147 lines
4.1 KiB
C++
147 lines
4.1 KiB
C++
/*
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KWin - the KDE window manager
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This file is part of the KDE project.
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SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#pragma once
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#include "scene/scene.h"
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#include "kwineffects.h"
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#include "utils/common.h"
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#include "window.h"
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#include <optional>
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#include <QElapsedTimer>
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#include <QMatrix4x4>
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namespace KWin
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{
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namespace Decoration
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{
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class DecoratedClientImpl;
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}
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class DecorationRenderer;
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class Deleted;
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class DragAndDropIconItem;
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class EffectWindowImpl;
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class GLTexture;
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class Item;
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class RenderLoop;
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class WorkspaceScene;
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class Shadow;
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class ShadowItem;
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class SurfaceItem;
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class WindowItem;
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class KWIN_EXPORT WorkspaceScene : public Scene
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{
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Q_OBJECT
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public:
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explicit WorkspaceScene(std::unique_ptr<ItemRenderer> renderer);
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~WorkspaceScene() override;
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void initialize();
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QRegion damage() const override;
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SurfaceItem *scanoutCandidate() const override;
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void prePaint(SceneDelegate *delegate) override;
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void postPaint() override;
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void paint(RenderTarget *renderTarget, const QRegion ®ion) override;
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/**
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* @brief Creates the Scene specific Shadow subclass.
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*
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* An implementing class has to create a proper instance. It is not allowed to
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* return @c null.
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*
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* @param window The Window for which the Shadow needs to be created.
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*/
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virtual std::unique_ptr<Shadow> createShadow(Window *window) = 0;
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virtual bool makeOpenGLContextCurrent();
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virtual void doneOpenGLContextCurrent();
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virtual bool supportsNativeFence() const;
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virtual DecorationRenderer *createDecorationRenderer(Decoration::DecoratedClientImpl *) = 0;
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/**
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* Whether the Scene is able to drive animations.
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* This is used as a hint to the effects system which effects can be supported.
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* If the Scene performs software rendering it is supposed to return @c false,
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* if rendering is hardware accelerated it should return @c true.
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*/
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virtual bool animationsSupported() const = 0;
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virtual std::shared_ptr<GLTexture> textureForOutput(Output *output) const
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{
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return {};
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}
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Q_SIGNALS:
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void preFrameRender();
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void frameRendered();
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protected:
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void createStackingOrder();
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void clearStackingOrder();
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friend class EffectsHandlerImpl;
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// called after all effects had their paintScreen() called
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void finalPaintScreen(int mask, const QRegion ®ion, ScreenPaintData &data);
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// shared implementation of painting the screen in the generic
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// (unoptimized) way
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void preparePaintGenericScreen();
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void paintGenericScreen(int mask, const ScreenPaintData &data);
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// shared implementation of painting the screen in an optimized way
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void preparePaintSimpleScreen();
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void paintSimpleScreen(int mask, const QRegion ®ion);
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// called after all effects had their paintWindow() called
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void finalPaintWindow(EffectWindowImpl *w, int mask, const QRegion ®ion, WindowPaintData &data);
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// shared implementation, starts painting the window
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void paintWindow(WindowItem *w, int mask, const QRegion ®ion);
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// called after all effects had their drawWindow() called
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void finalDrawWindow(EffectWindowImpl *w, int mask, const QRegion ®ion, WindowPaintData &data);
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// saved data for 2nd pass of optimized screen painting
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struct Phase2Data
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{
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WindowItem *item = nullptr;
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QRegion region;
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QRegion opaque;
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int mask = 0;
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};
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struct PaintContext
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{
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QRegion damage;
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int mask = 0;
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QVector<Phase2Data> phase2Data;
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};
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// The screen that is being currently painted
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Output *painted_screen = nullptr;
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SceneDelegate *painted_delegate = nullptr;
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// windows in their stacking order
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QVector<WindowItem *> stacking_order;
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private:
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void createDndIconItem();
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void destroyDndIconItem();
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std::chrono::milliseconds m_expectedPresentTimestamp = std::chrono::milliseconds::zero();
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// how many times finalPaintScreen() has been called
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int m_paintScreenCount = 0;
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PaintContext m_paintContext;
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std::unique_ptr<DragAndDropIconItem> m_dndIcon;
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};
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} // namespace
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