kwin/plugins/scenes/xrender/scene_xrender.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>
Copyright (C) 2009 Fredrik Höglund <fredrik@kde.org>
Copyright (C) 2013 Martin Gräßlin <mgraesslin@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/>.
*********************************************************************/
#include "scene_xrender.h"
#include "utils.h"
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
Move SceneXRender into a plugin Summary: First step for loading the compositor Scenes through plugins. The general idea is that we currently needlessly pull in all the Scenes although only one will be used. E.g. on X11 we pull in QPainter, although they are not compatible. On Wayland we pull in XRender although they are not compatible. Furthermore our current Scene creation strategy is not really fault tolerant and can create situations where we don't get a compositor. E.g on fbdev backend the default settings won't work as it does not support OpenGL. Long term I want to tackle those conceptional problems together: we try to load all plugins supported by the current platform till we have a scene which works. Thus on Wayland we don't end up in a situation where we don't have a working compositor because the configuration is bad. To make this possible the switch statement in the Scene needs to go and needs to be replaced by a for loop iterating over all the available scenes on the platform. If we go there it makes sense to replace it directly with a plugin based approach. So this is a change which tackles the problem by first introducing the plugin loading. The xrender based scene (as it's the most simple one) is moved into a plugin. It is first tried to find a scene plugin and only if there is none the existing code is used. Test Plan: Tested all scenes Reviewers: #kwin, #plasma Subscribers: plasma-devel, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D7232
2017-08-10 16:13:42 +00:00
#include "logging.h"
#include "toplevel.h"
#include "x11client.h"
#include "composite.h"
#include "deleted.h"
#include "effects.h"
#include "main.h"
#include "overlaywindow.h"
#include "platform.h"
#include "screens.h"
#include "xcbutils.h"
#include "decorations/decoratedclient.h"
[libkwineffects] Introduce API to easily show a QtQuick scene in an effect Summary: EffectQuickView/Scene is a convenient class to render a QtQuick scenegraph into an effect. Current methods (such as present windows) involve creating an underlying platform window which is expensive, causes a headache to filter out again in the rest of the code, and only works as an overlay. The new class exposes things more natively to an effect where we don't mess with real windows, we can perform the painting anywhere in the view and we don't have issues with hiding/closing. QtQuick has both software and hardware accelerated modes, and kwin also has 3 render backends. Every combination is supported. * When used in OpenGL mode for both, we render into an FBO export the texture ID then it's up to the effect to render that into a scene. * When using software QtQuick rendering we blit into an image, upload that into a KWinGLTexture which serves as an abstraction layer and render that into the scene. * When using GL for QtQuick and XRender/QPainter in kwin everything is rendered into the internal FBO, blit and exported as an image. * When using software rendering for both an image gets passed directly. Mouse and keyboard events can be forwarded, only if the effect intercepts them. The class is meant to be generic enough that we can remove all the QtQuick code from Aurorae. The intention is also to replace EffectFrameImpl using this backend and we can kill all of the EffectFrame code throughout the scenes. The close button in present windows will also be ported to this, simplifiying that code base. Classes that handle the rendering and handling QML are intentionally split so that in the future we can have a declarative effects API create overlays from within the same context. Similar to how one can instantiate windows from a typical QML scene. Notes: I don't like how I pass the kwin GL context from the backends into the effect, but I need something that works with the library separation. It also currently has wayland problem if I create a QOpenGLContext before the QPA is set up with a scene - but I don't have anything better? I know for the EffectFrame we need an API to push things through the effects stack to handle blur/invert etc. Will deal with that when we port the EffectFrame. Test Plan: Used in an effect Reviewers: #kwin, zzag Reviewed By: #kwin, zzag Subscribers: zzag, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D24215
2019-09-27 15:06:37 +00:00
#include <kwineffectquickview.h>
#include <kwinxrenderutils.h>
#include <xcb/xfixes.h>
#include <QDebug>
#include <QPainter>
#include <QtMath>
namespace KWin
{
ScreenPaintData SceneXrender::screen_paint;
#define DOUBLE_TO_FIXED(d) ((xcb_render_fixed_t) ((d) * 65536))
#define FIXED_TO_DOUBLE(f) ((double) ((f) / 65536.0))
//****************************************
// XRenderBackend
//****************************************
XRenderBackend::XRenderBackend()
: m_buffer(XCB_RENDER_PICTURE_NONE)
, m_failed(false)
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{
if (!Xcb::Extensions::self()->isRenderAvailable()) {
setFailed("No XRender extension available");
return;
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}
if (!Xcb::Extensions::self()->isFixesRegionAvailable()) {
setFailed("No XFixes v3+ extension available");
return;
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}
}
XRenderBackend::~XRenderBackend()
{
if (m_buffer) {
xcb_render_free_picture(connection(), m_buffer);
}
}
OverlayWindow* XRenderBackend::overlayWindow()
{
return nullptr;
}
void XRenderBackend::showOverlay()
{
}
void XRenderBackend::setBuffer(xcb_render_picture_t buffer)
{
if (m_buffer != XCB_RENDER_PICTURE_NONE) {
xcb_render_free_picture(connection(), m_buffer);
}
m_buffer = buffer;
}
void XRenderBackend::setFailed(const QString& reason)
{
Move SceneXRender into a plugin Summary: First step for loading the compositor Scenes through plugins. The general idea is that we currently needlessly pull in all the Scenes although only one will be used. E.g. on X11 we pull in QPainter, although they are not compatible. On Wayland we pull in XRender although they are not compatible. Furthermore our current Scene creation strategy is not really fault tolerant and can create situations where we don't get a compositor. E.g on fbdev backend the default settings won't work as it does not support OpenGL. Long term I want to tackle those conceptional problems together: we try to load all plugins supported by the current platform till we have a scene which works. Thus on Wayland we don't end up in a situation where we don't have a working compositor because the configuration is bad. To make this possible the switch statement in the Scene needs to go and needs to be replaced by a for loop iterating over all the available scenes on the platform. If we go there it makes sense to replace it directly with a plugin based approach. So this is a change which tackles the problem by first introducing the plugin loading. The xrender based scene (as it's the most simple one) is moved into a plugin. It is first tried to find a scene plugin and only if there is none the existing code is used. Test Plan: Tested all scenes Reviewers: #kwin, #plasma Subscribers: plasma-devel, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D7232
2017-08-10 16:13:42 +00:00
qCCritical(KWIN_XRENDER) << "Creating the XRender backend failed: " << reason;
m_failed = true;
}
void XRenderBackend::screenGeometryChanged(const QSize &size)
{
Q_UNUSED(size)
}
//****************************************
// X11XRenderBackend
//****************************************
X11XRenderBackend::X11XRenderBackend()
: XRenderBackend()
, m_overlayWindow(kwinApp()->platform()->createOverlayWindow())
, m_front(XCB_RENDER_PICTURE_NONE)
, m_format(0)
{
init(true);
}
X11XRenderBackend::~X11XRenderBackend()
{
if (m_front) {
xcb_render_free_picture(connection(), m_front);
}
m_overlayWindow->destroy();
}
OverlayWindow* X11XRenderBackend::overlayWindow()
{
return m_overlayWindow.data();
}
void X11XRenderBackend::showOverlay()
{
if (m_overlayWindow->window()) // show the window only after the first pass, since
m_overlayWindow->show(); // that pass may take long
}
void X11XRenderBackend::init(bool createOverlay)
{
if (m_front != XCB_RENDER_PICTURE_NONE)
xcb_render_free_picture(connection(), m_front);
bool haveOverlay = createOverlay ? m_overlayWindow->create() : (m_overlayWindow->window() != XCB_WINDOW_NONE);
if (haveOverlay) {
m_overlayWindow->setup(XCB_WINDOW_NONE);
ScopedCPointer<xcb_get_window_attributes_reply_t> attribs(xcb_get_window_attributes_reply(connection(),
xcb_get_window_attributes_unchecked(connection(), m_overlayWindow->window()), nullptr));
if (!attribs) {
setFailed("Failed getting window attributes for overlay window");
return;
}
m_format = XRenderUtils::findPictFormat(attribs->visual);
if (m_format == 0) {
setFailed("Failed to find XRender format for overlay window");
return;
}
m_front = xcb_generate_id(connection());
xcb_render_create_picture(connection(), m_front, m_overlayWindow->window(), m_format, 0, nullptr);
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} else {
// create XRender picture for the root window
m_format = XRenderUtils::findPictFormat(defaultScreen()->root_visual);
if (m_format == 0) {
setFailed("Failed to find XRender format for root window");
return; // error
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}
m_front = xcb_generate_id(connection());
const uint32_t values[] = {XCB_SUBWINDOW_MODE_INCLUDE_INFERIORS};
xcb_render_create_picture(connection(), m_front, rootWindow(), m_format, XCB_RENDER_CP_SUBWINDOW_MODE, values);
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}
createBuffer();
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}
void X11XRenderBackend::createBuffer()
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{
xcb_pixmap_t pixmap = xcb_generate_id(connection());
const auto displaySize = screens()->displaySize();
xcb_create_pixmap(connection(), Xcb::defaultDepth(), pixmap, rootWindow(), displaySize.width(), displaySize.height());
xcb_render_picture_t b = xcb_generate_id(connection());
xcb_render_create_picture(connection(), b, pixmap, m_format, 0, nullptr);
xcb_free_pixmap(connection(), pixmap); // The picture owns the pixmap now
setBuffer(b);
}
void X11XRenderBackend::present(int mask, const QRegion &damage)
{
const auto displaySize = screens()->displaySize();
if (mask & Scene::PAINT_SCREEN_REGION) {
// Use the damage region as the clip region for the root window
XFixesRegion frontRegion(damage);
xcb_xfixes_set_picture_clip_region(connection(), m_front, frontRegion, 0, 0);
// copy composed buffer to the root window
xcb_xfixes_set_picture_clip_region(connection(), buffer(), XCB_XFIXES_REGION_NONE, 0, 0);
xcb_render_composite(connection(), XCB_RENDER_PICT_OP_SRC, buffer(), XCB_RENDER_PICTURE_NONE,
m_front, 0, 0, 0, 0, 0, 0, displaySize.width(), displaySize.height());
xcb_xfixes_set_picture_clip_region(connection(), m_front, XCB_XFIXES_REGION_NONE, 0, 0);
xcb_flush(connection());
} else {
// copy composed buffer to the root window
xcb_render_composite(connection(), XCB_RENDER_PICT_OP_SRC, buffer(), XCB_RENDER_PICTURE_NONE,
m_front, 0, 0, 0, 0, 0, 0, displaySize.width(), displaySize.height());
xcb_flush(connection());
}
}
void X11XRenderBackend::screenGeometryChanged(const QSize &size)
{
Q_UNUSED(size)
init(false);
}
bool X11XRenderBackend::usesOverlayWindow() const
{
return true;
}
//****************************************
// SceneXrender
//****************************************
SceneXrender* SceneXrender::createScene(QObject *parent)
{
QScopedPointer<XRenderBackend> backend;
backend.reset(new X11XRenderBackend);
if (backend->isFailed()) {
return nullptr;
}
return new SceneXrender(backend.take(), parent);
}
SceneXrender::SceneXrender(XRenderBackend *backend, QObject *parent)
: Scene(parent)
, m_backend(backend)
{
}
SceneXrender::~SceneXrender()
{
SceneXrender::Window::cleanup();
SceneXrender::EffectFrame::cleanup();
}
bool SceneXrender::initFailed() const
{
return false;
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}
// the entry point for painting
qint64 SceneXrender::paint(const QRegion &damage, const QList<Toplevel *> &toplevels)
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{
QElapsedTimer renderTimer;
renderTimer.start();
createStackingOrder(toplevels);
int mask = 0;
QRegion updateRegion, validRegion;
paintScreen(&mask, damage, QRegion(), &updateRegion, &validRegion);
m_backend->showOverlay();
m_backend->present(mask, updateRegion);
// do cleanup
clearStackingOrder();
return renderTimer.nsecsElapsed();
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}
void SceneXrender::paintGenericScreen(int mask, const ScreenPaintData &data)
{
screen_paint = data; // save, transformations will be done when painting windows
Scene::paintGenericScreen(mask, data);
}
void SceneXrender::paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data)
{
PaintClipper::push(region);
KWin::Scene::paintDesktop(desktop, mask, region, data);
PaintClipper::pop(region);
}
// fill the screen background
void SceneXrender::paintBackground(const QRegion &region)
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{
xcb_render_color_t col = { 0, 0, 0, 0xffff }; // black
const QVector<xcb_rectangle_t> &rects = Xcb::regionToRects(region);
xcb_render_fill_rectangles(connection(), XCB_RENDER_PICT_OP_SRC, xrenderBufferPicture(), col, rects.count(), rects.data());
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}
Scene::Window *SceneXrender::createWindow(Toplevel *toplevel)
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{
return new Window(toplevel, this);
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}
Scene::EffectFrame *SceneXrender::createEffectFrame(EffectFrameImpl *frame)
{
return new SceneXrender::EffectFrame(frame);
}
Shadow *SceneXrender::createShadow(Toplevel *toplevel)
{
return new SceneXRenderShadow(toplevel);
}
Decoration::Renderer *SceneXrender::createDecorationRenderer(Decoration::DecoratedClientImpl* client)
{
return new SceneXRenderDecorationRenderer(client);
}
//****************************************
// SceneXrender::Window
//****************************************
XRenderPicture *SceneXrender::Window::s_tempPicture = nullptr;
QRect SceneXrender::Window::temp_visibleRect;
XRenderPicture *SceneXrender::Window::s_fadeAlphaPicture = nullptr;
SceneXrender::Window::Window(Toplevel* c, SceneXrender *scene)
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: Scene::Window(c)
, m_scene(scene)
, format(XRenderUtils::findPictFormat(c->visual()))
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{
}
SceneXrender::Window::~Window()
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{
}
void SceneXrender::Window::cleanup()
{
delete s_tempPicture;
s_tempPicture = nullptr;
delete s_fadeAlphaPicture;
s_fadeAlphaPicture = nullptr;
}
// Maps window coordinates to screen coordinates
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QRect SceneXrender::Window::mapToScreen(int mask, const WindowPaintData &data, const QRect &rect) const
{
QRect r = rect;
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if (mask & PAINT_WINDOW_TRANSFORMED) {
// Apply the window transformation
r.moveTo(r.x() * data.xScale() + data.xTranslation(),
r.y() * data.yScale() + data.yTranslation());
r.setWidth(r.width() * data.xScale());
r.setHeight(r.height() * data.yScale());
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}
// Move the rectangle to the screen position
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r.translate(x(), y());
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if (mask & PAINT_SCREEN_TRANSFORMED) {
// Apply the screen transformation
r.moveTo(r.x() * screen_paint.xScale() + screen_paint.xTranslation(),
r.y() * screen_paint.yScale() + screen_paint.yTranslation());
r.setWidth(r.width() * screen_paint.xScale());
r.setHeight(r.height() * screen_paint.yScale());
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}
return r;
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}
// Maps window coordinates to screen coordinates
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QPoint SceneXrender::Window::mapToScreen(int mask, const WindowPaintData &data, const QPoint &point) const
{
QPoint pt = point;
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if (mask & PAINT_WINDOW_TRANSFORMED) {
// Apply the window transformation
pt.rx() = pt.x() * data.xScale() + data.xTranslation();
pt.ry() = pt.y() * data.yScale() + data.yTranslation();
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}
// Move the point to the screen position
pt += QPoint(x(), y());
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if (mask & PAINT_SCREEN_TRANSFORMED) {
// Apply the screen transformation
pt.rx() = pt.x() * screen_paint.xScale() + screen_paint.xTranslation();
pt.ry() = pt.y() * screen_paint.yScale() + screen_paint.yTranslation();
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}
return pt;
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}
QRect SceneXrender::Window::bufferToWindowRect(const QRect &rect) const
{
return rect.translated(bufferOffset());
}
QRegion SceneXrender::Window::bufferToWindowRegion(const QRegion &region) const
{
return region.translated(bufferOffset());
}
void SceneXrender::Window::prepareTempPixmap()
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{
const QSize oldSize = temp_visibleRect.size();
temp_visibleRect = toplevel->visibleRect().translated(-toplevel->pos());
if (s_tempPicture && (oldSize.width() < temp_visibleRect.width() || oldSize.height() < temp_visibleRect.height())) {
delete s_tempPicture;
s_tempPicture = nullptr;
scene_setXRenderOffscreenTarget(0); // invalidate, better crash than cause weird results for developers
}
if (!s_tempPicture) {
xcb_pixmap_t pix = xcb_generate_id(connection());
xcb_create_pixmap(connection(), 32, pix, rootWindow(), temp_visibleRect.width(), temp_visibleRect.height());
s_tempPicture = new XRenderPicture(pix, 32);
xcb_free_pixmap(connection(), pix);
}
const xcb_render_color_t transparent = {0, 0, 0, 0};
const xcb_rectangle_t rect = {0, 0, uint16_t(temp_visibleRect.width()), uint16_t(temp_visibleRect.height())};
xcb_render_fill_rectangles(connection(), XCB_RENDER_PICT_OP_SRC, *s_tempPicture, transparent, 1, &rect);
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}
// paint the window
void SceneXrender::Window::performPaint(int mask, const QRegion &_region, const WindowPaintData &data)
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{
QRegion region = _region;
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setTransformedShape(QRegion()); // maybe nothing will be painted
// check if there is something to paint
bool opaque = isOpaque() && qFuzzyCompare(data.opacity(), 1.0);
/* HACK: It seems this causes painting glitches, disable temporarily
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if (( mask & PAINT_WINDOW_OPAQUE ) ^ ( mask & PAINT_WINDOW_TRANSLUCENT ))
{ // We are only painting either opaque OR translucent windows, not both
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if ( mask & PAINT_WINDOW_OPAQUE && !opaque )
return; // Only painting opaque and window is translucent
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if ( mask & PAINT_WINDOW_TRANSLUCENT && opaque )
return; // Only painting translucent and window is opaque
}*/
// Intersect the clip region with the rectangle the window occupies on the screen
if (!(mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED)))
region &= toplevel->visibleRect();
if (region.isEmpty())
return;
XRenderWindowPixmap *pixmap = windowPixmap<XRenderWindowPixmap>();
if (!pixmap || !pixmap->isValid()) {
return;
}
xcb_render_picture_t pic = pixmap->picture();
if (pic == XCB_RENDER_PICTURE_NONE) // The render format can be null for GL and/or Xv visuals
return;
toplevel->resetDamage();
// set picture filter
if (options->isXrenderSmoothScale()) { // only when forced, it's slow
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if (mask & PAINT_WINDOW_TRANSFORMED)
filter = ImageFilterGood;
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else if (mask & PAINT_SCREEN_TRANSFORMED)
filter = ImageFilterGood;
else
filter = ImageFilterFast;
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} else
filter = ImageFilterFast;
// do required transformations
const QRect wr = mapToScreen(mask, data, QRect(0, 0, width(), height()));
QRect cr = QRect(toplevel->clientPos(), toplevel->clientSize()); // Content rect (in the buffer)
qreal xscale = 1;
qreal yscale = 1;
bool scaled = false;
X11Client *client = dynamic_cast<X11Client *>(toplevel);
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Deleted *deleted = dynamic_cast<Deleted*>(toplevel);
const QRect decorationRect = toplevel->rect();
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if (((client && !client->noBorder()) || (deleted && !deleted->noBorder())) &&
true) {
// decorated client
transformed_shape = decorationRect;
if (toplevel->shape()) {
// "xeyes" + decoration
transformed_shape -= bufferToWindowRect(cr);
transformed_shape += bufferToWindowRegion(bufferShape());
}
} else {
transformed_shape = bufferToWindowRegion(bufferShape());
}
if (toplevel->shadow()) {
transformed_shape |= toplevel->shadow()->shadowRegion();
}
xcb_render_transform_t xform = {
DOUBLE_TO_FIXED(1), DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(0),
DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(1), DOUBLE_TO_FIXED(0),
DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(1)
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};
static const xcb_render_transform_t identity = {
DOUBLE_TO_FIXED(1), DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(0),
DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(1), DOUBLE_TO_FIXED(0),
DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(1)
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};
if (mask & PAINT_WINDOW_TRANSFORMED) {
xscale = data.xScale();
yscale = data.yScale();
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}
if (mask & PAINT_SCREEN_TRANSFORMED) {
xscale *= screen_paint.xScale();
yscale *= screen_paint.yScale();
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}
if (!qFuzzyCompare(xscale, 1.0) || !qFuzzyCompare(yscale, 1.0)) {
scaled = true;
xform.matrix11 = DOUBLE_TO_FIXED(1.0 / xscale);
xform.matrix22 = DOUBLE_TO_FIXED(1.0 / yscale);
// transform the shape for clipping in paintTransformedScreen()
QVector<QRect> rects;
rects.reserve(transformed_shape.rectCount());
for (const QRect &rect : transformed_shape) {
const QRect transformedRect(
qRound(rect.x() * xscale),
qRound(rect.y() * yscale),
qRound(rect.width() * xscale),
qRound(rect.height() * yscale)
);
rects.append(transformedRect);
}
transformed_shape.setRects(rects.constData(), rects.count());
}
transformed_shape.translate(mapToScreen(mask, data, QPoint(0, 0)));
PaintClipper pcreg(region); // clip by the region to paint
PaintClipper pc(transformed_shape); // clip by window's shape
const bool wantShadow = m_shadow && !m_shadow->shadowRegion().isEmpty();
// In order to obtain a pixel perfect rescaling
// we need to blit the window content togheter with
// decorations in a temporary pixmap and scale
// the temporary pixmap at the end.
// We should do this only if there is scaling and
// the window has border
// This solves a number of glitches and on top of this
// it optimizes painting quite a bit
const bool blitInTempPixmap = xRenderOffscreen() || (data.crossFadeProgress() < 1.0 && !opaque) ||
(scaled && (wantShadow || (client && !client->noBorder()) || (deleted && !deleted->noBorder())));
xcb_render_picture_t renderTarget = m_scene->xrenderBufferPicture();
if (blitInTempPixmap) {
if (scene_xRenderOffscreenTarget()) {
temp_visibleRect = toplevel->visibleRect().translated(-toplevel->pos());
renderTarget = *scene_xRenderOffscreenTarget();
} else {
prepareTempPixmap();
renderTarget = *s_tempPicture;
}
} else {
xcb_render_set_picture_transform(connection(), pic, xform);
if (filter == ImageFilterGood) {
setPictureFilter(pic, KWin::Scene::ImageFilterGood);
}
//BEGIN OF STUPID RADEON HACK
// This is needed to avoid hitting a fallback in the radeon driver.
// The Render specification states that sampling pixels outside the
// source picture results in alpha=0 pixels. This can be achieved by
// setting the border color to transparent black, but since the border
// color has the same format as the texture, it only works when the
// texture has an alpha channel. So the driver falls back to software
// when the repeat mode is RepeatNone, the picture has a non-identity
// transformation matrix, and doesn't have an alpha channel.
// Since we only scale the picture, we can work around this by setting
// the repeat mode to RepeatPad.
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if (!window()->hasAlpha()) {
const uint32_t values[] = {XCB_RENDER_REPEAT_PAD};
xcb_render_change_picture(connection(), pic, XCB_RENDER_CP_REPEAT, values);
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}
//END OF STUPID RADEON HACK
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}
#define MAP_RECT_TO_TARGET(_RECT_) \
if (blitInTempPixmap) _RECT_.translate(-temp_visibleRect.topLeft()); else _RECT_ = mapToScreen(mask, data, _RECT_)
//BEGIN deco preparations
bool noBorder = true;
xcb_render_picture_t left = XCB_RENDER_PICTURE_NONE;
xcb_render_picture_t top = XCB_RENDER_PICTURE_NONE;
xcb_render_picture_t right = XCB_RENDER_PICTURE_NONE;
xcb_render_picture_t bottom = XCB_RENDER_PICTURE_NONE;
QRect dtr, dlr, drr, dbr;
const SceneXRenderDecorationRenderer *renderer = nullptr;
if (client) {
if (client && !client->noBorder()) {
if (client->isDecorated()) {
SceneXRenderDecorationRenderer *r = static_cast<SceneXRenderDecorationRenderer*>(client->decoratedClient()->renderer());
if (r) {
r->render();
renderer = r;
}
}
noBorder = client->noBorder();
client->layoutDecorationRects(dlr, dtr, drr, dbr);
}
}
if (deleted && !deleted->noBorder()) {
renderer = static_cast<const SceneXRenderDecorationRenderer*>(deleted->decorationRenderer());
noBorder = deleted->noBorder();
deleted->layoutDecorationRects(dlr, dtr, drr, dbr);
}
if (renderer) {
left = renderer->picture(SceneXRenderDecorationRenderer::DecorationPart::Left);
top = renderer->picture(SceneXRenderDecorationRenderer::DecorationPart::Top);
right = renderer->picture(SceneXRenderDecorationRenderer::DecorationPart::Right);
bottom = renderer->picture(SceneXRenderDecorationRenderer::DecorationPart::Bottom);
}
if (!noBorder) {
MAP_RECT_TO_TARGET(dtr);
MAP_RECT_TO_TARGET(dlr);
MAP_RECT_TO_TARGET(drr);
MAP_RECT_TO_TARGET(dbr);
}
//END deco preparations
//BEGIN shadow preparations
QRect stlr, str, strr, srr, sbrr, sbr, sblr, slr;
SceneXRenderShadow* m_xrenderShadow = static_cast<SceneXRenderShadow*>(m_shadow);
if (wantShadow) {
m_xrenderShadow->layoutShadowRects(str, strr, srr, sbrr, sbr, sblr, slr, stlr);
MAP_RECT_TO_TARGET(stlr);
MAP_RECT_TO_TARGET(str);
MAP_RECT_TO_TARGET(strr);
MAP_RECT_TO_TARGET(srr);
MAP_RECT_TO_TARGET(sbrr);
MAP_RECT_TO_TARGET(sbr);
MAP_RECT_TO_TARGET(sblr);
MAP_RECT_TO_TARGET(slr);
}
//BEGIN end preparations
//BEGIN client preparations
QRect dr = cr;
if (blitInTempPixmap) {
dr.translate(-temp_visibleRect.topLeft());
} else {
dr = mapToScreen(mask, data, bufferToWindowRect(dr)); // Destination rect
if (scaled) {
cr.moveLeft(cr.x() * xscale);
cr.moveTop(cr.y() * yscale);
}
}
const int clientRenderOp = (opaque || blitInTempPixmap) ? XCB_RENDER_PICT_OP_SRC : XCB_RENDER_PICT_OP_OVER;
//END client preparations
#undef MAP_RECT_TO_TARGET
for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
#define RENDER_SHADOW_TILE(_TILE_, _RECT_) \
xcb_render_composite(connection(), XCB_RENDER_PICT_OP_OVER, m_xrenderShadow->picture(SceneXRenderShadow::ShadowElement##_TILE_), \
shadowAlpha, renderTarget, 0, 0, 0, 0, _RECT_.x(), _RECT_.y(), _RECT_.width(), _RECT_.height())
//shadow
if (wantShadow) {
xcb_render_picture_t shadowAlpha = XCB_RENDER_PICTURE_NONE;
if (!opaque) {
shadowAlpha = xRenderBlendPicture(data.opacity());
}
RENDER_SHADOW_TILE(TopLeft, stlr);
RENDER_SHADOW_TILE(Top, str);
RENDER_SHADOW_TILE(TopRight, strr);
RENDER_SHADOW_TILE(Left, slr);
RENDER_SHADOW_TILE(Right, srr);
RENDER_SHADOW_TILE(BottomLeft, sblr);
RENDER_SHADOW_TILE(Bottom, sbr);
RENDER_SHADOW_TILE(BottomRight, sbrr);
}
#undef RENDER_SHADOW_TILE
// Paint the window contents
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if (!(client && client->isShade())) {
xcb_render_picture_t clientAlpha = XCB_RENDER_PICTURE_NONE;
if (!opaque) {
clientAlpha = xRenderBlendPicture(data.opacity());
}
xcb_render_composite(connection(), clientRenderOp, pic, clientAlpha, renderTarget,
cr.x(), cr.y(), 0, 0, dr.x(), dr.y(), dr.width(), dr.height());
if (data.crossFadeProgress() < 1.0 && data.crossFadeProgress() > 0.0) {
XRenderWindowPixmap *previous = previousWindowPixmap<XRenderWindowPixmap>();
if (previous && previous != pixmap) {
static xcb_render_color_t cFadeColor = {0, 0, 0, 0};
cFadeColor.alpha = uint16_t((1.0 - data.crossFadeProgress()) * 0xffff);
if (!s_fadeAlphaPicture) {
s_fadeAlphaPicture = new XRenderPicture(xRenderFill(cFadeColor));
} else {
xcb_rectangle_t rect = {0, 0, 1, 1};
xcb_render_fill_rectangles(connection(), XCB_RENDER_PICT_OP_SRC, *s_fadeAlphaPicture, cFadeColor , 1, &rect);
}
if (previous->size() != pixmap->size()) {
xcb_render_transform_t xform2 = {
DOUBLE_TO_FIXED(FIXED_TO_DOUBLE(xform.matrix11) * previous->size().width() / pixmap->size().width()), DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(0),
DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(FIXED_TO_DOUBLE(xform.matrix22) * previous->size().height() / pixmap->size().height()), DOUBLE_TO_FIXED(0),
DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(1)
};
xcb_render_set_picture_transform(connection(), previous->picture(), xform2);
}
xcb_render_composite(connection(), opaque ? XCB_RENDER_PICT_OP_OVER : XCB_RENDER_PICT_OP_ATOP,
previous->picture(), *s_fadeAlphaPicture, renderTarget,
cr.x(), cr.y(), 0, 0, dr.x(), dr.y(), dr.width(), dr.height());
if (previous->size() != pixmap->size()) {
xcb_render_set_picture_transform(connection(), previous->picture(), identity);
}
}
}
if (!opaque)
transformed_shape = QRegion();
}
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if (client || deleted) {
if (!noBorder) {
xcb_render_picture_t decorationAlpha = xRenderBlendPicture(data.opacity());
auto renderDeco = [decorationAlpha, renderTarget](xcb_render_picture_t deco, const QRect &rect) {
if (deco == XCB_RENDER_PICTURE_NONE) {
return;
}
xcb_render_composite(connection(), XCB_RENDER_PICT_OP_OVER, deco, decorationAlpha, renderTarget,
0, 0, 0, 0, rect.x(), rect.y(), rect.width(), rect.height());
};
renderDeco(top, dtr);
renderDeco(left, dlr);
renderDeco(right, drr);
renderDeco(bottom, dbr);
}
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}
if (data.brightness() != 1.0) {
// fake brightness change by overlaying black
const float alpha = (1 - data.brightness()) * data.opacity();
xcb_rectangle_t rect;
if (blitInTempPixmap) {
rect.x = -temp_visibleRect.left();
rect.y = -temp_visibleRect.top();
rect.width = width();
rect.height = height();
} else {
rect.x = wr.x();
rect.y = wr.y();
rect.width = wr.width();
rect.height = wr.height();
}
xcb_render_fill_rectangles(connection(), XCB_RENDER_PICT_OP_OVER, renderTarget,
preMultiply(data.brightness() < 1.0 ? QColor(0,0,0,255*alpha) : QColor(255,255,255,-alpha*255)),
1, &rect);
}
if (blitInTempPixmap) {
const QRect r = mapToScreen(mask, data, temp_visibleRect);
xcb_render_set_picture_transform(connection(), *s_tempPicture, xform);
setPictureFilter(*s_tempPicture, filter);
xcb_render_composite(connection(), XCB_RENDER_PICT_OP_OVER, *s_tempPicture,
XCB_RENDER_PICTURE_NONE, m_scene->xrenderBufferPicture(),
0, 0, 0, 0, r.x(), r.y(), r.width(), r.height());
xcb_render_set_picture_transform(connection(), *s_tempPicture, identity);
}
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}
if (scaled && !blitInTempPixmap) {
xcb_render_set_picture_transform(connection(), pic, identity);
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if (filter == ImageFilterGood)
setPictureFilter(pic, KWin::Scene::ImageFilterFast);
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if (!window()->hasAlpha()) {
const uint32_t values[] = {XCB_RENDER_REPEAT_NONE};
xcb_render_change_picture(connection(), pic, XCB_RENDER_CP_REPEAT, values);
}
}
if (xRenderOffscreen())
scene_setXRenderOffscreenTarget(*s_tempPicture);
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}
void SceneXrender::Window::setPictureFilter(xcb_render_picture_t pic, Scene::ImageFilterType filter)
{
QByteArray filterName;
switch (filter) {
case KWin::Scene::ImageFilterFast:
filterName = QByteArray("fast");
break;
case KWin::Scene::ImageFilterGood:
filterName = QByteArray("good");
break;
}
xcb_render_set_picture_filter(connection(), pic, filterName.length(), filterName.constData(), 0, nullptr);
}
WindowPixmap* SceneXrender::Window::createWindowPixmap()
{
return new XRenderWindowPixmap(this, format);
}
void SceneXrender::screenGeometryChanged(const QSize &size)
{
Scene::screenGeometryChanged(size);
m_backend->screenGeometryChanged(size);
}
//****************************************
// XRenderWindowPixmap
//****************************************
XRenderWindowPixmap::XRenderWindowPixmap(Scene::Window *window, xcb_render_pictformat_t format)
: WindowPixmap(window)
, m_picture(XCB_RENDER_PICTURE_NONE)
, m_format(format)
{
}
XRenderWindowPixmap::~XRenderWindowPixmap()
{
if (m_picture != XCB_RENDER_PICTURE_NONE) {
xcb_render_free_picture(connection(), m_picture);
}
}
void XRenderWindowPixmap::create()
{
if (isValid()) {
return;
}
KWin::WindowPixmap::create();
if (!isValid()) {
return;
}
m_picture = xcb_generate_id(connection());
xcb_render_create_picture(connection(), m_picture, pixmap(), m_format, 0, nullptr);
}
//****************************************
// SceneXrender::EffectFrame
//****************************************
XRenderPicture *SceneXrender::EffectFrame::s_effectFrameCircle = nullptr;
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SceneXrender::EffectFrame::EffectFrame(EffectFrameImpl* frame)
: Scene::EffectFrame(frame)
{
m_picture = nullptr;
m_textPicture = nullptr;
m_iconPicture = nullptr;
m_selectionPicture = nullptr;
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}
SceneXrender::EffectFrame::~EffectFrame()
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{
delete m_picture;
delete m_textPicture;
delete m_iconPicture;
delete m_selectionPicture;
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}
void SceneXrender::EffectFrame::cleanup()
{
delete s_effectFrameCircle;
s_effectFrameCircle = nullptr;
}
void SceneXrender::EffectFrame::free()
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{
delete m_picture;
m_picture = nullptr;
delete m_textPicture;
m_textPicture = nullptr;
delete m_iconPicture;
m_iconPicture = nullptr;
delete m_selectionPicture;
m_selectionPicture = nullptr;
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}
void SceneXrender::EffectFrame::freeIconFrame()
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{
delete m_iconPicture;
m_iconPicture = nullptr;
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}
void SceneXrender::EffectFrame::freeTextFrame()
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{
delete m_textPicture;
m_textPicture = nullptr;
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}
void SceneXrender::EffectFrame::freeSelection()
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{
delete m_selectionPicture;
m_selectionPicture = nullptr;
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}
void SceneXrender::EffectFrame::crossFadeIcon()
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{
// TODO: implement me
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}
void SceneXrender::EffectFrame::crossFadeText()
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{
// TODO: implement me
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}
void SceneXrender::EffectFrame::render(const QRegion &region, double opacity, double frameOpacity)
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{
Q_UNUSED(region)
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if (m_effectFrame->geometry().isEmpty()) {
return; // Nothing to display
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}
// Render the actual frame
if (m_effectFrame->style() == EffectFrameUnstyled) {
renderUnstyled(effects->xrenderBufferPicture(), m_effectFrame->geometry(), opacity * frameOpacity);
} else if (m_effectFrame->style() == EffectFrameStyled) {
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if (!m_picture) { // Lazy creation
updatePicture();
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}
if (m_picture) {
qreal left, top, right, bottom;
m_effectFrame->frame().getMargins(left, top, right, bottom); // m_geometry is the inner geometry
QRect geom = m_effectFrame->geometry().adjusted(-left, -top, right, bottom);
xcb_render_composite(connection(), XCB_RENDER_PICT_OP_OVER, *m_picture,
XCB_RENDER_PICTURE_NONE, effects->xrenderBufferPicture(),
0, 0, 0, 0, geom.x(), geom.y(), geom.width(), geom.height());
}
}
if (!m_effectFrame->selection().isNull()) {
if (!m_selectionPicture) { // Lazy creation
const QPixmap pix = m_effectFrame->selectionFrame().framePixmap();
if (!pix.isNull()) // don't try if there's no content
m_selectionPicture = new XRenderPicture(m_effectFrame->selectionFrame().framePixmap().toImage());
}
if (m_selectionPicture) {
const QRect geom = m_effectFrame->selection();
xcb_render_composite(connection(), XCB_RENDER_PICT_OP_OVER, *m_selectionPicture,
XCB_RENDER_PICTURE_NONE, effects->xrenderBufferPicture(),
0, 0, 0, 0, geom.x(), geom.y(), geom.width(), geom.height());
}
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}
XRenderPicture fill = xRenderBlendPicture(opacity);
// Render icon
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if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) {
QPoint topLeft(m_effectFrame->geometry().x(), m_effectFrame->geometry().center().y() - m_effectFrame->iconSize().height() / 2);
if (!m_iconPicture) // lazy creation
m_iconPicture = new XRenderPicture(m_effectFrame->icon().pixmap(m_effectFrame->iconSize()).toImage());
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QRect geom = QRect(topLeft, m_effectFrame->iconSize());
xcb_render_composite(connection(), XCB_RENDER_PICT_OP_OVER, *m_iconPicture, fill,
effects->xrenderBufferPicture(),
0, 0, 0, 0, geom.x(), geom.y(), geom.width(), geom.height());
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}
// Render text
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if (!m_effectFrame->text().isEmpty()) {
if (!m_textPicture) { // Lazy creation
updateTextPicture();
}
if (m_textPicture) {
xcb_render_composite(connection(), XCB_RENDER_PICT_OP_OVER, *m_textPicture, fill, effects->xrenderBufferPicture(),
0, 0, 0, 0, m_effectFrame->geometry().x(), m_effectFrame->geometry().y(),
m_effectFrame->geometry().width(), m_effectFrame->geometry().height());
}
}
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}
void SceneXrender::EffectFrame::renderUnstyled(xcb_render_picture_t pict, const QRect &rect, qreal opacity)
{
const int roundness = 5;
const QRect area = rect.adjusted(-roundness, -roundness, roundness, roundness);
xcb_rectangle_t rects[3];
// center
rects[0].x = area.left();
rects[0].y = area.top() + roundness;
rects[0].width = area.width();
rects[0].height = area.height() - roundness * 2;
// top
rects[1].x = area.left() + roundness;
rects[1].y = area.top();
rects[1].width = area.width() - roundness * 2;
rects[1].height = roundness;
// bottom
rects[2].x = area.left() + roundness;
rects[2].y = area.top() + area.height() - roundness;
rects[2].width = area.width() - roundness * 2;
rects[2].height = roundness;
xcb_render_color_t color = {0, 0, 0, uint16_t(opacity * 0xffff)};
xcb_render_fill_rectangles(connection(), XCB_RENDER_PICT_OP_OVER, pict, color, 3, rects);
if (!s_effectFrameCircle) {
// create the circle
const int diameter = roundness * 2;
xcb_pixmap_t pix = xcb_generate_id(connection());
xcb_create_pixmap(connection(), 32, pix, rootWindow(), diameter, diameter);
s_effectFrameCircle = new XRenderPicture(pix, 32);
xcb_free_pixmap(connection(), pix);
// clear it with transparent
xcb_rectangle_t xrect = {0, 0, diameter, diameter};
xcb_render_color_t tranparent = {0, 0, 0, 0};
xcb_render_fill_rectangles(connection(), XCB_RENDER_PICT_OP_SRC, *s_effectFrameCircle, tranparent, 1, &xrect);
static const int num_segments = 80;
static const qreal theta = 2 * M_PI / qreal(num_segments);
static const qreal c = qCos(theta); //precalculate the sine and cosine
static const qreal s = qSin(theta);
qreal t;
qreal x = roundness;//we start at angle = 0
qreal y = 0;
QVector<xcb_render_pointfix_t> points;
xcb_render_pointfix_t point;
point.x = DOUBLE_TO_FIXED(roundness);
point.y = DOUBLE_TO_FIXED(roundness);
points << point;
for (int ii = 0; ii <= num_segments; ++ii) {
point.x = DOUBLE_TO_FIXED(x + roundness);
point.y = DOUBLE_TO_FIXED(y + roundness);
points << point;
//apply the rotation matrix
t = x;
x = c * x - s * y;
y = s * t + c * y;
}
XRenderPicture fill = xRenderFill(Qt::black);
xcb_render_tri_fan(connection(), XCB_RENDER_PICT_OP_OVER, fill, *s_effectFrameCircle,
0, 0, 0, points.count(), points.constData());
}
// TODO: merge alpha mask with SceneXrender::Window::alphaMask
// alpha mask
xcb_pixmap_t pix = xcb_generate_id(connection());
xcb_create_pixmap(connection(), 8, pix, rootWindow(), 1, 1);
XRenderPicture alphaMask(pix, 8);
xcb_free_pixmap(connection(), pix);
const uint32_t values[] = {true};
xcb_render_change_picture(connection(), alphaMask, XCB_RENDER_CP_REPEAT, values);
color.alpha = int(opacity * 0xffff);
xcb_rectangle_t xrect = {0, 0, 1, 1};
xcb_render_fill_rectangles(connection(), XCB_RENDER_PICT_OP_SRC, alphaMask, color, 1, &xrect);
// TODO: replace by lambda
#define RENDER_CIRCLE(srcX, srcY, destX, destY) \
xcb_render_composite(connection(), XCB_RENDER_PICT_OP_OVER, *s_effectFrameCircle, alphaMask, \
pict, srcX, srcY, 0, 0, destX, destY, roundness, roundness)
RENDER_CIRCLE(0, 0, area.left(), area.top());
RENDER_CIRCLE(0, roundness, area.left(), area.top() + area.height() - roundness);
RENDER_CIRCLE(roundness, 0, area.left() + area.width() - roundness, area.top());
RENDER_CIRCLE(roundness, roundness,
area.left() + area.width() - roundness, area.top() + area.height() - roundness);
#undef RENDER_CIRCLE
}
void SceneXrender::EffectFrame::updatePicture()
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{
delete m_picture;
m_picture = nullptr;
if (m_effectFrame->style() == EffectFrameStyled) {
const QPixmap pix = m_effectFrame->frame().framePixmap();
if (!pix.isNull())
m_picture = new XRenderPicture(pix.toImage());
}
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}
void SceneXrender::EffectFrame::updateTextPicture()
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{
// Mostly copied from SceneOpenGL::EffectFrame::updateTextTexture() above
delete m_textPicture;
m_textPicture = nullptr;
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if (m_effectFrame->text().isEmpty()) {
return;
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}
// Determine position on texture to paint text
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QRect rect(QPoint(0, 0), m_effectFrame->geometry().size());
if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) {
rect.setLeft(m_effectFrame->iconSize().width());
}
// If static size elide text as required
QString text = m_effectFrame->text();
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if (m_effectFrame->isStatic()) {
QFontMetrics metrics(m_effectFrame->text());
text = metrics.elidedText(text, Qt::ElideRight, rect.width());
}
QPixmap pixmap(m_effectFrame->geometry().size());
pixmap.fill(Qt::transparent);
QPainter p(&pixmap);
p.setFont(m_effectFrame->font());
if (m_effectFrame->style() == EffectFrameStyled) {
p.setPen(m_effectFrame->styledTextColor());
} else {
// TODO: What about no frame? Custom color setting required
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p.setPen(Qt::white);
}
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p.drawText(rect, m_effectFrame->alignment(), text);
p.end();
m_textPicture = new XRenderPicture(pixmap.toImage());
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}
SceneXRenderShadow::SceneXRenderShadow(Toplevel *toplevel)
:Shadow(toplevel)
{
for (int i=0; i<ShadowElementsCount; ++i) {
m_pictures[i] = nullptr;
}
}
SceneXRenderShadow::~SceneXRenderShadow()
{
for (int i=0; i<ShadowElementsCount; ++i) {
delete m_pictures[i];
}
}
void SceneXRenderShadow::layoutShadowRects(QRect& top, QRect& topRight,
QRect& right, QRect& bottomRight,
QRect& bottom, QRect& bottomLeft,
QRect& left, QRect& topLeft)
{
WindowQuadList quads = shadowQuads();
if (quads.count() == 0) {
return;
}
WindowQuad topQuad = quads.select(WindowQuadShadowTop)[0];
WindowQuad topRightQuad = quads.select(WindowQuadShadowTopRight)[0];
WindowQuad topLeftQuad = quads.select(WindowQuadShadowTopLeft)[0];
WindowQuad leftQuad = quads.select(WindowQuadShadowLeft)[0];
WindowQuad rightQuad = quads.select(WindowQuadShadowRight)[0];
WindowQuad bottomQuad = quads.select(WindowQuadShadowBottom)[0];
WindowQuad bottomRightQuad = quads.select(WindowQuadShadowBottomRight)[0];
WindowQuad bottomLeftQuad = quads.select(WindowQuadShadowBottomLeft)[0];
top = QRect(topQuad.left(), topQuad.top(), (topQuad.right()-topQuad.left()), (topQuad.bottom()-topQuad.top()));
topLeft = QRect(topLeftQuad.left(), topLeftQuad.top(), (topLeftQuad.right()-topLeftQuad.left()), (topLeftQuad.bottom()-topLeftQuad.top()));
topRight = QRect(topRightQuad.left(), topRightQuad.top(), (topRightQuad.right()-topRightQuad.left()), (topRightQuad.bottom()-topRightQuad.top()));
left = QRect(leftQuad.left(), leftQuad.top(), (leftQuad.right()-leftQuad.left()), (leftQuad.bottom()-leftQuad.top()));
right = QRect(rightQuad.left(), rightQuad.top(), (rightQuad.right()-rightQuad.left()), (rightQuad.bottom()-rightQuad.top()));
bottom = QRect(bottomQuad.left(), bottomQuad.top(), (bottomQuad.right()-bottomQuad.left()), (bottomQuad.bottom()-bottomQuad.top()));
bottomLeft = QRect(bottomLeftQuad.left(), bottomLeftQuad.top(), (bottomLeftQuad.right()-bottomLeftQuad.left()), (bottomLeftQuad.bottom()-bottomLeftQuad.top()));
bottomRight = QRect(bottomRightQuad.left(), bottomRightQuad.top(), (bottomRightQuad.right()-bottomRightQuad.left()), (bottomRightQuad.bottom()-bottomRightQuad.top()));
}
void SceneXRenderShadow::buildQuads()
{
Shadow::buildQuads();
if (shadowQuads().count() == 0) {
return;
}
QRect stlr, str, strr, srr, sbrr, sbr, sblr, slr;
layoutShadowRects(str, strr, srr, sbrr, sbr, sblr, slr, stlr);
}
bool SceneXRenderShadow::prepareBackend()
{
if (hasDecorationShadow()) {
const QImage shadowImage = decorationShadowImage();
QPainter p;
int x = 0;
int y = 0;
auto drawElement = [this, &x, &y, &p, &shadowImage] (ShadowElements element) {
QPixmap pix(elementSize(element));
pix.fill(Qt::transparent);
p.begin(&pix);
p.drawImage(0, 0, shadowImage, x, y, pix.width(), pix.height());
p.end();
setShadowElement(pix, element);
return pix.size();
};
x += drawElement(ShadowElementTopLeft).width();
x += drawElement(ShadowElementTop).width();
y += drawElement(ShadowElementTopRight).height();
drawElement(ShadowElementRight);
x = 0;
y += drawElement(ShadowElementLeft).height();
x += drawElement(ShadowElementBottomLeft).width();
x += drawElement(ShadowElementBottom).width();
drawElement(ShadowElementBottomRight).width();
}
const uint32_t values[] = {XCB_RENDER_REPEAT_NORMAL};
for (int i=0; i<ShadowElementsCount; ++i) {
delete m_pictures[i];
m_pictures[i] = new XRenderPicture(shadowPixmap(ShadowElements(i)).toImage());
xcb_render_change_picture(connection(), *m_pictures[i], XCB_RENDER_CP_REPEAT, values);
}
return true;
}
xcb_render_picture_t SceneXRenderShadow::picture(Shadow::ShadowElements element) const
{
if (!m_pictures[element]) {
return XCB_RENDER_PICTURE_NONE;
}
return *m_pictures[element];
}
SceneXRenderDecorationRenderer::SceneXRenderDecorationRenderer(Decoration::DecoratedClientImpl *client)
: Renderer(client)
, m_gc(XCB_NONE)
{
connect(this, &Renderer::renderScheduled, client->client(), static_cast<void (AbstractClient::*)(const QRect&)>(&AbstractClient::addRepaint));
for (int i = 0; i < int(DecorationPart::Count); ++i) {
m_pixmaps[i] = XCB_PIXMAP_NONE;
m_pictures[i] = nullptr;
}
}
SceneXRenderDecorationRenderer::~SceneXRenderDecorationRenderer()
{
for (int i = 0; i < int(DecorationPart::Count); ++i) {
if (m_pixmaps[i] != XCB_PIXMAP_NONE) {
xcb_free_pixmap(connection(), m_pixmaps[i]);
}
delete m_pictures[i];
}
if (m_gc != 0) {
xcb_free_gc(connection(), m_gc);
}
}
void SceneXRenderDecorationRenderer::render()
{
QRegion scheduled = getScheduled();
if (scheduled.isEmpty()) {
return;
}
if (areImageSizesDirty()) {
resizePixmaps();
resetImageSizesDirty();
}
const QRect top(QPoint(0, 0), m_sizes[int(DecorationPart::Top)]);
const QRect left(QPoint(0, top.height()), m_sizes[int(DecorationPart::Left)]);
const QRect right(QPoint(top.width() - m_sizes[int(DecorationPart::Right)].width(), top.height()), m_sizes[int(DecorationPart::Right)]);
const QRect bottom(QPoint(0, left.y() + left.height()), m_sizes[int(DecorationPart::Bottom)]);
xcb_connection_t *c = connection();
if (m_gc == 0) {
m_gc = xcb_generate_id(connection());
xcb_create_gc(c, m_gc, m_pixmaps[int(DecorationPart::Top)], 0, nullptr);
}
auto renderPart = [this, c](const QRect &geo, const QPoint &offset, int index) {
if (!geo.isValid()) {
return;
}
QImage image = renderToImage(geo);
Q_ASSERT(image.devicePixelRatio() == 1);
xcb_put_image(c, XCB_IMAGE_FORMAT_Z_PIXMAP, m_pixmaps[index], m_gc,
image.width(), image.height(), geo.x() - offset.x(), geo.y() - offset.y(), 0, 32,
image.sizeInBytes(), image.constBits());
};
const QRect geometry = scheduled.boundingRect();
renderPart(left.intersected(geometry), left.topLeft(), int(DecorationPart::Left));
renderPart(top.intersected(geometry), top.topLeft(), int(DecorationPart::Top));
renderPart(right.intersected(geometry), right.topLeft(), int(DecorationPart::Right));
renderPart(bottom.intersected(geometry), bottom.topLeft(), int(DecorationPart::Bottom));
xcb_flush(c);
}
void SceneXRenderDecorationRenderer::resizePixmaps()
{
QRect left, top, right, bottom;
client()->client()->layoutDecorationRects(left, top, right, bottom);
xcb_connection_t *c = connection();
auto checkAndCreate = [this, c](int border, const QRect &rect) {
const QSize size = rect.size();
if (m_sizes[border] != size) {
m_sizes[border] = size;
if (m_pixmaps[border] != XCB_PIXMAP_NONE) {
xcb_free_pixmap(c, m_pixmaps[border]);
}
delete m_pictures[border];
if (!size.isEmpty()) {
m_pixmaps[border] = xcb_generate_id(connection());
xcb_create_pixmap(connection(), 32, m_pixmaps[border], rootWindow(), size.width(), size.height());
m_pictures[border] = new XRenderPicture(m_pixmaps[border], 32);
} else {
m_pixmaps[border] = XCB_PIXMAP_NONE;
m_pictures[border] = nullptr;
}
}
if (!m_pictures[border]) {
return;
}
// fill transparent
xcb_rectangle_t r = {0, 0, uint16_t(size.width()), uint16_t(size.height())};
xcb_render_fill_rectangles(connection(), XCB_RENDER_PICT_OP_SRC, *m_pictures[border], preMultiply(Qt::transparent), 1, &r);
};
checkAndCreate(int(DecorationPart::Left), left);
checkAndCreate(int(DecorationPart::Top), top);
checkAndCreate(int(DecorationPart::Right), right);
checkAndCreate(int(DecorationPart::Bottom), bottom);
}
xcb_render_picture_t SceneXRenderDecorationRenderer::picture(SceneXRenderDecorationRenderer::DecorationPart part) const
{
Q_ASSERT(part != DecorationPart::Count);
XRenderPicture *picture = m_pictures[int(part)];
if (!picture) {
return XCB_RENDER_PICTURE_NONE;
}
return *picture;
}
void SceneXRenderDecorationRenderer::reparent(Deleted *deleted)
{
render();
Renderer::reparent(deleted);
}
#undef DOUBLE_TO_FIXED
#undef FIXED_TO_DOUBLE
Move SceneXRender into a plugin Summary: First step for loading the compositor Scenes through plugins. The general idea is that we currently needlessly pull in all the Scenes although only one will be used. E.g. on X11 we pull in QPainter, although they are not compatible. On Wayland we pull in XRender although they are not compatible. Furthermore our current Scene creation strategy is not really fault tolerant and can create situations where we don't get a compositor. E.g on fbdev backend the default settings won't work as it does not support OpenGL. Long term I want to tackle those conceptional problems together: we try to load all plugins supported by the current platform till we have a scene which works. Thus on Wayland we don't end up in a situation where we don't have a working compositor because the configuration is bad. To make this possible the switch statement in the Scene needs to go and needs to be replaced by a for loop iterating over all the available scenes on the platform. If we go there it makes sense to replace it directly with a plugin based approach. So this is a change which tackles the problem by first introducing the plugin loading. The xrender based scene (as it's the most simple one) is moved into a plugin. It is first tried to find a scene plugin and only if there is none the existing code is used. Test Plan: Tested all scenes Reviewers: #kwin, #plasma Subscribers: plasma-devel, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D7232
2017-08-10 16:13:42 +00:00
XRenderFactory::XRenderFactory(QObject *parent)
: SceneFactory(parent)
{
}
XRenderFactory::~XRenderFactory() = default;
Scene *XRenderFactory::create(QObject *parent) const
{
auto s = SceneXrender::createScene(parent);
if (s && s->initFailed()) {
delete s;
s = nullptr;
}
return s;
}
} // namespace
#endif
void KWin::SceneXrender::paintCursor()
{
}
[libkwineffects] Introduce API to easily show a QtQuick scene in an effect Summary: EffectQuickView/Scene is a convenient class to render a QtQuick scenegraph into an effect. Current methods (such as present windows) involve creating an underlying platform window which is expensive, causes a headache to filter out again in the rest of the code, and only works as an overlay. The new class exposes things more natively to an effect where we don't mess with real windows, we can perform the painting anywhere in the view and we don't have issues with hiding/closing. QtQuick has both software and hardware accelerated modes, and kwin also has 3 render backends. Every combination is supported. * When used in OpenGL mode for both, we render into an FBO export the texture ID then it's up to the effect to render that into a scene. * When using software QtQuick rendering we blit into an image, upload that into a KWinGLTexture which serves as an abstraction layer and render that into the scene. * When using GL for QtQuick and XRender/QPainter in kwin everything is rendered into the internal FBO, blit and exported as an image. * When using software rendering for both an image gets passed directly. Mouse and keyboard events can be forwarded, only if the effect intercepts them. The class is meant to be generic enough that we can remove all the QtQuick code from Aurorae. The intention is also to replace EffectFrameImpl using this backend and we can kill all of the EffectFrame code throughout the scenes. The close button in present windows will also be ported to this, simplifiying that code base. Classes that handle the rendering and handling QML are intentionally split so that in the future we can have a declarative effects API create overlays from within the same context. Similar to how one can instantiate windows from a typical QML scene. Notes: I don't like how I pass the kwin GL context from the backends into the effect, but I need something that works with the library separation. It also currently has wayland problem if I create a QOpenGLContext before the QPA is set up with a scene - but I don't have anything better? I know for the EffectFrame we need an API to push things through the effects stack to handle blur/invert etc. Will deal with that when we port the EffectFrame. Test Plan: Used in an effect Reviewers: #kwin, zzag Reviewed By: #kwin, zzag Subscribers: zzag, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D24215
2019-09-27 15:06:37 +00:00
void KWin::SceneXrender::paintEffectQuickView(KWin::EffectQuickView *w)
{
const QImage buffer = w->bufferAsImage();
if (buffer.isNull()) {
return;
}
XRenderPicture picture(buffer);
xcb_render_composite(connection(), XCB_RENDER_PICT_OP_OVER, picture, XCB_RENDER_PICTURE_NONE,
effects->xrenderBufferPicture(),
0, 0, 0, 0, w->geometry().x(), w->geometry().y(),
w->geometry().width(), w->geometry().height());
}