kwin/scene_opengl.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>
Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_SCENE_OPENGL_H
#define KWIN_SCENE_OPENGL_H
#include "scene.h"
#include "shadow.h"
#include "kwinglutils.h"
#include "kwingltexture_p.h"
namespace KWin
{
class SceneOpenGL
: public Scene
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{
Q_OBJECT
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public:
class EffectFrame;
class Texture;
class TexturePrivate;
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class Window;
SceneOpenGL(Workspace* ws);
virtual ~SceneOpenGL();
virtual bool initFailed() const;
virtual CompositingType compositingType() const {
return OpenGLCompositing;
}
virtual int paint(QRegion damage, ToplevelList windows);
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virtual void windowAdded(Toplevel*);
virtual void windowDeleted(Deleted*);
virtual void screenGeometryChanged(const QSize &size);
void idle();
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protected:
virtual void paintGenericScreen(int mask, ScreenPaintData data);
virtual void paintBackground(QRegion region);
virtual void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
virtual void performPaint(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const;
public Q_SLOTS:
virtual void windowOpacityChanged(KWin::Toplevel* c);
virtual void windowGeometryShapeChanged(KWin::Toplevel* c);
virtual void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
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private:
bool selectMode();
bool initTfp();
bool initBuffer();
bool initRenderingContext();
bool initBufferConfigs();
bool initDrawableConfigs();
void waitSync();
#ifndef KWIN_HAVE_OPENGLES
void setupModelViewProjectionMatrix();
#endif
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void flushBuffer(int mask, QRegion damage);
GC gcroot;
class FBConfigInfo
{
public:
#ifndef KWIN_HAVE_OPENGLES
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GLXFBConfig fbconfig;
#endif
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int bind_texture_format;
int texture_targets;
int y_inverted;
int mipmap;
};
#ifndef KWIN_HAVE_OPENGLES
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Drawable buffer;
GLXFBConfig fbcbuffer;
bool m_resetModelViewProjectionMatrix;
#endif
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static bool db;
#ifndef KWIN_HAVE_OPENGLES
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static GLXFBConfig fbcbuffer_db;
static GLXFBConfig fbcbuffer_nondb;
static FBConfigInfo fbcdrawableinfo[ 32 + 1 ];
static GLXDrawable glxbuffer;
static GLXContext ctxbuffer;
static GLXContext ctxdrawable;
static GLXDrawable last_pixmap; // for a workaround in bindTexture()
#endif
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QHash< Toplevel*, Window* > windows;
bool init_ok;
bool debug;
QElapsedTimer m_renderTimer;
QRegion m_lastDamage;
int m_lastMask;
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};
class SceneOpenGL::TexturePrivate
: public GLTexturePrivate
{
public:
TexturePrivate();
virtual ~TexturePrivate();
virtual void onDamage();
#ifndef KWIN_HAVE_OPENGLES
GLXPixmap m_glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode
#else
EGLImageKHR m_image;
#endif
private:
Q_DISABLE_COPY(TexturePrivate)
};
class SceneOpenGL::Texture
: public GLTexture
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{
public:
Texture();
Texture(const Texture& tex);
Texture(const QPixmap& pix, GLenum target = GL_TEXTURE_2D);
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virtual ~Texture();
Texture & operator = (const Texture& tex);
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using GLTexture::load;
virtual bool load(const QImage& image, GLenum target = GL_TEXTURE_2D);
virtual bool load(const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D);
virtual void discard();
protected:
Texture(const Pixmap& pix, const QSize& size, int depth);
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void findTarget();
virtual bool load(const Pixmap& pix, const QSize& size, int depth,
QRegion region);
virtual bool load(const Pixmap& pix, const QSize& size, int depth);
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Texture(TexturePrivate& dd);
private:
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Q_DECLARE_PRIVATE(Texture)
friend class SceneOpenGL::Window;
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};
class SceneOpenGL::Window
: public Scene::Window
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{
public:
Window(Toplevel* c);
virtual ~Window();
virtual void performPaint(int mask, QRegion region, WindowPaintData data);
virtual void pixmapDiscarded();
bool bindTexture();
void discardTexture();
void checkTextureSize();
protected:
enum TextureType {
Content,
DecorationTop,
DecorationLeft,
DecorationRight,
DecorationBottom,
Shadow
};
QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
void paintDecoration(const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco, bool hardwareClipping);
void paintShadow(const QRegion &region, const WindowPaintData &data, bool hardwareClipping);
void makeDecorationArrays(const WindowQuadList& quads, const QRect &rect, Texture *tex) const;
void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized, bool hardwareClipping);
void prepareStates(TextureType type, double opacity, double brightness, double saturation, int screen, GLShader* shader);
void prepareStates(TextureType type, double opacity, double brightness, double saturation, int screen, GLShader* shader, GLTexture *texture);
void prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, int screen, GLTexture *tex);
void prepareShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, int screen, GLShader* shader);
void restoreStates(TextureType type, double opacity, double brightness, double saturation, int screen, GLShader* shader);
void restoreStates(TextureType type, double opacity, double brightness, double saturation, int screen, GLShader* shader, GLTexture *texture);
void restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, int screen, GLTexture *tex);
void restoreShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, int screen, GLShader* shader);
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private:
Texture texture;
Texture topTexture;
Texture leftTexture;
Texture rightTexture;
Texture bottomTexture;
};
class SceneOpenGL::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 render(QRegion region, double opacity, double frameOpacity);
virtual void crossFadeIcon();
virtual void crossFadeText();
static void cleanup();
private:
void updateTexture();
void updateTextTexture();
Texture* m_texture;
Texture* m_textTexture;
Texture* m_oldTextTexture;
QPixmap* m_textPixmap; // need to keep the pixmap around to workaround some driver problems
Texture* m_iconTexture;
Texture* m_oldIconTexture;
Texture* m_selectionTexture;
GLVertexBuffer* m_unstyledVBO;
static Texture* m_unstyledTexture;
static QPixmap* m_unstyledPixmap; // need to keep the pixmap around to workaround some driver problems
static void updateUnstyledTexture(); // Update OpenGL unstyled frame texture
};
/**
* @short OpenGL implementation of Shadow.
*
* This class extends Shadow by the Elements required for OpenGL rendering.
* @author Martin Gräßlin <mgraesslin@kde.org>
**/
class SceneOpenGLShadow
: public Shadow
{
public:
SceneOpenGLShadow(Toplevel *toplevel);
virtual ~SceneOpenGLShadow();
GLTexture *shadowTexture() {
return m_texture;
}
protected:
virtual void buildQuads();
virtual bool prepareBackend();
private:
GLTexture *m_texture;
};
} // namespace
#endif