362 lines
10 KiB
C++
362 lines
10 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#ifndef KWIN_SCENE_XRENDER_H
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#define KWIN_SCENE_XRENDER_H
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#include "scene.h"
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#include "shadow.h"
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#include "decorations/decorationrenderer.h"
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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namespace KWin
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{
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namespace Xcb
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{
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class Shm;
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}
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/**
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* @brief Backend for the SceneXRender to hold the compositing buffer and take care of buffer
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* swapping.
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*
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* This class is intended as a small abstraction to support multiple compositing backends in the
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* SceneXRender.
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*
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*/
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class XRenderBackend
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{
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public:
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virtual ~XRenderBackend();
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virtual void present(int mask, const QRegion &damage) = 0;
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/**
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* @brief Returns the OverlayWindow used by the backend.
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*
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* A backend does not have to use an OverlayWindow, this is mostly for the X world.
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* In case the backend does not use an OverlayWindow it is allowed to return @c null.
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* It's the task of the caller to check whether it is @c null.
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*
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* @return :OverlayWindow*
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**/
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virtual OverlayWindow *overlayWindow();
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virtual bool usesOverlayWindow() const = 0;
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/**
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* @brief Shows the Overlay Window
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*
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* Default implementation does nothing.
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*/
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virtual void showOverlay();
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/**
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* @brief React on screen geometry changes.
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*
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* Default implementation does nothing. Override if specific functionality is required.
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*
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* @param size The new screen size
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*/
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virtual void screenGeometryChanged(const QSize &size);
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/**
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* @brief The compositing buffer hold by this backend.
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*
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* The Scene composites the new frame into this buffer.
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*
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* @return xcb_render_picture_t
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*/
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xcb_render_picture_t buffer() const {
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return m_buffer;
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}
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/**
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* @brief Whether the creation of the Backend failed.
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*
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* The SceneXRender should test whether the Backend got constructed correctly. If this method
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* returns @c true, the SceneXRender should not try to start the rendering.
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*
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* @return bool @c true if the creation of the Backend failed, @c false otherwise.
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**/
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bool isFailed() const {
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return m_failed;
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}
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protected:
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XRenderBackend();
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/**
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* @brief A subclass needs to call this method once it created the compositing back buffer.
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*
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* @param buffer The buffer to use for compositing
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* @return void
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*/
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void setBuffer(xcb_render_picture_t buffer);
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/**
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* @brief Sets the backend initialization to failed.
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*
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* This method should be called by the concrete subclass in case the initialization failed.
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* The given @p reason is logged as a warning.
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*
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* @param reason The reason why the initialization failed.
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**/
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void setFailed(const QString &reason);
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private:
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// Create the compositing buffer. The root window is not double-buffered,
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// so it is done manually using this buffer,
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xcb_render_picture_t m_buffer;
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bool m_failed;
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};
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/**
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* @brief XRenderBackend using an X11 Overlay Window as compositing target.
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*
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*/
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class X11XRenderBackend : public XRenderBackend
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{
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public:
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X11XRenderBackend();
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~X11XRenderBackend();
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virtual void present(int mask, const QRegion &damage);
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virtual OverlayWindow* overlayWindow();
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virtual void showOverlay();
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virtual void screenGeometryChanged(const QSize &size);
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virtual bool usesOverlayWindow() const;
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private:
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void init(bool createOverlay);
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void createBuffer();
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QScopedPointer<OverlayWindow> m_overlayWindow;
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xcb_render_picture_t m_front;
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xcb_render_pictformat_t m_format;
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};
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#if HAVE_WAYLAND
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class WaylandXRenderBackend : public QObject, public XRenderBackend
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{
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Q_OBJECT
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public:
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WaylandXRenderBackend();
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virtual ~WaylandXRenderBackend();
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virtual void present(int mask, const QRegion &damage);
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virtual bool usesOverlayWindow() const;
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private:
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void createBuffer();
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void init();
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QScopedPointer<Xcb::Shm> m_shm;
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xcb_render_pictformat_t m_format;
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};
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#endif
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class SceneXrender
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: public Scene
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{
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Q_OBJECT
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public:
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class EffectFrame;
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virtual ~SceneXrender();
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virtual bool initFailed() const;
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virtual CompositingType compositingType() const {
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return XRenderCompositing;
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}
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virtual qint64 paint(QRegion damage, ToplevelList windows);
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virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame);
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virtual Shadow *createShadow(Toplevel *toplevel);
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virtual void screenGeometryChanged(const QSize &size);
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xcb_render_picture_t bufferPicture();
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virtual OverlayWindow *overlayWindow() {
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return m_backend->overlayWindow();
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}
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virtual bool usesOverlayWindow() const {
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return m_backend->usesOverlayWindow();
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}
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Decoration::Renderer *createDecorationRenderer(Decoration::DecoratedClientImpl *client);
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static SceneXrender *createScene(QObject *parent);
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protected:
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virtual Scene::Window *createWindow(Toplevel *toplevel);
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virtual void paintBackground(QRegion region);
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virtual void paintGenericScreen(int mask, ScreenPaintData data);
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virtual void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data);
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private:
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explicit SceneXrender(XRenderBackend *backend, QObject *parent = nullptr);
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static ScreenPaintData screen_paint;
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class Window;
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QScopedPointer<XRenderBackend> m_backend;
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};
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class SceneXrender::Window
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: public Scene::Window
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{
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public:
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Window(Toplevel* c, SceneXrender *scene);
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virtual ~Window();
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virtual void performPaint(int mask, QRegion region, WindowPaintData data);
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QRegion transformedShape() const;
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void setTransformedShape(const QRegion& shape);
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static void cleanup();
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protected:
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virtual WindowPixmap* createWindowPixmap();
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private:
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QRect mapToScreen(int mask, const WindowPaintData &data, const QRect &rect) const;
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QPoint mapToScreen(int mask, const WindowPaintData &data, const QPoint &point) const;
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void prepareTempPixmap();
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void setPictureFilter(xcb_render_picture_t pic, ImageFilterType filter);
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SceneXrender *m_scene;
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xcb_render_pictformat_t format;
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double alpha_cached_opacity;
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QRegion transformed_shape;
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static QRect temp_visibleRect;
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static XRenderPicture *s_tempPicture;
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};
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class XRenderWindowPixmap : public WindowPixmap
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{
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public:
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explicit XRenderWindowPixmap(Scene::Window *window, xcb_render_pictformat_t format);
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virtual ~XRenderWindowPixmap();
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xcb_render_picture_t picture() const;
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virtual void create();
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private:
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xcb_render_picture_t m_picture;
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xcb_render_pictformat_t m_format;
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};
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class SceneXrender::EffectFrame
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: public Scene::EffectFrame
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{
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public:
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EffectFrame(EffectFrameImpl* frame);
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virtual ~EffectFrame();
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virtual void free();
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virtual void freeIconFrame();
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virtual void freeTextFrame();
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virtual void freeSelection();
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virtual void crossFadeIcon();
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virtual void crossFadeText();
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virtual void render(QRegion region, double opacity, double frameOpacity);
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static void cleanup();
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private:
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void updatePicture();
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void updateTextPicture();
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void renderUnstyled(xcb_render_picture_t pict, const QRect &rect, qreal opacity);
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XRenderPicture* m_picture;
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XRenderPicture* m_textPicture;
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XRenderPicture* m_iconPicture;
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XRenderPicture* m_selectionPicture;
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static XRenderPicture* s_effectFrameCircle;
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};
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inline
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xcb_render_picture_t SceneXrender::bufferPicture()
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{
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return m_backend->buffer();
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}
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inline
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QRegion SceneXrender::Window::transformedShape() const
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{
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return transformed_shape;
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}
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inline
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void SceneXrender::Window::setTransformedShape(const QRegion& shape)
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{
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transformed_shape = shape;
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}
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inline
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xcb_render_picture_t XRenderWindowPixmap::picture() const
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{
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return m_picture;
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}
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/**
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* @short XRender implementation of Shadow.
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*
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* This class extends Shadow by the elements required for XRender rendering.
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* @author Jacopo De Simoi <wilderkde@gmail.org>
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**/
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class SceneXRenderShadow
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: public Shadow
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{
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public:
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explicit SceneXRenderShadow(Toplevel *toplevel);
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using Shadow::ShadowElements;
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using Shadow::ShadowElementTop;
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using Shadow::ShadowElementTopRight;
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using Shadow::ShadowElementRight;
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using Shadow::ShadowElementBottomRight;
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using Shadow::ShadowElementBottom;
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using Shadow::ShadowElementBottomLeft;
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using Shadow::ShadowElementLeft;
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using Shadow::ShadowElementTopLeft;
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using Shadow::ShadowElementsCount;
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using Shadow::shadowPixmap;
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virtual ~SceneXRenderShadow();
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void layoutShadowRects(QRect& top, QRect& topRight,
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QRect& right, QRect& bottomRight,
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QRect& bottom, QRect& bottomLeft,
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QRect& Left, QRect& topLeft);
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xcb_render_picture_t picture(ShadowElements element) const;
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protected:
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virtual void buildQuads();
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virtual bool prepareBackend();
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private:
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XRenderPicture* m_pictures[ShadowElementsCount];
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};
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class SceneXRenderDecorationRenderer : public Decoration::Renderer
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{
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Q_OBJECT
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public:
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enum class DecorationPart : int {
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Left,
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Top,
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Right,
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Bottom,
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Count
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};
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explicit SceneXRenderDecorationRenderer(Decoration::DecoratedClientImpl *client);
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virtual ~SceneXRenderDecorationRenderer();
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void render() override;
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void reparent(Deleted *deleted) override;
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xcb_render_picture_t picture(DecorationPart part) const;
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private:
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void resizePixmaps();
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QSize m_sizes[int(DecorationPart::Count)];
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xcb_pixmap_t m_pixmaps[int(DecorationPart::Count)];
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xcb_gcontext_t m_gc;
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XRenderPicture* m_pictures[int(DecorationPart::Count)];
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};
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} // namespace
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#endif
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#endif
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