kwin/shadow.cpp
Martin Gräßlin b837a3fca1 Render Shadow with only one GL texture
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
2011-07-03 09:24:28 +02:00

224 lines
10 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 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/>.
*********************************************************************/
#include "shadow.h"
// kwin
#include "atoms.h"
#include "effects.h"
#include "toplevel.h"
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
#include "scene_opengl.h"
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
#include "scene_xrender.h"
#endif
namespace KWin
{
Shadow::Shadow(Toplevel *toplevel)
: m_topLevel(toplevel)
, m_cachedSize(toplevel->geometry().size())
{
connect(m_topLevel, SIGNAL(geometryChanged()), SLOT(geometryChanged()));
}
Shadow::~Shadow()
{
}
Shadow *Shadow::createShadow(Toplevel *toplevel)
{
if (!effects) {
return NULL;
}
QVector<long> data = Shadow::readX11ShadowProperty(toplevel->window());
if (!data.isEmpty()) {
Shadow *shadow = NULL;
if (effects->compositingType() == OpenGLCompositing) {
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
shadow = new SceneOpenGLShadow(toplevel);
#endif
} else if (effects->compositingType() == XRenderCompositing) {
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
shadow = new SceneXRenderShadow(toplevel);
#endif
}
if (shadow) {
if (!shadow->init(data)) {
delete shadow;
return NULL;
}
if (toplevel->effectWindow() && toplevel->effectWindow()->sceneWindow()) {
toplevel->effectWindow()->sceneWindow()->updateShadow(shadow);
}
}
return shadow;
} else {
return NULL;
}
}
QVector< long > Shadow::readX11ShadowProperty(WId id)
{
QVector<long> ret;
Atom type;
int format, status;
unsigned long nitems = 0;
unsigned long extra = 0;
unsigned char *data = 0;
status = XGetWindowProperty(display(), id, atoms->kde_net_wm_shadow, 0, 12, false, XA_CARDINAL, &type, &format, &nitems, &extra, &data);
if (status == Success && type == XA_CARDINAL && format == 32 && nitems == 12) {
long* shadow = reinterpret_cast< long* >(data);
ret.reserve(12);
for (int i=0; i<12; ++i) {
ret << shadow[i];
}
XFree(data);
}
return ret;
}
bool Shadow::init(const QVector< long > &data)
{
for (int i=0; i<ShadowElementsCount; ++i) {
QPixmap pix = QPixmap::fromX11Pixmap(data[i], QPixmap::ExplicitlyShared);
if (pix.isNull() || pix.depth() != 32) {
return false;
}
m_shadowElements[i] = pix.copy(0, 0, pix.width(), pix.height());
}
m_topOffset = data[ShadowElementsCount];
m_rightOffset = data[ShadowElementsCount+1];
m_bottomOffset = data[ShadowElementsCount+2];
m_leftOffset = data[ShadowElementsCount+3];
updateShadowRegion();
if (!prepareBackend()) {
return false;
}
buildQuads();
return true;
}
void Shadow::updateShadowRegion()
{
const QRect topRect(0, - m_topOffset, m_topLevel->width(), m_topOffset);
const QRect rightRect(m_topLevel->width(), - m_topOffset, m_rightOffset, m_topLevel->height() + m_topOffset + m_bottomOffset);
const QRect bottomRect(0, m_topLevel->height(), m_topLevel->width(), m_bottomOffset);
const QRect leftRect(- m_leftOffset, - m_topOffset, m_leftOffset, m_topLevel->height() + m_topOffset + m_bottomOffset);
m_shadowRegion = QRegion(topRect).united(rightRect).united(bottomRect).united(leftRect);
}
void Shadow::buildQuads()
{
// prepare window quads
m_shadowQuads.clear();
const QRect topRect(QPoint(0, 0), m_shadowElements[ShadowElementTop].size());
const QRect topRightRect(QPoint(0, 0), m_shadowElements[ShadowElementTopRight].size());
const QRect rightRect(QPoint(0, 0), m_shadowElements[ShadowElementRight].size());
const QRect bottomRightRect(QPoint(0, 0), m_shadowElements[ShadowElementBottomRight].size());
const QRect bottomRect(QPoint(0, 0), m_shadowElements[ShadowElementBottom].size());
const QRect bottomLeftRect(QPoint(0, 0), m_shadowElements[ShadowElementBottomLeft].size());
const QRect leftRect(QPoint(0, 0), m_shadowElements[ShadowElementLeft].size());
const QRect topLeftRect(QPoint(0, 0), m_shadowElements[ShadowElementTopLeft].size());
if ((leftRect.width() - m_leftOffset > m_topLevel->width()) ||
(rightRect.width() - m_rightOffset > m_topLevel->width()) ||
(topRect.height() - m_topOffset > m_topLevel->height()) ||
(bottomRect.height() - m_bottomOffset > m_topLevel->height())) {
// if our shadow is bigger than the window, we don't render the shadow
m_shadowRegion = QRegion();
return;
}
WindowQuad topLeftQuad(WindowQuadShadowTopLeft);
topLeftQuad[ 0 ] = WindowVertex(-m_leftOffset, -m_topOffset, 0.0, 0.0);
topLeftQuad[ 1 ] = WindowVertex(-m_leftOffset + topLeftRect.width(), -m_topOffset, 1.0, 0.0);
topLeftQuad[ 2 ] = WindowVertex(-m_leftOffset + topLeftRect.width(), -m_topOffset + topLeftRect.height(), 1.0, 1.0);
topLeftQuad[ 3 ] = WindowVertex(-m_leftOffset, -m_topOffset + topLeftRect.height(), 0.0, 1.0);
m_shadowQuads.append(topLeftQuad);
WindowQuad topQuad(WindowQuadShadowTop);
topQuad[ 0 ] = WindowVertex(-m_leftOffset + topLeftRect.width(), -m_topOffset, 0.0, 0.0);
topQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset - topRightRect.width(), -m_topOffset, 1.0, 0.0);
topQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset - topRightRect.width(), -m_topOffset + topRect.height(), 1.0, 1.0);
topQuad[ 3 ] = WindowVertex(-m_leftOffset + topLeftRect.width(), -m_topOffset + topRect.height(), 0.0, 1.0);
m_shadowQuads.append(topQuad);
WindowQuad topRightQuad(WindowQuadShadowTopRight);
topRightQuad[ 0 ] = WindowVertex(m_topLevel->width() + m_rightOffset - topRightRect.width(), -m_topOffset, 0.0, 0.0);
topRightQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset, -m_topOffset, 1.0, 0.0);
topRightQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset, -m_topOffset + topRightRect.height(), 1.0, 1.0);
topRightQuad[ 3 ] = WindowVertex(m_topLevel->width() + m_rightOffset - topRightRect.width(), -m_topOffset + topRightRect.height(), 0.0, 1.0);
m_shadowQuads.append(topRightQuad);
WindowQuad rightQuad(WindowQuadShadowRight);
rightQuad[ 0 ] = WindowVertex(m_topLevel->width() + m_rightOffset - rightRect.width(), -m_topOffset + topRightRect.height(), 0.0, 0.0);
rightQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset, -m_topOffset + topRightRect.height(), 1.0, 0.0);
rightQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset, m_topLevel->height() + m_bottomOffset - bottomRightRect.height(), 1.0, 1.0);
rightQuad[ 3 ] = WindowVertex(m_topLevel->width() + m_rightOffset - rightRect.width(), m_topLevel->height() + m_bottomOffset - bottomRightRect.height(), 0.0, 1.0);
m_shadowQuads.append(rightQuad);
WindowQuad bottomRightQuad(WindowQuadShadowBottomRight);
bottomRightQuad[ 0 ] = WindowVertex(m_topLevel->width() + m_rightOffset - bottomRightRect.width(), m_topLevel->height() + m_bottomOffset - bottomRightRect.height(), 0.0, 0.0);
bottomRightQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset, m_topLevel->height() + m_bottomOffset - bottomRightRect.height(), 1.0, 0.0);
bottomRightQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset, m_topLevel->height() + m_bottomOffset, 1.0, 1.0);
bottomRightQuad[ 3 ] = WindowVertex(m_topLevel->width() + m_rightOffset - bottomRightRect.width(), m_topLevel->height() + m_bottomOffset, 0.0, 1.0);
m_shadowQuads.append(bottomRightQuad);
WindowQuad bottomQuad(WindowQuadShadowBottom);
bottomQuad[ 0 ] = WindowVertex(-m_leftOffset + bottomLeftRect.width(), m_topLevel->height() + m_bottomOffset - bottomRect.height(), 0.0, 0.0);
bottomQuad[ 1 ] = WindowVertex(m_topLevel->width() + m_rightOffset - bottomRightRect.width(), m_topLevel->height() + m_bottomOffset - bottomRect.height(), 1.0, 0.0);
bottomQuad[ 2 ] = WindowVertex(m_topLevel->width() + m_rightOffset - bottomRightRect.width(), m_topLevel->height() + m_bottomOffset, 1.0, 1.0);
bottomQuad[ 3 ] = WindowVertex(-m_leftOffset + bottomLeftRect.width(), m_topLevel->height() + m_bottomOffset, 0.0, 1.0);
m_shadowQuads.append(bottomQuad);
WindowQuad bottomLeftQuad(WindowQuadShadowBottomLeft);
bottomLeftQuad[ 0 ] = WindowVertex(-m_leftOffset, m_topLevel->height() + m_bottomOffset - bottomLeftRect.height(), 0.0, 0.0);
bottomLeftQuad[ 1 ] = WindowVertex(-m_leftOffset + bottomLeftRect.width(), m_topLevel->height() + m_bottomOffset - bottomLeftRect.height(), 1.0, 0.0);
bottomLeftQuad[ 2 ] = WindowVertex(-m_leftOffset + bottomLeftRect.width(), m_topLevel->height() + m_bottomOffset, 1.0, 1.0);
bottomLeftQuad[ 3 ] = WindowVertex(-m_leftOffset, m_topLevel->height() + m_bottomOffset, 0.0, 1.0);
m_shadowQuads.append(bottomLeftQuad);
WindowQuad leftQuad(WindowQuadShadowLeft);
leftQuad[ 0 ] = WindowVertex(-m_leftOffset, -m_topOffset + topLeftRect.height(), 0.0, 0.0);
leftQuad[ 1 ] = WindowVertex(-m_leftOffset + leftRect.width(), -m_topOffset + topLeftRect.height(), 1.0, 0.0);
leftQuad[ 2 ] = WindowVertex(-m_leftOffset + leftRect.width(), m_topLevel->height() + m_bottomOffset - bottomLeftRect.height(), 1.0, 1.0);
leftQuad[ 3 ] = WindowVertex(-m_leftOffset, m_topLevel->height() + m_bottomOffset - bottomLeftRect.height(), 0.0, 1.0);
m_shadowQuads.append(leftQuad);
}
bool Shadow::updateShadow()
{
QVector<long> data = Shadow::readX11ShadowProperty(m_topLevel->window());
if (data.isEmpty()) {
return false;
}
init(data);
return true;
}
void Shadow::setToplevel(Toplevel *topLevel)
{
m_topLevel = topLevel;
connect(m_topLevel, SIGNAL(geometryChanged()), SLOT(geometryChanged()));
}
void Shadow::geometryChanged()
{
if (m_cachedSize == m_topLevel->geometry().size()) {
return;
}
m_cachedSize = m_topLevel->geometry().size();
updateShadowRegion();
buildQuads();
}
} // namespace