kwin/scene_opengl.h

223 lines
6.7 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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 <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_SCENE_OPENGL_H
#define KWIN_SCENE_OPENGL_H
#include "scene.h"
#include "kwinglutils.h"
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
#ifdef HAVE_XSHM
#include <X11/extensions/XShm.h>
#endif
namespace KWin
{
class SceneOpenGL
: public Scene
{
public:
class EffectFrame;
class Texture;
class Window;
SceneOpenGL(Workspace* ws);
virtual ~SceneOpenGL();
virtual bool initFailed() const;
virtual CompositingType compositingType() const {
return OpenGLCompositing;
}
virtual void paint(QRegion damage, ToplevelList windows);
virtual void windowGeometryShapeChanged(Toplevel*);
virtual void windowOpacityChanged(Toplevel*);
virtual void windowAdded(Toplevel*);
virtual void windowClosed(Toplevel*, Deleted*);
virtual void windowDeleted(Deleted*);
protected:
virtual void paintGenericScreen(int mask, ScreenPaintData data);
virtual void paintBackground(QRegion region);
QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const;
private:
bool selectMode();
bool initTfp();
bool initBuffer();
bool initRenderingContext();
bool initBufferConfigs();
bool initDrawableConfigs();
void waitSync();
void flushBuffer(int mask, QRegion damage);
bool selfCheck();
void selfCheckSetup();
bool selfCheckFinish();
GC gcroot;
class FBConfigInfo
{
public:
#ifndef KWIN_HAVE_OPENGLES
GLXFBConfig fbconfig;
#endif
int bind_texture_format;
int texture_targets;
int y_inverted;
int mipmap;
};
#ifndef KWIN_HAVE_OPENGLES
Drawable buffer;
GLXFBConfig fbcbuffer;
#endif
static bool db;
#ifndef KWIN_HAVE_OPENGLES
static GLXFBConfig fbcbuffer_db;
static GLXFBConfig fbcbuffer_nondb;
static FBConfigInfo fbcdrawableinfo[ 32 + 1 ];
static GLXDrawable glxbuffer;
static GLXContext ctxbuffer;
static GLXContext ctxdrawable;
static GLXDrawable last_pixmap; // for a workaround in bindTexture()
#endif
QHash< Toplevel*, Window* > windows;
bool init_ok;
bool selfCheckDone;
bool debug;
};
class SceneOpenGL::Texture
: public GLTexture
{
public:
Texture();
Texture(const Pixmap& pix, const QSize& size, int depth);
virtual ~Texture();
using GLTexture::load;
virtual bool load(const Pixmap& pix, const QSize& size, int depth,
QRegion region);
virtual bool load(const Pixmap& pix, const QSize& size, int depth);
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();
virtual void release(); // undo the tfp_mode binding
virtual void bind();
virtual void unbind();
void setYInverted(bool inverted) {
y_inverted = inverted;
}
protected:
void findTarget();
QRegion optimizeBindDamage(const QRegion& reg, int limit);
void createTexture();
private:
void init();
#ifndef KWIN_HAVE_OPENGLES
GLXPixmap glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode
#endif
};
class SceneOpenGL::Window
: public Scene::Window
{
public:
Window(Toplevel* c);
virtual ~Window();
virtual void performPaint(int mask, QRegion region, WindowPaintData data);
virtual void pixmapDiscarded();
bool bindTexture();
void discardTexture();
void checkTextureSize();
protected:
enum TextureType {
Content,
DecorationTop,
DecorationLeft,
DecorationRight,
DecorationBottom
};
QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
void paintDecoration(const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco);
void makeDecorationArrays(const WindowQuadList& quads, const QRect& rect) const;
void renderQuads(int mask, const QRegion& region, const WindowQuadList& quads);
void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
void prepareRenderStates(TextureType type, double opacity, double brightness, double saturation);
void prepareShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
void restoreRenderStates(TextureType type, double opacity, double brightness, double saturation);
void restoreShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
private:
Texture texture;
Texture topTexture;
Texture leftTexture;
Texture rightTexture;
Texture bottomTexture;
};
class SceneOpenGL::EffectFrame
: public Scene::EffectFrame
{
public:
EffectFrame(EffectFrameImpl* frame);
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;
static Texture* 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
};
} // namespace
#endif
#endif