/* 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 */ #ifndef KWIN_SCENE_H #define KWIN_SCENE_H #include "kwineffects.h" #include "renderlayerdelegate.h" #include "utils/common.h" #include "window.h" #include #include #include namespace KWin { namespace Decoration { class DecoratedClientImpl; } class Output; class DecorationRenderer; class Deleted; class EffectWindowImpl; class GLTexture; class Item; class RenderLoop; class Scene; class Shadow; class ShadowItem; class SurfaceItem; class SurfacePixmapInternal; class SurfacePixmapWayland; class SurfacePixmapX11; class SurfaceTexture; class WindowItem; class SceneDelegate : public RenderLayerDelegate { Q_OBJECT public: explicit SceneDelegate(Scene *scene, QObject *parent = nullptr); explicit SceneDelegate(Scene *scene, Output *output, QObject *parent = nullptr); ~SceneDelegate() override; QRect viewport() const; QRegion repaints() const override; SurfaceItem *scanoutCandidate() const override; void prePaint() override; void postPaint() override; void paint(RenderTarget *renderTarget, const QRegion ®ion) override; private: Scene *m_scene; Output *m_output = nullptr; }; class KWIN_EXPORT Scene : public QObject { Q_OBJECT public: explicit Scene(QObject *parent = nullptr); ~Scene() override; void initialize(); /** * Schedules a repaint for the specified @a region. */ void addRepaint(const QRegion ®ion); void addRepaint(int x, int y, int width, int height); void addRepaintFull(); QRegion damage() const; QRect geometry() const; void setGeometry(const QRect &rect); QList delegates() const; void addDelegate(SceneDelegate *delegate); void removeDelegate(SceneDelegate *delegate); // Returns true if the ctor failed to properly initialize. virtual bool initFailed() const = 0; SurfaceItem *scanoutCandidate() const; void prePaint(Output *output); void postPaint(); virtual void paint(RenderTarget *renderTarget, const QRegion ®ion) = 0; /** * @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 Shadow *createShadow(Window *window) = 0; // Flags controlling how painting is done. enum { // WindowItem (or at least part of it) will be painted opaque. PAINT_WINDOW_OPAQUE = 1 << 0, // WindowItem (or at least part of it) will be painted translucent. PAINT_WINDOW_TRANSLUCENT = 1 << 1, // WindowItem will be painted with transformed geometry. PAINT_WINDOW_TRANSFORMED = 1 << 2, // Paint only a region of the screen (can be optimized, cannot // be used together with TRANSFORMED flags). PAINT_SCREEN_REGION = 1 << 3, // Whole screen will be painted with transformed geometry. PAINT_SCREEN_TRANSFORMED = 1 << 4, // At least one window will be painted with transformed geometry. PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5, // Clear whole background as the very first step, without optimizing it PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6, }; 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; /** * The QPainter used by a QPainter based compositor scene. * Default implementation returns @c nullptr; */ virtual QPainter *scenePainter() const; /** * The backend specific extensions (e.g. EGL/GLX extensions). * * Not the OpenGL (ES) extension! * * Default implementation returns empty list */ virtual QVector openGLPlatformInterfaceExtensions() const; virtual std::shared_ptr textureForOutput(Output *output) const { Q_UNUSED(output); return {}; } virtual std::unique_ptr createSurfaceTextureInternal(SurfacePixmapInternal *pixmap); virtual std::unique_ptr createSurfaceTextureX11(SurfacePixmapX11 *pixmap); virtual std::unique_ptr createSurfaceTextureWayland(SurfacePixmapWayland *pixmap); QMatrix4x4 renderTargetProjectionMatrix() const; QRect renderTargetRect() const; void setRenderTargetRect(const QRect &rect); qreal renderTargetScale() const; void setRenderTargetScale(qreal scale); QRegion mapToRenderTarget(const QRegion ®ion) const; virtual void render(Item *item, int mask, const QRegion ®ion, const WindowPaintData &data) = 0; Q_SIGNALS: void frameRendered(); protected: void createStackingOrder(); void clearStackingOrder(); // shared implementation, starts painting the screen void paintScreen(const QRegion ®ion); 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); // paint the background (not the desktop background - the whole background) virtual void paintBackground(const QRegion ®ion) = 0; // 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); virtual void paintOffscreenQuickView(OffscreenQuickView *w) = 0; // 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; // windows in their stacking order QVector stacking_order; private: std::chrono::milliseconds m_expectedPresentTimestamp = std::chrono::milliseconds::zero(); QList m_delegates; QRect m_geometry; QMatrix4x4 m_renderTargetProjectionMatrix; QRect m_renderTargetRect; qreal m_renderTargetScale = 1; // how many times finalPaintScreen() has been called int m_paintScreenCount = 0; PaintContext m_paintContext; }; } // namespace #endif