kwin/scene.h

730 lines
24 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@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_H
#define KWIN_SCENE_H
#include "toplevel.h"
#include "utils.h"
#include "kwineffects.h"
#include <QElapsedTimer>
#include <QMatrix4x4>
class QOpenGLFramebufferObject;
namespace KWaylandServer
{
class BufferInterface;
class SubSurfaceInterface;
}
namespace KWin
{
namespace Decoration
{
class DecoratedClientImpl;
class Renderer;
}
class AbstractThumbnailItem;
class Deleted;
class EffectFrameImpl;
class EffectWindowImpl;
class OverlayWindow;
class Shadow;
class WindowPixmap;
// The base class for compositing backends.
class KWIN_EXPORT Scene : public QObject
{
Q_OBJECT
public:
explicit Scene(QObject *parent = nullptr);
~Scene() override = 0;
class EffectFrame;
class Window;
// Returns true if the ctor failed to properly initialize.
virtual bool initFailed() const = 0;
virtual CompositingType compositingType() const = 0;
virtual bool hasPendingFlush() const { return false; }
// Repaints the given screen areas, windows provides the stacking order.
// The entry point for the main part of the painting pass.
// returns the time since the last vblank signal - if there's one
// ie. "what of this frame is lost to painting"
virtual qint64 paint(const QRegion &damage, const QList<Toplevel *> &windows) = 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;
/**
* Method invoked when the screen geometry is changed.
* Reimplementing classes should also invoke the parent method
* as it takes care of resizing the overlay window.
* @param size The new screen geometry size
*/
virtual void screenGeometryChanged(const QSize &size);
// 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
};
// types of filtering available
enum ImageFilterType { ImageFilterFast, ImageFilterGood };
// there's nothing to paint (adjust time_diff later)
virtual void idle();
virtual bool blocksForRetrace() const;
virtual bool syncsToVBlank() const;
virtual OverlayWindow* overlayWindow() const = 0;
virtual bool makeOpenGLContextCurrent();
virtual void doneOpenGLContextCurrent();
virtual QMatrix4x4 screenProjectionMatrix() const;
/**
* Whether the Scene uses an X11 overlay window to perform compositing.
*/
virtual bool usesOverlayWindow() const = 0;
virtual void triggerFence();
virtual Decoration::Renderer *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 render buffer used by an XRender based compositor scene.
* Default implementation returns XCB_RENDER_PICTURE_NONE
*/
virtual xcb_render_picture_t xrenderBufferPicture() const;
/**
* 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() 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;
Q_SIGNALS:
void frameRendered();
void resetCompositing();
public Q_SLOTS:
// shape/size of a window changed
void windowGeometryShapeChanged(KWin::Toplevel* c);
// a window has been closed
void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
protected:
virtual Window *createWindow(Toplevel *toplevel) = 0;
void createStackingOrder(const QList<Toplevel *> &toplevels);
void clearStackingOrder();
// shared implementation, starts painting the screen
void paintScreen(int *mask, const QRegion &damage, const QRegion &repaint,
QRegion *updateRegion, QRegion *validRegion, const QMatrix4x4 &projection = QMatrix4x4(), const QRect &outputGeometry = QRect(), const qreal screenScale = 1.0);
// Render cursor texture in case hardware cursor is disabled/non-applicable
virtual void paintCursor() = 0;
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;
// 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, const WindowQuadList &quads);
// 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 paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data);
virtual void paintEffectQuickView(EffectQuickView *w) = 0;
// compute time since the last repaint
void updateTimeDiff();
// saved data for 2nd pass of optimized screen painting
struct Phase2Data {
Window *window = nullptr;
QRegion region;
QRegion clip;
int mask = 0;
WindowQuadList quads;
};
// 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;
// time since last repaint
int time_diff;
QElapsedTimer last_time;
private:
void paintWindowThumbnails(Scene::Window *w, const QRegion &region, qreal opacity, qreal brightness, qreal saturation);
void paintDesktopThumbnails(Scene::Window *w);
QHash< Toplevel*, Window* > m_windows;
// windows in their stacking order
QVector< Window* > stacking_order;
};
/**
* Factory class to create a Scene. Needs to be implemented by the plugins.
*/
class KWIN_EXPORT SceneFactory : public QObject
{
Q_OBJECT
public:
~SceneFactory() override;
/**
* @returns The created Scene, may be @c nullptr.
*/
virtual Scene *create(QObject *parent = nullptr) const = 0;
protected:
explicit SceneFactory(QObject *parent);
};
// The base class for windows representations in composite backends
class Scene::Window
{
public:
Window(Toplevel* c);
virtual ~Window();
// perform the actual painting of the window
virtual void performPaint(int mask, const QRegion &region, const WindowPaintData &data) = 0;
// do any cleanup needed when the window's composite pixmap is discarded
void discardPixmap();
void updatePixmap();
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;
// is the window shaded
bool isShaded() const;
// shape of the window
QRegion bufferShape() const;
QRegion clientShape() const;
QRegion decorationShape() const;
QPoint bufferOffset() const;
void discardShape();
void updateToplevel(Toplevel* c);
// creates initial quad list for the window
virtual WindowQuadList buildQuads(bool force = false) const;
void updateShadow(Shadow* shadow);
const Shadow* shadow() const;
Shadow* shadow();
void referencePreviousPixmap();
void unreferencePreviousPixmap();
void invalidateQuadsCache();
void preprocess();
protected:
WindowQuadList makeDecorationQuads(const QRect *rects, const QRegion &region, qreal textureScale = 1.0) const;
WindowQuadList makeContentsQuads() const;
/**
* @brief Returns the WindowPixmap for this Window.
*
* If the WindowPixmap does not yet exist, this method will invoke createWindowPixmap.
* If the WindowPixmap is not valid it tries to create it, in case this succeeds the WindowPixmap is
* returned. In case it fails, the previous (and still valid) WindowPixmap is returned.
*
* @note This method can return @c NULL as there might neither be a valid previous nor current WindowPixmap
* around.
*
* The WindowPixmap gets casted to the type passed in as a template parameter. That way this class does not
* need to know the actual WindowPixmap subclass used by the concrete Scene implementations.
*
* @return The WindowPixmap casted to T* or @c NULL if there is no valid window pixmap.
*/
template<typename T> T *windowPixmap() const;
template<typename T> T *previousWindowPixmap() const;
/**
* @brief Factory method to create a WindowPixmap.
*
* The inheriting classes need to implement this method to create a new instance of their WindowPixmap subclass.
* @note Do not use WindowPixmap::create on the created instance. The Scene will take care of that.
*/
virtual WindowPixmap *createWindowPixmap() = 0;
Toplevel* toplevel;
ImageFilterType filter;
Shadow *m_shadow;
private:
QScopedPointer<WindowPixmap> m_currentPixmap;
QScopedPointer<WindowPixmap> m_previousPixmap;
int m_referencePixmapCounter;
int disable_painting;
mutable QRegion m_bufferShape;
mutable bool m_bufferShapeIsValid = false;
mutable QScopedPointer<WindowQuadList> cached_quad_list;
Q_DISABLE_COPY(Window)
};
/**
* @brief Wrapper for a pixmap of the Scene::Window.
*
* This class encapsulates the functionality to get the pixmap for a window. When initialized the pixmap is not yet
* mapped to the window and isValid will return @c false. The pixmap mapping to the window can be established
* through @ref create. If it succeeds isValid will return @c true, otherwise it will keep in the non valid
* state and it can be tried to create the pixmap mapping again (e.g. in the next frame).
*
* This class is not intended to be updated when the pixmap is no longer valid due to e.g. resizing the window.
* Instead a new instance of this class should be instantiated. The idea behind this is that a valid pixmap does not
* get destroyed, but can continue to be used. To indicate that a newer pixmap should in generally be around, one can
* use markAsDiscarded.
*
* This class is intended to be inherited for the needs of the compositor backends which need further mapping from
* the native pixmap to the respective rendering format.
*/
class KWIN_EXPORT WindowPixmap
{
public:
virtual ~WindowPixmap();
/**
* @brief Tries to create the mapping between the Window and the pixmap.
*
* In case this method succeeds in creating the pixmap for the window, isValid will return @c true otherwise
* @c false.
*
* Inheriting classes should re-implement this method in case they need to add further functionality for mapping the
* native pixmap to the rendering format.
*/
virtual void create();
/**
* @brief Recursively updates the mapping between the WindowPixmap and the buffer.
*/
virtual void update();
/**
* @return @c true if the pixmap has been created and is valid, @c false otherwise
*/
virtual bool isValid() const;
/**
* Returns @c true if this is the root window pixmap; otherwise returns @c false.
*/
bool isRoot() const;
/**
* @return The native X11 pixmap handle
*/
xcb_pixmap_t pixmap() const;
/**
* @return The Wayland BufferInterface for this WindowPixmap.
*/
QPointer<KWaylandServer::BufferInterface> buffer() const;
const QSharedPointer<QOpenGLFramebufferObject> &fbo() const;
QImage internalImage() const;
/**
* @brief Whether this WindowPixmap is considered as discarded. This means the window has changed in a way that a new
* WindowPixmap should have been created already.
*
* @return @c true if this WindowPixmap is considered as discarded, @c false otherwise.
* @see markAsDiscarded
*/
bool isDiscarded() const;
/**
* @brief Marks this WindowPixmap as discarded. From now on isDiscarded will return @c true. This method should
* only be used by the Window when it changes in a way that a new pixmap is required.
*
* @see isDiscarded
*/
void markAsDiscarded();
/**
* Returns the position of the WindowPixmap relative to the upper left corner of the parent.
*
* This method returns the position of the WindowPixmap relative to the upper left corner
* of the window pixmap if parent() is @c null.
*
* The upper left corner of the parent window pixmap corresponds to (0, 0).
*/
QPoint position() const;
/**
* Returns the position of the WindowPixmap relative to the upper left corner of the window
* frame. Note that position() returns the position relative to the parent WindowPixmap.
*
* The upper left corner of the window frame corresponds to (0, 0).
*/
QPoint framePosition() const;
/**
* The size of the pixmap.
*/
const QSize &size() const;
/**
* Returns the device pixel ratio for the attached buffer. This is the ratio between device
* pixels and logical pixels.
*/
qreal scale() const;
/**
* Returns the region that specifies the area inside the attached buffer with the actual
* client's contents.
*
* The upper left corner of the attached buffer corresponds to (0, 0).
*/
QRegion shape() const;
/**
* The geometry of the Client's content inside the pixmap. In case of a decorated Client the
* pixmap also contains the decoration which is not rendered into this pixmap, though. This
* contentsRect tells where inside the complete pixmap the real content is.
*/
const QRect &contentsRect() const;
/**
* @brief Returns the Toplevel this WindowPixmap belongs to.
* Note: the Toplevel can change over the lifetime of the WindowPixmap in case the Toplevel is copied to Deleted.
*/
Toplevel *toplevel() const;
/**
* Returns @c true if the attached buffer has an alpha channel; otherwise returns @c false.
*/
bool hasAlphaChannel() const;
/**
* @returns the parent WindowPixmap in the sub-surface tree
*/
WindowPixmap *parent() const {
return m_parent;
}
/**
* @returns the current sub-surface tree
*/
QVector<WindowPixmap*> children() const {
return m_children;
}
/**
* @returns the subsurface this WindowPixmap is for if it is not for a root window
*/
QPointer<KWaylandServer::SubSurfaceInterface> subSurface() const {
return m_subSurface;
}
/**
* @returns the surface this WindowPixmap references, might be @c null.
*/
KWaylandServer::SurfaceInterface *surface() const;
protected:
explicit WindowPixmap(Scene::Window *window);
explicit WindowPixmap(const QPointer<KWaylandServer::SubSurfaceInterface> &subSurface, WindowPixmap *parent);
virtual WindowPixmap *createChild(const QPointer<KWaylandServer::SubSurfaceInterface> &subSurface);
/**
* @return The Window this WindowPixmap belongs to
*/
Scene::Window *window();
/**
* Sets the sub-surface tree to @p children.
*/
void setChildren(const QVector<WindowPixmap*> &children) {
m_children = children;
}
private:
Scene::Window *m_window;
xcb_pixmap_t m_pixmap;
QSize m_pixmapSize;
bool m_discarded;
QRect m_contentsRect;
QPointer<KWaylandServer::BufferInterface> m_buffer;
QSharedPointer<QOpenGLFramebufferObject> m_fbo;
QImage m_internalImage;
WindowPixmap *m_parent = nullptr;
QVector<WindowPixmap*> m_children;
QPointer<KWaylandServer::SubSurfaceInterface> m_subSurface;
};
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;
}
inline
void Scene::Window::updateToplevel(Toplevel* c)
{
toplevel = c;
}
inline
const Shadow* Scene::Window::shadow() const
{
return m_shadow;
}
inline
Shadow* Scene::Window::shadow()
{
return m_shadow;
}
inline
QPointer<KWaylandServer::BufferInterface> WindowPixmap::buffer() const
{
return m_buffer;
}
inline
const QSharedPointer<QOpenGLFramebufferObject> &WindowPixmap::fbo() const
{
return m_fbo;
}
inline
QImage WindowPixmap::internalImage() const
{
return m_internalImage;
}
template <typename T>
inline
T *Scene::Window::windowPixmap() const
{
if (m_currentPixmap && m_currentPixmap->isValid()) {
return static_cast<T*>(m_currentPixmap.data());
}
if (m_previousPixmap && m_previousPixmap->isValid()) {
return static_cast<T*>(m_previousPixmap.data());
}
return nullptr;
}
template <typename T>
inline
T *Scene::Window::previousWindowPixmap() const
{
return static_cast<T*>(m_previousPixmap.data());
}
inline
Toplevel* WindowPixmap::toplevel() const
{
return m_window->window();
}
inline
xcb_pixmap_t WindowPixmap::pixmap() const
{
return m_pixmap;
}
inline
bool WindowPixmap::isDiscarded() const
{
return m_discarded;
}
inline
void WindowPixmap::markAsDiscarded()
{
m_discarded = true;
m_window->referencePreviousPixmap();
}
inline
const QRect &WindowPixmap::contentsRect() const
{
return m_contentsRect;
}
inline
const QSize &WindowPixmap::size() const
{
return m_pixmapSize;
}
} // namespace
Q_DECLARE_INTERFACE(KWin::SceneFactory, "org.kde.kwin.Scene")
#endif