0f2f69ad7c
One of the scene redesign goals is to make wayland surface items re-usable. So we have the same rendering path for drag-and-drop icons, software cursors, and window surfaces. The biggest issue at the moment is that window pixmaps are tightly coupled with scene windows. This change de-couples window pixmaps from scene windows. In order to achieve that, some architecture changes were made. The WindowPixmap class was replaced with the SurfacePixmap class. A surface pixmap is created by a surface item. Under the hood, a SurfacePixmap will create a PlatformSurfaceTexture object, which contains all the information necessary for the renderer. The SceneOpenGLTexture class was removed. However, the GLX and the EGL on X11 backends still mess with GLTexture's internals.
480 lines
15 KiB
C++
480 lines
15 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 "toplevel.h"
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#include "utils.h"
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#include "kwineffects.h"
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#include <QElapsedTimer>
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#include <QMatrix4x4>
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class QOpenGLFramebufferObject;
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namespace KWaylandServer
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{
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class BufferInterface;
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class SubSurfaceInterface;
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}
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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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class Renderer;
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}
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class AbstractOutput;
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class AbstractThumbnailItem;
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class DecorationItem;
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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 OverlayWindow;
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class PlatformSurfaceTexture;
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class RenderLoop;
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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 WindowItem;
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// The base class for compositing backends.
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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 = 0;
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class EffectFrame;
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class Window;
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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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/**
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* Returns the repaints region for output with the specified @a screenId.
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*/
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QRegion repaints(int screenId) const;
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void resetRepaints(int screenId);
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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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virtual CompositingType compositingType() const = 0;
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// Repaints the given screen areas, windows provides the stacking order.
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// The entry point for the main part of the painting pass.
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// returns the time since the last vblank signal - if there's one
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// ie. "what of this frame is lost to painting"
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virtual void paint(int screenId, const QRegion &damage, const QList<Toplevel *> &windows,
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RenderLoop *renderLoop) = 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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/**
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* Method invoked when the screen geometry is changed.
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* Reimplementing classes should also invoke the parent method
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* as it takes care of resizing the overlay window.
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* @param size The new screen geometry size
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*/
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virtual void screenGeometryChanged(const QSize &size);
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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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// types of filtering available
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enum ImageFilterType {
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ImageFilterFast,
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ImageFilterGood,
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};
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virtual OverlayWindow* overlayWindow() const = 0;
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virtual bool makeOpenGLContextCurrent();
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virtual void doneOpenGLContextCurrent();
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virtual bool supportsSurfacelessContext() const;
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virtual bool supportsNativeFence() const;
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virtual QMatrix4x4 screenProjectionMatrix() const;
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virtual void triggerFence();
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virtual Decoration::Renderer *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 render buffer used by an XRender based compositor scene.
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* Default implementation returns XCB_RENDER_PICTURE_NONE
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*/
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virtual xcb_render_picture_t xrenderBufferPicture() const;
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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 render buffer used by a QPainter based compositor.
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* Default implementation returns @c nullptr.
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*/
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virtual QImage *qpainterRenderBuffer(int screenId) 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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Q_UNUSED(output);
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return {};
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}
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virtual PlatformSurfaceTexture *createPlatformSurfaceTextureInternal(SurfacePixmapInternal *pixmap);
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virtual PlatformSurfaceTexture *createPlatformSurfaceTextureX11(SurfacePixmapX11 *pixmap);
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virtual PlatformSurfaceTexture *createPlatformSurfaceTextureWayland(SurfacePixmapWayland *pixmap);
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Q_SIGNALS:
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void frameRendered();
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void resetCompositing();
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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(const QList<Toplevel *> &toplevels);
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void clearStackingOrder();
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// shared implementation, starts painting the screen
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void paintScreen(int *mask, const QRegion &damage, const QRegion &repaint,
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QRegion *updateRegion, QRegion *validRegion, RenderLoop *renderLoop,
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const QMatrix4x4 &projection = QMatrix4x4());
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// Render cursor texture in case hardware cursor is disabled/non-applicable
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virtual void paintCursor(const QRegion ®ion) = 0;
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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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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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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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/**
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* Notifies about starting to paint.
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*
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* @p damage contains the reported damage as suggested by windows and effects on prepaint calls.
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*/
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virtual void aboutToStartPainting(int screenId, const QRegion &damage);
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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, const WindowQuadList &quads);
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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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// let the scene decide whether it's better to paint more of the screen, eg. in order to allow a buffer swap
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// the default is NOOP
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virtual void extendPaintRegion(QRegion ®ion, bool opaqueFullscreen);
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virtual void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data);
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virtual void paintEffectQuickView(EffectQuickView *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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Window *window = nullptr;
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QRegion region;
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QRegion clip;
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int mask = 0;
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WindowQuadList quads;
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};
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// The region which actually has been painted by paintScreen() and should be
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// copied from the buffer to the screen. I.e. the region returned from Scene::paintScreen().
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// Since prePaintWindow() can extend areas to paint, these changes would have to propagate
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// up all the way from paintSimpleScreen() up to paintScreen(), so save them here rather
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// than propagate them up in arguments.
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QRegion painted_region;
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// Additional damage that needs to be repaired to bring a reused back buffer up to date
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QRegion repaint_region;
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// The dirty region before it was unioned with repaint_region
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QRegion damaged_region;
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// The screen that is being currently painted
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int painted_screen = -1;
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// windows in their stacking order
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QVector< Window* > stacking_order;
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private:
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void paintWindowThumbnails(Scene::Window *w, const QRegion ®ion, qreal opacity, qreal brightness, qreal saturation);
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void paintDesktopThumbnails(Scene::Window *w);
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std::chrono::milliseconds m_expectedPresentTimestamp = std::chrono::milliseconds::zero();
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void reallocRepaints();
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QHash< Toplevel*, Window* > m_windows;
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QVector<QRegion> m_repaints;
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// how many times finalPaintScreen() has been called
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int m_paintScreenCount = 0;
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};
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/**
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* Factory class to create a Scene. Needs to be implemented by the plugins.
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*/
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class KWIN_EXPORT SceneFactory : public QObject
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{
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Q_OBJECT
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public:
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~SceneFactory() override;
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/**
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* @returns The created Scene, may be @c nullptr.
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*/
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virtual Scene *create(QObject *parent = nullptr) const = 0;
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protected:
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explicit SceneFactory(QObject *parent);
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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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// do any cleanup needed when the window's composite pixmap is discarded
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void discardPixmap();
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void updatePixmap();
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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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// is the window fully opaque
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bool isOpaque() const;
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// is the window shaded
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bool isShaded() const;
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QRegion decorationShape() const;
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void updateToplevel(Deleted *deleted);
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// creates initial quad list for the window
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virtual WindowQuadList buildQuads(bool force = false) const;
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void updateShadow(Shadow* shadow);
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const Shadow* shadow() const;
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Shadow* shadow();
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void referencePreviousPixmap();
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void unreferencePreviousPixmap();
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void discardQuads();
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void preprocess(Item *item);
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void addLayerRepaint(const QRegion ®ion);
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QRegion repaints(int screen) const;
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void resetRepaints(int screen);
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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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void scheduleRepaint();
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virtual QSharedPointer<GLTexture> windowTexture() {
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return {};
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}
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protected:
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WindowQuadList makeDecorationQuads(const QRect *rects, const QRegion ®ion) const;
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WindowQuadList makeContentsQuads() const;
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Toplevel* toplevel;
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ImageFilterType filter;
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private:
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void discardPixmap_helper(SurfaceItem *item);
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void updatePixmap_helper(SurfaceItem *item);
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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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void reallocRepaints();
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QVector<QRegion> m_repaints;
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int disable_painting;
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mutable QScopedPointer<WindowQuadList> cached_quad_list;
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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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Q_DECLARE_INTERFACE(KWin::SceneFactory, "org.kde.kwin.Scene")
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#endif
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