/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. ******************************************************************/ /* 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" #if defined(HAVE_XRENDER) && defined(HAVE_XFIXES) #include "toplevel.h" #include "client.h" #include "deleted.h" #include "effects.h" #include namespace KWin { //**************************************** // SceneXrender //**************************************** // kDebug() support for the XserverRegion type struct RegionDebug { RegionDebug( XserverRegion r ) : rr( r ) {} XserverRegion rr; }; #ifdef NDEBUG inline kndbgstream& operator<<( kndbgstream& stream, RegionDebug ) { return stream; } #else 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; } #endif Picture SceneXrender::buffer = None; ScreenPaintData SceneXrender::screen_paint; SceneXrender::SceneXrender( Workspace* ws ) : Scene( ws ) , front( None ) , init_ok( false ) { if( !Extensions::renderAvailable()) { kDebug( 1212 ) << "No xrender extension available"; return; } if( !Extensions::fixesRegionAvailable()) { kDebug( 1212 ) << "No xfixes v3+ extension available"; return; } KXErrorHandler xerr; // create XRender picture for the root window format = XRenderFindVisualFormat( display(), DefaultVisual( display(), DefaultScreen( display()))); if( format == NULL ) return; // error if( wspace->createOverlay()) { wspace->setupOverlay( None ); front = XRenderCreatePicture( display(), wspace->overlayWindow(), format, 0, NULL ); } else { XRenderPictureAttributes pa; pa.subwindow_mode = IncludeInferiors; front = XRenderCreatePicture( display(), rootWindow(), format, CPSubwindowMode, &pa ); } createBuffer(); init_ok = !xerr.error( 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 ); 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() { if( buffer != None ) XRenderFreePicture( display(), buffer ); 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 } // 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( 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()); } // do cleanup stacking_order.clear(); } void SceneXrender::paintGenericScreen( int mask, ScreenPaintData data ) { screen_paint = data; // save, transformations will be done when painting windows if( false ) // TODO never needed? Scene::paintGenericScreen( mask, data ); else paintTransformedScreen( mask ); } /* 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( 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.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(); } } 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( 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 ) { if( region != infiniteRegion()) { XserverRegion background_region = toXserverRegion( region ); XFixesSetPictureClipRegion( display(), buffer, 0, 0, background_region ); XFixesDestroyRegion( display(), background_region ); } XRenderColor col = { 0xffff, 0xffff, 0xffff, 0xffff }; XRenderFillRectangle( display(), PictOpSrc, buffer, &col, 0, 0, displayWidth(), displayHeight()); XFixesSetPictureClipRegion( display(), buffer, 0, 0, None ); } 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 ); } // Convert QRegion to XserverRegion. This code uses XserverRegion // only when really necessary as the shared implementation uses // QRegion. XserverRegion SceneXrender::toXserverRegion( QRegion region ) { QVector< QRect > rects = region.rects(); XRectangle* xr = new XRectangle[ rects.count() ]; for( int i = 0; i < rects.count(); ++i ) { xr[ i ].x = rects[ i ].x(); xr[ i ].y = rects[ i ].y(); xr[ i ].width = rects[ i ].width(); xr[ i ].height = rects[ i ].height(); } XserverRegion ret = XFixesCreateRegion( display(), xr, rects.count()); delete[] xr; return ret; } //**************************************** // 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( float 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; if( mask & ( PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT )) {} else if( mask & PAINT_WINDOW_OPAQUE ) { if( !opaque ) return; } else if( mask & PAINT_WINDOW_TRANSLUCENT ) { if( opaque ) return; } if( region != infiniteRegion()) { XserverRegion clip_region = toXserverRegion( region ); XFixesSetPictureClipRegion( display(), buffer, 0, 0, clip_region ); XFixesDestroyRegion( display(), clip_region ); } 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->smoothScale > 0 ) // 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(); float xscale = 1; float 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()); } if( x != toplevel->x() || y != toplevel->y()) transformed_shape.translate( x, y ); if( opaque ) { XRenderComposite( display(), PictOpSrc, pic, None, buffer, 0, 0, 0, 0, x, y, width, height); } else { Picture alpha = alphaMask( data.opacity ); XRenderComposite( display(), PictOpOver, pic, alpha, buffer, 0, 0, 0, 0, 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 ); } XFixesSetPictureClipRegion( display(), buffer, 0, 0, None ); } } // namespace #endif