kwin/effects/backgroundcontrast/contrast.cpp
Martin Flöser 02a0561016 Add windowsystem plugin for KWin's qpa
Summary:
KWindowSystem provides a plugin interface to have platform specific
implementations. So far KWin relied on the implementation in
KWayland-integration repository.

This is something I find unsuited, for the following reasons:
 * any test in KWin for functionality set through the plugin would fail
 * it's not clear what's going on where
 * in worst case some code could deadlock
 * KWin shouldn't use KWindowSystem and only a small subset is allowed
to be used

The last point needs some further explanation. KWin internally does not
and cannot use KWindowSystem. KWindowSystem (especially KWindowInfo) is
exposing information which KWin sets. It's more than weird if KWin asks
KWindowSystem for the state of a window it set itself. On X11 it's just
slow, on Wayland it can result in roundtrips to KWin itself which is
dangerous.

But due to using Plasma components we have a few areas where we use
KWindowSystem. E.g. a Plasma::Dialog sets a window type, the slide in
direction, blur and background contrast. This we want to support and
need to support. Other API elements we do not want, like for examples
the available windows. KWin internal windows either have direct access
to KWin or a scripting interface exposed providing (limited) access -
there is just no need to have this in KWindowSystem.

To make it more clear what KWin supports as API of KWindowSystem for
internal windows this change implements a stripped down version of the
kwayland-integration plugin. The main difference is that it does not use
KWayland at all, but a QWindow internal side channel.

To support this EffectWindow provides an accessor for internalWindow and
the three already mentioned effects are adjusted to read from the
internal QWindow and it's dynamic properties.

This change is a first step for a further refactoring. I plan to split
the internal window out of ShellClient into a dedicated class. I think
there are nowadays too many special cases. If it moves out there is the
question whether we really want to use Wayland for the internal windows
or whether this is just historic ballast (after all we used to use
qwayland for that in the beginning).

As the change could introduce regressions I'm targetting 5.16.

Test Plan:
new test case for window type, manual testing using Alt+Tab
for the effects integration. Sliding popups, blur and contrast worked fine.

Reviewers: #kwin

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D18228
2019-01-27 08:59:58 +01:00

530 lines
17 KiB
C++

/*
* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
* Copyright © 2011 Philipp Knechtges <philipp-dev@knechtges.com>
* Copyright 2014 Marco Martin <mart@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; see the file COPYING. if not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include "contrast.h"
#include "contrastshader.h"
// KConfigSkeleton
#include <QMatrix4x4>
#include <QLinkedList>
#include <QWindow>
#include <KWayland/Server/surface_interface.h>
#include <KWayland/Server/contrast_interface.h>
#include <KWayland/Server/display.h>
namespace KWin
{
static const QByteArray s_contrastAtomName = QByteArrayLiteral("_KDE_NET_WM_BACKGROUND_CONTRAST_REGION");
ContrastEffect::ContrastEffect()
{
shader = ContrastShader::create();
reconfigure(ReconfigureAll);
// ### Hackish way to announce support.
// Should be included in _NET_SUPPORTED instead.
if (shader && shader->isValid()) {
net_wm_contrast_region = effects->announceSupportProperty(s_contrastAtomName, this);
KWayland::Server::Display *display = effects->waylandDisplay();
if (display) {
m_contrastManager = display->createContrastManager(this);
m_contrastManager->create();
}
} else {
net_wm_contrast_region = 0;
}
connect(effects, &EffectsHandler::windowAdded, this, &ContrastEffect::slotWindowAdded);
connect(effects, &EffectsHandler::windowDeleted, this, &ContrastEffect::slotWindowDeleted);
connect(effects, &EffectsHandler::propertyNotify, this, &ContrastEffect::slotPropertyNotify);
connect(effects, &EffectsHandler::screenGeometryChanged, this, &ContrastEffect::slotScreenGeometryChanged);
connect(effects, &EffectsHandler::xcbConnectionChanged, this,
[this] {
if (shader && shader->isValid()) {
net_wm_contrast_region = effects->announceSupportProperty(s_contrastAtomName, this);
}
}
);
// Fetch the contrast regions for all windows
for (EffectWindow *window: effects->stackingOrder()) {
updateContrastRegion(window);
}
}
ContrastEffect::~ContrastEffect()
{
delete shader;
}
void ContrastEffect::slotScreenGeometryChanged()
{
effects->makeOpenGLContextCurrent();
if (!supported()) {
effects->reloadEffect(this);
return;
}
for (EffectWindow *window: effects->stackingOrder()) {
updateContrastRegion(window);
}
}
void ContrastEffect::reconfigure(ReconfigureFlags flags)
{
Q_UNUSED(flags)
if (shader)
shader->init();
if (!shader || !shader->isValid()) {
effects->removeSupportProperty(s_contrastAtomName, this);
delete m_contrastManager;
m_contrastManager = nullptr;
}
}
void ContrastEffect::updateContrastRegion(EffectWindow *w)
{
QRegion region;
float colorTransform[16];
QByteArray value;
if (net_wm_contrast_region != XCB_ATOM_NONE) {
value = w->readProperty(net_wm_contrast_region, net_wm_contrast_region, 32);
if (value.size() > 0 && !((value.size() - (16 * sizeof(uint32_t))) % ((4 * sizeof(uint32_t))))) {
const uint32_t *cardinals = reinterpret_cast<const uint32_t*>(value.constData());
const float *floatCardinals = reinterpret_cast<const float*>(value.constData());
unsigned int i = 0;
for (; i < ((value.size() - (16 * sizeof(uint32_t)))) / sizeof(uint32_t);) {
int x = cardinals[i++];
int y = cardinals[i++];
int w = cardinals[i++];
int h = cardinals[i++];
region += QRect(x, y, w, h);
}
for (unsigned int j = 0; j < 16; ++j) {
colorTransform[j] = floatCardinals[i + j];
}
QMatrix4x4 colorMatrix(colorTransform);
m_colorMatrices[w] = colorMatrix;
}
}
KWayland::Server::SurfaceInterface *surf = w->surface();
if (surf && surf->contrast()) {
region = surf->contrast()->region();
m_colorMatrices[w] = colorMatrix(surf->contrast()->contrast(), surf->contrast()->intensity(), surf->contrast()->saturation());
}
if (auto internal = w->internalWindow()) {
const auto property = internal->property("kwin_background_region");
if (property.isValid()) {
region = property.value<QRegion>();
bool ok = false;
qreal contrast = internal->property("kwin_background_contrast").toReal(&ok);
if (!ok) {
contrast = 1.0;
}
qreal intensity = internal->property("kwin_background_intensity").toReal(&ok);
if (!ok) {
intensity = 1.0;
}
qreal saturation = internal->property("kwin_background_saturation").toReal(&ok);
if (!ok) {
saturation = 1.0;
}
m_colorMatrices[w] = colorMatrix(contrast, intensity, saturation);
}
}
//!value.isNull() full window in X11 case, surf->contrast()
//valid, full window in wayland case
if (region.isEmpty() && (!value.isNull() || (surf && surf->contrast()))) {
// Set the data to a dummy value.
// This is needed to be able to distinguish between the value not
// being set, and being set to an empty region.
w->setData(WindowBackgroundContrastRole, 1);
} else
w->setData(WindowBackgroundContrastRole, region);
}
void ContrastEffect::slotWindowAdded(EffectWindow *w)
{
KWayland::Server::SurfaceInterface *surf = w->surface();
if (surf) {
m_contrastChangedConnections[w] = connect(surf, &KWayland::Server::SurfaceInterface::contrastChanged, this, [this, w] () {
if (w) {
updateContrastRegion(w);
}
});
}
if (auto internal = w->internalWindow()) {
internal->installEventFilter(this);
}
updateContrastRegion(w);
}
bool ContrastEffect::eventFilter(QObject *watched, QEvent *event)
{
auto internal = qobject_cast<QWindow*>(watched);
if (internal && event->type() == QEvent::DynamicPropertyChange) {
QDynamicPropertyChangeEvent *pe = static_cast<QDynamicPropertyChangeEvent*>(event);
if (pe->propertyName() == "kwin_background_region" ||
pe->propertyName() == "kwin_background_contrast" ||
pe->propertyName() == "kwin_background_intensity" ||
pe->propertyName() == "kwin_background_saturation") {
if (auto w = effects->findWindow(internal)) {
updateContrastRegion(w);
}
}
}
return false;
}
void ContrastEffect::slotWindowDeleted(EffectWindow *w)
{
if (m_contrastChangedConnections.contains(w)) {
disconnect(m_contrastChangedConnections[w]);
m_contrastChangedConnections.remove(w);
m_colorMatrices.remove(w);
}
}
void ContrastEffect::slotPropertyNotify(EffectWindow *w, long atom)
{
if (w && atom == net_wm_contrast_region && net_wm_contrast_region != XCB_ATOM_NONE) {
updateContrastRegion(w);
}
}
QMatrix4x4 ContrastEffect::colorMatrix(qreal contrast, qreal intensity, qreal saturation)
{
QMatrix4x4 satMatrix; //saturation
QMatrix4x4 intMatrix; //intensity
QMatrix4x4 contMatrix; //contrast
//Saturation matrix
if (!qFuzzyCompare(saturation, 1.0)) {
const qreal rval = (1.0 - saturation) * .2126;
const qreal gval = (1.0 - saturation) * .7152;
const qreal bval = (1.0 - saturation) * .0722;
satMatrix = QMatrix4x4(rval + saturation, rval, rval, 0.0,
gval, gval + saturation, gval, 0.0,
bval, bval, bval + saturation, 0.0,
0, 0, 0, 1.0);
}
//IntensityMatrix
if (!qFuzzyCompare(intensity, 1.0)) {
intMatrix.scale(intensity, intensity, intensity);
}
//Contrast Matrix
if (!qFuzzyCompare(contrast, 1.0)) {
const float transl = (1.0 - contrast) / 2.0;
contMatrix = QMatrix4x4(contrast, 0, 0, 0.0,
0, contrast, 0, 0.0,
0, 0, contrast, 0.0,
transl, transl, transl, 1.0);
}
QMatrix4x4 colorMatrix = contMatrix * satMatrix * intMatrix;
//colorMatrix = colorMatrix.transposed();
return colorMatrix;
}
bool ContrastEffect::enabledByDefault()
{
GLPlatform *gl = GLPlatform::instance();
if (gl->isIntel() && gl->chipClass() < SandyBridge)
return false;
if (gl->isSoftwareEmulation()) {
return false;
}
return true;
}
bool ContrastEffect::supported()
{
bool supported = effects->isOpenGLCompositing() && GLRenderTarget::supported();
if (supported) {
int maxTexSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
const QSize screenSize = effects->virtualScreenSize();
if (screenSize.width() > maxTexSize || screenSize.height() > maxTexSize)
supported = false;
}
return supported;
}
QRegion ContrastEffect::contrastRegion(const EffectWindow *w) const
{
QRegion region;
const QVariant value = w->data(WindowBackgroundContrastRole);
if (value.isValid()) {
const QRegion appRegion = qvariant_cast<QRegion>(value);
if (!appRegion.isEmpty()) {
region |= appRegion.translated(w->contentsRect().topLeft()) &
w->decorationInnerRect();
} else {
// An empty region means that the blur effect should be enabled
// for the whole window.
region = w->decorationInnerRect();
}
}
return region;
}
void ContrastEffect::uploadRegion(QVector2D *&map, const QRegion &region)
{
for (const QRect &r : region) {
const QVector2D topLeft(r.x(), r.y());
const QVector2D topRight(r.x() + r.width(), r.y());
const QVector2D bottomLeft(r.x(), r.y() + r.height());
const QVector2D bottomRight(r.x() + r.width(), r.y() + r.height());
// First triangle
*(map++) = topRight;
*(map++) = topLeft;
*(map++) = bottomLeft;
// Second triangle
*(map++) = bottomLeft;
*(map++) = bottomRight;
*(map++) = topRight;
}
}
void ContrastEffect::uploadGeometry(GLVertexBuffer *vbo, const QRegion &region)
{
const int vertexCount = region.rectCount() * 6;
if (!vertexCount)
return;
QVector2D *map = (QVector2D *) vbo->map(vertexCount * sizeof(QVector2D));
uploadRegion(map, region);
vbo->unmap();
const GLVertexAttrib layout[] = {
{ VA_Position, 2, GL_FLOAT, 0 },
{ VA_TexCoord, 2, GL_FLOAT, 0 }
};
vbo->setAttribLayout(layout, 2, sizeof(QVector2D));
}
void ContrastEffect::prePaintScreen(ScreenPrePaintData &data, int time)
{
m_paintedArea = QRegion();
m_currentContrast = QRegion();
effects->prePaintScreen(data, time);
}
void ContrastEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
// this effect relies on prePaintWindow being called in the bottom to top order
effects->prePaintWindow(w, data, time);
if (!w->isPaintingEnabled()) {
return;
}
if (!shader || !shader->isValid()) {
return;
}
const QRegion oldPaint = data.paint;
// we don't have to blur a region we don't see
m_currentContrast -= data.clip;
// if we have to paint a non-opaque part of this window that intersects with the
// currently blurred region (which is not cached) we have to redraw the whole region
if ((data.paint-data.clip).intersects(m_currentContrast)) {
data.paint |= m_currentContrast;
}
// in case this window has regions to be blurred
const QRect screen = effects->virtualScreenGeometry();
const QRegion contrastArea = contrastRegion(w).translated(w->pos()) & screen;
// we are not caching the window
// if this window or an window underneath the modified area is painted again we have to
// do everything
if (m_paintedArea.intersects(contrastArea) || data.paint.intersects(contrastArea)) {
data.paint |= contrastArea;
// we have to check again whether we do not damage a blurred area
// of a window we do not cache
if (contrastArea.intersects(m_currentContrast)) {
data.paint |= m_currentContrast;
}
}
m_currentContrast |= contrastArea;
// m_paintedArea keep track of all repainted areas
m_paintedArea -= data.clip;
m_paintedArea |= data.paint;
}
bool ContrastEffect::shouldContrast(const EffectWindow *w, int mask, const WindowPaintData &data) const
{
if (!shader || !shader->isValid())
return false;
if (effects->activeFullScreenEffect() && !w->data(WindowForceBackgroundContrastRole).toBool())
return false;
if (w->isDesktop())
return false;
bool scaled = !qFuzzyCompare(data.xScale(), 1.0) && !qFuzzyCompare(data.yScale(), 1.0);
bool translated = data.xTranslation() || data.yTranslation();
if ((scaled || (translated || (mask & PAINT_WINDOW_TRANSFORMED))) && !w->data(WindowForceBackgroundContrastRole).toBool())
return false;
if (!w->hasAlpha())
return false;
return true;
}
void ContrastEffect::drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
{
const QRect screen = GLRenderTarget::virtualScreenGeometry();
if (shouldContrast(w, mask, data)) {
QRegion shape = region & contrastRegion(w).translated(w->pos()) & screen;
// let's do the evil parts - someone wants to blur behind a transformed window
const bool translated = data.xTranslation() || data.yTranslation();
const bool scaled = data.xScale() != 1 || data.yScale() != 1;
if (scaled) {
QPoint pt = shape.boundingRect().topLeft();
QVector<QRect> shapeRects = shape.rects();
shape = QRegion(); // clear
foreach (QRect r, shapeRects) {
r.moveTo(pt.x() + (r.x() - pt.x()) * data.xScale() + data.xTranslation(),
pt.y() + (r.y() - pt.y()) * data.yScale() + data.yTranslation());
r.setWidth(r.width() * data.xScale());
r.setHeight(r.height() * data.yScale());
shape |= r;
}
shape = shape & region;
//Only translated, not scaled
} else if (translated) {
shape = shape.translated(data.xTranslation(), data.yTranslation());
shape = shape & region;
}
if (!shape.isEmpty()) {
doContrast(w, shape, screen, data.opacity(), data.screenProjectionMatrix());
}
}
// Draw the window over the contrast area
effects->drawWindow(w, mask, region, data);
}
void ContrastEffect::paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity)
{
//FIXME: this is a no-op for now, it should figure out the right contrast, intensity, saturation
effects->paintEffectFrame(frame, region, opacity, frameOpacity);
}
void ContrastEffect::doContrast(EffectWindow *w, const QRegion& shape, const QRect& screen, const float opacity, const QMatrix4x4 &screenProjection)
{
const QRegion actualShape = shape & screen;
const QRect r = actualShape.boundingRect();
qreal scale = GLRenderTarget::virtualScreenScale();
// Upload geometry for the horizontal and vertical passes
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
uploadGeometry(vbo, actualShape);
vbo->bindArrays();
// Create a scratch texture and copy the area in the back buffer that we're
// going to blur into it
GLTexture scratch(GL_RGBA8, r.width() * scale, r.height() * scale);
scratch.setFilter(GL_LINEAR);
scratch.setWrapMode(GL_CLAMP_TO_EDGE);
scratch.bind();
const QRect sg = GLRenderTarget::virtualScreenGeometry();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, (r.x() - sg.x()) * scale, (sg.height() - (r.y() - sg.y() + r.height())) * scale,
scratch.width(), scratch.height());
// Draw the texture on the offscreen framebuffer object, while blurring it horizontally
shader->setColorMatrix(m_colorMatrices.value(w));
shader->bind();
shader->setOpacity(opacity);
// Set up the texture matrix to transform from screen coordinates
// to texture coordinates.
QMatrix4x4 textureMatrix;
textureMatrix.scale(1.0 / r.width(), -1.0 / r.height(), 1);
textureMatrix.translate(-r.x(), -r.height() - r.y(), 0);
shader->setTextureMatrix(textureMatrix);
shader->setModelViewProjectionMatrix(screenProjection);
vbo->draw(GL_TRIANGLES, 0, actualShape.rectCount() * 6);
scratch.unbind();
scratch.discard();
vbo->unbindArrays();
if (opacity < 1.0) {
glDisable(GL_BLEND);
}
shader->unbind();
}
} // namespace KWin