/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. ******************************************************************/ #ifndef KWIN_SCENE_OPENGL_H #define KWIN_SCENE_OPENGL_H #include "scene.h" #include #include #include namespace KWinInternal { class SceneOpenGL : public Scene { public: class Window; SceneOpenGL( Workspace* ws ); virtual ~SceneOpenGL(); virtual void paint( QRegion damage, ToplevelList windows ); virtual void windowGeometryShapeChanged( Toplevel* ); virtual void windowOpacityChanged( Toplevel* ); virtual void windowAdded( Toplevel* ); virtual void windowClosed( Toplevel*, Deleted* ); virtual void windowDeleted( Deleted* ); protected: virtual void paintGenericScreen( int mask, ScreenPaintData data ); virtual void paintBackground( QRegion region ); private: void selectMode(); bool initTfp(); bool initShm(); void cleanupShm(); void initBuffer(); void initRenderingContext(); bool initBufferConfigs(); bool initDrawableConfigs(); void waitSync(); void flushBuffer( int mask, QRegion damage ); typedef GLuint Texture; typedef GLenum Target; GC gcroot; class FBConfigInfo { public: GLXFBConfig fbconfig; int bind_texture_format; int y_inverted; }; Drawable buffer; GLXFBConfig fbcbuffer; static bool db; static GLXFBConfig fbcbuffer_db; static GLXFBConfig fbcbuffer_nondb; static FBConfigInfo fbcdrawableinfo[ 32 + 1 ]; static GLXDrawable glxbuffer; static GLXContext ctxbuffer; static GLXContext ctxdrawable; static GLXDrawable last_pixmap; // for a workaround in bindTexture() static bool tfp_mode; static bool shm_mode; static bool strict_binding; static bool copy_buffer_hack; static bool supports_npot_textures; static bool supports_fbo; static bool supports_saturation; QMap< Toplevel*, Window > windows; static XShmSegmentInfo shm; }; class SceneOpenGL::Window : public Scene::Window { public: Window( Toplevel* c ); virtual void free(); virtual void performPaint( int mask, QRegion region, WindowPaintData data ); virtual void prepareForPainting(); void findTextureTarget(); void bindTexture(); void enableTexture(); void disableTexture(); void discardTexture(); void discardVertices(); Window() {} // QMap sucks even in Qt4 /** * @short Vertex class * Vertex has position and texture coordinate which are equal at first, * however effects can e.g. modify position to move the window or part of it. **/ class Vertex { public: Vertex() {} Vertex(float x, float y) { pos[0] = texcoord[0] = x; pos[1] = texcoord[1] = y; pos[2] = 0.0f; } Vertex(float x, float y, float u, float v) { pos[0] = x; pos[1] = y; pos[2] = 0.0f; texcoord[0] = u; texcoord[1] = v; } float pos[3]; float texcoord[2]; }; // Returns list of vertices QVector& vertices() { return verticeslist; } // Can be called in pre-paint pass. Makes sure that all quads that the // window consists of are not bigger than maxquadsize x maxquadsize // (in pixels) in the following paint pass. void requestVertexGrid(int maxquadsize); // Marks vertices of the window as dirty. Call this if you change // position of the vertices void markVerticesDirty() { verticesDirty = true; } protected: // Makes sure that vertex grid requests are fulfilled and that vertices // aren't dirty. Call this before paint pass void prepareVertices(); void createVertexGrid(int xres, int yres); void resetVertices(); // Resets positions of vertices private: QRegion optimizeBindDamage( const QRegion& reg, int limit ); Texture texture; Target texture_target; float texture_scale_x, texture_scale_y; // to un-normalize GL_TEXTURE_2D bool texture_y_inverted; // texture has y inverted GLXPixmap bound_glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode QVector verticeslist; // Maximum size of the biggest quad that window currently has, in pixels int currentXResolution; int currentYResolution; // Requested maximum size of the biggest quad that window would have // during the next paint pass, in pixels int requestedXResolution; int requestedYResolution; bool verticesDirty; // vertices have been modified in some way }; } // namespace #endif