/******************************************************************** 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 . *********************************************************************/ #ifndef KWIN_SCENE_XRENDER_H #define KWIN_SCENE_XRENDER_H #include "scene.h" #include "shadow.h" #ifdef KWIN_HAVE_XRENDER_COMPOSITING namespace KWin { namespace Xcb { class Shm; } /** * @brief Backend for the SceneXRender to hold the compositing buffer and take care of buffer * swapping. * * This class is intended as a small abstraction to support multiple compositing backends in the * SceneXRender. * */ class XRenderBackend { public: virtual ~XRenderBackend(); virtual void present(int mask, const QRegion &damage) = 0; /** * @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(); virtual bool usesOverlayWindow() const = 0; /** * @brief Shows the Overlay Window * * Default implementation does nothing. */ virtual void showOverlay(); /** * @brief React on screen geometry changes. * * Default implementation does nothing. Override if specific functionality is required. * * @param size The new screen size */ virtual void screenGeometryChanged(const QSize &size); /** * @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; /** * @brief The compositing buffer hold by this backend. * * The Scene composites the new frame into this buffer. * * @return xcb_render_picture_t */ xcb_render_picture_t buffer() const { return m_buffer; } /** * @brief Whether the creation of the Backend failed. * * The SceneXRender should test whether the Backend got constructed correctly. If this method * returns @c true, the SceneXRender 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; } protected: XRenderBackend(); /** * @brief A subclass needs to call this method once it created the compositing back buffer. * * @param buffer The buffer to use for compositing * @return void */ void setBuffer(xcb_render_picture_t buffer); /** * @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); private: // Create the compositing buffer. The root window is not double-buffered, // so it is done manually using this buffer, xcb_render_picture_t m_buffer; bool m_failed; }; /** * @brief XRenderBackend using an X11 Overlay Window as compositing target. * */ class X11XRenderBackend : public XRenderBackend { public: X11XRenderBackend(); ~X11XRenderBackend(); virtual void present(int mask, const QRegion &damage); virtual OverlayWindow* overlayWindow(); virtual void showOverlay(); virtual void screenGeometryChanged(const QSize &size); virtual bool usesOverlayWindow() const; private: void init(bool createOverlay); void createBuffer(); QScopedPointer m_overlayWindow; xcb_render_picture_t m_front; xcb_render_pictformat_t m_format; }; #if HAVE_WAYLAND class WaylandXRenderBackend : public QObject, public XRenderBackend { Q_OBJECT public: WaylandXRenderBackend(); virtual ~WaylandXRenderBackend(); virtual void present(int mask, const QRegion &damage); virtual bool isLastFrameRendered() const; virtual bool usesOverlayWindow() const; void lastFrameRendered(); private: void createBuffer(); void init(); QScopedPointer m_shm; bool m_lastFrameRendered; xcb_render_pictformat_t m_format; }; #endif class SceneXrender : public Scene { Q_OBJECT public: class EffectFrame; virtual ~SceneXrender(); virtual bool initFailed() const; virtual CompositingType compositingType() const { return XRenderCompositing; } virtual qint64 paint(QRegion damage, ToplevelList windows); virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame); virtual Shadow *createShadow(Toplevel *toplevel); virtual void screenGeometryChanged(const QSize &size); xcb_render_picture_t bufferPicture(); virtual OverlayWindow *overlayWindow() { return m_backend->overlayWindow(); } virtual bool usesOverlayWindow() const { return m_backend->usesOverlayWindow(); } virtual bool isLastFrameRendered() const { return m_backend->isLastFrameRendered(); } static SceneXrender *createScene(); protected: virtual Scene::Window *createWindow(Toplevel *toplevel); virtual void paintBackground(QRegion region); virtual void paintGenericScreen(int mask, ScreenPaintData data); virtual void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data); private: explicit SceneXrender(XRenderBackend *backend); static ScreenPaintData screen_paint; class Window; QScopedPointer m_backend; }; class SceneXrender::Window : public Scene::Window { public: Window(Toplevel* c, SceneXrender *scene); virtual ~Window(); virtual void performPaint(int mask, QRegion region, WindowPaintData data); QRegion transformedShape() const; void setTransformedShape(const QRegion& shape); static void cleanup(); protected: virtual WindowPixmap* createWindowPixmap(); private: QRect mapToScreen(int mask, const WindowPaintData &data, const QRect &rect) const; QPoint mapToScreen(int mask, const WindowPaintData &data, const QPoint &point) const; void prepareTempPixmap(); void setPictureFilter(xcb_render_picture_t pic, ImageFilterType filter); SceneXrender *m_scene; xcb_render_pictformat_t format; double alpha_cached_opacity; QRegion transformed_shape; static QRect temp_visibleRect; static XRenderPicture *s_tempPicture; }; class XRenderWindowPixmap : public WindowPixmap { public: explicit XRenderWindowPixmap(Scene::Window *window, xcb_render_pictformat_t format); virtual ~XRenderWindowPixmap(); xcb_render_picture_t picture() const; virtual void create(); private: xcb_render_picture_t m_picture; xcb_render_pictformat_t m_format; }; class SceneXrender::EffectFrame : public Scene::EffectFrame { public: EffectFrame(EffectFrameImpl* frame); virtual ~EffectFrame(); virtual void free(); virtual void freeIconFrame(); virtual void freeTextFrame(); virtual void freeSelection(); virtual void crossFadeIcon(); virtual void crossFadeText(); virtual void render(QRegion region, double opacity, double frameOpacity); static void cleanup(); private: void updatePicture(); void updateTextPicture(); void renderUnstyled(xcb_render_picture_t pict, const QRect &rect, qreal opacity); XRenderPicture* m_picture; XRenderPicture* m_textPicture; XRenderPicture* m_iconPicture; XRenderPicture* m_selectionPicture; static XRenderPicture* s_effectFrameCircle; }; inline xcb_render_picture_t SceneXrender::bufferPicture() { return m_backend->buffer(); } inline QRegion SceneXrender::Window::transformedShape() const { return transformed_shape; } inline void SceneXrender::Window::setTransformedShape(const QRegion& shape) { transformed_shape = shape; } inline xcb_render_picture_t XRenderWindowPixmap::picture() const { return m_picture; } /** * @short XRender implementation of Shadow. * * This class extends Shadow by the elements required for XRender rendering. * @author Jacopo De Simoi **/ class SceneXRenderShadow : public Shadow { public: explicit SceneXRenderShadow(Toplevel *toplevel); using Shadow::ShadowElements; using Shadow::ShadowElementTop; using Shadow::ShadowElementTopRight; using Shadow::ShadowElementRight; using Shadow::ShadowElementBottomRight; using Shadow::ShadowElementBottom; using Shadow::ShadowElementBottomLeft; using Shadow::ShadowElementLeft; using Shadow::ShadowElementTopLeft; using Shadow::ShadowElementsCount; using Shadow::shadowPixmap; virtual ~SceneXRenderShadow(); void layoutShadowRects(QRect& top, QRect& topRight, QRect& right, QRect& bottomRight, QRect& bottom, QRect& bottomLeft, QRect& Left, QRect& topLeft); xcb_render_picture_t picture(ShadowElements element) const; protected: virtual void buildQuads(); virtual bool prepareBackend(); private: XRenderPicture* m_pictures[ShadowElementsCount]; }; } // namespace #endif #endif