01adbe6dc5
Add an option to kcmcompositing in the 'Advanced' tab, to enable or disable color correction. It is specified that it's experimental and it needs Kolor Manager. Before painting for a particular screen, ColorCorrection::setupForOutput should be called. A screen property is added for WindowPaintData. In kwinglutils, The fragment shaders are intercepted before being compiled and they get a couple of lines of code inserted in order to do the color correction. This happens only when color correction is enabled, of course. For D-Bus communication with KolorServer, everything is async. The implementation basically manages a set of color lookup tables for different outputs and for different window regions. These are taken via D-Bus. Each lookup table has around 700 KB. This commit reintroduces the changes from the former merge with the "color2" branch. In this form, it can be easily reverted. REVIEW: 106141
595 lines
19 KiB
C++
595 lines
19 KiB
C++
/********************************************************************
|
|
KWin - the KDE window manager
|
|
This file is part of the KDE project.
|
|
|
|
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
|
|
Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@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_OPENGL_H
|
|
#define KWIN_SCENE_OPENGL_H
|
|
|
|
#include "scene.h"
|
|
#include "shadow.h"
|
|
|
|
#include "kwinglutils.h"
|
|
#include "kwingltexture_p.h"
|
|
|
|
namespace KWin
|
|
{
|
|
class ColorCorrection;
|
|
class LanczosFilter;
|
|
class OpenGLBackend;
|
|
|
|
class SceneOpenGL
|
|
: public Scene
|
|
{
|
|
Q_OBJECT
|
|
public:
|
|
class EffectFrame;
|
|
class Texture;
|
|
class TexturePrivate;
|
|
class Window;
|
|
virtual ~SceneOpenGL();
|
|
virtual bool initFailed() const;
|
|
virtual bool hasPendingFlush() const;
|
|
virtual int paint(QRegion damage, ToplevelList windows);
|
|
virtual void windowAdded(Toplevel*);
|
|
virtual void windowDeleted(Deleted*);
|
|
virtual void screenGeometryChanged(const QSize &size);
|
|
virtual OverlayWindow *overlayWindow();
|
|
virtual bool waitSyncAvailable() const;
|
|
|
|
void idle();
|
|
|
|
/**
|
|
* @brief Factory method to create a backend specific texture.
|
|
*
|
|
* @return :SceneOpenGL::Texture*
|
|
**/
|
|
Texture *createTexture();
|
|
Texture *createTexture(const QPixmap& pix, GLenum target = GL_TEXTURE_2D);
|
|
|
|
static SceneOpenGL *createScene();
|
|
|
|
protected:
|
|
SceneOpenGL(Workspace* ws, OpenGLBackend *backend);
|
|
virtual void paintBackground(QRegion region);
|
|
QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const;
|
|
|
|
virtual void doPaintBackground(const QVector<float> &vertices) = 0;
|
|
virtual SceneOpenGL::Window *createWindow(Toplevel *t) = 0;
|
|
public Q_SLOTS:
|
|
virtual void windowOpacityChanged(KWin::Toplevel* c);
|
|
virtual void windowGeometryShapeChanged(KWin::Toplevel* c);
|
|
virtual void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
|
|
protected:
|
|
bool init_ok;
|
|
private:
|
|
QHash< Toplevel*, Window* > windows;
|
|
bool debug;
|
|
OpenGLBackend *m_backend;
|
|
};
|
|
|
|
class SceneOpenGL2 : public SceneOpenGL
|
|
{
|
|
Q_OBJECT
|
|
public:
|
|
SceneOpenGL2(OpenGLBackend *backend);
|
|
virtual ~SceneOpenGL2();
|
|
virtual CompositingType compositingType() const {
|
|
return OpenGL2Compositing;
|
|
}
|
|
|
|
static bool supported(OpenGLBackend *backend);
|
|
|
|
ColorCorrection *colorCorrection();
|
|
|
|
protected:
|
|
virtual void paintGenericScreen(int mask, ScreenPaintData data);
|
|
virtual void doPaintBackground(const QVector< float >& vertices);
|
|
virtual SceneOpenGL::Window *createWindow(Toplevel *t);
|
|
virtual void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
|
|
|
|
private Q_SLOTS:
|
|
void slotColorCorrectedChanged();
|
|
|
|
private:
|
|
void performPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
|
|
|
|
private:
|
|
QWeakPointer<LanczosFilter> m_lanczosFilter;
|
|
ColorCorrection *m_colorCorrection;
|
|
};
|
|
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
class SceneOpenGL1 : public SceneOpenGL
|
|
{
|
|
public:
|
|
SceneOpenGL1(OpenGLBackend *backend);
|
|
virtual ~SceneOpenGL1();
|
|
virtual void screenGeometryChanged(const QSize &size);
|
|
virtual int paint(QRegion damage, ToplevelList windows);
|
|
virtual CompositingType compositingType() const {
|
|
return OpenGL1Compositing;
|
|
}
|
|
|
|
static bool supported(OpenGLBackend *backend);
|
|
|
|
protected:
|
|
virtual void paintGenericScreen(int mask, ScreenPaintData data);
|
|
virtual void doPaintBackground(const QVector< float >& vertices);
|
|
virtual SceneOpenGL::Window *createWindow(Toplevel *t);
|
|
|
|
private:
|
|
void setupModelViewProjectionMatrix();
|
|
bool m_resetModelViewProjectionMatrix;
|
|
};
|
|
#endif
|
|
|
|
class SceneOpenGL::TexturePrivate
|
|
: public GLTexturePrivate
|
|
{
|
|
public:
|
|
virtual ~TexturePrivate();
|
|
|
|
virtual void findTarget() = 0;
|
|
virtual bool loadTexture(const Pixmap& pix, const QSize& size, int depth) = 0;
|
|
virtual OpenGLBackend *backend() = 0;
|
|
|
|
protected:
|
|
TexturePrivate();
|
|
|
|
private:
|
|
Q_DISABLE_COPY(TexturePrivate)
|
|
};
|
|
|
|
class SceneOpenGL::Texture
|
|
: public GLTexture
|
|
{
|
|
public:
|
|
Texture(OpenGLBackend *backend);
|
|
Texture(OpenGLBackend *backend, const QPixmap& pix, GLenum target = GL_TEXTURE_2D);
|
|
virtual ~Texture();
|
|
|
|
Texture & operator = (const Texture& tex);
|
|
|
|
using GLTexture::load;
|
|
virtual bool load(const QImage& image, GLenum target = GL_TEXTURE_2D);
|
|
virtual bool load(const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D);
|
|
virtual void discard();
|
|
|
|
protected:
|
|
void findTarget();
|
|
virtual bool load(const Pixmap& pix, const QSize& size, int depth,
|
|
QRegion region);
|
|
virtual bool load(const Pixmap& pix, const QSize& size, int depth);
|
|
|
|
Texture(TexturePrivate& dd);
|
|
|
|
private:
|
|
Q_DECLARE_PRIVATE(Texture)
|
|
|
|
friend class SceneOpenGL::Window;
|
|
};
|
|
|
|
class SceneOpenGL::Window
|
|
: public Scene::Window
|
|
{
|
|
public:
|
|
virtual ~Window();
|
|
virtual void performPaint(int mask, QRegion region, WindowPaintData data);
|
|
virtual void pixmapDiscarded();
|
|
bool bindTexture();
|
|
void discardTexture();
|
|
void checkTextureSize();
|
|
void setScene(SceneOpenGL *scene) {
|
|
m_scene = scene;
|
|
}
|
|
|
|
protected:
|
|
Window(Toplevel* c);
|
|
enum TextureType {
|
|
Content,
|
|
DecorationTop,
|
|
DecorationLeft,
|
|
DecorationRight,
|
|
DecorationBottom,
|
|
Shadow
|
|
};
|
|
|
|
QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
|
|
void paintDecoration(const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco, bool hardwareClipping);
|
|
void paintShadow(const QRegion ®ion, const WindowPaintData &data, bool hardwareClipping);
|
|
void makeDecorationArrays(const WindowQuadList& quads, const QRect &rect, Texture *tex) const;
|
|
void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized, bool hardwareClipping);
|
|
/**
|
|
* @brief Called from performPaint once it is determined whether the window will be painted.
|
|
* This method has to be implemented by the concrete sub class to perform operations for setting
|
|
* up the OpenGL state (e.g. pushing a matrix).
|
|
*
|
|
* @param mask The mask which is used to render the Window
|
|
* @param data The WindowPaintData for this frame
|
|
* @see performPaint
|
|
* @see endRenderWindow
|
|
**/
|
|
virtual void beginRenderWindow(int mask, const WindowPaintData &data) = 0;
|
|
/**
|
|
* @brief Called from performPaint once the window and decoration has been rendered.
|
|
* This method has to be implemented by the concrete sub class to perform operations for resetting
|
|
* the OpenGL state after rendering this window (e.g. pop matrix).
|
|
*
|
|
* @param data The WindowPaintData with which this window got rendered
|
|
**/
|
|
virtual void endRenderWindow(const WindowPaintData &data) = 0;
|
|
/**
|
|
* @brief Prepare the OpenGL rendering state before the texture with @p type will be rendered.
|
|
*
|
|
* @param type The type of the Texture which will be rendered
|
|
* @param opacity The opacity value to use for this rendering
|
|
* @param brightness The brightness value to use for this rendering
|
|
* @param saturation The saturation value to use for this rendering
|
|
* @param screen The index of the screen to use for this rendering
|
|
**/
|
|
virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen) = 0;
|
|
/**
|
|
* @brief Restores the OpenGL rendering state after the texture with @p type has been rendered.
|
|
*
|
|
* @param type The type of the Texture which has been rendered
|
|
* @param opacity The opacity value used for the rendering
|
|
* @param brightness The brightness value used for this rendering
|
|
* @param saturation The saturation value used for this rendering
|
|
* @param screen The index of the screen to use for this rendering
|
|
**/
|
|
virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation) = 0;
|
|
|
|
/**
|
|
* @brief Returns the texture for the given @p type.
|
|
*
|
|
* @param type The Texture Type for which the texture should be retrieved
|
|
* @return :GLTexture* the texture
|
|
**/
|
|
GLTexture *textureForType(TextureType type);
|
|
|
|
protected:
|
|
SceneOpenGL *m_scene;
|
|
|
|
private:
|
|
template<class T>
|
|
void paintDecorations(const WindowPaintData &data, const QRegion ®ion, bool hardwareClipping);
|
|
Texture *texture;
|
|
Texture *topTexture;
|
|
Texture *leftTexture;
|
|
Texture *rightTexture;
|
|
Texture *bottomTexture;
|
|
};
|
|
|
|
class SceneOpenGL2Window : public SceneOpenGL::Window
|
|
{
|
|
public:
|
|
SceneOpenGL2Window(Toplevel *c);
|
|
virtual ~SceneOpenGL2Window();
|
|
|
|
protected:
|
|
virtual void beginRenderWindow(int mask, const WindowPaintData &data);
|
|
virtual void endRenderWindow(const WindowPaintData &data);
|
|
virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen);
|
|
virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation);
|
|
|
|
private:
|
|
/**
|
|
* Whether prepareStates enabled blending and restore states should disable again.
|
|
**/
|
|
bool m_blendingEnabled;
|
|
};
|
|
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
class SceneOpenGL1Window : public SceneOpenGL::Window
|
|
{
|
|
public:
|
|
SceneOpenGL1Window(Toplevel *c);
|
|
virtual ~SceneOpenGL1Window();
|
|
|
|
protected:
|
|
virtual void beginRenderWindow(int mask, const WindowPaintData &data);
|
|
virtual void endRenderWindow(const WindowPaintData &data);
|
|
virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen);
|
|
virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation);
|
|
};
|
|
#endif
|
|
|
|
class SceneOpenGL::EffectFrame
|
|
: public Scene::EffectFrame
|
|
{
|
|
public:
|
|
EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene);
|
|
virtual ~EffectFrame();
|
|
|
|
virtual void free();
|
|
virtual void freeIconFrame();
|
|
virtual void freeTextFrame();
|
|
virtual void freeSelection();
|
|
|
|
virtual void render(QRegion region, double opacity, double frameOpacity);
|
|
|
|
virtual void crossFadeIcon();
|
|
virtual void crossFadeText();
|
|
|
|
static void cleanup();
|
|
|
|
private:
|
|
void updateTexture();
|
|
void updateTextTexture();
|
|
|
|
Texture* m_texture;
|
|
Texture* m_textTexture;
|
|
Texture* m_oldTextTexture;
|
|
QPixmap* m_textPixmap; // need to keep the pixmap around to workaround some driver problems
|
|
Texture* m_iconTexture;
|
|
Texture* m_oldIconTexture;
|
|
Texture* m_selectionTexture;
|
|
GLVertexBuffer* m_unstyledVBO;
|
|
SceneOpenGL *m_scene;
|
|
|
|
static GLTexture* m_unstyledTexture;
|
|
static QPixmap* m_unstyledPixmap; // need to keep the pixmap around to workaround some driver problems
|
|
static void updateUnstyledTexture(); // Update OpenGL unstyled frame texture
|
|
};
|
|
|
|
/**
|
|
* @short OpenGL implementation of Shadow.
|
|
*
|
|
* This class extends Shadow by the Elements required for OpenGL rendering.
|
|
* @author Martin Gräßlin <mgraesslin@kde.org>
|
|
**/
|
|
class SceneOpenGLShadow
|
|
: public Shadow
|
|
{
|
|
public:
|
|
SceneOpenGLShadow(Toplevel *toplevel);
|
|
virtual ~SceneOpenGLShadow();
|
|
|
|
GLTexture *shadowTexture() {
|
|
return m_texture;
|
|
}
|
|
protected:
|
|
virtual void buildQuads();
|
|
virtual bool prepareBackend();
|
|
private:
|
|
GLTexture *m_texture;
|
|
};
|
|
|
|
/**
|
|
* @brief The OpenGLBackend creates and holds the OpenGL context and is responsible for Texture from Pixmap.
|
|
*
|
|
* The OpenGLBackend is an abstract base class used by the SceneOpenGL to abstract away the differences
|
|
* between various OpenGL windowing systems such as GLX and EGL.
|
|
*
|
|
* A concrete implementation has to create and release the OpenGL context in a way so that the
|
|
* SceneOpenGL does not have to care about it.
|
|
*
|
|
* In addition a major task for this class is to generate the SceneOpenGL::TexturePrivate which is
|
|
* able to perform the texture from pixmap operation in the given backend.
|
|
*
|
|
* @author Martin Gräßlin <mgraesslin@kde.org>
|
|
**/
|
|
class OpenGLBackend
|
|
{
|
|
public:
|
|
OpenGLBackend();
|
|
virtual ~OpenGLBackend();
|
|
/**
|
|
* @return Time passes since start of rendering current frame.
|
|
* @see startRenderTimer
|
|
**/
|
|
qint64 renderTime() {
|
|
return m_renderTimer.elapsed();
|
|
}
|
|
virtual void screenGeometryChanged(const QSize &size) = 0;
|
|
virtual SceneOpenGL::TexturePrivate *createBackendTexture(SceneOpenGL::Texture *texture) = 0;
|
|
/**
|
|
* @brief Backend specific code to prepare the rendering of a frame including flushing the
|
|
* previously rendered frame to the screen if the backend works this way.
|
|
**/
|
|
virtual void prepareRenderingFrame() = 0;
|
|
/**
|
|
* @brief Backend specific code to handle the end of rendering a frame.
|
|
*
|
|
* @param mask The rendering mask of this frame
|
|
* @param damage The actual updated region in this frame
|
|
**/
|
|
virtual void endRenderingFrame(int mask, const QRegion &damage) = 0;
|
|
/**
|
|
* @brief Compositor is going into idle mode, flushes any pending paints.
|
|
**/
|
|
void idle();
|
|
/**
|
|
* @return bool Whether the scene needs to flush a frame.
|
|
**/
|
|
bool hasPendingFlush() const {
|
|
return !m_lastDamage.isEmpty();
|
|
}
|
|
|
|
/**
|
|
* @brief Returns the OverlayWindow used by the backend.
|
|
*
|
|
* A backend does not have to use an OverlayWindow, this is mostly for the X world.
|
|
* In case the backend does not use an OverlayWindow it is allowed to return @c null.
|
|
* It's the task of the caller to check whether it is @c null.
|
|
*
|
|
* @return :OverlayWindow*
|
|
**/
|
|
OverlayWindow *overlayWindow() {
|
|
return m_overlayWindow;
|
|
}
|
|
/**
|
|
* @brief Whether the creation of the Backend failed.
|
|
*
|
|
* The SceneOpenGL should test whether the Backend got constructed correctly. If this method
|
|
* returns @c true, the SceneOpenGL should not try to start the rendering.
|
|
*
|
|
* @return bool @c true if the creation of the Backend failed, @c false otherwise.
|
|
**/
|
|
bool isFailed() const {
|
|
return m_failed;
|
|
}
|
|
/**
|
|
* @brief Whether the Backend provides VSync.
|
|
*
|
|
* Currently only the GLX backend can provide VSync.
|
|
*
|
|
* @return bool @c true if VSync support is available, @c false otherwise
|
|
**/
|
|
bool waitSyncAvailable() const {
|
|
return m_waitSync;
|
|
}
|
|
/**
|
|
* @brief Whether the backend uses direct rendering.
|
|
*
|
|
* Some OpenGLScene modes require direct rendering. E.g. the OpenGL 2 should not be used
|
|
* if direct rendering is not supported by the Scene.
|
|
*
|
|
* @return bool @c true if the GL context is direct, @c false if indirect
|
|
**/
|
|
bool isDirectRendering() const {
|
|
return m_directRendering;
|
|
}
|
|
/**
|
|
* @brief Whether the backend used double buffering.
|
|
*
|
|
* @return bool @c true if double buffered, @c false otherwise
|
|
**/
|
|
bool isDoubleBuffer() const {
|
|
return m_doubleBuffer;
|
|
}
|
|
protected:
|
|
/**
|
|
* @brief Backend specific flushing of frame to screen.
|
|
**/
|
|
virtual void present() = 0;
|
|
/**
|
|
* @brief Sets the backend initialization to failed.
|
|
*
|
|
* This method should be called by the concrete subclass in case the initialization failed.
|
|
* The given @p reason is logged as a warning.
|
|
*
|
|
* @param reason The reason why the initialization failed.
|
|
**/
|
|
void setFailed(const QString &reason);
|
|
/**
|
|
* @brief Sets whether the backend provides VSync.
|
|
*
|
|
* Should be called by the concrete subclass once it is determined whether VSync is supported.
|
|
* If the subclass does not call this method, the backend defaults to @c false.
|
|
* @param enabled @c true if VSync support available, @c false otherwise.
|
|
**/
|
|
void setHasWaitSync(bool enabled) {
|
|
m_waitSync = enabled;
|
|
}
|
|
/**
|
|
* @brief Sets whether the OpenGL context is direct.
|
|
*
|
|
* Should be called by the concrete subclass once it is determined whether the OpenGL context is
|
|
* direct or indirect.
|
|
* If the subclass does not call this method, the backend defaults to @c false.
|
|
*
|
|
* @param direct @c true if the OpenGL context is direct, @c false if indirect
|
|
**/
|
|
void setIsDirectRendering(bool direct) {
|
|
m_directRendering = direct;
|
|
}
|
|
/**
|
|
* @brief Sets whether the OpenGL context uses double buffering.
|
|
*
|
|
* Should be called by the concrete subclass once it is determined whether the OpenGL context
|
|
* uses double buffering.
|
|
* If the subclass does not call this method, the backend defaults to @c false.
|
|
*
|
|
* @param doubleBuffer @c true if double buffering, @c false otherwise
|
|
**/
|
|
void setDoubleBuffer(bool doubleBuffer) {
|
|
m_doubleBuffer = doubleBuffer;
|
|
}
|
|
/**
|
|
* @return const QRegion& Damage of previously rendered frame
|
|
**/
|
|
const QRegion &lastDamage() const {
|
|
return m_lastDamage;
|
|
}
|
|
void setLastDamage(const QRegion &damage) {
|
|
m_lastDamage = damage;
|
|
}
|
|
/**
|
|
* @return int Rendering mask of previously rendered frame
|
|
**/
|
|
int lastMask() const {
|
|
return m_lastMask;
|
|
}
|
|
void setLastMask(int mask) {
|
|
m_lastMask = mask;
|
|
}
|
|
/**
|
|
* @brief Starts the timer for how long it takes to render the frame.
|
|
*
|
|
* @see renderTime
|
|
**/
|
|
void startRenderTimer() {
|
|
m_renderTimer.start();
|
|
}
|
|
|
|
private:
|
|
/**
|
|
* @brief The OverlayWindow used by this Backend.
|
|
**/
|
|
OverlayWindow *m_overlayWindow;
|
|
/**
|
|
* @brief Whether VSync is available, defaults to @c false.
|
|
**/
|
|
bool m_waitSync;
|
|
/**
|
|
* @brief Whether direct rendering is used, defaults to @c false.
|
|
**/
|
|
bool m_directRendering;
|
|
/**
|
|
* @brief Whether double bufferering is available, defaults to @c false.
|
|
**/
|
|
bool m_doubleBuffer;
|
|
/**
|
|
* @brief Whether the initialization failed, of course default to @c false.
|
|
**/
|
|
bool m_failed;
|
|
/**
|
|
* @brief Damaged region of previously rendered frame.
|
|
**/
|
|
QRegion m_lastDamage;
|
|
/**
|
|
* @brief Rendering mask of previously rendered frame.
|
|
**/
|
|
int m_lastMask;
|
|
/**
|
|
* @brief Timer to measure how long a frame renders.
|
|
**/
|
|
QElapsedTimer m_renderTimer;
|
|
};
|
|
|
|
inline bool SceneOpenGL::hasPendingFlush() const
|
|
{
|
|
return m_backend->hasPendingFlush();
|
|
}
|
|
|
|
} // namespace
|
|
|
|
#endif
|