bb433ac40e
Also slightly redo the #define's for effects, now it's: - #ifdef KWIN_HAVE_COMPOSITING to check whether there's any compositing support at all - #ifdef KWIN_HAVE_OPENGL_COMPOSITING to check for OpenGL-based compositing - #ifdef KWIN_HAVE_XRENDER_COMPOSITING the same for XRender CCMAIL: kwin@kde.org svn path=/trunk/KDE/kdebase/workspace/; revision=749628
153 lines
5 KiB
C++
153 lines
5 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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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#ifndef KWIN_SCENE_OPENGL_H
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#define KWIN_SCENE_OPENGL_H
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#include "scene.h"
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#include "kwinglutils.h"
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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#ifdef HAVE_XSHM
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#include <X11/extensions/XShm.h>
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#endif
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namespace KWin
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{
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class SceneOpenGL
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: public Scene
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{
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public:
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class Texture;
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class Window;
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SceneOpenGL( Workspace* ws );
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virtual ~SceneOpenGL();
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virtual bool initFailed() const;
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virtual CompositingType compositingType() const { return OpenGLCompositing; }
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virtual void paint( QRegion damage, ToplevelList windows );
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virtual void windowGeometryShapeChanged( Toplevel* );
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virtual void windowOpacityChanged( Toplevel* );
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virtual void windowAdded( Toplevel* );
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virtual void windowClosed( Toplevel*, Deleted* );
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virtual void windowDeleted( Deleted* );
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protected:
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virtual void paintGenericScreen( int mask, ScreenPaintData data );
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virtual void paintBackground( QRegion region );
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private:
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bool selectMode();
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bool initTfp();
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bool initShm();
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void cleanupShm();
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bool initBuffer();
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bool initRenderingContext();
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bool initBufferConfigs();
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bool initDrawableConfigs();
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void waitSync();
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void flushBuffer( int mask, QRegion damage );
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GC gcroot;
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class FBConfigInfo
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{
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public:
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GLXFBConfig fbconfig;
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int bind_texture_format;
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int y_inverted;
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int mipmap;
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};
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Drawable buffer;
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GLXFBConfig fbcbuffer;
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static bool db;
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static GLXFBConfig fbcbuffer_db;
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static GLXFBConfig fbcbuffer_nondb;
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static FBConfigInfo fbcdrawableinfo[ 32 + 1 ];
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static GLXDrawable glxbuffer;
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static GLXContext ctxbuffer;
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static GLXContext ctxdrawable;
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static GLXDrawable last_pixmap; // for a workaround in bindTexture()
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static bool tfp_mode;
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static bool shm_mode;
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QHash< Toplevel*, Window* > windows;
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#ifdef HAVE_XSHM
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static XShmSegmentInfo shm;
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#endif
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bool init_ok;
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};
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class SceneOpenGL::Texture
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: public GLTexture
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{
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public:
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Texture();
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Texture( const Pixmap& pix, const QSize& size, int depth );
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virtual ~Texture();
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using GLTexture::load;
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virtual bool load( const Pixmap& pix, const QSize& size, int depth,
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QRegion region );
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virtual bool load( const Pixmap& pix, const QSize& size, int depth );
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virtual bool load( const QImage& image, GLenum target = GL_TEXTURE_2D );
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virtual bool load( const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D );
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virtual void discard();
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virtual void release(); // undo the tfp_mode binding
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virtual void bind();
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virtual void unbind();
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protected:
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void findTarget();
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QRegion optimizeBindDamage( const QRegion& reg, int limit );
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void createTexture();
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private:
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void init();
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GLXPixmap bound_glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode
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};
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class SceneOpenGL::Window
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: public Scene::Window
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{
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public:
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Window( Toplevel* c );
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virtual ~Window();
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virtual void performPaint( int mask, QRegion region, WindowPaintData data );
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virtual void pixmapDiscarded();
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bool bindTexture();
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void discardTexture();
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protected:
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void renderQuads( int mask, const QRegion& region, const WindowQuadList& quads );
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void prepareStates( double opacity, double brightness, double saturation, GLShader* shader );
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void prepareRenderStates( double opacity, double brightness, double saturation );
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void prepareShaderRenderStates( double opacity, double brightness, double saturation, GLShader* shader );
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void restoreStates( double opacity, double brightness, double saturation, GLShader* shader );
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void restoreRenderStates( double opacity, double brightness, double saturation );
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void restoreShaderRenderStates( double opacity, double brightness, double saturation, GLShader* shader );
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private:
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Texture texture;
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};
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} // namespace
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#endif
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#endif
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