02a0561016
Summary: KWindowSystem provides a plugin interface to have platform specific implementations. So far KWin relied on the implementation in KWayland-integration repository. This is something I find unsuited, for the following reasons: * any test in KWin for functionality set through the plugin would fail * it's not clear what's going on where * in worst case some code could deadlock * KWin shouldn't use KWindowSystem and only a small subset is allowed to be used The last point needs some further explanation. KWin internally does not and cannot use KWindowSystem. KWindowSystem (especially KWindowInfo) is exposing information which KWin sets. It's more than weird if KWin asks KWindowSystem for the state of a window it set itself. On X11 it's just slow, on Wayland it can result in roundtrips to KWin itself which is dangerous. But due to using Plasma components we have a few areas where we use KWindowSystem. E.g. a Plasma::Dialog sets a window type, the slide in direction, blur and background contrast. This we want to support and need to support. Other API elements we do not want, like for examples the available windows. KWin internal windows either have direct access to KWin or a scripting interface exposed providing (limited) access - there is just no need to have this in KWindowSystem. To make it more clear what KWin supports as API of KWindowSystem for internal windows this change implements a stripped down version of the kwayland-integration plugin. The main difference is that it does not use KWayland at all, but a QWindow internal side channel. To support this EffectWindow provides an accessor for internalWindow and the three already mentioned effects are adjusted to read from the internal QWindow and it's dynamic properties. This change is a first step for a further refactoring. I plan to split the internal window out of ShellClient into a dedicated class. I think there are nowadays too many special cases. If it moves out there is the question whether we really want to use Wayland for the internal windows or whether this is just historic ballast (after all we used to use qwayland for that in the beginning). As the change could introduce regressions I'm targetting 5.16. Test Plan: new test case for window type, manual testing using Alt+Tab for the effects integration. Sliding popups, blur and contrast worked fine. Reviewers: #kwin Subscribers: kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D18228
150 lines
4.7 KiB
C++
150 lines
4.7 KiB
C++
/*
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* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
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* Copyright © 2018 Alex Nemeth <alex.nemeth329@gmail.com>
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*
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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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*
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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 GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; see the file COPYING. if not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifndef BLUR_H
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#define BLUR_H
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#include <kwineffects.h>
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#include <kwinglplatform.h>
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#include <kwinglutils.h>
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#include <QVector>
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#include <QVector2D>
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#include <QStack>
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namespace KWayland
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{
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namespace Server
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{
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class BlurManagerInterface;
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}
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}
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namespace KWin
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{
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static const int borderSize = 5;
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class BlurShader;
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class BlurEffect : public KWin::Effect
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{
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Q_OBJECT
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public:
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BlurEffect();
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~BlurEffect() override;
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static bool supported();
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static bool enabledByDefault();
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void reconfigure(ReconfigureFlags flags) override;
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void prePaintScreen(ScreenPrePaintData &data, int time) override;
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void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time) override;
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void drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data) override;
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void paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity) override;
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bool provides(Feature feature) override;
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int requestedEffectChainPosition() const override {
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return 75;
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}
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bool eventFilter(QObject *watched, QEvent *event) override;
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public Q_SLOTS:
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void slotWindowAdded(KWin::EffectWindow *w);
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void slotWindowDeleted(KWin::EffectWindow *w);
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void slotPropertyNotify(KWin::EffectWindow *w, long atom);
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void slotScreenGeometryChanged();
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private:
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QRect expand(const QRect &rect) const;
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QRegion expand(const QRegion ®ion) const;
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bool renderTargetsValid() const;
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void deleteFBOs();
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void initBlurStrengthValues();
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void updateTexture();
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QRegion blurRegion(const EffectWindow *w) const;
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bool shouldBlur(const EffectWindow *w, int mask, const WindowPaintData &data) const;
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void updateBlurRegion(EffectWindow *w) const;
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void doBlur(const QRegion &shape, const QRect &screen, const float opacity, const QMatrix4x4 &screenProjection, bool isDock, QRect windowRect);
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void uploadRegion(QVector2D *&map, const QRegion ®ion, const int downSampleIterations);
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void uploadGeometry(GLVertexBuffer *vbo, const QRegion &blurRegion, const QRegion &windowRegion);
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void generateNoiseTexture();
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void upscaleRenderToScreen(GLVertexBuffer *vbo, int vboStart, int blurRectCount, QMatrix4x4 screenProjection, QPoint windowPosition);
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void downSampleTexture(GLVertexBuffer *vbo, int blurRectCount);
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void upSampleTexture(GLVertexBuffer *vbo, int blurRectCount);
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void copyScreenSampleTexture(GLVertexBuffer *vbo, int blurRectCount, QRegion blurShape, QMatrix4x4 screenProjection);
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private:
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BlurShader *m_shader;
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QVector <GLRenderTarget*> m_renderTargets;
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QVector <GLTexture> m_renderTextures;
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QStack <GLRenderTarget*> m_renderTargetStack;
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GLTexture m_noiseTexture;
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bool m_renderTargetsValid;
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long net_wm_blur_region;
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QRegion m_damagedArea; // keeps track of the area which has been damaged (from bottom to top)
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QRegion m_paintedArea; // actually painted area which is greater than m_damagedArea
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QRegion m_currentBlur; // keeps track of the currently blured area of the windows(from bottom to top)
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int m_downSampleIterations; // number of times the texture will be downsized to half size
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int m_offset;
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int m_expandSize;
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int m_noiseStrength;
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int m_scalingFactor;
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struct OffsetStruct {
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float minOffset;
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float maxOffset;
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int expandSize;
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};
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QVector <OffsetStruct> blurOffsets;
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struct BlurValuesStruct {
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int iteration;
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float offset;
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};
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QVector <BlurValuesStruct> blurStrengthValues;
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QMap <EffectWindow*, QMetaObject::Connection> windowBlurChangedConnections;
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KWayland::Server::BlurManagerInterface *m_blurManager = nullptr;
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};
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inline
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bool BlurEffect::provides(Effect::Feature feature)
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{
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if (feature == Blur) {
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return true;
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}
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return KWin::Effect::provides(feature);
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}
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} // namespace KWin
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#endif
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