kwin/scene_opengl.h
Martin Gräßlin aa7db138e8 Remove unused variables
Thanks to clang for better warnings than g++.
2014-04-04 13:55:57 +02:00

651 lines
20 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 OpenGLPaintRedirector;
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 qint64 paint(QRegion damage, ToplevelList windows);
virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame);
virtual Shadow *createShadow(Toplevel *toplevel);
virtual void screenGeometryChanged(const QSize &size);
virtual OverlayWindow *overlayWindow();
virtual bool usesOverlayWindow() const;
virtual bool blocksForRetrace() const;
virtual bool syncsToVBlank() const;
virtual bool makeOpenGLContextCurrent() override;
virtual void doneOpenGLContextCurrent() override;
virtual bool isLastFrameRendered() const override;
void idle();
bool debug() const { return m_debug; }
/**
* @brief Factory method to create a backend specific texture.
*
* @return :SceneOpenGL::Texture*
**/
Texture *createTexture();
Texture *createTexture(const QPixmap& pix, GLenum target = GL_TEXTURE_2D);
#ifndef KWIN_HAVE_OPENGLES
/**
* Copy a region of pixels from the current read to the current draw buffer
*/
static void copyPixels(const QRegion &region);
#endif
static SceneOpenGL *createScene();
protected:
SceneOpenGL(Workspace* ws, OpenGLBackend *backend);
virtual void paintBackground(QRegion region);
virtual void extendPaintRegion(QRegion &region, bool opaqueFullscreen);
QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const;
virtual void paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data);
void handleGraphicsReset(GLenum status);
virtual void doPaintBackground(const QVector<float> &vertices) = 0;
Q_SIGNALS:
void resetCompositing();
protected:
bool init_ok;
private:
bool viewportLimitsMatched(const QSize &size) const;
private:
bool m_debug;
OpenGLBackend *m_backend;
};
class SceneOpenGL2 : public SceneOpenGL
{
Q_OBJECT
public:
explicit 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 Scene::Window *createWindow(Toplevel *t);
virtual void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
virtual void paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data);
private Q_SLOTS:
void slotColorCorrectedChanged(bool recreateShaders = true);
void resetLanczosFilter();
private:
void performPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
private:
LanczosFilter *m_lanczosFilter;
QScopedPointer<ColorCorrection> m_colorCorrection;
GLuint vao;
};
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;
virtual bool update(const QRegion &damage);
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();
bool update(const QRegion &damage);
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 OpenGLWindowPixmap;
};
class SceneOpenGL::Window
: public Scene::Window
{
public:
virtual ~Window();
bool beginRenderWindow(int mask, const QRegion &region, WindowPaintData &data);
virtual void performPaint(int mask, QRegion region, WindowPaintData data) = 0;
void endRenderWindow();
bool bindTexture();
void setScene(SceneOpenGL *scene) {
m_scene = scene;
}
protected:
virtual WindowPixmap* createWindowPixmap();
Window(Toplevel* c);
enum TextureType {
Content,
DecorationLeftRight,
DecorationTopBottom,
Shadow
};
QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
bool getDecorationTextures(GLTexture **textures) const;
void paintDecoration(GLTexture *texture, TextureType type, const QRegion &region, const WindowPaintData &data, const WindowQuadList &quads);
void paintShadow(const QRegion &region, const WindowPaintData &data);
void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized);
/**
* @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);
void paintDecorations(const WindowPaintData &data, const QRegion &region);
protected:
SceneOpenGL *m_scene;
bool m_hardwareClipping;
private:
OpenGLPaintRedirector *paintRedirector() const;
};
class SceneOpenGL2Window : public SceneOpenGL::Window
{
public:
enum Leaf { ShadowLeaf = 0, LeftRightLeaf, TopBottomLeaf, ContentLeaf, PreviousContentLeaf, LeafCount };
struct LeafNode
{
LeafNode()
: texture(0),
firstVertex(0),
vertexCount(0),
opacity(1.0),
hasAlpha(false),
coordinateType(UnnormalizedCoordinates)
{
}
GLTexture *texture;
int firstVertex;
int vertexCount;
float opacity;
bool hasAlpha;
TextureCoordinateType coordinateType;
};
explicit SceneOpenGL2Window(Toplevel *c);
virtual ~SceneOpenGL2Window();
protected:
QVector4D modulate(float opacity, float brightness) const;
void setBlendEnabled(bool enabled);
void setupLeafNodes(LeafNode *nodes, const WindowQuadList *quads, const WindowPaintData &data);
virtual void performPaint(int mask, QRegion region, 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;
};
class OpenGLWindowPixmap : public WindowPixmap
{
public:
explicit OpenGLWindowPixmap(Scene::Window *window, SceneOpenGL *scene);
virtual ~OpenGLWindowPixmap();
SceneOpenGL::Texture *texture() const;
bool bind();
private:
QScopedPointer<SceneOpenGL::Texture> m_texture;
};
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:
explicit SceneOpenGLShadow(Toplevel *toplevel);
virtual ~SceneOpenGLShadow();
GLTexture *shadowTexture() {
return m_texture;
}
protected:
virtual void buildQuads();
virtual bool prepareBackend();
private:
GLTexture *m_texture;
};
/**
* @short Profiler to detect whether we have triple buffering
* The strategy is to start setBlocksForRetrace(false) but assume blocking and have the system prove that assumption wrong
**/
class SwapProfiler
{
public:
SwapProfiler();
void init();
void begin();
/**
* @return char being 'd' for double, 't' for triple (or more - but non-blocking) buffering and
* 0 (NOT '0') otherwise, so you can act on "if (char result = SwapProfiler::end()) { fooBar(); }
**/
char end();
private:
QElapsedTimer m_timer;
qint64 m_time;
int m_counter;
};
/**
* @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.nsecsElapsed();
}
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.
*
* @return A region that if not empty will be repainted in addition to the damaged region
**/
virtual QRegion prepareRenderingFrame() = 0;
/**
* @brief Backend specific code to handle the end of rendering a frame.
*
* @param renderedRegion The possibly larger region that has been rendered
* @param damagedRegion The damaged region that should be posted
**/
virtual void endRenderingFrame(const QRegion &damage, const QRegion &damagedRegion) = 0;
virtual bool makeCurrent() = 0;
virtual void doneCurrent() = 0;
/**
* @brief Backend specific code to determine whether the last frame got rendered.
*
* Default implementation always returns @c true. That is it's always assumed that the last
* frame got rendered. If a backend needs more control it needs to implement this method.
*/
virtual bool isLastFrameRendered() const;
virtual bool usesOverlayWindow() const = 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*
**/
virtual OverlayWindow *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 syncsToVBlank() const {
return m_syncsToVBlank;
}
/**
* @brief Whether VSync blocks execution until the screen is in the retrace
*
* Case for waitVideoSync and non triple buffering buffer swaps
*
**/
bool blocksForRetrace() const {
return m_blocksForRetrace;
}
/**
* @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;
}
bool supportsBufferAge() const {
return m_haveBufferAge;
}
/**
* Returns the damage that has accumulated since a buffer of the given age was presented.
*/
QRegion accumulatedDamageHistory(int bufferAge) const;
/**
* Saves the given region to damage history.
*/
void addToDamageHistory(const QRegion &region);
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 setSyncsToVBlank(bool enabled) {
m_syncsToVBlank = enabled;
}
/**
* @brief Sets whether the VSync iplementation blocks
*
* Should be called by the concrete subclass once it is determined how VSync works.
* If the subclass does not call this method, the backend defaults to @c false.
* @param enabled @c true if VSync blocks, @c false otherwise.
**/
void setBlocksForRetrace(bool enabled) {
m_blocksForRetrace = 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;
}
void setSupportsBufferAge(bool value) {
m_haveBufferAge = value;
}
/**
* @return const QRegion& Damage of previously rendered frame
**/
const QRegion &lastDamage() const {
return m_lastDamage;
}
void setLastDamage(const QRegion &damage) {
m_lastDamage = damage;
}
/**
* @brief Starts the timer for how long it takes to render the frame.
*
* @see renderTime
**/
void startRenderTimer() {
m_renderTimer.start();
}
SwapProfiler m_swapProfiler;
private:
/**
* @brief Whether VSync is available and used, defaults to @c false.
**/
bool m_syncsToVBlank;
/**
* @brief Whether present() will block execution until the next vertical retrace @c false.
**/
bool m_blocksForRetrace;
/**
* @brief Whether direct rendering is used, defaults to @c false.
**/
bool m_directRendering;
/**
* @brief Whether the backend supports GLX_EXT_buffer_age / EGL_EXT_buffer_age.
*/
bool m_haveBufferAge;
/**
* @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 The damage history for the past 10 frames.
*/
QList<QRegion> m_damageHistory;
/**
* @brief Timer to measure how long a frame renders.
**/
QElapsedTimer m_renderTimer;
};
inline bool SceneOpenGL::hasPendingFlush() const
{
return m_backend->hasPendingFlush();
}
inline bool SceneOpenGL::isLastFrameRendered() const
{
return m_backend->isLastFrameRendered();
}
inline bool SceneOpenGL::usesOverlayWindow() const
{
return m_backend->usesOverlayWindow();
}
inline SceneOpenGL::Texture* OpenGLWindowPixmap::texture() const
{
return m_texture.data();
}
} // namespace
#endif