kwin/scene_xrender.h
Fredrik Höglund 32e9de1e23 Refactor the swap completion interface
Move the buffer-swap-pending state from the compositing backends to
the Compositor class. The Compositor is the only class that needs to
access the state, and this way it to do it without calling through
a chain of virtual functions. This commit adds two new functions to
Compositor; aboutToSwapBuffers() and bufferSwapComplete(). The
backends call these functions to set and reset the buffer-swap-pending
state.

This commit also renames a number of functions and variables to make
their meaning clear.

The act of promoting the contents of the back buffer to become the
contents of the front buffer is referred to as posting the buffer,
presenting the buffer, or swapping the buffers; rendering the buffer
is what paintScreen() does.
2014-09-18 20:21:20 +02:00

332 lines
9.5 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_XRENDER_H
#define KWIN_SCENE_XRENDER_H
#include "scene.h"
#include "shadow.h"
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
namespace KWin
{
namespace Xcb
{
class Shm;
}
/**
* @brief Backend for the SceneXRender to hold the compositing buffer and take care of buffer
* swapping.
*
* This class is intended as a small abstraction to support multiple compositing backends in the
* SceneXRender.
*
*/
class XRenderBackend
{
public:
virtual ~XRenderBackend();
virtual void present(int mask, const QRegion &damage) = 0;
/**
* @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*
**/
virtual OverlayWindow *overlayWindow();
virtual bool usesOverlayWindow() const = 0;
/**
* @brief Shows the Overlay Window
*
* Default implementation does nothing.
*/
virtual void showOverlay();
/**
* @brief React on screen geometry changes.
*
* Default implementation does nothing. Override if specific functionality is required.
*
* @param size The new screen size
*/
virtual void screenGeometryChanged(const QSize &size);
/**
* @brief The compositing buffer hold by this backend.
*
* The Scene composites the new frame into this buffer.
*
* @return xcb_render_picture_t
*/
xcb_render_picture_t buffer() const {
return m_buffer;
}
/**
* @brief Whether the creation of the Backend failed.
*
* The SceneXRender should test whether the Backend got constructed correctly. If this method
* returns @c true, the SceneXRender 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;
}
protected:
XRenderBackend();
/**
* @brief A subclass needs to call this method once it created the compositing back buffer.
*
* @param buffer The buffer to use for compositing
* @return void
*/
void setBuffer(xcb_render_picture_t buffer);
/**
* @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);
private:
// Create the compositing buffer. The root window is not double-buffered,
// so it is done manually using this buffer,
xcb_render_picture_t m_buffer;
bool m_failed;
};
/**
* @brief XRenderBackend using an X11 Overlay Window as compositing target.
*
*/
class X11XRenderBackend : public XRenderBackend
{
public:
X11XRenderBackend();
~X11XRenderBackend();
virtual void present(int mask, const QRegion &damage);
virtual OverlayWindow* overlayWindow();
virtual void showOverlay();
virtual void screenGeometryChanged(const QSize &size);
virtual bool usesOverlayWindow() const;
private:
void init(bool createOverlay);
void createBuffer();
QScopedPointer<OverlayWindow> m_overlayWindow;
xcb_render_picture_t m_front;
xcb_render_pictformat_t m_format;
};
#if HAVE_WAYLAND
class WaylandXRenderBackend : public QObject, public XRenderBackend
{
Q_OBJECT
public:
WaylandXRenderBackend();
virtual ~WaylandXRenderBackend();
virtual void present(int mask, const QRegion &damage);
virtual bool usesOverlayWindow() const;
private:
void createBuffer();
void init();
QScopedPointer<Xcb::Shm> m_shm;
xcb_render_pictformat_t m_format;
};
#endif
class SceneXrender
: public Scene
{
Q_OBJECT
public:
class EffectFrame;
virtual ~SceneXrender();
virtual bool initFailed() const;
virtual CompositingType compositingType() const {
return XRenderCompositing;
}
virtual qint64 paint(QRegion damage, ToplevelList windows);
virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame);
virtual Shadow *createShadow(Toplevel *toplevel);
virtual void screenGeometryChanged(const QSize &size);
xcb_render_picture_t bufferPicture();
virtual OverlayWindow *overlayWindow() {
return m_backend->overlayWindow();
}
virtual bool usesOverlayWindow() const {
return m_backend->usesOverlayWindow();
}
static SceneXrender *createScene();
protected:
virtual Scene::Window *createWindow(Toplevel *toplevel);
virtual void paintBackground(QRegion region);
virtual void paintGenericScreen(int mask, ScreenPaintData data);
virtual void paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data);
private:
explicit SceneXrender(XRenderBackend *backend);
static ScreenPaintData screen_paint;
class Window;
QScopedPointer<XRenderBackend> m_backend;
};
class SceneXrender::Window
: public Scene::Window
{
public:
Window(Toplevel* c, SceneXrender *scene);
virtual ~Window();
virtual void performPaint(int mask, QRegion region, WindowPaintData data);
QRegion transformedShape() const;
void setTransformedShape(const QRegion& shape);
static void cleanup();
protected:
virtual WindowPixmap* createWindowPixmap();
private:
QRect mapToScreen(int mask, const WindowPaintData &data, const QRect &rect) const;
QPoint mapToScreen(int mask, const WindowPaintData &data, const QPoint &point) const;
void prepareTempPixmap();
void setPictureFilter(xcb_render_picture_t pic, ImageFilterType filter);
SceneXrender *m_scene;
xcb_render_pictformat_t format;
double alpha_cached_opacity;
QRegion transformed_shape;
static QRect temp_visibleRect;
static XRenderPicture *s_tempPicture;
};
class XRenderWindowPixmap : public WindowPixmap
{
public:
explicit XRenderWindowPixmap(Scene::Window *window, xcb_render_pictformat_t format);
virtual ~XRenderWindowPixmap();
xcb_render_picture_t picture() const;
virtual void create();
private:
xcb_render_picture_t m_picture;
xcb_render_pictformat_t m_format;
};
class SceneXrender::EffectFrame
: public Scene::EffectFrame
{
public:
EffectFrame(EffectFrameImpl* frame);
virtual ~EffectFrame();
virtual void free();
virtual void freeIconFrame();
virtual void freeTextFrame();
virtual void freeSelection();
virtual void crossFadeIcon();
virtual void crossFadeText();
virtual void render(QRegion region, double opacity, double frameOpacity);
static void cleanup();
private:
void updatePicture();
void updateTextPicture();
void renderUnstyled(xcb_render_picture_t pict, const QRect &rect, qreal opacity);
XRenderPicture* m_picture;
XRenderPicture* m_textPicture;
XRenderPicture* m_iconPicture;
XRenderPicture* m_selectionPicture;
static XRenderPicture* s_effectFrameCircle;
};
inline
xcb_render_picture_t SceneXrender::bufferPicture()
{
return m_backend->buffer();
}
inline
QRegion SceneXrender::Window::transformedShape() const
{
return transformed_shape;
}
inline
void SceneXrender::Window::setTransformedShape(const QRegion& shape)
{
transformed_shape = shape;
}
inline
xcb_render_picture_t XRenderWindowPixmap::picture() const
{
return m_picture;
}
/**
* @short XRender implementation of Shadow.
*
* This class extends Shadow by the elements required for XRender rendering.
* @author Jacopo De Simoi <wilderkde@gmail.org>
**/
class SceneXRenderShadow
: public Shadow
{
public:
explicit SceneXRenderShadow(Toplevel *toplevel);
using Shadow::ShadowElements;
using Shadow::ShadowElementTop;
using Shadow::ShadowElementTopRight;
using Shadow::ShadowElementRight;
using Shadow::ShadowElementBottomRight;
using Shadow::ShadowElementBottom;
using Shadow::ShadowElementBottomLeft;
using Shadow::ShadowElementLeft;
using Shadow::ShadowElementTopLeft;
using Shadow::ShadowElementsCount;
using Shadow::shadowPixmap;
virtual ~SceneXRenderShadow();
void layoutShadowRects(QRect& top, QRect& topRight,
QRect& right, QRect& bottomRight,
QRect& bottom, QRect& bottomLeft,
QRect& Left, QRect& topLeft);
xcb_render_picture_t picture(ShadowElements element) const;
protected:
virtual void buildQuads();
virtual bool prepareBackend();
private:
XRenderPicture* m_pictures[ShadowElementsCount];
};
} // namespace
#endif
#endif