/******************************************************************** 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 #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_basic.h" #include "scene_xrender.h" #include "scene_opengl.h" #include "shadow.h" #include "compositingprefs.h" #include "notifications.h" #include #include #include #include #include #include #include #include #ifdef HAVE_XCOMPOSITE #include #if XCOMPOSITE_MAJOR > 0 || XCOMPOSITE_MINOR >= 3 #define HAVE_XCOMPOSITE_OVERLAY #endif #endif #ifdef HAVE_XRANDR #include #endif namespace KWin { extern int currentRefreshRate(); //**************************************** // Workspace //**************************************** void Workspace::setupCompositing() { #ifdef KWIN_HAVE_COMPOSITING if (scene != NULL) return; if (compositingSuspended) { kDebug(1212) << "Compositing is suspended"; return; } else if (!CompositingPrefs::compositingPossible()) { kError(1212) << "Compositing is not possible"; return; } if (!options->compositingInitialized) options->reloadCompositingSettings(true); 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 switch(options->compositingMode) { /*case 'B': kDebug( 1212 ) << "X compositing"; scene = new SceneBasic( this ); break; // don't fall through (this is a testing one) */ #ifdef KWIN_HAVE_OPENGL_COMPOSITING case OpenGLCompositing: { kDebug(1212) << "Initializing OpenGL compositing"; // Some broken drivers crash on glXQuery() so to prevent constant KWin crashes: KSharedConfigPtr unsafeConfigPtr(KSharedConfig::openConfig("kwinrc")); 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(); scene = new SceneOpenGL(this); // TODO: Add 30 second delay to protect against screen freezes as well unsafeConfig.writeEntry("OpenGLIsUnsafe", false); unsafeConfig.sync(); if (!scene->initFailed()) break; // --> delete scene; scene = NULL; } // Do not Fall back to XRender - it causes problems when selfcheck fails during startup, but works later on break; } #endif #ifdef KWIN_HAVE_XRENDER_COMPOSITING case XRenderCompositing: kDebug(1212) << "Initializing XRender compositing"; scene = new SceneXrender(this); break; #endif default: #ifndef KWIN_HAVE_COMPOSITING kDebug(1212) << "Compositing was not available at compile time"; #else kDebug(1212) << "No compositing enabled"; #endif delete cm_selection; return; } if (scene == NULL || 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 scene; scene = NULL; delete cm_selection; return; } xrrRefreshRate = KWin::currentRefreshRate(); fpsInterval = (options->maxFpsInterval << 10); if (scene->waitSyncAvailable()) { // if we do vsync, set the fps to the next multiple of the vblank rate vBlankInterval = (1000 << 10) / xrrRefreshRate; fpsInterval -= (fpsInterval % vBlankInterval); fpsInterval = qMax(fpsInterval, vBlankInterval); } else vBlankInterval = 1 << 10; // no sync - DO NOT set "0", would cause div-by-zero segfaults. vBlankPadding = 3; // vblank rounding errors... :-( nextPaintReference = QDateTime::currentMSecsSinceEpoch(); checkCompositeTimer(); XCompositeRedirectSubwindows(display(), rootWindow(), CompositeRedirectManual); new EffectsHandlerImpl(scene->compositingType()); // sets also the 'effects' pointer addRepaintFull(); foreach (Client * c, clients) c->setupCompositing(); foreach (Client * c, desktops) c->setupCompositing(); foreach (Unmanaged * c, unmanaged) c->setupCompositing(); foreach (Client * c, clients) scene->windowAdded(c); foreach (Client * c, desktops) scene->windowAdded(c); foreach (Unmanaged * c, unmanaged) scene->windowAdded(c); discardPopup(); // force re-creation of the Alt+F3 popup (opacity option) #else kDebug(1212) << "Compositing was not available at compile time"; #endif } void Workspace::finishCompositing() { #ifdef KWIN_HAVE_COMPOSITING if (scene == NULL) return; m_finishingCompositing = true; delete cm_selection; foreach (Client * c, clients) scene->windowClosed(c, NULL); foreach (Client * c, desktops) scene->windowClosed(c, NULL); foreach (Unmanaged * c, unmanaged) scene->windowClosed(c, NULL); foreach (Deleted * c, deleted) scene->windowDeleted(c); foreach (Client * c, clients) c->finishCompositing(); foreach (Client * c, desktops) c->finishCompositing(); foreach (Unmanaged * c, unmanaged) c->finishCompositing(); foreach (Deleted * c, deleted) c->finishCompositing(); XCompositeUnredirectSubwindows(display(), rootWindow(), CompositeRedirectManual); delete effects; effects = NULL; delete scene; scene = NULL; compositeTimer.stop(); mousePollingTimer.stop(); repaints_region = QRegion(); for (ClientList::ConstIterator it = clients.constBegin(); it != clients.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)); } } discardPopup(); // force re-creation of the Alt+F3 popup (opacity option) // discard all Deleted windows (#152914) while (!deleted.isEmpty()) deleted.first()->discard(Allowed); m_finishingCompositing = false; #endif } // OpenGL self-check failed, fallback to XRender void Workspace::fallbackToXRenderCompositing() { finishCompositing(); options->compositingMode = XRenderCompositing; setupCompositing(); } void Workspace::lostCMSelection() { kDebug(1212) << "Lost compositing manager selection"; finishCompositing(); } // for the shortcut void Workspace::slotToggleCompositing() { suspendCompositing(!compositingSuspended); } // for the dbus call void Workspace::toggleCompositing() { slotToggleCompositing(); if (compositingSuspended) { // when disabled show a shortcut how the user can get back compositing QString shortcut, message; if (KAction* action = qobject_cast(keys->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 Workspace::updateCompositeBlocking(Client *c) { if (c) { // if c == 0 we just check if we can resume if (c->isBlockingCompositing()) { compositingBlocked = true; suspendCompositing(true); } } else if (compositingBlocked) { // lost a client and we're blocked - can we resume? // NOTICE do NOT check for "compositingSuspended" or "!compositing()" // only "resume" if it was really disabled for a block bool resume = true; for (ClientList::ConstIterator it = clients.constBegin(); it != clients.constEnd(); ++it) { if ((*it)->isBlockingCompositing()) { resume = false; break; } } if (resume) { // do NOT attempt to call suspendCompositing(false); from within the eventchain! compositingBlocked = false; if (compositingSuspended) QMetaObject::invokeMethod(this, "slotToggleCompositing", Qt::QueuedConnection); } } } void Workspace::suspendCompositing() { suspendCompositing(true); } void Workspace::suspendCompositing(bool suspend) { compositingSuspended = suspend; finishCompositing(); setupCompositing(); // will do nothing if suspended // notify decorations that composition state has changed if (hasDecorationPlugin()) { KDecorationFactory* factory = mgr->factory(); factory->reset(SettingCompositing); } emit compositingToggled(!compositingSuspended); } void Workspace::resetCompositing() { if (compositing()) { finishCompositing(); QTimer::singleShot(0, this, SLOT(setupCompositing())); } } void Workspace::addRepaint(int x, int y, int w, int h) { if (!compositing()) return; repaints_region += QRegion(x, y, w, h); checkCompositeTimer(); } void Workspace::addRepaint(const QRect& r) { if (!compositing()) return; repaints_region += r; checkCompositeTimer(); } void Workspace::addRepaint(const QRegion& r) { if (!compositing()) return; repaints_region += r; checkCompositeTimer(); } void Workspace::addRepaintFull() { if (!compositing()) return; repaints_region = QRegion(0, 0, displayWidth(), displayHeight()); checkCompositeTimer(); } void Workspace::timerEvent(QTimerEvent *te) { if (te->timerId() == compositeTimer.timerId()) { compositeTimer.stop(); performCompositing(); } else QObject::timerEvent(te); } void Workspace::performCompositing() { #ifdef KWIN_HAVE_COMPOSITING if (((repaints_region.isEmpty() && !windowRepaintsPending()) // no damage || !scene->overlayWindow()->isVisible())) { // nothing is visible anyway vBlankPadding += 3; 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 = xStackingOrder(); foreach (EffectWindow * c, static_cast< EffectsHandlerImpl* >(effects)->elevatedWindows()) { Toplevel* t = static_cast< EffectWindowImpl* >(c)->window(); windows.removeAll(t); windows.append(t); } #if 0 // skip windows that are not yet ready for being painted ToplevelList tmp = windows; windows.clear(); // There is a bug somewhere that prevents this from working properly (#160393), but additionally // 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 * c, tmp) if (c->readyForPainting()) windows.append(c); #endif foreach (Toplevel * c, windows) { // This could be possibly optimized WRT obscuring, but that'd need being already // past prePaint() phase - probably not worth it. repaints_region |= c->repaints().translated(c->pos()); repaints_region |= c->decorationPendingRegion(); c->resetRepaints(c->decorationRect()); if (c->hasShadow()) { c->resetRepaints(c->shadow()->shadowRegion().boundingRect()); } } QRegion repaints = repaints_region; // clear all repaints, so that post-pass can add repaints for the next repaint repaints_region = QRegion(); QElapsedTimer t; t.start(); if (scene->waitSyncAvailable()) { // vsync: paint the scene, than rebase the timer and use the duration for next timeout estimation scene->paint(repaints, windows); nextPaintReference = QDateTime::currentMSecsSinceEpoch(); } else { // no vsyc -> inversion: reset the timer, then paint the scene, this way we can provide a constant framerate nextPaintReference = QDateTime::currentMSecsSinceEpoch(); scene->paint(repaints, windows); } // reset the roundin error corrective... :-( vBlankPadding = 3; // 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. checkCompositeTimer(); #endif } void Workspace::performMousePoll() { checkCursorPos(); } bool Workspace::windowRepaintsPending() const { foreach (Toplevel * c, clients) if (!c->repaints().isEmpty()) return true; foreach (Toplevel * c, desktops) if (!c->repaints().isEmpty()) return true; foreach (Toplevel * c, unmanaged) if (!c->repaints().isEmpty()) return true; foreach (Toplevel * c, deleted) if (!c->repaints().isEmpty()) return true; return false; } void Workspace::setCompositeTimer() { if (!compositing()) // should not really happen, but there may be e.g. some damage events still pending return; // interval - "time since last paint completion" - "time we need to paint" uint passed = (QDateTime::currentMSecsSinceEpoch() - nextPaintReference) << 10; uint delay = fpsInterval; if (scene->waitSyncAvailable()) { if (passed > fpsInterval) { delay = vBlankInterval; passed %= vBlankInterval; } delay -= ((passed + ((scene->estimatedRenderTime() + vBlankPadding) << 10)) % vBlankInterval); } else delay = qBound(0, int(delay - passed), 250 << 10); compositeTimer.start(delay >> 10, this); } void Workspace::startMousePolling() { mousePollingTimer.start(20); // 50Hz. TODO: How often do we really need to poll? } void Workspace::stopMousePolling() { mousePollingTimer.stop(); } bool Workspace::compositingActive() { return !m_finishingCompositing && compositing(); } // force is needed when the list of windows changes (e.g. a window goes away) void Workspace::checkUnredirect(bool force) { if (!compositing() || scene->overlayWindow()->window() == None || !options->unredirectFullscreen) return; if (force) forceUnredirectCheck = true; if (!unredirectTimer.isActive()) unredirectTimer.start(0); } void Workspace::delayedCheckUnredirect() { if (!compositing() || scene->overlayWindow()->window() == None || !options->unredirectFullscreen) return; ToplevelList list; bool changed = forceUnredirectCheck; foreach (Client * c, clients) list.append(c); foreach (Unmanaged * c, unmanaged) 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(); } scene->overlayWindow()->setShape(reg); } //**************************************** // Toplevel //**************************************** void Toplevel::setupCompositing() { #ifdef KWIN_HAVE_COMPOSITING if (!compositing()) return; if (damage_handle != None) return; damage_handle = XDamageCreate(display(), frameId(), XDamageReportRawRectangles); damage_region = QRegion(0, 0, width(), height()); effect_window = new EffectWindowImpl(); effect_window->setWindow(this); unredirect = false; workspace()->checkUnredirect(true); #endif } void Toplevel::finishCompositing() { #ifdef KWIN_HAVE_COMPOSITING if (damage_handle == None) return; workspace()->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; #endif } void Toplevel::discardWindowPixmap() { 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() { #ifdef KWIN_HAVE_COMPOSITING assert(compositing()); if (unredirected()) return None; 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; #else return None; #endif } #ifdef HAVE_XDAMAGE // 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 return; const float area = rect().width()*rect().height(); damageRects.reserve(16); damageRects.clear(); 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); } } void Client::damageNotifyEvent(XDamageNotifyEvent* e) { Toplevel::damageNotifyEvent(e); #ifdef HAVE_XSYNC if (sync_counter == None) // cannot detect complete redraw, consider done now ready_for_painting = true; #else ready_for_painting = true; // no sync at all, consider done now #endif } #endif 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; 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()); } } workspace()->checkCompositeTimer(); } 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()); } } workspace()->checkCompositeTimer(); } 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) { addRepaint(r.x(), r.y(), r.width(), r.height()); } void Toplevel::addRepaint(int x, int y, int w, int h) { if (!compositing()) return; QRect r(x, y, w, h); r &= rect(); repaints_region += r; workspace()->checkCompositeTimer(); } void Toplevel::addRepaintFull() { repaints_region = rect(); if (hasShadow()) { repaints_region = repaints_region.united(shadow()->shadowRegion()); } workspace()->checkCompositeTimer(); } void Toplevel::resetRepaints(const QRect& r) { repaints_region -= r; } 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; workspace()->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; #ifdef HAVE_XCOMPOSITE XCompositeUnredirectWindow(display(), frameId(), CompositeRedirectManual); #endif return true; } else if (!should && unredirect) { unredirect = false; kDebug(1212) << "Redirecting:" << this; #ifdef HAVE_XCOMPOSITE XCompositeRedirectWindow(display(), frameId(), CompositeRedirectManual); #endif discardWindowPixmap(); return true; } return false; } void Toplevel::suspendUnredirect(bool suspend) { if (unredirectSuspend == suspend) return; unredirectSuspend = suspend; workspace()->checkUnredirect(); } //**************************************** // Client //**************************************** void Client::setupCompositing() { Toplevel::setupCompositing(); updateVisibility(); // for internalKeep() updateDecoration(true, true); } void Client::finishCompositing() { Toplevel::finishCompositing(); updateVisibility(); updateDecoration(true, true); } 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; } void Client::addRepaintFull() { repaints_region = decorationRect(); if (hasShadow()) { repaints_region = repaints_region.united(shadow()->shadowRegion()); } workspace()->checkCompositeTimer(); } //**************************************** // 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") 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; } void Deleted::addRepaintFull() { repaints_region = decorationRect(); if (hasShadow()) { repaints_region = repaints_region.united(shadow()->shadowRegion()); } workspace()->checkCompositeTimer(); } } // namespace