kwin/scene.cpp
Philipp Knechtges 2c08a14ff4 kwin: implement _KDE_NET_WM_OPAQUE_REGION
This patch implements an XProperty named _KDE_NET_WM_OPAQUE_REGION
which gives the compositor the information which part of a window
is opaque although it is an ARGB visual. The basic ideas are from
http://www.mail-archive.com/wm-spec-list@gnome.org/msg00715.html

Additionally the patch makes kwin  use this information to do a better
clipping in Scene::paintSimpleScreen which should result in a higher
performance.

REVIEW: 102933
2011-10-23 17:09:44 +02:00

595 lines
22 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@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/>.
*********************************************************************/
/*
(NOTE: The compositing code is work in progress. As such this design
documentation may get outdated in some areas.)
The base class for compositing, implementing shared functionality
between the OpenGL and XRender backends.
Design:
When compositing is turned on, XComposite extension is used to redirect
drawing of windows to pixmaps and XDamage extension is used to get informed
about damage (changes) to window contents. This code is mostly in composite.cpp .
Workspace::performCompositing() starts one painting pass. Painting is done
by painting the screen, which in turn paints every window. Painting can be affected
using effects, which are chained. E.g. painting a screen means that actually
paintScreen() of the first effect is called, which possibly does modifications
and calls next effect's paintScreen() and so on, until Scene::finalPaintScreen()
is called.
There are 3 phases of every paint (not necessarily done together):
The pre-paint phase, the paint phase and the post-paint phase.
The pre-paint phase is used to find out about how the painting will be actually
done (i.e. what the effects will do). For example when only a part of the screen
needs to be updated and no effect will do any transformation it is possible to use
an optimized paint function. How the painting will be done is controlled
by the mask argument, see PAINT_WINDOW_* and PAINT_SCREEN_* flags in scene.h .
For example an effect that decides to paint a normal windows as translucent
will need to modify the mask in its prePaintWindow() to include
the PAINT_WINDOW_TRANSLUCENT flag. The paintWindow() function will then get
the mask with this flag turned on and will also paint using transparency.
The paint pass does the actual painting, based on the information collected
using the pre-paint pass. After running through the effects' paintScreen()
either paintGenericScreen() or optimized paintSimpleScreen() are called.
Those call paintWindow() on windows (not necessarily all), possibly using
clipping to optimize performance and calling paintWindow() first with only
PAINT_WINDOW_OPAQUE to paint the opaque parts and then later
with PAINT_WINDOW_TRANSLUCENT to paint the transparent parts. Function
paintWindow() again goes through effects' paintWindow() until
finalPaintWindow() is called, which calls the window's performPaint() to
do the actual painting.
The post-paint can be used for cleanups and is also used for scheduling
repaints during the next painting pass for animations. Effects wanting to
repaint certain parts can manually damage them during post-paint and repaint
of these parts will be done during the next paint pass.
*/
#include "scene.h"
#include <X11/extensions/shape.h>
#include "client.h"
#include "deleted.h"
#include "effects.h"
#include "lanczosfilter.h"
#include "overlaywindow.h"
#include "shadow.h"
#include <kephal/screens.h>
namespace KWin
{
//****************************************
// Scene
//****************************************
Scene* scene = 0;
Scene::Scene(Workspace* ws)
: QObject(ws)
, wspace(ws)
, has_waitSync(false)
, lanczos_filter(new LanczosFilter())
, m_overlayWindow(new OverlayWindow())
{
}
Scene::~Scene()
{
delete lanczos_filter;
delete m_overlayWindow;
}
// returns mask and possibly modified region
void Scene::paintScreen(int* mask, QRegion* region)
{
*mask = (*region == QRegion(0, 0, displayWidth(), displayHeight()))
? 0 : PAINT_SCREEN_REGION;
updateTimeDiff();
// preparation step
static_cast<EffectsHandlerImpl*>(effects)->startPaint();
ScreenPrePaintData pdata;
pdata.mask = *mask;
pdata.paint = *region;
// region only includes all workspace-specific repaints but some effect (e.g. blur)
// rely on the full damaged area
QRegion dirtyArea;
foreach (Window * w, stacking_order) { // bottom to top
Toplevel* topw = w->window();
dirtyArea |= topw->repaints().translated(topw->pos());
dirtyArea |= topw->decorationPendingRegion();
}
pdata.paint |= dirtyArea;
effects->prePaintScreen(pdata, time_diff);
*mask = pdata.mask;
// Subtract the dirty region and let finalPaintScreen decide which areas have to be drawn
*region |= pdata.paint - dirtyArea;
if (*mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) {
// Region painting is not possible with transformations,
// because screen damage doesn't match transformed positions.
*mask &= ~PAINT_SCREEN_REGION;
*region = infiniteRegion();
} else if (*mask & PAINT_SCREEN_REGION) {
// make sure not to go outside visible screen
*region &= QRegion(0, 0, displayWidth(), displayHeight());
} else {
// whole screen, not transformed, force region to be full
*region = QRegion(0, 0, displayWidth(), displayHeight());
}
painted_region = *region;
if (*mask & PAINT_SCREEN_BACKGROUND_FIRST)
paintBackground(*region);
ScreenPaintData data;
effects->paintScreen(*mask, *region, data);
foreach (Window * w, stacking_order)
effects->postPaintWindow(effectWindow(w));
effects->postPaintScreen();
*region |= painted_region;
// make sure not to go outside of the screen area
*region &= QRegion(0, 0, displayWidth(), displayHeight());
// make sure all clipping is restored
Q_ASSERT(!PaintClipper::clip());
}
// Compute time since the last painting pass.
void Scene::updateTimeDiff()
{
if (!last_time.isValid()) {
// Painting has been idle (optimized out) for some time,
// which means time_diff would be huge and would break animations.
// Simply set it to one (zero would mean no change at all and could
// cause problems).
time_diff = 1;
} else
time_diff = last_time.elapsed();
if (time_diff < 0) // check time rollback
time_diff = 1;
last_time.restart();;
}
// Painting pass is optimized away.
void Scene::idle()
{
// Don't break time since last paint for the next pass.
last_time.invalidate();;
}
// the function that'll be eventually called by paintScreen() above
void Scene::finalPaintScreen(int mask, QRegion region, ScreenPaintData& data)
{
if (mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS
| PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS))
paintGenericScreen(mask, data);
else
paintSimpleScreen(mask, region);
}
// The generic painting code that can handle even transformations.
// It simply paints bottom-to-top.
void Scene::paintGenericScreen(int orig_mask, ScreenPaintData)
{
if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST))
paintBackground(infiniteRegion());
QList< Phase2Data > phase2;
foreach (Window * w, stacking_order) { // bottom to top
Toplevel* topw = w->window();
painted_region |= topw->repaints().translated(topw->pos());
painted_region |= topw->decorationPendingRegion();
// Reset the repaint_region.
// This has to be done here because many effects schedule a repaint for
// the next frame within Effects::prePaintWindow.
topw->resetRepaints(topw->decorationRect());
if (topw->hasShadow()) {
topw->resetRepaints(topw->shadow()->shadowRegion().boundingRect());
}
WindowPrePaintData data;
data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
w->resetPaintingEnabled();
data.paint = infiniteRegion(); // no clipping, so doesn't really matter
data.clip = QRegion();
data.quads = w->buildQuads();
// preparation step
effects->prePaintWindow(effectWindow(w), data, time_diff);
#ifndef NDEBUG
foreach (const WindowQuad & q, data.quads)
if (q.isTransformed())
kFatal(1212) << "Pre-paint calls are not allowed to transform quads!" ;
#endif
if (!w->isPaintingEnabled())
continue;
phase2.append(Phase2Data(w, infiniteRegion(), data.clip, data.mask, data.quads));
// transformations require window pixmap
w->suspendUnredirect(data.mask
& (PAINT_WINDOW_TRANSLUCENT | PAINT_SCREEN_TRANSFORMED | PAINT_WINDOW_TRANSFORMED));
}
foreach (const Phase2Data & d, phase2)
paintWindow(d.window, d.mask, d.region, d.quads);
}
// The optimized case without any transformations at all.
// It can paint only the requested region and can use clipping
// to reduce painting and improve performance.
void Scene::paintSimpleScreen(int orig_mask, QRegion region)
{
// TODO PAINT_WINDOW_* flags don't belong here, that's why it's in the assert,
// perhaps the two enums should be separated
assert((orig_mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED
| PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS
| PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS
| PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_OPAQUE)) == 0);
QHash< Window*, Phase2Data > phase2data;
QRegion dirtyArea = region;
for (int i = 0; // do prePaintWindow bottom to top
i < stacking_order.count();
++i) {
Window* w = stacking_order[ i ];
Toplevel* topw = w->window();
WindowPrePaintData data;
data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
w->resetPaintingEnabled();
data.paint = region;
data.paint |= topw->repaints().translated(topw->pos());
data.paint |= topw->decorationPendingRegion();
// Reset the repaint_region.
// This has to be done here because many effects schedule a repaint for
// the next frame within Effects::prePaintWindow.
topw->resetRepaints(topw->decorationRect());
if (topw->hasShadow()) {
topw->resetRepaints(topw->shadow()->shadowRegion().boundingRect());
}
// Clip out the decoration for opaque windows; the decoration is drawn in the second pass
if (w->isOpaque()) {
// the window is fully opaque
data.clip = w->clientShape().translated(w->x(), w->y());
} else if (topw->hasAlpha() && topw->opacity() == 1.0) {
// the window is partially opaque
data.clip = (w->clientShape() & topw->opaqueRegion()).translated(w->x(), w->y());
} else {
data.clip = QRegion();
}
data.quads = w->buildQuads();
// preparation step
effects->prePaintWindow(effectWindow(w), data, time_diff);
#ifndef NDEBUG
foreach (const WindowQuad & q, data.quads)
if (q.isTransformed())
kFatal(1212) << "Pre-paint calls are not allowed to transform quads!" ;
if (data.mask & PAINT_WINDOW_TRANSFORMED)
kFatal(1212) << "PAINT_WINDOW_TRANSFORMED without PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS!";
#endif
if (!w->isPaintingEnabled()) {
w->suspendUnredirect(true);
continue;
}
dirtyArea |= data.paint;
// Schedule the window for painting
phase2data[w] = Phase2Data(w, data.paint, data.clip, data.mask, data.quads);
// no transformations, but translucency requires window pixmap
w->suspendUnredirect(data.mask & PAINT_WINDOW_TRANSLUCENT);
}
// Do the actual painting
// First opaque windows, top to bottom
// This also calculates correct paint regions for windows, also taking
// care of clipping
QRegion allclips, upperTranslucentDamage;
for (int i = stacking_order.count() - 1; i >= 0; --i) {
QHash< Window*, Phase2Data >::iterator data = phase2data.find(stacking_order[ i ]);
if (data == phase2data.end())
continue;
Toplevel *tlw = data.key()->window();
// In case there is a window with a higher stackposition which has translucent regions
// (e.g. decorations) that still have to be drawn, we also have to repaint the current window
// in these particular regions
data->region |= (upperTranslucentDamage & tlw->decorationRect().translated(tlw->pos()));
// subtract the parts which have possibly been drawn already as part of
// a higher opaque window
data->region -= allclips;
// Here we rely on WindowPrePaintData::setTranslucent() to remove
// the clip if needed.
if (!data->clip.isEmpty()) {
// clip away this region for all windows below this one
allclips |= data->clip;
// Paint the opaque window
data->painted_1stpass = data->clip & data->region;
paintWindow(data->window, data->mask, data->painted_1stpass, data->quads);
painted_region |= data->painted_1stpass;
// Clip out the client area, so we only draw the rest in the next pass
data->region -= data->clip;
// if prePaintWindow didn't change the clipping area we only have to paint
// the decoration
if ((data-> clip ^
data.key()->clientShape().translated(data.key()->x(), data.key()->y())).isEmpty()) {
data->mask |= PAINT_DECORATION_ONLY;
}
}
// extend the translucent damage for windows below this by remaining (translucent) regions
upperTranslucentDamage |= data->region;
}
QRegion painted_2ndpass;
// Fill any areas of the root window not covered by opaque windows
if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST)) {
painted_2ndpass = dirtyArea - allclips;
paintBackground(painted_2ndpass);
}
// Now walk the list bottom to top, drawing translucent windows.
QRegion lowerOpaqueDamage;
for (int i = 0; i < stacking_order.count(); i++) {
QHash< Window*, Phase2Data >::iterator data = phase2data.find(stacking_order[ i ]);
if (data == phase2data.end())
continue;
Toplevel *tlw = data.key()->window();
// add all regions of the lower windows which have already be drawn in the 1st pass
data->region |= (lowerOpaqueDamage & tlw->decorationRect().translated(tlw->pos()));
// and extend that region by opaque parts of ourself
lowerOpaqueDamage |= data->painted_1stpass;
// add all regions which have been drawn so far in the 2nd pass
painted_2ndpass |= data->region;
data->region = painted_2ndpass;
paintWindow(data->window, data->mask, data->region, data->quads);
}
painted_region |= painted_2ndpass;
}
void Scene::paintWindow(Window* w, int mask, QRegion region, WindowQuadList quads)
{
// no painting outside visible screen (and no transformations)
region &= QRect(0, 0, displayWidth(), displayHeight());
if (region.isEmpty()) // completely clipped
return;
WindowPaintData data(w->window()->effectWindow());
data.quads = quads;
effects->paintWindow(effectWindow(w), mask, region, data);
}
// the function that'll be eventually called by paintWindow() above
void Scene::finalPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
{
effects->drawWindow(w, mask, region, data);
}
// will be eventually called from drawWindow()
void Scene::finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
{
if (mask & PAINT_WINDOW_LANCZOS)
lanczos_filter->performPaint(w, mask, region, data);
else
w->sceneWindow()->performPaint(mask, region, data);
}
OverlayWindow* Scene::overlayWindow()
{
return m_overlayWindow;
}
//****************************************
// Scene::Window
//****************************************
Scene::Window::Window(Toplevel * c)
: toplevel(c)
, filter(ImageFilterFast)
, m_shadow(NULL)
, disable_painting(0)
, shape_valid(false)
, cached_quad_list(NULL)
{
}
Scene::Window::~Window()
{
delete cached_quad_list;
delete m_shadow;
}
void Scene::Window::discardShape()
{
// it is created on-demand and cached, simply
// reset the flag
shape_valid = false;
delete cached_quad_list;
cached_quad_list = NULL;
}
// Find out the shape of the window using the XShape extension
// or if shape is not set then simply it's the window geometry.
QRegion Scene::Window::shape() const
{
if (!shape_valid) {
Client* c = dynamic_cast< Client* >(toplevel);
if (toplevel->shape() || (c != NULL && !c->mask().isEmpty())) {
int count, order;
XRectangle* rects = XShapeGetRectangles(display(), toplevel->frameId(),
ShapeBounding, &count, &order);
if (rects) {
shape_region = QRegion();
for (int i = 0;
i < count;
++i)
shape_region += QRegion(rects[ i ].x, rects[ i ].y,
rects[ i ].width, rects[ i ].height);
XFree(rects);
// make sure the shape is sane (X is async, maybe even XShape is broken)
shape_region &= QRegion(0, 0, width(), height());
} else
shape_region = QRegion();
} else
shape_region = QRegion(0, 0, width(), height());
shape_valid = true;
}
return shape_region;
}
QRegion Scene::Window::clientShape() const
{
Client *c = dynamic_cast< Client* >(toplevel);
if (c && c->isShade())
return QRegion();
const QRegion r = shape() & QRect(toplevel->clientPos(), toplevel->clientSize());
return r.isEmpty() ? QRegion() : r;
}
bool Scene::Window::isVisible() const
{
if (dynamic_cast< Deleted* >(toplevel) != NULL)
return false;
if (!toplevel->isOnCurrentDesktop())
return false;
if (!toplevel->isOnCurrentActivity())
return false;
if (Client* c = dynamic_cast< Client* >(toplevel))
return c->isShown(true);
return true; // Unmanaged is always visible
// TODO there may be transformations, so ignore this for now
return !toplevel->geometry()
.intersected(QRect(0, 0, displayWidth(), displayHeight()))
.isEmpty();
}
bool Scene::Window::isOpaque() const
{
return toplevel->opacity() == 1.0 && !toplevel->hasAlpha();
}
bool Scene::Window::isPaintingEnabled() const
{
return !disable_painting;
}
void Scene::Window::resetPaintingEnabled()
{
disable_painting = 0;
if (dynamic_cast< Deleted* >(toplevel) != NULL)
disable_painting |= PAINT_DISABLED_BY_DELETE;
if (!toplevel->isOnCurrentDesktop())
disable_painting |= PAINT_DISABLED_BY_DESKTOP;
if (!toplevel->isOnCurrentActivity())
disable_painting |= PAINT_DISABLED_BY_ACTIVITY;
if (Client* c = dynamic_cast< Client* >(toplevel)) {
if (c->isMinimized())
disable_painting |= PAINT_DISABLED_BY_MINIMIZE;
if (c->clientGroup() && c != c->clientGroup()->visible())
disable_painting |= PAINT_DISABLED_BY_CLIENT_GROUP;
else if (c->isHiddenInternal())
disable_painting |= PAINT_DISABLED;
}
}
void Scene::Window::enablePainting(int reason)
{
disable_painting &= ~reason;
}
void Scene::Window::disablePainting(int reason)
{
disable_painting |= reason;
}
WindowQuadList Scene::Window::buildQuads(bool force) const
{
if (cached_quad_list != NULL && !force)
return *cached_quad_list;
WindowQuadList ret;
if (toplevel->clientPos() == QPoint(0, 0) && toplevel->clientSize() == toplevel->visibleRect().size())
ret = makeQuads(WindowQuadContents, shape()); // has no decoration
else {
Client *client = dynamic_cast<Client*>(toplevel);
QRegion contents = clientShape();
QRegion center = toplevel->transparentRect();
QRegion decoration = (client && Workspace::self()->decorationHasAlpha() ?
QRegion(client->decorationRect()) : shape()) - center;
ret = makeQuads(WindowQuadContents, contents);
if (!client || !(center.isEmpty() || client->isShade()))
ret += makeQuads(WindowQuadDecoration, decoration);
else {
// this is a shaded client, we have to create four decoartion quads
QRect left, top, right, bottom;
client->layoutDecorationRects(left, top, right, bottom, Client::WindowRelative);
ret += makeQuads(WindowQuadDecoration, top);
ret += makeQuads(WindowQuadDecoration, bottom);
ret += makeQuads(WindowQuadDecoration, left);
ret += makeQuads(WindowQuadDecoration, right);
}
}
if (m_shadow) {
ret << m_shadow->shadowQuads();
}
effects->buildQuads(static_cast<Client*>(toplevel)->effectWindow(), ret);
cached_quad_list = new WindowQuadList(ret);
return ret;
}
WindowQuadList Scene::Window::makeQuads(WindowQuadType type, const QRegion& reg) const
{
WindowQuadList ret;
foreach (const QRect & r, reg.rects()) {
WindowQuad quad(type);
// TODO asi mam spatne pravy dolni roh - bud tady, nebo v jinych castech
quad[ 0 ] = WindowVertex(r.x(), r.y(), r.x(), r.y());
quad[ 1 ] = WindowVertex(r.x() + r.width(), r.y(), r.x() + r.width(), r.y());
quad[ 2 ] = WindowVertex(r.x() + r.width(), r.y() + r.height(), r.x() + r.width(), r.y() + r.height());
quad[ 3 ] = WindowVertex(r.x(), r.y() + r.height(), r.x(), r.y() + r.height());
ret.append(quad);
}
return ret;
}
//****************************************
// Scene::EffectFrame
//****************************************
Scene::EffectFrame::EffectFrame(EffectFrameImpl* frame)
: m_effectFrame(frame)
{
}
Scene::EffectFrame::~EffectFrame()
{
}
} // namespace