/******************************************************************** 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" #ifdef KWIN_HAVE_OPENGL_COMPOSITING #ifdef HAVE_XSHM #include #endif namespace KWin { class SceneOpenGL : public Scene { Q_OBJECT public: class EffectFrame; class Texture; class Window; SceneOpenGL(Workspace* ws); virtual ~SceneOpenGL(); virtual bool initFailed() const; virtual CompositingType compositingType() const { return OpenGLCompositing; } virtual void paint(QRegion damage, ToplevelList windows); virtual void windowGeometryShapeChanged(Toplevel*); virtual void windowOpacityChanged(Toplevel*); virtual void windowAdded(Toplevel*); virtual void windowClosed(Toplevel*, Deleted*); virtual void windowDeleted(Deleted*); protected: virtual void paintGenericScreen(int mask, ScreenPaintData data); virtual void paintBackground(QRegion region); QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const; private: bool selectMode(); bool initTfp(); bool initBuffer(); bool initRenderingContext(); bool initBufferConfigs(); bool initDrawableConfigs(); void waitSync(); void flushBuffer(int mask, QRegion damage); GC gcroot; class FBConfigInfo { public: #ifndef KWIN_HAVE_OPENGLES GLXFBConfig fbconfig; #endif int bind_texture_format; int texture_targets; int y_inverted; int mipmap; }; #ifndef KWIN_HAVE_OPENGLES Drawable buffer; GLXFBConfig fbcbuffer; #endif static bool db; #ifndef KWIN_HAVE_OPENGLES static GLXFBConfig fbcbuffer_db; static GLXFBConfig fbcbuffer_nondb; static FBConfigInfo fbcdrawableinfo[ 32 + 1 ]; static GLXDrawable glxbuffer; static GLXContext ctxbuffer; static GLXContext ctxdrawable; static GLXDrawable last_pixmap; // for a workaround in bindTexture() #endif QHash< Toplevel*, Window* > windows; bool init_ok; bool debug; }; class SceneOpenGL::Texture : public GLTexture { public: Texture(); Texture(const QPixmap& pix, GLenum target = GL_TEXTURE_2D); virtual ~Texture(); using GLTexture::load; virtual bool load(const QImage& image, GLenum target = GL_TEXTURE_2D); virtual bool load(const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D); virtual void discard(); virtual void release(); // undo the tfp_mode binding virtual void bind(); virtual void unbind(); void setYInverted(bool inverted) { y_inverted = inverted; } bool getYInverted() const { return y_inverted; } protected: Texture(const Pixmap& pix, const QSize& size, int depth); void findTarget(); QRegion optimizeBindDamage(const QRegion& reg, int limit); void createTexture(); virtual bool load(const Pixmap& pix, const QSize& size, int depth, QRegion region); virtual bool load(const Pixmap& pix, const QSize& size, int depth); private: void init(); #ifndef KWIN_HAVE_OPENGLES GLXPixmap glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode #endif friend class SceneOpenGL::Window; }; class SceneOpenGL::Window : public Scene::Window { public: Window(Toplevel* c); virtual ~Window(); virtual void performPaint(int mask, QRegion region, WindowPaintData data); virtual void pixmapDiscarded(); bool bindTexture(); void discardTexture(); void checkTextureSize(); protected: enum TextureType { Content, DecorationTop, DecorationLeft, DecorationRight, DecorationBottom, Shadow }; QMatrix4x4 transformation(int mask, const WindowPaintData &data) const; void paintDecoration(const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco); void paintShadow(const QRegion ®ion, const WindowPaintData &data); void makeDecorationArrays(const WindowQuadList& quads, const QRect &rect, Texture *tex) const; void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized = false); void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader); void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture); void prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex); void prepareShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader); void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader); void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture); void restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex); void restoreShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader); private: Texture texture; Texture topTexture; Texture leftTexture; Texture rightTexture; Texture bottomTexture; }; class SceneOpenGL::EffectFrame : public Scene::EffectFrame { public: EffectFrame(EffectFrameImpl* frame); virtual ~EffectFrame(); virtual void free(); virtual void freeIconFrame(); virtual void freeTextFrame(); virtual void freeSelection(); virtual void render(QRegion region, double opacity, double frameOpacity); virtual void crossFadeIcon(); virtual void crossFadeText(); static void cleanup(); private: void updateTexture(); void updateTextTexture(); Texture* m_texture; Texture* m_textTexture; Texture* m_oldTextTexture; QPixmap* m_textPixmap; // need to keep the pixmap around to workaround some driver problems Texture* m_iconTexture; Texture* m_oldIconTexture; Texture* m_selectionTexture; GLVertexBuffer* m_unstyledVBO; static Texture* 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: SceneOpenGLShadow(Toplevel *toplevel); virtual ~SceneOpenGLShadow(); GLTexture *shadowTexture() { return m_texture; } protected: virtual void buildQuads(); virtual bool prepareBackend(); private: GLTexture *m_texture; }; } // namespace #endif #endif