kwin/src/scene.h
Vlad Zahorodnii dd6d0b22cc Port software cursor to RenderLayer
Software cursor has always been a major source of problems. Hopefully,
porting it to RenderLayer will help us with that.

Note that the cursor layer is currently visible only when using software
cursor, however it will be changed once the Compositor can allocate
a real hardware cursor plane.

Currently, software cursor uses graphics-specific APIs (OpenGL and
QPainter) to paint itself. That will be changed in the future when
rendering parts are extracted from the Scene in a reusable helper.
2022-02-21 09:33:59 +00:00

427 lines
13 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 "renderlayerdelegate.h"
#include "toplevel.h"
#include "utils/common.h"
#include "kwineffects.h"
#include <QElapsedTimer>
#include <QMatrix4x4>
namespace KWin
{
namespace Decoration
{
class DecoratedClientImpl;
}
class AbstractOutput;
class DecorationRenderer;
class Deleted;
class EffectFrameImpl;
class EffectWindowImpl;
class GLTexture;
class Item;
class RenderLoop;
class Scene;
class Shadow;
class ShadowItem;
class SurfaceItem;
class SurfacePixmapInternal;
class SurfacePixmapWayland;
class SurfacePixmapX11;
class SurfaceTexture;
class WindowItem;
class SceneDelegate : public RenderLayerDelegate
{
Q_OBJECT
public:
explicit SceneDelegate(Scene *scene, QObject *parent = nullptr);
explicit SceneDelegate(Scene *scene, AbstractOutput *output, QObject *parent = nullptr);
~SceneDelegate() override;
SurfaceItem *scanoutCandidate() const override;
void prePaint() override;
void postPaint() override;
void paint(const QRegion &damage, const QRegion &repaint, QRegion &update, QRegion &valid) override;
private:
Scene *m_scene;
AbstractOutput *m_output = nullptr;
};
class KWIN_EXPORT Scene : public QObject
{
Q_OBJECT
public:
explicit Scene(QObject *parent = nullptr);
~Scene() override;
class EffectFrame;
class Window;
void initialize();
/**
* Schedules a repaint for the specified @a region.
*/
void addRepaint(const QRegion &region);
void addRepaint(const QRect &rect);
void addRepaint(int x, int y, int width, int height);
void addRepaintFull();
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(AbstractOutput *output);
void postPaint();
virtual void paint(const QRegion &damage, const QRegion &repaint, QRegion &update, QRegion &valid) = 0;
/**
* Adds the Toplevel 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(Toplevel *toplevel);
/**
* Removes the Toplevel from the Scene.
*
* @param toplevel The window to be removed.
* @note You can remove a toplevel from the scene only once.
*/
void removeToplevel(Toplevel *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 Toplevel for which the Shadow needs to be created.
*/
virtual Shadow *createShadow(Toplevel *toplevel) = 0;
// Flags controlling how painting is done.
enum {
// Window (or at least part of it) will be painted opaque.
PAINT_WINDOW_OPAQUE = 1 << 0,
// Window (or at least part of it) will be painted translucent.
PAINT_WINDOW_TRANSLUCENT = 1 << 1,
// Window 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
// Window 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 render buffer used by a QPainter based compositor.
* Default implementation returns @c nullptr.
*/
virtual QImage *qpainterRenderBuffer(AbstractOutput *output) 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(AbstractOutput *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(KWin::Toplevel* c, KWin::Deleted* deleted);
protected:
virtual Window *createWindow(Toplevel *toplevel) = 0;
void createStackingOrder();
void clearStackingOrder();
// shared implementation, starts painting the screen
void paintScreen(const QRegion &damage, const QRegion &repaint,
QRegion *updateRegion, QRegion *validRegion);
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
virtual void paintGenericScreen(int mask, const ScreenPaintData &data);
// shared implementation of painting the screen in an optimized way
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;
/**
* Notifies about starting to paint.
*
* @p damage contains the reported damage as suggested by windows and effects on prepaint calls.
*/
virtual void aboutToStartPainting(AbstractOutput *output, const QRegion &damage);
// 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(Window* 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);
// let the scene decide whether it's better to paint more of the screen, eg. in order to allow a buffer swap
// the default is NOOP
virtual void extendPaintRegion(QRegion &region, bool opaqueFullscreen);
virtual void paintOffscreenQuickView(OffscreenQuickView *w) = 0;
// saved data for 2nd pass of optimized screen painting
struct Phase2Data {
Window *window = nullptr;
QRegion region;
QRegion clip;
int mask = 0;
};
// The region which actually has been painted by paintScreen() and should be
// copied from the buffer to the screen. I.e. the region returned from Scene::paintScreen().
// Since prePaintWindow() can extend areas to paint, these changes would have to propagate
// up all the way from paintSimpleScreen() up to paintScreen(), so save them here rather
// than propagate them up in arguments.
QRegion painted_region;
// Additional damage that needs to be repaired to bring a reused back buffer up to date
QRegion repaint_region;
// The dirty region before it was unioned with repaint_region
QRegion damaged_region;
// The screen that is being currently painted
AbstractOutput *painted_screen = nullptr;
// windows in their stacking order
QVector< Window* > stacking_order;
private:
std::chrono::milliseconds m_expectedPresentTimestamp = std::chrono::milliseconds::zero();
QList<SceneDelegate *> m_delegates;
QHash< Toplevel*, Window* > 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;
};
// The base class for windows representations in composite backends
class Scene::Window : public QObject
{
Q_OBJECT
public:
explicit Window(Toplevel *client, QObject *parent = nullptr);
~Window() 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
Toplevel* window() const;
// should the window be painted
bool isPaintingEnabled() const;
void resetPaintingEnabled();
// Flags explaining why painting should be disabled
enum {
// Window will not be painted
PAINT_DISABLED = 1 << 0,
// Window will not be painted because it is deleted
PAINT_DISABLED_BY_DELETE = 1 << 1,
// Window will not be painted because of which desktop it's on
PAINT_DISABLED_BY_DESKTOP = 1 << 2,
// Window will not be painted because it is minimized
PAINT_DISABLED_BY_MINIMIZE = 1 << 3,
// Window 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;
// is the window fully opaque
bool isOpaque() const;
QRegion decorationShape() const;
void updateToplevel(Deleted *deleted);
void referencePreviousPixmap();
void unreferencePreviousPixmap();
WindowItem *windowItem() const;
SurfaceItem *surfaceItem() const;
ShadowItem *shadowItem() const;
protected:
Toplevel* toplevel;
private:
void referencePreviousPixmap_helper(SurfaceItem *item);
void unreferencePreviousPixmap_helper(SurfaceItem *item);
void updateWindowPosition();
int disable_painting;
QScopedPointer<WindowItem> m_windowItem;
Q_DISABLE_COPY(Window)
};
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 Scene::Window::x() const
{
return toplevel->x();
}
inline
int Scene::Window::y() const
{
return toplevel->y();
}
inline
int Scene::Window::width() const
{
return toplevel->width();
}
inline
int Scene::Window::height() const
{
return toplevel->height();
}
inline
QRect Scene::Window::geometry() const
{
return toplevel->frameGeometry();
}
inline
QSize Scene::Window::size() const
{
return toplevel->size();
}
inline
QPoint Scene::Window::pos() const
{
return toplevel->pos();
}
inline
QRect Scene::Window::rect() const
{
return toplevel->rect();
}
inline
Toplevel* Scene::Window::window() const
{
return toplevel;
}
} // namespace
#endif