kwin/plugins/scenes/xrender/scene_xrender.h

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/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_SCENE_XRENDER_H
#define KWIN_SCENE_XRENDER_H
#include "scene.h"
#include "shadow.h"
#include "decorations/decorationrenderer.h"
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
namespace KWin
{
namespace Xcb
{
class Shm;
}
/**
* @brief Backend for the SceneXRender to hold the compositing buffer and take care of buffer
* swapping.
*
* This class is intended as a small abstraction to support multiple compositing backends in the
* SceneXRender.
*
*/
class XRenderBackend
{
public:
virtual ~XRenderBackend();
virtual void present(int mask, const QRegion &damage) = 0;
/**
* @brief Returns the OverlayWindow used by the backend.
*
* A backend does not have to use an OverlayWindow, this is mostly for the X world.
* In case the backend does not use an OverlayWindow it is allowed to return @c null.
* It's the task of the caller to check whether it is @c null.
*
* @return :OverlayWindow*
**/
virtual OverlayWindow *overlayWindow();
virtual bool usesOverlayWindow() const = 0;
/**
* @brief Shows the Overlay Window
*
* Default implementation does nothing.
*/
virtual void showOverlay();
/**
* @brief React on screen geometry changes.
*
* Default implementation does nothing. Override if specific functionality is required.
*
* @param size The new screen size
*/
virtual void screenGeometryChanged(const QSize &size);
/**
* @brief The compositing buffer hold by this backend.
*
* The Scene composites the new frame into this buffer.
*
* @return xcb_render_picture_t
*/
xcb_render_picture_t buffer() const {
return m_buffer;
}
/**
* @brief Whether the creation of the Backend failed.
*
* The SceneXRender should test whether the Backend got constructed correctly. If this method
* returns @c true, the SceneXRender should not try to start the rendering.
*
* @return bool @c true if the creation of the Backend failed, @c false otherwise.
**/
bool isFailed() const {
return m_failed;
}
protected:
XRenderBackend();
/**
* @brief A subclass needs to call this method once it created the compositing back buffer.
*
* @param buffer The buffer to use for compositing
* @return void
*/
void setBuffer(xcb_render_picture_t buffer);
/**
* @brief Sets the backend initialization to failed.
*
* This method should be called by the concrete subclass in case the initialization failed.
* The given @p reason is logged as a warning.
*
* @param reason The reason why the initialization failed.
**/
void setFailed(const QString &reason);
private:
// Create the compositing buffer. The root window is not double-buffered,
// so it is done manually using this buffer,
xcb_render_picture_t m_buffer;
bool m_failed;
};
/**
* @brief XRenderBackend using an X11 Overlay Window as compositing target.
*
*/
class X11XRenderBackend : public XRenderBackend
{
public:
X11XRenderBackend();
~X11XRenderBackend();
virtual void present(int mask, const QRegion &damage);
virtual OverlayWindow* overlayWindow();
virtual void showOverlay();
virtual void screenGeometryChanged(const QSize &size);
virtual bool usesOverlayWindow() const;
private:
void init(bool createOverlay);
void createBuffer();
QScopedPointer<OverlayWindow> m_overlayWindow;
xcb_render_picture_t m_front;
xcb_render_pictformat_t m_format;
};
class SceneXrender
: public Scene
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{
Q_OBJECT
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public:
class EffectFrame;
virtual ~SceneXrender();
virtual bool initFailed() const;
virtual CompositingType compositingType() const {
return XRenderCompositing;
}
virtual qint64 paint(QRegion damage, ToplevelList windows);
virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame);
virtual Shadow *createShadow(Toplevel *toplevel);
virtual void screenGeometryChanged(const QSize &size);
xcb_render_picture_t xrenderBufferPicture() const override;
virtual OverlayWindow *overlayWindow() {
return m_backend->overlayWindow();
}
virtual bool usesOverlayWindow() const {
return m_backend->usesOverlayWindow();
}
Decoration::Renderer *createDecorationRenderer(Decoration::DecoratedClientImpl *client);
bool animationsSupported() const override {
return true;
}
static SceneXrender *createScene(QObject *parent);
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protected:
virtual Scene::Window *createWindow(Toplevel *toplevel);
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virtual void paintBackground(QRegion region);
virtual void paintGenericScreen(int mask, ScreenPaintData data);
virtual void paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data);
void paintCursor() override;
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private:
explicit SceneXrender(XRenderBackend *backend, QObject *parent = nullptr);
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static ScreenPaintData screen_paint;
class Window;
QScopedPointer<XRenderBackend> m_backend;
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};
class SceneXrender::Window
: public Scene::Window
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{
public:
Window(Toplevel* c, SceneXrender *scene);
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virtual ~Window();
virtual void performPaint(int mask, QRegion region, WindowPaintData data);
QRegion transformedShape() const;
void setTransformedShape(const QRegion& shape);
static void cleanup();
protected:
virtual WindowPixmap* createWindowPixmap();
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private:
QRect mapToScreen(int mask, const WindowPaintData &data, const QRect &rect) const;
QPoint mapToScreen(int mask, const WindowPaintData &data, const QPoint &point) const;
void prepareTempPixmap();
void setPictureFilter(xcb_render_picture_t pic, ImageFilterType filter);
SceneXrender *m_scene;
xcb_render_pictformat_t format;
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QRegion transformed_shape;
static QRect temp_visibleRect;
static XRenderPicture *s_tempPicture;
static XRenderPicture *s_fadeAlphaPicture;
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};
class XRenderWindowPixmap : public WindowPixmap
{
public:
explicit XRenderWindowPixmap(Scene::Window *window, xcb_render_pictformat_t format);
virtual ~XRenderWindowPixmap();
xcb_render_picture_t picture() const;
virtual void create();
private:
xcb_render_picture_t m_picture;
xcb_render_pictformat_t m_format;
};
class SceneXrender::EffectFrame
: public Scene::EffectFrame
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{
public:
EffectFrame(EffectFrameImpl* frame);
virtual ~EffectFrame();
virtual void free();
virtual void freeIconFrame();
virtual void freeTextFrame();
virtual void freeSelection();
virtual void crossFadeIcon();
virtual void crossFadeText();
virtual void render(QRegion region, double opacity, double frameOpacity);
static void cleanup();
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private:
void updatePicture();
void updateTextPicture();
void renderUnstyled(xcb_render_picture_t pict, const QRect &rect, qreal opacity);
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XRenderPicture* m_picture;
XRenderPicture* m_textPicture;
XRenderPicture* m_iconPicture;
XRenderPicture* m_selectionPicture;
static XRenderPicture* s_effectFrameCircle;
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};
inline
xcb_render_picture_t SceneXrender::xrenderBufferPicture() const
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{
return m_backend->buffer();
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}
inline
QRegion SceneXrender::Window::transformedShape() const
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{
return transformed_shape;
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}
inline
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void SceneXrender::Window::setTransformedShape(const QRegion& shape)
{
transformed_shape = shape;
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}
inline
xcb_render_picture_t XRenderWindowPixmap::picture() const
{
return m_picture;
}
/**
* @short XRender implementation of Shadow.
*
* This class extends Shadow by the elements required for XRender rendering.
* @author Jacopo De Simoi <wilderkde@gmail.org>
**/
class SceneXRenderShadow
: public Shadow
{
public:
explicit SceneXRenderShadow(Toplevel *toplevel);
using Shadow::ShadowElements;
using Shadow::ShadowElementTop;
using Shadow::ShadowElementTopRight;
using Shadow::ShadowElementRight;
using Shadow::ShadowElementBottomRight;
using Shadow::ShadowElementBottom;
using Shadow::ShadowElementBottomLeft;
using Shadow::ShadowElementLeft;
using Shadow::ShadowElementTopLeft;
using Shadow::ShadowElementsCount;
using Shadow::shadowPixmap;
virtual ~SceneXRenderShadow();
void layoutShadowRects(QRect& top, QRect& topRight,
QRect& right, QRect& bottomRight,
QRect& bottom, QRect& bottomLeft,
QRect& Left, QRect& topLeft);
xcb_render_picture_t picture(ShadowElements element) const;
protected:
virtual void buildQuads();
virtual bool prepareBackend();
private:
XRenderPicture* m_pictures[ShadowElementsCount];
};
class SceneXRenderDecorationRenderer : public Decoration::Renderer
{
Q_OBJECT
public:
enum class DecorationPart : int {
Left,
Top,
Right,
Bottom,
Count
};
explicit SceneXRenderDecorationRenderer(Decoration::DecoratedClientImpl *client);
virtual ~SceneXRenderDecorationRenderer();
void render() override;
void reparent(Deleted *deleted) override;
xcb_render_picture_t picture(DecorationPart part) const;
private:
void resizePixmaps();
QSize m_sizes[int(DecorationPart::Count)];
xcb_pixmap_t m_pixmaps[int(DecorationPart::Count)];
xcb_gcontext_t m_gc;
XRenderPicture* m_pictures[int(DecorationPart::Count)];
};
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
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class KWIN_EXPORT XRenderFactory : public SceneFactory
{
Q_OBJECT
Q_INTERFACES(KWin::SceneFactory)
Q_PLUGIN_METADATA(IID "org.kde.kwin.Scene" FILE "xrender.json")
public:
explicit XRenderFactory(QObject *parent = nullptr);
~XRenderFactory() override;
Scene *create(QObject *parent = nullptr) const override;
};
} // namespace
#endif
#endif