Use window size for offscreen texture size in screenshot effect

Effect used the display size which caused windows being larger than
either width or height not to be captured correctly.

Now it uses the window size for the offscreen texture which also requires
to adjust the modelviewprojection matrix.

As an unrelated change the pointer to GLRenderTarget and GLTexture are
changed to a QScopedPointer and some variables which got moved around
are consted.

BUG: 312851
FIXED-IN: 4.11
REVIEW: 108258
icc-effect-5.14.5
Martin Gräßlin 2013-01-08 10:46:10 +01:00
parent 5f4935fc66
commit b7f06b8708
2 changed files with 93 additions and 47 deletions

View File

@ -59,55 +59,55 @@ void ScreenShotEffect::postPaintScreen()
{
effects->postPaintScreen();
if (m_scheduledScreenshot) {
int w = displayWidth();
int h = displayHeight();
bool validTarget = true;
GLTexture* offscreenTexture = 0;
GLRenderTarget* target = 0;
if (effects->isOpenGLCompositing()) {
if (!GLTexture::NPOTTextureSupported()) {
w = nearestPowerOfTwo(w);
h = nearestPowerOfTwo(h);
WindowPaintData d(m_scheduledScreenshot);
double left = 0;
double top = 0;
double right = m_scheduledScreenshot->width();
double bottom = m_scheduledScreenshot->height();
if (m_scheduledScreenshot->hasDecoration() && m_type & INCLUDE_DECORATION) {
foreach (const WindowQuad & quad, d.quads) {
// we need this loop to include the decoration padding
left = qMin(left, quad.left());
top = qMin(top, quad.top());
right = qMax(right, quad.right());
bottom = qMax(bottom, quad.bottom());
}
offscreenTexture = new GLTexture(w, h);
offscreenTexture->setFilter(GL_LINEAR);
offscreenTexture->setWrapMode(GL_CLAMP_TO_EDGE);
target = new GLRenderTarget(*offscreenTexture);
validTarget = target->valid();
}
if (validTarget) {
WindowPaintData d(m_scheduledScreenshot);
double left = 0;
double top = 0;
double right = m_scheduledScreenshot->width();
double bottom = m_scheduledScreenshot->height();
if (m_scheduledScreenshot->hasDecoration() && m_type & INCLUDE_DECORATION) {
foreach (const WindowQuad & quad, d.quads) {
// we need this loop to include the decoration padding
} else if (m_scheduledScreenshot->hasDecoration()) {
WindowQuadList newQuads;
left = m_scheduledScreenshot->width();
top = m_scheduledScreenshot->height();
right = 0;
bottom = 0;
foreach (const WindowQuad & quad, d.quads) {
if (quad.type() == WindowQuadContents) {
newQuads << quad;
left = qMin(left, quad.left());
top = qMin(top, quad.top());
right = qMax(right, quad.right());
bottom = qMax(bottom, quad.bottom());
}
} else if (m_scheduledScreenshot->hasDecoration()) {
WindowQuadList newQuads;
left = m_scheduledScreenshot->width();
top = m_scheduledScreenshot->height();
right = 0;
bottom = 0;
foreach (const WindowQuad & quad, d.quads) {
if (quad.type() == WindowQuadContents) {
newQuads << quad;
left = qMin(left, quad.left());
top = qMin(top, quad.top());
right = qMax(right, quad.right());
bottom = qMax(bottom, quad.bottom());
}
}
d.quads = newQuads;
}
int width = right - left;
int height = bottom - top;
d.quads = newQuads;
}
const int width = right - left;
const int height = bottom - top;
bool validTarget = true;
QScopedPointer<GLTexture> offscreenTexture;
QScopedPointer<GLRenderTarget> target;
if (effects->isOpenGLCompositing()) {
int w = width;
int h = height;
if (!GLTexture::NPOTTextureSupported()) {
w = nearestPowerOfTwo(w);
h = nearestPowerOfTwo(h);
}
offscreenTexture.reset(new GLTexture(w, h));
offscreenTexture->setFilter(GL_LINEAR);
offscreenTexture->setWrapMode(GL_CLAMP_TO_EDGE);
target.reset(new GLRenderTarget(*offscreenTexture));
validTarget = target->valid();
}
if (validTarget) {
d.setXTranslation(-m_scheduledScreenshot->x() - left);
d.setYTranslation(-m_scheduledScreenshot->y() - top);
@ -115,14 +115,16 @@ void ScreenShotEffect::postPaintScreen()
int mask = PAINT_WINDOW_TRANSFORMED | PAINT_WINDOW_TRANSLUCENT;
QImage img;
if (effects->isOpenGLCompositing()) {
GLRenderTarget::pushRenderTarget(target);
GLRenderTarget::pushRenderTarget(target.data());
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(0.0, 0.0, 0.0, 1.0);
effects->drawWindow(m_scheduledScreenshot, mask, QRegion(0, 0, width, height), d);
setMatrix(offscreenTexture->width(), offscreenTexture->height());
effects->drawWindow(m_scheduledScreenshot, mask, infiniteRegion(), d);
restoreMatrix();
// copy content from framebuffer into image
img = QImage(QSize(width, height), QImage::Format_ARGB32);
glReadPixels(0, offscreenTexture->height() - height, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*)img.bits());
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*)img.bits());
GLRenderTarget::popRenderTarget();
ScreenShotEffect::convertFromGLImage(img, width, height);
}
@ -153,12 +155,54 @@ void ScreenShotEffect::postPaintScreen()
}
emit screenshotCreated(m_lastScreenshot.handle());
}
delete offscreenTexture;
delete target;
m_scheduledScreenshot = NULL;
}
}
static QMatrix4x4 s_origProjection;
static QMatrix4x4 s_origModelview;
void ScreenShotEffect::setMatrix(int width, int height)
{
QMatrix4x4 projection;
QMatrix4x4 identity;
projection.ortho(QRect(0, 0, width, height));
if (effects->compositingType() == OpenGL2Compositing) {
ShaderBinder binder(ShaderManager::GenericShader);
GLShader *shader = binder.shader();
s_origProjection = shader->getUniformMatrix4x4("projection");
s_origModelview = shader->getUniformMatrix4x4("modelview");
shader->setUniform(GLShader::ProjectionMatrix, projection);
shader->setUniform(GLShader::ModelViewMatrix, identity);
} else if (effects->compositingType() == OpenGL1Compositing) {
#ifdef KWIN_HAVE_OPENGL_1
glMatrixMode(GL_PROJECTION);
glPushMatrix();
loadMatrix(projection);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
#endif
}
}
void ScreenShotEffect::restoreMatrix()
{
if (effects->compositingType() == OpenGL2Compositing) {
ShaderBinder binder(ShaderManager::GenericShader);
GLShader *shader = binder.shader();
shader->setUniform(GLShader::ProjectionMatrix, s_origProjection);
shader->setUniform(GLShader::ModelViewMatrix, s_origModelview);
} else if (effects->compositingType() == OpenGL1Compositing) {
#ifdef KWIN_HAVE_OPENGL_1
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
#endif
}
}
void ScreenShotEffect::screenshotWindowUnderCursor(int mask)
{
m_type = (ScreenShotType)mask;

View File

@ -80,6 +80,8 @@ private slots:
private:
void grabPointerImage(QImage& snapshot, int offsetx, int offsety);
QString blitScreenshot(const QRect &geometry);
void setMatrix(int width, int height);
void restoreMatrix();
EffectWindow *m_scheduledScreenshot;
ScreenShotType m_type;
QPixmap m_lastScreenshot;