kwin/plugins/scenes/opengl/scene_opengl.h
Roman Gilg 1db84a2ba7 Split Compositor class in Wayland and X11 child classes
Summary:
This patch is a first take at splitting up of the Compositor class into
Wayland and X11 child classes.

In this first patch we mostly deal with setup and teardown procedures.
A future goal is to further differentiate the compositing part itself too.

Test Plan: Manually X from VT and Wayland nested. Autotests pass.

Reviewers: #kwin

Subscribers: sbergeron, anthonyfieroni, zzag, kwin

Tags: #kwin

Maniphest Tasks: T11071

Differential Revision: https://phabricator.kde.org/D22195
2019-08-07 21:06:53 +02:00

357 lines
10 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@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 "shadow.h"
#include "kwinglutils.h"
#include "decorations/decorationrenderer.h"
#include "platformsupport/scenes/opengl/backend.h"
namespace KWin
{
class LanczosFilter;
class OpenGLBackend;
class SyncManager;
class SyncObject;
class KWIN_EXPORT SceneOpenGL
: public Scene
{
Q_OBJECT
public:
class EffectFrame;
class Window;
~SceneOpenGL() override;
bool initFailed() const override;
bool hasPendingFlush() const override;
qint64 paint(QRegion damage, ToplevelList windows) override;
Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) override;
Shadow *createShadow(Toplevel *toplevel) override;
void screenGeometryChanged(const QSize &size) override;
OverlayWindow *overlayWindow() const override;
bool usesOverlayWindow() const override;
bool blocksForRetrace() const override;
bool syncsToVBlank() const override;
bool makeOpenGLContextCurrent() override;
void doneOpenGLContextCurrent() override;
Decoration::Renderer *createDecorationRenderer(Decoration::DecoratedClientImpl *impl) override;
void triggerFence() override;
virtual QMatrix4x4 projectionMatrix() const = 0;
bool animationsSupported() const override;
void insertWait();
void idle() override;
bool debug() const { return m_debug; }
void initDebugOutput();
/**
* @brief Factory method to create a backend specific texture.
*
* @return :SceneOpenGL::Texture*
*/
SceneOpenGLTexture *createTexture();
OpenGLBackend *backend() const {
return m_backend;
}
QVector<QByteArray> openGLPlatformInterfaceExtensions() const override;
static SceneOpenGL *createScene(QObject *parent);
protected:
SceneOpenGL(OpenGLBackend *backend, QObject *parent = nullptr);
void paintBackground(QRegion region) override;
void extendPaintRegion(QRegion &region, bool opaqueFullscreen) override;
QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const;
void paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data) override;
void handleGraphicsReset(GLenum status);
virtual void doPaintBackground(const QVector<float> &vertices) = 0;
virtual void updateProjectionMatrix() = 0;
protected:
bool init_ok;
private:
bool viewportLimitsMatched(const QSize &size) const;
private:
bool m_debug;
OpenGLBackend *m_backend;
SyncManager *m_syncManager;
SyncObject *m_currentFence;
};
class SceneOpenGL2 : public SceneOpenGL
{
Q_OBJECT
public:
explicit SceneOpenGL2(OpenGLBackend *backend, QObject *parent = nullptr);
~SceneOpenGL2() override;
CompositingType compositingType() const override {
return OpenGL2Compositing;
}
static bool supported(OpenGLBackend *backend);
QMatrix4x4 projectionMatrix() const override { return m_projectionMatrix; }
QMatrix4x4 screenProjectionMatrix() const override { return m_screenProjectionMatrix; }
protected:
void paintSimpleScreen(int mask, QRegion region) override;
void paintGenericScreen(int mask, ScreenPaintData data) override;
void doPaintBackground(const QVector< float >& vertices) override;
Scene::Window *createWindow(Toplevel *t) override;
void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data) override;
void updateProjectionMatrix() override;
void paintCursor() override;
private:
void performPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
QMatrix4x4 createProjectionMatrix() const;
private:
LanczosFilter *m_lanczosFilter;
QScopedPointer<GLTexture> m_cursorTexture;
QMatrix4x4 m_projectionMatrix;
QMatrix4x4 m_screenProjectionMatrix;
GLuint vao;
};
class SceneOpenGL::Window
: public Scene::Window
{
public:
~Window() override;
bool beginRenderWindow(int mask, const QRegion &region, WindowPaintData &data);
void performPaint(int mask, QRegion region, WindowPaintData data) override = 0;
void endRenderWindow();
bool bindTexture();
void setScene(SceneOpenGL *scene) {
m_scene = scene;
}
protected:
WindowPixmap* createWindowPixmap() override;
Window(Toplevel* c);
enum TextureType {
Content,
Decoration,
Shadow
};
QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
GLTexture *getDecorationTexture() const;
protected:
SceneOpenGL *m_scene;
bool m_hardwareClipping;
};
class OpenGLWindowPixmap;
class SceneOpenGL2Window : public SceneOpenGL::Window
{
public:
enum Leaf { ShadowLeaf = 0, DecorationLeaf, ContentLeaf, PreviousContentLeaf, LeafCount };
struct LeafNode
{
LeafNode()
: texture(0),
firstVertex(0),
vertexCount(0),
opacity(1.0),
hasAlpha(false),
coordinateType(UnnormalizedCoordinates)
{
}
GLTexture *texture;
int firstVertex;
int vertexCount;
float opacity;
bool hasAlpha;
TextureCoordinateType coordinateType;
};
explicit SceneOpenGL2Window(Toplevel *c);
~SceneOpenGL2Window() override;
protected:
QMatrix4x4 modelViewProjectionMatrix(int mask, const WindowPaintData &data) const;
QVector4D modulate(float opacity, float brightness) const;
void setBlendEnabled(bool enabled);
void setupLeafNodes(LeafNode *nodes, const WindowQuadList *quads, const WindowPaintData &data);
void performPaint(int mask, QRegion region, WindowPaintData data) override;
private:
void renderSubSurface(GLShader *shader, const QMatrix4x4 &mvp, const QMatrix4x4 &windowMatrix, OpenGLWindowPixmap *pixmap, const QRegion &region, bool hardwareClipping);
/**
* Whether prepareStates enabled blending and restore states should disable again.
*/
bool m_blendingEnabled;
};
class OpenGLWindowPixmap : public WindowPixmap
{
public:
explicit OpenGLWindowPixmap(Scene::Window *window, SceneOpenGL *scene);
~OpenGLWindowPixmap() override;
SceneOpenGLTexture *texture() const;
bool bind();
bool isValid() const override;
protected:
WindowPixmap *createChild(const QPointer<KWayland::Server::SubSurfaceInterface> &subSurface) override;
private:
explicit OpenGLWindowPixmap(const QPointer<KWayland::Server::SubSurfaceInterface> &subSurface, WindowPixmap *parent, SceneOpenGL *scene);
QScopedPointer<SceneOpenGLTexture> m_texture;
SceneOpenGL *m_scene;
};
class SceneOpenGL::EffectFrame
: public Scene::EffectFrame
{
public:
EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene);
~EffectFrame() override;
void free() override;
void freeIconFrame() override;
void freeTextFrame() override;
void freeSelection() override;
void render(QRegion region, double opacity, double frameOpacity) override;
void crossFadeIcon() override;
void crossFadeText() override;
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;
SceneOpenGL *m_scene;
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
};
/**
* @short OpenGL implementation of Shadow.
*
* This class extends Shadow by the Elements required for OpenGL rendering.
* @author Martin Gräßlin <mgraesslin@kde.org>
*/
class SceneOpenGLShadow
: public Shadow
{
public:
explicit SceneOpenGLShadow(Toplevel *toplevel);
~SceneOpenGLShadow() override;
GLTexture *shadowTexture() {
return m_texture.data();
}
protected:
void buildQuads() override;
bool prepareBackend() override;
private:
QSharedPointer<GLTexture> m_texture;
};
class SceneOpenGLDecorationRenderer : public Decoration::Renderer
{
Q_OBJECT
public:
enum class DecorationPart : int {
Left,
Top,
Right,
Bottom,
Count
};
explicit SceneOpenGLDecorationRenderer(Decoration::DecoratedClientImpl *client);
~SceneOpenGLDecorationRenderer() override;
void render() override;
void reparent(Deleted *deleted) override;
GLTexture *texture() {
return m_texture.data();
}
GLTexture *texture() const {
return m_texture.data();
}
private:
void resizeTexture();
QScopedPointer<GLTexture> m_texture;
};
inline bool SceneOpenGL::hasPendingFlush() const
{
return m_backend->hasPendingFlush();
}
inline bool SceneOpenGL::usesOverlayWindow() const
{
return m_backend->usesOverlayWindow();
}
inline SceneOpenGLTexture* OpenGLWindowPixmap::texture() const
{
return m_texture.data();
}
class KWIN_EXPORT OpenGLFactory : public SceneFactory
{
Q_OBJECT
Q_INTERFACES(KWin::SceneFactory)
Q_PLUGIN_METADATA(IID "org.kde.kwin.Scene" FILE "opengl.json")
public:
explicit OpenGLFactory(QObject *parent = nullptr);
~OpenGLFactory() override;
Scene *create(QObject *parent = nullptr) const override;
};
} // namespace
#endif