffer();
if (m_buffer || !m_fbo.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;
}
if (!windowGeometry ||
windowGeometry->width != toplevel()->width() || windowGeometry->height != toplevel()->height()) {
qCDebug(KWIN_CORE) << "Creating window pixmap failed: " << this;
xcb_free_pixmap(connection(), pix);
return;
}
m_pixmap = pix;
m_pixmapSize = QSize(toplevel()->width(), toplevel()->height());
m_contentsRect = QRect(toplevel()->clientPos(), toplevel()->clientSize());
m_window->unreferencePreviousPixmap();
}
bool WindowPixmap::isValid() const
{
if (kwinApp()->shouldUseWaylandForCompositing()) {
return !m_buffer.isNull() || !m_fbo.isNull();
}
return m_pixmap != XCB_PIXMAP_NONE;
}
void WindowPixmap::updateBuffer()
{
if (auto s = toplevel()->surface()) {
using namespace KWayland::Server;
if (auto b = s->buffer()) {
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 {
// might be an internal window
const auto &fbo = toplevel()->internalFramebufferObject();
if (!fbo.isNull()) {
m_fbo = fbo;
}
}
}
}
//****************************************
// Scene::EffectFrame
//****************************************
Scene::EffectFrame::EffectFrame(EffectFrameImpl* frame)
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: m_effectFrame(frame)
{
}
Scene::EffectFrame::~EffectFrame()
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{
}
} // namespace