/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak 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 . *********************************************************************/ /* This is the XRender-based compositing code. The primary compositing backend is the OpenGL-based one, which should be more powerful and also possibly better documented. This backend is mostly for cases when the OpenGL backend cannot be used for some reason (insufficient performance, no usable OpenGL support at all, etc.) The plan is to keep it around as long as needed/possible, but if it proves to be too much hassle it will be dropped in the future. Docs: XRender (the protocol, but the function calls map to it): http://gitweb.freedesktop.org/?p=xorg/proto/renderproto.git;a=blob_plain;hb=HEAD;f=renderproto.txt XFixes (again, the protocol): http://gitweb.freedesktop.org/?p=xorg/proto/fixesproto.git;a=blob_plain;hb=HEAD;f=fixesproto.txt */ #include "scene_xrender.h" #ifdef KWIN_HAVE_XRENDER_COMPOSITING #include "toplevel.h" #include "client.h" #include "deleted.h" #include "effects.h" #include "kwinxrenderutils.h" #include #include namespace KWin { //**************************************** // SceneXrender //**************************************** // kDebug() support for the XserverRegion type struct RegionDebug { RegionDebug( XserverRegion r ) : rr( r ) {} XserverRegion rr; }; kdbgstream& operator<<( kdbgstream& stream, RegionDebug r ) { if( r.rr == None ) return stream << "EMPTY"; int num; XRectangle* rects = XFixesFetchRegion( display(), r.rr, &num ); if( rects == NULL || num == 0 ) return stream << "EMPTY"; for( int i = 0; i < num; ++i ) stream << "[" << rects[ i ].x << "+" << rects[ i ].y << " " << rects[ i ].width << "x" << rects[ i ].height << "]"; return stream; } Picture SceneXrender::buffer = None; ScreenPaintData SceneXrender::screen_paint; SceneXrender::SceneXrender( Workspace* ws ) : Scene( ws ) , front( None ) , init_ok( false ) { if( !Extensions::renderAvailable()) { kError( 1212 ) << "No XRender extension available"; return; } if( !Extensions::fixesRegionAvailable()) { kError( 1212 ) << "No XFixes v3+ extension available"; return; } KXErrorHandler xerr; if( wspace->createOverlay()) { wspace->setupOverlay( None ); XWindowAttributes attrs; XGetWindowAttributes( display(), wspace->overlayWindow(), &attrs ); format = XRenderFindVisualFormat( display(), attrs.visual ); if( format == NULL ) { kError( 1212 ) << "Failed to find XRender format for overlay window"; return; } front = XRenderCreatePicture( display(), wspace->overlayWindow(), format, 0, NULL ); } else { // create XRender picture for the root window format = XRenderFindVisualFormat( display(), DefaultVisual( display(), DefaultScreen( display()))); if( format == NULL ) { kError( 1212 ) << "Failed to find XRender format for root window"; return; // error } XRenderPictureAttributes pa; pa.subwindow_mode = IncludeInferiors; front = XRenderCreatePicture( display(), rootWindow(), format, CPSubwindowMode, &pa ); } createBuffer(); if( xerr.error( true )) { kError( 1212 ) << "XRender compositing setup failed"; return; } if( !selfCheck()) return; init_ok = true; } SceneXrender::~SceneXrender() { if( !init_ok ) { // TODO this probably needs to clean up whatever has been created until the failure wspace->destroyOverlay(); return; } XRenderFreePicture( display(), front ); XRenderFreePicture( display(), buffer ); buffer = None; wspace->destroyOverlay(); foreach( Window* w, windows ) delete w; } bool SceneXrender::initFailed() const { return !init_ok; } // Create the compositing buffer. The root window is not double-buffered, // so it is done manually using this buffer, void SceneXrender::createBuffer() { Pixmap pixmap = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(), DefaultDepth( display(), DefaultScreen( display()))); buffer = XRenderCreatePicture( display(), pixmap, format, 0, 0 ); XFreePixmap( display(), pixmap ); // The picture owns the pixmap now } // Just like SceneOpenGL::selfCheck() bool SceneXrender::selfCheck() { QImage img( 5, 1, QImage::Format_RGB32 ); img.setPixel( 0, 0, QColor( Qt::red ).rgb()); img.setPixel( 1, 0, QColor( Qt::green ).rgb()); img.setPixel( 2, 0, QColor( Qt::blue ).rgb()); img.setPixel( 3, 0, QColor( Qt::white ).rgb()); img.setPixel( 4, 0, QColor( Qt::black ).rgb()); QPixmap pix = QPixmap::fromImage( img ); QList< QPoint > points = selfCheckPoints(); QRegion reg; foreach( const QPoint& p, points ) reg |= QRect( p, pix.size()); if( wspace->overlayWindow()) { // avoid covering the whole screen too soon wspace->setOverlayShape( reg ); wspace->showOverlay(); } foreach( const QPoint& p, points ) { XSetWindowAttributes wa; wa.override_redirect = True; ::Window window = XCreateWindow( display(), rootWindow(), 0, 0, 5, 1, 0, QX11Info::appDepth(), CopyFromParent, CopyFromParent, CWOverrideRedirect, &wa ); XSetWindowBackgroundPixmap( display(), window, pix.handle()); XClearWindow( display(), window ); XMapWindow( display(), window ); // move the window one down to where the result will be rendered too, just in case // the render would fail completely and eventual check would try to read this window's contents XMoveWindow( display(), window, p.x() + 1, p.y()); XCompositeRedirectWindow( display(), window, CompositeRedirectManual ); Pixmap wpix = XCompositeNameWindowPixmap( display(), window ); XWindowAttributes attrs; XGetWindowAttributes( display(), window, &attrs ); XRenderPictFormat* format = XRenderFindVisualFormat( display(), attrs.visual ); Picture pic = XRenderCreatePicture( display(), wpix, format, 0, 0 ); QRect rect( p.x(), p.y(), 5, 1 ); XRenderComposite( display(), PictOpSrc, pic, None, buffer, 0, 0, 0, 0, rect.x(), rect.y(), rect.width(), rect.height()); XFreePixmap( display(), wpix ); XDestroyWindow( display(), window ); } flushBuffer( PAINT_SCREEN_REGION, reg ); bool ok = true; foreach( const QPoint& p, points ) { QPixmap pix = QPixmap::grabWindow( rootWindow(), p.x(), p.y(), 5, 1 ); QImage img = pix.toImage(); // kdDebug() << "P:" << QColor( img.pixel( 0, 0 )).name(); // kdDebug() << "P:" << QColor( img.pixel( 1, 0 )).name(); // kdDebug() << "P:" << QColor( img.pixel( 2, 0 )).name(); // kdDebug() << "P:" << QColor( img.pixel( 3, 0 )).name(); // kdDebug() << "P:" << QColor( img.pixel( 4, 0 )).name(); if( img.pixel( 0, 0 ) != QColor( Qt::red ).rgb() || img.pixel( 1, 0 ) != QColor( Qt::green ).rgb() || img.pixel( 2, 0 ) != QColor( Qt::blue ).rgb() || img.pixel( 3, 0 ) != QColor( Qt::white ).rgb() || img.pixel( 4, 0 ) != QColor( Qt::black ).rgb()) { kError( 1212 ) << "Compositing self-check failed, disabling compositing."; ok = false; break; } } if( wspace->overlayWindow()) wspace->hideOverlay(); if( ok ) kDebug( 1212 ) << "Compositing self-check passed."; if( !ok && options->disableCompositingChecks ) { kWarning( 1212 ) << "Compositing checks disabled, proceeding regardless of self-check failure."; return true; } return ok; } // the entry point for painting void SceneXrender::paint( QRegion damage, ToplevelList toplevels ) { foreach( Toplevel* c, toplevels ) { assert( windows.contains( c )); stacking_order.append( windows[ c ] ); } int mask = 0; paintScreen( &mask, &damage ); if( wspace->overlayWindow()) // show the window only after the first pass, since wspace->showOverlay(); // that pass may take long flushBuffer( mask, damage ); // do cleanup stacking_order.clear(); } void SceneXrender::flushBuffer( int mask, QRegion damage ) { if( mask & PAINT_SCREEN_REGION ) { // Use the damage region as the clip region for the root window XserverRegion front_region = toXserverRegion( damage ); XFixesSetPictureClipRegion( display(), front, 0, 0, front_region ); XFixesDestroyRegion( display(), front_region ); // copy composed buffer to the root window XFixesSetPictureClipRegion( display(), buffer, 0, 0, None ); XRenderComposite( display(), PictOpSrc, buffer, None, front, 0, 0, 0, 0, 0, 0, displayWidth(), displayHeight()); XFixesSetPictureClipRegion( display(), front, 0, 0, None ); XFlush( display()); } else { // copy composed buffer to the root window XRenderComposite( display(), PictOpSrc, buffer, None, front, 0, 0, 0, 0, 0, 0, displayWidth(), displayHeight()); XFlush( display()); } } void SceneXrender::paintGenericScreen( int mask, ScreenPaintData data ) { screen_paint = data; // save, transformations will be done when painting windows if( true ) // as long as paintTransformedScreen() doesn't work properly Scene::paintGenericScreen( mask, data ); else paintTransformedScreen( mask ); } /* TODO currently broken Try to do optimized painting even with transformations. Since only scaling and translation are supported by the painting code, clipping can be done manually to avoid having to paint everything in every pass. Whole screen still need to be painted but e.g. obscured windows don't. So this below is basically paintSimpleScreen() with extra code to compute clipping correctly. This code assumes that the only transformations possible with XRender are those provided by Window/ScreenPaintData, In the (very unlikely?) case more is needed then paintGenericScreen() needs to be used. */ void SceneXrender::paintTransformedScreen( int orig_mask ) { QRegion region( 0, 0, displayWidth(), displayHeight()); QList< Phase2Data > phase2; QRegion allclips; // Draw each opaque window top to bottom, subtracting the bounding rect of // each window from the clip region after it's been drawn. for( int i = stacking_order.count() - 1; // top to bottom i >= 0; --i ) { Window* w = static_cast< Window* >( stacking_order[ i ] ); WindowPrePaintData data; data.mask = orig_mask | ( w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT ); w->resetPaintingEnabled(); data.paint = region; // TODO this is wrong, transformedShape() should be used here, but is not known yet data.clip = w->isOpaque() ? region : QRegion(); data.quads = w->buildQuads(); // preparation step effects->prePaintWindow( effectWindow( w ), data, time_diff ); #ifndef NDEBUG foreach( const WindowQuad &q, data.quads ) if( q.isTransformed()) kFatal( 1212 ) << "Pre-paint calls are not allowed to transform quads!" ; #endif if( !w->isPaintingEnabled()) continue; data.paint -= allclips; // make sure to avoid already clipped areas if( data.paint.isEmpty()) // completely clipped continue; if( data.paint != region ) // prepaint added area to draw { region |= data.paint; // make sure other windows in that area get painted too painted_region |= data.paint; // make sure it makes it to the screen } // If the window is transparent, the transparent part will be done // in the 2nd pass. if( data.mask & PAINT_WINDOW_TRANSLUCENT ) phase2.prepend( Phase2Data( w, data.paint, data.clip, data.mask, data.quads )); if( data.mask & PAINT_WINDOW_OPAQUE ) { w->setTransformedShape( QRegion()); paintWindow( w, data.mask, data.paint, data.quads ); // The window can clip by its opaque parts the windows below. region -= w->transformedShape(); } // translucency or window transformed require window pixmap w->suspendUnredirect( data.mask & ( PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_TRANSFORMED )); } if( !( orig_mask & PAINT_SCREEN_BACKGROUND_FIRST )) paintBackground( region ); // Fill any areas of the root window not covered by windows // Now walk the list bottom to top, drawing translucent windows. // That we draw bottom to top is important now since we're drawing translucent objects // and also are clipping only by opaque windows. QRegion add_paint; foreach( const Phase2Data &d, phase2 ) { Scene::Window* w = d.window; paintWindow( w, d.mask, d.region | add_paint, d.quads ); // It is necessary to also add paint regions of windows below, because their // pre-paint's might have extended the paint area, so those areas need to be painted too. add_paint |= d.region; } } // fill the screen background void SceneXrender::paintBackground( QRegion region ) { PaintClipper pc( region ); for( PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) { XRenderColor col = { 0, 0, 0, 0xffff }; // black XRenderFillRectangle( display(), PictOpSrc, buffer, &col, 0, 0, displayWidth(), displayHeight()); } } void SceneXrender::windowGeometryShapeChanged( Toplevel* c ) { if( !windows.contains( c )) // this is ok, shape is not valid by default return; Window* w = windows[ c ]; w->discardPicture(); w->discardShape(); w->discardAlpha(); } void SceneXrender::windowOpacityChanged( Toplevel* c ) { if( !windows.contains( c )) // this is ok, alpha is created on demand return; Window* w = windows[ c ]; w->discardAlpha(); } void SceneXrender::windowClosed( Toplevel* c, Deleted* deleted ) { assert( windows.contains( c )); if( deleted != NULL ) { // replace c with deleted Window* w = windows.take( c ); w->updateToplevel( deleted ); windows[ deleted ] = w; } else { delete windows.take( c ); c->effectWindow()->setSceneWindow( NULL ); } } void SceneXrender::windowDeleted( Deleted* c ) { assert( windows.contains( c )); delete windows.take( c ); c->effectWindow()->setSceneWindow( NULL ); } void SceneXrender::windowAdded( Toplevel* c ) { assert( !windows.contains( c )); windows[ c ] = new Window( c ); c->effectWindow()->setSceneWindow( windows[ c ]); } //**************************************** // SceneXrender::Window //**************************************** SceneXrender::Window::Window( Toplevel* c ) : Scene::Window( c ) , _picture( None ) , format( XRenderFindVisualFormat( display(), c->visual())) , alpha( None ) { } SceneXrender::Window::~Window() { discardPicture(); discardAlpha(); discardShape(); } // Create XRender picture for the pixmap with the window contents. Picture SceneXrender::Window::picture() { if( !toplevel->damage().isEmpty() && _picture != None ) { XRenderFreePicture( display(), _picture ); _picture = None; } if( _picture == None && format != NULL ) { // Get the pixmap with the window contents. Pixmap pix = toplevel->windowPixmap(); if( pix == None ) return None; _picture = XRenderCreatePicture( display(), pix, format, 0, 0 ); toplevel->resetDamage( toplevel->rect()); } return _picture; } void SceneXrender::Window::discardPicture() { if( _picture != None ) XRenderFreePicture( display(), _picture ); _picture = None; } void SceneXrender::Window::discardAlpha() { if( alpha != None ) XRenderFreePicture( display(), alpha ); alpha = None; } // Create XRender picture for the alpha mask. Picture SceneXrender::Window::alphaMask( double opacity ) { if( isOpaque() && opacity == 1.0 ) return None; if( alpha != None && alpha_cached_opacity != opacity ) { if( alpha != None ) XRenderFreePicture( display(), alpha ); alpha = None; } if( alpha != None ) return alpha; if( opacity == 1.0 ) { // no need to create alpha mask alpha_cached_opacity = 1.0; return None; } // Create a 1x1 8bpp pixmap containing the given opacity in the alpha channel. Pixmap pixmap = XCreatePixmap( display(), rootWindow(), 1, 1, 8 ); XRenderPictFormat* format = XRenderFindStandardFormat( display(), PictStandardA8 ); XRenderPictureAttributes pa; pa.repeat = True; alpha = XRenderCreatePicture( display(), pixmap, format, CPRepeat, &pa ); XFreePixmap( display(), pixmap ); XRenderColor col; col.alpha = int( opacity * 0xffff ); alpha_cached_opacity = opacity; XRenderFillRectangle( display(), PictOpSrc, alpha, &col, 0, 0, 1, 1 ); return alpha; } // paint the window void SceneXrender::Window::performPaint( int mask, QRegion region, WindowPaintData data ) { setTransformedShape( QRegion()); // maybe nothing will be painted // check if there is something to paint bool opaque = isOpaque() && data.opacity == 1.0; /* HACK: It seems this causes painting glitches, disable temporarily if(( mask & PAINT_WINDOW_OPAQUE ) ^ ( mask & PAINT_WINDOW_TRANSLUCENT )) { // We are only painting either opaque OR translucent windows, not both if( mask & PAINT_WINDOW_OPAQUE && !opaque ) return; // Only painting opaque and window is translucent if( mask & PAINT_WINDOW_TRANSLUCENT && opaque ) return; // Only painting translucent and window is opaque }*/ Picture pic = picture(); // get XRender picture if( pic == None ) // The render format can be null for GL and/or Xv visuals return; // set picture filter if( options->xrenderSmoothScale ) // only when forced, it's slow { if( mask & PAINT_WINDOW_TRANSFORMED ) filter = ImageFilterGood; else if( mask & PAINT_SCREEN_TRANSFORMED ) filter = ImageFilterGood; else filter = ImageFilterFast; } else filter = ImageFilterFast; // do required transformations int x = toplevel->x(); int y = toplevel->y(); int width = toplevel->width(); int height = toplevel->height(); double xscale = 1; double yscale = 1; transformed_shape = shape(); if( mask & PAINT_WINDOW_TRANSFORMED ) { xscale *= data.xScale; yscale *= data.yScale; x += data.xTranslate; y += data.yTranslate; } if( mask & PAINT_SCREEN_TRANSFORMED ) { xscale *= screen_paint.xScale; yscale *= screen_paint.yScale; x = int( x * screen_paint.xScale ); y = int( y * screen_paint.yScale ); x += screen_paint.xTranslate; y += screen_paint.yTranslate; } if( yscale != 1 || xscale != 1 ) { XTransform xform = {{ { XDoubleToFixed( 1 / xscale ), XDoubleToFixed( 0 ), XDoubleToFixed( 0 ) }, { XDoubleToFixed( 0 ), XDoubleToFixed( 1 / yscale ), XDoubleToFixed( 0 ) }, { XDoubleToFixed( 0 ), XDoubleToFixed( 0 ), XDoubleToFixed( 1 ) } }}; XRenderSetPictureTransform( display(), pic, &xform ); width = (int)(width * xscale); height = (int)(height * yscale); if( filter == ImageFilterGood ) XRenderSetPictureFilter( display(), pic, const_cast< char* >( "good" ), NULL, 0 ); // transform the shape for clipping in paintTransformedScreen() QVector< QRect > rects = transformed_shape.rects(); for( int i = 0; i < rects.count(); ++i ) { QRect& r = rects[ i ]; r = QRect( int( r.x() * xscale ), int( r.y() * yscale ), int( r.width() * xscale ), int( r.height() * xscale )); } transformed_shape.setRects( rects.constData(), rects.count()); } transformed_shape.translate( x, y ); PaintClipper pcreg( region ); // clip by the region to paint PaintClipper pc( transformed_shape ); // clip by window's shape for( PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) { if( opaque ) { XRenderComposite( display(), PictOpSrc, pic, None, buffer, 0, 0, 0, 0, x, y, width, height); // fake brightness change by overlaying black XRenderColor col = { 0, 0, 0, 0xffff * ( 1 - data.brightness ) }; XRenderFillRectangle( display(), PictOpOver, buffer, &col, x, y, width, height ); } else { Picture alpha = alphaMask( data.opacity ); XRenderComposite( display(), PictOpOver, pic, alpha, buffer, 0, 0, 0, 0, x, y, width, height); // fake brightness change by overlaying black XRenderColor col = { 0, 0, 0, 0xffff * ( 1 - data.brightness ) * data.opacity }; XRenderFillRectangle( display(), PictOpOver, buffer, &col, x, y, width, height ); transformed_shape = QRegion(); } } if( xscale != 1 || yscale != 1 ) { XTransform xform = {{ { XDoubleToFixed( 1 ), XDoubleToFixed( 0 ), XDoubleToFixed( 0 ) }, { XDoubleToFixed( 0 ), XDoubleToFixed( 1 ), XDoubleToFixed( 0 ) }, { XDoubleToFixed( 0 ), XDoubleToFixed( 0 ), XDoubleToFixed( 1 ) } }}; XRenderSetPictureTransform( display(), pic, &xform ); if( filter == ImageFilterGood ) XRenderSetPictureFilter( display(), pic, const_cast< char* >( "fast" ), NULL, 0 ); } } } // namespace #endif