Change xrender code to match the opengl code.
Also dump the support for the current effect code, as that will have to go anyway. svn path=/branches/work/kwin_composite/; revision=595579
This commit is contained in:
parent
fef8c89b93
commit
c7584b3bf8
2 changed files with 201 additions and 238 deletions
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@ -49,6 +49,9 @@ kdbgstream& operator<<( kdbgstream& stream, RegionDebug r )
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}
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#endif
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Picture SceneXrender::buffer;
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XserverRegion SceneXrender::infiniteRegion;
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SceneXrender::SceneXrender( Workspace* ws )
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: Scene( ws )
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{
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@ -56,6 +59,12 @@ SceneXrender::SceneXrender( Workspace* ws )
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XRenderPictureAttributes pa;
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pa.subwindow_mode = IncludeInferiors;
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front = XRenderCreatePicture( display(), rootWindow(), format, CPSubwindowMode, &pa );
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XRectangle xr;
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xr.x = SHRT_MIN / 2;
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xr.y = SHRT_MIN / 2;
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xr.width = SHRT_MAX;
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xr.height = SHRT_MAX;
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infiniteRegion = XFixesCreateRegion( display(), &xr, 1 );
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createBuffer();
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}
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@ -63,18 +72,40 @@ SceneXrender::~SceneXrender()
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{
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XRenderFreePicture( display(), front );
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XRenderFreePicture( display(), buffer );
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for( QMap< Toplevel*, WindowData >::Iterator it = window_data.begin();
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it != window_data.end();
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for( QMap< Toplevel*, Window >::Iterator it = windows.begin();
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it != windows.end();
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++it )
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(*it).free();
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XFixesDestroyRegion( display(), infiniteRegion );
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}
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void SceneXrender::paint( QRegion dam, ToplevelList windows )
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void SceneXrender::paint( QRegion damage, ToplevelList windows )
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{
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#if 1
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dam = QRegion( 0, 0, displayWidth(), displayHeight());
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#endif
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QVector< QRect > rects = dam.rects();
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if( /*generic case*/ false )
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paintGenericScreen( windows );
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else
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paintSimpleScreen( damage, windows );
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}
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void SceneXrender::paintGenericScreen( ToplevelList windows )
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{
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paintBackground( infiniteRegion );
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foreach( Toplevel* c, windows ) // bottom to top
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{
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assert( this->windows.contains( c ));
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Window& w = this->windows[ c ];
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if( !w.isVisible())
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continue;
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w.paint( infiniteRegion, PAINT_OPAQUE | PAINT_TRANSLUCENT );
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}
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// copy composed buffer to the root window
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XRenderComposite( display(), PictOpSrc, buffer, None, front, 0, 0, 0, 0, 0, 0, displayWidth(), displayHeight());
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XFlush( display());
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}
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void SceneXrender::paintSimpleScreen( QRegion damage, ToplevelList windows )
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{
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QVector< QRect > rects = damage.rects();
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XRectangle* xr = new XRectangle[ rects.count() ];
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for( int i = 0;
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i < rects.count();
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@ -85,43 +116,11 @@ void SceneXrender::paint( QRegion dam, ToplevelList windows )
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xr[ i ].width = rects[ i ].width();
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xr[ i ].height = rects[ i ].height();
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}
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XserverRegion damage = XFixesCreateRegion( display(), xr, rects.count());
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XserverRegion region = XFixesCreateRegion( display(), xr, rects.count());
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delete[] xr;
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// Use the damage region as the clip region for the root window
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XFixesSetPictureClipRegion( display(), front, 0, 0, damage );
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// Prepare pass for windows
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// Go top to bottom so that clipping is computed properly for phase1
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for( int i = windows.count() - 1;
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i >= 0;
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--i )
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{
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Toplevel* c = windows[ i ];
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resetWindowData( c );
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WindowData& data = window_data[ c ];
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Picture picture = data.picture();
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if( picture == None ) // The render format can be null for GL and/or Xv visuals
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{
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windows.removeAt( i );
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continue;
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}
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effects->transformWindow( c, data.matrix, data.effect ); // TODO remove, instead add initWindow() to effects
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effects->transformWorkspace( data.matrix, data.effect );
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data.saveClipRegion( damage );
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if( data.simpleTransformation() && data.isOpaque())
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{ // is opaque, has simple shape, can be clipped, will be painted using simpler faster method
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// Subtract the clients shape from the damage region
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XserverRegion shape = data.shape();
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assert( shape != None );
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XFixesSubtractRegion( display(), damage, damage, shape );
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data.phase = 1;
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}
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else
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data.phase = 2; // will be painted later bottom to top
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}
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// Fill any areas of the root window not covered by windows
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XFixesSetPictureClipRegion( display(), buffer, 0, 0, damage );
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XRenderColor col = { 0xffff, 0xffff, 0xffff, 0xffff };
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XRenderFillRectangle( display(), PictOpSrc, buffer, &col, 0, 0, displayWidth(), displayHeight());
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XFixesSetPictureClipRegion( display(), front, 0, 0, region );
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QList< Phase2Data > phase2;
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// Draw each opaque window top to bottom, subtracting the bounding rect of
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// each window from the clip region after it's been drawn.
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for( int i = windows.count() - 1;
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@ -129,93 +128,77 @@ void SceneXrender::paint( QRegion dam, ToplevelList windows )
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--i )
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{
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Toplevel* c = windows[ i ];
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WindowData& data = window_data[ c ];
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if( data.phase != 1 )
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assert( this->windows.contains( c ));
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Window& w = this->windows[ c ];
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if( !w.isVisible())
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continue;
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XFixesSetPictureClipRegion( display(), buffer, 0, 0, data.savedClipRegion());
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Picture picture = data.picture();
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XRenderComposite( display(), PictOpSrc, picture, None, buffer, 0, 0, 0, 0,
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c->x() + int( data.matrix.xTranslate()), c->y() + int( data.matrix.yTranslate()), c->width(), c->height());
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if( !w.isOpaque())
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{
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XserverRegion saved_clip_region = XFixesCreateRegion( display(), NULL, 0 );
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XFixesCopyRegion( display(), saved_clip_region, region );
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phase2.prepend( Phase2Data( &w, saved_clip_region ));
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continue;
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}
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w.paint( region, PAINT_OPAQUE );
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// Subtract the clients shape from the damage region
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XserverRegion shape = w.shape();
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assert( shape != None );
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XFixesSubtractRegion( display(), region, region, shape );
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}
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// Now walk the list bottom to top, drawing translucent and complicated windows.
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// Fill any areas of the root window not covered by windows
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paintBackground( region );
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// Now walk the list bottom to top, drawing translucent windows.
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// That we draw bottom to top is important now since we're drawing translucent objects
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// and also are clipping only by opaque windows.
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for( int i = 0;
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i < windows.count();
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++i )
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foreach( Phase2Data d, phase2 )
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{
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Toplevel* c = windows[ i ];
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WindowData& data = window_data[ c ];
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if( data.phase != 2 )
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continue;
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XFixesSetPictureClipRegion( display(), buffer, 0, 0, data.savedClipRegion());
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Picture picture = data.picture();
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Picture alpha = data.alphaMask();
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if( data.simpleTransformation())
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{
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XRenderComposite( display(), PictOpOver, picture, alpha, buffer, 0, 0, 0, 0,
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c->x() + int( data.matrix.xTranslate()), c->y() + int( data.matrix.yTranslate()), c->width(), c->height());
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}
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else
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{
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// TODO Okay, I'm at loss here. Whoever wants advanced transformations can implement
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// it themselves. If not, they actually don't want it that badly *shrug*.
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// setPictureMatrix( picture, data.matrix );
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XRenderComposite( display(), PictOpSrc, picture, alpha, buffer, 0, 0, 0, 0,
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c->x(), c->y(), c->width(), c->height());
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// setPictureMatrix( picture, Matrix());
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}
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Window& w = *d.window;
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w.paint( d.region, PAINT_TRANSLUCENT );
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XFixesDestroyRegion( display(), d.region );
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}
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// cleanup
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for( int i = 0;
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i < windows.count();
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++i )
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{
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Toplevel* c = windows[ i ];
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WindowData& data = window_data[ c ];
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data.cleanup();
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}
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// copy composed buffer to the root window
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// copy composed buffer to the root window (clipped by original damage area)
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XFixesSetPictureClipRegion( display(), buffer, 0, 0, None );
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XRenderComposite( display(), PictOpSrc, buffer, None, front, 0, 0, 0, 0, 0, 0, displayWidth(), displayHeight());
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XFlush( display());
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XFixesDestroyRegion( display(), damage );
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XFixesDestroyRegion( display(), region );
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}
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void SceneXrender::resetWindowData( Toplevel* c )
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void SceneXrender::paintBackground( XserverRegion region )
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{
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if( !window_data.contains( c ))
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window_data[ c ] = WindowData( c, XRenderFindVisualFormat( display(), c->visual()));
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WindowData& data = window_data[ c ];
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data.matrix = Matrix();
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data.effect.opacity = c->opacity();
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XFixesSetPictureClipRegion( display(), buffer, 0, 0, region );
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XRenderColor col = { 0xffff, 0xffff, 0xffff, 0xffff };
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XRenderFillRectangle( display(), PictOpSrc, buffer, &col, 0, 0, displayWidth(), displayHeight());
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}
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void SceneXrender::windowGeometryShapeChanged( Toplevel* c )
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{
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if( !window_data.contains( c ))
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if( !windows.contains( c )) // this is ok, shape is not valid by default
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return;
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window_data[ c ].geometryShapeChanged();
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Window& w = windows[ c ];
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w.discardPicture();
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w.discardShape();
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w.discardAlpha();
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}
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void SceneXrender::windowOpacityChanged( Toplevel* c )
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{
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if( !window_data.contains( c ))
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if( !windows.contains( c )) // this is ok, alpha is created on demand
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return;
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window_data[ c ].opacityChanged();
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Window& w = windows[ c ];
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w.discardAlpha();
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}
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void SceneXrender::windowDeleted( Toplevel* c )
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{
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assert( window_data.contains( c ));
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window_data[ c ].free();
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window_data.remove( c );
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assert( windows.contains( c ));
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windows[ c ].free();
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windows.remove( c );
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}
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void SceneXrender::windowAdded( Toplevel* c )
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{
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assert( !window_data.contains( c ));
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resetWindowData( c );
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assert( !windows.contains( c ));
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windows[ c ] = Window( c );
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}
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// TODO handle xrandr changes
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@ -229,84 +212,35 @@ void SceneXrender::createBuffer()
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XFreePixmap( display(), pixmap ); // The picture owns the pixmap now
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}
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void SceneXrender::setPictureMatrix( Picture pic, const Matrix& )
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{
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if( pic == None )
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return;
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#if 0
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XTransform t;
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// ignore z axis
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t.matrix[ 0 ][ 0 ] = XDoubleToFixed( 1 / m.m[ 0 ][ 0 ] );
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t.matrix[ 0 ][ 1 ] = XDoubleToFixed( m.m[ 0 ][ 1 ] );
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t.matrix[ 0 ][ 2 ] = -XDoubleToFixed( m.m[ 0 ][ 3 ] ); // translation seems to be inverted
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t.matrix[ 1 ][ 0 ] = XDoubleToFixed( m.m[ 1 ][ 0 ] );
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t.matrix[ 1 ][ 1 ] = XDoubleToFixed( 1 / m.m[ 1 ][ 1 ] );
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t.matrix[ 1 ][ 2 ] = -XDoubleToFixed( m.m[ 1 ][ 3 ] );
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t.matrix[ 2 ][ 0 ] = XDoubleToFixed( m.m[ 3 ][ 0 ] );
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t.matrix[ 2 ][ 1 ] = XDoubleToFixed( m.m[ 3 ][ 1 ] );
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t.matrix[ 2 ][ 2 ] = XDoubleToFixed( m.m[ 3 ][ 3 ] );
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// and scaling seems to be wrong too
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// or maybe I just don't get it, but anyway, for now
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if( m.m[ 3 ][ 3 ] != 1 )
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{
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t.matrix[ 0 ][ 0 ] = XDoubleToFixed( 1 / m.m[ 0 ][ 0 ] * m.m[ 3 ][ 3 ] );
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t.matrix[ 1 ][ 1 ] = XDoubleToFixed( 1 / m.m[ 1 ][ 1 ] * m.m[ 3 ][ 3 ] );
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t.matrix[ 2 ][ 2 ] = XDoubleToFixed( 1 );
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}
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XRenderSetPictureTransform( display(), pic, &t );
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if( t.matrix[ 0 ][ 0 ] != XDoubleToFixed( 1 )
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|| t.matrix[ 1 ][ 1 ] != XDoubleToFixed( 1 )
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|| t.matrix[ 2 ][ 2 ] != XDoubleToFixed( 1 )
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|| t.matrix[ 0 ][ 1 ] != XDoubleToFixed( 0 )
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|| t.matrix[ 1 ][ 0 ] != XDoubleToFixed( 0 ))
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{
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XRenderSetPictureFilter( display(), pic, const_cast< char* >( FilterGood ), 0, 0 );
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}
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else // fast filter for identity or translation
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{
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XRenderSetPictureFilter( display(), pic, const_cast< char* >( FilterFast ), 0, 0 );
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}
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#endif
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}
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SceneXrender::WindowData::WindowData( Toplevel* c, XRenderPictFormat* f )
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: window( c )
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SceneXrender::Window::Window( Toplevel* c )
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: toplevel( c )
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, _picture( None )
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, format( f )
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, saved_clip_region( None )
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, format( XRenderFindVisualFormat( display(), c->visual()))
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, alpha( None )
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, _shape( None )
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{
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}
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void SceneXrender::WindowData::free()
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void SceneXrender::Window::free()
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{
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if( _picture != None )
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XRenderFreePicture( display(), _picture );
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if( alpha != None )
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XRenderFreePicture( display(), alpha );
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if( _shape != None )
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XRenderFreePicture( display(), _shape );
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discardPicture();
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discardAlpha();
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discardShape();
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}
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bool SceneXrender::WindowData::simpleTransformation() const
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Picture SceneXrender::Window::picture()
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{
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return ( matrix.isIdentity() || matrix.isOnlyTranslate());
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}
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Picture SceneXrender::WindowData::picture()
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{
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if( !window->damage().isEmpty() && _picture != None )
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if( !toplevel->damage().isEmpty() && _picture != None )
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{
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XRenderFreePicture( display(), _picture );
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_picture = None;
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}
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if( _picture == None && format != NULL )
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{
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Pixmap window_pix = window->createWindowPixmap();
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Pixmap window_pix = toplevel->createWindowPixmap();
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Pixmap pix = window_pix;
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// HACK the same like with opengl
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Client* c = dynamic_cast< Client* >( window );
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Client* c = dynamic_cast< Client* >( toplevel );
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bool alpha_clear = c != NULL && c->hasAlpha() && !c->noBorder();
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#define ALPHA_CLEAR_COPY
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#ifdef ALPHA_CLEAR_COPY
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@ -343,37 +277,33 @@ Picture SceneXrender::WindowData::picture()
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return _picture;
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}
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void SceneXrender::WindowData::saveClipRegion( XserverRegion r )
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void SceneXrender::Window::discardPicture()
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{
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saved_clip_region = XFixesCreateRegion( display(), NULL, 0 );
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XFixesCopyRegion( display(), saved_clip_region, r );
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if( _picture != None )
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XRenderFreePicture( display(), _picture );
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_picture = None;
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}
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XserverRegion SceneXrender::WindowData::savedClipRegion()
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void SceneXrender::Window::discardAlpha()
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{
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return saved_clip_region;
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if( alpha != None )
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XRenderFreePicture( display(), alpha );
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alpha = None;
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}
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void SceneXrender::WindowData::cleanup()
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void SceneXrender::Window::discardShape()
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{
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XFixesDestroyRegion( display(), saved_clip_region );
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saved_clip_region = None;
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if( _shape != None )
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XRenderFreePicture( display(), _shape );
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_shape = None;
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}
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bool SceneXrender::WindowData::isOpaque() const
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{
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if( format->type == PictTypeDirect && format->direct.alphaMask )
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return false;
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if( effect.opacity != 1.0 )
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return false;
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return true;
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}
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Picture SceneXrender::WindowData::alphaMask()
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Picture SceneXrender::Window::alphaMask()
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{
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if( isOpaque())
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return None;
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if( alpha != None && alpha_cached_opacity != effect.opacity )
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if( alpha != None && alpha_cached_opacity != toplevel->opacity())
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{
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if( alpha != None )
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XRenderFreePicture( display(), alpha );
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@ -381,7 +311,7 @@ Picture SceneXrender::WindowData::alphaMask()
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}
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if( alpha != None )
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return alpha;
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if( effect.opacity == 1.0 )
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if( toplevel->opacity() == 1.0 )
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{ // no need to create alpha mask
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alpha_cached_opacity = 1.0;
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return None;
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@ -393,54 +323,75 @@ Picture SceneXrender::WindowData::alphaMask()
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alpha = XRenderCreatePicture( display(), pixmap, format, CPRepeat, &pa );
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XFreePixmap( display(), pixmap );
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XRenderColor col;
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col.alpha = int( effect.opacity * 0xffff );
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alpha_cached_opacity = effect.opacity;
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col.alpha = int( toplevel->opacity() * 0xffff );
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alpha_cached_opacity = toplevel->opacity();
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XRenderFillRectangle( display(), PictOpSrc, alpha, &col, 0, 0, 1, 1 );
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return alpha;
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}
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XserverRegion SceneXrender::WindowData::shape()
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XserverRegion SceneXrender::Window::shape()
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{
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#if 0 // it probably doesn't make sense to cache this, and perhaps some others - they aren't roundtrips
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if( shape == None )
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{
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shape = XFixesCreateRegionFromWindow( display(), window->handle(), WindowRegionBounding );
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XFixesTranslateRegion( display(), shape, window->x(), window->y());
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shape = XFixesCreateRegionFromWindow( display(), toplevel->handle(), WindowRegionBounding );
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XFixesTranslateRegion( display(), shape, toplevel->x(), toplevel->y());
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}
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return shape;
|
||||
#else
|
||||
if( !simpleTransformation())
|
||||
{
|
||||
// The region here should be translated using the matrix, but that's not possible
|
||||
// (well, maybe fetch the region and transform manually - TODO check).
|
||||
return None;
|
||||
}
|
||||
XserverRegion shape = XFixesCreateRegionFromWindow( display(), window->handle(), WindowRegionBounding );
|
||||
XFixesTranslateRegion( display(), shape,
|
||||
window->x() + int( matrix.xTranslate()), window->y() + int( matrix.yTranslate()));
|
||||
XserverRegion shape = XFixesCreateRegionFromWindow( display(), toplevel->handle(), WindowRegionBounding );
|
||||
XFixesTranslateRegion( display(), shape, toplevel->x(), toplevel->y());
|
||||
return shape;
|
||||
#endif
|
||||
}
|
||||
|
||||
void SceneXrender::WindowData::geometryShapeChanged()
|
||||
void SceneXrender::Window::paint( XserverRegion region, int mask )
|
||||
{
|
||||
if( _picture != None )
|
||||
XRenderFreePicture( display(), _picture );
|
||||
_picture = None;
|
||||
if( alpha != None )
|
||||
XRenderFreePicture( display(), alpha );
|
||||
alpha = None;
|
||||
if( _shape != None )
|
||||
XFixesDestroyRegion( display(), _shape );
|
||||
_shape = None;
|
||||
if( mask & ( PAINT_OPAQUE | PAINT_TRANSLUCENT ))
|
||||
{}
|
||||
else if( mask & PAINT_OPAQUE )
|
||||
{
|
||||
if( !isOpaque())
|
||||
return;
|
||||
}
|
||||
else if( mask & PAINT_TRANSLUCENT )
|
||||
{
|
||||
if( isOpaque())
|
||||
return;
|
||||
}
|
||||
XFixesSetPictureClipRegion( display(), buffer, 0, 0, region );
|
||||
Picture pic = picture();
|
||||
if( pic == None ) // The render format can be null for GL and/or Xv visuals
|
||||
return;
|
||||
if( isOpaque())
|
||||
{
|
||||
XRenderComposite( display(), PictOpSrc, pic, None, buffer, 0, 0, 0, 0,
|
||||
toplevel->x(), toplevel->y(), toplevel->width(), toplevel->height());
|
||||
}
|
||||
else
|
||||
{
|
||||
Picture alpha = alphaMask();
|
||||
XRenderComposite( display(), PictOpOver, pic, alpha, buffer, 0, 0, 0, 0,
|
||||
toplevel->x(), toplevel->y(), toplevel->width(), toplevel->height());
|
||||
}
|
||||
XFixesSetPictureClipRegion( display(), buffer, 0, 0, None );
|
||||
}
|
||||
|
||||
void SceneXrender::WindowData::opacityChanged()
|
||||
bool SceneXrender::Window::isVisible() const
|
||||
{
|
||||
if( alpha != None )
|
||||
XRenderFreePicture( display(), alpha );
|
||||
alpha = None;
|
||||
// TODO mapping state?
|
||||
return !toplevel->geometry()
|
||||
.intersect( QRect( 0, 0, displayWidth(), displayHeight()))
|
||||
.isEmpty();
|
||||
}
|
||||
|
||||
bool SceneXrender::Window::isOpaque() const
|
||||
{
|
||||
if( format->type == PictTypeDirect && format->direct.alphaMask )
|
||||
return false;
|
||||
if( toplevel->opacity() != 1.0 )
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
|
|
@ -37,40 +37,52 @@ class SceneXrender
|
|||
virtual void windowDeleted( Toplevel* );
|
||||
private:
|
||||
void createBuffer();
|
||||
void resetWindowData( Toplevel* c );
|
||||
static void setPictureMatrix( Picture pic, const Matrix& m );
|
||||
void paintGenericScreen( ToplevelList windows );
|
||||
void paintSimpleScreen( QRegion damage, ToplevelList windows );
|
||||
void paintBackground( XserverRegion region );
|
||||
enum
|
||||
{
|
||||
PAINT_OPAQUE = 1 << 0,
|
||||
PAINT_TRANSLUCENT = 1 << 1
|
||||
};
|
||||
XRenderPictFormat* format;
|
||||
Picture front;
|
||||
Picture buffer;
|
||||
class WindowData
|
||||
static Picture buffer;
|
||||
class Window;
|
||||
static XserverRegion infiniteRegion;
|
||||
QMap< Toplevel*, Window > windows;
|
||||
struct Phase2Data
|
||||
{
|
||||
public:
|
||||
WindowData( Toplevel* c, XRenderPictFormat* f );
|
||||
void free(); // is often copied by value, use manually instead of dtor
|
||||
void cleanup(); // removes data needed only during painting pass
|
||||
Picture picture();
|
||||
bool simpleTransformation() const;
|
||||
void saveClipRegion( XserverRegion r );
|
||||
XserverRegion savedClipRegion();
|
||||
bool isOpaque() const;
|
||||
Picture alphaMask();
|
||||
XserverRegion shape();
|
||||
void geometryShapeChanged();
|
||||
void opacityChanged();
|
||||
Matrix matrix;
|
||||
EffectData effect;
|
||||
int phase;
|
||||
WindowData() {} // QMap sucks even in Qt4
|
||||
private:
|
||||
Toplevel* window;
|
||||
Picture _picture;
|
||||
XRenderPictFormat* format;
|
||||
XserverRegion saved_clip_region;
|
||||
Picture alpha;
|
||||
double alpha_cached_opacity;
|
||||
XserverRegion _shape;
|
||||
Phase2Data( Window* w, XserverRegion r ) : window( w ), region( r ) {}
|
||||
Window* window;
|
||||
XserverRegion region;
|
||||
};
|
||||
QMap< Toplevel*, WindowData > window_data;
|
||||
};
|
||||
|
||||
class SceneXrender::Window
|
||||
{
|
||||
public:
|
||||
Window( Toplevel* c );
|
||||
void free(); // is often copied by value, use manually instead of dtor
|
||||
void paint( XserverRegion region, int mask );
|
||||
bool isOpaque() const;
|
||||
void geometryShapeChanged();
|
||||
void opacityChanged();
|
||||
bool isVisible() const;
|
||||
XserverRegion shape();
|
||||
void discardPicture();
|
||||
void discardShape();
|
||||
void discardAlpha();
|
||||
Window() {} // QMap sucks even in Qt4
|
||||
private:
|
||||
Picture picture();
|
||||
Picture alphaMask();
|
||||
Toplevel* toplevel;
|
||||
Picture _picture;
|
||||
XRenderPictFormat* format;
|
||||
Picture alpha;
|
||||
double alpha_cached_opacity;
|
||||
XserverRegion _shape;
|
||||
};
|
||||
|
||||
} // namespace
|
||||
|
|
Loading…
Reference in a new issue