2020-08-02 22:22:19 +00:00
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/*
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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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2007-04-29 17:35:43 +00:00
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2020-08-02 22:22:19 +00:00
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SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>
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2007-04-29 17:35:43 +00:00
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2020-08-02 22:22:19 +00:00
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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2007-04-29 17:35:43 +00:00
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#ifndef KWIN_SCENE_H
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#define KWIN_SCENE_H
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2022-02-04 18:38:37 +00:00
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#include "renderlayerdelegate.h"
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2007-04-29 17:35:43 +00:00
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#include "toplevel.h"
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2022-01-18 08:35:52 +00:00
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#include "utils/common.h"
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2007-04-29 17:35:43 +00:00
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#include "kwineffects.h"
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2013-04-26 09:27:30 +00:00
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#include <QElapsedTimer>
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2015-11-26 15:12:12 +00:00
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#include <QMatrix4x4>
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2013-04-26 09:27:30 +00:00
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2007-04-29 17:35:43 +00:00
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namespace KWin
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{
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2014-07-22 11:11:19 +00:00
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namespace Decoration
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{
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class DecoratedClientImpl;
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}
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2021-02-04 09:07:20 +00:00
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class AbstractOutput;
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class DecorationRenderer;
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2007-04-29 17:35:43 +00:00
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class Deleted;
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2010-07-18 16:32:37 +00:00
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class EffectFrameImpl;
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2007-04-29 17:35:43 +00:00
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class EffectWindowImpl;
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2021-02-04 09:07:20 +00:00
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class GLTexture;
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class Item;
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2021-01-26 12:18:29 +00:00
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class RenderLoop;
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class Scene;
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2011-04-03 09:31:33 +00:00
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class Shadow;
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2021-02-04 09:07:20 +00:00
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class ShadowItem;
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class SurfaceItem;
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2021-04-09 07:06:04 +00:00
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class SurfacePixmapInternal;
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class SurfacePixmapWayland;
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class SurfacePixmapX11;
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2021-10-20 14:58:58 +00:00
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class SurfaceTexture;
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2021-02-04 09:07:20 +00:00
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class WindowItem;
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2007-04-29 17:35:43 +00:00
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2022-02-04 18:38:37 +00:00
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class SceneDelegate : public RenderLayerDelegate
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{
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Q_OBJECT
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public:
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explicit SceneDelegate(Scene *scene, QObject *parent = nullptr);
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explicit SceneDelegate(Scene *scene, AbstractOutput *output, QObject *parent = nullptr);
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~SceneDelegate() override;
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2022-02-16 17:13:57 +00:00
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QRegion repaints() const override;
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2022-02-04 18:38:37 +00:00
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SurfaceItem *scanoutCandidate() const override;
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void prePaint() override;
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void postPaint() override;
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void paint(const QRegion ®ion) override;
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2022-02-04 18:38:37 +00:00
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private:
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Scene *m_scene;
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AbstractOutput *m_output = nullptr;
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};
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2016-06-29 17:22:41 +00:00
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class KWIN_EXPORT Scene : public QObject
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2011-01-30 14:34:42 +00:00
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{
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2011-06-15 16:35:00 +00:00
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Q_OBJECT
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2022-02-04 18:38:37 +00:00
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2011-01-30 14:34:42 +00:00
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public:
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2015-02-23 13:41:45 +00:00
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explicit Scene(QObject *parent = nullptr);
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2022-02-04 18:38:37 +00:00
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~Scene() override;
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2011-01-30 14:34:42 +00:00
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class EffectFrame;
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class Window;
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2021-11-09 10:36:24 +00:00
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void initialize();
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2020-11-20 09:35:38 +00:00
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/**
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* Schedules a repaint for the specified @a region.
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*/
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void addRepaint(const QRegion ®ion);
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2021-11-09 10:36:24 +00:00
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void addRepaint(const QRect &rect);
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void addRepaint(int x, int y, int width, int height);
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void addRepaintFull();
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QRegion damage() const;
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2020-11-20 09:35:38 +00:00
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2021-11-24 17:18:31 +00:00
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QRect geometry() const;
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void setGeometry(const QRect &rect);
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2022-02-04 18:38:37 +00:00
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QList<SceneDelegate *> delegates() const;
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void addDelegate(SceneDelegate *delegate);
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void removeDelegate(SceneDelegate *delegate);
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2020-11-20 09:35:38 +00:00
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2011-01-30 14:34:42 +00:00
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// Returns true if the ctor failed to properly initialize.
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virtual bool initFailed() const = 0;
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2012-08-23 14:51:40 +00:00
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2022-02-04 17:38:58 +00:00
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SurfaceItem *scanoutCandidate() const;
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void prePaint(AbstractOutput *output);
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void postPaint();
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2022-02-16 17:13:57 +00:00
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virtual void paint(const QRegion ®ion) = 0;
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2021-07-28 15:14:25 +00:00
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2019-01-11 18:55:17 +00:00
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/**
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* Adds the Toplevel to the Scene.
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*
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* If the toplevel gets deleted, then the scene will try automatically
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* to re-bind an underlying scene window to the corresponding Deleted.
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*
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* @param toplevel The window to be added.
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* @note You can add a toplevel to scene only once.
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2019-07-29 18:58:33 +00:00
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*/
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2019-01-11 18:55:17 +00:00
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void addToplevel(Toplevel *toplevel);
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/**
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* Removes the Toplevel from the Scene.
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*
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* @param toplevel The window to be removed.
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* @note You can remove a toplevel from the scene only once.
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2019-07-29 18:58:33 +00:00
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*/
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2019-01-11 18:55:17 +00:00
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void removeToplevel(Toplevel *toplevel);
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2011-01-30 14:34:42 +00:00
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2013-06-24 06:49:24 +00:00
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/**
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* @brief Creates the Scene backend of an EffectFrame.
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*
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* @param frame The EffectFrame this Scene::EffectFrame belongs to.
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2019-07-29 18:58:33 +00:00
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*/
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2013-06-24 06:49:24 +00:00
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virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) = 0;
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2013-06-24 07:06:50 +00:00
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/**
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* @brief Creates the Scene specific Shadow subclass.
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*
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* An implementing class has to create a proper instance. It is not allowed to
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* return @c null.
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*
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* @param toplevel The Toplevel for which the Shadow needs to be created.
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2019-07-29 18:58:33 +00:00
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*/
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2013-06-24 07:06:50 +00:00
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virtual Shadow *createShadow(Toplevel *toplevel) = 0;
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2011-01-30 14:34:42 +00:00
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// Flags controlling how painting is done.
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enum {
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// Window (or at least part of it) will be painted opaque.
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PAINT_WINDOW_OPAQUE = 1 << 0,
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// Window (or at least part of it) will be painted translucent.
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PAINT_WINDOW_TRANSLUCENT = 1 << 1,
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// Window will be painted with transformed geometry.
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PAINT_WINDOW_TRANSFORMED = 1 << 2,
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// Paint only a region of the screen (can be optimized, cannot
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// be used together with TRANSFORMED flags).
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PAINT_SCREEN_REGION = 1 << 3,
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// Whole screen will be painted with transformed geometry.
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PAINT_SCREEN_TRANSFORMED = 1 << 4,
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// At least one window will be painted with transformed geometry.
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PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
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// Clear whole background as the very first step, without optimizing it
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PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
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2012-01-10 17:56:14 +00:00
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// PAINT_DECORATION_ONLY = 1 << 7 has been removed
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2011-01-30 14:34:42 +00:00
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// Window will be painted with a lanczos filter.
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2012-03-02 13:03:05 +00:00
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PAINT_WINDOW_LANCZOS = 1 << 8
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2012-01-29 16:25:20 +00:00
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// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed
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2007-04-29 17:35:43 +00:00
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};
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Better handling for making the compositing OpenGL context current
With QtQuick2 it's possible that the scene graph rendering context either
lives in an own thread or uses the main GUI thread. In the latter case
it's the same thread as our compositing OpenGL context lives in. This
means our basic assumption that between two rendering passes the context
stays current does not hold.
The code already ensured that before we start a rendering pass the
context is made current, but there are many more possible cases. If we
use OpenGL in areas not triggered by the rendering loop but in response
to other events the context needs to be made current. This includes the
loading and unloading of effects (some effects use OpenGL in the static
effect check, in the ctor and dtor), background loading of texture data,
lazy loading after first usage invoked by shortcut, etc. etc.
To properly handle these cases new methods are added to EffectsHandler
to make the compositing OpenGL context current. These calls delegate down
into the scene. On non-OpenGL scenes they are noop, but on OpenGL they go
into the backend and make the context current. In addition they ensure
that Qt doesn't think that it's QOpenGLContext is current by calling
doneCurrent() on the QOpenGLContext::currentContext(). This unfortunately
causes an additional call to makeCurrent with a null context, but there
is no other way to tell Qt - it doesn't notice when a different context
is made current with low level API calls. In the multi-threaded
architecture this doesn't matter as ::currentContext() returns null.
A short evaluation showed that a transition to QOpenGLContext doesn't
seem feasible. Qt only supports either GLX or EGL while KWin supports
both and when entering the transition phase for Wayland, it would become
extremely tricky if our native platform is X11, but we want a Wayland
EGL context. A future solution might be to have a "KWin-QPA plugin" which
uses either xcb or Wayland and hides everything from Qt.
The API documentation is extended to describe when the effects-framework
ensures that an OpenGL context is current. The effects are changed to
make the context current in cases where it's not guaranteed. This has
been done by looking for creation or deletion of GLTextures and Shaders.
If there are other OpenGL usages outside the rendering loop, ctor/dtor
this needs to be changed, too.
2013-11-22 14:05:36 +00:00
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virtual bool makeOpenGLContextCurrent();
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virtual void doneOpenGLContextCurrent();
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2020-10-15 09:27:00 +00:00
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virtual bool supportsNativeFence() const;
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Better handling for making the compositing OpenGL context current
With QtQuick2 it's possible that the scene graph rendering context either
lives in an own thread or uses the main GUI thread. In the latter case
it's the same thread as our compositing OpenGL context lives in. This
means our basic assumption that between two rendering passes the context
stays current does not hold.
The code already ensured that before we start a rendering pass the
context is made current, but there are many more possible cases. If we
use OpenGL in areas not triggered by the rendering loop but in response
to other events the context needs to be made current. This includes the
loading and unloading of effects (some effects use OpenGL in the static
effect check, in the ctor and dtor), background loading of texture data,
lazy loading after first usage invoked by shortcut, etc. etc.
To properly handle these cases new methods are added to EffectsHandler
to make the compositing OpenGL context current. These calls delegate down
into the scene. On non-OpenGL scenes they are noop, but on OpenGL they go
into the backend and make the context current. In addition they ensure
that Qt doesn't think that it's QOpenGLContext is current by calling
doneCurrent() on the QOpenGLContext::currentContext(). This unfortunately
causes an additional call to makeCurrent with a null context, but there
is no other way to tell Qt - it doesn't notice when a different context
is made current with low level API calls. In the multi-threaded
architecture this doesn't matter as ::currentContext() returns null.
A short evaluation showed that a transition to QOpenGLContext doesn't
seem feasible. Qt only supports either GLX or EGL while KWin supports
both and when entering the transition phase for Wayland, it would become
extremely tricky if our native platform is X11, but we want a Wayland
EGL context. A future solution might be to have a "KWin-QPA plugin" which
uses either xcb or Wayland and hides everything from Qt.
The API documentation is extended to describe when the effects-framework
ensures that an OpenGL context is current. The effects are changed to
make the context current in cases where it's not guaranteed. This has
been done by looking for creation or deletion of GLTextures and Shaders.
If there are other OpenGL usages outside the rendering loop, ctor/dtor
this needs to be changed, too.
2013-11-22 14:05:36 +00:00
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2015-11-30 13:35:12 +00:00
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virtual QMatrix4x4 screenProjectionMatrix() const;
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2021-04-26 16:38:40 +00:00
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virtual DecorationRenderer *createDecorationRenderer(Decoration::DecoratedClientImpl *) = 0;
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2014-07-22 11:11:19 +00:00
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2016-08-10 07:24:53 +00:00
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/**
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* Whether the Scene is able to drive animations.
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* This is used as a hint to the effects system which effects can be supported.
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* If the Scene performs software rendering it is supposed to return @c false,
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* if rendering is hardware accelerated it should return @c true.
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2019-07-29 18:58:33 +00:00
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*/
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2016-08-10 07:24:53 +00:00
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virtual bool animationsSupported() const = 0;
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2017-08-09 04:56:23 +00:00
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/**
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* The QPainter used by a QPainter based compositor scene.
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* Default implementation returns @c nullptr;
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2019-07-29 18:58:33 +00:00
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*/
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2017-08-09 04:56:23 +00:00
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virtual QPainter *scenePainter() const;
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2017-08-11 12:59:09 +00:00
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/**
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* The render buffer used by a QPainter based compositor.
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* Default implementation returns @c nullptr.
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2019-07-29 18:58:33 +00:00
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*/
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2021-08-24 20:55:42 +00:00
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virtual QImage *qpainterRenderBuffer(AbstractOutput *output) const;
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2017-08-11 12:59:09 +00:00
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2017-09-08 13:49:52 +00:00
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/**
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* The backend specific extensions (e.g. EGL/GLX extensions).
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*
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* Not the OpenGL (ES) extension!
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*
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* Default implementation returns empty list
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2019-07-29 18:58:33 +00:00
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*/
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2017-09-08 13:49:52 +00:00
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virtual QVector<QByteArray> openGLPlatformInterfaceExtensions() const;
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2020-07-22 17:22:36 +00:00
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virtual QSharedPointer<GLTexture> textureForOutput(AbstractOutput *output) const {
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Q_UNUSED(output);
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return {};
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}
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2021-10-20 14:58:58 +00:00
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virtual SurfaceTexture *createSurfaceTextureInternal(SurfacePixmapInternal *pixmap);
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virtual SurfaceTexture *createSurfaceTextureX11(SurfacePixmapX11 *pixmap);
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virtual SurfaceTexture *createSurfaceTextureWayland(SurfacePixmapWayland *pixmap);
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2021-04-09 07:06:04 +00:00
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2021-06-02 08:45:50 +00:00
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virtual void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data);
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2022-02-15 13:10:31 +00:00
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QMatrix4x4 renderTargetProjectionMatrix() const;
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2022-02-06 12:07:48 +00:00
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QRect renderTargetRect() const;
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void setRenderTargetRect(const QRect &rect);
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qreal renderTargetScale() const;
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void setRenderTargetScale(qreal scale);
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QRegion mapToRenderTarget(const QRegion ®ion) const;
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2016-06-29 17:22:41 +00:00
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Q_SIGNALS:
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void frameRendered();
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2011-06-19 20:18:21 +00:00
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public Q_SLOTS:
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2011-06-21 10:30:42 +00:00
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// a window has been closed
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2013-06-24 07:53:11 +00:00
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void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
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2011-01-30 14:34:42 +00:00
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protected:
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2013-06-24 07:53:11 +00:00
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virtual Window *createWindow(Toplevel *toplevel) = 0;
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2022-02-04 17:38:58 +00:00
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void createStackingOrder();
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2013-06-24 07:53:11 +00:00
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void clearStackingOrder();
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2011-01-30 14:34:42 +00:00
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// shared implementation, starts painting the screen
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2022-02-16 17:13:57 +00:00
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void paintScreen(const QRegion ®ion);
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2011-01-30 14:34:42 +00:00
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friend class EffectsHandlerImpl;
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// called after all effects had their paintScreen() called
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2020-03-13 16:41:56 +00:00
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void finalPaintScreen(int mask, const QRegion ®ion, ScreenPaintData& data);
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2011-01-30 14:34:42 +00:00
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// shared implementation of painting the screen in the generic
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// (unoptimized) way
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2022-02-16 17:13:57 +00:00
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void preparePaintGenericScreen();
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2020-03-13 16:41:56 +00:00
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virtual void paintGenericScreen(int mask, const ScreenPaintData &data);
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2011-01-30 14:34:42 +00:00
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// shared implementation of painting the screen in an optimized way
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2022-02-16 17:13:57 +00:00
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void preparePaintSimpleScreen();
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2020-03-13 16:41:56 +00:00
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virtual void paintSimpleScreen(int mask, const QRegion ®ion);
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2011-01-30 14:34:42 +00:00
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// paint the background (not the desktop background - the whole background)
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2020-03-13 16:41:56 +00:00
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virtual void paintBackground(const QRegion ®ion) = 0;
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2011-01-30 14:34:42 +00:00
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// called after all effects had their paintWindow() called
|
2020-03-13 16:41:56 +00:00
|
|
|
void finalPaintWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data);
|
2011-01-30 14:34:42 +00:00
|
|
|
// shared implementation, starts painting the window
|
2021-06-10 10:32:37 +00:00
|
|
|
virtual void paintWindow(Window* w, int mask, const QRegion ®ion);
|
2011-01-30 14:34:42 +00:00
|
|
|
// called after all effects had their drawWindow() called
|
2020-03-13 16:41:56 +00:00
|
|
|
virtual void finalDrawWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data);
|
[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
|
|
|
|
2021-11-19 09:19:59 +00:00
|
|
|
virtual void paintOffscreenQuickView(OffscreenQuickView *w) = 0;
|
[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
|
|
|
|
2011-01-30 14:34:42 +00:00
|
|
|
// saved data for 2nd pass of optimized screen painting
|
|
|
|
struct Phase2Data {
|
2019-01-12 12:39:28 +00:00
|
|
|
Window *window = nullptr;
|
2011-01-30 14:34:42 +00:00
|
|
|
QRegion region;
|
2022-02-17 10:16:29 +00:00
|
|
|
QRegion opaque;
|
2019-01-12 12:39:28 +00:00
|
|
|
int mask = 0;
|
2011-01-30 14:34:42 +00:00
|
|
|
};
|
2022-02-16 17:13:57 +00:00
|
|
|
|
|
|
|
struct PaintContext {
|
|
|
|
QRegion damage;
|
|
|
|
int mask = 0;
|
|
|
|
QVector<Phase2Data> phase2Data;
|
|
|
|
};
|
|
|
|
|
2020-10-29 18:25:39 +00:00
|
|
|
// The screen that is being currently painted
|
2021-08-24 20:55:42 +00:00
|
|
|
AbstractOutput *painted_screen = nullptr;
|
2021-02-02 13:26:43 +00:00
|
|
|
|
|
|
|
// windows in their stacking order
|
|
|
|
QVector< Window* > stacking_order;
|
2012-03-29 18:17:57 +00:00
|
|
|
private:
|
Provide expected presentation time to effects
Effects are given the interval between two consecutive frames. The main
flaw of this approach is that if the Compositor transitions from the idle
state to "active" state, i.e. when there is something to repaint,
effects may see a very large interval between the last painted frame and
the current. In order to address this issue, the Scene invalidates the
timer that is used to measure time between consecutive frames before the
Compositor is about to become idle.
While this works perfectly fine with Xinerama-style rendering, with per
screen rendering, determining whether the compositor is about to idle is
rather a tedious task mostly because a single output can't be used for
the test.
Furthermore, since the Compositor schedules pointless repaints just to
ensure that it's idle, it might take several attempts to figure out
whether the scene timer must be invalidated if you use (true) per screen
rendering.
Ideally, all effects should use a timeline helper that is aware of the
underlying render loop and its timings. However, this option is off the
table because it will involve a lot of work to implement it.
Alternative and much simpler option is to pass the expected presentation
time to effects rather than time between consecutive frames. This means
that effects are responsible for determining how much animation timelines
have to be advanced. Typically, an effect would have to store the
presentation timestamp provided in either prePaint{Screen,Window} and
use it in the subsequent prePaint{Screen,Window} call to estimate the
amount of time passed between the next and the last frames.
Unfortunately, this is an API incompatible change. However, it shouldn't
take a lot of work to port third-party binary effects, which don't use the
AnimationEffect class, to the new API. On the bright side, we no longer
need to be concerned about the Compositor getting idle.
We do still try to determine whether the Compositor is about to idle,
primarily, because the OpenGL render backend swaps buffers on present,
but that will change with the ongoing compositing timing rework.
2020-11-20 15:44:04 +00:00
|
|
|
std::chrono::milliseconds m_expectedPresentTimestamp = std::chrono::milliseconds::zero();
|
2022-02-04 18:38:37 +00:00
|
|
|
QList<SceneDelegate *> m_delegates;
|
2013-06-24 07:53:11 +00:00
|
|
|
QHash< Toplevel*, Window* > m_windows;
|
2021-11-24 17:18:31 +00:00
|
|
|
QRect m_geometry;
|
2022-02-15 13:10:31 +00:00
|
|
|
QMatrix4x4 m_renderTargetProjectionMatrix;
|
2022-02-06 12:07:48 +00:00
|
|
|
QRect m_renderTargetRect;
|
|
|
|
qreal m_renderTargetScale = 1;
|
2020-04-24 17:11:41 +00:00
|
|
|
// how many times finalPaintScreen() has been called
|
|
|
|
int m_paintScreenCount = 0;
|
2022-02-16 17:13:57 +00:00
|
|
|
PaintContext m_paintContext;
|
2011-01-30 14:34:42 +00:00
|
|
|
};
|
2007-04-29 17:35:43 +00:00
|
|
|
|
|
|
|
// The base class for windows representations in composite backends
|
2020-06-10 06:13:35 +00:00
|
|
|
class Scene::Window : public QObject
|
2011-01-30 14:34:42 +00:00
|
|
|
{
|
2020-06-10 06:13:35 +00:00
|
|
|
Q_OBJECT
|
|
|
|
|
2011-01-30 14:34:42 +00:00
|
|
|
public:
|
2020-06-10 06:13:35 +00:00
|
|
|
explicit Window(Toplevel *client, QObject *parent = nullptr);
|
|
|
|
~Window() override;
|
2011-01-30 14:34:42 +00:00
|
|
|
// perform the actual painting of the window
|
2020-03-13 16:41:56 +00:00
|
|
|
virtual void performPaint(int mask, const QRegion ®ion, const WindowPaintData &data) = 0;
|
2011-01-30 14:34:42 +00:00
|
|
|
int x() const;
|
|
|
|
int y() const;
|
|
|
|
int width() const;
|
|
|
|
int height() const;
|
|
|
|
QRect geometry() const;
|
|
|
|
QPoint pos() const;
|
|
|
|
QSize size() const;
|
|
|
|
QRect rect() const;
|
|
|
|
// access to the internal window class
|
|
|
|
// TODO eventually get rid of this
|
2016-04-01 07:17:27 +00:00
|
|
|
Toplevel* window() const;
|
2011-01-30 14:34:42 +00:00
|
|
|
// should the window be painted
|
|
|
|
bool isPaintingEnabled() const;
|
|
|
|
void resetPaintingEnabled();
|
|
|
|
// Flags explaining why painting should be disabled
|
|
|
|
enum {
|
|
|
|
// Window will not be painted
|
|
|
|
PAINT_DISABLED = 1 << 0,
|
|
|
|
// Window will not be painted because it is deleted
|
|
|
|
PAINT_DISABLED_BY_DELETE = 1 << 1,
|
|
|
|
// Window will not be painted because of which desktop it's on
|
|
|
|
PAINT_DISABLED_BY_DESKTOP = 1 << 2,
|
|
|
|
// Window will not be painted because it is minimized
|
|
|
|
PAINT_DISABLED_BY_MINIMIZE = 1 << 3,
|
|
|
|
// Window will not be painted because it's not on the current activity
|
|
|
|
PAINT_DISABLED_BY_ACTIVITY = 1 << 5
|
2007-04-29 17:35:43 +00:00
|
|
|
};
|
2011-01-30 14:34:42 +00:00
|
|
|
void enablePainting(int reason);
|
|
|
|
void disablePainting(int reason);
|
|
|
|
// is the window visible at all
|
|
|
|
bool isVisible() const;
|
|
|
|
// is the window fully opaque
|
|
|
|
bool isOpaque() const;
|
2019-09-27 10:33:42 +00:00
|
|
|
QRegion decorationShape() const;
|
2020-11-03 11:18:09 +00:00
|
|
|
void updateToplevel(Deleted *deleted);
|
2013-05-10 10:07:56 +00:00
|
|
|
void referencePreviousPixmap();
|
|
|
|
void unreferencePreviousPixmap();
|
2021-02-04 09:07:20 +00:00
|
|
|
WindowItem *windowItem() const;
|
|
|
|
SurfaceItem *surfaceItem() const;
|
|
|
|
ShadowItem *shadowItem() const;
|
2020-07-22 17:22:36 +00:00
|
|
|
|
2021-02-04 09:07:20 +00:00
|
|
|
protected:
|
2011-01-30 14:34:42 +00:00
|
|
|
Toplevel* toplevel;
|
|
|
|
private:
|
2021-02-04 09:07:20 +00:00
|
|
|
void referencePreviousPixmap_helper(SurfaceItem *item);
|
|
|
|
void unreferencePreviousPixmap_helper(SurfaceItem *item);
|
|
|
|
|
|
|
|
void updateWindowPosition();
|
2020-10-29 18:25:39 +00:00
|
|
|
|
2011-01-30 14:34:42 +00:00
|
|
|
int disable_painting;
|
2021-02-04 09:07:20 +00:00
|
|
|
QScopedPointer<WindowItem> m_windowItem;
|
2011-01-30 14:34:42 +00:00
|
|
|
Q_DISABLE_COPY(Window)
|
|
|
|
};
|
2007-04-29 17:35:43 +00:00
|
|
|
|
2010-07-18 16:32:37 +00:00
|
|
|
class Scene::EffectFrame
|
2011-01-30 14:34:42 +00:00
|
|
|
{
|
|
|
|
public:
|
|
|
|
EffectFrame(EffectFrameImpl* frame);
|
|
|
|
virtual ~EffectFrame();
|
2020-03-13 16:41:56 +00:00
|
|
|
virtual void render(const QRegion ®ion, double opacity, double frameOpacity) = 0;
|
2011-01-30 14:34:42 +00:00
|
|
|
virtual void free() = 0;
|
|
|
|
virtual void freeIconFrame() = 0;
|
|
|
|
virtual void freeTextFrame() = 0;
|
|
|
|
virtual void freeSelection() = 0;
|
|
|
|
virtual void crossFadeIcon() = 0;
|
|
|
|
virtual void crossFadeText() = 0;
|
|
|
|
|
|
|
|
protected:
|
|
|
|
EffectFrameImpl* m_effectFrame;
|
|
|
|
};
|
2010-07-18 16:32:37 +00:00
|
|
|
|
2007-04-29 17:35:43 +00:00
|
|
|
inline
|
|
|
|
int Scene::Window::x() const
|
2011-01-30 14:34:42 +00:00
|
|
|
{
|
2007-04-29 17:35:43 +00:00
|
|
|
return toplevel->x();
|
2011-01-30 14:34:42 +00:00
|
|
|
}
|
|
|
|
|
2007-04-29 17:35:43 +00:00
|
|
|
inline
|
|
|
|
int Scene::Window::y() const
|
2011-01-30 14:34:42 +00:00
|
|
|
{
|
2007-04-29 17:35:43 +00:00
|
|
|
return toplevel->y();
|
2011-01-30 14:34:42 +00:00
|
|
|
}
|
2007-04-29 17:35:43 +00:00
|
|
|
|
|
|
|
inline
|
|
|
|
int Scene::Window::width() const
|
2011-01-30 14:34:42 +00:00
|
|
|
{
|
2007-04-29 17:35:43 +00:00
|
|
|
return toplevel->width();
|
2011-01-30 14:34:42 +00:00
|
|
|
}
|
|
|
|
|
2007-04-29 17:35:43 +00:00
|
|
|
inline
|
|
|
|
int Scene::Window::height() const
|
2011-01-30 14:34:42 +00:00
|
|
|
{
|
2007-04-29 17:35:43 +00:00
|
|
|
return toplevel->height();
|
2011-01-30 14:34:42 +00:00
|
|
|
}
|
2007-04-29 17:35:43 +00:00
|
|
|
|
|
|
|
inline
|
|
|
|
QRect Scene::Window::geometry() const
|
2011-01-30 14:34:42 +00:00
|
|
|
{
|
2019-09-27 10:01:10 +00:00
|
|
|
return toplevel->frameGeometry();
|
2011-01-30 14:34:42 +00:00
|
|
|
}
|
2007-04-29 17:35:43 +00:00
|
|
|
|
|
|
|
inline
|
|
|
|
QSize Scene::Window::size() const
|
2011-01-30 14:34:42 +00:00
|
|
|
{
|
2007-04-29 17:35:43 +00:00
|
|
|
return toplevel->size();
|
2011-01-30 14:34:42 +00:00
|
|
|
}
|
|
|
|
|
2007-04-29 17:35:43 +00:00
|
|
|
inline
|
|
|
|
QPoint Scene::Window::pos() const
|
2011-01-30 14:34:42 +00:00
|
|
|
{
|
2007-04-29 17:35:43 +00:00
|
|
|
return toplevel->pos();
|
2011-01-30 14:34:42 +00:00
|
|
|
}
|
|
|
|
|
2007-04-29 17:35:43 +00:00
|
|
|
inline
|
|
|
|
QRect Scene::Window::rect() const
|
2011-01-30 14:34:42 +00:00
|
|
|
{
|
2007-04-29 17:35:43 +00:00
|
|
|
return toplevel->rect();
|
2011-01-30 14:34:42 +00:00
|
|
|
}
|
2007-04-29 17:35:43 +00:00
|
|
|
|
|
|
|
inline
|
2016-04-01 07:17:27 +00:00
|
|
|
Toplevel* Scene::Window::window() const
|
2011-01-30 14:34:42 +00:00
|
|
|
{
|
2007-04-29 17:35:43 +00:00
|
|
|
return toplevel;
|
2011-01-30 14:34:42 +00:00
|
|
|
}
|
2007-04-29 17:35:43 +00:00
|
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
#endif
|