3ab2ea40c4
Render backends don't pass anything to the scene.
436 lines
14 KiB
C++
436 lines
14 KiB
C++
/*
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KWin - the KDE window manager
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This file is part of the KDE project.
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SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#ifndef KWIN_SCENE_H
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#define KWIN_SCENE_H
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#include "toplevel.h"
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#include "utils.h"
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#include "kwineffects.h"
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#include <QElapsedTimer>
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#include <QMatrix4x4>
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namespace KWin
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{
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namespace Decoration
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{
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class DecoratedClientImpl;
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}
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class AbstractOutput;
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class DecorationRenderer;
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class Deleted;
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class EffectFrameImpl;
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class EffectWindowImpl;
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class GLTexture;
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class Item;
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class OverlayWindow;
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class PlatformSurfaceTexture;
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class RenderLoop;
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class Shadow;
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class ShadowItem;
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class SurfaceItem;
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class SurfacePixmapInternal;
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class SurfacePixmapWayland;
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class SurfacePixmapX11;
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class WindowItem;
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// The base class for compositing backends.
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class KWIN_EXPORT Scene : public QObject
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{
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Q_OBJECT
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public:
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explicit Scene(QObject *parent = nullptr);
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~Scene() override = 0;
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class EffectFrame;
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class Window;
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/**
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* Schedules a repaint for the specified @a region.
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*/
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void addRepaint(const QRegion ®ion);
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/**
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* Returns the repaints region for output with the specified @a screenId.
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*/
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QRegion repaints(int screenId) const;
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void resetRepaints(int screenId);
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// Returns true if the ctor failed to properly initialize.
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virtual bool initFailed() const = 0;
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virtual CompositingType compositingType() const = 0;
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// Repaints the given screen areas, windows provides the stacking order.
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// The entry point for the main part of the painting pass.
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// returns the time since the last vblank signal - if there's one
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// ie. "what of this frame is lost to painting"
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virtual void paint(int screenId, const QRegion &damage, const QList<Toplevel *> &windows,
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RenderLoop *renderLoop) = 0;
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/**
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* Adds the Toplevel to the Scene.
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*
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* If the toplevel gets deleted, then the scene will try automatically
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* to re-bind an underlying scene window to the corresponding Deleted.
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*
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* @param toplevel The window to be added.
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* @note You can add a toplevel to scene only once.
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*/
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void addToplevel(Toplevel *toplevel);
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/**
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* Removes the Toplevel from the Scene.
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*
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* @param toplevel The window to be removed.
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* @note You can remove a toplevel from the scene only once.
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*/
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void removeToplevel(Toplevel *toplevel);
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/**
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* @brief Creates the Scene backend of an EffectFrame.
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*
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* @param frame The EffectFrame this Scene::EffectFrame belongs to.
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*/
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virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) = 0;
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/**
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* @brief Creates the Scene specific Shadow subclass.
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*
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* An implementing class has to create a proper instance. It is not allowed to
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* return @c null.
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*
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* @param toplevel The Toplevel for which the Shadow needs to be created.
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*/
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virtual Shadow *createShadow(Toplevel *toplevel) = 0;
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/**
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* Method invoked when the screen geometry is changed.
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* Reimplementing classes should also invoke the parent method
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* as it takes care of resizing the overlay window.
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* @param size The new screen geometry size
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*/
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virtual void screenGeometryChanged(const QSize &size);
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// Flags controlling how painting is done.
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enum {
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// Window (or at least part of it) will be painted opaque.
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PAINT_WINDOW_OPAQUE = 1 << 0,
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// Window (or at least part of it) will be painted translucent.
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PAINT_WINDOW_TRANSLUCENT = 1 << 1,
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// Window will be painted with transformed geometry.
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PAINT_WINDOW_TRANSFORMED = 1 << 2,
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// Paint only a region of the screen (can be optimized, cannot
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// be used together with TRANSFORMED flags).
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PAINT_SCREEN_REGION = 1 << 3,
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// Whole screen will be painted with transformed geometry.
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PAINT_SCREEN_TRANSFORMED = 1 << 4,
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// At least one window will be painted with transformed geometry.
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PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
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// Clear whole background as the very first step, without optimizing it
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PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
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// PAINT_DECORATION_ONLY = 1 << 7 has been removed
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// Window will be painted with a lanczos filter.
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PAINT_WINDOW_LANCZOS = 1 << 8
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// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed
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};
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// types of filtering available
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enum ImageFilterType {
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ImageFilterFast,
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ImageFilterGood,
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};
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virtual OverlayWindow* overlayWindow() const = 0;
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virtual bool makeOpenGLContextCurrent();
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virtual void doneOpenGLContextCurrent();
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virtual bool supportsSurfacelessContext() const;
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virtual bool supportsNativeFence() const;
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virtual QMatrix4x4 screenProjectionMatrix() const;
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virtual DecorationRenderer *createDecorationRenderer(Decoration::DecoratedClientImpl *) = 0;
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/**
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* Whether the Scene is able to drive animations.
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* This is used as a hint to the effects system which effects can be supported.
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* If the Scene performs software rendering it is supposed to return @c false,
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* if rendering is hardware accelerated it should return @c true.
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*/
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virtual bool animationsSupported() const = 0;
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/**
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* The QPainter used by a QPainter based compositor scene.
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* Default implementation returns @c nullptr;
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*/
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virtual QPainter *scenePainter() const;
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/**
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* The render buffer used by a QPainter based compositor.
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* Default implementation returns @c nullptr.
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*/
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virtual QImage *qpainterRenderBuffer(int screenId) const;
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/**
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* The backend specific extensions (e.g. EGL/GLX extensions).
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*
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* Not the OpenGL (ES) extension!
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*
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* Default implementation returns empty list
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*/
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virtual QVector<QByteArray> openGLPlatformInterfaceExtensions() const;
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virtual QSharedPointer<GLTexture> textureForOutput(AbstractOutput *output) const {
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Q_UNUSED(output);
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return {};
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}
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virtual PlatformSurfaceTexture *createPlatformSurfaceTextureInternal(SurfacePixmapInternal *pixmap);
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virtual PlatformSurfaceTexture *createPlatformSurfaceTextureX11(SurfacePixmapX11 *pixmap);
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virtual PlatformSurfaceTexture *createPlatformSurfaceTextureWayland(SurfacePixmapWayland *pixmap);
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virtual void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data);
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Q_SIGNALS:
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void frameRendered();
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void resetCompositing();
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public Q_SLOTS:
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// a window has been closed
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void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
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protected:
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virtual Window *createWindow(Toplevel *toplevel) = 0;
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void createStackingOrder(const QList<Toplevel *> &toplevels);
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void clearStackingOrder();
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// shared implementation, starts painting the screen
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void paintScreen(const QRegion &damage, const QRegion &repaint,
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QRegion *updateRegion, QRegion *validRegion, RenderLoop *renderLoop,
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const QMatrix4x4 &projection = QMatrix4x4());
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// Render cursor texture in case hardware cursor is disabled/non-applicable
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virtual void paintCursor(const QRegion ®ion) = 0;
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friend class EffectsHandlerImpl;
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// called after all effects had their paintScreen() called
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void finalPaintScreen(int mask, const QRegion ®ion, ScreenPaintData& data);
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// shared implementation of painting the screen in the generic
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// (unoptimized) way
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virtual void paintGenericScreen(int mask, const ScreenPaintData &data);
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// shared implementation of painting the screen in an optimized way
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virtual void paintSimpleScreen(int mask, const QRegion ®ion);
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// paint the background (not the desktop background - the whole background)
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virtual void paintBackground(const QRegion ®ion) = 0;
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/**
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* Notifies about starting to paint.
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*
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* @p damage contains the reported damage as suggested by windows and effects on prepaint calls.
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*/
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virtual void aboutToStartPainting(int screenId, const QRegion &damage);
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// called after all effects had their paintWindow() called
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void finalPaintWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data);
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// shared implementation, starts painting the window
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virtual void paintWindow(Window* w, int mask, const QRegion ®ion);
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// called after all effects had their drawWindow() called
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virtual void finalDrawWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data);
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// let the scene decide whether it's better to paint more of the screen, eg. in order to allow a buffer swap
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// the default is NOOP
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virtual void extendPaintRegion(QRegion ®ion, bool opaqueFullscreen);
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virtual void paintEffectQuickView(EffectQuickView *w) = 0;
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// saved data for 2nd pass of optimized screen painting
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struct Phase2Data {
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Window *window = nullptr;
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QRegion region;
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QRegion clip;
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int mask = 0;
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};
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// The region which actually has been painted by paintScreen() and should be
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// copied from the buffer to the screen. I.e. the region returned from Scene::paintScreen().
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// Since prePaintWindow() can extend areas to paint, these changes would have to propagate
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// up all the way from paintSimpleScreen() up to paintScreen(), so save them here rather
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// than propagate them up in arguments.
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QRegion painted_region;
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// Additional damage that needs to be repaired to bring a reused back buffer up to date
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QRegion repaint_region;
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// The dirty region before it was unioned with repaint_region
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QRegion damaged_region;
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// The screen that is being currently painted
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int painted_screen = -1;
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// windows in their stacking order
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QVector< Window* > stacking_order;
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private:
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std::chrono::milliseconds m_expectedPresentTimestamp = std::chrono::milliseconds::zero();
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void reallocRepaints();
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QHash< Toplevel*, Window* > m_windows;
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QVector<QRegion> m_repaints;
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// how many times finalPaintScreen() has been called
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int m_paintScreenCount = 0;
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};
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/**
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* Factory class to create a Scene. Needs to be implemented by the plugins.
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*/
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class KWIN_EXPORT SceneFactory : public QObject
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{
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Q_OBJECT
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public:
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~SceneFactory() override;
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/**
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* @returns The created Scene, may be @c nullptr.
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*/
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virtual Scene *create(QObject *parent = nullptr) const = 0;
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protected:
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explicit SceneFactory(QObject *parent);
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};
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// The base class for windows representations in composite backends
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class Scene::Window : public QObject
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{
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Q_OBJECT
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public:
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explicit Window(Toplevel *client, QObject *parent = nullptr);
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~Window() override;
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// perform the actual painting of the window
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virtual void performPaint(int mask, const QRegion ®ion, const WindowPaintData &data) = 0;
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int x() const;
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int y() const;
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int width() const;
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int height() const;
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QRect geometry() const;
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QPoint pos() const;
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QSize size() const;
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QRect rect() const;
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// access to the internal window class
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// TODO eventually get rid of this
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Toplevel* window() const;
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// should the window be painted
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bool isPaintingEnabled() const;
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void resetPaintingEnabled();
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// Flags explaining why painting should be disabled
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enum {
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// Window will not be painted
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PAINT_DISABLED = 1 << 0,
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// Window will not be painted because it is deleted
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PAINT_DISABLED_BY_DELETE = 1 << 1,
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// Window will not be painted because of which desktop it's on
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PAINT_DISABLED_BY_DESKTOP = 1 << 2,
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// Window will not be painted because it is minimized
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PAINT_DISABLED_BY_MINIMIZE = 1 << 3,
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// Window will not be painted because it's not on the current activity
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PAINT_DISABLED_BY_ACTIVITY = 1 << 5
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};
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void enablePainting(int reason);
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void disablePainting(int reason);
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// is the window visible at all
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bool isVisible() const;
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// is the window fully opaque
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bool isOpaque() const;
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QRegion decorationShape() const;
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void updateToplevel(Deleted *deleted);
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void referencePreviousPixmap();
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void unreferencePreviousPixmap();
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WindowItem *windowItem() const;
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SurfaceItem *surfaceItem() const;
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ShadowItem *shadowItem() const;
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virtual QSharedPointer<GLTexture> windowTexture() {
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return {};
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}
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protected:
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Toplevel* toplevel;
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ImageFilterType filter;
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private:
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void referencePreviousPixmap_helper(SurfaceItem *item);
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void unreferencePreviousPixmap_helper(SurfaceItem *item);
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void updateWindowPosition();
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int disable_painting;
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QScopedPointer<WindowItem> m_windowItem;
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Q_DISABLE_COPY(Window)
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};
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class Scene::EffectFrame
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{
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public:
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EffectFrame(EffectFrameImpl* frame);
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virtual ~EffectFrame();
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virtual void render(const QRegion ®ion, double opacity, double frameOpacity) = 0;
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virtual void free() = 0;
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virtual void freeIconFrame() = 0;
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virtual void freeTextFrame() = 0;
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virtual void freeSelection() = 0;
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virtual void crossFadeIcon() = 0;
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virtual void crossFadeText() = 0;
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protected:
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EffectFrameImpl* m_effectFrame;
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};
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inline
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int Scene::Window::x() const
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{
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return toplevel->x();
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}
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inline
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int Scene::Window::y() const
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{
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return toplevel->y();
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}
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inline
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int Scene::Window::width() const
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{
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return toplevel->width();
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}
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inline
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int Scene::Window::height() const
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{
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return toplevel->height();
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}
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inline
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QRect Scene::Window::geometry() const
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{
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return toplevel->frameGeometry();
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}
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inline
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QSize Scene::Window::size() const
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{
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return toplevel->size();
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}
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inline
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QPoint Scene::Window::pos() const
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{
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return toplevel->pos();
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}
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inline
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QRect Scene::Window::rect() const
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{
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return toplevel->rect();
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}
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inline
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Toplevel* Scene::Window::window() const
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{
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return toplevel;
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}
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} // namespace
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Q_DECLARE_INTERFACE(KWin::SceneFactory, "org.kde.kwin.Scene")
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#endif
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