fa78de6219
ScreenPaintData provides a way to transform the painted screen, e.g. scale or translate. From API point of view, it's great. It allows fullscreen effects to transform the workspace in various ways. On the other hand, such effects end up fighting the default scene painting algorithm. For example, just have a look at the slide effect! With fullscreen effects, it's better to leave to them the decision how the screen should be painted. For example, such approach is taken in some wayland compositors, e.g. wayfire, and our qtquick effects already operate in similar fashion. Given that, strip the ScreenPaintData of all available transforms. The main motivation behind this change is to improve encapsulation of item painting code and simplify model-view-projection code in kwin. It will also make the job of extracting item code for sharing purposes easier.
245 lines
7.5 KiB
C++
245 lines
7.5 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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#ifndef KWIN_SCENE_H
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#define KWIN_SCENE_H
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#include "kwineffects.h"
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#include "renderlayerdelegate.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 Output;
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class DecorationRenderer;
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class Deleted;
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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 Scene;
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class Shadow;
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class ShadowItem;
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class SurfaceItem;
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class SurfacePixmapInternal;
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class SurfacePixmapWayland;
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class SurfacePixmapX11;
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class SurfaceTexture;
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class WindowItem;
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class SceneDelegate : public RenderLayerDelegate
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{
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Q_OBJECT
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public:
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explicit SceneDelegate(Scene *scene, QObject *parent = nullptr);
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explicit SceneDelegate(Scene *scene, Output *output, QObject *parent = nullptr);
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~SceneDelegate() override;
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QRect viewport() const;
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QRegion repaints() const override;
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SurfaceItem *scanoutCandidate() const override;
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void prePaint() override;
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void postPaint() override;
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void paint(RenderTarget *renderTarget, const QRegion ®ion) override;
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private:
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Scene *m_scene;
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Output *m_output = nullptr;
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};
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class KWIN_EXPORT Scene : public QObject
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{
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Q_OBJECT
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public:
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explicit Scene(QObject *parent = nullptr);
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~Scene() override;
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void initialize();
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/**
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* Schedules a repaint for the specified @a region.
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*/
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void addRepaint(const QRegion ®ion);
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void addRepaint(int x, int y, int width, int height);
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void addRepaintFull();
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QRegion damage() const;
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QRect geometry() const;
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void setGeometry(const QRect &rect);
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QList<SceneDelegate *> delegates() const;
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void addDelegate(SceneDelegate *delegate);
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void removeDelegate(SceneDelegate *delegate);
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// Returns true if the ctor failed to properly initialize.
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virtual bool initFailed() const = 0;
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SurfaceItem *scanoutCandidate() const;
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void prePaint(Output *output);
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void postPaint();
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virtual void paint(RenderTarget *renderTarget, const QRegion ®ion) = 0;
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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 Shadow *createShadow(Window *window) = 0;
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// Flags controlling how painting is done.
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enum {
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// WindowItem (or at least part of it) will be painted opaque.
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PAINT_WINDOW_OPAQUE = 1 << 0,
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// WindowItem (or at least part of it) will be painted translucent.
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PAINT_WINDOW_TRANSLUCENT = 1 << 1,
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// WindowItem will be painted with transformed geometry.
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PAINT_WINDOW_TRANSFORMED = 1 << 2,
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// Paint only a region of the screen (can be optimized, cannot
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// be used together with TRANSFORMED flags).
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PAINT_SCREEN_REGION = 1 << 3,
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// Whole screen will be painted with transformed geometry.
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PAINT_SCREEN_TRANSFORMED = 1 << 4,
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// At least one window will be painted with transformed geometry.
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PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
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// Clear whole background as the very first step, without optimizing it
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PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
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};
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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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/**
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* The QPainter used by a QPainter based compositor scene.
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* Default implementation returns @c nullptr;
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*/
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virtual QPainter *scenePainter() const;
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/**
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* The backend specific extensions (e.g. EGL/GLX extensions).
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*
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* Not the OpenGL (ES) extension!
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*
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* Default implementation returns empty list
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*/
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virtual QVector<QByteArray> openGLPlatformInterfaceExtensions() const;
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virtual std::shared_ptr<GLTexture> textureForOutput(Output *output) const
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{
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Q_UNUSED(output);
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return {};
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}
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virtual std::unique_ptr<SurfaceTexture> createSurfaceTextureInternal(SurfacePixmapInternal *pixmap);
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virtual std::unique_ptr<SurfaceTexture> createSurfaceTextureX11(SurfacePixmapX11 *pixmap);
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virtual std::unique_ptr<SurfaceTexture> createSurfaceTextureWayland(SurfacePixmapWayland *pixmap);
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QMatrix4x4 renderTargetProjectionMatrix() const;
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QRect renderTargetRect() const;
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void setRenderTargetRect(const QRect &rect);
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qreal renderTargetScale() const;
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void setRenderTargetScale(qreal scale);
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QRegion mapToRenderTarget(const QRegion ®ion) const;
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virtual void render(Item *item, int mask, const QRegion ®ion, const WindowPaintData &data) = 0;
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Q_SIGNALS:
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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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// shared implementation, starts painting the screen
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void paintScreen(const QRegion ®ion);
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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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// paint the background (not the desktop background - the whole background)
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virtual void paintBackground(const QRegion ®ion) = 0;
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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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virtual void paintOffscreenQuickView(OffscreenQuickView *w) = 0;
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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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// windows in their stacking order
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QVector<WindowItem *> stacking_order;
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private:
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std::chrono::milliseconds m_expectedPresentTimestamp = std::chrono::milliseconds::zero();
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QList<SceneDelegate *> m_delegates;
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QRect m_geometry;
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QMatrix4x4 m_renderTargetProjectionMatrix;
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QRect m_renderTargetRect;
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qreal m_renderTargetScale = 1;
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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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};
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} // namespace
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#endif
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