kwin/effects/showfps/showfps.cpp
Martin Gräßlin 6d2dfe06e7 Introduce dedicated OpenGL1 and OpenGL2 compositing types
The CompositingType enum turns into flags and two new values are
introduced: OpenGL1Compositing and OpenGL2Compositing.

Those new values are or-ed to OpenGLCompositing so that a simple check
for the flag OpenGLCompositing works in case of one of those two new
values. To make the generic check for OpenGL compositing easier a method
in EffectsHandler is introduced to just check for this.

The scenes now return either OpenGL1Compositing or OpenGL2Compositing
depending on which Scene implementation. None returns OpenGLCompositing.
2012-09-29 15:33:57 +02:00

464 lines
14 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/>.
*********************************************************************/
#include "showfps.h"
// KConfigSkeleton
#include "showfpsconfig.h"
#include <kwinconfig.h>
#include <kwinglutils.h>
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
#include <X11/Xlib.h>
#include <X11/extensions/Xrender.h>
#endif
#include <kwinxrenderutils.h>
#include <math.h>
#include <QPainter>
#include <QVector2D>
namespace KWin
{
KWIN_EFFECT(showfps, ShowFpsEffect)
const int FPS_WIDTH = 10;
const int MAX_TIME = 100;
ShowFpsEffect::ShowFpsEffect()
: paints_pos(0)
, frames_pos(0)
, fpsText(0)
{
for (int i = 0;
i < NUM_PAINTS;
++i) {
paints[ i ] = 0;
paint_size[ i ] = 0;
}
for (int i = 0;
i < MAX_FPS;
++i)
frames[ i ] = 0;
reconfigure(ReconfigureAll);
}
void ShowFpsEffect::reconfigure(ReconfigureFlags)
{
ShowFpsConfig::self()->readConfig();
alpha = ShowFpsConfig::alpha();
x = ShowFpsConfig::x();
y = ShowFpsConfig::y();
if (x == -10000) // there's no -0 :(
x = displayWidth() - 2 * NUM_PAINTS - FPS_WIDTH;
else if (x < 0)
x = displayWidth() - 2 * NUM_PAINTS - FPS_WIDTH - x;
if (y == -10000)
y = displayHeight() - MAX_TIME;
else if (y < 0)
y = displayHeight() - MAX_TIME - y;
fps_rect = QRect(x, y, FPS_WIDTH + 2 * NUM_PAINTS, MAX_TIME);
int textPosition = ShowFpsConfig::textPosition();
textFont = ShowFpsConfig::textFont();
textColor = ShowFpsConfig::textColor();
double textAlpha = ShowFpsConfig::textAlpha();
if (!textColor.isValid())
textColor = QPalette().color(QPalette::Active, QPalette::WindowText);
textColor.setAlphaF(textAlpha);
switch(textPosition) {
case TOP_LEFT:
fpsTextRect = QRect(0, 0, 100, 100);
textAlign = Qt::AlignTop | Qt::AlignLeft;
break;
case TOP_RIGHT:
fpsTextRect = QRect(displayWidth() - 100, 0, 100, 100);
textAlign = Qt::AlignTop | Qt::AlignRight;
break;
case BOTTOM_LEFT:
fpsTextRect = QRect(0, displayHeight() - 100, 100, 100);
textAlign = Qt::AlignBottom | Qt::AlignLeft;
break;
case BOTTOM_RIGHT:
fpsTextRect = QRect(displayWidth() - 100, displayHeight() - 100, 100, 100);
textAlign = Qt::AlignBottom | Qt::AlignRight;
break;
case NOWHERE:
fpsTextRect = QRect();
break;
case INSIDE_GRAPH:
default:
fpsTextRect = QRect(x, y, FPS_WIDTH + NUM_PAINTS, MAX_TIME);
textAlign = Qt::AlignTop | Qt::AlignRight;
break;
}
}
void ShowFpsEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
if (time == 0) {
// TODO optimized away
}
t.start();
frames[ frames_pos ] = t.minute() * 60000 + t.second() * 1000 + t.msec();
if (++frames_pos == MAX_FPS)
frames_pos = 0;
effects->prePaintScreen(data, time);
data.paint += fps_rect;
paint_size[ paints_pos ] = 0;
}
void ShowFpsEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
effects->paintWindow(w, mask, region, data);
// Take intersection of region and actual window's rect, minus the fps area
// (since we keep repainting it) and count the pixels.
QRegion r2 = region & QRect(w->x(), w->y(), w->width(), w->height());
r2 -= fps_rect;
int winsize = 0;
foreach (const QRect & r, r2.rects())
winsize += r.width() * r.height();
paint_size[ paints_pos ] += winsize;
}
void ShowFpsEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
{
effects->paintScreen(mask, region, data);
int fps = 0;
for (int i = 0;
i < MAX_FPS;
++i)
if (abs(t.minute() * 60000 + t.second() * 1000 + t.msec() - frames[ i ]) < 1000)
++fps; // count all frames in the last second
if (fps > MAX_TIME)
fps = MAX_TIME; // keep it the same height
if (effects->isOpenGLCompositing()) {
paintGL(fps);
glFinish(); // make sure all rendering is done
}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if (effects->compositingType() == XRenderCompositing) {
paintXrender(fps);
XSync(display(), False); // make sure all rendering is done
}
#endif
}
void ShowFpsEffect::paintGL(int fps)
{
int x = this->x;
int y = this->y;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// TODO painting first the background white and then the contents
// means that the contents also blend with the background, I guess
if (ShaderManager::instance()->isValid()) {
ShaderManager::instance()->pushShader(ShaderManager::ColorShader);
}
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
QColor color(255, 255, 255);
color.setAlphaF(alpha);
vbo->setColor(color);
QVector<float> verts;
verts.reserve(12);
verts << x + 2 * NUM_PAINTS + FPS_WIDTH << y;
verts << x << y;
verts << x << y + MAX_TIME;
verts << x << y + MAX_TIME;
verts << x + 2 * NUM_PAINTS + FPS_WIDTH << y + MAX_TIME;
verts << x + 2 * NUM_PAINTS + FPS_WIDTH << y;
vbo->setData(6, 2, verts.constData(), NULL);
vbo->render(GL_TRIANGLES);
y += MAX_TIME; // paint up from the bottom
color.setRed(0);
color.setGreen(0);
vbo->setColor(color);
verts.clear();
verts << x + FPS_WIDTH << y - fps;
verts << x << y - fps;
verts << x << y;
verts << x << y;
verts << x + FPS_WIDTH << y;
verts << x + FPS_WIDTH << y - fps;
vbo->setData(6, 2, verts.constData(), NULL);
vbo->render(GL_TRIANGLES);
color.setBlue(0);
vbo->setColor(color);
QVector<float> vertices;
for (int i = 10;
i < MAX_TIME;
i += 10) {
vertices << x << y - i;
vertices << x + FPS_WIDTH << y - i;
}
vbo->setData(vertices.size() / 2, 2, vertices.constData(), NULL);
vbo->render(GL_LINES);
x += FPS_WIDTH;
// Paint FPS graph
paintFPSGraph(x, y);
x += NUM_PAINTS;
// Paint amount of rendered pixels graph
paintDrawSizeGraph(x, y);
if (ShaderManager::instance()->isValid()) {
ShaderManager::instance()->popShader();
}
// Paint FPS numerical value
paintFPSText(fps);
// Paint paint sizes
glDisable(GL_BLEND);
}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
/*
Differences between OpenGL and XRender:
- differently specified rectangles (X: width/height, O: x2,y2)
- XRender uses pre-multiplied alpha
*/
void ShowFpsEffect::paintXrender(int fps)
{
Pixmap pixmap = XCreatePixmap(display(), rootWindow(), FPS_WIDTH, MAX_TIME, 32);
XRenderPicture p(pixmap, 32);
XFreePixmap(display(), pixmap);
XRenderColor col;
col.alpha = int(alpha * 0xffff);
col.red = int(alpha * 0xffff); // white
col.green = int(alpha * 0xffff);
col.blue = int(alpha * 0xffff);
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, 0, FPS_WIDTH, MAX_TIME);
col.red = 0; // blue
col.green = 0;
col.blue = int(alpha * 0xffff);
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, MAX_TIME - fps, FPS_WIDTH, fps);
col.red = 0; // black
col.green = 0;
col.blue = 0;
for (int i = 10;
i < MAX_TIME;
i += 10) {
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, MAX_TIME - i, FPS_WIDTH, 1);
}
XRenderComposite(display(), alpha != 1.0 ? PictOpOver : PictOpSrc, p, None,
effects->xrenderBufferPicture(), 0, 0, 0, 0, x, y, FPS_WIDTH, MAX_TIME);
// Paint FPS graph
paintFPSGraph(x + FPS_WIDTH, y);
// Paint amount of rendered pixels graph
paintDrawSizeGraph(x + FPS_WIDTH + MAX_TIME, y);
}
#endif
void ShowFpsEffect::paintFPSGraph(int x, int y)
{
// Paint FPS graph
QList<int> lines;
lines << 10 << 20 << 50;
QList<int> values;
for (int i = 0;
i < NUM_PAINTS;
++i) {
values.append(paints[(i + paints_pos) % NUM_PAINTS ]);
}
paintGraph(x, y, values, lines, true);
}
void ShowFpsEffect::paintDrawSizeGraph(int x, int y)
{
int max_drawsize = 0;
for (int i = 0; i < NUM_PAINTS; i++)
max_drawsize = qMax(max_drawsize, paint_size[ i ]);
// Log of min/max values shown on graph
const float max_pixels_log = 7.2f;
const float min_pixels_log = 2.0f;
const int minh = 5; // Minimum height of the bar when value > 0
float drawscale = (MAX_TIME - minh) / (max_pixels_log - min_pixels_log);
QList<int> drawlines;
for (int logh = (int)min_pixels_log; logh <= max_pixels_log; logh++)
drawlines.append((int)((logh - min_pixels_log) * drawscale) + minh);
QList<int> drawvalues;
for (int i = 0;
i < NUM_PAINTS;
++i) {
int value = paint_size[(i + paints_pos) % NUM_PAINTS ];
int h = 0;
if (value > 0) {
h = (int)((log10((double)value) - min_pixels_log) * drawscale);
h = qMin(qMax(0, h) + minh, MAX_TIME);
}
drawvalues.append(h);
}
paintGraph(x, y, drawvalues, drawlines, false);
}
void ShowFpsEffect::paintGraph(int x, int y, QList<int> values, QList<int> lines, bool colorize)
{
if (effects->isOpenGLCompositing()) {
QColor color(0, 0, 0);
color.setAlphaF(alpha);
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setColor(color);
QVector<float> verts;
// First draw the lines
foreach (int h, lines) {
verts << x << y - h;
verts << x + values.count() << y - h;
}
vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
vbo->render(GL_LINES);
// Then the graph values
int lastValue = 0;
verts.clear();
for (int i = 0; i < values.count(); i++) {
int value = values[ i ];
if (colorize && value != lastValue) {
if (!verts.isEmpty()) {
vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
vbo->render(GL_LINES);
}
verts.clear();
if (value <= 10) {
color = QColor(0, 255, 0);
} else if (value <= 20) {
color = QColor(255, 255, 0);
} else if (value <= 50) {
color = QColor(255, 0, 0);
} else {
color = QColor(0, 0, 0);
}
vbo->setColor(color);
}
verts << x + values.count() - i << y;
verts << x + values.count() - i << y - value;
lastValue = value;
}
if (!verts.isEmpty()) {
vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
vbo->render(GL_LINES);
}
}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if (effects->compositingType() == XRenderCompositing) {
Pixmap pixmap = XCreatePixmap(display(), rootWindow(), values.count(), MAX_TIME, 32);
XRenderPicture p(pixmap, 32);
XFreePixmap(display(), pixmap);
XRenderColor col;
col.alpha = int(alpha * 0xffff);
// Draw background
col.red = col.green = col.blue = int(alpha * 0xffff); // white
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, 0, values.count(), MAX_TIME);
// Then the values
col.red = col.green = col.blue = int(alpha * 0x8000); // grey
for (int i = 0; i < values.count(); i++) {
int value = values[ i ];
if (colorize) {
if (value <= 10) {
// green
col.red = 0;
col.green = int(alpha * 0xffff);
col.blue = 0;
} else if (value <= 20) {
// yellow
col.red = int(alpha * 0xffff);
col.green = int(alpha * 0xffff);
col.blue = 0;
} else if (value <= 50) {
// red
col.red = int(alpha * 0xffff);
col.green = 0;
col.blue = 0;
} else {
// black
col.red = 0;
col.green = 0;
col.blue = 0;
}
}
XRenderFillRectangle(display(), PictOpSrc, p, &col,
values.count() - i, MAX_TIME - value, 1, value);
}
// Then the lines
col.red = col.green = col.blue = 0; // black
foreach (int h, lines)
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, MAX_TIME - h, values.count(), 1);
// Finally render the pixmap onto screen
XRenderComposite(display(), alpha != 1.0 ? PictOpOver : PictOpSrc, p, None,
effects->xrenderBufferPicture(), 0, 0, 0, 0, x, y, values.count(), MAX_TIME);
}
#endif
}
void ShowFpsEffect::postPaintScreen()
{
effects->postPaintScreen();
paints[ paints_pos ] = t.elapsed();
if (++paints_pos == NUM_PAINTS)
paints_pos = 0;
effects->addRepaint(fps_rect);
}
void ShowFpsEffect::paintFPSText(int fps)
{
if (!fpsTextRect.isValid())
return;
QImage im(100, 100, QImage::Format_ARGB32);
im.fill(0);
QPainter painter(&im);
painter.setFont(textFont);
painter.setPen(textColor);
painter.drawText(QRect(0, 0, 100, 100), textAlign, QString::number(fps));
delete fpsText;
fpsText = new GLTexture(im);
fpsText->bind();
if (ShaderManager::instance()->isValid()) {
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
shader->setUniform("offset", QVector2D(0, 0));
}
fpsText->render(QRegion(fpsTextRect), fpsTextRect);
if (ShaderManager::instance()->isValid()) {
ShaderManager::instance()->popShader();
}
fpsText->unbind();
effects->addRepaint(fpsTextRect);
}
} // namespace