kwin/composite.cpp
Martin Gräßlin 5a6d9400b2 Split SceneOpenGL into a concrete SceneOpenGL1 and SceneOpenGL2
SceneOpenGL turns into an abstract class with two concrete subclasses:
* SceneOpenGL1
* SceneOpenGL2

It provides a factory method which first creates either the GLX or EGL
backend which is passed to a static supported() method in the concrete
sub classes. These method can test whether the backend is sufficient to
be used for the OpenGL version in question. E.g. the OpenGL 2 scene
checks whether the context is direct.

The actual rendering is moved into the subclasses with specific OpenGL 1
and OpenGL 2 code. This should make the code more readable and requires
less checks whether a Shader is bound. This is now known through the
Scene: the OpenGL1 scene will never have a shader bound, the OpenGL2 scene
will always have a shader bound.

To make this more reliable the ShaderManager is extended by a disable
method used by SceneOpenGL1 to ensure that the ShaderManager will never
be used. This also obsoletes the need to read the KWin configuration
whether legacy GL is enabled. The check is moved into the supported
method of the OpenGL2 scene.

REVIEW: 106357
2012-09-16 21:28:11 +02:00

1190 lines
37 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/>.
*********************************************************************/
/*
Code related to compositing (redirecting windows to pixmaps and tracking
window damage).
Docs:
XComposite (the protocol, but the function calls map to it):
http://gitweb.freedesktop.org/?p=xorg/proto/compositeproto.git;a=blob_plain;hb=HEAD;f=compositeproto.txt
XDamage (again the protocol):
http://gitweb.freedesktop.org/?p=xorg/proto/damageproto.git;a=blob_plain;hb=HEAD;f=damageproto.txt
Paper including basics on compositing, XGL vs AIGLX, XRender vs OpenGL, etc.:
http://www.vis.uni-stuttgart.de/~hopf/pub/LinuxTag2007_compiz_NextGenerationDesktop_Paper.pdf
Composite HOWTO from Fredrik:
http://ktown.kde.org/~fredrik/composite_howto.html
*/
#include "composite.h"
#include "compositingadaptor.h"
#include <config-X11.h>
#include "utils.h"
#include <QTextStream>
#include "workspace.h"
#include "client.h"
#include "unmanaged.h"
#include "deleted.h"
#include "effects.h"
#include "overlaywindow.h"
#include "scene.h"
#include "scene_xrender.h"
#include "scene_opengl.h"
#include "shadow.h"
#include "useractions.h"
#include "compositingprefs.h"
#include "notifications.h"
#include <stdio.h>
#include <QtCore/QtConcurrentRun>
#include <QtCore/QFutureWatcher>
#include <QMenu>
#include <QTimerEvent>
#include <QDateTime>
#include <QDBusConnection>
#include <kaction.h>
#include <kactioncollection.h>
#include <klocale.h>
#include <kxerrorhandler.h>
#include <X11/extensions/shape.h>
#include <X11/extensions/Xcomposite.h>
#include <X11/extensions/Xrandr.h>
namespace KWin
{
Compositor *Compositor::s_compositor = NULL;
extern int currentRefreshRate();
//****************************************
// Workspace
//****************************************
Compositor *Compositor::createCompositor(QObject *parent)
{
Q_ASSERT(!s_compositor);
s_compositor = new Compositor(parent);
return s_compositor;
}
Compositor::Compositor(QObject* workspace)
: QObject(workspace)
, m_suspended(!options->isUseCompositing())
, m_blocked(false)
, cm_selection(NULL)
, vBlankInterval(0)
, fpsInterval(0)
, m_xrrRefreshRate(0)
, forceUnredirectCheck(false)
, m_finishing(false)
, m_timeSinceLastVBlank(0)
, m_nextFrameDelay(0)
, m_scene(NULL)
{
new CompositingAdaptor(this);
QDBusConnection dbus = QDBusConnection::sessionBus();
dbus.registerObject("/Compositor", this);
dbus.registerService("org.kde.kwin.Compositing");
connect(&unredirectTimer, SIGNAL(timeout()), SLOT(delayedCheckUnredirect()));
connect(&compositeResetTimer, SIGNAL(timeout()), SLOT(restart()));
connect(workspace, SIGNAL(configChanged()), SLOT(slotConfigChanged()));
connect(&mousePollingTimer, SIGNAL(timeout()), SLOT(performMousePoll()));
unredirectTimer.setSingleShot(true);
compositeResetTimer.setSingleShot(true);
nextPaintReference.invalidate(); // Initialize the timer
// delay the call to setup by one event cycle
// The ctor of this class is invoked from the Workspace ctor, that means before
// Workspace is completely constructed, so calling Workspace::self() would result
// in undefined behavior. This is fixed by using a delayed invocation.
QMetaObject::invokeMethod(this, "setup", Qt::QueuedConnection);
}
Compositor::~Compositor()
{
finish();
}
void Compositor::setup()
{
if (hasScene())
return;
if (m_suspended) {
kDebug(1212) << "Compositing is suspended";
return;
} else if (!CompositingPrefs::compositingPossible()) {
kError(1212) << "Compositing is not possible";
return;
}
if (!options->isCompositingInitialized()) {
#ifndef KWIN_HAVE_OPENGLES
// options->reloadCompositingSettings(true) initializes the CompositingPrefs which calls an
// external program in turn
// run this in an external thread to make startup faster.
QFutureWatcher<void> *compositingPrefsFuture = new QFutureWatcher<void>();
connect(compositingPrefsFuture, SIGNAL(finished()), this, SLOT(slotCompositingOptionsInitialized()));
connect(compositingPrefsFuture, SIGNAL(finished()), compositingPrefsFuture, SLOT(deleteLater()));
compositingPrefsFuture->setFuture(QtConcurrent::run(options, &Options::reloadCompositingSettings, true));
#else
// OpenGL ES does not call the external program, so no need to create a thread
options->reloadCompositingSettings(true);
slotCompositingOptionsInitialized();
#endif
} else {
slotCompositingOptionsInitialized();
}
}
void Compositor::slotCompositingOptionsInitialized()
{
char selection_name[ 100 ];
sprintf(selection_name, "_NET_WM_CM_S%d", DefaultScreen(display()));
cm_selection = new KSelectionOwner(selection_name);
connect(cm_selection, SIGNAL(lostOwnership()), SLOT(finish()));
cm_selection->claim(true); // force claiming
switch(options->compositingMode()) {
case OpenGLCompositing: {
kDebug(1212) << "Initializing OpenGL compositing";
// Some broken drivers crash on glXQuery() so to prevent constant KWin crashes:
KSharedConfigPtr unsafeConfigPtr = KGlobal::config();
KConfigGroup unsafeConfig(unsafeConfigPtr, "Compositing");
if (unsafeConfig.readEntry("OpenGLIsUnsafe", false))
kWarning(1212) << "KWin has detected that your OpenGL library is unsafe to use";
else {
unsafeConfig.writeEntry("OpenGLIsUnsafe", true);
unsafeConfig.sync();
#ifndef KWIN_HAVE_OPENGLES
if (!CompositingPrefs::hasGlx()) {
unsafeConfig.writeEntry("OpenGLIsUnsafe", false);
unsafeConfig.sync();
kDebug(1212) << "No glx extensions available";
break;
}
#endif
m_scene = SceneOpenGL::createScene();
// TODO: Add 30 second delay to protect against screen freezes as well
unsafeConfig.writeEntry("OpenGLIsUnsafe", false);
unsafeConfig.sync();
if (m_scene && !m_scene->initFailed())
break; // -->
delete m_scene;
m_scene = NULL;
}
// Do not Fall back to XRender - it causes problems when selfcheck fails during startup, but works later on
break;
}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
case XRenderCompositing:
kDebug(1212) << "Initializing XRender compositing";
m_scene = new SceneXrender(Workspace::self());
break;
#endif
default:
kDebug(1212) << "No compositing enabled";
delete cm_selection;
return;
}
if (m_scene == NULL || m_scene->initFailed()) {
kError(1212) << "Failed to initialize compositing, compositing disabled";
kError(1212) << "Consult http://techbase.kde.org/Projects/KWin/4.0-release-notes#Setting_up";
delete m_scene;
m_scene = NULL;
delete cm_selection;
return;
}
m_xrrRefreshRate = KWin::currentRefreshRate();
fpsInterval = (options->maxFpsInterval() << 10);
if (m_scene->waitSyncAvailable()) { // if we do vsync, set the fps to the next multiple of the vblank rate
vBlankInterval = (1000 << 10) / m_xrrRefreshRate;
fpsInterval = qMax((fpsInterval / vBlankInterval) * vBlankInterval, vBlankInterval);
} else
vBlankInterval = 1 << 10; // no sync - DO NOT set "0", would cause div-by-zero segfaults.
m_timeSinceLastVBlank = fpsInterval - 1; // means "start now" - we don't have even a slight idea when the first vsync will occur
scheduleRepaint();
XCompositeRedirectSubwindows(display(), rootWindow(), CompositeRedirectManual);
new EffectsHandlerImpl(this, m_scene); // sets also the 'effects' pointer
connect(effects, SIGNAL(screenGeometryChanged(QSize)), SLOT(addRepaintFull()));
addRepaintFull();
foreach (Client * c, Workspace::self()->clientList())
c->setupCompositing();
foreach (Client * c, Workspace::self()->desktopList())
c->setupCompositing();
foreach (Unmanaged * c, Workspace::self()->unmanagedList())
c->setupCompositing();
emit compositingToggled(true);
// render at least once
compositeTimer.stop();
performCompositing();
}
void Compositor::scheduleRepaint()
{
if (!compositeTimer.isActive())
setCompositeTimer();
}
void Compositor::finish()
{
if (!hasScene())
return;
m_finishing = true;
delete cm_selection;
foreach (Client * c, Workspace::self()->clientList())
m_scene->windowClosed(c, NULL);
foreach (Client * c, Workspace::self()->desktopList())
m_scene->windowClosed(c, NULL);
foreach (Unmanaged * c, Workspace::self()->unmanagedList())
m_scene->windowClosed(c, NULL);
foreach (Deleted * c, Workspace::self()->deletedList())
m_scene->windowDeleted(c);
foreach (Client * c, Workspace::self()->clientList())
c->finishCompositing();
foreach (Client * c, Workspace::self()->desktopList())
c->finishCompositing();
foreach (Unmanaged * c, Workspace::self()->unmanagedList())
c->finishCompositing();
foreach (Deleted * c, Workspace::self()->deletedList())
c->finishCompositing();
XCompositeUnredirectSubwindows(display(), rootWindow(), CompositeRedirectManual);
delete effects;
effects = NULL;
delete m_scene;
m_scene = NULL;
compositeTimer.stop();
mousePollingTimer.stop();
repaints_region = QRegion();
for (ClientList::ConstIterator it = Workspace::self()->clientList().constBegin();
it != Workspace::self()->clientList().constEnd();
++it) {
// forward all opacity values to the frame in case there'll be other CM running
if ((*it)->opacity() != 1.0) {
NETWinInfo2 i(display(), (*it)->frameId(), rootWindow(), 0);
i.setOpacity(static_cast< unsigned long >((*it)->opacity() * 0xffffffff));
}
}
// discard all Deleted windows (#152914)
while (!Workspace::self()->deletedList().isEmpty())
Workspace::self()->deletedList().first()->discard(Allowed);
m_finishing = false;
emit compositingToggled(false);
}
// OpenGL self-check failed, fallback to XRender
void Compositor::fallbackToXRenderCompositing()
{
finish();
KConfigGroup config(KGlobal::config(), "Compositing");
config.writeEntry("Backend", "XRender");
config.writeEntry("GraphicsSystem", "native");
config.sync();
if (Extensions::nonNativePixmaps()) { // must restart to change the graphicssystem
restartKWin("automatic graphicssystem change for XRender backend");
return;
} else {
options->setCompositingMode(XRenderCompositing);
setup();
}
}
void Compositor::slotConfigChanged()
{
if (!m_suspended) {
setup();
if (effects) // setupCompositing() may fail
effects->reconfigure();
addRepaintFull();
} else
finish();
}
void Compositor::slotReinitialize()
{
// Reparse config. Config options will be reloaded by setup()
KGlobal::config()->reparseConfiguration();
const QString graphicsSystem = KConfigGroup(KGlobal::config(), "Compositing").readEntry("GraphicsSystem", "");
if ((Extensions::nonNativePixmaps() && graphicsSystem == "native") ||
(!Extensions::nonNativePixmaps() && (graphicsSystem == "raster" || graphicsSystem == "opengl")) ) {
restartKWin("explicitly reconfigured graphicsSystem change");
return;
}
// Update any settings that can be set in the compositing kcm.
#ifdef KWIN_BUILD_SCREENEDGES
Workspace::self()->screenEdge()->update();
#endif
// Restart compositing
finish();
// resume compositing if suspended
m_suspended = false;
options->setCompositingInitialized(false);
setup();
if (effects) { // setup() may fail
effects->reconfigure();
}
}
// for the shortcut
void Compositor::slotToggleCompositing()
{
setCompositing(m_suspended);
}
// for the dbus call
void Compositor::toggleCompositing()
{
slotToggleCompositing();
if (m_suspended) {
// when disabled show a shortcut how the user can get back compositing
QString shortcut, message;
if (KAction* action = qobject_cast<KAction*>(Workspace::self()->actionCollection()->action("Suspend Compositing")))
shortcut = action->globalShortcut().primary().toString(QKeySequence::NativeText);
if (!shortcut.isEmpty()) {
// display notification only if there is the shortcut
message = i18n("Desktop effects have been suspended by another application.<br/>"
"You can resume using the '%1' shortcut.", shortcut);
Notify::raise(Notify::CompositingSuspendedDbus, message);
}
}
}
void Compositor::updateCompositeBlocking()
{
updateCompositeBlocking(NULL);
}
void Compositor::updateCompositeBlocking(Client *c)
{
if (c) { // if c == 0 we just check if we can resume
if (c->isBlockingCompositing()) {
if (!m_blocked) // do NOT attempt to call suspend(true); from within the eventchain!
QMetaObject::invokeMethod(this, "suspend", Qt::QueuedConnection);
m_blocked = true;
}
}
else if (m_blocked) { // lost a client and we're blocked - can we resume?
// NOTICE do NOT check for "m_Suspended" or "!compositing()"
// only "resume" if it was really disabled for a block
bool resume = true;
for (ClientList::ConstIterator it = Workspace::self()->clientList().constBegin(); it != Workspace::self()->clientList().constEnd(); ++it) {
if ((*it)->isBlockingCompositing()) {
resume = false;
break;
}
}
if (resume) { // do NOT attempt to call suspend(false); from within the eventchain!
m_blocked = false;
if (m_suspended)
QMetaObject::invokeMethod(this, "resume", Qt::QueuedConnection);
}
}
}
void Compositor::suspend()
{
if (m_suspended) {
return;
}
m_suspended = true;
finish();
}
void Compositor::resume()
{
if (!m_suspended && hasScene()) {
return;
}
m_suspended = false;
// signal toggled is eventually emitted from within setup
setup();
}
void Compositor::setCompositing(bool active)
{
if (active) {
resume();
} else {
suspend();
}
}
void Compositor::restart()
{
if (hasScene()) {
finish();
QTimer::singleShot(0, this, SLOT(setup()));
}
}
void Compositor::addRepaint(int x, int y, int w, int h)
{
if (!hasScene())
return;
repaints_region += QRegion(x, y, w, h);
scheduleRepaint();
}
void Compositor::addRepaint(const QRect& r)
{
if (!hasScene())
return;
repaints_region += r;
scheduleRepaint();
}
void Compositor::addRepaint(const QRegion& r)
{
if (!hasScene())
return;
repaints_region += r;
scheduleRepaint();
}
void Compositor::addRepaintFull()
{
if (!hasScene())
return;
repaints_region = QRegion(0, 0, displayWidth(), displayHeight());
scheduleRepaint();
}
void Compositor::timerEvent(QTimerEvent *te)
{
if (te->timerId() == compositeTimer.timerId()) {
compositeTimer.stop();
performCompositing();
} else
QObject::timerEvent(te);
}
static int s_pendingFlushes = 0;
void Compositor::performCompositing()
{
if (!isOverlayWindowVisible())
return; // nothing is visible anyway
bool pending = !repaints_region.isEmpty() || windowRepaintsPending();
if (pending)
s_pendingFlushes = 3;
else if (m_scene->hasPendingFlush())
--s_pendingFlushes;
else
s_pendingFlushes = 0;
if (s_pendingFlushes < 1) {
s_pendingFlushes = 0;
m_scene->idle();
// Note: It would seem here we should undo suspended unredirect, but when scenes need
// it for some reason, e.g. transformations or translucency, the next pass that does not
// need this anymore and paints normally will also reset the suspended unredirect.
// Otherwise the window would not be painted normally anyway.
return;
}
// create a list of all windows in the stacking order
ToplevelList windows = Workspace::self()->xStackingOrder();
foreach (EffectWindow * c, static_cast< EffectsHandlerImpl* >(effects)->elevatedWindows()) {
Toplevel* t = static_cast< EffectWindowImpl* >(c)->window();
windows.removeAll(t);
windows.append(t);
}
// skip windows that are not yet ready for being painted
// TODO ?
// this cannot be used so carelessly - needs protections against broken clients, the window
// should not get focus before it's displayed, handle unredirected windows properly and so on.
foreach (Toplevel *t, windows)
if (!t->readyForPainting())
windows.removeAll(t);
QRegion repaints = repaints_region;
// clear all repaints, so that post-pass can add repaints for the next repaint
repaints_region = QRegion();
m_timeSinceLastVBlank = m_scene->paint(repaints, windows);
// Trigger at least one more pass even if there would be nothing to paint, so that scene->idle()
// is called the next time. If there would be nothing pending, it will not restart the timer and
// checkCompositeTime() would restart it again somewhen later, called from functions that
// would again add something pending.
scheduleRepaint();
}
void Compositor::performMousePoll()
{
Workspace::self()->checkCursorPos();
}
bool Compositor::windowRepaintsPending() const
{
foreach (Toplevel * c, Workspace::self()->clientList())
if (!c->repaints().isEmpty())
return true;
foreach (Toplevel * c, Workspace::self()->desktopList())
if (!c->repaints().isEmpty())
return true;
foreach (Toplevel * c, Workspace::self()->unmanagedList())
if (!c->repaints().isEmpty())
return true;
foreach (Toplevel * c, Workspace::self()->deletedList())
if (!c->repaints().isEmpty())
return true;
return false;
}
void Compositor::setCompositeResetTimer(int msecs)
{
compositeResetTimer.start(msecs);
}
void Compositor::setCompositeTimer()
{
if (!hasScene()) // should not really happen, but there may be e.g. some damage events still pending
return;
uint padding = m_timeSinceLastVBlank << 10;
if (m_scene->waitSyncAvailable()) {
// TODO: make vBlankTime dynamic?!
// It's required because glXWaitVideoSync will *likely* block a full frame if one enters
// a retrace pass which can last a variable amount of time, depending on the actual screen
// Now, my ooold 19" CRT can do such retrace so that 2ms are entirely sufficient,
// while another ooold 15" TFT requires about 6ms
if (padding > fpsInterval) {
// we're at low repaints or spent more time in painting than the user wanted to wait for that frame
padding = vBlankInterval - (padding%vBlankInterval); // -> align to next vblank
} else { // -> align to the next maxFps tick
padding = ((vBlankInterval - padding%vBlankInterval) + (fpsInterval/vBlankInterval-1)*vBlankInterval);
// "remaining time of the first vsync" + "time for the other vsyncs of the frame"
}
if (padding < options->vBlankTime()) { // we'll likely miss this frame
m_nextFrameDelay = (padding + vBlankInterval) >> 10;
padding = (padding + vBlankInterval - options->vBlankTime()) >> 10; // so we add one
// qDebug() << "WE LOST A FRAME";
} else {
m_nextFrameDelay = padding >> 10;
padding = (padding - options->vBlankTime()) >> 10;
}
}
else // w/o vsync we just jump to the next demanded tick
// the "1" will ensure we don't block out the eventloop - the system's just not faster
// "0" would be sufficient, but the compositor isn't the WMs only task
m_nextFrameDelay = padding = (padding > (int)fpsInterval) ? 1 : ((fpsInterval - padding) >> 10);
compositeTimer.start(qMin(padding, 250u), this); // force 4fps minimum
}
void Compositor::startMousePolling()
{
mousePollingTimer.start(20); // 50Hz. TODO: How often do we really need to poll?
}
void Compositor::stopMousePolling()
{
mousePollingTimer.stop();
}
bool Compositor::isActive()
{
return !m_finishing && hasScene();
}
void Compositor::checkUnredirect()
{
checkUnredirect(false);
}
// force is needed when the list of windows changes (e.g. a window goes away)
void Compositor::checkUnredirect(bool force)
{
if (!hasScene() || m_scene->overlayWindow()->window() == None || !options->isUnredirectFullscreen())
return;
if (force)
forceUnredirectCheck = true;
if (!unredirectTimer.isActive())
unredirectTimer.start(0);
}
void Compositor::delayedCheckUnredirect()
{
if (!hasScene() || m_scene->overlayWindow()->window() == None || !options->isUnredirectFullscreen())
return;
ToplevelList list;
bool changed = forceUnredirectCheck;
foreach (Client * c, Workspace::self()->clientList())
list.append(c);
foreach (Unmanaged * c, Workspace::self()->unmanagedList())
list.append(c);
foreach (Toplevel * c, list) {
if (c->updateUnredirectedState())
changed = true;
}
// no desktops, no Deleted ones
if (!changed)
return;
forceUnredirectCheck = false;
// Cut out parts from the overlay window where unredirected windows are,
// so that they are actually visible.
QRegion reg(0, 0, displayWidth(), displayHeight());
foreach (Toplevel * c, list) {
if (c->unredirected())
reg -= c->geometry();
}
m_scene->overlayWindow()->setShape(reg);
}
bool Compositor::checkForOverlayWindow(WId w) const
{
if (!hasScene()) {
// no scene, so it cannot be the overlay window
return false;
}
if (!m_scene->overlayWindow()) {
// no overlay window, it cannot be the overlay
return false;
}
// and compare the window ID's
return w == m_scene->overlayWindow()->window();
}
WId Compositor::overlayWindow() const
{
if (!hasScene()) {
return None;
}
if (!m_scene->overlayWindow()) {
return None;
}
return m_scene->overlayWindow()->window();
}
bool Compositor::isOverlayWindowVisible() const
{
if (!hasScene()) {
return false;
}
if (!m_scene->overlayWindow()) {
return false;
}
return m_scene->overlayWindow()->isVisible();
}
void Compositor::setOverlayWindowVisibility(bool visible)
{
if (hasScene() && m_scene->overlayWindow()) {
m_scene->overlayWindow()->setVisibility(visible);
}
}
void Compositor::restartKWin(const QString &reason)
{
kDebug(1212) << "restarting kwin for:" << reason;
char cmd[1024]; // copied from crashhandler - maybe not the best way to do?
sprintf(cmd, "%s --replace &", QFile::encodeName(QCoreApplication::applicationFilePath()).constData());
system(cmd);
}
bool Compositor::isCompositingPossible() const
{
return CompositingPrefs::compositingPossible();
}
QString Compositor::compositingNotPossibleReason() const
{
return CompositingPrefs::compositingNotPossibleReason();
}
bool Compositor::isOpenGLBroken() const
{
return CompositingPrefs::openGlIsBroken();
}
QString Compositor::compositingType() const
{
if (!hasScene()) {
return "none";
}
switch (m_scene->compositingType()) {
case XRenderCompositing:
return "xrender";
case OpenGLCompositing:
#ifdef KWIN_HAVE_OPENGLES
return "gles";
#else
if (ShaderManager::instance()->isValid()) {
return "gl2";
} else {
return "gl1";
}
#endif
case NoCompositing:
default:
return "none";
}
}
/*****************************************************
* Workspace
****************************************************/
bool Workspace::compositing() const
{
return m_compositor && m_compositor->hasScene();
}
//****************************************
// Toplevel
//****************************************
bool Toplevel::setupCompositing()
{
if (!compositing())
return false;
damageRatio = 0.0;
if (damage_handle != None)
return false;
damage_handle = XDamageCreate(display(), frameId(), XDamageReportRawRectangles);
damage_region = QRegion(0, 0, width(), height());
effect_window = new EffectWindowImpl(this);
unredirect = false;
Compositor::self()->checkUnredirect(true);
Compositor::self()->scene()->windowAdded(this);
return true;
}
void Toplevel::finishCompositing()
{
damageRatio = 0.0;
if (damage_handle == None)
return;
Compositor::self()->checkUnredirect(true);
if (effect_window->window() == this) { // otherwise it's already passed to Deleted, don't free data
discardWindowPixmap();
delete effect_window;
}
XDamageDestroy(display(), damage_handle);
damage_handle = None;
damage_region = QRegion();
repaints_region = QRegion();
effect_window = NULL;
}
void Toplevel::discardWindowPixmap()
{
damageRatio = 0.0;
addDamageFull();
if (window_pix == None)
return;
XFreePixmap(display(), window_pix);
window_pix = None;
if (effectWindow() != NULL && effectWindow()->sceneWindow() != NULL)
effectWindow()->sceneWindow()->pixmapDiscarded();
}
Pixmap Toplevel::createWindowPixmap()
{
assert(compositing());
if (unredirected())
return None;
damageRatio = 0.0;
grabXServer();
KXErrorHandler err;
Pixmap pix = XCompositeNameWindowPixmap(display(), frameId());
// check that the received pixmap is valid and actually matches what we
// know about the window (i.e. size)
XWindowAttributes attrs;
if (!XGetWindowAttributes(display(), frameId(), &attrs)
|| err.error(false)
|| attrs.width != width() || attrs.height != height() || attrs.map_state != IsViewable) {
kDebug(1212) << "Creating window pixmap failed: " << this;
XFreePixmap(display(), pix);
pix = None;
}
ungrabXServer();
return pix;
}
// We must specify that the two events are a union so the compiler doesn't
// complain about strict aliasing rules.
typedef union {
XEvent e;
XDamageNotifyEvent de;
} EventUnion;
static QVector<QRect> damageRects;
void Toplevel::damageNotifyEvent(XDamageNotifyEvent* e)
{
if (damageRatio == 1.0) { // we know that we're completely damaged, no need to tell us again
while (XPending(display())) { // drop events
EventUnion e2;
if (XPeekEvent(display(), &e2.e) && e2.e.type == Extensions::damageNotifyEvent() &&
e2.e.xany.window == frameId()) {
XNextEvent(display(), &e2.e);
continue;
}
break;
}
return;
}
const float area = rect().width()*rect().height();
damageRects.reserve(16);
damageRects.erase(damageRects.begin(), damageRects.end());
damageRects << QRect(e->area.x, e->area.y, e->area.width, e->area.height);
// we can not easily say anything about the overall ratio since the new rects may intersect the present
float newDamageRatio = damageRects.last().width()*damageRects.last().height() / area;
// compress
while (XPending(display())) {
EventUnion e2;
if (XPeekEvent(display(), &e2.e) && e2.e.type == Extensions::damageNotifyEvent()
&& e2.e.xany.window == frameId()) {
XNextEvent(display(), &e2.e);
if (damageRatio >= 0.8 || newDamageRatio > 0.8 || damageRects.count() > 15) {
// If there are too many damage events in the queue, just discard them
// and damage the whole window. Otherwise the X server can just overload
// us with a flood of damage events. Should be probably optimized
// in the X server, as this is rather lame.
newDamageRatio = 1.0;
damageRects.clear();
continue;
}
damageRects << QRect(e2.de.area.x, e2.de.area.y, e2.de.area.width, e2.de.area.height);
newDamageRatio += damageRects.last().width()*damageRects.last().height() / area;
continue;
}
break;
}
if ((damageRects.count() == 1 && damageRects.last() == rect()) ||
(damageRects.isEmpty() && newDamageRatio == 1.0)) {
addDamageFull();
} else {
foreach (const QRect &r, damageRects)
addDamage(r);
}
}
bool Toplevel::compositing() const
{
Compositor *c = Compositor::self();
return c && c->hasScene();
}
void Client::damageNotifyEvent(XDamageNotifyEvent* e)
{
#ifdef HAVE_XSYNC
if (syncRequest.isPending && isResize())
return;
if (!ready_for_painting) { // avoid "setReadyForPainting()" function calling overhead
if (syncRequest.counter == None) // cannot detect complete redraw, consider done now
setReadyForPainting();
}
#else
if (!ready_for_painting) {
setReadyForPainting();
}
#endif
Toplevel::damageNotifyEvent(e);
}
void Unmanaged::damageNotifyEvent(XDamageNotifyEvent* e)
{
if (!ready_for_painting) { // avoid "setReadyForPainting()" function calling overhead
setReadyForPainting();
}
Toplevel::damageNotifyEvent(e);
}
void Toplevel::addDamage(const QRect& r)
{
addDamage(r.x(), r.y(), r.width(), r.height());
}
void Toplevel::addDamage(int x, int y, int w, int h)
{
if (!compositing())
return;
QRect r(x, y, w, h);
// resizing the decoration may lag behind a bit and when shrinking there
// may be a damage event coming with size larger than the current window size
r &= rect();
if (r.isEmpty())
return;
damage_region += r;
int damageArea = 0;
foreach (const QRect &r2, damage_region.rects())
damageArea += r2.width()*r2.height();
damageRatio = float(damageArea) / float(rect().width()*rect().height());
repaints_region += r;
emit damaged(this, r);
// discard lanczos texture
if (effect_window) {
QVariant cachedTextureVariant = effect_window->data(LanczosCacheRole);
if (cachedTextureVariant.isValid()) {
GLTexture *cachedTexture = static_cast< GLTexture*>(cachedTextureVariant.value<void*>());
delete cachedTexture;
cachedTexture = 0;
effect_window->setData(LanczosCacheRole, QVariant());
}
}
}
void Toplevel::addDamageFull()
{
if (!compositing())
return;
damage_region = rect();
repaints_region = rect();
damageRatio = 1.0;
emit damaged(this, rect());
// discard lanczos texture
if (effect_window) {
QVariant cachedTextureVariant = effect_window->data(LanczosCacheRole);
if (cachedTextureVariant.isValid()) {
GLTexture *cachedTexture = static_cast< GLTexture*>(cachedTextureVariant.value<void*>());
delete cachedTexture;
cachedTexture = 0;
effect_window->setData(LanczosCacheRole, QVariant());
}
}
}
void Toplevel::resetDamage(const QRect& r)
{
damage_region -= r;
int damageArea = 0;
foreach (const QRect &r2, damage_region.rects())
damageArea += r2.width()*r2.height();
damageRatio = float(damageArea) / float(rect().width()*rect().height());
}
void Toplevel::addRepaint(const QRect& r)
{
if (!compositing()) {
return;
}
repaints_region += r;
emit needsRepaint();
}
void Toplevel::addRepaint(int x, int y, int w, int h)
{
QRect r(x, y, w, h);
addRepaint(r);
}
void Toplevel::addRepaint(const QRegion& r)
{
if (!compositing()) {
return;
}
repaints_region += r;
emit needsRepaint();
}
void Toplevel::addLayerRepaint(const QRect& r)
{
if (!compositing()) {
return;
}
layer_repaints_region += r;
emit needsRepaint();
}
void Toplevel::addLayerRepaint(int x, int y, int w, int h)
{
QRect r(x, y, w, h);
addLayerRepaint(r);
}
void Toplevel::addLayerRepaint(const QRegion& r)
{
if (!compositing())
return;
layer_repaints_region += r;
emit needsRepaint();
}
void Toplevel::addRepaintFull()
{
repaints_region = visibleRect().translated(-pos());
emit needsRepaint();
}
void Toplevel::resetRepaints()
{
repaints_region = QRegion();
layer_repaints_region = QRegion();
}
void Toplevel::addWorkspaceRepaint(int x, int y, int w, int h)
{
addWorkspaceRepaint(QRect(x, y, w, h));
}
void Toplevel::addWorkspaceRepaint(const QRect& r2)
{
if (!compositing())
return;
Compositor::self()->addRepaint(r2);
}
bool Toplevel::updateUnredirectedState()
{
assert(compositing());
bool should = shouldUnredirect() && !unredirectSuspend && !shape() && !hasAlpha() && opacity() == 1.0 &&
!static_cast<EffectsHandlerImpl*>(effects)->activeFullScreenEffect();
if (should && !unredirect) {
unredirect = true;
kDebug(1212) << "Unredirecting:" << this;
XCompositeUnredirectWindow(display(), frameId(), CompositeRedirectManual);
return true;
} else if (!should && unredirect) {
unredirect = false;
kDebug(1212) << "Redirecting:" << this;
XCompositeRedirectWindow(display(), frameId(), CompositeRedirectManual);
discardWindowPixmap();
return true;
}
return false;
}
void Toplevel::suspendUnredirect(bool suspend)
{
if (unredirectSuspend == suspend)
return;
unredirectSuspend = suspend;
Compositor::self()->checkUnredirect();
}
//****************************************
// Client
//****************************************
bool Client::setupCompositing()
{
if (!Toplevel::setupCompositing()){
return false;
}
updateVisibility(); // for internalKeep()
if (isManaged()) {
// only create the decoration when a client is managed
updateDecoration(true, true);
}
return true;
}
void Client::finishCompositing()
{
Toplevel::finishCompositing();
updateVisibility();
if (!deleting) {
// only recreate the decoration if we are not shutting down completely
updateDecoration(true, true);
}
// for safety in case KWin is just resizing the window
s_haveResizeEffect = false;
}
bool Client::shouldUnredirect() const
{
if (isActiveFullScreen()) {
ToplevelList stacking = workspace()->xStackingOrder();
for (int pos = stacking.count() - 1;
pos >= 0;
--pos) {
Toplevel* c = stacking.at(pos);
if (c == this) // is not covered by any other window, ok to unredirect
return true;
if (c->geometry().intersects(geometry()))
return false;
}
abort();
}
return false;
}
//****************************************
// Unmanaged
//****************************************
bool Unmanaged::shouldUnredirect() const
{
// the pixmap is needed for the login effect, a nicer solution would be the login effect increasing
// refcount for the window pixmap (which would prevent unredirect), avoiding this hack
if (resourceClass() == "ksplashx"
|| resourceClass() == "ksplashsimple"
|| resourceClass() == "ksplashqml"
)
return false;
// it must cover whole display or one xinerama screen, and be the topmost there
if (geometry() == workspace()->clientArea(FullArea, geometry().center(), workspace()->currentDesktop())
|| geometry() == workspace()->clientArea(ScreenArea, geometry().center(), workspace()->currentDesktop())) {
ToplevelList stacking = workspace()->xStackingOrder();
for (int pos = stacking.count() - 1;
pos >= 0;
--pos) {
Toplevel* c = stacking.at(pos);
if (c == this) // is not covered by any other window, ok to unredirect
return true;
if (c->geometry().intersects(geometry()))
return false;
}
abort();
}
return false;
}
//****************************************
// Deleted
//****************************************
bool Deleted::shouldUnredirect() const
{
return false;
}
} // namespace