e2632f3816
window wasn't correctly represented in zoom, present windows and desktop grid effects on the fly code streamlining: - logout and above windows were handled equally in different code paths - windows were painted on 0 opacity instead of just aborting the paint local semi-paintdata because PaintData isn't assignable (const dptr, I think) and we're post freeze. BUG: 355539 FIXED-IN: 5.5 REVIEW: 126133
402 lines
15 KiB
C++
402 lines
15 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) 2007 Lubos Lunak <l.lunak@kde.org>
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Copyright (C) 2009 Martin Gräßlin <mgraesslin@kde.org>
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Copyright (C) 2009, 2010 Lucas Murray <lmurray@undefinedfire.com>
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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 "logout.h"
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// KConfigSkeleton
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#include "logoutconfig.h"
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#include "kwinglutils.h"
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#include "kwinglplatform.h"
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#include <math.h>
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#include <QtGui/QMatrix4x4>
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#include <QtGui/QVector2D>
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namespace KWin
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{
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WindowAttributes::WindowAttributes(const WindowPaintData &data)
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{
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opacity = data.opacity();
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rotation = data.rotationAngle();
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rotationAxis = data.rotationAxis();
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rotationOrigin = data.rotationOrigin();
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scale = QVector3D(data.xScale(), data.yScale(), data.zScale());
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translation = data.translation();
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}
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void WindowAttributes::applyTo(WindowPaintData &data) const
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{
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data.setOpacity(opacity);
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data.translate(translation);
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data.setScale(scale);
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data.setRotationAngle(rotation);
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data.setRotationAxis(rotationAxis);
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data.setRotationOrigin(rotationOrigin);
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}
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LogoutEffect::LogoutEffect()
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: progress(0.0)
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, displayEffect(false)
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, logoutWindow(NULL)
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, logoutWindowClosed(true)
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, logoutWindowPassed(false)
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, logoutAtom(QByteArrayLiteral("_KDE_LOGGING_OUT"))
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, canDoPersistent(false)
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, ignoredWindows()
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, m_vignettingShader(NULL)
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, m_blurShader(NULL)
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, m_shadersDir(QStringLiteral("kwin/shaders/1.10/"))
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{
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if (logoutAtom.isValid()) {
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// Persistent effect
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effects->registerPropertyType(logoutAtom, true);
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}
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blurTexture = NULL;
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blurTarget = NULL;
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reconfigure(ReconfigureAll);
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connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*)));
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connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
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connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
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connect(effects, SIGNAL(propertyNotify(KWin::EffectWindow*,long)), this, SLOT(slotPropertyNotify(KWin::EffectWindow*,long)));
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if (effects->isOpenGLCompositing()) {
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const qint64 coreVersionNumber = GLPlatform::instance()->isGLES() ? kVersionNumber(3, 0) : kVersionNumber(1, 40);
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if (GLPlatform::instance()->glslVersion() >= coreVersionNumber)
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m_shadersDir = QStringLiteral("kwin/shaders/1.40/");
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}
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}
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LogoutEffect::~LogoutEffect()
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{
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delete blurTexture;
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delete blurTarget;
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delete m_vignettingShader;
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delete m_blurShader;
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}
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void LogoutEffect::reconfigure(ReconfigureFlags)
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{
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LogoutConfig::self()->read();
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frameDelay = 0;
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useBlur = LogoutConfig::useBlur();
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delete blurTexture;
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blurTexture = NULL;
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delete blurTarget;
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blurTarget = NULL;
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blurSupported = false;
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delete m_blurShader;
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m_blurShader = NULL;
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}
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void LogoutEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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if (!displayEffect && progress == 0.0) {
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if (blurTexture) {
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delete blurTexture;
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blurTexture = NULL;
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delete blurTarget;
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blurTarget = NULL;
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blurSupported = false;
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}
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} else if (!blurTexture) {
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blurSupported = false;
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delete blurTarget; // catch as we just tested the texture ;-P
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if (effects->isOpenGLCompositing() && GLRenderTarget::blitSupported() && useBlur) {
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// TODO: It seems that it is not possible to create a GLRenderTarget that has
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// a different size than the display right now. Most likely a KWin core bug.
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// Create texture and render target
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const QSize size = effects->virtualScreenSize();
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// The fragment shader uses a LOD bias of 1.75, so we need 3 mipmap levels.
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blurTexture = new GLTexture(GL_RGBA8, size, 3);
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blurTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
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blurTexture->setWrapMode(GL_CLAMP_TO_EDGE);
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blurTarget = new GLRenderTarget(*blurTexture);
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if (blurTarget->valid())
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blurSupported = true;
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// As creating the render target takes time it can cause the first two frames of the
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// blur animation to be jerky. For this reason we only start the animation after the
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// third frame.
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frameDelay = 2;
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}
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}
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if (frameDelay)
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--frameDelay;
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else {
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if (displayEffect)
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progress = qMin(1.0, progress + time / animationTime(2000.0));
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else if (progress > 0.0)
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progress = qMax(0.0, progress - time / animationTime(500.0));
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}
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if (blurSupported && progress > 0.0) {
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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}
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data.paint |= effects->clientArea(FullArea, 0, 0);
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effects->prePaintScreen(data, time);
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}
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void LogoutEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
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{
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if (progress > 0.0) {
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// HACK: All windows past the first ignored one should not be
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// blurred as it affects the stacking order.
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// All following windows are on top of the logout window and should not be altered either
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logoutWindowPassed = (logoutWindowPassed || w == logoutWindow || ignoredWindows.contains(w));
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if (effects->isOpenGLCompositing()) {
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// In OpenGL mode we add vignetting and, if supported, a slight blur
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if (blurSupported) {
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// When using blur we render everything to an FBO and as such don't do the vignetting
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// until after we render the FBO to the screen.
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if (logoutWindowPassed) { // Window is rendered after the FBO
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m_windows.append(WinDataPair(w, WindowAttributes(data)));
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return; // we paint this in ::paintScreen(), so cut the line here
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} else { // Window is added to the FBO
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data.multiplySaturation((1.0 - progress * 0.2));
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}
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} else {
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// If we are not blurring then we are not rendering to an FBO
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if (w == logoutWindow) {
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// This is the logout window don't alter it but render our vignetting now
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renderVignetting();
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} else if (logoutWindowPassed) { // Window is in the background, desaturate
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data.multiplySaturation((1.0 - progress * 0.2));
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} // else ... All other windows are unaltered
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}
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}
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if (effects->compositingType() == KWin::XRenderCompositing) {
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// Since we can't do vignetting in XRender just do a stronger desaturation and darken
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if (!logoutWindowPassed) {
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data.multiplySaturation((1.0 - progress * 0.8));
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data.multiplyBrightness((1.0 - progress * 0.3));
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}
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}
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}
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effects->paintWindow(w, mask, region, data);
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}
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void LogoutEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
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{
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effects->paintScreen(mask, region, data);
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if (effects->isOpenGLCompositing() && progress > 0.0) {
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if (!blurSupported) {
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if (!logoutWindowPassed)
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// The logout window has been deleted but we still want to fade out the vignetting, thus
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// render it on the top of everything if still animating. We don't check if logoutWindow
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// is set as it may still be even if it wasn't rendered.
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renderVignetting();
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} else {
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GLRenderTarget::pushRenderTarget(blurTarget);
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blurTarget->blitFromFramebuffer();
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GLRenderTarget::popRenderTarget();
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//--------------------------
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// Render the screen effect
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renderBlurTexture();
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// Vignetting (Radial gradient with transparent middle and black edges)
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renderVignetting();
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//--------------------------
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// Render the logout window and all windows on top
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for (int i = 0; i < m_windows.count(); ++i) {
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EffectWindow *w = m_windows.at(i).first;
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int winMask = PAINT_WINDOW_TRANSLUCENT|PAINT_WINDOW_TRANSFORMED;
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WindowPaintData wdata(w);
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m_windows.at(i).second.applyTo(wdata);
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wdata *= QVector3D(data.xScale(), data.yScale(), data.zScale());
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wdata.translate(data.translation());
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wdata.translate((data.xScale()-1)*w->x(), (data.yScale()-1)*w->y(), 0);
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effects->drawWindow(w, winMask, region, wdata);
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}
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m_windows.clear();
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}
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}
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}
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void LogoutEffect::postPaintScreen()
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{
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if ((progress != 0.0 && progress != 1.0) || frameDelay)
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effects->addRepaintFull();
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if (progress > 0.0)
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logoutWindowPassed = false;
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effects->postPaintScreen();
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}
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void LogoutEffect::slotWindowAdded(EffectWindow* w)
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{
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if (isLogoutDialog(w)) {
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logoutWindow = w;
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logoutWindowClosed = false; // So we don't blur the window on close
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progress = 0.0;
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displayEffect = true;
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ignoredWindows.clear();
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effects->addRepaintFull();
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} else if (canDoPersistent)
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// TODO: Add parent
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ignoredWindows.append(w);
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}
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void LogoutEffect::slotWindowClosed(EffectWindow* w)
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{
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if (w == logoutWindow) {
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logoutWindowClosed = true;
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if (!canDoPersistent)
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displayEffect = false; // Fade back to normal
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effects->addRepaintFull();
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}
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}
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void LogoutEffect::slotWindowDeleted(EffectWindow* w)
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{
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QList<WinDataPair>::iterator it = m_windows.begin();
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while (it != m_windows.end()) {
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if (it->first == w)
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it = m_windows.erase(it);
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else
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++it;
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}
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ignoredWindows.removeAll(w);
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if (w == logoutWindow)
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logoutWindow = nullptr;
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}
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bool LogoutEffect::isLogoutDialog(EffectWindow* w)
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{
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// TODO there should be probably a better way (window type?)
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if (w->windowClass() == QStringLiteral("ksmserver ksmserver")
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&& (w->windowRole() == QStringLiteral("logoutdialog") || w->windowRole() == QStringLiteral("logouteffect"))) {
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return true;
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}
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return false;
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}
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void LogoutEffect::renderVignetting()
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{
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if (!m_vignettingShader) {
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m_vignettingShader = ShaderManager::instance()->loadFragmentShader(KWin::ShaderManager::ColorShader,
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QStandardPaths::locate(QStandardPaths::GenericDataLocation,
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m_shadersDir + QStringLiteral("vignetting.frag")));
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if (!m_vignettingShader->isValid()) {
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qCDebug(KWINEFFECTS) << "Vignetting Shader failed to load";
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return;
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}
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} else if (!m_vignettingShader->isValid()) {
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// shader broken
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return;
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}
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// need to get the projection matrix from the ortho shader for the vignetting shader
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QMatrix4x4 projection = ShaderManager::instance()->pushShader(KWin::ShaderManager::SimpleShader)->getUniformMatrix4x4("projection");
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ShaderManager::instance()->popShader();
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ShaderBinder binder(m_vignettingShader);
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m_vignettingShader->setUniform(KWin::GLShader::ProjectionMatrix, projection);
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m_vignettingShader->setUniform("u_progress", (float)progress * 0.9f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_SCISSOR_TEST);
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const QRect fullArea = effects->clientArea(FullArea, 0, 0);
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for (int screen = 0; screen < effects->numScreens(); screen++) {
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const QRect screenGeom = effects->clientArea(ScreenArea, screen, 0);
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glScissor(screenGeom.x(), effects->virtualScreenSize().height() - screenGeom.y() - screenGeom.height(),
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screenGeom.width(), screenGeom.height()); // GL coords are flipped
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const float cenX = screenGeom.x() + screenGeom.width() / 2;
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const float cenY = fullArea.height() - screenGeom.y() - screenGeom.height() / 2;
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const float r = float((screenGeom.width() > screenGeom.height())
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? screenGeom.width() : screenGeom.height()) * 0.8f; // Radius
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m_vignettingShader->setUniform("u_center", QVector2D(cenX, cenY));
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m_vignettingShader->setUniform("u_radius", r);
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QVector<float> vertices;
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vertices << screenGeom.x() << screenGeom.y();
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vertices << screenGeom.x() << screenGeom.y() + screenGeom.height();
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vertices << screenGeom.x() + screenGeom.width() << screenGeom.y();
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vertices << screenGeom.x() + screenGeom.width() << screenGeom.y() + screenGeom.height();
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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vbo->setData(vertices.count()/2, 2, vertices.constData(), NULL);
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vbo->render(GL_TRIANGLE_STRIP);
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}
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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}
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void LogoutEffect::renderBlurTexture()
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{
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if (!m_blurShader) {
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m_blurShader = ShaderManager::instance()->loadFragmentShader(KWin::ShaderManager::SimpleShader,
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QStandardPaths::locate(QStandardPaths::GenericDataLocation,
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m_shadersDir + QStringLiteral("logout-blur.frag")));
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if (!m_blurShader->isValid()) {
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qCDebug(KWINEFFECTS) << "Logout blur shader failed to load";
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}
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} else if (!m_blurShader->isValid()) {
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// shader is broken - no need to continue here
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return;
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}
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// Unmodified base image
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ShaderBinder binder(m_blurShader);
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m_blurShader->setUniform(GLShader::Offset, QVector2D(0, 0));
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m_blurShader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
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m_blurShader->setUniform(GLShader::Saturation, 1.0);
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m_blurShader->setUniform("u_alphaProgress", (float)progress * 0.4f);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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blurTexture->bind();
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blurTexture->generateMipmaps();
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blurTexture->render(infiniteRegion(), effects->virtualScreenGeometry());
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blurTexture->unbind();
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glDisable(GL_BLEND);
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}
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void LogoutEffect::slotPropertyNotify(EffectWindow* w, long a)
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{
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if (w || a != logoutAtom)
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return; // Not our atom
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QByteArray byteData = effects->readRootProperty(logoutAtom, logoutAtom, 8);
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if (byteData.length() < 1) {
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// Property was deleted
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displayEffect = false;
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return;
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}
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// We are using a compatible KSMServer therefore only terminate the effect when the
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// atom is deleted, not when the dialog is closed.
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canDoPersistent = true;
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effects->addRepaintFull();
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}
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bool LogoutEffect::isActive() const
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{
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return progress != 0 || logoutWindow;
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}
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} // namespace
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