[scenes/opengl] Fix overlapping shadow tiles
Summary: This problem appears if shadow corner tiles are too big and some window has size smaller than 2 * shadowTileSize. This change tries to address the problem above by exclusing overlapping tile parts. If there are any two overlapping corners then tile between them(top/right/bottom/left) is not rendered. Also, because some corner tile parts can be excluded, corner tiles are expected to be symmetrical(i.e. if we remove right half from the top-left tile and left half from the top-right tile and stick them together, they still look fine, there are no misalignments, etc). Most shadows(e.g. shadows from Breeze) have such behaviour. No tiles are overlapping {F5728514, layout=center, size=full} Overlapping tiles {F5728516, layout=center, size=full} And this is how it supposed to be {F5728517, layout=center, size=full} Test Plan: * apply D11069 to Breeze * in System Settings/Application Style/Window Decorations, choose "Very Large" shadow size * open Konsole * resize it to a minimum possible size Reviewers: #kwin, graesslin, davidedmundson Reviewed By: #kwin, davidedmundson Subscribers: davidedmundson, ngraham, anemeth, abetts, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D10811
This commit is contained in:
parent
a3cff85e7a
commit
7637cfc22b
7 changed files with 954 additions and 86 deletions
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@ -39,6 +39,7 @@ integrationTest(WAYLAND_ONLY NAME testShellClient SRCS shell_client_test.cpp)
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integrationTest(WAYLAND_ONLY NAME testDontCrashNoBorder SRCS dont_crash_no_border.cpp)
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integrationTest(NAME testXClipboardSync SRCS xclipboardsync_test.cpp)
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integrationTest(WAYLAND_ONLY NAME testSceneOpenGL SRCS scene_opengl_test.cpp generic_scene_opengl_test.cpp)
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integrationTest(WAYLAND_ONLY NAME testSceneOpenGLShadow SRCS scene_opengl_shadow_test.cpp)
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integrationTest(WAYLAND_ONLY NAME testSceneOpenGLES SRCS scene_opengl_es_test.cpp generic_scene_opengl_test.cpp)
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integrationTest(WAYLAND_ONLY NAME testNoXdgRuntimeDir SRCS no_xdg_runtime_dir_test.cpp)
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integrationTest(WAYLAND_ONLY NAME testScreenChanges SRCS screen_changes_test.cpp)
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@ -79,3 +80,4 @@ endif()
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add_subdirectory(scripting)
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add_subdirectory(effects)
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add_subdirectory(fakes)
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2
autotests/integration/fakes/CMakeLists.txt
Normal file
2
autotests/integration/fakes/CMakeLists.txt
Normal file
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@ -0,0 +1,2 @@
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add_subdirectory(org.kde.kdecoration2)
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@ -0,0 +1,15 @@
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########################################################
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# FakeDecoWithShadows
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########################################################
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add_library(fakedecoshadows MODULE fakedecoration_with_shadows.cpp)
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set_target_properties(fakedecoshadows PROPERTIES
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PREFIX ""
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LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin/fakes/org.kde.kdecoration2")
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target_link_libraries(fakedecoshadows
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PUBLIC
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Qt5::Core
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Qt5::Gui
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PRIVATE
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KDecoration2::KDecoration
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KF5::CoreAddons)
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@ -0,0 +1,72 @@
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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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Copyright (C) 2018 Vlad Zagorodniy <vladzzag@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include <QPainter>
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#include <KDecoration2/Decoration>
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#include <KPluginFactory>
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class FakeDecoWithShadows : public KDecoration2::Decoration
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{
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Q_OBJECT
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public:
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explicit FakeDecoWithShadows(QObject *parent = nullptr, const QVariantList &args = QVariantList())
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: Decoration(parent, args) {}
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~FakeDecoWithShadows() override {}
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void paint(QPainter *painter, const QRect &repaintRegion) override {
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Q_UNUSED(painter)
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Q_UNUSED(repaintRegion)
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}
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public Q_SLOTS:
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void init() override {
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const int shadowSize = 128;
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const int offsetTop = 64;
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const int offsetLeft = 48;
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const QRect shadowRect(0, 0, 4 * shadowSize + 1, 4 * shadowSize + 1);
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QImage shadowTexture(shadowRect.size(), QImage::Format_ARGB32_Premultiplied);
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shadowTexture.fill(Qt::transparent);
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const QMargins padding(
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shadowSize - offsetLeft,
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shadowSize - offsetTop,
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shadowSize + offsetLeft,
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shadowSize + offsetTop);
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auto decoShadow = QSharedPointer<KDecoration2::DecorationShadow>::create();
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decoShadow->setPadding(padding);
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decoShadow->setInnerShadowRect(QRect(shadowRect.center(), QSize(1, 1)));
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decoShadow->setShadow(shadowTexture);
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setShadow(decoShadow);
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}
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};
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K_PLUGIN_FACTORY_WITH_JSON(
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FakeDecoWithShadowsFactory,
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"fakedecoration_with_shadows.json",
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registerPlugin<FakeDecoWithShadows>();
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)
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#include "fakedecoration_with_shadows.moc"
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@ -0,0 +1,15 @@
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{
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"KPlugin": {
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"Description": "Window decoration to test shadow tile overlaps",
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"EnabledByDefault": false,
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"Id": "org.kde.test.fakedecowithshadows",
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"Name": "Fake Decoration With Shadows",
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"ServiceTypes": [
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"org.kde.kdecoration2"
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]
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},
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"org.kde.kdecoration2": {
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"blur": false,
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"kcmodule": false
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}
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}
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683
autotests/integration/scene_opengl_shadow_test.cpp
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683
autotests/integration/scene_opengl_shadow_test.cpp
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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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Copyright (C) 2018 Vlad Zagorodniy <vladzzag@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include <algorithm>
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#include <QByteArray>
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#include <QDir>
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#include <QObject>
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#include <QPair>
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#include <QVector>
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#include <KDecoration2/Decoration>
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#include <KDecoration2/DecorationShadow>
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#include <KWayland/Client/server_decoration.h>
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#include <KWayland/Client/shell.h>
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#include <KWayland/Client/surface.h>
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#include "kwin_wayland_test.h"
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#include "composite.h"
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#include "effect_builtins.h"
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#include "effectloader.h"
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#include "effects.h"
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#include "platform.h"
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#include "shadow.h"
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#include "shell_client.h"
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#include "wayland_server.h"
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#include "workspace.h"
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Q_DECLARE_METATYPE(KWin::WindowQuadList);
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using namespace KWin;
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using namespace KWayland::Client;
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static const QString s_socketName = QStringLiteral("wayland_test_kwin_scene_opengl_shadow-0");
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class SceneOpenGLShadowTest : public QObject
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{
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Q_OBJECT
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public:
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SceneOpenGLShadowTest() {}
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private Q_SLOTS:
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void initTestCase();
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void init();
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void cleanup();
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void testShadowTileOverlaps_data();
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void testShadowTileOverlaps();
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};
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inline bool isClose(double a, double b, double eps = 1e-5)
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{
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if (a == b) {
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return true;
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}
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const double diff = std::fabs(a - b);
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if (a == 0 || b == 0) {
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return diff < eps;
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}
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return diff / std::max(a, b) < eps;
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}
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inline bool compareQuads(const WindowQuad &a, const WindowQuad &b)
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{
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for (int i = 0; i < 4; i++) {
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if (!isClose(a[i].x(), b[i].x())
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|| !isClose(a[i].y(), b[i].y())
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|| !isClose(a[i].u(), b[i].u())
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|| !isClose(a[i].v(), b[i].v())) {
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return false;
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}
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}
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return true;
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}
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inline WindowQuad makeShadowQuad(const QRectF &geo, qreal tx1, qreal ty1, qreal tx2, qreal ty2)
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{
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WindowQuad quad(WindowQuadShadow);
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quad[0] = WindowVertex(geo.left(), geo.top(), tx1, ty1);
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quad[1] = WindowVertex(geo.right(), geo.top(), tx2, ty1);
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quad[2] = WindowVertex(geo.right(), geo.bottom(), tx2, ty2);
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quad[3] = WindowVertex(geo.left(), geo.bottom(), tx1, ty2);
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return quad;
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}
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void SceneOpenGLShadowTest::initTestCase()
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{
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// Copied from generic_scene_opengl_test.cpp
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if (!QFile::exists(QStringLiteral("/dev/dri/card0"))) {
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QSKIP("Needs a dri device");
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}
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qRegisterMetaType<KWin::ShellClient*>();
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qRegisterMetaType<KWin::AbstractClient*>();
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QSignalSpy workspaceCreatedSpy(kwinApp(), &Application::workspaceCreated);
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QVERIFY(workspaceCreatedSpy.isValid());
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kwinApp()->platform()->setInitialWindowSize(QSize(1280, 1024));
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QVERIFY(waylandServer()->init(s_socketName.toLocal8Bit()));
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// disable all effects - we don't want to have it interact with the rendering
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auto config = KSharedConfig::openConfig(QString(), KConfig::SimpleConfig);
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KConfigGroup plugins(config, QStringLiteral("Plugins"));
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ScriptedEffectLoader loader;
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const auto builtinNames = BuiltInEffects::availableEffectNames() << loader.listOfKnownEffects();
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for (QString name : builtinNames) {
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plugins.writeEntry(name + QStringLiteral("Enabled"), false);
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}
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config->sync();
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kwinApp()->setConfig(config);
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qputenv("XCURSOR_THEME", QByteArrayLiteral("DMZ-White"));
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qputenv("XCURSOR_SIZE", QByteArrayLiteral("24"));
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qputenv("KWIN_COMPOSE", QByteArrayLiteral("O2"));
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kwinApp()->start();
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QVERIFY(workspaceCreatedSpy.wait());
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QVERIFY(KWin::Compositor::self());
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// Add directory with fake decorations to the plugin search path.
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QCoreApplication::addLibraryPath(
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QDir(QCoreApplication::applicationDirPath()).absoluteFilePath("fakes")
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);
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// Change decoration theme.
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KConfigGroup group = kwinApp()->config()->group("org.kde.kdecoration2");
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group.writeEntry("library", "org.kde.test.fakedecowithshadows");
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group.sync();
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Workspace::self()->slotReconfigure();
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}
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void SceneOpenGLShadowTest::init()
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{
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QVERIFY(Test::setupWaylandConnection(Test::AdditionalWaylandInterface::Decoration));
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}
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void SceneOpenGLShadowTest::cleanup()
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{
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Test::destroyWaylandConnection();
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}
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namespace {
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const int SHADOW_SIZE = 128;
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const int SHADOW_OFFSET_TOP = 64;
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const int SHADOW_OFFSET_LEFT = 48;
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// NOTE: We assume deco shadows are generated with blur so that's
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// why there is 4, 1 is the size of the inner shadow rect.
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const int SHADOW_TEXTURE_WIDTH = 4 * SHADOW_SIZE + 1;
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const int SHADOW_TEXTURE_HEIGHT = 4 * SHADOW_SIZE + 1;
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const int SHADOW_PADDING_TOP = SHADOW_SIZE - SHADOW_OFFSET_TOP;
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const int SHADOW_PADDING_RIGHT = SHADOW_SIZE + SHADOW_OFFSET_LEFT;
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const int SHADOW_PADDING_BOTTOM = SHADOW_SIZE + SHADOW_OFFSET_TOP;
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const int SHADOW_PADDING_LEFT = SHADOW_SIZE - SHADOW_OFFSET_LEFT;
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const QRectF SHADOW_INNER_RECT(2 * SHADOW_SIZE, 2 * SHADOW_SIZE, 1, 1);
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}
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void SceneOpenGLShadowTest::testShadowTileOverlaps_data()
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{
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QTest::addColumn<QSize>("windowSize");
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QTest::addColumn<WindowQuadList>("expectedQuads");
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// Precompute shadow tile geometries(in texture's space).
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const QRectF topLeftTile(
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0,
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0,
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SHADOW_INNER_RECT.x(),
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SHADOW_INNER_RECT.y());
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const QRectF topRightTile(
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SHADOW_INNER_RECT.right(),
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0,
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SHADOW_TEXTURE_WIDTH - SHADOW_INNER_RECT.right(),
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SHADOW_INNER_RECT.y());
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const QRectF topTile(topLeftTile.topRight(), topRightTile.bottomLeft());
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const QRectF bottomLeftTile(
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0,
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SHADOW_INNER_RECT.bottom(),
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SHADOW_INNER_RECT.x(),
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SHADOW_TEXTURE_HEIGHT - SHADOW_INNER_RECT.bottom());
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const QRectF bottomRightTile(
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SHADOW_INNER_RECT.right(),
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SHADOW_INNER_RECT.bottom(),
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SHADOW_TEXTURE_WIDTH - SHADOW_INNER_RECT.right(),
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SHADOW_TEXTURE_HEIGHT - SHADOW_INNER_RECT.bottom());
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const QRectF bottomTile(bottomLeftTile.topRight(), bottomRightTile.bottomLeft());
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const QRectF leftTile(topLeftTile.bottomLeft(), bottomLeftTile.topRight());
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const QRectF rightTile(topRightTile.bottomLeft(), bottomRightTile.topRight());
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qreal tx1 = 0;
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qreal ty1 = 0;
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qreal tx2 = 0;
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qreal ty2 = 0;
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// Explanation behind numbers: (256+1 x 256+1) is the minimum window size
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// which doesn't cause overlapping of shadow tiles. For example, if a window
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// has (256 x 256+1) size, top-left and top-right or bottom-left and
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// bottom-right shadow tiles overlap.
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// No overlaps: In this case corner tiles are rendered as they are,
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// and top/right/bottom/left tiles are stretched.
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{
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const QSize windowSize(256 + 1, 256 + 1);
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WindowQuadList shadowQuads;
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const QRectF outerRect(
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-SHADOW_PADDING_LEFT,
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-SHADOW_PADDING_TOP,
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windowSize.width() + SHADOW_PADDING_LEFT + SHADOW_PADDING_RIGHT,
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windowSize.height() + SHADOW_PADDING_TOP + SHADOW_PADDING_BOTTOM);
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const QRectF topLeft(
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outerRect.left(),
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outerRect.top(),
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topLeftTile.width(),
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topLeftTile.height());
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tx1 = topLeftTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = topLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = topLeftTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = topLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(topLeft, tx1, ty1, tx2, ty2);
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const QRectF topRight(
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outerRect.right() - topRightTile.width(),
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outerRect.top(),
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topRightTile.width(),
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topRightTile.height());
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tx1 = topRightTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = topRightTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = topRightTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = topRightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(topRight, tx1, ty1, tx2, ty2);
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const QRectF top(topLeft.topRight(), topRight.bottomLeft());
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tx1 = topTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = topTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = topTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = topTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(top, tx1, ty1, tx2, ty2);
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const QRectF bottomLeft(
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outerRect.left(),
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outerRect.bottom() - bottomLeftTile.height(),
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bottomLeftTile.width(),
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bottomLeftTile.height());
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tx1 = bottomLeftTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = bottomLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = bottomLeftTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = bottomLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(bottomLeft, tx1, ty1, tx2, ty2);
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const QRectF bottomRight(
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outerRect.right() - bottomRightTile.width(),
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outerRect.bottom() - bottomRightTile.height(),
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bottomRightTile.width(),
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bottomRightTile.height());
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tx1 = bottomRightTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = bottomRightTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = bottomRightTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = bottomRightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(bottomRight, tx1, ty1, tx2, ty2);
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const QRectF bottom(bottomLeft.topRight(), bottomRight.bottomLeft());
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tx1 = bottomTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = bottomTile.top() / SHADOW_TEXTURE_HEIGHT;
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tx2 = bottomTile.right() / SHADOW_TEXTURE_WIDTH;
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ty2 = bottomTile.bottom() / SHADOW_TEXTURE_HEIGHT;
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shadowQuads << makeShadowQuad(bottom, tx1, ty1, tx2, ty2);
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const QRectF left(topLeft.bottomLeft(), bottomLeft.topRight());
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tx1 = leftTile.left() / SHADOW_TEXTURE_WIDTH;
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ty1 = leftTile.top() / SHADOW_TEXTURE_HEIGHT;
|
||||
tx2 = leftTile.right() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = leftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(left, tx1, ty1, tx2, ty2);
|
||||
|
||||
const QRectF right(topRight.bottomLeft(), bottomRight.topRight());
|
||||
tx1 = rightTile.left() / SHADOW_TEXTURE_WIDTH;
|
||||
ty1 = rightTile.top() / SHADOW_TEXTURE_HEIGHT;
|
||||
tx2 = rightTile.right() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = rightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(right, tx1, ty1, tx2, ty2);
|
||||
|
||||
QTest::newRow("no overlaps") << windowSize << shadowQuads;
|
||||
}
|
||||
|
||||
// Top-Left & Bottom-Left/Top-Right & Bottom-Right overlap:
|
||||
// In this case overlapping parts are clipped and left/right
|
||||
// tiles aren't rendered.
|
||||
const QVector<QPair<QByteArray, QSize>> verticalOverlapTestTable {
|
||||
QPair<QByteArray, QSize> {
|
||||
QByteArray("top-left & bottom-left/top-right & bottom-right overlap"),
|
||||
QSize(256 + 1, 256)
|
||||
},
|
||||
QPair<QByteArray, QSize> {
|
||||
QByteArray("top-left & bottom-left/top-right & bottom-right overlap :: pre"),
|
||||
QSize(256 + 1, 256 - 1)
|
||||
}
|
||||
// No need to test the case when window size is QSize(256 + 1, 256 + 1).
|
||||
// It has been tested already (no overlaps test case).
|
||||
};
|
||||
|
||||
for (auto const &tt : verticalOverlapTestTable) {
|
||||
const char *testName = tt.first.constData();
|
||||
const QSize windowSize = tt.second;
|
||||
|
||||
WindowQuadList shadowQuads;
|
||||
qreal halfOverlap = 0.0;
|
||||
|
||||
const QRectF outerRect(
|
||||
-SHADOW_PADDING_LEFT,
|
||||
-SHADOW_PADDING_TOP,
|
||||
windowSize.width() + SHADOW_PADDING_LEFT + SHADOW_PADDING_RIGHT,
|
||||
windowSize.height() + SHADOW_PADDING_TOP + SHADOW_PADDING_BOTTOM);
|
||||
|
||||
QRectF topLeft(
|
||||
outerRect.left(),
|
||||
outerRect.top(),
|
||||
topLeftTile.width(),
|
||||
topLeftTile.height());
|
||||
|
||||
QRectF bottomLeft(
|
||||
outerRect.left(),
|
||||
outerRect.bottom() - bottomLeftTile.height(),
|
||||
bottomLeftTile.width(),
|
||||
bottomLeftTile.height());
|
||||
|
||||
halfOverlap = qAbs(topLeft.bottom() - bottomLeft.top()) / 2;
|
||||
topLeft.setBottom(topLeft.bottom() - halfOverlap);
|
||||
bottomLeft.setTop(bottomLeft.top() + halfOverlap);
|
||||
|
||||
tx1 = topLeftTile.left() / SHADOW_TEXTURE_WIDTH;
|
||||
ty1 = topLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
|
||||
tx2 = topLeftTile.right() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = topLeft.height() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(topLeft, tx1, ty1, tx2, ty2);
|
||||
|
||||
tx1 = bottomLeftTile.left() / SHADOW_TEXTURE_WIDTH;
|
||||
ty1 = 1.0 - (bottomLeft.height() / SHADOW_TEXTURE_HEIGHT);
|
||||
tx2 = bottomLeftTile.right() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = bottomLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(bottomLeft, tx1, ty1, tx2, ty2);
|
||||
|
||||
QRectF topRight(
|
||||
outerRect.right() - topRightTile.width(),
|
||||
outerRect.top(),
|
||||
topRightTile.width(),
|
||||
topRightTile.height());
|
||||
|
||||
QRectF bottomRight(
|
||||
outerRect.right() - bottomRightTile.width(),
|
||||
outerRect.bottom() - bottomRightTile.height(),
|
||||
bottomRightTile.width(),
|
||||
bottomRightTile.height());
|
||||
|
||||
halfOverlap = qAbs(topRight.bottom() - bottomRight.top()) / 2;
|
||||
topRight.setBottom(topRight.bottom() - halfOverlap);
|
||||
bottomRight.setTop(bottomRight.top() + halfOverlap);
|
||||
|
||||
tx1 = topRightTile.left() / SHADOW_TEXTURE_WIDTH;
|
||||
ty1 = topRightTile.top() / SHADOW_TEXTURE_HEIGHT;
|
||||
tx2 = topRightTile.right() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = topRight.height() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(topRight, tx1, ty1, tx2, ty2);
|
||||
|
||||
tx1 = bottomRightTile.left() / SHADOW_TEXTURE_WIDTH;
|
||||
ty1 = 1.0 - (bottomRight.height() / SHADOW_TEXTURE_HEIGHT);
|
||||
tx2 = bottomRightTile.right() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = bottomRightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(bottomRight, tx1, ty1, tx2, ty2);
|
||||
|
||||
const QRectF top(topLeft.topRight(), topRight.bottomLeft());
|
||||
tx1 = topTile.left() / SHADOW_TEXTURE_WIDTH;
|
||||
ty1 = topTile.top() / SHADOW_TEXTURE_HEIGHT;
|
||||
tx2 = topTile.right() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = top.height() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(top, tx1, ty1, tx2, ty2);
|
||||
|
||||
const QRectF bottom(bottomLeft.topRight(), bottomRight.bottomLeft());
|
||||
tx1 = bottomTile.left() / SHADOW_TEXTURE_WIDTH;
|
||||
ty1 = 1.0 - (bottom.height() / SHADOW_TEXTURE_HEIGHT);
|
||||
tx2 = bottomTile.right() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = bottomTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(bottom, tx1, ty1, tx2, ty2);
|
||||
|
||||
QTest::newRow(testName) << windowSize << shadowQuads;
|
||||
}
|
||||
|
||||
// Top-Left & Top-Right/Bottom-Left & Bottom-Right overlap:
|
||||
// In this case overlapping parts are clipped and top/bottom
|
||||
// tiles aren't rendered.
|
||||
const QVector<QPair<QByteArray, QSize>> horizontalOverlapTestTable {
|
||||
QPair<QByteArray, QSize> {
|
||||
QByteArray("top-left & top-right/bottom-left & bottom-right overlap"),
|
||||
QSize(256, 256 + 1)
|
||||
},
|
||||
QPair<QByteArray, QSize> {
|
||||
QByteArray("top-left & top-right/bottom-left & bottom-right overlap :: pre"),
|
||||
QSize(256 - 1, 256 + 1)
|
||||
}
|
||||
// No need to test the case when window size is QSize(256 + 1, 256 + 1).
|
||||
// It has been tested already (no overlaps test case).
|
||||
};
|
||||
|
||||
for (auto const &tt : horizontalOverlapTestTable) {
|
||||
const char *testName = tt.first.constData();
|
||||
const QSize windowSize = tt.second;
|
||||
|
||||
WindowQuadList shadowQuads;
|
||||
qreal halfOverlap = 0.0;
|
||||
|
||||
const QRectF outerRect(
|
||||
-SHADOW_PADDING_LEFT,
|
||||
-SHADOW_PADDING_TOP,
|
||||
windowSize.width() + SHADOW_PADDING_LEFT + SHADOW_PADDING_RIGHT,
|
||||
windowSize.height() + SHADOW_PADDING_TOP + SHADOW_PADDING_BOTTOM);
|
||||
|
||||
QRectF topLeft(
|
||||
outerRect.left(),
|
||||
outerRect.top(),
|
||||
topLeftTile.width(),
|
||||
topLeftTile.height());
|
||||
|
||||
QRectF topRight(
|
||||
outerRect.right() - topRightTile.width(),
|
||||
outerRect.top(),
|
||||
topRightTile.width(),
|
||||
topRightTile.height());
|
||||
|
||||
halfOverlap = qAbs(topLeft.right() - topRight.left()) / 2;
|
||||
topLeft.setRight(topLeft.right() - halfOverlap);
|
||||
topRight.setLeft(topRight.left() + halfOverlap);
|
||||
|
||||
tx1 = topLeftTile.left() / SHADOW_TEXTURE_WIDTH;
|
||||
ty1 = topLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
|
||||
tx2 = topLeft.width() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = topLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(topLeft, tx1, ty1, tx2, ty2);
|
||||
|
||||
tx1 = 1.0 - (topRight.width() / SHADOW_TEXTURE_WIDTH);
|
||||
ty1 = topRightTile.top() / SHADOW_TEXTURE_HEIGHT;
|
||||
tx2 = topRightTile.right() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = topRightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(topRight, tx1, ty1, tx2, ty2);
|
||||
|
||||
QRectF bottomLeft(
|
||||
outerRect.left(),
|
||||
outerRect.bottom() - bottomLeftTile.height(),
|
||||
bottomLeftTile.width(),
|
||||
bottomLeftTile.height());
|
||||
|
||||
QRectF bottomRight(
|
||||
outerRect.right() - bottomRightTile.width(),
|
||||
outerRect.bottom() - bottomRightTile.height(),
|
||||
bottomRightTile.width(),
|
||||
bottomRightTile.height());
|
||||
|
||||
halfOverlap = qAbs(bottomLeft.right() - bottomRight.left()) / 2;
|
||||
bottomLeft.setRight(bottomLeft.right() - halfOverlap);
|
||||
bottomRight.setLeft(bottomRight.left() + halfOverlap);
|
||||
|
||||
tx1 = bottomLeftTile.left() / SHADOW_TEXTURE_WIDTH;
|
||||
ty1 = bottomLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
|
||||
tx2 = bottomLeft.width() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = bottomLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(bottomLeft, tx1, ty1, tx2, ty2);
|
||||
|
||||
tx1 = 1.0 - (bottomRight.width() / SHADOW_TEXTURE_WIDTH);
|
||||
ty1 = bottomRightTile.top() / SHADOW_TEXTURE_HEIGHT;
|
||||
tx2 = bottomRightTile.right() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = bottomRightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(bottomRight, tx1, ty1, tx2, ty2);
|
||||
|
||||
const QRectF left(topLeft.bottomLeft(), bottomLeft.topRight());
|
||||
tx1 = leftTile.left() / SHADOW_TEXTURE_WIDTH;
|
||||
ty1 = leftTile.top() / SHADOW_TEXTURE_HEIGHT;
|
||||
tx2 = left.width() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = leftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(left, tx1, ty1, tx2, ty2);
|
||||
|
||||
const QRectF right(topRight.bottomLeft(), bottomRight.topRight());
|
||||
tx1 = 1.0 - (right.width() / SHADOW_TEXTURE_WIDTH);
|
||||
ty1 = rightTile.top() / SHADOW_TEXTURE_HEIGHT;
|
||||
tx2 = rightTile.right() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = rightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(right, tx1, ty1, tx2, ty2);
|
||||
|
||||
QTest::newRow(testName) << windowSize << shadowQuads;
|
||||
}
|
||||
|
||||
// All shadow tiles overlap: In this case all overlapping parts
|
||||
// are clippend and top/right/bottom/left tiles aren't rendered.
|
||||
const QVector<QPair<QByteArray, QSize>> allOverlapTestTable {
|
||||
QPair<QByteArray, QSize> {
|
||||
QByteArray("all corner tiles overlap"),
|
||||
QSize(256, 256)
|
||||
},
|
||||
QPair<QByteArray, QSize> {
|
||||
QByteArray("all corner tiles overlap :: pre"),
|
||||
QSize(256 - 1, 256 - 1)
|
||||
}
|
||||
// No need to test the case when window size is QSize(256 + 1, 256 + 1).
|
||||
// It has been tested already (no overlaps test case).
|
||||
};
|
||||
|
||||
for (auto const &tt : allOverlapTestTable) {
|
||||
const char *testName = tt.first.constData();
|
||||
const QSize windowSize = tt.second;
|
||||
|
||||
WindowQuadList shadowQuads;
|
||||
qreal halfOverlap = 0.0;
|
||||
|
||||
const QRectF outerRect(
|
||||
-SHADOW_PADDING_LEFT,
|
||||
-SHADOW_PADDING_TOP,
|
||||
windowSize.width() + SHADOW_PADDING_LEFT + SHADOW_PADDING_RIGHT,
|
||||
windowSize.height() + SHADOW_PADDING_TOP + SHADOW_PADDING_BOTTOM);
|
||||
|
||||
QRectF topLeft(
|
||||
outerRect.left(),
|
||||
outerRect.top(),
|
||||
topLeftTile.width(),
|
||||
topLeftTile.height());
|
||||
|
||||
QRectF topRight(
|
||||
outerRect.right() - topRightTile.width(),
|
||||
outerRect.top(),
|
||||
topRightTile.width(),
|
||||
topRightTile.height());
|
||||
|
||||
QRectF bottomLeft(
|
||||
outerRect.left(),
|
||||
outerRect.bottom() - bottomLeftTile.height(),
|
||||
bottomLeftTile.width(),
|
||||
bottomLeftTile.height());
|
||||
|
||||
QRectF bottomRight(
|
||||
outerRect.right() - bottomRightTile.width(),
|
||||
outerRect.bottom() - bottomRightTile.height(),
|
||||
bottomRightTile.width(),
|
||||
bottomRightTile.height());
|
||||
|
||||
halfOverlap = qAbs(topLeft.right() - topRight.left()) / 2;
|
||||
topLeft.setRight(topLeft.right() - halfOverlap);
|
||||
topRight.setLeft(topRight.left() + halfOverlap);
|
||||
|
||||
halfOverlap = qAbs(bottomLeft.right() - bottomRight.left()) / 2;
|
||||
bottomLeft.setRight(bottomLeft.right() - halfOverlap);
|
||||
bottomRight.setLeft(bottomRight.left() + halfOverlap);
|
||||
|
||||
halfOverlap = qAbs(topLeft.bottom() - bottomLeft.top()) / 2;
|
||||
topLeft.setBottom(topLeft.bottom() - halfOverlap);
|
||||
bottomLeft.setTop(bottomLeft.top() + halfOverlap);
|
||||
|
||||
halfOverlap = qAbs(topRight.bottom() - bottomRight.top()) / 2;
|
||||
topRight.setBottom(topRight.bottom() - halfOverlap);
|
||||
bottomRight.setTop(bottomRight.top() + halfOverlap);
|
||||
|
||||
tx1 = topLeftTile.left() / SHADOW_TEXTURE_WIDTH;
|
||||
ty1 = topLeftTile.top() / SHADOW_TEXTURE_HEIGHT;
|
||||
tx2 = topLeft.width() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = topLeft.height() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(topLeft, tx1, ty1, tx2, ty2);
|
||||
|
||||
tx1 = 1.0 - (topRight.width() / SHADOW_TEXTURE_WIDTH);
|
||||
ty1 = topRightTile.top() / SHADOW_TEXTURE_HEIGHT;
|
||||
tx2 = topRightTile.right() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = topRight.height() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(topRight, tx1, ty1, tx2, ty2);
|
||||
|
||||
tx1 = bottomLeftTile.left() / SHADOW_TEXTURE_WIDTH;
|
||||
ty1 = 1.0 - (bottomLeft.height() / SHADOW_TEXTURE_HEIGHT);
|
||||
tx2 = bottomLeft.width() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = bottomLeftTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(bottomLeft, tx1, ty1, tx2, ty2);
|
||||
|
||||
tx1 = 1.0 - (bottomRight.width() / SHADOW_TEXTURE_WIDTH);
|
||||
ty1 = 1.0 - (bottomRight.height() / SHADOW_TEXTURE_HEIGHT);
|
||||
tx2 = bottomRightTile.right() / SHADOW_TEXTURE_WIDTH;
|
||||
ty2 = bottomRightTile.bottom() / SHADOW_TEXTURE_HEIGHT;
|
||||
shadowQuads << makeShadowQuad(bottomRight, tx1, ty1, tx2, ty2);
|
||||
|
||||
QTest::newRow(testName) << windowSize << shadowQuads;
|
||||
}
|
||||
|
||||
// Window is too small: do not render any shadow tiles.
|
||||
{
|
||||
const QSize windowSize(1, 1);
|
||||
const WindowQuadList shadowQuads;
|
||||
|
||||
QTest::newRow("window is too small") << windowSize << shadowQuads;
|
||||
}
|
||||
}
|
||||
|
||||
void SceneOpenGLShadowTest::testShadowTileOverlaps()
|
||||
{
|
||||
QFETCH(QSize, windowSize);
|
||||
QFETCH(WindowQuadList, expectedQuads);
|
||||
|
||||
// Create a decorated client.
|
||||
QScopedPointer<Surface> surface(Test::createSurface());
|
||||
QScopedPointer<ShellSurface> shellSurface(Test::createShellSurface(surface.data()));
|
||||
QScopedPointer<ServerSideDecoration> ssd(Test::waylandServerSideDecoration()->create(surface.data()));
|
||||
|
||||
auto *client = Test::renderAndWaitForShown(surface.data(), windowSize, Qt::blue);
|
||||
|
||||
QSignalSpy sizeChangedSpy(shellSurface.data(), &ShellSurface::sizeChanged);
|
||||
QVERIFY(sizeChangedSpy.isValid());
|
||||
|
||||
// Check the client is decorated.
|
||||
QVERIFY(client);
|
||||
QVERIFY(client->isDecorated());
|
||||
auto *decoration = client->decoration();
|
||||
QVERIFY(decoration);
|
||||
|
||||
// If speciefied decoration theme is not found, KWin loads a default one
|
||||
// so we have to check whether a client has right decoration.
|
||||
auto decoShadow = decoration->shadow();
|
||||
QCOMPARE(decoShadow->shadow().size(), QSize(SHADOW_TEXTURE_WIDTH, SHADOW_TEXTURE_HEIGHT));
|
||||
QCOMPARE(decoShadow->paddingTop(), SHADOW_PADDING_TOP);
|
||||
QCOMPARE(decoShadow->paddingRight(), SHADOW_PADDING_RIGHT);
|
||||
QCOMPARE(decoShadow->paddingBottom(), SHADOW_PADDING_BOTTOM);
|
||||
QCOMPARE(decoShadow->paddingLeft(), SHADOW_PADDING_LEFT);
|
||||
|
||||
// Get shadow.
|
||||
QVERIFY(client->effectWindow());
|
||||
QVERIFY(client->effectWindow()->sceneWindow());
|
||||
QVERIFY(client->effectWindow()->sceneWindow()->shadow());
|
||||
auto *shadow = client->effectWindow()->sceneWindow()->shadow();
|
||||
|
||||
// Validate shadow quads.
|
||||
const WindowQuadList &quads = shadow->shadowQuads();
|
||||
QCOMPARE(quads.size(), expectedQuads.size());
|
||||
|
||||
QVector<bool> mask(expectedQuads.size(), false);
|
||||
for (const auto &q : quads) {
|
||||
for (int i = 0; i < expectedQuads.size(); i++) {
|
||||
if (!compareQuads(q, expectedQuads[i])) {
|
||||
continue;
|
||||
}
|
||||
if (!mask[i]) {
|
||||
mask[i] = true;
|
||||
break;
|
||||
} else {
|
||||
QFAIL("got a duplicate shadow quad");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto &v : qAsConst(mask)) {
|
||||
if (!v) {
|
||||
QFAIL("missed a shadow quad");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
WAYLANDTEST_MAIN(SceneOpenGLShadowTest)
|
||||
#include "scene_opengl_shadow_test.moc"
|
|
@ -2137,8 +2137,14 @@ SceneOpenGLShadow::~SceneOpenGLShadow()
|
|||
|
||||
void SceneOpenGLShadow::buildQuads()
|
||||
{
|
||||
// prepare window quads
|
||||
m_shadowQuads.clear();
|
||||
// Do not draw shadows if window width or window height is less than
|
||||
// 5 px. 5 is an arbitrary choice.
|
||||
if (topLevel()->width() < 5 || topLevel()->height() < 5) {
|
||||
m_shadowQuads.clear();
|
||||
setShadowRegion(QRegion());
|
||||
return;
|
||||
}
|
||||
|
||||
const QSizeF top(elementSize(ShadowElementTop));
|
||||
const QSizeF topRight(elementSize(ShadowElementTopRight));
|
||||
const QSizeF right(elementSize(ShadowElementRight));
|
||||
|
@ -2147,105 +2153,178 @@ void SceneOpenGLShadow::buildQuads()
|
|||
const QSizeF bottomLeft(elementSize(ShadowElementBottomLeft));
|
||||
const QSizeF left(elementSize(ShadowElementLeft));
|
||||
const QSizeF topLeft(elementSize(ShadowElementTopLeft));
|
||||
if ((left.width() - leftOffset() > topLevel()->width()) ||
|
||||
(right.width() - rightOffset() > topLevel()->width()) ||
|
||||
(top.height() - topOffset() > topLevel()->height()) ||
|
||||
(bottom.height() - bottomOffset() > topLevel()->height())) {
|
||||
// if our shadow is bigger than the window, we don't render the shadow
|
||||
setShadowRegion(QRegion());
|
||||
return;
|
||||
}
|
||||
|
||||
const QRectF outerRect(QPointF(-leftOffset(), -topOffset()),
|
||||
QPointF(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset()));
|
||||
QPointF(topLevel()->width() + rightOffset(),
|
||||
topLevel()->height() + bottomOffset()));
|
||||
|
||||
const int width = std::max({topLeft.width(), left.width(), bottomLeft.width()}) +
|
||||
std::max(top.width(), bottom.width()) +
|
||||
std::max({topRight.width(), right.width(), bottomRight.width()});
|
||||
const int height = std::max({topLeft.height(), top.height(), topRight.height()}) +
|
||||
std::max(left.height(), right.height()) +
|
||||
std::max({bottomLeft.height(), bottom.height(), bottomRight.height()});
|
||||
const int width = std::max({topLeft.width(), left.width(), bottomLeft.width()})
|
||||
+ std::max(top.width(), bottom.width())
|
||||
+ std::max({topRight.width(), right.width(), bottomRight.width()});
|
||||
const int height = std::max({topLeft.height(), top.height(), topRight.height()})
|
||||
+ std::max(left.height(), right.height())
|
||||
+ std::max({bottomLeft.height(), bottom.height(), bottomRight.height()});
|
||||
|
||||
qreal tx1(0.0), tx2(0.0), ty1(0.0), ty2(0.0);
|
||||
QRectF topLeftRect(outerRect.topLeft(), topLeft);
|
||||
QRectF topRightRect(outerRect.topRight() - QPointF(topRight.width(), 0), topRight);
|
||||
QRectF bottomRightRect(
|
||||
outerRect.bottomRight() - QPointF(bottomRight.width(), bottomRight.height()),
|
||||
bottomRight);
|
||||
QRectF bottomLeftRect(outerRect.bottomLeft() - QPointF(0, bottomLeft.height()), bottomLeft);
|
||||
|
||||
tx2 = topLeft.width()/width;
|
||||
ty2 = topLeft.height()/height;
|
||||
WindowQuad topLeftQuad(WindowQuadShadow);
|
||||
topLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y(), tx1, ty1);
|
||||
topLeftQuad[ 1 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx2, ty1);
|
||||
topLeftQuad[ 2 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + topLeft.height(), tx2, ty2);
|
||||
topLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty2);
|
||||
m_shadowQuads.append(topLeftQuad);
|
||||
// Re-distribute the corner tiles so no one of them is overlapping with others.
|
||||
// By doing this, we assume that shadow's corner tiles are symmetric
|
||||
// and it is OK to not draw top/right/bottom/left tile between corners.
|
||||
// For example, let's say top-left and top-right tiles are overlapping.
|
||||
// In that case, the right side of the top-left tile will be shifted to left,
|
||||
// the left side of the top-right tile will shifted to right, and the top
|
||||
// tile won't be rendered.
|
||||
bool drawTop = true;
|
||||
if (topLeftRect.right() >= topRightRect.left()) {
|
||||
const float halfOverlap = qAbs(topLeftRect.right() - topRightRect.left()) / 2;
|
||||
topLeftRect.setRight(topLeftRect.right() - halfOverlap);
|
||||
topRightRect.setLeft(topRightRect.left() + halfOverlap);
|
||||
drawTop = false;
|
||||
}
|
||||
|
||||
tx1 = tx2;
|
||||
tx2 = (topLeft.width() + top.width())/width;
|
||||
ty2 = top.height()/height;
|
||||
WindowQuad topQuad(WindowQuadShadow);
|
||||
topQuad[ 0 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx1, ty1);
|
||||
topQuad[ 1 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx2, ty1);
|
||||
topQuad[ 2 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + top.height(),tx2, ty2);
|
||||
topQuad[ 3 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + top.height(), tx1, ty2);
|
||||
m_shadowQuads.append(topQuad);
|
||||
bool drawRight = true;
|
||||
if (topRightRect.bottom() >= bottomRightRect.top()) {
|
||||
const float halfOverlap = qAbs(topRightRect.bottom() - bottomRightRect.top()) / 2;
|
||||
topRightRect.setBottom(topRightRect.bottom() - halfOverlap);
|
||||
bottomRightRect.setTop(bottomRightRect.top() + halfOverlap);
|
||||
drawRight = false;
|
||||
}
|
||||
|
||||
tx1 = tx2;
|
||||
tx2 = 1.0;
|
||||
ty2 = topRight.height()/height;
|
||||
WindowQuad topRightQuad(WindowQuadShadow);
|
||||
topRightQuad[ 0 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx1, ty1);
|
||||
topRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y(), tx2, ty1);
|
||||
topRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty2);
|
||||
topRightQuad[ 3 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + topRight.height(), tx1, ty2);
|
||||
m_shadowQuads.append(topRightQuad);
|
||||
bool drawBottom = true;
|
||||
if (bottomLeftRect.right() >= bottomRightRect.left()) {
|
||||
const float halfOverlap = qAbs(bottomLeftRect.right() - bottomRightRect.left()) / 2;
|
||||
bottomLeftRect.setRight(bottomLeftRect.right() - halfOverlap);
|
||||
bottomRightRect.setLeft(bottomRightRect.left() + halfOverlap);
|
||||
drawBottom = false;
|
||||
}
|
||||
|
||||
tx1 = (width - right.width())/width;
|
||||
ty1 = topRight.height()/height;
|
||||
ty2 = (topRight.height() + right.height())/height;
|
||||
WindowQuad rightQuad(WindowQuadShadow);
|
||||
rightQuad[ 0 ] = WindowVertex(outerRect.right() - right.width(), outerRect.y() + topRight.height(), tx1, ty1);
|
||||
rightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty1);
|
||||
rightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty2);
|
||||
rightQuad[ 3 ] = WindowVertex(outerRect.right() - right.width(), outerRect.bottom() - bottomRight.height(), tx1, ty2);
|
||||
m_shadowQuads.append(rightQuad);
|
||||
bool drawLeft = true;
|
||||
if (topLeftRect.bottom() >= bottomLeftRect.top()) {
|
||||
const float halfOverlap = qAbs(topLeftRect.bottom() - bottomLeftRect.top()) / 2;
|
||||
topLeftRect.setBottom(topLeftRect.bottom() - halfOverlap);
|
||||
bottomLeftRect.setTop(bottomLeftRect.top() + halfOverlap);
|
||||
drawLeft = false;
|
||||
}
|
||||
|
||||
tx1 = (width - bottomRight.width())/width;
|
||||
ty1 = ty2;
|
||||
ty2 = 1.0;
|
||||
WindowQuad bottomRightQuad(WindowQuadShadow);
|
||||
bottomRightQuad[ 0 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottomRight.height(), tx1, ty1);
|
||||
bottomRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty1);
|
||||
bottomRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom(), tx2, ty2);
|
||||
bottomRightQuad[ 3 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx1, ty2);
|
||||
m_shadowQuads.append(bottomRightQuad);
|
||||
qreal tx1 = 0.0,
|
||||
tx2 = 0.0,
|
||||
ty1 = 0.0,
|
||||
ty2 = 0.0;
|
||||
|
||||
tx2 = tx1;
|
||||
tx1 = bottomLeft.width()/width;
|
||||
ty1 = (height - bottom.height())/height;
|
||||
WindowQuad bottomQuad(WindowQuadShadow);
|
||||
bottomQuad[ 0 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottom.height(), tx1, ty1);
|
||||
bottomQuad[ 1 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottom.height(), tx2, ty1);
|
||||
bottomQuad[ 2 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx2, ty2);
|
||||
bottomQuad[ 3 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx1, ty2);
|
||||
m_shadowQuads.append(bottomQuad);
|
||||
m_shadowQuads.clear();
|
||||
|
||||
tx1 = 0.0;
|
||||
tx2 = bottomLeft.width()/width;
|
||||
ty1 = (height - bottomLeft.height())/height;
|
||||
ty1 = 0.0;
|
||||
tx2 = topLeftRect.width() / width;
|
||||
ty2 = topLeftRect.height() / height;
|
||||
WindowQuad topLeftQuad(WindowQuadShadow);
|
||||
topLeftQuad[0] = WindowVertex(topLeftRect.left(), topLeftRect.top(), tx1, ty1);
|
||||
topLeftQuad[1] = WindowVertex(topLeftRect.right(), topLeftRect.top(), tx2, ty1);
|
||||
topLeftQuad[2] = WindowVertex(topLeftRect.right(), topLeftRect.bottom(), tx2, ty2);
|
||||
topLeftQuad[3] = WindowVertex(topLeftRect.left(), topLeftRect.bottom(), tx1, ty2);
|
||||
m_shadowQuads.append(topLeftQuad);
|
||||
|
||||
tx1 = 1.0 - topRightRect.width() / width;
|
||||
ty1 = 0.0;
|
||||
tx2 = 1.0;
|
||||
ty2 = topRightRect.height() / height;
|
||||
WindowQuad topRightQuad(WindowQuadShadow);
|
||||
topRightQuad[0] = WindowVertex(topRightRect.left(), topRightRect.top(), tx1, ty1);
|
||||
topRightQuad[1] = WindowVertex(topRightRect.right(), topRightRect.top(), tx2, ty1);
|
||||
topRightQuad[2] = WindowVertex(topRightRect.right(), topRightRect.bottom(), tx2, ty2);
|
||||
topRightQuad[3] = WindowVertex(topRightRect.left(), topRightRect.bottom(), tx1, ty2);
|
||||
m_shadowQuads.append(topRightQuad);
|
||||
|
||||
tx1 = 1.0 - bottomRightRect.width() / width;
|
||||
tx2 = 1.0;
|
||||
ty1 = 1.0 - bottomRightRect.height() / height;
|
||||
ty2 = 1.0;
|
||||
WindowQuad bottomRightQuad(WindowQuadShadow);
|
||||
bottomRightQuad[0] = WindowVertex(bottomRightRect.left(), bottomRightRect.top(), tx1, ty1);
|
||||
bottomRightQuad[1] = WindowVertex(bottomRightRect.right(), bottomRightRect.top(), tx2, ty1);
|
||||
bottomRightQuad[2] = WindowVertex(bottomRightRect.right(), bottomRightRect.bottom(), tx2, ty2);
|
||||
bottomRightQuad[3] = WindowVertex(bottomRightRect.left(), bottomRightRect.bottom(), tx1, ty2);
|
||||
m_shadowQuads.append(bottomRightQuad);
|
||||
|
||||
tx1 = 0.0;
|
||||
tx2 = bottomLeftRect.width() / width;
|
||||
ty1 = 1.0 - bottomLeftRect.height() / height;
|
||||
ty2 = 1.0;
|
||||
WindowQuad bottomLeftQuad(WindowQuadShadow);
|
||||
bottomLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty1);
|
||||
bottomLeftQuad[ 1 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty1);
|
||||
bottomLeftQuad[ 2 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx2, ty2);
|
||||
bottomLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom(), tx1, ty2);
|
||||
bottomLeftQuad[0] = WindowVertex(bottomLeftRect.left(), bottomLeftRect.top(), tx1, ty1);
|
||||
bottomLeftQuad[1] = WindowVertex(bottomLeftRect.right(), bottomLeftRect.top(), tx2, ty1);
|
||||
bottomLeftQuad[2] = WindowVertex(bottomLeftRect.right(), bottomLeftRect.bottom(), tx2, ty2);
|
||||
bottomLeftQuad[3] = WindowVertex(bottomLeftRect.left(), bottomLeftRect.bottom(), tx1, ty2);
|
||||
m_shadowQuads.append(bottomLeftQuad);
|
||||
|
||||
tx2 = left.width()/width;
|
||||
ty2 = ty1;
|
||||
ty1 = topLeft.height()/height;
|
||||
WindowQuad leftQuad(WindowQuadShadow);
|
||||
leftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty1);
|
||||
leftQuad[ 1 ] = WindowVertex(outerRect.x() + left.width(), outerRect.y() + topLeft.height(), tx2, ty1);
|
||||
leftQuad[ 2 ] = WindowVertex(outerRect.x() + left.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty2);
|
||||
leftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty2);
|
||||
m_shadowQuads.append(leftQuad);
|
||||
if (drawTop) {
|
||||
const QRectF topRect(
|
||||
topLeftRect.topRight(),
|
||||
topRightRect.bottomLeft());
|
||||
tx1 = topLeft.width() / width;
|
||||
ty1 = 0.0;
|
||||
tx2 = 1.0 - topRight.width() / width;
|
||||
ty2 = topRect.height() / height;
|
||||
WindowQuad topQuad(WindowQuadShadow);
|
||||
topQuad[0] = WindowVertex(topRect.left(), topRect.top(), tx1, ty1);
|
||||
topQuad[1] = WindowVertex(topRect.right(), topRect.top(), tx2, ty1);
|
||||
topQuad[2] = WindowVertex(topRect.right(), topRect.bottom(), tx2, ty2);
|
||||
topQuad[3] = WindowVertex(topRect.left(), topRect.bottom(), tx1, ty2);
|
||||
m_shadowQuads.append(topQuad);
|
||||
}
|
||||
|
||||
if (drawRight) {
|
||||
const QRectF rightRect(
|
||||
topRightRect.bottomLeft(),
|
||||
bottomRightRect.topRight());
|
||||
tx1 = 1.0 - rightRect.width() / width;
|
||||
ty1 = topRight.height() / height;
|
||||
tx2 = 1.0;
|
||||
ty2 = 1.0 - bottomRight.height() / height;
|
||||
WindowQuad rightQuad(WindowQuadShadow);
|
||||
rightQuad[0] = WindowVertex(rightRect.left(), rightRect.top(), tx1, ty1);
|
||||
rightQuad[1] = WindowVertex(rightRect.right(), rightRect.top(), tx2, ty1);
|
||||
rightQuad[2] = WindowVertex(rightRect.right(), rightRect.bottom(), tx2, ty2);
|
||||
rightQuad[3] = WindowVertex(rightRect.left(), rightRect.bottom(), tx1, ty2);
|
||||
m_shadowQuads.append(rightQuad);
|
||||
}
|
||||
|
||||
if (drawBottom) {
|
||||
const QRectF bottomRect(
|
||||
bottomLeftRect.topRight(),
|
||||
bottomRightRect.bottomLeft());
|
||||
tx1 = bottomLeft.width() / width;
|
||||
ty1 = 1.0 - bottomRect.height() / height;
|
||||
tx2 = 1.0 - bottomRight.width() / width;
|
||||
ty2 = 1.0;
|
||||
WindowQuad bottomQuad(WindowQuadShadow);
|
||||
bottomQuad[0] = WindowVertex(bottomRect.left(), bottomRect.top(), tx1, ty1);
|
||||
bottomQuad[1] = WindowVertex(bottomRect.right(), bottomRect.top(), tx2, ty1);
|
||||
bottomQuad[2] = WindowVertex(bottomRect.right(), bottomRect.bottom(), tx2, ty2);
|
||||
bottomQuad[3] = WindowVertex(bottomRect.left(), bottomRect.bottom(), tx1, ty2);
|
||||
m_shadowQuads.append(bottomQuad);
|
||||
}
|
||||
|
||||
if (drawLeft) {
|
||||
const QRectF leftRect(
|
||||
topLeftRect.bottomLeft(),
|
||||
bottomLeftRect.topRight());
|
||||
tx1 = 0.0;
|
||||
ty1 = topLeft.height() / height;
|
||||
tx2 = leftRect.width() / width;
|
||||
ty2 = 1.0 - bottomRight.height() / height;
|
||||
WindowQuad leftQuad(WindowQuadShadow);
|
||||
leftQuad[0] = WindowVertex(leftRect.left(), leftRect.top(), tx1, ty1);
|
||||
leftQuad[1] = WindowVertex(leftRect.right(), leftRect.top(), tx2, ty1);
|
||||
leftQuad[2] = WindowVertex(leftRect.right(), leftRect.bottom(), tx2, ty2);
|
||||
leftQuad[3] = WindowVertex(leftRect.left(), leftRect.bottom(), tx1, ty2);
|
||||
m_shadowQuads.append(leftQuad);
|
||||
}
|
||||
}
|
||||
|
||||
bool SceneOpenGLShadow::prepareBackend()
|
||||
|
|
Loading…
Reference in a new issue