/******************************************************************** 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 "scene.h" #include "scene_basic.h" #include "scene_xrender.h" #include "scene_opengl.h" #include "compositingprefs.h" #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 { //**************************************** // Workspace //**************************************** void Workspace::setupCompositing() { #ifdef KWIN_HAVE_COMPOSITING if( scene != NULL ) return; if( !options->useCompositing && getenv( "KWIN_COMPOSE") == NULL ) { kDebug( 1212 ) << "Compositing is turned off in options"; return; } else if( compositingSuspended ) { kDebug( 1212 ) << "Compositing is suspended"; return; } else if( !CompositingPrefs::compositingPossible() ) { kError( 1212 ) << "Compositing is not possible"; return; } CompositingType type = options->compositingMode; if( getenv( "KWIN_COMPOSE" )) { char c = getenv( "KWIN_COMPOSE" )[ 0 ]; switch( c ) { case 'O': type = OpenGLCompositing; break; case 'X': type = XRenderCompositing; break; default: kDebug( 1212 ) << "No compositing"; return; } } 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( type ) { /*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 ) << "OpenGL compositing"; scene = new SceneOpenGL( this ); if( !scene->initFailed()) break; // --> delete scene; scene = NULL; break; // do not fall back to XRender for now, maybe in the future #endif #ifdef KWIN_HAVE_XRENDER_COMPOSITING case XRenderCompositing: kDebug( 1212 ) << "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"; #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; } int rate = 0; if( options->refreshRate > 0 ) { // use manually configured refresh rate rate = options->refreshRate; } #ifdef HAVE_XRANDR else { // autoconfigure refresh rate based on XRandR info if( Extensions::randrAvailable() ) { XRRScreenConfiguration *config; config = XRRGetScreenInfo( display(), rootWindow() ); rate = XRRConfigCurrentRate( config ); XRRFreeScreenConfigInfo( config ); } } #endif // 0Hz or less is invalid, so we fallback to a default rate if( rate <= 0 ) rate = 50; // QTimer gives us 1msec (1000Hz) at best, so we ignore anything higher; // however, additional throttling makes prevents very high rates from taking place anyway else if( rate > 1000 ) rate = 1000; kDebug( 1212 ) << "Refresh rate " << rate << "Hz"; compositeRate = 1000 / rate; compositeTimer.start( compositeRate ); lastCompositePaint.start(); 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; 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 ); compositeTimer.stop(); delete effects; effects = NULL; delete scene; scene = NULL; repaints_region = QRegion(); for( ClientList::ConstIterator it = clients.begin(); it != clients.end(); ++it ) { // forward all opacity values to the frame in case there'll be other CM running if( (*it)->opacity() != 1.0 ) { NETWinInfo 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 ); #endif } void Workspace::lostCMSelection() { kDebug( 1212 ) << "Lost compositing manager selection"; finishCompositing(); } // for the shortcut void Workspace::slotToggleCompositing() { compositingSuspended = !compositingSuspended; finishCompositing(); setupCompositing(); // will do nothing if suspended } void Workspace::addRepaint( int x, int y, int w, int h ) { if( !compositing()) return; repaints_region += QRegion( x, y, w, h ); } void Workspace::addRepaint( const QRect& r ) { if( !compositing()) return; repaints_region += r; } void Workspace::addRepaint( const QRegion& r ) { if( !compositing()) return; repaints_region += r; } void Workspace::addRepaintFull() { if( !compositing()) return; repaints_region = QRegion( 0, 0, displayWidth(), displayHeight()); } void Workspace::performCompositing() { #ifdef KWIN_HAVE_COMPOSITING // The event loop apparently tries to fire a QTimer as often as possible, even // at the expense of not processing many X events. This means that the composite // repaints can seriously impact performance of everything else, therefore throttle // them - leave at least 1msec time after one repaint is finished and next one // is started. if( lastCompositePaint.elapsed() < 1 ) return; checkCursorPos(); if(( repaints_region.isEmpty() && !windowRepaintsPending()) // no damage || !overlay_visible ) // nothing is visible anyway { scene->idle(); return; } // create a list of all windows in the stacking order ToplevelList windows = compositingStackingOrder(); 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 ToplevelList tmp = windows; windows.clear(); #if 0 // 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 and so on. foreach( Toplevel* c, tmp ) if( c->readyForPainting()) windows.append( c ); #else foreach( Toplevel* c, tmp ) 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. // TODO I think effects->transformWindowDamage() doesn't need to be called here, // pre-paint will extend painted window areas as necessary. repaints_region |= c->repaints().translated( c->pos()); c->resetRepaints( c->rect()); } QRegion repaints = repaints_region; // clear all repaints, so that post-pass can add repaints for the next repaint repaints_region = QRegion(); scene->paint( repaints, windows ); if( scene->waitSyncAvailable()) { // if vsync is used, schedule the next repaint slightly in advance of the next sync, // so that there is still time for the drawing to take place int untilNextSync = compositeRate - ( lastCompositePaint.elapsed() % compositeRate ); compositeTimer.start( qMax( 1, untilNextSync - 10 )); // 10 ms in advance - TODO maybe less? } lastCompositePaint.start(); #endif } 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; } bool Workspace::createOverlay() { assert( overlay == None ); if( !Extensions::compositeOverlayAvailable()) return false; if( !Extensions::shapeInputAvailable()) // needed in setupOverlay() return false; #ifdef HAVE_XCOMPOSITE_OVERLAY overlay = XCompositeGetOverlayWindow( display(), rootWindow()); if( overlay == None ) return false; return true; #else return false; #endif } void Workspace::setupOverlay( Window w ) { assert( overlay != None ); assert( Extensions::shapeInputAvailable()); XSetWindowBackgroundPixmap( display(), overlay, None ); XShapeCombineRectangles( display(), overlay, ShapeInput, 0, 0, NULL, 0, ShapeSet, Unsorted ); if( w != None ) { XSetWindowBackgroundPixmap( display(), w, None ); XShapeCombineRectangles( display(), w, ShapeInput, 0, 0, NULL, 0, ShapeSet, Unsorted ); } XSelectInput( display(), overlay, VisibilityChangeMask ); } void Workspace::showOverlay() { assert( overlay != None ); if( overlay_shown ) return; XMapSubwindows( display(), overlay ); XMapWindow( display(), overlay ); overlay_shown = true; } void Workspace::destroyOverlay() { if( overlay == None ) return; #ifdef HAVE_XCOMPOSITE_OVERLAY XCompositeReleaseOverlayWindow( display(), overlay ); #endif overlay = None; overlay_shown = false; } //**************************************** // 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 ); #endif } void Toplevel::finishCompositing() { #ifdef KWIN_HAVE_COMPOSITING if( damage_handle == None ) return; 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()); 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 void Toplevel::damageNotifyEvent( XDamageNotifyEvent* e ) { QRegion damage( e->area.x, e->area.y, e->area.width, e->area.height ); // compress int cnt = 1; while( XPending( display())) { XEvent e2; if( XPeekEvent( display(), &e2 ) && e2.type == Extensions::damageNotifyEvent() && e2.xany.window == frameId()) { XNextEvent( display(), &e2 ); if( cnt > 200 ) { // If there are way 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. damage = rect(); continue; } XDamageNotifyEvent* e = reinterpret_cast< XDamageNotifyEvent* >( &e2 ); QRect r( e->area.x, e->area.y, e->area.width, e->area.height ); ++cnt; // If there are too many damaged rectangles, increase them // to be multiples of 100x100 px grid, since QRegion get quite // slow with many rectangles, and there is little to gain by using // many small rectangles (rather the opposite, several large should // be often faster). if( cnt > 50 ) { r.setLeft( r.left() / 100 * 100 ); r.setRight(( r.right() + 99 ) / 100 * 100 ); r.setTop( r.top() / 100 * 100 ); r.setBottom(( r.bottom() + 99 ) / 100 * 100 ); } damage += r; continue; } break; } foreach( QRect r, damage.rects()) 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; repaints_region += r; static_cast(effects)->windowDamaged( effectWindow(), r ); } void Toplevel::addDamageFull() { if( !compositing()) return; damage_region = rect(); repaints_region = rect(); static_cast(effects)->windowDamaged( effectWindow(), rect()); } void Toplevel::resetDamage( const QRect& r ) { damage_region -= r; } 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; } void Toplevel::addRepaintFull() { repaints_region = rect(); } 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; if( effectWindow() == NULL ) // TODO - this can happen during window destruction return workspace()->addRepaint( r2 ); QRect r = effects->transformWindowDamage( effectWindow(), r2 ); workspace()->addRepaint( r ); } //**************************************** // Client //**************************************** void Client::setupCompositing() { Toplevel::setupCompositing(); updateVisibility(); // for internalKeep() } void Client::finishCompositing() { Toplevel::finishCompositing(); updateVisibility(); } } // namespace