c2a4f81927
The ShaderBinder class can be used for the case that a block of code should be executed with a given Shader being bound. This is useful for all the cases where there is a if-block for OpenGL2 execution with a Shader being pushed in the first line to the ShaderManager and popped in the last line of the block. With the helper this can be simplified to: ShaderBinder binder(myCustomShader); or ShaderBinder binder(ShaderManager::GenericShader); The ctor of ShaderBinder pushes the given Shader to the stack and once the helper goes out of scope it will be popped again from the stack. In addition the helper can take care of OpenGL 1 compositing, that is it just does nothing. So it can also be used where there is a shared OpenGL1 and OpenGL2 code path where the Shader should only be pushed in OpenGL2. This basically removes all the checks for the compositing type before pushing/popping a Shader to the stack. REVIEW: 106521
456 lines
14 KiB
C++
456 lines
14 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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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "showfps.h"
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// KConfigSkeleton
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#include "showfpsconfig.h"
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#include <kwinconfig.h>
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#include <kwinglutils.h>
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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#include <X11/Xlib.h>
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#include <X11/extensions/Xrender.h>
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#endif
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#include <kwinxrenderutils.h>
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#include <math.h>
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#include <QPainter>
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#include <QVector2D>
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namespace KWin
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{
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KWIN_EFFECT(showfps, ShowFpsEffect)
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const int FPS_WIDTH = 10;
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const int MAX_TIME = 100;
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ShowFpsEffect::ShowFpsEffect()
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: paints_pos(0)
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, frames_pos(0)
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, fpsText(0)
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{
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for (int i = 0;
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i < NUM_PAINTS;
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++i) {
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paints[ i ] = 0;
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paint_size[ i ] = 0;
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}
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for (int i = 0;
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i < MAX_FPS;
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++i)
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frames[ i ] = 0;
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reconfigure(ReconfigureAll);
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}
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void ShowFpsEffect::reconfigure(ReconfigureFlags)
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{
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ShowFpsConfig::self()->readConfig();
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alpha = ShowFpsConfig::alpha();
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x = ShowFpsConfig::x();
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y = ShowFpsConfig::y();
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if (x == -10000) // there's no -0 :(
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x = displayWidth() - 2 * NUM_PAINTS - FPS_WIDTH;
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else if (x < 0)
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x = displayWidth() - 2 * NUM_PAINTS - FPS_WIDTH - x;
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if (y == -10000)
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y = displayHeight() - MAX_TIME;
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else if (y < 0)
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y = displayHeight() - MAX_TIME - y;
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fps_rect = QRect(x, y, FPS_WIDTH + 2 * NUM_PAINTS, MAX_TIME);
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int textPosition = ShowFpsConfig::textPosition();
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textFont = ShowFpsConfig::textFont();
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textColor = ShowFpsConfig::textColor();
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double textAlpha = ShowFpsConfig::textAlpha();
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if (!textColor.isValid())
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textColor = QPalette().color(QPalette::Active, QPalette::WindowText);
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textColor.setAlphaF(textAlpha);
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switch(textPosition) {
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case TOP_LEFT:
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fpsTextRect = QRect(0, 0, 100, 100);
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textAlign = Qt::AlignTop | Qt::AlignLeft;
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break;
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case TOP_RIGHT:
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fpsTextRect = QRect(displayWidth() - 100, 0, 100, 100);
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textAlign = Qt::AlignTop | Qt::AlignRight;
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break;
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case BOTTOM_LEFT:
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fpsTextRect = QRect(0, displayHeight() - 100, 100, 100);
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textAlign = Qt::AlignBottom | Qt::AlignLeft;
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break;
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case BOTTOM_RIGHT:
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fpsTextRect = QRect(displayWidth() - 100, displayHeight() - 100, 100, 100);
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textAlign = Qt::AlignBottom | Qt::AlignRight;
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break;
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case NOWHERE:
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fpsTextRect = QRect();
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break;
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case INSIDE_GRAPH:
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default:
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fpsTextRect = QRect(x, y, FPS_WIDTH + NUM_PAINTS, MAX_TIME);
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textAlign = Qt::AlignTop | Qt::AlignRight;
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break;
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}
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}
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void ShowFpsEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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if (time == 0) {
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// TODO optimized away
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}
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t.start();
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frames[ frames_pos ] = t.minute() * 60000 + t.second() * 1000 + t.msec();
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if (++frames_pos == MAX_FPS)
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frames_pos = 0;
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effects->prePaintScreen(data, time);
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data.paint += fps_rect;
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paint_size[ paints_pos ] = 0;
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}
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void ShowFpsEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
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{
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effects->paintWindow(w, mask, region, data);
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// Take intersection of region and actual window's rect, minus the fps area
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// (since we keep repainting it) and count the pixels.
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QRegion r2 = region & QRect(w->x(), w->y(), w->width(), w->height());
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r2 -= fps_rect;
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int winsize = 0;
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foreach (const QRect & r, r2.rects())
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winsize += r.width() * r.height();
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paint_size[ paints_pos ] += winsize;
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}
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void ShowFpsEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
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{
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effects->paintScreen(mask, region, data);
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int fps = 0;
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for (int i = 0;
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i < MAX_FPS;
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++i)
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if (abs(t.minute() * 60000 + t.second() * 1000 + t.msec() - frames[ i ]) < 1000)
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++fps; // count all frames in the last second
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if (fps > MAX_TIME)
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fps = MAX_TIME; // keep it the same height
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if (effects->isOpenGLCompositing()) {
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paintGL(fps);
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glFinish(); // make sure all rendering is done
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}
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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if (effects->compositingType() == XRenderCompositing) {
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paintXrender(fps);
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XSync(display(), False); // make sure all rendering is done
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}
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#endif
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}
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void ShowFpsEffect::paintGL(int fps)
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{
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int x = this->x;
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int y = this->y;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// TODO painting first the background white and then the contents
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// means that the contents also blend with the background, I guess
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ShaderBinder binder(ShaderManager::ColorShader);
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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vbo->reset();
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QColor color(255, 255, 255);
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color.setAlphaF(alpha);
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vbo->setColor(color);
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QVector<float> verts;
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verts.reserve(12);
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verts << x + 2 * NUM_PAINTS + FPS_WIDTH << y;
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verts << x << y;
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verts << x << y + MAX_TIME;
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verts << x << y + MAX_TIME;
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verts << x + 2 * NUM_PAINTS + FPS_WIDTH << y + MAX_TIME;
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verts << x + 2 * NUM_PAINTS + FPS_WIDTH << y;
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vbo->setData(6, 2, verts.constData(), NULL);
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vbo->render(GL_TRIANGLES);
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y += MAX_TIME; // paint up from the bottom
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color.setRed(0);
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color.setGreen(0);
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vbo->setColor(color);
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verts.clear();
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verts << x + FPS_WIDTH << y - fps;
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verts << x << y - fps;
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verts << x << y;
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verts << x << y;
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verts << x + FPS_WIDTH << y;
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verts << x + FPS_WIDTH << y - fps;
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vbo->setData(6, 2, verts.constData(), NULL);
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vbo->render(GL_TRIANGLES);
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color.setBlue(0);
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vbo->setColor(color);
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QVector<float> vertices;
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for (int i = 10;
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i < MAX_TIME;
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i += 10) {
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vertices << x << y - i;
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vertices << x + FPS_WIDTH << y - i;
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}
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vbo->setData(vertices.size() / 2, 2, vertices.constData(), NULL);
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vbo->render(GL_LINES);
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x += FPS_WIDTH;
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// Paint FPS graph
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paintFPSGraph(x, y);
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x += NUM_PAINTS;
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// Paint amount of rendered pixels graph
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paintDrawSizeGraph(x, y);
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// Paint FPS numerical value
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paintFPSText(fps);
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// Paint paint sizes
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glDisable(GL_BLEND);
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}
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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/*
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Differences between OpenGL and XRender:
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- differently specified rectangles (X: width/height, O: x2,y2)
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- XRender uses pre-multiplied alpha
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*/
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void ShowFpsEffect::paintXrender(int fps)
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{
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Pixmap pixmap = XCreatePixmap(display(), rootWindow(), FPS_WIDTH, MAX_TIME, 32);
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XRenderPicture p(pixmap, 32);
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XFreePixmap(display(), pixmap);
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XRenderColor col;
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col.alpha = int(alpha * 0xffff);
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col.red = int(alpha * 0xffff); // white
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col.green = int(alpha * 0xffff);
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col.blue = int(alpha * 0xffff);
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XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, 0, FPS_WIDTH, MAX_TIME);
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col.red = 0; // blue
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col.green = 0;
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col.blue = int(alpha * 0xffff);
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XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, MAX_TIME - fps, FPS_WIDTH, fps);
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col.red = 0; // black
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col.green = 0;
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col.blue = 0;
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for (int i = 10;
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i < MAX_TIME;
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i += 10) {
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XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, MAX_TIME - i, FPS_WIDTH, 1);
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}
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XRenderComposite(display(), alpha != 1.0 ? PictOpOver : PictOpSrc, p, None,
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effects->xrenderBufferPicture(), 0, 0, 0, 0, x, y, FPS_WIDTH, MAX_TIME);
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// Paint FPS graph
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paintFPSGraph(x + FPS_WIDTH, y);
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// Paint amount of rendered pixels graph
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paintDrawSizeGraph(x + FPS_WIDTH + MAX_TIME, y);
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}
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#endif
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void ShowFpsEffect::paintFPSGraph(int x, int y)
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{
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// Paint FPS graph
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QList<int> lines;
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lines << 10 << 20 << 50;
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QList<int> values;
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for (int i = 0;
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i < NUM_PAINTS;
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++i) {
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values.append(paints[(i + paints_pos) % NUM_PAINTS ]);
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}
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paintGraph(x, y, values, lines, true);
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}
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void ShowFpsEffect::paintDrawSizeGraph(int x, int y)
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{
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int max_drawsize = 0;
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for (int i = 0; i < NUM_PAINTS; i++)
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max_drawsize = qMax(max_drawsize, paint_size[ i ]);
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// Log of min/max values shown on graph
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const float max_pixels_log = 7.2f;
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const float min_pixels_log = 2.0f;
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const int minh = 5; // Minimum height of the bar when value > 0
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float drawscale = (MAX_TIME - minh) / (max_pixels_log - min_pixels_log);
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QList<int> drawlines;
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for (int logh = (int)min_pixels_log; logh <= max_pixels_log; logh++)
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drawlines.append((int)((logh - min_pixels_log) * drawscale) + minh);
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QList<int> drawvalues;
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for (int i = 0;
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i < NUM_PAINTS;
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++i) {
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int value = paint_size[(i + paints_pos) % NUM_PAINTS ];
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int h = 0;
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if (value > 0) {
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h = (int)((log10((double)value) - min_pixels_log) * drawscale);
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h = qMin(qMax(0, h) + minh, MAX_TIME);
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}
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drawvalues.append(h);
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}
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paintGraph(x, y, drawvalues, drawlines, false);
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}
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void ShowFpsEffect::paintGraph(int x, int y, QList<int> values, QList<int> lines, bool colorize)
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{
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if (effects->isOpenGLCompositing()) {
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QColor color(0, 0, 0);
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color.setAlphaF(alpha);
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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vbo->reset();
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vbo->setColor(color);
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QVector<float> verts;
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// First draw the lines
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foreach (int h, lines) {
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verts << x << y - h;
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verts << x + values.count() << y - h;
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}
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vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
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vbo->render(GL_LINES);
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// Then the graph values
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int lastValue = 0;
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verts.clear();
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for (int i = 0; i < values.count(); i++) {
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int value = values[ i ];
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if (colorize && value != lastValue) {
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if (!verts.isEmpty()) {
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vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
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vbo->render(GL_LINES);
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}
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verts.clear();
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if (value <= 10) {
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color = QColor(0, 255, 0);
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} else if (value <= 20) {
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color = QColor(255, 255, 0);
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} else if (value <= 50) {
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color = QColor(255, 0, 0);
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} else {
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color = QColor(0, 0, 0);
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}
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vbo->setColor(color);
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}
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verts << x + values.count() - i << y;
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verts << x + values.count() - i << y - value;
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lastValue = value;
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}
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if (!verts.isEmpty()) {
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vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
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vbo->render(GL_LINES);
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}
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}
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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if (effects->compositingType() == XRenderCompositing) {
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Pixmap pixmap = XCreatePixmap(display(), rootWindow(), values.count(), MAX_TIME, 32);
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XRenderPicture p(pixmap, 32);
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XFreePixmap(display(), pixmap);
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XRenderColor col;
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col.alpha = int(alpha * 0xffff);
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// Draw background
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col.red = col.green = col.blue = int(alpha * 0xffff); // white
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XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, 0, values.count(), MAX_TIME);
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// Then the values
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col.red = col.green = col.blue = int(alpha * 0x8000); // grey
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for (int i = 0; i < values.count(); i++) {
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int value = values[ i ];
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if (colorize) {
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if (value <= 10) {
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// green
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col.red = 0;
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col.green = int(alpha * 0xffff);
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col.blue = 0;
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} else if (value <= 20) {
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// yellow
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col.red = int(alpha * 0xffff);
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col.green = int(alpha * 0xffff);
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col.blue = 0;
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} else if (value <= 50) {
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// red
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col.red = int(alpha * 0xffff);
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col.green = 0;
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col.blue = 0;
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} else {
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// black
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col.red = 0;
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col.green = 0;
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col.blue = 0;
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}
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}
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XRenderFillRectangle(display(), PictOpSrc, p, &col,
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values.count() - i, MAX_TIME - value, 1, value);
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}
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// Then the lines
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col.red = col.green = col.blue = 0; // black
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foreach (int h, lines)
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XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, MAX_TIME - h, values.count(), 1);
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// Finally render the pixmap onto screen
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XRenderComposite(display(), alpha != 1.0 ? PictOpOver : PictOpSrc, p, None,
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effects->xrenderBufferPicture(), 0, 0, 0, 0, x, y, values.count(), MAX_TIME);
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}
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#endif
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}
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void ShowFpsEffect::postPaintScreen()
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{
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effects->postPaintScreen();
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paints[ paints_pos ] = t.elapsed();
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if (++paints_pos == NUM_PAINTS)
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paints_pos = 0;
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effects->addRepaint(fps_rect);
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}
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void ShowFpsEffect::paintFPSText(int fps)
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{
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if (!fpsTextRect.isValid())
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return;
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QImage im(100, 100, QImage::Format_ARGB32);
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im.fill(0);
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QPainter painter(&im);
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painter.setFont(textFont);
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painter.setPen(textColor);
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painter.drawText(QRect(0, 0, 100, 100), textAlign, QString::number(fps));
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delete fpsText;
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fpsText = new GLTexture(im);
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fpsText->bind();
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ShaderBinder binder(ShaderManager::SimpleShader);
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if (effects->compositingType() == OpenGL2Compositing) {
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binder.shader()->setUniform("offset", QVector2D(0, 0));
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}
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fpsText->render(QRegion(fpsTextRect), fpsTextRect);
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fpsText->unbind();
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effects->addRepaint(fpsTextRect);
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}
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} // namespace
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