kwin/composite.cpp

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/********************************************************************
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/>.
*********************************************************************/
/*
Code related to compositing (redirecting windows to pixmaps and tracking
window damage).
Docs:
XComposite (the protocol, but the function calls map to it):
http://gitweb.freedesktop.org/?p=xorg/proto/compositeproto.git;a=blob_plain;hb=HEAD;f=compositeproto.txt
XDamage (again the protocol):
http://gitweb.freedesktop.org/?p=xorg/proto/damageproto.git;a=blob_plain;hb=HEAD;f=damageproto.txt
Paper including basics on compositing, XGL vs AIGLX, XRender vs OpenGL, etc.:
http://www.vis.uni-stuttgart.de/~hopf/pub/LinuxTag2007_compiz_NextGenerationDesktop_Paper.pdf
Composite HOWTO from Fredrik:
http://ktown.kde.org/~fredrik/composite_howto.html
*/
#include <config-X11.h>
#include "utils.h"
#include <QTextStream>
#include "workspace.h"
#include "client.h"
#include "unmanaged.h"
#include "deleted.h"
#include "effects.h"
#include "scene.h"
#include "scene_basic.h"
#include "scene_xrender.h"
#include "scene_opengl.h"
#include "compositingprefs.h"
#include "notifications.h"
#include <stdio.h>
#include <QMenu>
#include <kaction.h>
#include <kactioncollection.h>
#include <klocale.h>
#include <kxerrorhandler.h>
#include <X11/extensions/shape.h>
#ifdef HAVE_XCOMPOSITE
#include <X11/extensions/Xcomposite.h>
#if XCOMPOSITE_MAJOR > 0 || XCOMPOSITE_MINOR >= 3
#define HAVE_XCOMPOSITE_OVERLAY
#endif
#endif
#ifdef HAVE_XRANDR
#include <X11/extensions/Xrandr.h>
#endif
namespace KWin
{
//****************************************
// Workspace
//****************************************
void Workspace::setupCompositing()
{
#ifdef KWIN_HAVE_COMPOSITING
if( scene != NULL )
return;
if( !options->useCompositing && getenv( "KWIN_COMPOSE") == NULL )
{
kDebug( 1212 ) << "Compositing is turned off in options or disabled";
return;
}
else if( compositingSuspended )
{
kDebug( 1212 ) << "Compositing is suspended";
return;
}
else if( !CompositingPrefs::compositingPossible() )
{
kError( 1212 ) << "Compositing is not possible";
return;
}
CompositingType type = options->compositingMode;
if( getenv( "KWIN_COMPOSE" ))
{
char c = getenv( "KWIN_COMPOSE" )[ 0 ];
switch( c )
{
case 'O':
type = OpenGLCompositing;
break;
case 'X':
type = XRenderCompositing;
break;
default:
kDebug( 1212 ) << "No compositing";
return;
}
}
char selection_name[ 100 ];
sprintf( selection_name, "_NET_WM_CM_S%d", DefaultScreen( display()));
cm_selection = new KSelectionOwner( selection_name );
connect( cm_selection, SIGNAL( lostOwnership()), SLOT( lostCMSelection()));
cm_selection->claim( true ); // force claiming
switch( type )
{
/*case 'B':
kDebug( 1212 ) << "X compositing";
scene = new SceneBasic( this );
break; // don't fall through (this is a testing one) */
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
case OpenGLCompositing:
kDebug( 1212 ) << "OpenGL compositing";
scene = new SceneOpenGL( this );
if( !scene->initFailed())
break; // -->
delete scene;
scene = NULL;
break; // do not fall back to XRender for now, maybe in the future
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
case XRenderCompositing:
kDebug( 1212 ) << "XRender compositing";
scene = new SceneXrender( this );
break;
#endif
default:
#ifndef KWIN_HAVE_COMPOSITING
kDebug( 1212 ) << "Compositing was not available at compile time";
#else
kDebug( 1212 ) << "No compositing";
#endif
delete cm_selection;
return;
}
if( scene == NULL || scene->initFailed())
{
kError( 1212 ) << "Failed to initialize compositing, compositing disabled";
kError( 1212 ) << "Consult http://techbase.kde.org/Projects/KWin/4.0-release-notes#Setting_up";
delete scene;
scene = NULL;
delete cm_selection;
return;
}
int rate = 0;
if( options->refreshRate > 0 )
{ // use manually configured refresh rate
rate = options->refreshRate;
}
#ifdef HAVE_XRANDR
else
{ // autoconfigure refresh rate based on XRandR info
if( Extensions::randrAvailable() )
{
XRRScreenConfiguration *config = XRRGetScreenInfo( display(), rootWindow() );
rate = xrrRefreshRate = XRRConfigCurrentRate( config );
XRRFreeScreenConfigInfo( config );
}
}
#endif
// 0Hz or less is invalid, so we fallback to a default rate
if( rate <= 0 )
rate = 50;
// QTimer gives us 1msec (1000Hz) at best, so we ignore anything higher;
// however, additional throttling prevents very high rates from taking place anyway
else if( rate > 1000 )
rate = 1000;
kDebug( 1212 ) << "Refresh rate " << rate << "Hz";
compositeRate = 1000 / rate;
lastCompositePaint.start();
// fake a previous paint, so that the next starts right now
nextPaintReference = QTime::currentTime().addMSecs( -compositeRate );
compositeTimer.setSingleShot( true );
checkCompositeTimer();
composite_paint_times.clear();
XCompositeRedirectSubwindows( display(), rootWindow(), CompositeRedirectManual );
new EffectsHandlerImpl( scene->compositingType() ); // sets also the 'effects' pointer
addRepaintFull();
foreach( Client* c, clients )
c->setupCompositing();
foreach( Client* c, desktops )
c->setupCompositing();
foreach( Unmanaged* c, unmanaged )
c->setupCompositing();
foreach( Client* c, clients )
scene->windowAdded( c );
foreach( Client* c, desktops )
scene->windowAdded( c );
foreach( Unmanaged* c, unmanaged )
scene->windowAdded( c );
discardPopup(); // force re-creation of the Alt+F3 popup (opacity option)
#else
kDebug( 1212 ) << "Compositing was not available at compile time";
#endif
}
void Workspace::finishCompositing()
{
#ifdef KWIN_HAVE_COMPOSITING
if( scene == NULL )
return;
delete cm_selection;
foreach( Client* c, clients )
scene->windowClosed( c, NULL );
foreach( Client* c, desktops )
scene->windowClosed( c, NULL );
foreach( Unmanaged* c, unmanaged )
scene->windowClosed( c, NULL );
foreach( Deleted* c, deleted )
scene->windowDeleted( c );
foreach( Client* c, clients )
c->finishCompositing();
foreach( Client* c, desktops )
c->finishCompositing();
foreach( Unmanaged* c, unmanaged )
c->finishCompositing();
foreach( Deleted* c, deleted )
c->finishCompositing();
XCompositeUnredirectSubwindows( display(), rootWindow(), CompositeRedirectManual );
delete effects;
effects = NULL;
delete scene;
scene = NULL;
compositeTimer.stop();
mousePollingTimer.stop();
repaints_region = QRegion();
for( ClientList::ConstIterator it = clients.constBegin();
it != clients.constEnd();
++it )
{ // forward all opacity values to the frame in case there'll be other CM running
if( (*it)->opacity() != 1.0 )
{
NETWinInfo2 i( display(), (*it)->frameId(), rootWindow(), 0 );
i.setOpacity( static_cast< unsigned long >((*it)->opacity() * 0xffffffff ));
}
}
discardPopup(); // force re-creation of the Alt+F3 popup (opacity option)
// discard all Deleted windows (#152914)
while( !deleted.isEmpty())
deleted.first()->discard( Allowed );
#endif
}
void Workspace::lostCMSelection()
{
kDebug( 1212 ) << "Lost compositing manager selection";
finishCompositing();
}
// for the shortcut
void Workspace::slotToggleCompositing()
{
suspendCompositing( !compositingSuspended );
}
void Workspace::suspendCompositing()
{
suspendCompositing( true );
}
void Workspace::suspendCompositing( bool suspend )
{
compositingSuspended = suspend;
finishCompositing();
setupCompositing(); // will do nothing if suspended
}
void Workspace::resetCompositing()
{
if( compositing())
{
finishCompositing();
QTimer::singleShot( 0, this, SLOT( setupCompositing()));
}
}
void Workspace::addRepaint( int x, int y, int w, int h )
{
if( !compositing())
return;
repaints_region += QRegion( x, y, w, h );
checkCompositeTimer();
}
void Workspace::addRepaint( const QRect& r )
{
if( !compositing())
return;
repaints_region += r;
checkCompositeTimer();
}
void Workspace::addRepaint( const QRegion& r )
{
if( !compositing())
return;
repaints_region += r;
checkCompositeTimer();
}
void Workspace::addRepaintFull()
{
if( !compositing())
return;
repaints_region = QRegion( 0, 0, displayWidth(), displayHeight());
checkCompositeTimer();
}
void Workspace::performCompositing()
{
#ifdef KWIN_HAVE_COMPOSITING
// The event loop apparently tries to fire a QTimer as often as possible, even
// at the expense of not processing many X events. This means that the composite
// repaints can seriously impact performance of everything else, therefore throttle
// them - leave at least 1msec time after one repaint is finished and next one
// is started.
if( lastCompositePaint.elapsed() < 1 )
{
compositeTimer.start( 1 );
return;
}
if( !scene->waitSyncAvailable())
nextPaintReference = QTime::currentTime();
if((( repaints_region.isEmpty() && !windowRepaintsPending()) // no damage
|| !overlay_visible )) // nothing is visible anyway
{
scene->idle();
// Note: It would seem here we should undo suspended unredirect, but when scenes need
// it for some reason, e.g. transformations or translucency, the next pass that does not
// need this anymore and paints normally will also reset the suspended unredirect.
// Otherwise the window would not be painted normally anyway.
return;
}
// create a list of all windows in the stacking order
ToplevelList windows = xStackingOrder();
foreach( EffectWindow* c, static_cast< EffectsHandlerImpl* >( effects )->elevatedWindows())
{
Toplevel* t = static_cast< EffectWindowImpl* >( c )->window();
windows.removeAll( t );
windows.append( t );
}
// skip windows that are not yet ready for being painted
ToplevelList tmp = windows;
windows.clear();
#if 0
// There is a bug somewhere that prevents this from working properly (#160393), but additionally
// this cannot be used so carelessly - needs protections against broken clients, the window
// should not get focus before it's displayed, handle unredirected windows properly and so on.
foreach( Toplevel* c, tmp )
if( c->readyForPainting())
windows.append( c );
#else
foreach( Toplevel* c, tmp )
windows.append( c );
#endif
foreach( Toplevel* c, windows )
{ // This could be possibly optimized WRT obscuring, but that'd need being already
// past prePaint() phase - probably not worth it.
// TODO I think effects->transformWindowDamage() doesn't need to be called here,
// pre-paint will extend painted window areas as necessary.
repaints_region |= c->repaints().translated( c->pos());
c->resetRepaints( c->rect());
}
QRegion repaints = repaints_region;
// clear all repaints, so that post-pass can add repaints for the next repaint
repaints_region = QRegion();
QTime t = QTime::currentTime();
scene->paint( repaints, windows );
if( scene->waitSyncAvailable())
{
// If vsync is used, schedule the next repaint slightly in advance of the next sync,
// so that there is still time for the drawing to take place. We have just synced, and
// nextPaintReference is time from which multiples of compositeRate should be added,
// so set it 10ms back (meaning next paint will be in 'compositeRate - 10').
// However, make sure the reserve is smaller than the composite rate.
int reserve = compositeRate <= 10 ? compositeRate - 1 : 10;
nextPaintReference = QTime::currentTime().addMSecs( -reserve );
}
// Trigger at least one more pass even if there would be nothing to paint, so that scene->idle()
// is called the next time. If there would be nothing pending, it will not restart the timer and
// checkCompositeTime() would restart it again somewhen later, called from functions that
// would again add something pending.
checkCompositeTimer();
checkCompositePaintTime( t.elapsed());
lastCompositePaint.start();
#endif
}
void Workspace::performMousePoll()
{
checkCursorPos();
}
bool Workspace::windowRepaintsPending() const
{
foreach( Toplevel* c, clients )
if( !c->repaints().isEmpty())
return true;
foreach( Toplevel* c, desktops )
if( !c->repaints().isEmpty())
return true;
foreach( Toplevel* c, unmanaged )
if( !c->repaints().isEmpty())
return true;
foreach( Toplevel* c, deleted )
if( !c->repaints().isEmpty())
return true;
return false;
}
void Workspace::setCompositeTimer()
{
if( !compositing()) // should not really happen, but there may be e.g. some damage events still pending
return;
// The last paint set nextPaintReference as a reference time to which multiples of compositeRate
// should be added for the next paint. qBound() for protection; system time can change without notice.
compositeTimer.start( qBound( 0, nextPaintReference.msecsTo( QTime::currentTime() ), 250 ) % compositeRate );
}
void Workspace::startMousePolling()
{
mousePollingTimer.start( 20 ); // 50Hz. TODO: How often do we really need to poll?
}
void Workspace::stopMousePolling()
{
mousePollingTimer.stop();
}
bool Workspace::createOverlay()
{
assert( overlay == None );
if( !Extensions::compositeOverlayAvailable())
return false;
if( !Extensions::shapeInputAvailable()) // needed in setupOverlay()
return false;
#ifdef HAVE_XCOMPOSITE_OVERLAY
overlay = XCompositeGetOverlayWindow( display(), rootWindow());
if( overlay == None )
return false;
return true;
#else
return false;
#endif
}
void Workspace::checkCompositePaintTime( int msec )
{
if( options->disableCompositingChecks )
return;
composite_paint_times.prepend( msec );
bool tooslow = false;
// If last 3 paints were way too slow, disable and warn.
// 1 second seems reasonable, it's not that difficult to get relatively high times
// with high system load.
const int MAX_LONG_PAINT = 1000;
if( composite_paint_times.count() >= 3 && composite_paint_times[ 0 ] > MAX_LONG_PAINT
&& composite_paint_times[ 1 ] > MAX_LONG_PAINT && composite_paint_times[ 2 ] > MAX_LONG_PAINT )
{
kDebug( 1212 ) << "Too long paint times, suspending";
tooslow = true;
}
// If last 15 seconds all paints (all of them) were quite slow, disable and warn too. Quite slow being 0,1s
// should be reasonable, that's 10fps and having constant 10fps is bad.
// This may possibly trigger also when activating an expensive effect, so this may need tweaking.
const int MAX_SHORT_PAINT = 100;
const int SHORT_TIME = 15000; // 15 sec
int time = 0;
foreach( int t, composite_paint_times )
{
if( t < MAX_SHORT_PAINT )
break;
time += t;
if( time > SHORT_TIME ) // all paints in the given time were long
{
kDebug( 1212 ) << "Long paint times for long time, suspending";
tooslow = true;
break;
}
}
if( composite_paint_times.count() > 1000 )
composite_paint_times.removeLast();
if( tooslow )
{
QTimer::singleShot( 0, this, SLOT( suspendCompositing()));
QString shortcut, message;
if( KAction* action = qobject_cast<KAction*>( keys->action("Suspend Compositing")))
shortcut = action->globalShortcut().primary().toString(QKeySequence::NativeText);
if (shortcut.isEmpty())
message = i18n( "Compositing was too slow and has been suspended.\n"
"You can disable functionality checks in advanced compositing settings." );
else
message = i18n( "Compositing was too slow and has been suspended.\n"
"If this was only a temporary problem, you can resume using the '%1' shortcut.\n"
"You can also disable functionality checks in advanced compositing settings.", shortcut );
Notify::raise( Notify::CompositingSlow, message );
compositeTimer.start( 1000 ); // so that it doesn't trigger sooner than suspendCompositing()
}
}
void Workspace::setupOverlay( Window w )
{
assert( overlay != None );
assert( Extensions::shapeInputAvailable());
XSetWindowBackgroundPixmap( display(), overlay, None );
overlay_shape = QRegion();
setOverlayShape( QRect( 0, 0, displayWidth(), displayHeight()));
if( w != None )
{
XSetWindowBackgroundPixmap( display(), w, None );
XShapeCombineRectangles( display(), w, ShapeInput, 0, 0, NULL, 0, ShapeSet, Unsorted );
}
XSelectInput( display(), overlay, VisibilityChangeMask );
}
void Workspace::showOverlay()
{
assert( overlay != None );
if( overlay_shown )
return;
XMapSubwindows( display(), overlay );
XMapWindow( display(), overlay );
overlay_shown = true;
}
void Workspace::hideOverlay()
{
assert( overlay != None );
XUnmapWindow( display(), overlay );
overlay_shown = false;
setOverlayShape( QRect( 0, 0, displayWidth(), displayHeight()));
}
void Workspace::setOverlayShape( const QRegion& reg )
{
// Avoid setting the same shape again, it causes flicker (apparently it is not a no-op
// and triggers something).
if( reg == overlay_shape )
return;
QVector< QRect > rects = reg.rects();
XRectangle* xrects = new XRectangle[ rects.count() ];
for( int i = 0;
i < rects.count();
++i )
{
xrects[ i ].x = rects[ i ].x();
xrects[ i ].y = rects[ i ].y();
xrects[ i ].width = rects[ i ].width();
xrects[ i ].height = rects[ i ].height();
}
XShapeCombineRectangles( display(), overlay, ShapeBounding, 0, 0,
xrects, rects.count(), ShapeSet, Unsorted );
delete[] xrects;
XShapeCombineRectangles( display(), overlay, ShapeInput, 0, 0, NULL, 0, ShapeSet, Unsorted );
overlay_shape = reg;
}
void Workspace::destroyOverlay()
{
if( overlay == None )
return;
// reset the overlay shape
XRectangle rec = { 0, 0, displayWidth(), displayHeight() };
XShapeCombineRectangles( display(), overlay, ShapeBounding, 0, 0, &rec, 1, ShapeSet, Unsorted );
XShapeCombineRectangles( display(), overlay, ShapeInput, 0, 0, &rec, 1, ShapeSet, Unsorted );
#ifdef HAVE_XCOMPOSITE_OVERLAY
XCompositeReleaseOverlayWindow( display(), overlay );
#endif
overlay = None;
overlay_shown = false;
}
bool Workspace::compositingActive()
{
return compositing();
}
// force is needed when the list of windows changes (e.g. a window goes away)
void Workspace::checkUnredirect( bool force )
{
if( !compositing() || overlay == None || !options->unredirectFullscreen )
return;
if( force )
forceUnredirectCheck = true;
if( !unredirectTimer.isActive())
unredirectTimer.start( 0 );
}
void Workspace::delayedCheckUnredirect()
{
if( !compositing() || overlay == None || !options->unredirectFullscreen )
return;
ToplevelList list;
bool changed = forceUnredirectCheck;
foreach( Client* c, clients )
list.append( c );
foreach( Unmanaged* c, unmanaged )
list.append( c );
foreach( Toplevel* c, list )
{
if( c->updateUnredirectedState())
changed = true;
}
// no desktops, no Deleted ones
if( !changed )
return;
forceUnredirectCheck = false;
// Cut out parts from the overlay window where unredirected windows are,
// so that they are actually visible.
QRegion reg( 0, 0, displayWidth(), displayHeight());
foreach( Toplevel* c, list )
{
if( c->unredirected())
reg -= c->geometry();
}
setOverlayShape( reg );
}
//****************************************
// Toplevel
//****************************************
void Toplevel::setupCompositing()
{
#ifdef KWIN_HAVE_COMPOSITING
if( !compositing())
return;
if( damage_handle != None )
return;
damage_handle = XDamageCreate( display(), frameId(), XDamageReportRawRectangles );
damage_region = QRegion( 0, 0, width(), height());
effect_window = new EffectWindowImpl();
effect_window->setWindow( this );
unredirect = false;
workspace()->checkUnredirect( true );
#endif
}
void Toplevel::finishCompositing()
{
#ifdef KWIN_HAVE_COMPOSITING
if( damage_handle == None )
return;
workspace()->checkUnredirect( true );
if( effect_window->window() == this ) // otherwise it's already passed to Deleted, don't free data
{
discardWindowPixmap();
delete effect_window;
}
XDamageDestroy( display(), damage_handle );
damage_handle = None;
damage_region = QRegion();
repaints_region = QRegion();
effect_window = NULL;
#endif
}
void Toplevel::discardWindowPixmap()
{
addDamageFull();
if( window_pix == None )
return;
XFreePixmap( display(), window_pix );
window_pix = None;
if( effectWindow() != NULL && effectWindow()->sceneWindow() != NULL )
effectWindow()->sceneWindow()->pixmapDiscarded();
}
Pixmap Toplevel::createWindowPixmap()
{
#ifdef KWIN_HAVE_COMPOSITING
assert( compositing());
if( unredirected())
return None;
grabXServer();
KXErrorHandler err;
Pixmap pix = XCompositeNameWindowPixmap( display(), frameId());
// check that the received pixmap is valid and actually matches what we
// know about the window (i.e. size)
XWindowAttributes attrs;
if( !XGetWindowAttributes( display(), frameId(), &attrs )
|| err.error( false )
|| attrs.width != width() || attrs.height != height() || attrs.map_state != IsViewable )
{
kDebug( 1212 ) << "Creating window pixmap failed: " << this;
XFreePixmap( display(), pix );
pix = None;
}
ungrabXServer();
return pix;
#else
return None;
#endif
}
#ifdef HAVE_XDAMAGE
void Toplevel::damageNotifyEvent( XDamageNotifyEvent* e )
{
QRegion damage( e->area.x, e->area.y, e->area.width, e->area.height );
// compress
int cnt = 1;
while( XPending( display()))
{
XEvent e2;
if( XPeekEvent( display(), &e2 ) && e2.type == Extensions::damageNotifyEvent()
&& e2.xany.window == frameId())
{
XNextEvent( display(), &e2 );
if( cnt > 200 )
{
// If there are way too many damage events in the queue, just discard them
// and damage the whole window. Otherwise the X server can just overload
// us with a flood of damage events. Should be probably optimized
// in the X server, as this is rather lame.
damage = rect();
continue;
}
XDamageNotifyEvent* e = reinterpret_cast< XDamageNotifyEvent* >( &e2 );
QRect r( e->area.x, e->area.y, e->area.width, e->area.height );
++cnt;
// If there are too many damaged rectangles, increase them
// to be multiples of 100x100 px grid, since QRegion get quite
// slow with many rectangles, and there is little to gain by using
// many small rectangles (rather the opposite, several large should
// be often faster).
if( cnt > 50 )
{
r.setLeft( r.left() / 100 * 100 );
r.setRight(( r.right() + 99 ) / 100 * 100 );
r.setTop( r.top() / 100 * 100 );
r.setBottom(( r.bottom() + 99 ) / 100 * 100 );
}
damage += r;
continue;
}
break;
}
foreach( const QRect& r, damage.rects())
addDamage( r );
}
void Client::damageNotifyEvent( XDamageNotifyEvent* e )
{
Toplevel::damageNotifyEvent( e );
#ifdef HAVE_XSYNC
if( sync_counter == None ) // cannot detect complete redraw, consider done now
ready_for_painting = true;
#else
ready_for_painting = true; // no sync at all, consider done now
#endif
}
#endif
void Toplevel::addDamage( const QRect& r )
{
addDamage( r.x(), r.y(), r.width(), r.height());
}
void Toplevel::addDamage( int x, int y, int w, int h )
{
if( !compositing())
return;
QRect r( x, y, w, h );
// resizing the decoration may lag behind a bit and when shrinking there
// may be a damage event coming with size larger than the current window size
r &= rect();
damage_region += r;
repaints_region += r;
static_cast<EffectsHandlerImpl*>(effects)->windowDamaged( effectWindow(), r );
workspace()->checkCompositeTimer();
}
void Toplevel::addDamageFull()
{
if( !compositing())
return;
damage_region = rect();
repaints_region = rect();
static_cast<EffectsHandlerImpl*>(effects)->windowDamaged( effectWindow(), rect());
workspace()->checkCompositeTimer();
}
void Toplevel::resetDamage( const QRect& r )
{
damage_region -= r;
}
void Toplevel::addRepaint( const QRect& r )
{
addRepaint( r.x(), r.y(), r.width(), r.height());
}
void Toplevel::addRepaint( int x, int y, int w, int h )
{
if( !compositing())
return;
QRect r( x, y, w, h );
r &= rect();
repaints_region += r;
workspace()->checkCompositeTimer();
}
void Toplevel::addRepaintFull()
{
repaints_region = rect();
workspace()->checkCompositeTimer();
}
void Toplevel::resetRepaints( const QRect& r )
{
repaints_region -= r;
}
void Toplevel::addWorkspaceRepaint( int x, int y, int w, int h )
{
addWorkspaceRepaint( QRect( x, y, w, h ));
}
void Toplevel::addWorkspaceRepaint( const QRect& r2 )
{
if( !compositing())
return;
if( effectWindow() == NULL ) // TODO - this can happen during window destruction
return workspace()->addRepaint( r2 );
QRect r = effects->transformWindowDamage( effectWindow(), r2 );
workspace()->addRepaint( r );
}
bool Toplevel::updateUnredirectedState()
{
assert( compositing());
bool should = shouldUnredirect() && !unredirectSuspend && !shape() && !hasAlpha() && opacity() == 1.0 &&
!static_cast<EffectsHandlerImpl*>( effects )->activeFullScreenEffect();
if( should && !unredirect )
{
unredirect = true;
kDebug( 1212 ) << "Unredirecting:" << this;
#ifdef HAVE_XCOMPOSITE
XCompositeUnredirectWindow( display(), frameId(), CompositeRedirectManual );
#endif
return true;
}
else if( !should && unredirect )
{
unredirect = false;
kDebug( 1212 ) << "Redirecting:" << this;
#ifdef HAVE_XCOMPOSITE
XCompositeRedirectWindow( display(), frameId(), CompositeRedirectManual );
#endif
discardWindowPixmap();
return true;
}
return false;
}
void Toplevel::suspendUnredirect( bool suspend )
{
if( unredirectSuspend == suspend )
return;
unredirectSuspend = suspend;
workspace()->checkUnredirect();
}
//****************************************
// Client
//****************************************
void Client::setupCompositing()
{
Toplevel::setupCompositing();
updateVisibility(); // for internalKeep()
}
void Client::finishCompositing()
{
Toplevel::finishCompositing();
updateVisibility();
}
bool Client::shouldUnredirect() const
{
if( isActiveFullScreen())
{
ToplevelList stacking = workspace()->xStackingOrder();
for( int pos = stacking.count() - 1;
pos >= 0;
--pos )
{
Toplevel* c = stacking.at( pos );
if( c == this ) // is not covered by any other window, ok to unredirect
return true;
if( c->geometry().intersects( geometry()))
return false;
}
abort();
}
return false;
}
//****************************************
// Unmanaged
//****************************************
bool Unmanaged::shouldUnredirect() const
{
// the pixmap is needed for the login effect, a nicer solution would be the login effect increasing
// refcount for the window pixmap (which would prevent unredirect), avoiding this hack
if( resourceClass() == "ksplashx" || resourceClass() == "ksplashsimple" )
return false;
// it must cover whole display or one xinerama screen, and be the topmost there
if( geometry() == workspace()->clientArea( FullArea, geometry().center(), workspace()->currentDesktop())
|| geometry() == workspace()->clientArea( ScreenArea, geometry().center(), workspace()->currentDesktop()))
{
ToplevelList stacking = workspace()->xStackingOrder();
for( int pos = stacking.count() - 1;
pos >= 0;
--pos )
{
Toplevel* c = stacking.at( pos );
if( c == this ) // is not covered by any other window, ok to unredirect
return true;
if( c->geometry().intersects( geometry()))
return false;
}
abort();
}
return false;
}
//****************************************
// Deleted
//****************************************
bool Deleted::shouldUnredirect() const
{
return false;
}
} // namespace