e3fe69041f
This way WaylandServer can implement its own filter with its own set of rules without having Scene be too involved in it.
420 lines
12 KiB
C++
420 lines
12 KiB
C++
/*
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KWin - the KDE window manager
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This file is part of the KDE project.
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SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#ifndef KWIN_SCENE_H
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#define KWIN_SCENE_H
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#include "kwineffects.h"
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#include "renderlayerdelegate.h"
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#include "toplevel.h"
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#include "utils/common.h"
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#include <optional>
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#include <QElapsedTimer>
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#include <QMatrix4x4>
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namespace KWin
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{
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namespace Decoration
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{
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class DecoratedClientImpl;
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}
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class AbstractOutput;
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class DecorationRenderer;
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class Deleted;
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class EffectFrameImpl;
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class EffectWindowImpl;
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class GLTexture;
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class Item;
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class RenderLoop;
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class Scene;
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class Shadow;
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class ShadowItem;
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class SurfaceItem;
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class SurfacePixmapInternal;
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class SurfacePixmapWayland;
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class SurfacePixmapX11;
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class SurfaceTexture;
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class WindowItem;
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class ScreenLockerFilter
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{
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public:
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ScreenLockerFilter(Scene *scene);
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~ScreenLockerFilter();
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bool filterAcceptsWindow(KWin::Toplevel *w) const;
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};
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class SceneDelegate : public RenderLayerDelegate
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{
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Q_OBJECT
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public:
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explicit SceneDelegate(Scene *scene, QObject *parent = nullptr);
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explicit SceneDelegate(Scene *scene, AbstractOutput *output, QObject *parent = nullptr);
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~SceneDelegate() override;
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QRect viewport() const;
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QRegion repaints() const override;
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SurfaceItem *scanoutCandidate() const override;
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void prePaint() override;
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void postPaint() override;
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void paint(RenderTarget *renderTarget, const QRegion ®ion) override;
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private:
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Scene *m_scene;
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AbstractOutput *m_output = nullptr;
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};
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class KWIN_EXPORT Scene : public QObject
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{
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Q_OBJECT
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public:
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explicit Scene(QObject *parent = nullptr);
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~Scene() override;
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class EffectFrame;
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class Window;
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void initialize();
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/**
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* Schedules a repaint for the specified @a region.
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*/
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void addRepaint(const QRegion ®ion);
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void addRepaint(int x, int y, int width, int height);
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void addRepaintFull();
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QRegion damage() const;
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QRect geometry() const;
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void setGeometry(const QRect &rect);
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QList<SceneDelegate *> delegates() const;
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void addDelegate(SceneDelegate *delegate);
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void removeDelegate(SceneDelegate *delegate);
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// Returns true if the ctor failed to properly initialize.
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virtual bool initFailed() const = 0;
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SurfaceItem *scanoutCandidate() const;
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void prePaint(AbstractOutput *output);
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void postPaint();
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virtual void paint(RenderTarget *renderTarget, const QRegion ®ion) = 0;
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/**
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* Adds the Toplevel to the Scene.
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*
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* If the toplevel gets deleted, then the scene will try automatically
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* to re-bind an underlying scene window to the corresponding Deleted.
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*
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* @param toplevel The window to be added.
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* @note You can add a toplevel to scene only once.
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*/
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void addToplevel(Toplevel *toplevel);
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/**
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* Removes the Toplevel from the Scene.
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*
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* @param toplevel The window to be removed.
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* @note You can remove a toplevel from the scene only once.
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*/
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void removeToplevel(Toplevel *toplevel);
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/**
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* @brief Creates the Scene backend of an EffectFrame.
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*
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* @param frame The EffectFrame this Scene::EffectFrame belongs to.
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*/
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virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) = 0;
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/**
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* @brief Creates the Scene specific Shadow subclass.
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*
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* An implementing class has to create a proper instance. It is not allowed to
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* return @c null.
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*
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* @param toplevel The Toplevel for which the Shadow needs to be created.
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*/
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virtual Shadow *createShadow(Toplevel *toplevel) = 0;
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// Flags controlling how painting is done.
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enum {
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// Window (or at least part of it) will be painted opaque.
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PAINT_WINDOW_OPAQUE = 1 << 0,
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// Window (or at least part of it) will be painted translucent.
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PAINT_WINDOW_TRANSLUCENT = 1 << 1,
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// Window will be painted with transformed geometry.
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PAINT_WINDOW_TRANSFORMED = 1 << 2,
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// Paint only a region of the screen (can be optimized, cannot
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// be used together with TRANSFORMED flags).
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PAINT_SCREEN_REGION = 1 << 3,
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// Whole screen will be painted with transformed geometry.
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PAINT_SCREEN_TRANSFORMED = 1 << 4,
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// At least one window will be painted with transformed geometry.
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PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
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// Clear whole background as the very first step, without optimizing it
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PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
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// PAINT_DECORATION_ONLY = 1 << 7 has been removed
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// Window will be painted with a lanczos filter.
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PAINT_WINDOW_LANCZOS = 1 << 8
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// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed
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};
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virtual bool makeOpenGLContextCurrent();
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virtual void doneOpenGLContextCurrent();
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virtual bool supportsNativeFence() const;
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virtual QMatrix4x4 screenProjectionMatrix() const;
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virtual DecorationRenderer *createDecorationRenderer(Decoration::DecoratedClientImpl *) = 0;
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/**
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* Whether the Scene is able to drive animations.
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* This is used as a hint to the effects system which effects can be supported.
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* If the Scene performs software rendering it is supposed to return @c false,
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* if rendering is hardware accelerated it should return @c true.
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*/
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virtual bool animationsSupported() const = 0;
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/**
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* The QPainter used by a QPainter based compositor scene.
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* Default implementation returns @c nullptr;
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*/
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virtual QPainter *scenePainter() const;
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/**
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* The backend specific extensions (e.g. EGL/GLX extensions).
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*
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* Not the OpenGL (ES) extension!
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*
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* Default implementation returns empty list
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*/
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virtual QVector<QByteArray> openGLPlatformInterfaceExtensions() const;
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virtual QSharedPointer<GLTexture> textureForOutput(AbstractOutput *output) const
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{
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Q_UNUSED(output);
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return {};
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}
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virtual SurfaceTexture *createSurfaceTextureInternal(SurfacePixmapInternal *pixmap);
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virtual SurfaceTexture *createSurfaceTextureX11(SurfacePixmapX11 *pixmap);
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virtual SurfaceTexture *createSurfaceTextureWayland(SurfacePixmapWayland *pixmap);
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virtual void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data);
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QMatrix4x4 renderTargetProjectionMatrix() const;
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QRect renderTargetRect() const;
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void setRenderTargetRect(const QRect &rect);
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qreal renderTargetScale() const;
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void setRenderTargetScale(qreal scale);
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QRegion mapToRenderTarget(const QRegion ®ion) const;
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Q_SIGNALS:
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void frameRendered();
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public Q_SLOTS:
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// a window has been closed
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void windowClosed(KWin::Toplevel *c, KWin::Deleted *deleted);
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protected:
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virtual Window *createWindow(Toplevel *toplevel) = 0;
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void createStackingOrder();
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void clearStackingOrder();
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// shared implementation, starts painting the screen
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void paintScreen(const QRegion ®ion);
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friend class EffectsHandlerImpl;
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// called after all effects had their paintScreen() called
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void finalPaintScreen(int mask, const QRegion ®ion, ScreenPaintData &data);
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// shared implementation of painting the screen in the generic
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// (unoptimized) way
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void preparePaintGenericScreen();
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virtual void paintGenericScreen(int mask, const ScreenPaintData &data);
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// shared implementation of painting the screen in an optimized way
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void preparePaintSimpleScreen();
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virtual void paintSimpleScreen(int mask, const QRegion ®ion);
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// paint the background (not the desktop background - the whole background)
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virtual void paintBackground(const QRegion ®ion) = 0;
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// called after all effects had their paintWindow() called
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void finalPaintWindow(EffectWindowImpl *w, int mask, const QRegion ®ion, WindowPaintData &data);
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// shared implementation, starts painting the window
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virtual void paintWindow(Window *w, int mask, const QRegion ®ion);
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// called after all effects had their drawWindow() called
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virtual void finalDrawWindow(EffectWindowImpl *w, int mask, const QRegion ®ion, WindowPaintData &data);
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virtual void paintOffscreenQuickView(OffscreenQuickView *w) = 0;
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// saved data for 2nd pass of optimized screen painting
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struct Phase2Data
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{
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Window *window = nullptr;
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QRegion region;
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QRegion opaque;
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int mask = 0;
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};
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struct PaintContext
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{
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QRegion damage;
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int mask = 0;
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QVector<Phase2Data> phase2Data;
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};
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// The screen that is being currently painted
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AbstractOutput *painted_screen = nullptr;
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// windows in their stacking order
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QVector<Window *> stacking_order;
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ScreenLockerFilter m_filter;
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private:
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std::chrono::milliseconds m_expectedPresentTimestamp = std::chrono::milliseconds::zero();
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QList<SceneDelegate *> m_delegates;
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QHash<Toplevel *, Window *> m_windows;
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QRect m_geometry;
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QMatrix4x4 m_renderTargetProjectionMatrix;
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QRect m_renderTargetRect;
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qreal m_renderTargetScale = 1;
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// how many times finalPaintScreen() has been called
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int m_paintScreenCount = 0;
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PaintContext m_paintContext;
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};
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// The base class for windows representations in composite backends
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class Scene::Window : public QObject
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{
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Q_OBJECT
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public:
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explicit Window(Toplevel *client, QObject *parent = nullptr);
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~Window() override;
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// perform the actual painting of the window
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virtual void performPaint(int mask, const QRegion ®ion, const WindowPaintData &data) = 0;
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int x() const;
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int y() const;
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int width() const;
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int height() const;
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QRect geometry() const;
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QPoint pos() const;
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QSize size() const;
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QRect rect() const;
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// access to the internal window class
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// TODO eventually get rid of this
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Toplevel *window() const;
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// should the window be painted
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bool isPaintingEnabled() const;
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void resetPaintingEnabled();
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// Flags explaining why painting should be disabled
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enum {
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// Window will not be painted
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PAINT_DISABLED = 1 << 0,
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// Window will not be painted because it is deleted
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PAINT_DISABLED_BY_DELETE = 1 << 1,
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// Window will not be painted because of which desktop it's on
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PAINT_DISABLED_BY_DESKTOP = 1 << 2,
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// Window will not be painted because it is minimized
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PAINT_DISABLED_BY_MINIMIZE = 1 << 3,
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// Window will not be painted because it's not on the current activity
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PAINT_DISABLED_BY_ACTIVITY = 1 << 5
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};
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void enablePainting(int reason);
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void disablePainting(int reason);
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// is the window visible at all
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bool isVisible() const;
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QRegion decorationShape() const;
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void updateToplevel(Deleted *deleted);
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void referencePreviousPixmap();
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void unreferencePreviousPixmap();
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WindowItem *windowItem() const;
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SurfaceItem *surfaceItem() const;
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ShadowItem *shadowItem() const;
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protected:
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Toplevel *toplevel;
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private:
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void referencePreviousPixmap_helper(SurfaceItem *item);
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void unreferencePreviousPixmap_helper(SurfaceItem *item);
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void updateWindowPosition();
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int disable_painting;
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QScopedPointer<WindowItem> m_windowItem;
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Q_DISABLE_COPY(Window)
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};
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class Scene::EffectFrame
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{
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public:
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EffectFrame(EffectFrameImpl *frame);
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virtual ~EffectFrame();
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virtual void render(const QRegion ®ion, double opacity, double frameOpacity) = 0;
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virtual void free() = 0;
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virtual void freeIconFrame() = 0;
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virtual void freeTextFrame() = 0;
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virtual void freeSelection() = 0;
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virtual void crossFadeIcon() = 0;
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virtual void crossFadeText() = 0;
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protected:
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EffectFrameImpl *m_effectFrame;
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};
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inline int Scene::Window::x() const
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{
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return toplevel->x();
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}
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inline int Scene::Window::y() const
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{
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return toplevel->y();
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}
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inline int Scene::Window::width() const
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{
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return toplevel->width();
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}
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inline int Scene::Window::height() const
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{
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return toplevel->height();
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}
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inline QRect Scene::Window::geometry() const
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{
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return toplevel->frameGeometry();
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}
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inline QSize Scene::Window::size() const
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{
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return toplevel->size();
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}
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inline QPoint Scene::Window::pos() const
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{
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return toplevel->pos();
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}
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inline QRect Scene::Window::rect() const
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{
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return toplevel->rect();
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}
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inline Toplevel *Scene::Window::window() const
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{
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return toplevel;
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}
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} // namespace
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#endif
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