/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . *********************************************************************/ /* 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_plain;hb=HEAD;f=compositeproto.txt XDamage (again the protocol): http://gitweb.freedesktop.org/?p=xorg/proto/damageproto.git;a=blob_plain;hb=HEAD;f=damageproto.txt Paper including basics on compositing, XGL vs AIGLX, XRender vs OpenGL, etc.: http://www.vis.uni-stuttgart.de/~hopf/pub/LinuxTag2007_compiz_NextGenerationDesktop_Paper.pdf Composite HOWTO from Fredrik: http://ktown.kde.org/~fredrik/composite_howto.html */ #include "composite.h" #include "compositingadaptor.h" #include #include "utils.h" #include #include "workspace.h" #include "client.h" #include "unmanaged.h" #include "deleted.h" #include "effects.h" #include "overlaywindow.h" #include "scene.h" #include "scene_xrender.h" #include "scene_opengl.h" #include "shadow.h" #include "useractions.h" #include "compositingprefs.h" #include "notifications.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace KWin { Compositor *Compositor::s_compositor = NULL; extern int currentRefreshRate(); //**************************************** // Workspace //**************************************** Compositor *Compositor::createCompositor(QObject *parent) { Q_ASSERT(!s_compositor); s_compositor = new Compositor(parent); return s_compositor; } Compositor::Compositor(QObject* workspace) : QObject(workspace) , m_suspended(!options->isUseCompositing()) , m_blocked(false) , cm_selection(NULL) , vBlankInterval(0) , fpsInterval(0) , m_xrrRefreshRate(0) , forceUnredirectCheck(false) , m_finishing(false) , m_timeSinceLastVBlank(0) , m_nextFrameDelay(0) , m_scene(NULL) { new CompositingAdaptor(this); QDBusConnection dbus = QDBusConnection::sessionBus(); dbus.registerObject("/Compositor", this); dbus.registerService("org.kde.kwin.Compositing"); connect(&unredirectTimer, SIGNAL(timeout()), SLOT(delayedCheckUnredirect())); connect(&compositeResetTimer, SIGNAL(timeout()), SLOT(restart())); connect(workspace, SIGNAL(configChanged()), SLOT(slotConfigChanged())); connect(&mousePollingTimer, SIGNAL(timeout()), SLOT(performMousePoll())); unredirectTimer.setSingleShot(true); compositeResetTimer.setSingleShot(true); nextPaintReference.invalidate(); // Initialize the timer m_releaseSelectionTimer.setSingleShot(true); // 2 sec which should be enough to restart the compositor m_releaseSelectionTimer.setInterval(2000); connect(&m_releaseSelectionTimer, SIGNAL(timeout()), SLOT(releaseCompositorSelection())); // delay the call to setup by one event cycle // The ctor of this class is invoked from the Workspace ctor, that means before // Workspace is completely constructed, so calling Workspace::self() would result // in undefined behavior. This is fixed by using a delayed invocation. QMetaObject::invokeMethod(this, "setup", Qt::QueuedConnection); } Compositor::~Compositor() { finish(); delete cm_selection; } void Compositor::setup() { if (hasScene()) return; if (m_suspended) { kDebug(1212) << "Compositing is suspended"; return; } else if (!CompositingPrefs::compositingPossible()) { kError(1212) << "Compositing is not possible"; return; } m_starting = true; if (!options->isCompositingInitialized()) { #ifndef KWIN_HAVE_OPENGLES // options->reloadCompositingSettings(true) initializes the CompositingPrefs which calls an // external program in turn // run this in an external thread to make startup faster. QFutureWatcher *compositingPrefsFuture = new QFutureWatcher(); connect(compositingPrefsFuture, SIGNAL(finished()), this, SLOT(slotCompositingOptionsInitialized())); connect(compositingPrefsFuture, SIGNAL(finished()), compositingPrefsFuture, SLOT(deleteLater())); compositingPrefsFuture->setFuture(QtConcurrent::run(options, &Options::reloadCompositingSettings, true)); #else // OpenGL ES does not call the external program, so no need to create a thread options->reloadCompositingSettings(true); slotCompositingOptionsInitialized(); #endif } else { slotCompositingOptionsInitialized(); } } void Compositor::slotCompositingOptionsInitialized() { char selection_name[ 100 ]; sprintf(selection_name, "_NET_WM_CM_S%d", DefaultScreen(display())); if (!cm_selection) { cm_selection = new KSelectionOwner(selection_name); connect(cm_selection, SIGNAL(lostOwnership()), SLOT(finish())); } cm_selection->claim(true); // force claiming switch(options->compositingMode()) { case OpenGLCompositing: { kDebug(1212) << "Initializing OpenGL compositing"; // Some broken drivers crash on glXQuery() so to prevent constant KWin crashes: KSharedConfigPtr unsafeConfigPtr = KGlobal::config(); KConfigGroup unsafeConfig(unsafeConfigPtr, "Compositing"); if (unsafeConfig.readEntry("OpenGLIsUnsafe", false)) kWarning(1212) << "KWin has detected that your OpenGL library is unsafe to use"; else { unsafeConfig.writeEntry("OpenGLIsUnsafe", true); unsafeConfig.sync(); #ifndef KWIN_HAVE_OPENGLES if (!CompositingPrefs::hasGlx()) { unsafeConfig.writeEntry("OpenGLIsUnsafe", false); unsafeConfig.sync(); kDebug(1212) << "No glx extensions available"; break; } #endif m_scene = SceneOpenGL::createScene(); // TODO: Add 30 second delay to protect against screen freezes as well unsafeConfig.writeEntry("OpenGLIsUnsafe", false); unsafeConfig.sync(); if (m_scene && !m_scene->initFailed()) break; // --> delete m_scene; m_scene = NULL; } // Do not Fall back to XRender - it causes problems when selfcheck fails during startup, but works later on break; } #ifdef KWIN_HAVE_XRENDER_COMPOSITING case XRenderCompositing: kDebug(1212) << "Initializing XRender compositing"; m_scene = new SceneXrender(Workspace::self()); break; #endif default: kDebug(1212) << "No compositing enabled"; m_starting = false; cm_selection->release(); return; } if (m_scene == NULL || m_scene->initFailed()) { kError(1212) << "Failed to initialize compositing, compositing disabled"; kError(1212) << "Consult http://techbase.kde.org/Projects/KWin/4.0-release-notes#Setting_up"; delete m_scene; m_scene = NULL; m_starting = false; cm_selection->release(); return; } m_xrrRefreshRate = KWin::currentRefreshRate(); fpsInterval = (options->maxFpsInterval() << 10); if (m_scene->waitSyncAvailable()) { // if we do vsync, set the fps to the next multiple of the vblank rate vBlankInterval = (1000 << 10) / m_xrrRefreshRate; fpsInterval = qMax((fpsInterval / vBlankInterval) * vBlankInterval, vBlankInterval); } else vBlankInterval = 1 << 10; // no sync - DO NOT set "0", would cause div-by-zero segfaults. m_timeSinceLastVBlank = fpsInterval - 1; // means "start now" - we don't have even a slight idea when the first vsync will occur scheduleRepaint(); XCompositeRedirectSubwindows(display(), rootWindow(), CompositeRedirectManual); new EffectsHandlerImpl(this, m_scene); // sets also the 'effects' pointer connect(effects, SIGNAL(screenGeometryChanged(QSize)), SLOT(addRepaintFull())); addRepaintFull(); foreach (Client * c, Workspace::self()->clientList()) c->setupCompositing(); foreach (Client * c, Workspace::self()->desktopList()) c->setupCompositing(); foreach (Unmanaged * c, Workspace::self()->unmanagedList()) c->setupCompositing(); emit compositingToggled(true); m_starting = false; if (m_releaseSelectionTimer.isActive()) { m_releaseSelectionTimer.stop(); } // render at least once compositeTimer.stop(); performCompositing(); } void Compositor::scheduleRepaint() { if (!compositeTimer.isActive()) setCompositeTimer(); } void Compositor::finish() { if (!hasScene()) return; m_finishing = true; m_releaseSelectionTimer.start(); foreach (Client * c, Workspace::self()->clientList()) m_scene->windowClosed(c, NULL); foreach (Client * c, Workspace::self()->desktopList()) m_scene->windowClosed(c, NULL); foreach (Unmanaged * c, Workspace::self()->unmanagedList()) m_scene->windowClosed(c, NULL); foreach (Deleted * c, Workspace::self()->deletedList()) m_scene->windowDeleted(c); foreach (Client * c, Workspace::self()->clientList()) c->finishCompositing(); foreach (Client * c, Workspace::self()->desktopList()) c->finishCompositing(); foreach (Unmanaged * c, Workspace::self()->unmanagedList()) c->finishCompositing(); foreach (Deleted * c, Workspace::self()->deletedList()) c->finishCompositing(); XCompositeUnredirectSubwindows(display(), rootWindow(), CompositeRedirectManual); delete effects; effects = NULL; delete m_scene; m_scene = NULL; compositeTimer.stop(); mousePollingTimer.stop(); repaints_region = QRegion(); for (ClientList::ConstIterator it = Workspace::self()->clientList().constBegin(); it != Workspace::self()->clientList().constEnd(); ++it) { // forward all opacity values to the frame in case there'll be other CM running if ((*it)->opacity() != 1.0) { NETWinInfo2 i(display(), (*it)->frameId(), rootWindow(), 0); i.setOpacity(static_cast< unsigned long >((*it)->opacity() * 0xffffffff)); } } // discard all Deleted windows (#152914) while (!Workspace::self()->deletedList().isEmpty()) Workspace::self()->deletedList().first()->discard(Allowed); m_finishing = false; emit compositingToggled(false); } void Compositor::releaseCompositorSelection() { if (hasScene() && !m_finishing) { // compositor is up and running again, no need to release the selection return; } if (m_starting) { // currently still starting the compositor, it might fail, so restart the timer to test again m_releaseSelectionTimer.start(); return; } if (m_finishing) { // still shutting down, a restart might follow, so restart the timer to test again m_releaseSelectionTimer.start(); return; } kDebug(1212) << "Releasing compositor selection"; cm_selection->release(); } // OpenGL self-check failed, fallback to XRender void Compositor::fallbackToXRenderCompositing() { finish(); KConfigGroup config(KGlobal::config(), "Compositing"); config.writeEntry("Backend", "XRender"); config.writeEntry("GraphicsSystem", "native"); config.sync(); if (Extensions::nonNativePixmaps()) { // must restart to change the graphicssystem restartKWin("automatic graphicssystem change for XRender backend"); return; } else { options->setCompositingMode(XRenderCompositing); setup(); } } void Compositor::slotConfigChanged() { if (!m_suspended) { setup(); if (effects) // setupCompositing() may fail effects->reconfigure(); addRepaintFull(); } else finish(); } void Compositor::slotReinitialize() { // Reparse config. Config options will be reloaded by setup() KGlobal::config()->reparseConfiguration(); const QString graphicsSystem = KConfigGroup(KGlobal::config(), "Compositing").readEntry("GraphicsSystem", ""); if ((Extensions::nonNativePixmaps() && graphicsSystem == "native") || (!Extensions::nonNativePixmaps() && (graphicsSystem == "raster" || graphicsSystem == "opengl")) ) { restartKWin("explicitly reconfigured graphicsSystem change"); return; } // Update any settings that can be set in the compositing kcm. #ifdef KWIN_BUILD_SCREENEDGES Workspace::self()->screenEdge()->update(); #endif // Restart compositing finish(); // resume compositing if suspended m_suspended = false; options->setCompositingInitialized(false); setup(); if (effects) { // setup() may fail effects->reconfigure(); } } // for the shortcut void Compositor::slotToggleCompositing() { setCompositing(m_suspended); } // for the dbus call void Compositor::toggleCompositing() { slotToggleCompositing(); if (m_suspended) { // when disabled show a shortcut how the user can get back compositing QString shortcut, message; if (KAction* action = qobject_cast(Workspace::self()->actionCollection()->action("Suspend Compositing"))) shortcut = action->globalShortcut().primary().toString(QKeySequence::NativeText); if (!shortcut.isEmpty()) { // display notification only if there is the shortcut message = i18n("Desktop effects have been suspended by another application.
" "You can resume using the '%1' shortcut.", shortcut); Notify::raise(Notify::CompositingSuspendedDbus, message); } } } void Compositor::updateCompositeBlocking() { updateCompositeBlocking(NULL); } void Compositor::updateCompositeBlocking(Client *c) { if (c) { // if c == 0 we just check if we can resume if (c->isBlockingCompositing()) { if (!m_blocked) // do NOT attempt to call suspend(true); from within the eventchain! QMetaObject::invokeMethod(this, "suspend", Qt::QueuedConnection); m_blocked = true; } } else if (m_blocked) { // lost a client and we're blocked - can we resume? // NOTICE do NOT check for "m_Suspended" or "!compositing()" // only "resume" if it was really disabled for a block bool resume = true; for (ClientList::ConstIterator it = Workspace::self()->clientList().constBegin(); it != Workspace::self()->clientList().constEnd(); ++it) { if ((*it)->isBlockingCompositing()) { resume = false; break; } } if (resume) { // do NOT attempt to call suspend(false); from within the eventchain! m_blocked = false; if (m_suspended) QMetaObject::invokeMethod(this, "resume", Qt::QueuedConnection); } } } void Compositor::suspend() { if (m_suspended) { return; } m_suspended = true; finish(); } void Compositor::resume() { if (!m_suspended && hasScene()) { return; } m_suspended = false; // signal toggled is eventually emitted from within setup setup(); } void Compositor::setCompositing(bool active) { if (active) { resume(); } else { suspend(); } } void Compositor::restart() { if (hasScene()) { finish(); QTimer::singleShot(0, this, SLOT(setup())); } } void Compositor::addRepaint(int x, int y, int w, int h) { if (!hasScene()) return; repaints_region += QRegion(x, y, w, h); scheduleRepaint(); } void Compositor::addRepaint(const QRect& r) { if (!hasScene()) return; repaints_region += r; scheduleRepaint(); } void Compositor::addRepaint(const QRegion& r) { if (!hasScene()) return; repaints_region += r; scheduleRepaint(); } void Compositor::addRepaintFull() { if (!hasScene()) return; repaints_region = QRegion(0, 0, displayWidth(), displayHeight()); scheduleRepaint(); } void Compositor::timerEvent(QTimerEvent *te) { if (te->timerId() == compositeTimer.timerId()) { compositeTimer.stop(); performCompositing(); } else QObject::timerEvent(te); } static int s_pendingFlushes = 0; void Compositor::performCompositing() { if (!isOverlayWindowVisible()) return; // nothing is visible anyway bool pending = !repaints_region.isEmpty() || windowRepaintsPending(); if (pending) s_pendingFlushes = 3; else if (m_scene->hasPendingFlush()) --s_pendingFlushes; else s_pendingFlushes = 0; if (s_pendingFlushes < 1) { s_pendingFlushes = 0; m_scene->idle(); // Note: It would seem here we should undo suspended unredirect, but when scenes need // it for some reason, e.g. transformations or translucency, the next pass that does not // need this anymore and paints normally will also reset the suspended unredirect. // Otherwise the window would not be painted normally anyway. return; } // create a list of all windows in the stacking order ToplevelList windows = Workspace::self()->xStackingOrder(); foreach (EffectWindow * c, static_cast< EffectsHandlerImpl* >(effects)->elevatedWindows()) { Toplevel* t = static_cast< EffectWindowImpl* >(c)->window(); windows.removeAll(t); windows.append(t); } // skip windows that are not yet ready for being painted // TODO ? // this cannot be used so carelessly - needs protections against broken clients, the window // should not get focus before it's displayed, handle unredirected windows properly and so on. foreach (Toplevel *t, windows) if (!t->readyForPainting()) windows.removeAll(t); QRegion repaints = repaints_region; // clear all repaints, so that post-pass can add repaints for the next repaint repaints_region = QRegion(); m_timeSinceLastVBlank = m_scene->paint(repaints, windows); // Trigger at least one more pass even if there would be nothing to paint, so that scene->idle() // is called the next time. If there would be nothing pending, it will not restart the timer and // checkCompositeTime() would restart it again somewhen later, called from functions that // would again add something pending. scheduleRepaint(); } void Compositor::performMousePoll() { Workspace::self()->checkCursorPos(); } bool Compositor::windowRepaintsPending() const { foreach (Toplevel * c, Workspace::self()->clientList()) if (!c->repaints().isEmpty()) return true; foreach (Toplevel * c, Workspace::self()->desktopList()) if (!c->repaints().isEmpty()) return true; foreach (Toplevel * c, Workspace::self()->unmanagedList()) if (!c->repaints().isEmpty()) return true; foreach (Toplevel * c, Workspace::self()->deletedList()) if (!c->repaints().isEmpty()) return true; return false; } void Compositor::setCompositeResetTimer(int msecs) { compositeResetTimer.start(msecs); } void Compositor::setCompositeTimer() { if (!hasScene()) // should not really happen, but there may be e.g. some damage events still pending return; uint padding = m_timeSinceLastVBlank << 10; if (m_scene->waitSyncAvailable()) { // TODO: make vBlankTime dynamic?! // It's required because glXWaitVideoSync will *likely* block a full frame if one enters // a retrace pass which can last a variable amount of time, depending on the actual screen // Now, my ooold 19" CRT can do such retrace so that 2ms are entirely sufficient, // while another ooold 15" TFT requires about 6ms if (padding > fpsInterval) { // we're at low repaints or spent more time in painting than the user wanted to wait for that frame padding = vBlankInterval - (padding%vBlankInterval); // -> align to next vblank } else { // -> align to the next maxFps tick padding = ((vBlankInterval - padding%vBlankInterval) + (fpsInterval/vBlankInterval-1)*vBlankInterval); // "remaining time of the first vsync" + "time for the other vsyncs of the frame" } if (padding < options->vBlankTime()) { // we'll likely miss this frame m_nextFrameDelay = (padding + vBlankInterval) >> 10; padding = (padding + vBlankInterval - options->vBlankTime()) >> 10; // so we add one // qDebug() << "WE LOST A FRAME"; } else { m_nextFrameDelay = padding >> 10; padding = (padding - options->vBlankTime()) >> 10; } } else // w/o vsync we just jump to the next demanded tick // the "1" will ensure we don't block out the eventloop - the system's just not faster // "0" would be sufficient, but the compositor isn't the WMs only task m_nextFrameDelay = padding = (padding > (int)fpsInterval) ? 1 : ((fpsInterval - padding) >> 10); compositeTimer.start(qMin(padding, 250u), this); // force 4fps minimum } void Compositor::startMousePolling() { mousePollingTimer.start(20); // 50Hz. TODO: How often do we really need to poll? } void Compositor::stopMousePolling() { mousePollingTimer.stop(); } bool Compositor::isActive() { return !m_finishing && hasScene(); } void Compositor::checkUnredirect() { checkUnredirect(false); } // force is needed when the list of windows changes (e.g. a window goes away) void Compositor::checkUnredirect(bool force) { if (!hasScene() || m_scene->overlayWindow()->window() == None || !options->isUnredirectFullscreen()) return; if (force) forceUnredirectCheck = true; if (!unredirectTimer.isActive()) unredirectTimer.start(0); } void Compositor::delayedCheckUnredirect() { if (!hasScene() || m_scene->overlayWindow()->window() == None || !options->isUnredirectFullscreen()) return; ToplevelList list; bool changed = forceUnredirectCheck; foreach (Client * c, Workspace::self()->clientList()) list.append(c); foreach (Unmanaged * c, Workspace::self()->unmanagedList()) list.append(c); foreach (Toplevel * c, list) { if (c->updateUnredirectedState()) changed = true; } // no desktops, no Deleted ones if (!changed) return; forceUnredirectCheck = false; // Cut out parts from the overlay window where unredirected windows are, // so that they are actually visible. QRegion reg(0, 0, displayWidth(), displayHeight()); foreach (Toplevel * c, list) { if (c->unredirected()) reg -= c->geometry(); } m_scene->overlayWindow()->setShape(reg); } bool Compositor::checkForOverlayWindow(WId w) const { if (!hasScene()) { // no scene, so it cannot be the overlay window return false; } if (!m_scene->overlayWindow()) { // no overlay window, it cannot be the overlay return false; } // and compare the window ID's return w == m_scene->overlayWindow()->window(); } WId Compositor::overlayWindow() const { if (!hasScene()) { return None; } if (!m_scene->overlayWindow()) { return None; } return m_scene->overlayWindow()->window(); } bool Compositor::isOverlayWindowVisible() const { if (!hasScene()) { return false; } if (!m_scene->overlayWindow()) { return false; } return m_scene->overlayWindow()->isVisible(); } void Compositor::setOverlayWindowVisibility(bool visible) { if (hasScene() && m_scene->overlayWindow()) { m_scene->overlayWindow()->setVisibility(visible); } } void Compositor::restartKWin(const QString &reason) { kDebug(1212) << "restarting kwin for:" << reason; char cmd[1024]; // copied from crashhandler - maybe not the best way to do? sprintf(cmd, "%s --replace &", QFile::encodeName(QCoreApplication::applicationFilePath()).constData()); system(cmd); } bool Compositor::isCompositingPossible() const { return CompositingPrefs::compositingPossible(); } QString Compositor::compositingNotPossibleReason() const { return CompositingPrefs::compositingNotPossibleReason(); } bool Compositor::isOpenGLBroken() const { return CompositingPrefs::openGlIsBroken(); } QString Compositor::compositingType() const { if (!hasScene()) { return "none"; } switch (m_scene->compositingType()) { case XRenderCompositing: return "xrender"; case OpenGL1Compositing: return "gl1"; case OpenGL2Compositing: #ifdef KWIN_HAVE_OPENGLES return "gles"; #else return "gl2"; #endif case NoCompositing: default: return "none"; } } /***************************************************** * Workspace ****************************************************/ bool Workspace::compositing() const { return m_compositor && m_compositor->hasScene(); } //**************************************** // Toplevel //**************************************** bool Toplevel::setupCompositing() { if (!compositing()) return false; damageRatio = 0.0; if (damage_handle != None) return false; damage_handle = XDamageCreate(display(), frameId(), XDamageReportRawRectangles); damage_region = QRegion(0, 0, width(), height()); effect_window = new EffectWindowImpl(this); unredirect = false; Compositor::self()->checkUnredirect(true); Compositor::self()->scene()->windowAdded(this); return true; } void Toplevel::finishCompositing() { damageRatio = 0.0; if (damage_handle == None) return; Compositor::self()->checkUnredirect(true); if (effect_window->window() == this) { // otherwise it's already passed to Deleted, don't free data discardWindowPixmap(); delete effect_window; } XDamageDestroy(display(), damage_handle); damage_handle = None; damage_region = QRegion(); repaints_region = QRegion(); effect_window = NULL; } void Toplevel::discardWindowPixmap() { damageRatio = 0.0; addDamageFull(); if (window_pix == None) return; XFreePixmap(display(), window_pix); window_pix = None; if (effectWindow() != NULL && effectWindow()->sceneWindow() != NULL) effectWindow()->sceneWindow()->pixmapDiscarded(); } Pixmap Toplevel::createWindowPixmap() { assert(compositing()); if (unredirected()) return None; damageRatio = 0.0; grabXServer(); KXErrorHandler err; Pixmap pix = XCompositeNameWindowPixmap(display(), frameId()); // check that the received pixmap is valid and actually matches what we // know about the window (i.e. size) XWindowAttributes attrs; if (!XGetWindowAttributes(display(), frameId(), &attrs) || err.error(false) || attrs.width != width() || attrs.height != height() || attrs.map_state != IsViewable) { kDebug(1212) << "Creating window pixmap failed: " << this; XFreePixmap(display(), pix); pix = None; } ungrabXServer(); return pix; } // We must specify that the two events are a union so the compiler doesn't // complain about strict aliasing rules. typedef union { XEvent e; XDamageNotifyEvent de; } EventUnion; static QVector damageRects; void Toplevel::damageNotifyEvent(XDamageNotifyEvent* e) { if (damageRatio == 1.0) { // we know that we're completely damaged, no need to tell us again while (XPending(display())) { // drop events EventUnion e2; if (XPeekEvent(display(), &e2.e) && e2.e.type == Extensions::damageNotifyEvent() && e2.e.xany.window == frameId()) { XNextEvent(display(), &e2.e); continue; } break; } return; } const float area = rect().width()*rect().height(); damageRects.reserve(16); damageRects.erase(damageRects.begin(), damageRects.end()); damageRects << QRect(e->area.x, e->area.y, e->area.width, e->area.height); // we can not easily say anything about the overall ratio since the new rects may intersect the present float newDamageRatio = damageRects.last().width()*damageRects.last().height() / area; // compress while (XPending(display())) { EventUnion e2; if (XPeekEvent(display(), &e2.e) && e2.e.type == Extensions::damageNotifyEvent() && e2.e.xany.window == frameId()) { XNextEvent(display(), &e2.e); if (damageRatio >= 0.8 || newDamageRatio > 0.8 || damageRects.count() > 15) { // If there are too many damage events in the queue, just discard them // and damage the whole window. Otherwise the X server can just overload // us with a flood of damage events. Should be probably optimized // in the X server, as this is rather lame. newDamageRatio = 1.0; damageRects.clear(); continue; } damageRects << QRect(e2.de.area.x, e2.de.area.y, e2.de.area.width, e2.de.area.height); newDamageRatio += damageRects.last().width()*damageRects.last().height() / area; continue; } break; } if ((damageRects.count() == 1 && damageRects.last() == rect()) || (damageRects.isEmpty() && newDamageRatio == 1.0)) { addDamageFull(); } else { foreach (const QRect &r, damageRects) addDamage(r); } } bool Toplevel::compositing() const { Compositor *c = Compositor::self(); return c && c->hasScene(); } void Client::damageNotifyEvent(XDamageNotifyEvent* e) { #ifdef HAVE_XSYNC if (syncRequest.isPending && isResize()) return; if (!ready_for_painting) { // avoid "setReadyForPainting()" function calling overhead if (syncRequest.counter == None) // cannot detect complete redraw, consider done now setReadyForPainting(); } #else if (!ready_for_painting) { setReadyForPainting(); } #endif Toplevel::damageNotifyEvent(e); } void Unmanaged::damageNotifyEvent(XDamageNotifyEvent* e) { if (!ready_for_painting) { // avoid "setReadyForPainting()" function calling overhead setReadyForPainting(); } Toplevel::damageNotifyEvent(e); } 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(); if (r.isEmpty()) return; damage_region += r; int damageArea = 0; foreach (const QRect &r2, damage_region.rects()) damageArea += r2.width()*r2.height(); damageRatio = float(damageArea) / float(rect().width()*rect().height()); repaints_region += r; emit damaged(this, r); // discard lanczos texture if (effect_window) { QVariant cachedTextureVariant = effect_window->data(LanczosCacheRole); if (cachedTextureVariant.isValid()) { GLTexture *cachedTexture = static_cast< GLTexture*>(cachedTextureVariant.value()); delete cachedTexture; cachedTexture = 0; effect_window->setData(LanczosCacheRole, QVariant()); } } } void Toplevel::addDamageFull() { if (!compositing()) return; damage_region = rect(); repaints_region = rect(); damageRatio = 1.0; emit damaged(this, rect()); // discard lanczos texture if (effect_window) { QVariant cachedTextureVariant = effect_window->data(LanczosCacheRole); if (cachedTextureVariant.isValid()) { GLTexture *cachedTexture = static_cast< GLTexture*>(cachedTextureVariant.value()); delete cachedTexture; cachedTexture = 0; effect_window->setData(LanczosCacheRole, QVariant()); } } } void Toplevel::resetDamage(const QRect& r) { damage_region -= r; int damageArea = 0; foreach (const QRect &r2, damage_region.rects()) damageArea += r2.width()*r2.height(); damageRatio = float(damageArea) / float(rect().width()*rect().height()); } void Toplevel::addRepaint(const QRect& r) { if (!compositing()) { return; } repaints_region += r; emit needsRepaint(); } void Toplevel::addRepaint(int x, int y, int w, int h) { QRect r(x, y, w, h); addRepaint(r); } void Toplevel::addRepaint(const QRegion& r) { if (!compositing()) { return; } repaints_region += r; emit needsRepaint(); } void Toplevel::addLayerRepaint(const QRect& r) { if (!compositing()) { return; } layer_repaints_region += r; emit needsRepaint(); } void Toplevel::addLayerRepaint(int x, int y, int w, int h) { QRect r(x, y, w, h); addLayerRepaint(r); } void Toplevel::addLayerRepaint(const QRegion& r) { if (!compositing()) return; layer_repaints_region += r; emit needsRepaint(); } void Toplevel::addRepaintFull() { repaints_region = visibleRect().translated(-pos()); emit needsRepaint(); } void Toplevel::resetRepaints() { repaints_region = QRegion(); layer_repaints_region = QRegion(); } void Toplevel::addWorkspaceRepaint(int x, int y, int w, int h) { addWorkspaceRepaint(QRect(x, y, w, h)); } void Toplevel::addWorkspaceRepaint(const QRect& r2) { if (!compositing()) return; Compositor::self()->addRepaint(r2); } bool Toplevel::updateUnredirectedState() { assert(compositing()); bool should = shouldUnredirect() && !unredirectSuspend && !shape() && !hasAlpha() && opacity() == 1.0 && !static_cast(effects)->activeFullScreenEffect(); if (should && !unredirect) { unredirect = true; kDebug(1212) << "Unredirecting:" << this; XCompositeUnredirectWindow(display(), frameId(), CompositeRedirectManual); return true; } else if (!should && unredirect) { unredirect = false; kDebug(1212) << "Redirecting:" << this; XCompositeRedirectWindow(display(), frameId(), CompositeRedirectManual); discardWindowPixmap(); return true; } return false; } void Toplevel::suspendUnredirect(bool suspend) { if (unredirectSuspend == suspend) return; unredirectSuspend = suspend; Compositor::self()->checkUnredirect(); } //**************************************** // Client //**************************************** bool Client::setupCompositing() { if (!Toplevel::setupCompositing()){ return false; } updateVisibility(); // for internalKeep() if (isManaged()) { // only create the decoration when a client is managed updateDecoration(true, true); } return true; } void Client::finishCompositing() { Toplevel::finishCompositing(); updateVisibility(); if (!deleting) { // only recreate the decoration if we are not shutting down completely updateDecoration(true, true); } // for safety in case KWin is just resizing the window s_haveResizeEffect = false; } bool Client::shouldUnredirect() const { if (isActiveFullScreen()) { ToplevelList stacking = workspace()->xStackingOrder(); for (int pos = stacking.count() - 1; pos >= 0; --pos) { Toplevel* c = stacking.at(pos); if (c == this) // is not covered by any other window, ok to unredirect return true; if (c->geometry().intersects(geometry())) return false; } abort(); } return false; } //**************************************** // Unmanaged //**************************************** bool Unmanaged::shouldUnredirect() const { // the pixmap is needed for the login effect, a nicer solution would be the login effect increasing // refcount for the window pixmap (which would prevent unredirect), avoiding this hack if (resourceClass() == "ksplashx" || resourceClass() == "ksplashsimple" || resourceClass() == "ksplashqml" ) return false; // it must cover whole display or one xinerama screen, and be the topmost there if (geometry() == workspace()->clientArea(FullArea, geometry().center(), workspace()->currentDesktop()) || geometry() == workspace()->clientArea(ScreenArea, geometry().center(), workspace()->currentDesktop())) { ToplevelList stacking = workspace()->xStackingOrder(); for (int pos = stacking.count() - 1; pos >= 0; --pos) { Toplevel* c = stacking.at(pos); if (c == this) // is not covered by any other window, ok to unredirect return true; if (c->geometry().intersects(geometry())) return false; } abort(); } return false; } //**************************************** // Deleted //**************************************** bool Deleted::shouldUnredirect() const { return false; } } // namespace