4110fc1c3a
svn path=/branches/work/kwin_composite/; revision=603137
288 lines
8 KiB
C++
288 lines
8 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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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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/*
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Code related to compositing (redirecting windows to pixmaps and tracking
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window damage).
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Docs:
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XComposite (the protocol, but the function calls map to it):
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http://gitweb.freedesktop.org/?p=xorg/proto/compositeproto.git;a=blob;hb=HEAD;f=protocol
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XDamage (again the protocol):
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http://gitweb.freedesktop.org/?p=xorg/proto/damageproto.git;a=blob;hb=HEAD;f=protocol
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Composite HOWTO from Fredrik:
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http://ktown.kde.org/~fredrik/composite_howto.html
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*/
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#include "utils.h"
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#include "workspace.h"
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#include "client.h"
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#include "unmanaged.h"
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#include "effects.h"
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#include "scene.h"
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#include "scene_basic.h"
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#include "scene_xrender.h"
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#include "scene_opengl.h"
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#include <X11/extensions/shape.h>
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namespace KWinInternal
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{
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//****************************************
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// Workspace
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//****************************************
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#if defined( HAVE_XCOMPOSITE ) && defined( HAVE_XDAMAGE )
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void Workspace::setupCompositing()
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{
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if( !options->useTranslucency )
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return;
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if( !Extensions::compositeAvailable() || !Extensions::damageAvailable())
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return;
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if( scene != NULL )
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return;
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char type = 'O';
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if( getenv( "KWIN_COMPOSE" ))
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type = getenv( "KWIN_COMPOSE" )[ 0 ];
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switch( type )
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{
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case 'B':
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scene = new SceneBasic( this );
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break;
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case 'X':
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scene = new SceneXrender( this );
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break;
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case 'O':
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scene = new SceneOpenGL( this );
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break;
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default:
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kDebug() << "No compositing" << endl;
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return;
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}
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compositeTimer.start( 20 );
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lastCompositePaint.start();
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XCompositeRedirectSubwindows( display(), rootWindow(), CompositeRedirectManual );
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if( dynamic_cast< SceneOpenGL* >( scene ))
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kDebug() << "OpenGL compositing" << endl;
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else if( dynamic_cast< SceneXrender* >( scene ))
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kDebug() << "XRender compositing" << endl;
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else if( dynamic_cast< SceneBasic* >( scene ))
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kDebug() << "X compositing" << endl;
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effects = new EffectsHandler( this );
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addDamageFull();
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foreach( Client* c, clients )
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c->setupCompositing();
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foreach( Unmanaged* c, unmanaged )
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c->setupCompositing();
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foreach( Client* c, clients )
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scene->windowAdded( c );
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foreach( Unmanaged* c, unmanaged )
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scene->windowAdded( c );
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}
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void Workspace::finishCompositing()
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{
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if( scene == NULL )
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return;
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foreach( Client* c, clients )
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scene->windowDeleted( c );
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foreach( Unmanaged* c, unmanaged )
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scene->windowDeleted( c );
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foreach( Client* c, clients )
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c->finishCompositing();
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foreach( Unmanaged* c, unmanaged )
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c->finishCompositing();
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XCompositeUnredirectSubwindows( display(), rootWindow(), CompositeRedirectManual );
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compositeTimer.stop();
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delete effects;
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effects = NULL;
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delete scene;
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scene = NULL;
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damage_region = QRegion();
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for( ClientList::ConstIterator it = clients.begin();
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it != clients.end();
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++it )
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{ // forward all opacity values to the frame in case there'll be other CM running
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if( (*it)->opacity() != 1.0 )
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{
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NETWinInfo i( display(), (*it)->frameId(), rootWindow(), 0 );
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i.setOpacity( static_cast< unsigned long >((*it)->opacity() * 0xffffffff ));
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}
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}
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}
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void Workspace::addDamage( int x, int y, int w, int h )
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{
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if( !compositing())
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return;
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damage_region += QRegion( x, y, w, h );
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}
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void Workspace::addDamage( const QRect& r )
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{
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if( !compositing())
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return;
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damage_region += r;
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}
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void Workspace::addDamageFull()
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{
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if( !compositing())
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return;
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damage_region = QRegion( 0, 0, displayWidth(), displayHeight());
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}
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void Workspace::performCompositing()
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{
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// The event loop apparently tries to fire a QTimer as often as possible, even
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// at the expense of not processing many X events. This means that the composite
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// repaints can seriously impact performance of everything else, therefore throttle
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// them - leave at least 5msec time after one repaint is finished and next one
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// is started.
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if( lastCompositePaint.elapsed() < 5 )
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return;
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if( damage_region.isEmpty()) // no damage
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{
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scene->idle();
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return;
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}
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// create a list of all windows in the stacking order
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// TODO keep this list like now a stacking order of Client window is kept
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ToplevelList windows;
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Window* children;
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unsigned int children_count;
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Window dummy;
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XQueryTree( display(), rootWindow(), &dummy, &dummy, &children, &children_count );
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for( unsigned int i = 0;
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i < children_count;
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++i )
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{
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if( Client* c = findClient( FrameIdMatchPredicate( children[ i ] )))
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{
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if( c->isShown( true ) && c->isOnCurrentDesktop())
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windows.append( c );
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}
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else if( Unmanaged* c = findUnmanaged( HandleMatchPredicate( children[ i ] )))
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windows.append( c );
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}
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scene->initPaint();
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scene->paint( damage_region, windows );
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// clear all damage
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damage_region = QRegion();
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foreach( Toplevel* c, windows )
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c->resetDamage();
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// run post-pass only after clearing the damage
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scene->postPaint();
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lastCompositePaint.start();
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}
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bool Workspace::createOverlay()
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{
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assert( overlay == None );
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if( !Extensions::compositeOverlayAvailable())
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return false;
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#ifdef HAVE_XCOMPOSITE_OVERLAY
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overlay = XCompositeGetOverlayWindow( display(), rootWindow());
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if( overlay == None )
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return false;
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return true;
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#else
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return false;
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#endif
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}
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void Workspace::setupOverlay( Window w )
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{
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assert( overlay != None );
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XShapeCombineRectangles( display(), overlay, ShapeInput, 0, 0, NULL, 0, ShapeSet, Unsorted );
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XShapeCombineRectangles( display(), w, ShapeInput, 0, 0, NULL, 0, ShapeSet, Unsorted );
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XMapRaised( display(), overlay );
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}
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void Workspace::destroyOverlay()
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{
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if( overlay == None )
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return;
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#ifdef HAVE_XCOMPOSITE_OVERLAY
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XCompositeReleaseOverlayWindow( display(), overlay );
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#endif
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overlay = None;
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}
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//****************************************
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// Toplevel
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//****************************************
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void Toplevel::setupCompositing()
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{
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if( !compositing())
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return;
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if( damage_handle != None )
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return;
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damage_handle = XDamageCreate( display(), handle(), XDamageReportRawRectangles );
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damage_region = QRegion( 0, 0, width(), height());
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}
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void Toplevel::finishCompositing()
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{
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if( damage_handle == None )
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return;
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XDamageDestroy( display(), damage_handle );
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damage_handle = None;
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damage_region = QRegion();
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}
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Pixmap Toplevel::createWindowPixmap() const
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{
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assert( compositing());
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return XCompositeNameWindowPixmap( display(), handle());
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}
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void Toplevel::damageNotifyEvent( XDamageNotifyEvent* e )
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{
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addDamage( e->area.x, e->area.y, e->area.width, e->area.height );
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}
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void Toplevel::addDamage( const QRect& r )
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{
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addDamage( r.x(), r.y(), r.width(), r.height());
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}
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void Toplevel::addDamage( int x, int y, int w, int h )
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{
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if( !compositing())
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return;
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QRect r( x, y, w, h );
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damage_region += r;
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r.translate( this->x(), this->y());
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// this could be possibly optimized to damage Workspace only if the toplevel
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// is actually visible there and not obscured by something, but I guess
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// that's not really worth it
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workspace()->addDamage( r );
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}
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void Toplevel::addDamageFull()
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{
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addDamage( rect());
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}
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void Toplevel::resetDamage()
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{
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damage_region = QRegion();
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}
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#endif
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} // namespace
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