/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak Copyright (C) 2009, 2010, 2011 Martin Gräßlin 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 . *********************************************************************/ #ifndef KWIN_SCENE_OPENGL_H #define KWIN_SCENE_OPENGL_H #include "scene.h" #include "shadow.h" #include "kwinglutils.h" #include "kwingltexture_p.h" namespace KWin { class ColorCorrection; class LanczosFilter; class OpenGLBackend; class OpenGLPaintRedirector; class SceneOpenGL : public Scene { Q_OBJECT public: class EffectFrame; class Texture; class TexturePrivate; class Window; virtual ~SceneOpenGL(); virtual bool initFailed() const; virtual bool hasPendingFlush() const; virtual qint64 paint(QRegion damage, ToplevelList windows); virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame); virtual Shadow *createShadow(Toplevel *toplevel); virtual void screenGeometryChanged(const QSize &size); virtual OverlayWindow *overlayWindow(); virtual bool usesOverlayWindow() const; virtual bool blocksForRetrace() const; virtual bool syncsToVBlank() const; virtual bool makeOpenGLContextCurrent() override; virtual void doneOpenGLContextCurrent() override; virtual bool isLastFrameRendered() const override; void idle(); bool debug() const { return m_debug; } /** * @brief Factory method to create a backend specific texture. * * @return :SceneOpenGL::Texture* **/ Texture *createTexture(); Texture *createTexture(const QPixmap& pix, GLenum target = GL_TEXTURE_2D); #ifndef KWIN_HAVE_OPENGLES /** * Copy a region of pixels from the current read to the current draw buffer */ static void copyPixels(const QRegion ®ion); #endif static SceneOpenGL *createScene(); protected: SceneOpenGL(Workspace* ws, OpenGLBackend *backend); virtual void paintBackground(QRegion region); virtual void extendPaintRegion(QRegion ®ion, bool opaqueFullscreen); QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const; virtual void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data); void handleGraphicsReset(GLenum status); virtual void doPaintBackground(const QVector &vertices) = 0; Q_SIGNALS: void resetCompositing(); protected: bool init_ok; private: bool viewportLimitsMatched(const QSize &size) const; private: bool m_debug; OpenGLBackend *m_backend; }; class SceneOpenGL2 : public SceneOpenGL { Q_OBJECT public: explicit SceneOpenGL2(OpenGLBackend *backend); virtual ~SceneOpenGL2(); virtual CompositingType compositingType() const { return OpenGL2Compositing; } static bool supported(OpenGLBackend *backend); ColorCorrection *colorCorrection(); protected: virtual void paintGenericScreen(int mask, ScreenPaintData data); virtual void doPaintBackground(const QVector< float >& vertices); virtual Scene::Window *createWindow(Toplevel *t); virtual void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data); virtual void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data); private Q_SLOTS: void slotColorCorrectedChanged(bool recreateShaders = true); void resetLanczosFilter(); private: void performPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data); private: LanczosFilter *m_lanczosFilter; QScopedPointer m_colorCorrection; GLuint vao; }; class SceneOpenGL::TexturePrivate : public GLTexturePrivate { public: virtual ~TexturePrivate(); virtual void findTarget() = 0; virtual bool loadTexture(const Pixmap& pix, const QSize& size, int depth) = 0; virtual OpenGLBackend *backend() = 0; virtual bool update(const QRegion &damage); protected: TexturePrivate(); private: Q_DISABLE_COPY(TexturePrivate) }; class SceneOpenGL::Texture : public GLTexture { public: Texture(OpenGLBackend *backend); Texture(OpenGLBackend *backend, const QPixmap& pix, GLenum target = GL_TEXTURE_2D); virtual ~Texture(); Texture & operator = (const Texture& tex); using GLTexture::load; virtual bool load(const QImage& image, GLenum target = GL_TEXTURE_2D); virtual bool load(const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D); virtual void discard(); bool update(const QRegion &damage); protected: void findTarget(); virtual bool load(const Pixmap& pix, const QSize& size, int depth, QRegion region); virtual bool load(const Pixmap& pix, const QSize& size, int depth); Texture(TexturePrivate& dd); private: Q_DECLARE_PRIVATE(Texture) friend class OpenGLWindowPixmap; }; class SceneOpenGL::Window : public Scene::Window { public: virtual ~Window(); bool beginRenderWindow(int mask, const QRegion ®ion, WindowPaintData &data); virtual void performPaint(int mask, QRegion region, WindowPaintData data) = 0; void endRenderWindow(); bool bindTexture(); void setScene(SceneOpenGL *scene) { m_scene = scene; } protected: virtual WindowPixmap* createWindowPixmap(); Window(Toplevel* c); enum TextureType { Content, Decoration, Shadow }; QMatrix4x4 transformation(int mask, const WindowPaintData &data) const; GLTexture *getDecorationTexture() const; void paintDecoration(GLTexture *texture, TextureType type, const QRegion ®ion, const WindowPaintData &data, const WindowQuadList &quads); void paintShadow(const QRegion ®ion, const WindowPaintData &data); void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized); /** * @brief Prepare the OpenGL rendering state before the texture with @p type will be rendered. * * @param type The type of the Texture which will be rendered * @param opacity The opacity value to use for this rendering * @param brightness The brightness value to use for this rendering * @param saturation The saturation value to use for this rendering * @param screen The index of the screen to use for this rendering **/ virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen) = 0; /** * @brief Restores the OpenGL rendering state after the texture with @p type has been rendered. * * @param type The type of the Texture which has been rendered * @param opacity The opacity value used for the rendering * @param brightness The brightness value used for this rendering * @param saturation The saturation value used for this rendering * @param screen The index of the screen to use for this rendering **/ virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation) = 0; void paintDecorations(const WindowPaintData &data, const QRegion ®ion); protected: SceneOpenGL *m_scene; bool m_hardwareClipping; private: OpenGLPaintRedirector *paintRedirector() const; }; class SceneOpenGL2Window : public SceneOpenGL::Window { public: enum Leaf { ShadowLeaf = 0, DecorationLeaf, ContentLeaf, PreviousContentLeaf, LeafCount }; struct LeafNode { LeafNode() : texture(0), firstVertex(0), vertexCount(0), opacity(1.0), hasAlpha(false), coordinateType(UnnormalizedCoordinates) { } GLTexture *texture; int firstVertex; int vertexCount; float opacity; bool hasAlpha; TextureCoordinateType coordinateType; }; explicit SceneOpenGL2Window(Toplevel *c); virtual ~SceneOpenGL2Window(); protected: QVector4D modulate(float opacity, float brightness) const; void setBlendEnabled(bool enabled); void setupLeafNodes(LeafNode *nodes, const WindowQuadList *quads, const WindowPaintData &data); virtual void performPaint(int mask, QRegion region, WindowPaintData data); virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen); virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation); private: /** * Whether prepareStates enabled blending and restore states should disable again. **/ bool m_blendingEnabled; }; class OpenGLWindowPixmap : public WindowPixmap { public: explicit OpenGLWindowPixmap(Scene::Window *window, SceneOpenGL *scene); virtual ~OpenGLWindowPixmap(); SceneOpenGL::Texture *texture() const; bool bind(); private: QScopedPointer m_texture; }; class SceneOpenGL::EffectFrame : public Scene::EffectFrame { public: EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene); virtual ~EffectFrame(); virtual void free(); virtual void freeIconFrame(); virtual void freeTextFrame(); virtual void freeSelection(); virtual void render(QRegion region, double opacity, double frameOpacity); virtual void crossFadeIcon(); virtual void crossFadeText(); static void cleanup(); private: void updateTexture(); void updateTextTexture(); Texture* m_texture; Texture* m_textTexture; Texture* m_oldTextTexture; QPixmap* m_textPixmap; // need to keep the pixmap around to workaround some driver problems Texture* m_iconTexture; Texture* m_oldIconTexture; Texture* m_selectionTexture; GLVertexBuffer* m_unstyledVBO; SceneOpenGL *m_scene; static GLTexture* m_unstyledTexture; static QPixmap* m_unstyledPixmap; // need to keep the pixmap around to workaround some driver problems static void updateUnstyledTexture(); // Update OpenGL unstyled frame texture }; /** * @short OpenGL implementation of Shadow. * * This class extends Shadow by the Elements required for OpenGL rendering. * @author Martin Gräßlin **/ class SceneOpenGLShadow : public Shadow { public: explicit SceneOpenGLShadow(Toplevel *toplevel); virtual ~SceneOpenGLShadow(); GLTexture *shadowTexture() { return m_texture; } protected: virtual void buildQuads(); virtual bool prepareBackend(); private: GLTexture *m_texture; }; /** * @short Profiler to detect whether we have triple buffering * The strategy is to start setBlocksForRetrace(false) but assume blocking and have the system prove that assumption wrong **/ class SwapProfiler { public: SwapProfiler(); void init(); void begin(); /** * @return char being 'd' for double, 't' for triple (or more - but non-blocking) buffering and * 0 (NOT '0') otherwise, so you can act on "if (char result = SwapProfiler::end()) { fooBar(); } **/ char end(); private: QElapsedTimer m_timer; qint64 m_time; int m_counter; }; /** * @brief The OpenGLBackend creates and holds the OpenGL context and is responsible for Texture from Pixmap. * * The OpenGLBackend is an abstract base class used by the SceneOpenGL to abstract away the differences * between various OpenGL windowing systems such as GLX and EGL. * * A concrete implementation has to create and release the OpenGL context in a way so that the * SceneOpenGL does not have to care about it. * * In addition a major task for this class is to generate the SceneOpenGL::TexturePrivate which is * able to perform the texture from pixmap operation in the given backend. * * @author Martin Gräßlin **/ class OpenGLBackend { public: OpenGLBackend(); virtual ~OpenGLBackend(); /** * @return Time passes since start of rendering current frame. * @see startRenderTimer **/ qint64 renderTime() { return m_renderTimer.nsecsElapsed(); } virtual void screenGeometryChanged(const QSize &size) = 0; virtual SceneOpenGL::TexturePrivate *createBackendTexture(SceneOpenGL::Texture *texture) = 0; /** * @brief Backend specific code to prepare the rendering of a frame including flushing the * previously rendered frame to the screen if the backend works this way. * * @return A region that if not empty will be repainted in addition to the damaged region **/ virtual QRegion prepareRenderingFrame() = 0; /** * @brief Backend specific code to handle the end of rendering a frame. * * @param renderedRegion The possibly larger region that has been rendered * @param damagedRegion The damaged region that should be posted **/ virtual void endRenderingFrame(const QRegion &damage, const QRegion &damagedRegion) = 0; virtual bool makeCurrent() = 0; virtual void doneCurrent() = 0; /** * @brief Backend specific code to determine whether the last frame got rendered. * * Default implementation always returns @c true. That is it's always assumed that the last * frame got rendered. If a backend needs more control it needs to implement this method. */ virtual bool isLastFrameRendered() const; virtual bool usesOverlayWindow() const = 0; /** * @brief Compositor is going into idle mode, flushes any pending paints. **/ void idle(); /** * @return bool Whether the scene needs to flush a frame. **/ bool hasPendingFlush() const { return !m_lastDamage.isEmpty(); } /** * @brief Returns the OverlayWindow used by the backend. * * A backend does not have to use an OverlayWindow, this is mostly for the X world. * In case the backend does not use an OverlayWindow it is allowed to return @c null. * It's the task of the caller to check whether it is @c null. * * @return :OverlayWindow* **/ virtual OverlayWindow *overlayWindow(); /** * @brief Whether the creation of the Backend failed. * * The SceneOpenGL should test whether the Backend got constructed correctly. If this method * returns @c true, the SceneOpenGL should not try to start the rendering. * * @return bool @c true if the creation of the Backend failed, @c false otherwise. **/ bool isFailed() const { return m_failed; } /** * @brief Whether the Backend provides VSync. * * Currently only the GLX backend can provide VSync. * * @return bool @c true if VSync support is available, @c false otherwise **/ bool syncsToVBlank() const { return m_syncsToVBlank; } /** * @brief Whether VSync blocks execution until the screen is in the retrace * * Case for waitVideoSync and non triple buffering buffer swaps * **/ bool blocksForRetrace() const { return m_blocksForRetrace; } /** * @brief Whether the backend uses direct rendering. * * Some OpenGLScene modes require direct rendering. E.g. the OpenGL 2 should not be used * if direct rendering is not supported by the Scene. * * @return bool @c true if the GL context is direct, @c false if indirect **/ bool isDirectRendering() const { return m_directRendering; } bool supportsBufferAge() const { return m_haveBufferAge; } /** * Returns the damage that has accumulated since a buffer of the given age was presented. */ QRegion accumulatedDamageHistory(int bufferAge) const; /** * Saves the given region to damage history. */ void addToDamageHistory(const QRegion ®ion); protected: /** * @brief Backend specific flushing of frame to screen. **/ virtual void present() = 0; /** * @brief Sets the backend initialization to failed. * * This method should be called by the concrete subclass in case the initialization failed. * The given @p reason is logged as a warning. * * @param reason The reason why the initialization failed. **/ void setFailed(const QString &reason); /** * @brief Sets whether the backend provides VSync. * * Should be called by the concrete subclass once it is determined whether VSync is supported. * If the subclass does not call this method, the backend defaults to @c false. * @param enabled @c true if VSync support available, @c false otherwise. **/ void setSyncsToVBlank(bool enabled) { m_syncsToVBlank = enabled; } /** * @brief Sets whether the VSync iplementation blocks * * Should be called by the concrete subclass once it is determined how VSync works. * If the subclass does not call this method, the backend defaults to @c false. * @param enabled @c true if VSync blocks, @c false otherwise. **/ void setBlocksForRetrace(bool enabled) { m_blocksForRetrace = enabled; } /** * @brief Sets whether the OpenGL context is direct. * * Should be called by the concrete subclass once it is determined whether the OpenGL context is * direct or indirect. * If the subclass does not call this method, the backend defaults to @c false. * * @param direct @c true if the OpenGL context is direct, @c false if indirect **/ void setIsDirectRendering(bool direct) { m_directRendering = direct; } void setSupportsBufferAge(bool value) { m_haveBufferAge = value; } /** * @return const QRegion& Damage of previously rendered frame **/ const QRegion &lastDamage() const { return m_lastDamage; } void setLastDamage(const QRegion &damage) { m_lastDamage = damage; } /** * @brief Starts the timer for how long it takes to render the frame. * * @see renderTime **/ void startRenderTimer() { m_renderTimer.start(); } SwapProfiler m_swapProfiler; private: /** * @brief Whether VSync is available and used, defaults to @c false. **/ bool m_syncsToVBlank; /** * @brief Whether present() will block execution until the next vertical retrace @c false. **/ bool m_blocksForRetrace; /** * @brief Whether direct rendering is used, defaults to @c false. **/ bool m_directRendering; /** * @brief Whether the backend supports GLX_EXT_buffer_age / EGL_EXT_buffer_age. */ bool m_haveBufferAge; /** * @brief Whether the initialization failed, of course default to @c false. **/ bool m_failed; /** * @brief Damaged region of previously rendered frame. **/ QRegion m_lastDamage; /** * @brief The damage history for the past 10 frames. */ QList m_damageHistory; /** * @brief Timer to measure how long a frame renders. **/ QElapsedTimer m_renderTimer; }; inline bool SceneOpenGL::hasPendingFlush() const { return m_backend->hasPendingFlush(); } inline bool SceneOpenGL::isLastFrameRendered() const { return m_backend->isLastFrameRendered(); } inline bool SceneOpenGL::usesOverlayWindow() const { return m_backend->usesOverlayWindow(); } inline SceneOpenGL::Texture* OpenGLWindowPixmap::texture() const { return m_texture.data(); } } // namespace #endif