754b72d155
Summary: Since KDE 4.2 - 4.3 times, KWin doesn't paint window decorations on real X11 windows, except when compositing is turned off. This leaves us with a problem. The actual client contents is inside a larger texture with no useful pixel data around it. This and decoration texture bleeding are the main factors that contribute to 1px gap between the server-side decoration and client contents with effects such as wobbly windows, and zoom. Another problem with naming frame pixmap instead of client pixmap is that it doesn't quite go along with wayland. It only makes more difficult to abstract window quad generation in the scene. Since we don't actually need the frame window when compositing is on, there is nothing that holds us from redirecting client windows instead of frame windows. This will help us to fix the texture bleeding issue and also help us with the ongoing redesign of the scene. Test Plan: X11 clients are still composited. Reviewers: #kwin, davidedmundson Reviewed By: #kwin, davidedmundson Subscribers: davidedmundson, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D25610
1164 lines
39 KiB
C++
1164 lines
39 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) 2006 Lubos Lunak <l.lunak@kde.org>
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Copyright (C) 2019 Vlad Zahorodnii <vladzzag@gmail.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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/*
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The base class for compositing, implementing shared functionality
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between the OpenGL and XRender backends.
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Design:
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When compositing is turned on, XComposite extension is used to redirect
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drawing of windows to pixmaps and XDamage extension is used to get informed
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about damage (changes) to window contents. This code is mostly in composite.cpp .
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Compositor::performCompositing() starts one painting pass. Painting is done
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by painting the screen, which in turn paints every window. Painting can be affected
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using effects, which are chained. E.g. painting a screen means that actually
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paintScreen() of the first effect is called, which possibly does modifications
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and calls next effect's paintScreen() and so on, until Scene::finalPaintScreen()
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is called.
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There are 3 phases of every paint (not necessarily done together):
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The pre-paint phase, the paint phase and the post-paint phase.
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The pre-paint phase is used to find out about how the painting will be actually
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done (i.e. what the effects will do). For example when only a part of the screen
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needs to be updated and no effect will do any transformation it is possible to use
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an optimized paint function. How the painting will be done is controlled
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by the mask argument, see PAINT_WINDOW_* and PAINT_SCREEN_* flags in scene.h .
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For example an effect that decides to paint a normal windows as translucent
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will need to modify the mask in its prePaintWindow() to include
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the PAINT_WINDOW_TRANSLUCENT flag. The paintWindow() function will then get
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the mask with this flag turned on and will also paint using transparency.
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The paint pass does the actual painting, based on the information collected
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using the pre-paint pass. After running through the effects' paintScreen()
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either paintGenericScreen() or optimized paintSimpleScreen() are called.
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Those call paintWindow() on windows (not necessarily all), possibly using
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clipping to optimize performance and calling paintWindow() first with only
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PAINT_WINDOW_OPAQUE to paint the opaque parts and then later
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with PAINT_WINDOW_TRANSLUCENT to paint the transparent parts. Function
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paintWindow() again goes through effects' paintWindow() until
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finalPaintWindow() is called, which calls the window's performPaint() to
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do the actual painting.
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The post-paint can be used for cleanups and is also used for scheduling
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repaints during the next painting pass for animations. Effects wanting to
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repaint certain parts can manually damage them during post-paint and repaint
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of these parts will be done during the next paint pass.
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*/
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#include "scene.h"
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#include <QQuickWindow>
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#include <QVector2D>
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#include "x11client.h"
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#include "deleted.h"
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#include "effects.h"
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#include "overlaywindow.h"
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#include "screens.h"
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#include "shadow.h"
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#include "wayland_server.h"
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#include "thumbnailitem.h"
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#include <KWayland/Server/buffer_interface.h>
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#include <KWayland/Server/subcompositor_interface.h>
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#include <KWayland/Server/surface_interface.h>
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namespace KWin
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{
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//****************************************
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// Scene
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//****************************************
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Scene::Scene(QObject *parent)
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: QObject(parent)
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{
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last_time.invalidate(); // Initialize the timer
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}
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Scene::~Scene()
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{
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Q_ASSERT(m_windows.isEmpty());
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}
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// returns mask and possibly modified region
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void Scene::paintScreen(int* mask, const QRegion &damage, const QRegion &repaint,
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QRegion *updateRegion, QRegion *validRegion, const QMatrix4x4 &projection, const QRect &outputGeometry)
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{
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const QSize &screenSize = screens()->size();
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const QRegion displayRegion(0, 0, screenSize.width(), screenSize.height());
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*mask = (damage == displayRegion) ? 0 : PAINT_SCREEN_REGION;
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updateTimeDiff();
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// preparation step
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static_cast<EffectsHandlerImpl*>(effects)->startPaint();
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QRegion region = damage;
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ScreenPrePaintData pdata;
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pdata.mask = *mask;
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pdata.paint = region;
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effects->prePaintScreen(pdata, time_diff);
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*mask = pdata.mask;
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region = pdata.paint;
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if (*mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) {
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// Region painting is not possible with transformations,
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// because screen damage doesn't match transformed positions.
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*mask &= ~PAINT_SCREEN_REGION;
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region = infiniteRegion();
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} else if (*mask & PAINT_SCREEN_REGION) {
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// make sure not to go outside visible screen
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region &= displayRegion;
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} else {
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// whole screen, not transformed, force region to be full
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region = displayRegion;
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}
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painted_region = region;
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repaint_region = repaint;
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if (*mask & PAINT_SCREEN_BACKGROUND_FIRST) {
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paintBackground(region);
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}
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ScreenPaintData data(projection, outputGeometry);
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effects->paintScreen(*mask, region, data);
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foreach (Window *w, stacking_order) {
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effects->postPaintWindow(effectWindow(w));
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}
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effects->postPaintScreen();
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// make sure not to go outside of the screen area
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*updateRegion = damaged_region;
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*validRegion = (region | painted_region) & displayRegion;
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repaint_region = QRegion();
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damaged_region = QRegion();
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// make sure all clipping is restored
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Q_ASSERT(!PaintClipper::clip());
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}
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// Compute time since the last painting pass.
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void Scene::updateTimeDiff()
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{
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if (!last_time.isValid()) {
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// Painting has been idle (optimized out) for some time,
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// which means time_diff would be huge and would break animations.
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// Simply set it to one (zero would mean no change at all and could
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// cause problems).
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time_diff = 1;
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last_time.start();
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} else
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time_diff = last_time.restart();
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if (time_diff < 0) // check time rollback
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time_diff = 1;
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}
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// Painting pass is optimized away.
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void Scene::idle()
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{
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// Don't break time since last paint for the next pass.
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last_time.invalidate();
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}
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// the function that'll be eventually called by paintScreen() above
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void Scene::finalPaintScreen(int mask, QRegion region, ScreenPaintData& data)
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{
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if (mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS))
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paintGenericScreen(mask, data);
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else
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paintSimpleScreen(mask, region);
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}
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// The generic painting code that can handle even transformations.
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// It simply paints bottom-to-top.
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void Scene::paintGenericScreen(int orig_mask, ScreenPaintData)
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{
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if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST)) {
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paintBackground(infiniteRegion());
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}
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QVector<Phase2Data> phase2;
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phase2.reserve(stacking_order.size());
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foreach (Window * w, stacking_order) { // bottom to top
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Toplevel* topw = w->window();
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// Reset the repaint_region.
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// This has to be done here because many effects schedule a repaint for
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// the next frame within Effects::prePaintWindow.
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topw->resetRepaints();
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WindowPrePaintData data;
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data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
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w->resetPaintingEnabled();
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data.paint = infiniteRegion(); // no clipping, so doesn't really matter
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data.clip = QRegion();
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data.quads = w->buildQuads();
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// preparation step
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effects->prePaintWindow(effectWindow(w), data, time_diff);
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#if !defined(QT_NO_DEBUG)
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if (data.quads.isTransformed()) {
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qFatal("Pre-paint calls are not allowed to transform quads!");
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}
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#endif
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if (!w->isPaintingEnabled()) {
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continue;
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}
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phase2.append({w, infiniteRegion(), data.clip, data.mask, data.quads});
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}
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foreach (const Phase2Data & d, phase2) {
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paintWindow(d.window, d.mask, d.region, d.quads);
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}
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const QSize &screenSize = screens()->size();
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damaged_region = QRegion(0, 0, screenSize.width(), screenSize.height());
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}
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// The optimized case without any transformations at all.
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// It can paint only the requested region and can use clipping
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// to reduce painting and improve performance.
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void Scene::paintSimpleScreen(int orig_mask, QRegion region)
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{
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Q_ASSERT((orig_mask & (PAINT_SCREEN_TRANSFORMED
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| PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) == 0);
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QVector<Phase2Data> phase2data;
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phase2data.reserve(stacking_order.size());
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QRegion dirtyArea = region;
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bool opaqueFullscreen = false;
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// Traverse the scene windows from bottom to top.
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for (int i = 0; i < stacking_order.count(); ++i) {
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Window *window = stacking_order[i];
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Toplevel *toplevel = window->window();
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WindowPrePaintData data;
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data.mask = orig_mask | (window->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
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window->resetPaintingEnabled();
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data.paint = region;
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data.paint |= toplevel->repaints();
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// Reset the repaint_region.
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// This has to be done here because many effects schedule a repaint for
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// the next frame within Effects::prePaintWindow.
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toplevel->resetRepaints();
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// Clip out the decoration for opaque windows; the decoration is drawn in the second pass
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opaqueFullscreen = false; // TODO: do we care about unmanged windows here (maybe input windows?)
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if (window->isOpaque()) {
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AbstractClient *client = dynamic_cast<AbstractClient *>(toplevel);
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if (client) {
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opaqueFullscreen = client->isFullScreen();
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}
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if (!(client && client->decorationHasAlpha())) {
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data.clip = window->decorationShape().translated(window->pos());
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}
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data.clip |= window->clientShape().translated(window->pos() + window->bufferOffset());
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} else if (toplevel->hasAlpha() && toplevel->opacity() == 1.0) {
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const QRegion clientShape = window->clientShape().translated(window->pos() + window->bufferOffset());
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const QRegion opaqueShape = toplevel->opaqueRegion().translated(window->pos() + toplevel->clientPos());
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data.clip = clientShape & opaqueShape;
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} else {
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data.clip = QRegion();
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}
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data.quads = window->buildQuads();
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// preparation step
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effects->prePaintWindow(effectWindow(window), data, time_diff);
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#if !defined(QT_NO_DEBUG)
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if (data.quads.isTransformed()) {
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qFatal("Pre-paint calls are not allowed to transform quads!");
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}
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#endif
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if (!window->isPaintingEnabled()) {
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continue;
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}
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dirtyArea |= data.paint;
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// Schedule the window for painting
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phase2data.append({ window, data.paint, data.clip, data.mask, data.quads });
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}
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// Save the part of the repaint region that's exclusively rendered to
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// bring a reused back buffer up to date. Then union the dirty region
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// with the repaint region.
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const QRegion repaintClip = repaint_region - dirtyArea;
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dirtyArea |= repaint_region;
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const QSize &screenSize = screens()->size();
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const QRegion displayRegion(0, 0, screenSize.width(), screenSize.height());
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bool fullRepaint(dirtyArea == displayRegion); // spare some expensive region operations
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if (!fullRepaint) {
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extendPaintRegion(dirtyArea, opaqueFullscreen);
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fullRepaint = (dirtyArea == displayRegion);
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}
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QRegion allclips, upperTranslucentDamage;
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upperTranslucentDamage = repaint_region;
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// This is the occlusion culling pass
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for (int i = phase2data.count() - 1; i >= 0; --i) {
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Phase2Data *data = &phase2data[i];
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if (fullRepaint) {
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data->region = displayRegion;
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} else {
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data->region |= upperTranslucentDamage;
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}
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// subtract the parts which will possibly been drawn as part of
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// a higher opaque window
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data->region -= allclips;
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// Here we rely on WindowPrePaintData::setTranslucent() to remove
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// the clip if needed.
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if (!data->clip.isEmpty() && !(data->mask & PAINT_WINDOW_TRANSLUCENT)) {
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// clip away the opaque regions for all windows below this one
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allclips |= data->clip;
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// extend the translucent damage for windows below this by remaining (translucent) regions
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if (!fullRepaint) {
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upperTranslucentDamage |= data->region - data->clip;
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}
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} else if (!fullRepaint) {
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upperTranslucentDamage |= data->region;
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}
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}
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QRegion paintedArea;
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// Fill any areas of the root window not covered by opaque windows
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if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST)) {
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paintedArea = dirtyArea - allclips;
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paintBackground(paintedArea);
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}
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// Now walk the list bottom to top and draw the windows.
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for (int i = 0; i < phase2data.count(); ++i) {
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Phase2Data *data = &phase2data[i];
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// add all regions which have been drawn so far
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paintedArea |= data->region;
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data->region = paintedArea;
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paintWindow(data->window, data->mask, data->region, data->quads);
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}
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if (fullRepaint) {
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painted_region = displayRegion;
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damaged_region = displayRegion;
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} else {
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painted_region |= paintedArea;
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// Clip the repainted region from the damaged region.
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// It's important that we don't add the union of the damaged region
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// and the repainted region to the damage history. Otherwise the
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// repaint region will grow with every frame until it eventually
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// covers the whole back buffer, at which point we're always doing
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// full repaints.
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damaged_region = paintedArea - repaintClip;
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}
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}
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void Scene::addToplevel(Toplevel *c)
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{
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Q_ASSERT(!m_windows.contains(c));
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Scene::Window *w = createWindow(c);
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m_windows[ c ] = w;
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connect(c, SIGNAL(geometryShapeChanged(KWin::Toplevel*,QRect)), SLOT(windowGeometryShapeChanged(KWin::Toplevel*)));
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connect(c, SIGNAL(windowClosed(KWin::Toplevel*,KWin::Deleted*)), SLOT(windowClosed(KWin::Toplevel*,KWin::Deleted*)));
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//A change of scale won't affect the geometry in compositor co-ordinates, but will affect the window quads.
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if (c->surface()) {
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connect(c->surface(), &KWayland::Server::SurfaceInterface::scaleChanged, this, std::bind(&Scene::windowGeometryShapeChanged, this, c));
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}
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connect(c, &Toplevel::screenScaleChanged, this,
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[this, c] {
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windowGeometryShapeChanged(c);
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}
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);
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c->effectWindow()->setSceneWindow(w);
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c->updateShadow();
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w->updateShadow(c->shadow());
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connect(c, &Toplevel::shadowChanged, this,
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[w] {
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w->invalidateQuadsCache();
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}
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);
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}
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void Scene::removeToplevel(Toplevel *toplevel)
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{
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Q_ASSERT(m_windows.contains(toplevel));
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delete m_windows.take(toplevel);
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toplevel->effectWindow()->setSceneWindow(nullptr);
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}
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void Scene::windowClosed(Toplevel *toplevel, Deleted *deleted)
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{
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if (!deleted) {
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removeToplevel(toplevel);
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return;
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}
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Q_ASSERT(m_windows.contains(toplevel));
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Window *window = m_windows.take(toplevel);
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window->updateToplevel(deleted);
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if (window->shadow()) {
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window->shadow()->setToplevel(deleted);
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}
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m_windows[deleted] = window;
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}
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void Scene::windowGeometryShapeChanged(Toplevel *c)
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{
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if (!m_windows.contains(c)) // this is ok, shape is not valid by default
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return;
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Window *w = m_windows[ c ];
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w->discardShape();
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}
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void Scene::createStackingOrder(QList<Toplevel *> toplevels)
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{
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// TODO: cache the stacking_order in case it has not changed
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foreach (Toplevel *c, toplevels) {
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Q_ASSERT(m_windows.contains(c));
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stacking_order.append(m_windows[ c ]);
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}
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}
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void Scene::clearStackingOrder()
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{
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stacking_order.clear();
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}
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static Scene::Window *s_recursionCheck = nullptr;
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void Scene::paintWindow(Window* w, int mask, QRegion region, WindowQuadList quads)
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{
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// no painting outside visible screen (and no transformations)
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const QSize &screenSize = screens()->size();
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region &= QRect(0, 0, screenSize.width(), screenSize.height());
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if (region.isEmpty()) // completely clipped
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return;
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if (w->window()->isDeleted() && w->window()->skipsCloseAnimation()) {
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// should not get painted
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return;
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}
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if (s_recursionCheck == w) {
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return;
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}
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WindowPaintData data(w->window()->effectWindow(), screenProjectionMatrix());
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data.quads = quads;
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effects->paintWindow(effectWindow(w), mask, region, data);
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// paint thumbnails on top of window
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paintWindowThumbnails(w, region, data.opacity(), data.brightness(), data.saturation());
|
|
// and desktop thumbnails
|
|
paintDesktopThumbnails(w);
|
|
}
|
|
|
|
static void adjustClipRegion(AbstractThumbnailItem *item, QRegion &clippingRegion)
|
|
{
|
|
if (item->clip() && item->clipTo()) {
|
|
// the x/y positions of the parent item are not correct. The margins are added, though the size seems fine
|
|
// that's why we have to get the offset by inspecting the anchors properties
|
|
QQuickItem *parentItem = item->clipTo();
|
|
QPointF offset;
|
|
QVariant anchors = parentItem->property("anchors");
|
|
if (anchors.isValid()) {
|
|
if (QObject *anchorsObject = anchors.value<QObject*>()) {
|
|
offset.setX(anchorsObject->property("leftMargin").toReal());
|
|
offset.setY(anchorsObject->property("topMargin").toReal());
|
|
}
|
|
}
|
|
QRectF rect = QRectF(parentItem->position() - offset, QSizeF(parentItem->width(), parentItem->height()));
|
|
if (QQuickItem *p = parentItem->parentItem()) {
|
|
rect = p->mapRectToScene(rect);
|
|
}
|
|
clippingRegion &= rect.adjusted(0,0,-1,-1).translated(item->window()->position()).toRect();
|
|
}
|
|
}
|
|
|
|
void Scene::paintWindowThumbnails(Scene::Window *w, QRegion region, qreal opacity, qreal brightness, qreal saturation)
|
|
{
|
|
EffectWindowImpl *wImpl = static_cast<EffectWindowImpl*>(effectWindow(w));
|
|
for (QHash<WindowThumbnailItem*, QPointer<EffectWindowImpl> >::const_iterator it = wImpl->thumbnails().constBegin();
|
|
it != wImpl->thumbnails().constEnd();
|
|
++it) {
|
|
if (it.value().isNull()) {
|
|
continue;
|
|
}
|
|
WindowThumbnailItem *item = it.key();
|
|
if (!item->isVisible()) {
|
|
continue;
|
|
}
|
|
EffectWindowImpl *thumb = it.value().data();
|
|
WindowPaintData thumbData(thumb, screenProjectionMatrix());
|
|
thumbData.setOpacity(opacity);
|
|
thumbData.setBrightness(brightness * item->brightness());
|
|
thumbData.setSaturation(saturation * item->saturation());
|
|
|
|
const QRect visualThumbRect(thumb->expandedGeometry());
|
|
|
|
QSizeF size = QSizeF(visualThumbRect.size());
|
|
size.scale(QSizeF(item->width(), item->height()), Qt::KeepAspectRatio);
|
|
if (size.width() > visualThumbRect.width() || size.height() > visualThumbRect.height()) {
|
|
size = QSizeF(visualThumbRect.size());
|
|
}
|
|
thumbData.setXScale(size.width() / static_cast<qreal>(visualThumbRect.width()));
|
|
thumbData.setYScale(size.height() / static_cast<qreal>(visualThumbRect.height()));
|
|
|
|
if (!item->window()) {
|
|
continue;
|
|
}
|
|
const QPointF point = item->mapToScene(item->position());
|
|
qreal x = point.x() + w->x() + (item->width() - size.width())/2;
|
|
qreal y = point.y() + w->y() + (item->height() - size.height()) / 2;
|
|
x -= thumb->x();
|
|
y -= thumb->y();
|
|
// compensate shadow topleft padding
|
|
x += (thumb->x()-visualThumbRect.x())*thumbData.xScale();
|
|
y += (thumb->y()-visualThumbRect.y())*thumbData.yScale();
|
|
thumbData.setXTranslation(x);
|
|
thumbData.setYTranslation(y);
|
|
int thumbMask = PAINT_WINDOW_TRANSFORMED | PAINT_WINDOW_LANCZOS;
|
|
if (thumbData.opacity() == 1.0) {
|
|
thumbMask |= PAINT_WINDOW_OPAQUE;
|
|
} else {
|
|
thumbMask |= PAINT_WINDOW_TRANSLUCENT;
|
|
}
|
|
QRegion clippingRegion = region;
|
|
clippingRegion &= QRegion(wImpl->x(), wImpl->y(), wImpl->width(), wImpl->height());
|
|
adjustClipRegion(item, clippingRegion);
|
|
effects->drawWindow(thumb, thumbMask, clippingRegion, thumbData);
|
|
}
|
|
}
|
|
|
|
void Scene::paintDesktopThumbnails(Scene::Window *w)
|
|
{
|
|
EffectWindowImpl *wImpl = static_cast<EffectWindowImpl*>(effectWindow(w));
|
|
for (QList<DesktopThumbnailItem*>::const_iterator it = wImpl->desktopThumbnails().constBegin();
|
|
it != wImpl->desktopThumbnails().constEnd();
|
|
++it) {
|
|
DesktopThumbnailItem *item = *it;
|
|
if (!item->isVisible()) {
|
|
continue;
|
|
}
|
|
if (!item->window()) {
|
|
continue;
|
|
}
|
|
s_recursionCheck = w;
|
|
|
|
ScreenPaintData data;
|
|
const QSize &screenSize = screens()->size();
|
|
QSize size = screenSize;
|
|
|
|
size.scale(item->width(), item->height(), Qt::KeepAspectRatio);
|
|
data *= QVector2D(size.width() / double(screenSize.width()),
|
|
size.height() / double(screenSize.height()));
|
|
const QPointF point = item->mapToScene(item->position());
|
|
const qreal x = point.x() + w->x() + (item->width() - size.width())/2;
|
|
const qreal y = point.y() + w->y() + (item->height() - size.height()) / 2;
|
|
const QRect region = QRect(x, y, item->width(), item->height());
|
|
QRegion clippingRegion = region;
|
|
clippingRegion &= QRegion(wImpl->x(), wImpl->y(), wImpl->width(), wImpl->height());
|
|
adjustClipRegion(item, clippingRegion);
|
|
data += QPointF(x, y);
|
|
const int desktopMask = PAINT_SCREEN_TRANSFORMED | PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_BACKGROUND_FIRST;
|
|
paintDesktop(item->desktop(), desktopMask, clippingRegion, data);
|
|
s_recursionCheck = nullptr;
|
|
}
|
|
}
|
|
|
|
void Scene::paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data)
|
|
{
|
|
static_cast<EffectsHandlerImpl*>(effects)->paintDesktop(desktop, mask, region, data);
|
|
}
|
|
|
|
// the function that'll be eventually called by paintWindow() above
|
|
void Scene::finalPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
|
|
{
|
|
effects->drawWindow(w, mask, region, data);
|
|
}
|
|
|
|
// will be eventually called from drawWindow()
|
|
void Scene::finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
|
|
{
|
|
if (waylandServer() && waylandServer()->isScreenLocked() && !w->window()->isLockScreen() && !w->window()->isInputMethod()) {
|
|
return;
|
|
}
|
|
w->sceneWindow()->performPaint(mask, region, data);
|
|
}
|
|
|
|
void Scene::extendPaintRegion(QRegion ®ion, bool opaqueFullscreen)
|
|
{
|
|
Q_UNUSED(region);
|
|
Q_UNUSED(opaqueFullscreen);
|
|
}
|
|
|
|
void Scene::screenGeometryChanged(const QSize &size)
|
|
{
|
|
if (!overlayWindow()) {
|
|
return;
|
|
}
|
|
overlayWindow()->resize(size);
|
|
}
|
|
|
|
bool Scene::makeOpenGLContextCurrent()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void Scene::doneOpenGLContextCurrent()
|
|
{
|
|
}
|
|
|
|
void Scene::triggerFence()
|
|
{
|
|
}
|
|
|
|
QMatrix4x4 Scene::screenProjectionMatrix() const
|
|
{
|
|
return QMatrix4x4();
|
|
}
|
|
|
|
xcb_render_picture_t Scene::xrenderBufferPicture() const
|
|
{
|
|
return XCB_RENDER_PICTURE_NONE;
|
|
}
|
|
|
|
QPainter *Scene::scenePainter() const
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
QImage *Scene::qpainterRenderBuffer() const
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
QVector<QByteArray> Scene::openGLPlatformInterfaceExtensions() const
|
|
{
|
|
return QVector<QByteArray>{};
|
|
}
|
|
|
|
//****************************************
|
|
// Scene::Window
|
|
//****************************************
|
|
|
|
Scene::Window::Window(Toplevel * c)
|
|
: toplevel(c)
|
|
, filter(ImageFilterFast)
|
|
, m_shadow(nullptr)
|
|
, m_currentPixmap()
|
|
, m_previousPixmap()
|
|
, m_referencePixmapCounter(0)
|
|
, disable_painting(0)
|
|
, cached_quad_list(nullptr)
|
|
{
|
|
}
|
|
|
|
Scene::Window::~Window()
|
|
{
|
|
delete m_shadow;
|
|
}
|
|
|
|
void Scene::Window::referencePreviousPixmap()
|
|
{
|
|
if (!m_previousPixmap.isNull() && m_previousPixmap->isDiscarded()) {
|
|
m_referencePixmapCounter++;
|
|
}
|
|
}
|
|
|
|
void Scene::Window::unreferencePreviousPixmap()
|
|
{
|
|
if (m_previousPixmap.isNull() || !m_previousPixmap->isDiscarded()) {
|
|
return;
|
|
}
|
|
m_referencePixmapCounter--;
|
|
if (m_referencePixmapCounter == 0) {
|
|
m_previousPixmap.reset();
|
|
}
|
|
}
|
|
|
|
void Scene::Window::pixmapDiscarded()
|
|
{
|
|
if (!m_currentPixmap.isNull()) {
|
|
if (m_currentPixmap->isValid()) {
|
|
m_previousPixmap.reset(m_currentPixmap.take());
|
|
m_previousPixmap->markAsDiscarded();
|
|
} else {
|
|
m_currentPixmap.reset();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Scene::Window::discardShape()
|
|
{
|
|
// it is created on-demand and cached, simply
|
|
// reset the flag
|
|
m_bufferShapeIsValid = false;
|
|
invalidateQuadsCache();
|
|
}
|
|
|
|
QRegion Scene::Window::bufferShape() const
|
|
{
|
|
if (m_bufferShapeIsValid) {
|
|
return m_bufferShape;
|
|
}
|
|
|
|
const QRect bufferGeometry = toplevel->bufferGeometry();
|
|
|
|
if (toplevel->shape()) {
|
|
auto cookie = xcb_shape_get_rectangles_unchecked(connection(), toplevel->windowId(), XCB_SHAPE_SK_BOUNDING);
|
|
ScopedCPointer<xcb_shape_get_rectangles_reply_t> reply(xcb_shape_get_rectangles_reply(connection(), cookie, nullptr));
|
|
if (!reply.isNull()) {
|
|
m_bufferShape = QRegion();
|
|
const xcb_rectangle_t *rects = xcb_shape_get_rectangles_rectangles(reply.data());
|
|
const int rectCount = xcb_shape_get_rectangles_rectangles_length(reply.data());
|
|
for (int i = 0; i < rectCount; ++i) {
|
|
m_bufferShape += QRegion(rects[i].x, rects[i].y, rects[i].width, rects[i].height);
|
|
}
|
|
// make sure the shape is sane (X is async, maybe even XShape is broken)
|
|
m_bufferShape &= QRegion(0, 0, bufferGeometry.width(), bufferGeometry.height());
|
|
} else {
|
|
m_bufferShape = QRegion();
|
|
}
|
|
} else {
|
|
m_bufferShape = QRegion(0, 0, bufferGeometry.width(), bufferGeometry.height());
|
|
}
|
|
|
|
m_bufferShapeIsValid = true;
|
|
|
|
return m_bufferShape;
|
|
}
|
|
|
|
QRegion Scene::Window::clientShape() const
|
|
{
|
|
if (AbstractClient *client = qobject_cast<AbstractClient *>(toplevel)) {
|
|
if (client->isShade()) {
|
|
return QRegion();
|
|
}
|
|
}
|
|
return bufferShape();
|
|
}
|
|
|
|
QRegion Scene::Window::decorationShape() const
|
|
{
|
|
return QRegion(toplevel->decorationRect()) - toplevel->transparentRect();
|
|
}
|
|
|
|
QPoint Scene::Window::bufferOffset() const
|
|
{
|
|
const QRect bufferGeometry = toplevel->bufferGeometry();
|
|
const QRect frameGeometry = toplevel->frameGeometry();
|
|
return bufferGeometry.topLeft() - frameGeometry.topLeft();
|
|
}
|
|
|
|
bool Scene::Window::isVisible() const
|
|
{
|
|
if (toplevel->isDeleted())
|
|
return false;
|
|
if (!toplevel->isOnCurrentDesktop())
|
|
return false;
|
|
if (!toplevel->isOnCurrentActivity())
|
|
return false;
|
|
if (AbstractClient *c = dynamic_cast<AbstractClient*>(toplevel))
|
|
return c->isShown(true);
|
|
return true; // Unmanaged is always visible
|
|
}
|
|
|
|
bool Scene::Window::isOpaque() const
|
|
{
|
|
return toplevel->opacity() == 1.0 && !toplevel->hasAlpha();
|
|
}
|
|
|
|
bool Scene::Window::isPaintingEnabled() const
|
|
{
|
|
return !disable_painting;
|
|
}
|
|
|
|
void Scene::Window::resetPaintingEnabled()
|
|
{
|
|
disable_painting = 0;
|
|
if (toplevel->isDeleted())
|
|
disable_painting |= PAINT_DISABLED_BY_DELETE;
|
|
if (static_cast<EffectsHandlerImpl*>(effects)->isDesktopRendering()) {
|
|
if (!toplevel->isOnDesktop(static_cast<EffectsHandlerImpl*>(effects)->currentRenderedDesktop())) {
|
|
disable_painting |= PAINT_DISABLED_BY_DESKTOP;
|
|
}
|
|
} else {
|
|
if (!toplevel->isOnCurrentDesktop())
|
|
disable_painting |= PAINT_DISABLED_BY_DESKTOP;
|
|
}
|
|
if (!toplevel->isOnCurrentActivity())
|
|
disable_painting |= PAINT_DISABLED_BY_ACTIVITY;
|
|
if (AbstractClient *c = dynamic_cast<AbstractClient*>(toplevel)) {
|
|
if (c->isMinimized())
|
|
disable_painting |= PAINT_DISABLED_BY_MINIMIZE;
|
|
if (c->isHiddenInternal()) {
|
|
disable_painting |= PAINT_DISABLED;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Scene::Window::enablePainting(int reason)
|
|
{
|
|
disable_painting &= ~reason;
|
|
}
|
|
|
|
void Scene::Window::disablePainting(int reason)
|
|
{
|
|
disable_painting |= reason;
|
|
}
|
|
|
|
WindowQuadList Scene::Window::buildQuads(bool force) const
|
|
{
|
|
if (cached_quad_list != nullptr && !force)
|
|
return *cached_quad_list;
|
|
|
|
WindowQuadList ret = makeContentsQuads();
|
|
|
|
if (!toplevel->frameMargins().isNull()) {
|
|
AbstractClient *client = dynamic_cast<AbstractClient*>(toplevel);
|
|
QRegion center = toplevel->transparentRect();
|
|
const QRegion decoration = decorationShape();
|
|
qreal decorationScale = 1.0;
|
|
|
|
QRect rects[4];
|
|
bool isShadedClient = false;
|
|
|
|
if (client) {
|
|
client->layoutDecorationRects(rects[0], rects[1], rects[2], rects[3]);
|
|
decorationScale = client->screenScale();
|
|
isShadedClient = client->isShade() || center.isEmpty();
|
|
}
|
|
|
|
if (isShadedClient) {
|
|
const QRect bounding = rects[0] | rects[1] | rects[2] | rects[3];
|
|
ret += makeDecorationQuads(rects, bounding, decorationScale);
|
|
} else {
|
|
ret += makeDecorationQuads(rects, decoration, decorationScale);
|
|
}
|
|
|
|
}
|
|
if (m_shadow && toplevel->wantsShadowToBeRendered()) {
|
|
ret << m_shadow->shadowQuads();
|
|
}
|
|
effects->buildQuads(toplevel->effectWindow(), ret);
|
|
cached_quad_list.reset(new WindowQuadList(ret));
|
|
return ret;
|
|
}
|
|
|
|
WindowQuadList Scene::Window::makeDecorationQuads(const QRect *rects, const QRegion ®ion, qreal textureScale) const
|
|
{
|
|
WindowQuadList list;
|
|
|
|
const QPoint offsets[4] = {
|
|
QPoint(-rects[0].x() + rects[1].height() + rects[3].height() + 2, -rects[0].y()), // Left
|
|
QPoint(-rects[1].x(), -rects[1].y()), // Top
|
|
QPoint(-rects[2].x() + rects[1].height() + rects[3].height() + rects[0].width() + 3, -rects[2].y()), // Right
|
|
QPoint(-rects[3].x(), -rects[3].y() + rects[1].height() + 1) // Bottom
|
|
};
|
|
|
|
const Qt::Orientation orientations[4] = {
|
|
Qt::Vertical, // Left
|
|
Qt::Horizontal, // Top
|
|
Qt::Vertical, // Right
|
|
Qt::Horizontal, // Bottom
|
|
};
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
const QRegion intersectedRegion = (region & rects[i]);
|
|
for (const QRect &r : intersectedRegion) {
|
|
if (!r.isValid())
|
|
continue;
|
|
|
|
const bool swap = orientations[i] == Qt::Vertical;
|
|
|
|
const int x0 = r.x();
|
|
const int y0 = r.y();
|
|
const int x1 = r.x() + r.width();
|
|
const int y1 = r.y() + r.height();
|
|
|
|
const int u0 = (x0 + offsets[i].x()) * textureScale;
|
|
const int v0 = (y0 + offsets[i].y()) * textureScale;
|
|
const int u1 = (x1 + offsets[i].x()) * textureScale;
|
|
const int v1 = (y1 + offsets[i].y()) * textureScale;
|
|
|
|
WindowQuad quad(WindowQuadDecoration);
|
|
quad.setUVAxisSwapped(swap);
|
|
|
|
if (swap) {
|
|
quad[0] = WindowVertex(x0, y0, v0, u0); // Top-left
|
|
quad[1] = WindowVertex(x1, y0, v0, u1); // Top-right
|
|
quad[2] = WindowVertex(x1, y1, v1, u1); // Bottom-right
|
|
quad[3] = WindowVertex(x0, y1, v1, u0); // Bottom-left
|
|
} else {
|
|
quad[0] = WindowVertex(x0, y0, u0, v0); // Top-left
|
|
quad[1] = WindowVertex(x1, y0, u1, v0); // Top-right
|
|
quad[2] = WindowVertex(x1, y1, u1, v1); // Bottom-right
|
|
quad[3] = WindowVertex(x0, y1, u0, v1); // Bottom-left
|
|
}
|
|
|
|
list.append(quad);
|
|
}
|
|
}
|
|
|
|
return list;
|
|
}
|
|
|
|
WindowQuadList Scene::Window::makeContentsQuads() const
|
|
{
|
|
const QRegion contentsRegion = clientShape();
|
|
if (contentsRegion.isEmpty()) {
|
|
return WindowQuadList();
|
|
}
|
|
|
|
const QPointF geometryOffset = bufferOffset();
|
|
const qreal textureScale = toplevel->bufferScale();
|
|
|
|
WindowQuadList quads;
|
|
quads.reserve(contentsRegion.rectCount());
|
|
|
|
for (const QRectF &rect : contentsRegion) {
|
|
WindowQuad quad(WindowQuadContents);
|
|
|
|
const qreal x0 = rect.left() + geometryOffset.x();
|
|
const qreal y0 = rect.top() + geometryOffset.y();
|
|
const qreal x1 = rect.right() + geometryOffset.x();
|
|
const qreal y1 = rect.bottom() + geometryOffset.y();
|
|
|
|
const qreal u0 = rect.left() * textureScale;
|
|
const qreal v0 = rect.top() * textureScale;
|
|
const qreal u1 = rect.right() * textureScale;
|
|
const qreal v1 = rect.bottom() * textureScale;
|
|
|
|
quad[0] = WindowVertex(QPointF(x0, y0), QPointF(u0, v0));
|
|
quad[1] = WindowVertex(QPointF(x1, y0), QPointF(u1, v0));
|
|
quad[2] = WindowVertex(QPointF(x1, y1), QPointF(u1, v1));
|
|
quad[3] = WindowVertex(QPointF(x0, y1), QPointF(u0, v1));
|
|
|
|
quads << quad;
|
|
}
|
|
|
|
return quads;
|
|
}
|
|
|
|
void Scene::Window::invalidateQuadsCache()
|
|
{
|
|
cached_quad_list.reset();
|
|
}
|
|
|
|
void Scene::Window::updateShadow(Shadow* shadow)
|
|
{
|
|
if (m_shadow == shadow) {
|
|
return;
|
|
}
|
|
delete m_shadow;
|
|
m_shadow = shadow;
|
|
}
|
|
|
|
//****************************************
|
|
// WindowPixmap
|
|
//****************************************
|
|
WindowPixmap::WindowPixmap(Scene::Window *window)
|
|
: m_window(window)
|
|
, m_pixmap(XCB_PIXMAP_NONE)
|
|
, m_discarded(false)
|
|
{
|
|
}
|
|
|
|
WindowPixmap::WindowPixmap(const QPointer<KWayland::Server::SubSurfaceInterface> &subSurface, WindowPixmap *parent)
|
|
: m_window(parent->m_window)
|
|
, m_pixmap(XCB_PIXMAP_NONE)
|
|
, m_discarded(false)
|
|
, m_parent(parent)
|
|
, m_subSurface(subSurface)
|
|
{
|
|
}
|
|
|
|
WindowPixmap::~WindowPixmap()
|
|
{
|
|
if (m_pixmap != XCB_WINDOW_NONE) {
|
|
xcb_free_pixmap(connection(), m_pixmap);
|
|
}
|
|
if (m_buffer) {
|
|
using namespace KWayland::Server;
|
|
QObject::disconnect(m_buffer.data(), &BufferInterface::aboutToBeDestroyed, m_buffer.data(), &BufferInterface::unref);
|
|
m_buffer->unref();
|
|
}
|
|
}
|
|
|
|
void WindowPixmap::create()
|
|
{
|
|
if (isValid() || toplevel()->isDeleted()) {
|
|
return;
|
|
}
|
|
// always update from Buffer on Wayland, don't try using XPixmap
|
|
if (kwinApp()->shouldUseWaylandForCompositing()) {
|
|
// use Buffer
|
|
updateBuffer();
|
|
if ((m_buffer || !m_fbo.isNull()) && m_subSurface.isNull()) {
|
|
m_window->unreferencePreviousPixmap();
|
|
}
|
|
return;
|
|
}
|
|
XServerGrabber grabber;
|
|
xcb_pixmap_t pix = xcb_generate_id(connection());
|
|
xcb_void_cookie_t namePixmapCookie = xcb_composite_name_window_pixmap_checked(connection(), toplevel()->windowId(), pix);
|
|
Xcb::WindowAttributes windowAttributes(toplevel()->windowId());
|
|
Xcb::WindowGeometry windowGeometry(toplevel()->windowId());
|
|
if (xcb_generic_error_t *error = xcb_request_check(connection(), namePixmapCookie)) {
|
|
qCDebug(KWIN_CORE) << "Creating window pixmap failed: " << error->error_code;
|
|
free(error);
|
|
return;
|
|
}
|
|
// check that the received pixmap is valid and actually matches what we
|
|
// know about the window (i.e. size)
|
|
if (!windowAttributes || windowAttributes->map_state != XCB_MAP_STATE_VIEWABLE) {
|
|
qCDebug(KWIN_CORE) << "Creating window pixmap failed: " << this;
|
|
xcb_free_pixmap(connection(), pix);
|
|
return;
|
|
}
|
|
const QRect bufferGeometry = toplevel()->bufferGeometry();
|
|
if (windowGeometry.size() != bufferGeometry.size()) {
|
|
qCDebug(KWIN_CORE) << "Creating window pixmap failed: " << this;
|
|
xcb_free_pixmap(connection(), pix);
|
|
return;
|
|
}
|
|
m_pixmap = pix;
|
|
m_pixmapSize = bufferGeometry.size();
|
|
m_window->unreferencePreviousPixmap();
|
|
}
|
|
|
|
WindowPixmap *WindowPixmap::createChild(const QPointer<KWayland::Server::SubSurfaceInterface> &subSurface)
|
|
{
|
|
Q_UNUSED(subSurface)
|
|
return nullptr;
|
|
}
|
|
|
|
bool WindowPixmap::isValid() const
|
|
{
|
|
if (!m_buffer.isNull() || !m_fbo.isNull() || !m_internalImage.isNull()) {
|
|
return true;
|
|
}
|
|
return m_pixmap != XCB_PIXMAP_NONE;
|
|
}
|
|
|
|
void WindowPixmap::updateBuffer()
|
|
{
|
|
using namespace KWayland::Server;
|
|
if (SurfaceInterface *s = surface()) {
|
|
QVector<WindowPixmap*> oldTree = m_children;
|
|
QVector<WindowPixmap*> children;
|
|
using namespace KWayland::Server;
|
|
const auto subSurfaces = s->childSubSurfaces();
|
|
for (const auto &subSurface : subSurfaces) {
|
|
if (subSurface.isNull()) {
|
|
continue;
|
|
}
|
|
auto it = std::find_if(oldTree.begin(), oldTree.end(), [subSurface] (WindowPixmap *p) { return p->m_subSurface == subSurface; });
|
|
if (it != oldTree.end()) {
|
|
children << *it;
|
|
(*it)->updateBuffer();
|
|
oldTree.erase(it);
|
|
} else {
|
|
WindowPixmap *p = createChild(subSurface);
|
|
if (p) {
|
|
p->create();
|
|
children << p;
|
|
}
|
|
}
|
|
}
|
|
setChildren(children);
|
|
qDeleteAll(oldTree);
|
|
if (auto b = s->buffer()) {
|
|
if (b == m_buffer) {
|
|
// no change
|
|
return;
|
|
}
|
|
if (m_buffer) {
|
|
QObject::disconnect(m_buffer.data(), &BufferInterface::aboutToBeDestroyed, m_buffer.data(), &BufferInterface::unref);
|
|
m_buffer->unref();
|
|
}
|
|
m_buffer = b;
|
|
m_buffer->ref();
|
|
QObject::connect(m_buffer.data(), &BufferInterface::aboutToBeDestroyed, m_buffer.data(), &BufferInterface::unref);
|
|
} else if (m_subSurface) {
|
|
if (m_buffer) {
|
|
QObject::disconnect(m_buffer.data(), &BufferInterface::aboutToBeDestroyed, m_buffer.data(), &BufferInterface::unref);
|
|
m_buffer->unref();
|
|
m_buffer.clear();
|
|
}
|
|
}
|
|
} else if (toplevel()->internalFramebufferObject()) {
|
|
m_fbo = toplevel()->internalFramebufferObject();
|
|
} else if (!toplevel()->internalImageObject().isNull()) {
|
|
m_internalImage = toplevel()->internalImageObject();
|
|
} else {
|
|
if (m_buffer) {
|
|
QObject::disconnect(m_buffer.data(), &BufferInterface::aboutToBeDestroyed, m_buffer.data(), &BufferInterface::unref);
|
|
m_buffer->unref();
|
|
m_buffer.clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
KWayland::Server::SurfaceInterface *WindowPixmap::surface() const
|
|
{
|
|
if (!m_subSurface.isNull()) {
|
|
return m_subSurface->surface().data();
|
|
} else {
|
|
return toplevel()->surface();
|
|
}
|
|
}
|
|
|
|
//****************************************
|
|
// Scene::EffectFrame
|
|
//****************************************
|
|
Scene::EffectFrame::EffectFrame(EffectFrameImpl* frame)
|
|
: m_effectFrame(frame)
|
|
{
|
|
}
|
|
|
|
Scene::EffectFrame::~EffectFrame()
|
|
{
|
|
}
|
|
|
|
SceneFactory::SceneFactory(QObject *parent)
|
|
: QObject(parent)
|
|
{
|
|
}
|
|
|
|
SceneFactory::~SceneFactory()
|
|
{
|
|
}
|
|
|
|
} // namespace
|