kwin/scene.h
Martin Gräßlin 3be6ff9f12 [kwineffects] Pass screen projection matrix to WindowPaintData
The screen projection matrix is needed if an effect wants to customize
the modelview projection matrix while rendering a window and keeping
the currently applied screen projection and transformation.
2016-01-25 14:11:54 +01:00

594 lines
19 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_SCENE_H
#define KWIN_SCENE_H
#include "toplevel.h"
#include "utils.h"
#include "kwineffects.h"
#include <QElapsedTimer>
#include <QMatrix4x4>
class QOpenGLFramebufferObject;
namespace KWayland
{
namespace Server
{
class BufferInterface;
}
}
namespace KWin
{
namespace Decoration
{
class DecoratedClientImpl;
class Renderer;
}
class AbstractThumbnailItem;
class Deleted;
class EffectFrameImpl;
class EffectWindowImpl;
class OverlayWindow;
class Shadow;
class WindowPixmap;
// The base class for compositing backends.
class Scene : public QObject
{
Q_OBJECT
public:
explicit Scene(QObject *parent = nullptr);
virtual ~Scene() = 0;
class EffectFrame;
class Window;
// Returns true if the ctor failed to properly initialize.
virtual bool initFailed() const = 0;
virtual CompositingType compositingType() const = 0;
virtual bool hasPendingFlush() const { return false; }
// Repaints the given screen areas, windows provides the stacking order.
// The entry point for the main part of the painting pass.
// returns the time since the last vblank signal - if there's one
// ie. "what of this frame is lost to painting"
virtual qint64 paint(QRegion damage, ToplevelList windows) = 0;
// Notification function - KWin core informs about changes.
// Used to mainly discard cached data.
// a new window has been created
void windowAdded(Toplevel*);
/**
* @brief Creates the Scene backend of an EffectFrame.
*
* @param frame The EffectFrame this Scene::EffectFrame belongs to.
*/
virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) = 0;
/**
* @brief Creates the Scene specific Shadow subclass.
*
* An implementing class has to create a proper instance. It is not allowed to
* return @c null.
*
* @param toplevel The Toplevel for which the Shadow needs to be created.
*/
virtual Shadow *createShadow(Toplevel *toplevel) = 0;
/**
* Method invoked when the screen geometry is changed.
* Reimplementing classes should also invoke the parent method
* as it takes care of resizing the overlay window.
* @param size The new screen geometry size
**/
virtual void screenGeometryChanged(const QSize &size);
// Flags controlling how painting is done.
enum {
// Window (or at least part of it) will be painted opaque.
PAINT_WINDOW_OPAQUE = 1 << 0,
// Window (or at least part of it) will be painted translucent.
PAINT_WINDOW_TRANSLUCENT = 1 << 1,
// Window will be painted with transformed geometry.
PAINT_WINDOW_TRANSFORMED = 1 << 2,
// Paint only a region of the screen (can be optimized, cannot
// be used together with TRANSFORMED flags).
PAINT_SCREEN_REGION = 1 << 3,
// Whole screen will be painted with transformed geometry.
PAINT_SCREEN_TRANSFORMED = 1 << 4,
// At least one window will be painted with transformed geometry.
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
// Clear whole background as the very first step, without optimizing it
PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
// PAINT_DECORATION_ONLY = 1 << 7 has been removed
// Window will be painted with a lanczos filter.
PAINT_WINDOW_LANCZOS = 1 << 8
// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed
};
// types of filtering available
enum ImageFilterType { ImageFilterFast, ImageFilterGood };
// there's nothing to paint (adjust time_diff later)
virtual void idle();
virtual bool blocksForRetrace() const;
virtual bool syncsToVBlank() const;
virtual OverlayWindow* overlayWindow() = 0;
virtual bool makeOpenGLContextCurrent();
virtual void doneOpenGLContextCurrent();
virtual QMatrix4x4 screenProjectionMatrix() const;
/**
* Whether the Scene uses an X11 overlay window to perform compositing.
*/
virtual bool usesOverlayWindow() const = 0;
virtual void triggerFence();
virtual Decoration::Renderer *createDecorationRenderer(Decoration::DecoratedClientImpl *) = 0;
public Q_SLOTS:
// a window has been destroyed
void windowDeleted(KWin::Deleted*);
// shape/size of a window changed
void windowGeometryShapeChanged(KWin::Toplevel* c);
// a window has been closed
void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
protected:
virtual Window *createWindow(Toplevel *toplevel) = 0;
void createStackingOrder(ToplevelList toplevels);
void clearStackingOrder();
// shared implementation, starts painting the screen
void paintScreen(int *mask, const QRegion &damage, const QRegion &repaint,
QRegion *updateRegion, QRegion *validRegion, const QMatrix4x4 &projection = QMatrix4x4());
friend class EffectsHandlerImpl;
// called after all effects had their paintScreen() called
void finalPaintScreen(int mask, QRegion region, ScreenPaintData& data);
// shared implementation of painting the screen in the generic
// (unoptimized) way
virtual void paintGenericScreen(int mask, ScreenPaintData data);
// shared implementation of painting the screen in an optimized way
virtual void paintSimpleScreen(int mask, QRegion region);
// paint the background (not the desktop background - the whole background)
virtual void paintBackground(QRegion region) = 0;
// called after all effects had their paintWindow() called
void finalPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
// shared implementation, starts painting the window
virtual void paintWindow(Window* w, int mask, QRegion region, WindowQuadList quads);
// called after all effects had their drawWindow() called
virtual void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
// let the scene decide whether it's better to paint more of the screen, eg. in order to allow a buffer swap
// the default is NOOP
virtual void extendPaintRegion(QRegion &region, bool opaqueFullscreen);
virtual void paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data);
// compute time since the last repaint
void updateTimeDiff();
// saved data for 2nd pass of optimized screen painting
struct Phase2Data {
Phase2Data(Window* w, QRegion r, QRegion c, int m, const WindowQuadList& q)
: window(w), region(r), clip(c), mask(m), quads(q) {}
Phase2Data() {
window = 0;
mask = 0;
}
Window* window;
QRegion region;
QRegion clip;
int mask;
WindowQuadList quads;
};
// The region which actually has been painted by paintScreen() and should be
// copied from the buffer to the screen. I.e. the region returned from Scene::paintScreen().
// Since prePaintWindow() can extend areas to paint, these changes would have to propagate
// up all the way from paintSimpleScreen() up to paintScreen(), so save them here rather
// than propagate them up in arguments.
QRegion painted_region;
// Additional damage that needs to be repaired to bring a reused back buffer up to date
QRegion repaint_region;
// The dirty region before it was unioned with repaint_region
QRegion damaged_region;
// time since last repaint
int time_diff;
QElapsedTimer last_time;
private:
void paintWindowThumbnails(Scene::Window *w, QRegion region, qreal opacity, qreal brightness, qreal saturation);
void paintDesktopThumbnails(Scene::Window *w);
QHash< Toplevel*, Window* > m_windows;
// windows in their stacking order
QVector< Window* > stacking_order;
};
// The base class for windows representations in composite backends
class Scene::Window
{
public:
Window(Toplevel* c);
virtual ~Window();
// perform the actual painting of the window
virtual void performPaint(int mask, QRegion region, WindowPaintData data) = 0;
// do any cleanup needed when the window's composite pixmap is discarded
void pixmapDiscarded();
int x() const;
int y() const;
int width() const;
int height() const;
QRect geometry() const;
QPoint pos() const;
QSize size() const;
QRect rect() const;
// access to the internal window class
// TODO eventually get rid of this
Toplevel* window();
// should the window be painted
bool isPaintingEnabled() const;
void resetPaintingEnabled();
// Flags explaining why painting should be disabled
enum {
// Window will not be painted
PAINT_DISABLED = 1 << 0,
// Window will not be painted because it is deleted
PAINT_DISABLED_BY_DELETE = 1 << 1,
// Window will not be painted because of which desktop it's on
PAINT_DISABLED_BY_DESKTOP = 1 << 2,
// Window will not be painted because it is minimized
PAINT_DISABLED_BY_MINIMIZE = 1 << 3,
// Window will not be painted because it is not the active window in a client group
PAINT_DISABLED_BY_TAB_GROUP = 1 << 4,
// Window will not be painted because it's not on the current activity
PAINT_DISABLED_BY_ACTIVITY = 1 << 5
};
void enablePainting(int reason);
void disablePainting(int reason);
// is the window visible at all
bool isVisible() const;
// is the window fully opaque
bool isOpaque() const;
// shape of the window
const QRegion &shape() const;
QRegion clientShape() const;
void discardShape();
void updateToplevel(Toplevel* c);
// creates initial quad list for the window
virtual WindowQuadList buildQuads(bool force = false) const;
void suspendUnredirect(bool suspend);
void updateShadow(Shadow* shadow);
const Shadow* shadow() const;
Shadow* shadow();
void referencePreviousPixmap();
void unreferencePreviousPixmap();
protected:
WindowQuadList makeQuads(WindowQuadType type, const QRegion& reg, const QPoint &textureOffset = QPoint(0, 0)) const;
WindowQuadList makeDecorationQuads(const QRect *rects, const QRegion &region) const;
/**
* @brief Returns the WindowPixmap for this Window.
*
* If the WindowPixmap does not yet exist, this method will invoke @link createWindowPixmap.
* If the WindowPixmap is not valid it tries to create it, in case this succeeds the WindowPixmap is
* returned. In case it fails, the previous (and still valid) WindowPixmap is returned.
*
* Note: this method can return @c NULL as there might neither be a valid previous nor current WindowPixmap
* around.
*
* The WindowPixmap gets casted to the type passed in as a template parameter. That way this class does not
* need to know the actual WindowPixmap subclass used by the concrete Scene implementations.
*
* @return The WindowPixmap casted to T* or @c NULL if there is no valid window pixmap.
*/
template<typename T> T *windowPixmap();
template<typename T> T *previousWindowPixmap();
/**
* @brief Factory method to create a WindowPixmap.
*
* The inheriting classes need to implement this method to create a new instance of their WindowPixmap subclass.
* Note: do not use @link WindowPixmap::create on the created instance. The Scene will take care of that.
*/
virtual WindowPixmap *createWindowPixmap() = 0;
Toplevel* toplevel;
ImageFilterType filter;
Shadow *m_shadow;
private:
QScopedPointer<WindowPixmap> m_currentPixmap;
QScopedPointer<WindowPixmap> m_previousPixmap;
int m_referencePixmapCounter;
int disable_painting;
mutable QRegion shape_region;
mutable bool shape_valid;
mutable WindowQuadList* cached_quad_list;
Q_DISABLE_COPY(Window)
};
/**
* @brief Wrapper for a pixmap of the @link Scene::Window.
*
* This class encapsulates the functionality to get the pixmap for a window. When initialized the pixmap is not yet
* mapped to the window and @link isValid will return @c false. The pixmap mapping to the window can be established
* through @link create. If it succeeds @link isValid will return @c true, otherwise it will keep in the non valid
* state and it can be tried to create the pixmap mapping again (e.g. in the next frame).
*
* This class is not intended to be updated when the pixmap is no longer valid due to e.g. resizing the window.
* Instead a new instance of this class should be instantiated. The idea behind this is that a valid pixmap does not
* get destroyed, but can continue to be used. To indicate that a newer pixmap should in generally be around, one can
* use @link markAsDiscarded.
*
* This class is intended to be inherited for the needs of the compositor backends which need further mapping from
* the native pixmap to the respective rendering format.
*/
class WindowPixmap
{
public:
virtual ~WindowPixmap();
/**
* @brief Tries to create the mapping between the Window and the pixmap.
*
* In case this method succeeds in creating the pixmap for the window, @link isValid will return @c true otherwise
* @c false.
*
* Inheriting classes should re-implement this method in case they need to add further functionality for mapping the
* native pixmap to the rendering format.
*/
virtual void create();
/**
* @return @c true if the pixmap has been created and is valid, @c false otherwise
*/
bool isValid() const;
/**
* @return The native X11 pixmap handle
*/
xcb_pixmap_t pixmap() const;
/**
* @return The Wayland BufferInterface for this WindowPixmap.
**/
QPointer<KWayland::Server::BufferInterface> buffer() const;
const QSharedPointer<QOpenGLFramebufferObject> &fbo() const;
/**
* @brief Whether this WindowPixmap is considered as discarded. This means the window has changed in a way that a new
* WindowPixmap should have been created already.
*
* @return @c true if this WindowPixmap is considered as discarded, @c false otherwise.
* @see markAsDiscarded
*/
bool isDiscarded() const;
/**
* @brief Marks this WindowPixmap as discarded. From now on @link isDiscarded will return @c true. This method should
* only be used by the Window when it changes in a way that a new pixmap is required.
*
* @see isDiscarded
*/
void markAsDiscarded();
/**
* The size of the pixmap.
*/
const QSize &size() const;
/**
* The geometry of the Client's content inside the pixmap. In case of a decorated Client the
* pixmap also contains the decoration which is not rendered into this pixmap, though. This
* contentsRect tells where inside the complete pixmap the real content is.
*/
const QRect &contentsRect() const;
/**
* @brief Returns the Toplevel this WindowPixmap belongs to.
* Note: the Toplevel can change over the lifetime of the WindowPixmap in case the Toplevel is copied to Deleted.
*/
Toplevel *toplevel();
protected:
explicit WindowPixmap(Scene::Window *window);
/**
* @return The Window this WindowPixmap belongs to
*/
Scene::Window *window();
/**
* Should be called by the implementing subclasses when the Wayland Buffer changed and needs
* updating.
**/
void updateBuffer();
private:
Scene::Window *m_window;
xcb_pixmap_t m_pixmap;
QSize m_pixmapSize;
bool m_discarded;
QRect m_contentsRect;
QPointer<KWayland::Server::BufferInterface> m_buffer;
QSharedPointer<QOpenGLFramebufferObject> m_fbo;
};
class Scene::EffectFrame
{
public:
EffectFrame(EffectFrameImpl* frame);
virtual ~EffectFrame();
virtual void render(QRegion region, double opacity, double frameOpacity) = 0;
virtual void free() = 0;
virtual void freeIconFrame() = 0;
virtual void freeTextFrame() = 0;
virtual void freeSelection() = 0;
virtual void crossFadeIcon() = 0;
virtual void crossFadeText() = 0;
protected:
EffectFrameImpl* m_effectFrame;
};
inline
int Scene::Window::x() const
{
return toplevel->x();
}
inline
int Scene::Window::y() const
{
return toplevel->y();
}
inline
int Scene::Window::width() const
{
return toplevel->width();
}
inline
int Scene::Window::height() const
{
return toplevel->height();
}
inline
QRect Scene::Window::geometry() const
{
return toplevel->geometry();
}
inline
QSize Scene::Window::size() const
{
return toplevel->size();
}
inline
QPoint Scene::Window::pos() const
{
return toplevel->pos();
}
inline
QRect Scene::Window::rect() const
{
return toplevel->rect();
}
inline
Toplevel* Scene::Window::window()
{
return toplevel;
}
inline
void Scene::Window::updateToplevel(Toplevel* c)
{
toplevel = c;
}
inline
void Scene::Window::suspendUnredirect(bool suspend)
{
toplevel->suspendUnredirect(suspend);
}
inline
void Scene::Window::updateShadow(Shadow* shadow)
{
m_shadow = shadow;
}
inline
const Shadow* Scene::Window::shadow() const
{
return m_shadow;
}
inline
Shadow* Scene::Window::shadow()
{
return m_shadow;
}
inline
QPointer<KWayland::Server::BufferInterface> WindowPixmap::buffer() const
{
return m_buffer;
}
inline
const QSharedPointer<QOpenGLFramebufferObject> &WindowPixmap::fbo() const
{
return m_fbo;
}
template <typename T>
inline
T* Scene::Window::windowPixmap()
{
if (m_currentPixmap.isNull()) {
m_currentPixmap.reset(createWindowPixmap());
}
if (m_currentPixmap->isValid()) {
return static_cast<T*>(m_currentPixmap.data());
}
m_currentPixmap->create();
if (m_currentPixmap->isValid()) {
return static_cast<T*>(m_currentPixmap.data());
} else {
return static_cast<T*>(m_previousPixmap.data());
}
}
template <typename T>
inline
T* Scene::Window::previousWindowPixmap()
{
return static_cast<T*>(m_previousPixmap.data());
}
inline
Toplevel* WindowPixmap::toplevel()
{
return m_window->window();
}
inline
xcb_pixmap_t WindowPixmap::pixmap() const
{
return m_pixmap;
}
inline
bool WindowPixmap::isDiscarded() const
{
return m_discarded;
}
inline
void WindowPixmap::markAsDiscarded()
{
m_discarded = true;
m_window->referencePreviousPixmap();
}
inline
const QRect &WindowPixmap::contentsRect() const
{
return m_contentsRect;
}
inline
const QSize &WindowPixmap::size() const
{
return m_pixmapSize;
}
} // namespace
#endif