1db84a2ba7
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
357 lines
10 KiB
C++
357 lines
10 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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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#ifndef KWIN_SCENE_OPENGL_H
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#define KWIN_SCENE_OPENGL_H
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#include "scene.h"
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#include "shadow.h"
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#include "kwinglutils.h"
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#include "decorations/decorationrenderer.h"
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#include "platformsupport/scenes/opengl/backend.h"
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namespace KWin
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{
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class LanczosFilter;
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class OpenGLBackend;
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class SyncManager;
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class SyncObject;
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class KWIN_EXPORT SceneOpenGL
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: public Scene
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{
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Q_OBJECT
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public:
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class EffectFrame;
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class Window;
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~SceneOpenGL() override;
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bool initFailed() const override;
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bool hasPendingFlush() const override;
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qint64 paint(QRegion damage, ToplevelList windows) override;
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Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) override;
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Shadow *createShadow(Toplevel *toplevel) override;
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void screenGeometryChanged(const QSize &size) override;
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OverlayWindow *overlayWindow() const override;
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bool usesOverlayWindow() const override;
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bool blocksForRetrace() const override;
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bool syncsToVBlank() const override;
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bool makeOpenGLContextCurrent() override;
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void doneOpenGLContextCurrent() override;
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Decoration::Renderer *createDecorationRenderer(Decoration::DecoratedClientImpl *impl) override;
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void triggerFence() override;
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virtual QMatrix4x4 projectionMatrix() const = 0;
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bool animationsSupported() const override;
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void insertWait();
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void idle() override;
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bool debug() const { return m_debug; }
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void initDebugOutput();
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/**
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* @brief Factory method to create a backend specific texture.
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*
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* @return :SceneOpenGL::Texture*
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*/
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SceneOpenGLTexture *createTexture();
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OpenGLBackend *backend() const {
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return m_backend;
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}
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QVector<QByteArray> openGLPlatformInterfaceExtensions() const override;
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static SceneOpenGL *createScene(QObject *parent);
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protected:
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SceneOpenGL(OpenGLBackend *backend, QObject *parent = nullptr);
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void paintBackground(QRegion region) override;
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void extendPaintRegion(QRegion ®ion, bool opaqueFullscreen) override;
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QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const;
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void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data) override;
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void handleGraphicsReset(GLenum status);
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virtual void doPaintBackground(const QVector<float> &vertices) = 0;
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virtual void updateProjectionMatrix() = 0;
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protected:
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bool init_ok;
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private:
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bool viewportLimitsMatched(const QSize &size) const;
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private:
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bool m_debug;
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OpenGLBackend *m_backend;
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SyncManager *m_syncManager;
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SyncObject *m_currentFence;
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};
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class SceneOpenGL2 : public SceneOpenGL
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{
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Q_OBJECT
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public:
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explicit SceneOpenGL2(OpenGLBackend *backend, QObject *parent = nullptr);
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~SceneOpenGL2() override;
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CompositingType compositingType() const override {
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return OpenGL2Compositing;
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}
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static bool supported(OpenGLBackend *backend);
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QMatrix4x4 projectionMatrix() const override { return m_projectionMatrix; }
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QMatrix4x4 screenProjectionMatrix() const override { return m_screenProjectionMatrix; }
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protected:
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void paintSimpleScreen(int mask, QRegion region) override;
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void paintGenericScreen(int mask, ScreenPaintData data) override;
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void doPaintBackground(const QVector< float >& vertices) override;
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Scene::Window *createWindow(Toplevel *t) override;
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void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data) override;
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void updateProjectionMatrix() override;
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void paintCursor() override;
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private:
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void performPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
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QMatrix4x4 createProjectionMatrix() const;
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private:
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LanczosFilter *m_lanczosFilter;
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QScopedPointer<GLTexture> m_cursorTexture;
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QMatrix4x4 m_projectionMatrix;
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QMatrix4x4 m_screenProjectionMatrix;
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GLuint vao;
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};
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class SceneOpenGL::Window
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: public Scene::Window
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{
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public:
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~Window() override;
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bool beginRenderWindow(int mask, const QRegion ®ion, WindowPaintData &data);
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void performPaint(int mask, QRegion region, WindowPaintData data) override = 0;
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void endRenderWindow();
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bool bindTexture();
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void setScene(SceneOpenGL *scene) {
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m_scene = scene;
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}
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protected:
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WindowPixmap* createWindowPixmap() override;
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Window(Toplevel* c);
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enum TextureType {
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Content,
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Decoration,
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Shadow
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};
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QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
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GLTexture *getDecorationTexture() const;
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protected:
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SceneOpenGL *m_scene;
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bool m_hardwareClipping;
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};
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class OpenGLWindowPixmap;
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class SceneOpenGL2Window : public SceneOpenGL::Window
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{
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public:
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enum Leaf { ShadowLeaf = 0, DecorationLeaf, ContentLeaf, PreviousContentLeaf, LeafCount };
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struct LeafNode
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{
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LeafNode()
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: texture(0),
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firstVertex(0),
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vertexCount(0),
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opacity(1.0),
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hasAlpha(false),
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coordinateType(UnnormalizedCoordinates)
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{
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}
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GLTexture *texture;
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int firstVertex;
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int vertexCount;
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float opacity;
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bool hasAlpha;
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TextureCoordinateType coordinateType;
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};
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explicit SceneOpenGL2Window(Toplevel *c);
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~SceneOpenGL2Window() override;
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protected:
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QMatrix4x4 modelViewProjectionMatrix(int mask, const WindowPaintData &data) const;
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QVector4D modulate(float opacity, float brightness) const;
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void setBlendEnabled(bool enabled);
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void setupLeafNodes(LeafNode *nodes, const WindowQuadList *quads, const WindowPaintData &data);
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void performPaint(int mask, QRegion region, WindowPaintData data) override;
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private:
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void renderSubSurface(GLShader *shader, const QMatrix4x4 &mvp, const QMatrix4x4 &windowMatrix, OpenGLWindowPixmap *pixmap, const QRegion ®ion, bool hardwareClipping);
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/**
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* Whether prepareStates enabled blending and restore states should disable again.
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*/
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bool m_blendingEnabled;
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};
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class OpenGLWindowPixmap : public WindowPixmap
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{
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public:
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explicit OpenGLWindowPixmap(Scene::Window *window, SceneOpenGL *scene);
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~OpenGLWindowPixmap() override;
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SceneOpenGLTexture *texture() const;
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bool bind();
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bool isValid() const override;
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protected:
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WindowPixmap *createChild(const QPointer<KWayland::Server::SubSurfaceInterface> &subSurface) override;
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private:
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explicit OpenGLWindowPixmap(const QPointer<KWayland::Server::SubSurfaceInterface> &subSurface, WindowPixmap *parent, SceneOpenGL *scene);
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QScopedPointer<SceneOpenGLTexture> m_texture;
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SceneOpenGL *m_scene;
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};
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class SceneOpenGL::EffectFrame
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: public Scene::EffectFrame
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{
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public:
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EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene);
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~EffectFrame() override;
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void free() override;
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void freeIconFrame() override;
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void freeTextFrame() override;
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void freeSelection() override;
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void render(QRegion region, double opacity, double frameOpacity) override;
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void crossFadeIcon() override;
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void crossFadeText() override;
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static void cleanup();
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private:
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void updateTexture();
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void updateTextTexture();
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GLTexture *m_texture;
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GLTexture *m_textTexture;
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GLTexture *m_oldTextTexture;
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QPixmap *m_textPixmap; // need to keep the pixmap around to workaround some driver problems
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GLTexture *m_iconTexture;
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GLTexture *m_oldIconTexture;
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GLTexture *m_selectionTexture;
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GLVertexBuffer *m_unstyledVBO;
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SceneOpenGL *m_scene;
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static GLTexture* m_unstyledTexture;
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static QPixmap* m_unstyledPixmap; // need to keep the pixmap around to workaround some driver problems
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static void updateUnstyledTexture(); // Update OpenGL unstyled frame texture
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};
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/**
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* @short OpenGL implementation of Shadow.
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*
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* This class extends Shadow by the Elements required for OpenGL rendering.
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* @author Martin Gräßlin <mgraesslin@kde.org>
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*/
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class SceneOpenGLShadow
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: public Shadow
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{
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public:
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explicit SceneOpenGLShadow(Toplevel *toplevel);
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~SceneOpenGLShadow() override;
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GLTexture *shadowTexture() {
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return m_texture.data();
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}
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protected:
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void buildQuads() override;
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bool prepareBackend() override;
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private:
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QSharedPointer<GLTexture> m_texture;
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};
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class SceneOpenGLDecorationRenderer : public Decoration::Renderer
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{
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Q_OBJECT
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public:
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enum class DecorationPart : int {
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Left,
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Top,
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Right,
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Bottom,
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Count
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};
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explicit SceneOpenGLDecorationRenderer(Decoration::DecoratedClientImpl *client);
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~SceneOpenGLDecorationRenderer() override;
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void render() override;
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void reparent(Deleted *deleted) override;
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GLTexture *texture() {
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return m_texture.data();
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}
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GLTexture *texture() const {
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return m_texture.data();
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}
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private:
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void resizeTexture();
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QScopedPointer<GLTexture> m_texture;
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};
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inline bool SceneOpenGL::hasPendingFlush() const
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{
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return m_backend->hasPendingFlush();
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}
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inline bool SceneOpenGL::usesOverlayWindow() const
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{
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return m_backend->usesOverlayWindow();
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}
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inline SceneOpenGLTexture* OpenGLWindowPixmap::texture() const
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{
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return m_texture.data();
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}
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class KWIN_EXPORT OpenGLFactory : public SceneFactory
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{
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Q_OBJECT
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Q_INTERFACES(KWin::SceneFactory)
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Q_PLUGIN_METADATA(IID "org.kde.kwin.Scene" FILE "opengl.json")
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public:
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explicit OpenGLFactory(QObject *parent = nullptr);
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~OpenGLFactory() override;
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Scene *create(QObject *parent = nullptr) const override;
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};
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} // namespace
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#endif
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