4a0128cac1
If you play some video and the software cursor doesn't hover it, then the shadow cast by the cursor will be getting darker and darker with every frame. The main reason for that is that kwin paints the software cursor even if the rect behind it hasn't been damaged or repainted.
340 lines
9.7 KiB
C++
340 lines
9.7 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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SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>
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SPDX-FileCopyrightText: 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#ifndef KWIN_SCENE_OPENGL_H
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#define KWIN_SCENE_OPENGL_H
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#include "scene.h"
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#include "shadow.h"
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#include "kwinglutils.h"
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#include "decorations/decorationrenderer.h"
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#include "platformsupport/scenes/opengl/backend.h"
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namespace KWin
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{
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class LanczosFilter;
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class OpenGLBackend;
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class SyncManager;
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class SyncObject;
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class KWIN_EXPORT SceneOpenGL
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: public Scene
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{
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Q_OBJECT
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public:
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class EffectFrame;
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~SceneOpenGL() override;
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bool initFailed() const override;
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bool hasPendingFlush() const override;
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qint64 paint(const QRegion &damage, const QList<Toplevel *> &windows) override;
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Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) override;
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Shadow *createShadow(Toplevel *toplevel) override;
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void screenGeometryChanged(const QSize &size) override;
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OverlayWindow *overlayWindow() const override;
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bool usesOverlayWindow() const override;
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bool blocksForRetrace() const override;
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bool syncsToVBlank() const override;
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bool makeOpenGLContextCurrent() override;
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void doneOpenGLContextCurrent() override;
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bool supportsSurfacelessContext() const override;
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bool supportsNativeFence() const override;
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Decoration::Renderer *createDecorationRenderer(Decoration::DecoratedClientImpl *impl) override;
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void triggerFence() override;
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virtual QMatrix4x4 projectionMatrix() const = 0;
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bool animationsSupported() const override;
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void insertWait();
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void idle() override;
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bool debug() const { return m_debug; }
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void initDebugOutput();
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/**
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* @brief Factory method to create a backend specific texture.
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*
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* @return :SceneOpenGL::Texture*
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*/
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SceneOpenGLTexture *createTexture();
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OpenGLBackend *backend() const {
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return m_backend;
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}
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QVector<QByteArray> openGLPlatformInterfaceExtensions() const override;
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QSharedPointer<GLTexture> textureForOutput(AbstractOutput *output) const override;
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static SceneOpenGL *createScene(QObject *parent);
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protected:
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SceneOpenGL(OpenGLBackend *backend, QObject *parent = nullptr);
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void paintBackground(const QRegion ®ion) override;
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void aboutToStartPainting(const QRegion &damage) override;
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void extendPaintRegion(QRegion ®ion, bool opaqueFullscreen) override;
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QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const;
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void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data) override;
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void paintEffectQuickView(EffectQuickView *w) override;
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void handleGraphicsReset(GLenum status);
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virtual void doPaintBackground(const QVector<float> &vertices) = 0;
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virtual void updateProjectionMatrix() = 0;
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protected:
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bool init_ok;
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private:
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bool viewportLimitsMatched(const QSize &size) const;
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private:
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bool m_debug;
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OpenGLBackend *m_backend;
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SyncManager *m_syncManager;
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SyncObject *m_currentFence;
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};
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class SceneOpenGL2 : public SceneOpenGL
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{
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Q_OBJECT
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public:
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explicit SceneOpenGL2(OpenGLBackend *backend, QObject *parent = nullptr);
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~SceneOpenGL2() override;
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CompositingType compositingType() const override {
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return OpenGL2Compositing;
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}
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static bool supported(OpenGLBackend *backend);
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QMatrix4x4 projectionMatrix() const override { return m_projectionMatrix; }
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QMatrix4x4 screenProjectionMatrix() const override { return m_screenProjectionMatrix; }
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protected:
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void paintSimpleScreen(int mask, const QRegion ®ion) override;
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void paintGenericScreen(int mask, const ScreenPaintData &data) override;
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void doPaintBackground(const QVector< float >& vertices) override;
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Scene::Window *createWindow(Toplevel *t) override;
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void finalDrawWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data) override;
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void updateProjectionMatrix() override;
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void paintCursor(const QRegion ®ion) override;
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private:
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void performPaintWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data);
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QMatrix4x4 createProjectionMatrix() const;
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private:
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LanczosFilter *m_lanczosFilter;
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QScopedPointer<GLTexture> m_cursorTexture;
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QMatrix4x4 m_projectionMatrix;
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QMatrix4x4 m_screenProjectionMatrix;
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GLuint vao;
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};
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class OpenGLWindowPixmap;
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class OpenGLWindow final : public Scene::Window
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{
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Q_OBJECT
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public:
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enum Leaf { ShadowLeaf, DecorationLeaf, ContentLeaf, PreviousContentLeaf };
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struct RenderNode
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{
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RenderNode()
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: texture(nullptr)
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, firstVertex(0)
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, vertexCount(0)
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, opacity(1.0)
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, hasAlpha(false)
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, coordinateType(UnnormalizedCoordinates)
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{
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}
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GLTexture *texture;
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WindowQuadList quads;
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int firstVertex;
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int vertexCount;
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float opacity;
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bool hasAlpha;
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TextureCoordinateType coordinateType;
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Leaf leafType;
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};
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struct RenderContext
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{
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QVector<RenderNode> renderNodes;
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int shadowOffset = 0;
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int decorationOffset = 0;
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int contentOffset = 0;
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int previousContentOffset = 0;
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int quadCount = 0;
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};
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OpenGLWindow(Toplevel *toplevel, SceneOpenGL *scene);
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~OpenGLWindow() override;
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WindowPixmap *createWindowPixmap() override;
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void performPaint(int mask, const QRegion ®ion, const WindowPaintData &data) override;
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QSharedPointer<GLTexture> windowTexture() override;
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private:
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QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
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GLTexture *getDecorationTexture() const;
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QMatrix4x4 modelViewProjectionMatrix(int mask, const WindowPaintData &data) const;
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QVector4D modulate(float opacity, float brightness) const;
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void setBlendEnabled(bool enabled);
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void initializeRenderContext(RenderContext &context, const WindowPaintData &data);
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bool beginRenderWindow(int mask, const QRegion ®ion, WindowPaintData &data);
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void endRenderWindow();
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bool bindTexture();
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SceneOpenGL *m_scene;
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bool m_hardwareClipping = false;
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bool m_blendingEnabled = false;
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};
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class OpenGLWindowPixmap : public WindowPixmap
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{
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public:
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explicit OpenGLWindowPixmap(Scene::Window *window, SceneOpenGL *scene);
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~OpenGLWindowPixmap() override;
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SceneOpenGLTexture *texture() const;
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bool bind();
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bool isValid() const override;
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protected:
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WindowPixmap *createChild(const QPointer<KWaylandServer::SubSurfaceInterface> &subSurface) override;
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private:
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explicit OpenGLWindowPixmap(const QPointer<KWaylandServer::SubSurfaceInterface> &subSurface, WindowPixmap *parent, SceneOpenGL *scene);
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QScopedPointer<SceneOpenGLTexture> m_texture;
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SceneOpenGL *m_scene;
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};
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class SceneOpenGL::EffectFrame
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: public Scene::EffectFrame
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{
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public:
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EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene);
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~EffectFrame() override;
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void free() override;
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void freeIconFrame() override;
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void freeTextFrame() override;
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void freeSelection() override;
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void render(const QRegion ®ion, double opacity, double frameOpacity) override;
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void crossFadeIcon() override;
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void crossFadeText() override;
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static void cleanup();
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private:
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void updateTexture();
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void updateTextTexture();
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GLTexture *m_texture;
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GLTexture *m_textTexture;
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GLTexture *m_oldTextTexture;
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QPixmap *m_textPixmap; // need to keep the pixmap around to workaround some driver problems
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GLTexture *m_iconTexture;
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GLTexture *m_oldIconTexture;
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GLTexture *m_selectionTexture;
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GLVertexBuffer *m_unstyledVBO;
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SceneOpenGL *m_scene;
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static GLTexture* m_unstyledTexture;
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static QPixmap* m_unstyledPixmap; // need to keep the pixmap around to workaround some driver problems
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static void updateUnstyledTexture(); // Update OpenGL unstyled frame texture
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};
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/**
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* @short OpenGL implementation of Shadow.
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*
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* This class extends Shadow by the Elements required for OpenGL rendering.
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* @author Martin Gräßlin <mgraesslin@kde.org>
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*/
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class SceneOpenGLShadow
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: public Shadow
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{
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public:
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explicit SceneOpenGLShadow(Toplevel *toplevel);
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~SceneOpenGLShadow() override;
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GLTexture *shadowTexture() {
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return m_texture.data();
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}
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protected:
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void buildQuads() override;
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bool prepareBackend() override;
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private:
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QSharedPointer<GLTexture> m_texture;
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};
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class SceneOpenGLDecorationRenderer : public Decoration::Renderer
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{
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Q_OBJECT
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public:
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enum class DecorationPart : int {
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Left,
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Top,
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Right,
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Bottom,
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Count
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};
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explicit SceneOpenGLDecorationRenderer(Decoration::DecoratedClientImpl *client);
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~SceneOpenGLDecorationRenderer() override;
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void render() override;
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void reparent(Deleted *deleted) override;
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GLTexture *texture() {
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return m_texture.data();
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}
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GLTexture *texture() const {
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return m_texture.data();
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}
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private:
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void resizeTexture();
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QScopedPointer<GLTexture> m_texture;
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};
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inline bool SceneOpenGL::hasPendingFlush() const
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{
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return m_backend->hasPendingFlush();
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}
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inline bool SceneOpenGL::usesOverlayWindow() const
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{
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return m_backend->usesOverlayWindow();
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}
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inline SceneOpenGLTexture* OpenGLWindowPixmap::texture() const
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{
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return m_texture.data();
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}
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class KWIN_EXPORT OpenGLFactory : public SceneFactory
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{
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Q_OBJECT
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Q_INTERFACES(KWin::SceneFactory)
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Q_PLUGIN_METADATA(IID "org.kde.kwin.Scene" FILE "opengl.json")
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public:
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explicit OpenGLFactory(QObject *parent = nullptr);
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~OpenGLFactory() override;
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Scene *create(QObject *parent = nullptr) const override;
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};
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} // namespace
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#endif
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