kwin/effects/startupfeedback/startupfeedback.cpp

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/*
KWin - the KDE window manager
This file is part of the KDE project.
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SPDX-FileCopyrightText: 2010 Martin Gräßlin <mgraesslin@kde.org>
SPDX-FileCopyrightText: 2020 David Redondo <kde@david-redondo.de>
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SPDX-License-Identifier: GPL-2.0-or-later
*/
#include "startupfeedback.h"
// Qt
#include <QApplication>
#include <QDBusConnectionInterface>
#include <QDBusServiceWatcher>
#include <QFile>
#include <QSize>
#include <QStyle>
#include <QStandardPaths>
#include <QPainter>
// KDE
#include <KConfigGroup>
#include <KSharedConfig>
#include <KSelectionOwner>
#include <KWindowSystem>
// KWin
#include <kwinglutils.h>
// based on StartupId in KRunner by Lubos Lunak
// SPDX-FileCopyrightText: 2001 Lubos Lunak <l.lunak@kde.org>
namespace KWin
{
// number of key frames for bouncing animation
static const int BOUNCE_FRAMES = 20;
// duration between two key frames in msec
static const int BOUNCE_FRAME_DURATION = 30;
// duration of one bounce animation
static const int BOUNCE_DURATION = BOUNCE_FRAME_DURATION * BOUNCE_FRAMES;
// number of key frames for blinking animation
static const int BLINKING_FRAMES = 5;
// duration between two key frames in msec
static const int BLINKING_FRAME_DURATION = 100;
// duration of one blinking animation
static const int BLINKING_DURATION = BLINKING_FRAME_DURATION * BLINKING_FRAMES;
//const int color_to_pixmap[] = { 0, 1, 2, 3, 2, 1 };
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static const int FRAME_TO_BOUNCE_YOFFSET[] = {
-5, -1, 2, 5, 8, 10, 12, 13, 15, 15, 15, 15, 14, 12, 10, 8, 5, 2, -1, -5
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};
static const QSize BOUNCE_SIZES[] = {
QSize(16, 16), QSize(14, 18), QSize(12, 20), QSize(18, 14), QSize(20, 12)
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};
static const int FRAME_TO_BOUNCE_TEXTURE[] = {
0, 0, 0, 1, 2, 2, 1, 0, 3, 4, 4, 3, 0, 1, 2, 2, 1, 0, 0, 0
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};
static const int FRAME_TO_BLINKING_COLOR[] = {
0, 1, 2, 3, 2, 1
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};
static const QColor BLINKING_COLORS[] = {
Qt::black, Qt::darkGray, Qt::lightGray, Qt::white, Qt::white
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};
static const int s_startupDefaultTimeout = 5;
StartupFeedbackEffect::StartupFeedbackEffect()
: m_bounceSizesRatio(1.0)
, m_startupInfo(new KStartupInfo(KStartupInfo::CleanOnCantDetect, this))
, m_selection(nullptr)
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, m_active(false)
, m_frame(0)
, m_progress(0)
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.
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, m_lastPresentTime(std::chrono::milliseconds::zero())
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, m_type(BouncingFeedback)
, m_cursorSize(24)
, m_configWatcher(KConfigWatcher::create(KSharedConfig::openConfig("klaunchrc", KConfig::NoGlobals)))
, m_splashVisible(false)
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{
if (KWindowSystem::isPlatformX11()) {
m_selection = new KSelectionOwner("_KDE_STARTUP_FEEDBACK", xcbConnection(), x11RootWindow(), this);
m_selection->claim(true);
}
connect(m_startupInfo, &KStartupInfo::gotNewStartup, this, &StartupFeedbackEffect::gotNewStartup);
connect(m_startupInfo, &KStartupInfo::gotRemoveStartup, this, &StartupFeedbackEffect::gotRemoveStartup);
connect(m_startupInfo, &KStartupInfo::gotStartupChange, this, &StartupFeedbackEffect::gotStartupChange);
connect(effects, &EffectsHandler::mouseChanged, this, &StartupFeedbackEffect::slotMouseChanged);
connect(m_configWatcher.data(), &KConfigWatcher::configChanged, this, [this]() {
reconfigure(ReconfigureAll);
});
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reconfigure(ReconfigureAll);
m_splashVisible = QDBusConnection::sessionBus().interface()->isServiceRegistered(QStringLiteral("org.kde.KSplash"));
auto serviceWatcher = new QDBusServiceWatcher(QStringLiteral("org.kde.KSplash"), QDBusConnection::sessionBus(), QDBusServiceWatcher::WatchForOwnerChange, this);
connect(serviceWatcher, &QDBusServiceWatcher::serviceRegistered, this, [this] {
m_splashVisible = true;
stop();
});
connect(serviceWatcher, &QDBusServiceWatcher::serviceUnregistered, this, [this] {
m_splashVisible = false;
gotRemoveStartup(KStartupInfoId(), KStartupInfoData()); // Start the next feedback
});
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}
StartupFeedbackEffect::~StartupFeedbackEffect()
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{
if (m_active) {
effects->stopMousePolling();
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}
}
bool StartupFeedbackEffect::supported()
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{
return effects->isOpenGLCompositing();
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}
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void StartupFeedbackEffect::reconfigure(Effect::ReconfigureFlags flags)
{
Q_UNUSED(flags)
KConfigGroup c = m_configWatcher->config()->group("FeedbackStyle");
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const bool busyCursor = c.readEntry("BusyCursor", true);
c = m_configWatcher->config()->group("BusyCursorSettings");
m_startupInfo->setTimeout(c.readEntry("Timeout", s_startupDefaultTimeout));
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const bool busyBlinking = c.readEntry("Blinking", false);
const bool busyBouncing = c.readEntry("Bouncing", true);
if (!busyCursor)
m_type = NoFeedback;
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else if (busyBouncing)
m_type = BouncingFeedback;
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else if (busyBlinking) {
m_type = BlinkingFeedback;
if (effects->compositingType() == OpenGL2Compositing) {
m_blinkingShader.reset(ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral("blinking-startup-fragment.glsl")));
if (m_blinkingShader->isValid()) {
qCDebug(KWINEFFECTS) << "Blinking Shader is valid";
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} else {
qCDebug(KWINEFFECTS) << "Blinking Shader is not valid";
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}
}
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} else
m_type = PassiveFeedback;
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if (m_active) {
stop();
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start(m_startups[ m_currentStartup ]);
}
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}
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.
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void StartupFeedbackEffect::prePaintScreen(ScreenPrePaintData& data, std::chrono::milliseconds presentTime)
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{
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.
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int time = 0;
if (m_lastPresentTime.count()) {
time = (presentTime - m_lastPresentTime).count();
}
m_lastPresentTime = presentTime;
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if (m_active) {
// need the unclipped version
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switch(m_type) {
case BouncingFeedback:
m_progress = (m_progress + time) % BOUNCE_DURATION;
m_frame = qRound((qreal)m_progress / (qreal)BOUNCE_FRAME_DURATION) % BOUNCE_FRAMES;
m_currentGeometry = feedbackRect(); // bounce alters geometry with m_frame
data.paint = data.paint.united(m_currentGeometry);
break;
case BlinkingFeedback:
m_progress = (m_progress + time) % BLINKING_DURATION;
m_frame = qRound((qreal)m_progress / (qreal)BLINKING_FRAME_DURATION) % BLINKING_FRAMES;
break;
default:
break; // nothing
}
}
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.
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effects->prePaintScreen(data, presentTime);
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}
void StartupFeedbackEffect::paintScreen(int mask, const QRegion &region, ScreenPaintData& data)
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{
effects->paintScreen(mask, region, data);
if (m_active) {
GLTexture* texture;
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switch(m_type) {
case BouncingFeedback:
texture = m_bouncingTextures[ FRAME_TO_BOUNCE_TEXTURE[ m_frame ]].get();
break;
case BlinkingFeedback: // fall through
case PassiveFeedback:
texture = m_texture.get();
break;
default:
return; // safety
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}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
texture->bind();
if (m_type == BlinkingFeedback && m_blinkingShader && m_blinkingShader->isValid()) {
const QColor& blinkingColor = BLINKING_COLORS[ FRAME_TO_BLINKING_COLOR[ m_frame ]];
ShaderManager::instance()->pushShader(m_blinkingShader.get());
m_blinkingShader->setUniform(GLShader::Color, blinkingColor);
} else {
ShaderManager::instance()->pushShader(ShaderTrait::MapTexture);
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}
QMatrix4x4 mvp = data.projectionMatrix();
mvp.translate(m_currentGeometry.x(), m_currentGeometry.y());
ShaderManager::instance()->getBoundShader()->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
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texture->render(m_currentGeometry, m_currentGeometry);
ShaderManager::instance()->popShader();
texture->unbind();
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glDisable(GL_BLEND);
}
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}
void StartupFeedbackEffect::postPaintScreen()
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{
if (m_active) {
m_dirtyRect = m_currentGeometry; // ensure the now dirty region is cleaned on the next pass
if (m_type == BlinkingFeedback || m_type == BouncingFeedback)
effects->addRepaint(m_dirtyRect); // we also have to trigger a repaint
}
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effects->postPaintScreen();
}
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void StartupFeedbackEffect::slotMouseChanged(const QPoint& pos, const QPoint& oldpos, Qt::MouseButtons buttons,
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Qt::MouseButtons oldbuttons, Qt::KeyboardModifiers modifiers, Qt::KeyboardModifiers oldmodifiers)
{
Q_UNUSED(pos)
Q_UNUSED(oldpos)
Q_UNUSED(buttons)
Q_UNUSED(oldbuttons)
Q_UNUSED(modifiers)
Q_UNUSED(oldmodifiers)
if (m_active) {
m_dirtyRect |= m_currentGeometry;
m_currentGeometry = feedbackRect();
m_dirtyRect |= m_currentGeometry;
effects->addRepaint(m_dirtyRect);
}
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}
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void StartupFeedbackEffect::gotNewStartup(const KStartupInfoId& id, const KStartupInfoData& data)
{
const QString& icon = data.findIcon();
m_currentStartup = id;
m_startups[ id ] = icon;
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start(icon);
}
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void StartupFeedbackEffect::gotRemoveStartup(const KStartupInfoId& id, const KStartupInfoData& data)
{
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Q_UNUSED( data )
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m_startups.remove(id);
if (m_startups.isEmpty()) {
m_currentStartup = KStartupInfoId(); // null
stop();
return;
}
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m_currentStartup = m_startups.begin().key();
start(m_startups[ m_currentStartup ]);
}
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void StartupFeedbackEffect::gotStartupChange(const KStartupInfoId& id, const KStartupInfoData& data)
{
if (m_currentStartup == id) {
const QString& icon = data.findIcon();
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if (!icon.isEmpty() && icon != m_startups[ m_currentStartup ]) {
m_startups[ id ] = icon;
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start(icon);
}
}
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}
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void StartupFeedbackEffect::start(const QString& icon)
{
if (m_type == NoFeedback || m_splashVisible)
return;
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if (!m_active)
effects->startMousePolling();
m_active = true;
// read details about the mouse-cursor theme define per default
KConfigGroup mousecfg(effects->inputConfig(), "Mouse");
m_cursorSize = mousecfg.readEntry("cursorSize", 24);
int iconSize = m_cursorSize / 1.5;
if (!iconSize) {
iconSize = QApplication::style()->pixelMetric(QStyle::PM_SmallIconSize);
}
// get ratio for bouncing cursor so we don't need to manually calculate the sizes for each icon size
if (m_type == BouncingFeedback)
m_bounceSizesRatio = iconSize / 16.0;
const QPixmap iconPixmap = QIcon::fromTheme(icon, QIcon::fromTheme(QStringLiteral("system-run"))).pixmap(iconSize);
prepareTextures(iconPixmap);
m_dirtyRect = m_currentGeometry = feedbackRect();
effects->addRepaint(m_dirtyRect);
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}
void StartupFeedbackEffect::stop()
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{
if (m_active)
effects->stopMousePolling();
m_active = false;
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.
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m_lastPresentTime = std::chrono::milliseconds::zero();
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.
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effects->makeOpenGLContextCurrent();
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switch(m_type) {
case BouncingFeedback:
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for (int i = 0; i < 5; ++i) {
m_bouncingTextures[i].reset();
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}
break;
case BlinkingFeedback:
case PassiveFeedback:
m_texture.reset();
break;
case NoFeedback:
return; // don't want the full repaint
default:
break; // impossible
}
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effects->addRepaintFull();
}
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void StartupFeedbackEffect::prepareTextures(const QPixmap& pix)
{
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.
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effects->makeOpenGLContextCurrent();
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switch(m_type) {
case BouncingFeedback:
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for (int i = 0; i < 5; ++i) {
m_bouncingTextures[i].reset(new GLTexture(scalePixmap(pix, BOUNCE_SIZES[i])));
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}
break;
case BlinkingFeedback:
case PassiveFeedback:
m_texture.reset(new GLTexture(pix));
break;
default:
// for safety
m_active = false;
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.
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m_lastPresentTime = std::chrono::milliseconds::zero();
break;
}
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}
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QImage StartupFeedbackEffect::scalePixmap(const QPixmap& pm, const QSize& size) const
{
const QSize& adjustedSize = size * m_bounceSizesRatio;
QImage scaled = pm.toImage().scaled(adjustedSize, Qt::IgnoreAspectRatio, Qt::SmoothTransformation);
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if (scaled.format() != QImage::Format_ARGB32_Premultiplied && scaled.format() != QImage::Format_ARGB32)
scaled = scaled.convertToFormat(QImage::Format_ARGB32);
QImage result(20 * m_bounceSizesRatio, 20 * m_bounceSizesRatio, QImage::Format_ARGB32);
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QPainter p(&result);
p.setCompositionMode(QPainter::CompositionMode_Source);
p.fillRect(result.rect(), Qt::transparent);
p.drawImage((20 * m_bounceSizesRatio - adjustedSize.width()) / 2, (20*m_bounceSizesRatio - adjustedSize.height()) / 2, scaled, 0, 0, adjustedSize.width(), adjustedSize.height() * m_bounceSizesRatio);
return result;
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}
QRect StartupFeedbackEffect::feedbackRect() const
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{
int xDiff;
if (m_cursorSize <= 16)
xDiff = 8 + 7;
else if (m_cursorSize <= 32)
xDiff = 16 + 7;
else if (m_cursorSize <= 48)
xDiff = 24 + 7;
else
xDiff = 32 + 7;
int yDiff = xDiff;
GLTexture* texture = nullptr;
int yOffset = 0;
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switch(m_type) {
case BouncingFeedback:
texture = m_bouncingTextures[ FRAME_TO_BOUNCE_TEXTURE[ m_frame ]].get();
yOffset = FRAME_TO_BOUNCE_YOFFSET[ m_frame ] * m_bounceSizesRatio;
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break;
case BlinkingFeedback: // fall through
case PassiveFeedback:
texture = m_texture.get();
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break;
default:
// nothing
break;
}
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const QPoint cursorPos = effects->cursorPos() + QPoint(xDiff, yDiff + yOffset);
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QRect rect;
if( texture )
rect = QRect(cursorPos, texture->size());
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return rect;
}
bool StartupFeedbackEffect::isActive() const
{
return m_active;
}
} // namespace