kwin/scene_opengl.h
Casian Andrei 01adbe6dc5 Implement color correction (per output)
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
2012-11-13 22:47:09 +02:00

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 &region, 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 &region, 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