/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak Copyright (C) 2009, 2010, 2011 Martin Gräßlin 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 . *********************************************************************/ #ifndef KWIN_SCENE_OPENGL_H #define KWIN_SCENE_OPENGL_H #include "scene.h" #include "shadow.h" #include "kwinglutils.h" #include "decorations/decorationrenderer.h" #include "platformsupport/scenes/opengl/backend.h" namespace KWin { class LanczosFilter; class OpenGLBackend; class SyncManager; class SyncObject; class KWIN_EXPORT SceneOpenGL : public Scene { Q_OBJECT public: class EffectFrame; class Window; ~SceneOpenGL() override; bool initFailed() const override; bool hasPendingFlush() const override; qint64 paint(QRegion damage, ToplevelList windows) override; Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) override; Shadow *createShadow(Toplevel *toplevel) override; void screenGeometryChanged(const QSize &size) override; OverlayWindow *overlayWindow() const override; bool usesOverlayWindow() const override; bool blocksForRetrace() const override; bool syncsToVBlank() const override; bool makeOpenGLContextCurrent() override; void doneOpenGLContextCurrent() override; Decoration::Renderer *createDecorationRenderer(Decoration::DecoratedClientImpl *impl) override; void triggerFence() override; virtual QMatrix4x4 projectionMatrix() const = 0; bool animationsSupported() const override; void insertWait(); void idle() override; bool debug() const { return m_debug; } void initDebugOutput(); /** * @brief Factory method to create a backend specific texture. * * @return :SceneOpenGL::Texture* */ SceneOpenGLTexture *createTexture(); OpenGLBackend *backend() const { return m_backend; } QVector openGLPlatformInterfaceExtensions() const override; static SceneOpenGL *createScene(QObject *parent); protected: SceneOpenGL(OpenGLBackend *backend, QObject *parent = nullptr); void paintBackground(QRegion region) override; void extendPaintRegion(QRegion ®ion, bool opaqueFullscreen) override; QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const; void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data) override; void handleGraphicsReset(GLenum status); virtual void doPaintBackground(const QVector &vertices) = 0; virtual void updateProjectionMatrix() = 0; protected: bool init_ok; private: bool viewportLimitsMatched(const QSize &size) const; private: bool m_debug; OpenGLBackend *m_backend; SyncManager *m_syncManager; SyncObject *m_currentFence; }; class SceneOpenGL2 : public SceneOpenGL { Q_OBJECT public: explicit SceneOpenGL2(OpenGLBackend *backend, QObject *parent = nullptr); ~SceneOpenGL2() override; CompositingType compositingType() const override { return OpenGL2Compositing; } static bool supported(OpenGLBackend *backend); QMatrix4x4 projectionMatrix() const override { return m_projectionMatrix; } QMatrix4x4 screenProjectionMatrix() const override { return m_screenProjectionMatrix; } protected: void paintSimpleScreen(int mask, QRegion region) override; void paintGenericScreen(int mask, ScreenPaintData data) override; void doPaintBackground(const QVector< float >& vertices) override; Scene::Window *createWindow(Toplevel *t) override; void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data) override; void updateProjectionMatrix() override; void paintCursor() override; private: void performPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data); QMatrix4x4 createProjectionMatrix() const; private: LanczosFilter *m_lanczosFilter; QScopedPointer m_cursorTexture; QMatrix4x4 m_projectionMatrix; QMatrix4x4 m_screenProjectionMatrix; GLuint vao; }; class SceneOpenGL::Window : public Scene::Window { public: ~Window() override; bool beginRenderWindow(int mask, const QRegion ®ion, WindowPaintData &data); void performPaint(int mask, QRegion region, WindowPaintData data) override = 0; void endRenderWindow(); bool bindTexture(); void setScene(SceneOpenGL *scene) { m_scene = scene; } protected: WindowPixmap* createWindowPixmap() override; Window(Toplevel* c); enum TextureType { Content, Decoration, Shadow }; QMatrix4x4 transformation(int mask, const WindowPaintData &data) const; GLTexture *getDecorationTexture() const; protected: SceneOpenGL *m_scene; bool m_hardwareClipping; }; class OpenGLWindowPixmap; class SceneOpenGL2Window : public SceneOpenGL::Window { public: enum Leaf { ShadowLeaf = 0, DecorationLeaf, ContentLeaf, PreviousContentLeaf, LeafCount }; struct LeafNode { LeafNode() : texture(nullptr), firstVertex(0), vertexCount(0), opacity(1.0), hasAlpha(false), coordinateType(UnnormalizedCoordinates) { } GLTexture *texture; int firstVertex; int vertexCount; float opacity; bool hasAlpha; TextureCoordinateType coordinateType; }; explicit SceneOpenGL2Window(Toplevel *c); ~SceneOpenGL2Window() override; protected: QMatrix4x4 modelViewProjectionMatrix(int mask, const WindowPaintData &data) const; QVector4D modulate(float opacity, float brightness) const; void setBlendEnabled(bool enabled); void setupLeafNodes(LeafNode *nodes, const WindowQuadList *quads, const WindowPaintData &data); void performPaint(int mask, QRegion region, WindowPaintData data) override; private: void renderSubSurface(GLShader *shader, const QMatrix4x4 &mvp, const QMatrix4x4 &windowMatrix, OpenGLWindowPixmap *pixmap, const QRegion ®ion, bool hardwareClipping); /** * Whether prepareStates enabled blending and restore states should disable again. */ bool m_blendingEnabled; }; class OpenGLWindowPixmap : public WindowPixmap { public: explicit OpenGLWindowPixmap(Scene::Window *window, SceneOpenGL *scene); ~OpenGLWindowPixmap() override; SceneOpenGLTexture *texture() const; bool bind(); bool isValid() const override; protected: WindowPixmap *createChild(const QPointer &subSurface) override; private: explicit OpenGLWindowPixmap(const QPointer &subSurface, WindowPixmap *parent, SceneOpenGL *scene); QScopedPointer m_texture; SceneOpenGL *m_scene; }; class SceneOpenGL::EffectFrame : public Scene::EffectFrame { public: EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene); ~EffectFrame() override; void free() override; void freeIconFrame() override; void freeTextFrame() override; void freeSelection() override; void render(QRegion region, double opacity, double frameOpacity) override; void crossFadeIcon() override; void crossFadeText() override; static void cleanup(); private: void updateTexture(); void updateTextTexture(); GLTexture *m_texture; GLTexture *m_textTexture; GLTexture *m_oldTextTexture; QPixmap *m_textPixmap; // need to keep the pixmap around to workaround some driver problems GLTexture *m_iconTexture; GLTexture *m_oldIconTexture; GLTexture *m_selectionTexture; GLVertexBuffer *m_unstyledVBO; SceneOpenGL *m_scene; static GLTexture* m_unstyledTexture; static QPixmap* m_unstyledPixmap; // need to keep the pixmap around to workaround some driver problems static void updateUnstyledTexture(); // Update OpenGL unstyled frame texture }; /** * @short OpenGL implementation of Shadow. * * This class extends Shadow by the Elements required for OpenGL rendering. * @author Martin Gräßlin */ class SceneOpenGLShadow : public Shadow { public: explicit SceneOpenGLShadow(Toplevel *toplevel); ~SceneOpenGLShadow() override; GLTexture *shadowTexture() { return m_texture.data(); } protected: void buildQuads() override; bool prepareBackend() override; private: QSharedPointer m_texture; }; class SceneOpenGLDecorationRenderer : public Decoration::Renderer { Q_OBJECT public: enum class DecorationPart : int { Left, Top, Right, Bottom, Count }; explicit SceneOpenGLDecorationRenderer(Decoration::DecoratedClientImpl *client); ~SceneOpenGLDecorationRenderer() override; void render() override; void reparent(Deleted *deleted) override; GLTexture *texture() { return m_texture.data(); } GLTexture *texture() const { return m_texture.data(); } private: void resizeTexture(); QScopedPointer m_texture; }; inline bool SceneOpenGL::hasPendingFlush() const { return m_backend->hasPendingFlush(); } inline bool SceneOpenGL::usesOverlayWindow() const { return m_backend->usesOverlayWindow(); } inline SceneOpenGLTexture* OpenGLWindowPixmap::texture() const { return m_texture.data(); } class KWIN_EXPORT OpenGLFactory : public SceneFactory { Q_OBJECT Q_INTERFACES(KWin::SceneFactory) Q_PLUGIN_METADATA(IID "org.kde.kwin.Scene" FILE "opengl.json") public: explicit OpenGLFactory(QObject *parent = nullptr); ~OpenGLFactory() override; Scene *create(QObject *parent = nullptr) const override; }; } // namespace #endif