kwin/src/scene.h
2022-04-22 17:39:12 +00:00

420 lines
12 KiB
C++

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