56eeb84acc
only in paint. svn path=/trunk/KDE/kdebase/workspace/; revision=689945
544 lines
18 KiB
C++
544 lines
18 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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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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/*
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This is the XRender-based compositing code. The primary compositing
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backend is the OpenGL-based one, which should be more powerful
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and also possibly better documented. This backend is mostly for cases
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when the OpenGL backend cannot be used for some reason (insufficient
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performance, no usable OpenGL support at all, etc.)
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The plan is to keep it around as long as needed/possible, but if it
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proves to be too much hassle it will be dropped in the future.
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Docs:
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XRender (the protocol, but the function calls map to it):
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http://gitweb.freedesktop.org/?p=xorg/proto/renderproto.git;a=blob_plain;hb=HEAD;f=renderproto.txt
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XFixes (again, the protocol):
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http://gitweb.freedesktop.org/?p=xorg/proto/fixesproto.git;a=blob_plain;hb=HEAD;f=fixesproto.txt
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*/
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#include "scene_xrender.h"
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#if defined(HAVE_XRENDER) && defined(HAVE_XFIXES)
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#include "toplevel.h"
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#include "client.h"
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#include "deleted.h"
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#include "effects.h"
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#include <kxerrorhandler.h>
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namespace KWin
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{
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//****************************************
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// SceneXrender
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//****************************************
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// kDebug() support for the XserverRegion type
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struct RegionDebug
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{
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RegionDebug( XserverRegion r ) : rr( r ) {}
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XserverRegion rr;
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};
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#ifdef NDEBUG
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inline
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kndbgstream& operator<<( kndbgstream& stream, RegionDebug ) { return stream; }
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#else
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kdbgstream& operator<<( kdbgstream& stream, RegionDebug r )
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{
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if( r.rr == None )
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return stream << "EMPTY";
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int num;
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XRectangle* rects = XFixesFetchRegion( display(), r.rr, &num );
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if( rects == NULL || num == 0 )
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return stream << "EMPTY";
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for( int i = 0;
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i < num;
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++i )
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stream << "[" << rects[ i ].x << "+" << rects[ i ].y << " " << rects[ i ].width << "x" << rects[ i ].height << "]";
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return stream;
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}
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#endif
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Picture SceneXrender::buffer = None;
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ScreenPaintData SceneXrender::screen_paint;
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SceneXrender::SceneXrender( Workspace* ws )
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: Scene( ws )
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, front( None )
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, init_ok( false )
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{
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if( !Extensions::renderAvailable())
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{
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kDebug( 1212 ) << "No xrender extension available" << endl;
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return;
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}
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if( !Extensions::fixesRegionAvailable())
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{
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kDebug( 1212 ) << "No xfixes v3+ extension available" << endl;
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return;
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}
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KXErrorHandler xerr;
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// create XRender picture for the root window
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format = XRenderFindVisualFormat( display(), DefaultVisual( display(), DefaultScreen( display())));
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if( format == NULL )
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return; // error
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if( wspace->createOverlay())
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{
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wspace->setupOverlay( None );
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front = XRenderCreatePicture( display(), wspace->overlayWindow(), format, 0, NULL );
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}
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else
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{
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XRenderPictureAttributes pa;
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pa.subwindow_mode = IncludeInferiors;
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front = XRenderCreatePicture( display(), rootWindow(), format, CPSubwindowMode, &pa );
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}
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createBuffer();
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init_ok = !xerr.error( true );
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}
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SceneXrender::~SceneXrender()
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{
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if( !init_ok )
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{
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// TODO this probably needs to clean up whatever has been created until the failure
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wspace->destroyOverlay();
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return;
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}
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XRenderFreePicture( display(), front );
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XRenderFreePicture( display(), buffer );
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wspace->destroyOverlay();
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foreach( Window* w, windows )
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delete w;
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}
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bool SceneXrender::initFailed() const
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{
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return !init_ok;
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}
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// Create the compositing buffer. The root window is not double-buffered,
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// so it is done manually using this buffer,
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void SceneXrender::createBuffer()
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{
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if( buffer != None )
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XRenderFreePicture( display(), buffer );
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Pixmap pixmap = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(), DefaultDepth( display(), DefaultScreen( display())));
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buffer = XRenderCreatePicture( display(), pixmap, format, 0, 0 );
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XFreePixmap( display(), pixmap ); // The picture owns the pixmap now
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}
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// the entry point for painting
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void SceneXrender::paint( QRegion damage, ToplevelList toplevels )
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{
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foreach( Toplevel* c, toplevels )
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{
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assert( windows.contains( c ));
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stacking_order.append( windows[ c ] );
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}
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int mask = 0;
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paintScreen( &mask, &damage );
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if( mask & PAINT_SCREEN_REGION )
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{
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// Use the damage region as the clip region for the root window
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XserverRegion front_region = toXserverRegion( damage );
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XFixesSetPictureClipRegion( display(), front, 0, 0, front_region );
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XFixesDestroyRegion( display(), front_region );
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// copy composed buffer to the root window
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XFixesSetPictureClipRegion( display(), buffer, 0, 0, None );
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XRenderComposite( display(), PictOpSrc, buffer, None, front, 0, 0, 0, 0, 0, 0, displayWidth(), displayHeight());
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XFixesSetPictureClipRegion( display(), front, 0, 0, None );
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XFlush( display());
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}
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else
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{
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// copy composed buffer to the root window
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XRenderComposite( display(), PictOpSrc, buffer, None, front, 0, 0, 0, 0, 0, 0, displayWidth(), displayHeight());
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XFlush( display());
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}
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// do cleanup
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stacking_order.clear();
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}
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void SceneXrender::paintGenericScreen( int mask, ScreenPaintData data )
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{
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screen_paint = data; // save, transformations will be done when painting windows
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if( false ) // TODO never needed?
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Scene::paintGenericScreen( mask, data );
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else
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paintTransformedScreen( mask );
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}
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/*
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Try to do optimized painting even with transformations. Since only scaling
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and translation are supported by the painting code, clipping can be done
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manually to avoid having to paint everything in every pass. Whole screen
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still need to be painted but e.g. obscured windows don't. So this below
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is basically paintSimpleScreen() with extra code to compute clipping correctly.
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This code assumes that the only transformations possible with XRender are those
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provided by Window/ScreenPaintData, In the (very unlikely?) case more is needed
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then paintGenericScreen() needs to be used.
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*/
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void SceneXrender::paintTransformedScreen( int orig_mask )
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{
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QRegion region( 0, 0, displayWidth(), displayHeight());
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QList< Phase2Data > phase2;
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QRegion allclips;
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// Draw each opaque window top to bottom, subtracting the bounding rect of
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// each window from the clip region after it's been drawn.
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for( int i = stacking_order.count() - 1; // top to bottom
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i >= 0;
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--i )
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{
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Window* w = static_cast< Window* >( stacking_order[ i ] );
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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 = region;
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// TODO this is wrong, transformedShape() should be used here, but is not known yet
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data.clip = w->isOpaque() ? region : 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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#ifndef NDEBUG
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foreach( WindowQuad q, data.quads )
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if( q.isTransformed())
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kFatal( 1212 ) << "Pre-paint calls are not allowed to transform quads!" << endl;
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#endif
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if( !w->isPaintingEnabled())
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continue;
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data.paint -= allclips; // make sure to avoid already clipped areas
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if( data.paint.isEmpty()) // completely clipped
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continue;
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if( data.paint != region ) // prepaint added area to draw
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{
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region |= data.paint; // make sure other windows in that area get painted too
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painted_region |= data.paint; // make sure it makes it to the screen
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}
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// If the window is transparent, the transparent part will be done
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// in the 2nd pass.
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if( data.mask & PAINT_WINDOW_TRANSLUCENT )
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phase2.prepend( Phase2Data( w, data.paint, data.mask, data.quads ));
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if( data.mask & PAINT_WINDOW_OPAQUE )
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{
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w->setTransformedShape( QRegion());
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paintWindow( w, data.mask, data.paint, data.quads );
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// The window can clip by its opaque parts the windows below.
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region -= w->transformedShape();
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}
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}
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if( !( orig_mask & PAINT_SCREEN_BACKGROUND_FIRST ))
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paintBackground( region ); // Fill any areas of the root window not covered by windows
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// Now walk the list bottom to top, drawing translucent windows.
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// That we draw bottom to top is important now since we're drawing translucent objects
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// and also are clipping only by opaque windows.
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QRegion add_paint;
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foreach( Phase2Data d, phase2 )
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{
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Scene::Window* w = d.window;
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paintWindow( w, d.mask, d.region | add_paint, d.quads );
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// It is necessary to also add paint regions of windows below, because their
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// pre-paint's might have extended the paint area, so those areas need to be painted too.
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add_paint |= d.region;
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}
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}
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// fill the screen background
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void SceneXrender::paintBackground( QRegion region )
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{
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if( region != infiniteRegion())
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{
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XserverRegion background_region = toXserverRegion( region );
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XFixesSetPictureClipRegion( display(), buffer, 0, 0, background_region );
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XFixesDestroyRegion( display(), background_region );
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}
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XRenderColor col = { 0xffff, 0xffff, 0xffff, 0xffff };
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XRenderFillRectangle( display(), PictOpSrc, buffer, &col, 0, 0, displayWidth(), displayHeight());
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XFixesSetPictureClipRegion( display(), buffer, 0, 0, None );
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}
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void SceneXrender::windowGeometryShapeChanged( Toplevel* c )
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{
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if( !windows.contains( c )) // this is ok, shape is not valid by default
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return;
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Window* w = windows[ c ];
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w->discardPicture();
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w->discardShape();
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w->discardAlpha();
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}
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void SceneXrender::windowOpacityChanged( Toplevel* c )
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{
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if( !windows.contains( c )) // this is ok, alpha is created on demand
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return;
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Window* w = windows[ c ];
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w->discardAlpha();
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}
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void SceneXrender::windowClosed( Toplevel* c, Deleted* deleted )
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{
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assert( windows.contains( c ));
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if( deleted != NULL )
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{ // replace c with deleted
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Window* w = windows.take( c );
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w->updateToplevel( deleted );
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windows[ deleted ] = w;
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}
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else
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{
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delete windows.take( c );
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c->effectWindow()->setSceneWindow( NULL );
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}
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}
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void SceneXrender::windowDeleted( Deleted* c )
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{
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assert( windows.contains( c ));
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delete windows.take( c );
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c->effectWindow()->setSceneWindow( NULL );
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}
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void SceneXrender::windowAdded( Toplevel* c )
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{
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assert( !windows.contains( c ));
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windows[ c ] = new Window( c );
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}
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// Convert QRegion to XserverRegion. This code uses XserverRegion
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// only when really necessary as the shared implementation uses
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// QRegion.
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XserverRegion SceneXrender::toXserverRegion( QRegion region )
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{
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QVector< QRect > rects = region.rects();
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XRectangle* xr = new XRectangle[ rects.count() ];
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for( int i = 0;
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i < rects.count();
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++i )
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{
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xr[ i ].x = rects[ i ].x();
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xr[ i ].y = rects[ i ].y();
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xr[ i ].width = rects[ i ].width();
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xr[ i ].height = rects[ i ].height();
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}
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XserverRegion ret = XFixesCreateRegion( display(), xr, rects.count());
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delete[] xr;
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return ret;
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}
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//****************************************
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// SceneXrender::Window
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//****************************************
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SceneXrender::Window::Window( Toplevel* c )
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: Scene::Window( c )
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, _picture( None )
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, format( XRenderFindVisualFormat( display(), c->visual()))
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, alpha( None )
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{
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}
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SceneXrender::Window::~Window()
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{
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discardPicture();
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discardAlpha();
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discardShape();
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}
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// Create XRender picture for the pixmap with the window contents.
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Picture SceneXrender::Window::picture()
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{
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if( !toplevel->damage().isEmpty() && _picture != None )
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{
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XRenderFreePicture( display(), _picture );
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_picture = None;
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}
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if( _picture == None && format != NULL )
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{
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// Get the pixmap with the window contents.
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Pixmap pix = toplevel->windowPixmap();
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if( pix == None )
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return None;
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_picture = XRenderCreatePicture( display(), pix, format, 0, 0 );
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toplevel->resetDamage( toplevel->rect());
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}
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return _picture;
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}
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void SceneXrender::Window::discardPicture()
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{
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if( _picture != None )
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XRenderFreePicture( display(), _picture );
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_picture = None;
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}
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void SceneXrender::Window::discardAlpha()
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{
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if( alpha != None )
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XRenderFreePicture( display(), alpha );
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alpha = None;
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}
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// Create XRender picture for the alpha mask.
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Picture SceneXrender::Window::alphaMask( double opacity )
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{
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if( isOpaque() && opacity == 1.0 )
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return None;
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if( alpha != None && alpha_cached_opacity != opacity )
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{
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if( alpha != None )
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XRenderFreePicture( display(), alpha );
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alpha = None;
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}
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if( alpha != None )
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return alpha;
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if( opacity == 1.0 )
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{ // no need to create alpha mask
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alpha_cached_opacity = 1.0;
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return None;
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}
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// Create a 1x1 8bpp pixmap containing the given opacity in the alpha channel.
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Pixmap pixmap = XCreatePixmap( display(), rootWindow(), 1, 1, 8 );
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XRenderPictFormat* format = XRenderFindStandardFormat( display(), PictStandardA8 );
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XRenderPictureAttributes pa;
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pa.repeat = True;
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alpha = XRenderCreatePicture( display(), pixmap, format, CPRepeat, &pa );
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XFreePixmap( display(), pixmap );
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XRenderColor col;
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col.alpha = int( opacity * 0xffff );
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alpha_cached_opacity = opacity;
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XRenderFillRectangle( display(), PictOpSrc, alpha, &col, 0, 0, 1, 1 );
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return alpha;
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}
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// paint the window
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void SceneXrender::Window::performPaint( int mask, QRegion region, WindowPaintData data )
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{
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setTransformedShape( QRegion()); // maybe nothing will be painted
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// check if there is something to paint
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bool opaque = isOpaque() && data.opacity == 1.0;
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if( mask & ( PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT ))
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{}
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else if( mask & PAINT_WINDOW_OPAQUE )
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{
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if( !opaque )
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return;
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}
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else if( mask & PAINT_WINDOW_TRANSLUCENT )
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{
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if( opaque )
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return;
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}
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if( region != infiniteRegion())
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{
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XserverRegion clip_region = toXserverRegion( region );
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XFixesSetPictureClipRegion( display(), buffer, 0, 0, clip_region );
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XFixesDestroyRegion( display(), clip_region );
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}
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Picture pic = picture(); // get XRender picture
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if( pic == None ) // The render format can be null for GL and/or Xv visuals
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return;
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// set picture filter
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if( options->smoothScale > 0 ) // only when forced, it's slow
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{
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if( mask & PAINT_WINDOW_TRANSFORMED )
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filter = ImageFilterGood;
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else if( mask & PAINT_SCREEN_TRANSFORMED )
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filter = ImageFilterGood;
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else
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filter = ImageFilterFast;
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}
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else
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filter = ImageFilterFast;
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// do required transformations
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int x = toplevel->x();
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int y = toplevel->y();
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int width = toplevel->width();
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int height = toplevel->height();
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double xscale = 1;
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double yscale = 1;
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transformed_shape = shape();
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if( mask & PAINT_WINDOW_TRANSFORMED )
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{
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xscale *= data.xScale;
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yscale *= data.yScale;
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x += data.xTranslate;
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y += data.yTranslate;
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}
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if( mask & PAINT_SCREEN_TRANSFORMED )
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{
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xscale *= screen_paint.xScale;
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yscale *= screen_paint.yScale;
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x = int( x * screen_paint.xScale );
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y = int( y * screen_paint.yScale );
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x += screen_paint.xTranslate;
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y += screen_paint.yTranslate;
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}
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if( yscale != 1 || xscale != 1 )
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{
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XTransform xform = {{
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{ XDoubleToFixed( 1 / xscale ), XDoubleToFixed( 0 ), XDoubleToFixed( 0 ) },
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{ XDoubleToFixed( 0 ), XDoubleToFixed( 1 / yscale ), XDoubleToFixed( 0 ) },
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{ XDoubleToFixed( 0 ), XDoubleToFixed( 0 ), XDoubleToFixed( 1 ) }
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}};
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XRenderSetPictureTransform( display(), pic, &xform );
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width = (int)(width * xscale);
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height = (int)(height * yscale);
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if( filter == ImageFilterGood )
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XRenderSetPictureFilter( display(), pic, const_cast< char* >( "good" ), NULL, 0 );
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// transform the shape for clipping in paintTransformedScreen()
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QVector< QRect > rects = transformed_shape.rects();
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for( int i = 0;
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i < rects.count();
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++i )
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{
|
|
QRect& r = rects[ i ];
|
|
r = QRect( int( r.x() * xscale ), int( r.y() * yscale ),
|
|
int( r.width() * xscale ), int( r.height() * xscale ));
|
|
}
|
|
transformed_shape.setRects( rects.constData(), rects.count());
|
|
}
|
|
if( x != toplevel->x() || y != toplevel->y())
|
|
transformed_shape.translate( x, y );
|
|
if( opaque )
|
|
{
|
|
XRenderComposite( display(), PictOpSrc, pic, None, buffer, 0, 0, 0, 0,
|
|
x, y, width, height);
|
|
}
|
|
else
|
|
{
|
|
Picture alpha = alphaMask( data.opacity );
|
|
XRenderComposite( display(), PictOpOver, pic, alpha, buffer, 0, 0, 0, 0,
|
|
x, y, width, height);
|
|
transformed_shape = QRegion();
|
|
}
|
|
if( xscale != 1 || yscale != 1 )
|
|
{
|
|
XTransform xform = {{
|
|
{ XDoubleToFixed( 1 ), XDoubleToFixed( 0 ), XDoubleToFixed( 0 ) },
|
|
{ XDoubleToFixed( 0 ), XDoubleToFixed( 1 ), XDoubleToFixed( 0 ) },
|
|
{ XDoubleToFixed( 0 ), XDoubleToFixed( 0 ), XDoubleToFixed( 1 ) }
|
|
}};
|
|
XRenderSetPictureTransform( display(), pic, &xform );
|
|
if( filter == ImageFilterGood )
|
|
XRenderSetPictureFilter( display(), pic, const_cast< char* >( "fast" ), NULL, 0 );
|
|
}
|
|
XFixesSetPictureClipRegion( display(), buffer, 0, 0, None );
|
|
}
|
|
|
|
} // namespace
|
|
#endif
|