/* KWin - the KDE window manager This file is part of the KDE project. SPDX-FileCopyrightText: 2006 Lubos Lunak SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once #include "scene/scene.h" #include "kwineffects.h" #include "utils/common.h" #include "window.h" #include #include #include namespace KWin { namespace Decoration { class DecoratedClientImpl; } class DecorationRenderer; class Deleted; class DragAndDropIconItem; class EffectWindowImpl; class GLTexture; class Item; class RenderLoop; class WorkspaceScene; class Shadow; class ShadowItem; class SurfaceItem; class WindowItem; class KWIN_EXPORT WorkspaceScene : public Scene { Q_OBJECT public: explicit WorkspaceScene(std::unique_ptr renderer); ~WorkspaceScene() override; void initialize(); QRegion damage() const override; SurfaceItem *scanoutCandidate() const override; void prePaint(SceneDelegate *delegate) override; void postPaint() override; void paint(RenderTarget *renderTarget, const QRegion ®ion) override; /** * @brief Creates the Scene specific Shadow subclass. * * An implementing class has to create a proper instance. It is not allowed to * return @c null. * * @param window The Window for which the Shadow needs to be created. */ virtual std::unique_ptr createShadow(Window *window) = 0; virtual bool makeOpenGLContextCurrent(); virtual void doneOpenGLContextCurrent(); virtual bool supportsNativeFence() const; virtual DecorationRenderer *createDecorationRenderer(Decoration::DecoratedClientImpl *) = 0; /** * Whether the Scene is able to drive animations. * This is used as a hint to the effects system which effects can be supported. * If the Scene performs software rendering it is supposed to return @c false, * if rendering is hardware accelerated it should return @c true. */ virtual bool animationsSupported() const = 0; virtual std::shared_ptr textureForOutput(Output *output) const { return {}; } Q_SIGNALS: void preFrameRender(); void frameRendered(); protected: void createStackingOrder(); void clearStackingOrder(); friend class EffectsHandlerImpl; // called after all effects had their paintScreen() called void finalPaintScreen(int mask, const QRegion ®ion, ScreenPaintData &data); // shared implementation of painting the screen in the generic // (unoptimized) way void preparePaintGenericScreen(); void paintGenericScreen(int mask, const ScreenPaintData &data); // shared implementation of painting the screen in an optimized way void preparePaintSimpleScreen(); void paintSimpleScreen(int mask, const QRegion ®ion); // called after all effects had their paintWindow() called void finalPaintWindow(EffectWindowImpl *w, int mask, const QRegion ®ion, WindowPaintData &data); // shared implementation, starts painting the window void paintWindow(WindowItem *w, int mask, const QRegion ®ion); // called after all effects had their drawWindow() called void finalDrawWindow(EffectWindowImpl *w, int mask, const QRegion ®ion, WindowPaintData &data); // saved data for 2nd pass of optimized screen painting struct Phase2Data { WindowItem *item = nullptr; QRegion region; QRegion opaque; int mask = 0; }; struct PaintContext { QRegion damage; int mask = 0; QVector phase2Data; }; // The screen that is being currently painted Output *painted_screen = nullptr; SceneDelegate *painted_delegate = nullptr; // windows in their stacking order QVector stacking_order; private: void createDndIconItem(); void destroyDndIconItem(); std::chrono::milliseconds m_expectedPresentTimestamp = std::chrono::milliseconds::zero(); // how many times finalPaintScreen() has been called int m_paintScreenCount = 0; PaintContext m_paintContext; std::unique_ptr m_dndIcon; }; } // namespace