kwin/scene_opengl.h
Martin Gräßlin f31d32250f Make EffectFrames work with Nouveau driver.
This worksaround a problem with the nouveau driver causing
the text frames to be incorrectly rendered. We need to keep
the QPixmap around as long as we have a texture created from
that texture.
This applies for the text and the unstyled effect frame. For
the frames generated from Plasma's FrameSvgs it is not required.
Addresses freedesktop.org bug 30286

svn path=/trunk/KDE/kdebase/workspace/; revision=1184458
2010-10-10 11:26:00 +00:00

212 lines
7.1 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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 <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_SCENE_OPENGL_H
#define KWIN_SCENE_OPENGL_H
#include "scene.h"
#include "kwinglutils.h"
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
#ifdef HAVE_XSHM
#include <X11/extensions/XShm.h>
#endif
namespace KWin
{
class SceneOpenGL
: public Scene
{
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 );
private:
bool selectMode();
bool initTfp();
bool initShm();
void cleanupShm();
bool initBuffer();
bool initRenderingContext();
bool initBufferConfigs();
bool initDrawableConfigs();
void waitSync();
void flushBuffer( int mask, QRegion damage );
bool selfCheck();
void selfCheckSetup();
bool selfCheckFinish();
GC gcroot;
class FBConfigInfo
{
public:
GLXFBConfig fbconfig;
int bind_texture_format;
int texture_targets;
int y_inverted;
int mipmap;
};
Drawable buffer;
GLXFBConfig fbcbuffer;
static bool db;
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()
static bool tfp_mode;
static bool shm_mode;
QHash< Toplevel*, Window* > windows;
#ifdef HAVE_XSHM
static XShmSegmentInfo shm;
#endif
bool init_ok;
bool selfCheckDone;
};
class SceneOpenGL::Texture
: public GLTexture
{
public:
Texture();
Texture( const Pixmap& pix, const QSize& size, int depth );
virtual ~Texture();
using GLTexture::load;
virtual bool load( const Pixmap& pix, const QSize& size, int depth,
QRegion region );
virtual bool load( const Pixmap& pix, const QSize& size, int depth );
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();
protected:
void findTarget();
QRegion optimizeBindDamage( const QRegion& reg, int limit );
void createTexture();
private:
void init();
GLXPixmap glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode
bool damaged;
};
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
};
void paintDecoration( const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco );
void makeDecorationArrays( float** vertices, float** texcoords, const WindowQuadList& quads, const QRect& rect ) const;
void renderQuads( int mask, const QRegion& region, const WindowQuadList& quads );
void prepareStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader );
void prepareRenderStates( TextureType type, double opacity, double brightness, double saturation );
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 restoreRenderStates( TextureType type, double opacity, double brightness, double saturation );
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();
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;
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
};
} // namespace
#endif
#endif