/***************************************************************** 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. ******************************************************************/ /* Code related to compositing (redirecting windows to pixmaps and tracking window damage). Docs: XComposite (the protocol, but the function calls map to it): http://gitweb.freedesktop.org/?p=xorg/proto/compositeproto.git;a=blob;hb=HEAD;f=protocol XDamage (again the protocol): http://gitweb.freedesktop.org/?p=xorg/proto/damageproto.git;a=blob;hb=HEAD;f=protocol Composite HOWTO from Fredrik: http://ktown.kde.org/~fredrik/composite_howto.html */ #include "utils.h" #include "workspace.h" #include "client.h" #include "unmanaged.h" #include "effects.h" #include "scene.h" #include "scene_basic.h" #include "scene_xrender.h" #include "scene_opengl.h" #include #include #include namespace KWinInternal { //**************************************** // Workspace //**************************************** #if defined( HAVE_XCOMPOSITE ) && defined( HAVE_XDAMAGE ) void Workspace::setupCompositing() { if( !options->useTranslucency ) return; if( !Extensions::compositeAvailable() || !Extensions::damageAvailable()) return; if( scene != NULL ) return; char selection_name[ 100 ]; sprintf( selection_name, "_NET_WM_CM_S%d", DefaultScreen( display())); cm_selection = new KSelectionOwner( selection_name ); connect( cm_selection, SIGNAL( lostOwnership()), SLOT( lostCMSelection())); cm_selection->claim( true ); // force claiming char type = 'O'; if( getenv( "KWIN_COMPOSE" )) type = getenv( "KWIN_COMPOSE" )[ 0 ]; switch( type ) { case 'B': scene = new SceneBasic( this ); break; case 'X': scene = new SceneXrender( this ); break; case 'O': scene = new SceneOpenGL( this ); break; default: kDebug( 1212 ) << "No compositing" << endl; return; } int rate = 0; if( options->refreshRate > 0 ) { // use manually configured refresh rate rate = options->refreshRate; } #ifdef HAVE_XRANDR else { // autoconfigure refresh rate based on XRandR info if( Extensions::randrAvailable() ) { XRRScreenConfiguration *config; config = XRRGetScreenInfo( display(), rootWindow() ); rate = XRRConfigCurrentRate( config ); XRRFreeScreenConfigInfo( config ); } } #endif // 0Hz or less is invalid, so we fallback to a default rate if( rate <= 0 ) rate = 50; // QTimer gives us 1msec (1000Hz) at best, so we ignore anything higher; // however, since compositing is limited to no more than once per 5msec, // 200Hz to 1000Hz are effectively identical else if( rate > 1000 ) rate = 1000; kDebug( 1212 ) << "Refresh rate " << rate << "Hz" << endl; compositeTimer.start( 1000 / rate ); lastCompositePaint.start(); XCompositeRedirectSubwindows( display(), rootWindow(), CompositeRedirectManual ); if( dynamic_cast< SceneOpenGL* >( scene )) kDebug( 1212 ) << "OpenGL compositing" << endl; else if( dynamic_cast< SceneXrender* >( scene )) kDebug( 1212 ) << "XRender compositing" << endl; else if( dynamic_cast< SceneBasic* >( scene )) kDebug( 1212 ) << "X compositing" << endl; effects = new EffectsHandler( this ); addDamageFull(); foreach( Client* c, clients ) c->setupCompositing(); foreach( Unmanaged* c, unmanaged ) c->setupCompositing(); foreach( Client* c, clients ) scene->windowAdded( c ); foreach( Unmanaged* c, unmanaged ) scene->windowAdded( c ); delete popup; // force re-creation of the Alt+F3 popup (opacity option) popup = NULL; } void Workspace::finishCompositing() { if( scene == NULL ) return; delete cm_selection; foreach( Client* c, clients ) scene->windowDeleted( c ); foreach( Unmanaged* c, unmanaged ) scene->windowDeleted( c ); foreach( Client* c, clients ) c->finishCompositing(); foreach( Unmanaged* c, unmanaged ) c->finishCompositing(); XCompositeUnredirectSubwindows( display(), rootWindow(), CompositeRedirectManual ); compositeTimer.stop(); delete effects; effects = NULL; delete scene; scene = NULL; damage_region = QRegion(); for( ClientList::ConstIterator it = clients.begin(); it != clients.end(); ++it ) { // forward all opacity values to the frame in case there'll be other CM running if( (*it)->opacity() != 1.0 ) { NETWinInfo i( display(), (*it)->frameId(), rootWindow(), 0 ); i.setOpacity( static_cast< unsigned long >((*it)->opacity() * 0xffffffff )); } } delete popup; // force re-creation of the Alt+F3 popup (opacity option) popup = NULL; } void Workspace::lostCMSelection() { kDebug( 1212 ) << "Lost compositing manager selection" << endl; finishCompositing(); } void Workspace::addDamage( int x, int y, int w, int h ) { if( !compositing()) return; damage_region += QRegion( x, y, w, h ); } void Workspace::addDamage( const QRect& r ) { if( !compositing()) return; damage_region += r; } void Workspace::addDamageFull() { if( !compositing()) return; damage_region = QRegion( 0, 0, displayWidth(), displayHeight()); } void Workspace::performCompositing() { // The event loop apparently tries to fire a QTimer as often as possible, even // at the expense of not processing many X events. This means that the composite // repaints can seriously impact performance of everything else, therefore throttle // them - leave at least 5msec time after one repaint is finished and next one // is started. if( lastCompositePaint.elapsed() < 5 ) return; if( damage_region.isEmpty()) // no damage { scene->idle(); return; } // create a list of all windows in the stacking order // TODO keep this list like now a stacking order of Client window is kept ToplevelList windows; Window* children; unsigned int children_count; Window dummy; XQueryTree( display(), rootWindow(), &dummy, &dummy, &children, &children_count ); for( unsigned int i = 0; i < children_count; ++i ) { if( Client* c = findClient( FrameIdMatchPredicate( children[ i ] ))) { if( c->isShown( true ) && c->isOnCurrentDesktop()) windows.append( c ); } else if( Unmanaged* c = findUnmanaged( HandleMatchPredicate( children[ i ] ))) windows.append( c ); } QRegion damage = damage_region; // clear all damage, so that post-pass can add damage for the next repaint damage_region = QRegion(); scene->paint( damage, windows ); lastCompositePaint.start(); } bool Workspace::createOverlay() { assert( overlay == None ); if( !Extensions::compositeOverlayAvailable()) return false; #ifdef HAVE_XCOMPOSITE_OVERLAY overlay = XCompositeGetOverlayWindow( display(), rootWindow()); if( overlay == None ) return false; return true; #else return false; #endif } void Workspace::setupOverlay( Window w ) { assert( overlay != None ); XShapeCombineRectangles( display(), overlay, ShapeInput, 0, 0, NULL, 0, ShapeSet, Unsorted ); XShapeCombineRectangles( display(), w, ShapeInput, 0, 0, NULL, 0, ShapeSet, Unsorted ); XMapWindow( display(), w ); XMapRaised( display(), overlay ); } void Workspace::destroyOverlay() { if( overlay == None ) return; #ifdef HAVE_XCOMPOSITE_OVERLAY XCompositeReleaseOverlayWindow( display(), overlay ); #endif overlay = None; } //**************************************** // Toplevel //**************************************** void Toplevel::setupCompositing() { if( !compositing()) return; if( damage_handle != None ) return; damage_handle = XDamageCreate( display(), handle(), XDamageReportRawRectangles ); damage_region = QRegion( 0, 0, width(), height()); } void Toplevel::finishCompositing() { if( damage_handle == None ) return; XDamageDestroy( display(), damage_handle ); damage_handle = None; damage_region = QRegion(); } Pixmap Toplevel::createWindowPixmap() const { assert( compositing()); return XCompositeNameWindowPixmap( display(), handle()); } void Toplevel::damageNotifyEvent( XDamageNotifyEvent* e ) { addDamage( e->area.x, e->area.y, e->area.width, e->area.height ); } void Toplevel::addDamage( const QRect& r ) { addDamage( r.x(), r.y(), r.width(), r.height()); } void Toplevel::addDamage( int x, int y, int w, int h ) { if( !compositing()) return; QRect r( x, y, w, h ); // resizing the decoration may lag behind a bit and when shrinking there // may be a damage event coming with size larger than the current window size r &= rect(); damage_region += r; r.translate( this->x(), this->y()); // this could be possibly optimized to damage Workspace only if the toplevel // is actually visible there and not obscured by something, but I guess // that's not really worth it workspace()->addDamage( r ); } void Toplevel::addDamageFull() { damage_region = QRegion(); // first reset e.g. in case of shrinking addDamage( rect()); } void Toplevel::resetDamage( const QRect& r ) { damage_region -= r; } #endif } // namespace