b837a3fca1
Copies the shadow parts into one image and creates a GLTexture from the image, so that we can render the complete shadow with just one texture and one painting pass. Should remove most of the overhead involved when rendering the new Shadows. As a side effect this should fix missing shadows with non-NPOT GPUs and a rendering glitch reported with NVIDIA. REVIEW: 101742
224 lines
10 KiB
C++
224 lines
10 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) 2011 Martin Gräßlin <mgraesslin@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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#include "shadow.h"
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// kwin
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#include "atoms.h"
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#include "effects.h"
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#include "toplevel.h"
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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#include "scene_opengl.h"
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#endif
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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#include "scene_xrender.h"
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#endif
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namespace KWin
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{
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Shadow::Shadow(Toplevel *toplevel)
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: m_topLevel(toplevel)
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, m_cachedSize(toplevel->geometry().size())
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{
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connect(m_topLevel, SIGNAL(geometryChanged()), SLOT(geometryChanged()));
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}
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Shadow::~Shadow()
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{
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}
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Shadow *Shadow::createShadow(Toplevel *toplevel)
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{
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if (!effects) {
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return NULL;
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}
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QVector<long> data = Shadow::readX11ShadowProperty(toplevel->window());
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if (!data.isEmpty()) {
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Shadow *shadow = NULL;
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if (effects->compositingType() == OpenGLCompositing) {
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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shadow = new SceneOpenGLShadow(toplevel);
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#endif
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} else if (effects->compositingType() == XRenderCompositing) {
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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shadow = new SceneXRenderShadow(toplevel);
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#endif
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}
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if (shadow) {
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if (!shadow->init(data)) {
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delete shadow;
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return NULL;
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}
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if (toplevel->effectWindow() && toplevel->effectWindow()->sceneWindow()) {
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toplevel->effectWindow()->sceneWindow()->updateShadow(shadow);
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}
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}
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return shadow;
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} else {
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return NULL;
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}
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}
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QVector< long > Shadow::readX11ShadowProperty(WId id)
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{
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QVector<long> ret;
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Atom type;
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int format, status;
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unsigned long nitems = 0;
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unsigned long extra = 0;
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unsigned char *data = 0;
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status = XGetWindowProperty(display(), id, atoms->kde_net_wm_shadow, 0, 12, false, XA_CARDINAL, &type, &format, &nitems, &extra, &data);
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if (status == Success && type == XA_CARDINAL && format == 32 && nitems == 12) {
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long* shadow = reinterpret_cast< long* >(data);
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ret.reserve(12);
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for (int i=0; i<12; ++i) {
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ret << shadow[i];
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}
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XFree(data);
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}
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return ret;
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}
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bool Shadow::init(const QVector< long > &data)
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{
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for (int i=0; i<ShadowElementsCount; ++i) {
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QPixmap pix = QPixmap::fromX11Pixmap(data[i], QPixmap::ExplicitlyShared);
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if (pix.isNull() || pix.depth() != 32) {
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return false;
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}
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m_shadowElements[i] = pix.copy(0, 0, pix.width(), pix.height());
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}
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m_topOffset = data[ShadowElementsCount];
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m_rightOffset = data[ShadowElementsCount+1];
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m_bottomOffset = data[ShadowElementsCount+2];
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m_leftOffset = data[ShadowElementsCount+3];
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updateShadowRegion();
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if (!prepareBackend()) {
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return false;
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}
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buildQuads();
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return true;
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}
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void Shadow::updateShadowRegion()
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{
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const QRect topRect(0, - m_topOffset, m_topLevel->width(), m_topOffset);
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const QRect rightRect(m_topLevel->width(), - m_topOffset, m_rightOffset, m_topLevel->height() + m_topOffset + m_bottomOffset);
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const QRect bottomRect(0, m_topLevel->height(), m_topLevel->width(), m_bottomOffset);
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const QRect leftRect(- m_leftOffset, - m_topOffset, m_leftOffset, m_topLevel->height() + m_topOffset + m_bottomOffset);
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m_shadowRegion = QRegion(topRect).united(rightRect).united(bottomRect).united(leftRect);
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}
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void Shadow::buildQuads()
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{
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// prepare window quads
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m_shadowQuads.clear();
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const QRect topRect(QPoint(0, 0), m_shadowElements[ShadowElementTop].size());
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const QRect topRightRect(QPoint(0, 0), m_shadowElements[ShadowElementTopRight].size());
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const QRect rightRect(QPoint(0, 0), m_shadowElements[ShadowElementRight].size());
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const QRect bottomRightRect(QPoint(0, 0), m_shadowElements[ShadowElementBottomRight].size());
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const QRect bottomRect(QPoint(0, 0), m_shadowElements[ShadowElementBottom].size());
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const QRect bottomLeftRect(QPoint(0, 0), m_shadowElements[ShadowElementBottomLeft].size());
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const QRect leftRect(QPoint(0, 0), m_shadowElements[ShadowElementLeft].size());
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const QRect topLeftRect(QPoint(0, 0), m_shadowElements[ShadowElementTopLeft].size());
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if ((leftRect.width() - m_leftOffset > m_topLevel->width()) ||
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(rightRect.width() - m_rightOffset > m_topLevel->width()) ||
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(topRect.height() - m_topOffset > m_topLevel->height()) ||
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(bottomRect.height() - m_bottomOffset > m_topLevel->height())) {
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// if our shadow is bigger than the window, we don't render the shadow
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m_shadowRegion = QRegion();
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return;
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}
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WindowQuad topLeftQuad(WindowQuadShadowTopLeft);
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topLeftQuad[ 0 ] = WindowVertex(-m_leftOffset, -m_topOffset, 0.0, 0.0);
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topLeftQuad[ 1 ] = WindowVertex(-m_leftOffset + topLeftRect.width(), -m_topOffset, 1.0, 0.0);
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topLeftQuad[ 2 ] = WindowVertex(-m_leftOffset + topLeftRect.width(), -m_topOffset + topLeftRect.height(), 1.0, 1.0);
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topLeftQuad[ 3 ] = WindowVertex(-m_leftOffset, -m_topOffset + topLeftRect.height(), 0.0, 1.0);
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m_shadowQuads.append(topLeftQuad);
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WindowQuad topQuad(WindowQuadShadowTop);
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topQuad[ 0 ] = WindowVertex(-m_leftOffset + topLeftRect.width(), -m_topOffset, 0.0, 0.0);
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topQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset - topRightRect.width(), -m_topOffset, 1.0, 0.0);
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topQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset - topRightRect.width(), -m_topOffset + topRect.height(), 1.0, 1.0);
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topQuad[ 3 ] = WindowVertex(-m_leftOffset + topLeftRect.width(), -m_topOffset + topRect.height(), 0.0, 1.0);
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m_shadowQuads.append(topQuad);
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WindowQuad topRightQuad(WindowQuadShadowTopRight);
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topRightQuad[ 0 ] = WindowVertex(m_topLevel->width() + m_rightOffset - topRightRect.width(), -m_topOffset, 0.0, 0.0);
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topRightQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset, -m_topOffset, 1.0, 0.0);
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topRightQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset, -m_topOffset + topRightRect.height(), 1.0, 1.0);
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topRightQuad[ 3 ] = WindowVertex(m_topLevel->width() + m_rightOffset - topRightRect.width(), -m_topOffset + topRightRect.height(), 0.0, 1.0);
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m_shadowQuads.append(topRightQuad);
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WindowQuad rightQuad(WindowQuadShadowRight);
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rightQuad[ 0 ] = WindowVertex(m_topLevel->width() + m_rightOffset - rightRect.width(), -m_topOffset + topRightRect.height(), 0.0, 0.0);
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rightQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset, -m_topOffset + topRightRect.height(), 1.0, 0.0);
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rightQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset, m_topLevel->height() + m_bottomOffset - bottomRightRect.height(), 1.0, 1.0);
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rightQuad[ 3 ] = WindowVertex(m_topLevel->width() + m_rightOffset - rightRect.width(), m_topLevel->height() + m_bottomOffset - bottomRightRect.height(), 0.0, 1.0);
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m_shadowQuads.append(rightQuad);
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WindowQuad bottomRightQuad(WindowQuadShadowBottomRight);
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bottomRightQuad[ 0 ] = WindowVertex(m_topLevel->width() + m_rightOffset - bottomRightRect.width(), m_topLevel->height() + m_bottomOffset - bottomRightRect.height(), 0.0, 0.0);
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bottomRightQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset, m_topLevel->height() + m_bottomOffset - bottomRightRect.height(), 1.0, 0.0);
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bottomRightQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset, m_topLevel->height() + m_bottomOffset, 1.0, 1.0);
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bottomRightQuad[ 3 ] = WindowVertex(m_topLevel->width() + m_rightOffset - bottomRightRect.width(), m_topLevel->height() + m_bottomOffset, 0.0, 1.0);
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m_shadowQuads.append(bottomRightQuad);
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WindowQuad bottomQuad(WindowQuadShadowBottom);
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bottomQuad[ 0 ] = WindowVertex(-m_leftOffset + bottomLeftRect.width(), m_topLevel->height() + m_bottomOffset - bottomRect.height(), 0.0, 0.0);
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bottomQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset - bottomRightRect.width(), m_topLevel->height() + m_bottomOffset - bottomRect.height(), 1.0, 0.0);
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bottomQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset - bottomRightRect.width(), m_topLevel->height() + m_bottomOffset, 1.0, 1.0);
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bottomQuad[ 3 ] = WindowVertex(-m_leftOffset + bottomLeftRect.width(), m_topLevel->height() + m_bottomOffset, 0.0, 1.0);
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m_shadowQuads.append(bottomQuad);
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WindowQuad bottomLeftQuad(WindowQuadShadowBottomLeft);
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bottomLeftQuad[ 0 ] = WindowVertex(-m_leftOffset, m_topLevel->height() + m_bottomOffset - bottomLeftRect.height(), 0.0, 0.0);
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bottomLeftQuad[ 1 ] = WindowVertex(-m_leftOffset + bottomLeftRect.width(), m_topLevel->height() + m_bottomOffset - bottomLeftRect.height(), 1.0, 0.0);
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bottomLeftQuad[ 2 ] = WindowVertex(-m_leftOffset + bottomLeftRect.width(), m_topLevel->height() + m_bottomOffset, 1.0, 1.0);
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bottomLeftQuad[ 3 ] = WindowVertex(-m_leftOffset, m_topLevel->height() + m_bottomOffset, 0.0, 1.0);
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m_shadowQuads.append(bottomLeftQuad);
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WindowQuad leftQuad(WindowQuadShadowLeft);
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leftQuad[ 0 ] = WindowVertex(-m_leftOffset, -m_topOffset + topLeftRect.height(), 0.0, 0.0);
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leftQuad[ 1 ] = WindowVertex(-m_leftOffset + leftRect.width(), -m_topOffset + topLeftRect.height(), 1.0, 0.0);
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leftQuad[ 2 ] = WindowVertex(-m_leftOffset + leftRect.width(), m_topLevel->height() + m_bottomOffset - bottomLeftRect.height(), 1.0, 1.0);
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leftQuad[ 3 ] = WindowVertex(-m_leftOffset, m_topLevel->height() + m_bottomOffset - bottomLeftRect.height(), 0.0, 1.0);
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m_shadowQuads.append(leftQuad);
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}
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bool Shadow::updateShadow()
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{
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QVector<long> data = Shadow::readX11ShadowProperty(m_topLevel->window());
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if (data.isEmpty()) {
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return false;
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}
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init(data);
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return true;
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}
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void Shadow::setToplevel(Toplevel *topLevel)
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{
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m_topLevel = topLevel;
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connect(m_topLevel, SIGNAL(geometryChanged()), SLOT(geometryChanged()));
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}
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void Shadow::geometryChanged()
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{
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if (m_cachedSize == m_topLevel->geometry().size()) {
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return;
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}
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m_cachedSize = m_topLevel->geometry().size();
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updateShadowRegion();
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buildQuads();
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}
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} // namespace
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