kwin/effects/showfps/showfps.cpp
Martin Gräßlin c2a4f81927 Introduce a helper class to automatically push/pop Shaders
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
2012-09-29 15:33:57 +02:00

456 lines
14 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/>.
*********************************************************************/
#include "showfps.h"
// KConfigSkeleton
#include "showfpsconfig.h"
#include <kwinconfig.h>
#include <kwinglutils.h>
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
#include <X11/Xlib.h>
#include <X11/extensions/Xrender.h>
#endif
#include <kwinxrenderutils.h>
#include <math.h>
#include <QPainter>
#include <QVector2D>
namespace KWin
{
KWIN_EFFECT(showfps, ShowFpsEffect)
const int FPS_WIDTH = 10;
const int MAX_TIME = 100;
ShowFpsEffect::ShowFpsEffect()
: paints_pos(0)
, frames_pos(0)
, fpsText(0)
{
for (int i = 0;
i < NUM_PAINTS;
++i) {
paints[ i ] = 0;
paint_size[ i ] = 0;
}
for (int i = 0;
i < MAX_FPS;
++i)
frames[ i ] = 0;
reconfigure(ReconfigureAll);
}
void ShowFpsEffect::reconfigure(ReconfigureFlags)
{
ShowFpsConfig::self()->readConfig();
alpha = ShowFpsConfig::alpha();
x = ShowFpsConfig::x();
y = ShowFpsConfig::y();
if (x == -10000) // there's no -0 :(
x = displayWidth() - 2 * NUM_PAINTS - FPS_WIDTH;
else if (x < 0)
x = displayWidth() - 2 * NUM_PAINTS - FPS_WIDTH - x;
if (y == -10000)
y = displayHeight() - MAX_TIME;
else if (y < 0)
y = displayHeight() - MAX_TIME - y;
fps_rect = QRect(x, y, FPS_WIDTH + 2 * NUM_PAINTS, MAX_TIME);
int textPosition = ShowFpsConfig::textPosition();
textFont = ShowFpsConfig::textFont();
textColor = ShowFpsConfig::textColor();
double textAlpha = ShowFpsConfig::textAlpha();
if (!textColor.isValid())
textColor = QPalette().color(QPalette::Active, QPalette::WindowText);
textColor.setAlphaF(textAlpha);
switch(textPosition) {
case TOP_LEFT:
fpsTextRect = QRect(0, 0, 100, 100);
textAlign = Qt::AlignTop | Qt::AlignLeft;
break;
case TOP_RIGHT:
fpsTextRect = QRect(displayWidth() - 100, 0, 100, 100);
textAlign = Qt::AlignTop | Qt::AlignRight;
break;
case BOTTOM_LEFT:
fpsTextRect = QRect(0, displayHeight() - 100, 100, 100);
textAlign = Qt::AlignBottom | Qt::AlignLeft;
break;
case BOTTOM_RIGHT:
fpsTextRect = QRect(displayWidth() - 100, displayHeight() - 100, 100, 100);
textAlign = Qt::AlignBottom | Qt::AlignRight;
break;
case NOWHERE:
fpsTextRect = QRect();
break;
case INSIDE_GRAPH:
default:
fpsTextRect = QRect(x, y, FPS_WIDTH + NUM_PAINTS, MAX_TIME);
textAlign = Qt::AlignTop | Qt::AlignRight;
break;
}
}
void ShowFpsEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
if (time == 0) {
// TODO optimized away
}
t.start();
frames[ frames_pos ] = t.minute() * 60000 + t.second() * 1000 + t.msec();
if (++frames_pos == MAX_FPS)
frames_pos = 0;
effects->prePaintScreen(data, time);
data.paint += fps_rect;
paint_size[ paints_pos ] = 0;
}
void ShowFpsEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
effects->paintWindow(w, mask, region, data);
// Take intersection of region and actual window's rect, minus the fps area
// (since we keep repainting it) and count the pixels.
QRegion r2 = region & QRect(w->x(), w->y(), w->width(), w->height());
r2 -= fps_rect;
int winsize = 0;
foreach (const QRect & r, r2.rects())
winsize += r.width() * r.height();
paint_size[ paints_pos ] += winsize;
}
void ShowFpsEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
{
effects->paintScreen(mask, region, data);
int fps = 0;
for (int i = 0;
i < MAX_FPS;
++i)
if (abs(t.minute() * 60000 + t.second() * 1000 + t.msec() - frames[ i ]) < 1000)
++fps; // count all frames in the last second
if (fps > MAX_TIME)
fps = MAX_TIME; // keep it the same height
if (effects->isOpenGLCompositing()) {
paintGL(fps);
glFinish(); // make sure all rendering is done
}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if (effects->compositingType() == XRenderCompositing) {
paintXrender(fps);
XSync(display(), False); // make sure all rendering is done
}
#endif
}
void ShowFpsEffect::paintGL(int fps)
{
int x = this->x;
int y = this->y;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// TODO painting first the background white and then the contents
// means that the contents also blend with the background, I guess
ShaderBinder binder(ShaderManager::ColorShader);
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
QColor color(255, 255, 255);
color.setAlphaF(alpha);
vbo->setColor(color);
QVector<float> verts;
verts.reserve(12);
verts << x + 2 * NUM_PAINTS + FPS_WIDTH << y;
verts << x << y;
verts << x << y + MAX_TIME;
verts << x << y + MAX_TIME;
verts << x + 2 * NUM_PAINTS + FPS_WIDTH << y + MAX_TIME;
verts << x + 2 * NUM_PAINTS + FPS_WIDTH << y;
vbo->setData(6, 2, verts.constData(), NULL);
vbo->render(GL_TRIANGLES);
y += MAX_TIME; // paint up from the bottom
color.setRed(0);
color.setGreen(0);
vbo->setColor(color);
verts.clear();
verts << x + FPS_WIDTH << y - fps;
verts << x << y - fps;
verts << x << y;
verts << x << y;
verts << x + FPS_WIDTH << y;
verts << x + FPS_WIDTH << y - fps;
vbo->setData(6, 2, verts.constData(), NULL);
vbo->render(GL_TRIANGLES);
color.setBlue(0);
vbo->setColor(color);
QVector<float> vertices;
for (int i = 10;
i < MAX_TIME;
i += 10) {
vertices << x << y - i;
vertices << x + FPS_WIDTH << y - i;
}
vbo->setData(vertices.size() / 2, 2, vertices.constData(), NULL);
vbo->render(GL_LINES);
x += FPS_WIDTH;
// Paint FPS graph
paintFPSGraph(x, y);
x += NUM_PAINTS;
// Paint amount of rendered pixels graph
paintDrawSizeGraph(x, y);
// Paint FPS numerical value
paintFPSText(fps);
// Paint paint sizes
glDisable(GL_BLEND);
}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
/*
Differences between OpenGL and XRender:
- differently specified rectangles (X: width/height, O: x2,y2)
- XRender uses pre-multiplied alpha
*/
void ShowFpsEffect::paintXrender(int fps)
{
Pixmap pixmap = XCreatePixmap(display(), rootWindow(), FPS_WIDTH, MAX_TIME, 32);
XRenderPicture p(pixmap, 32);
XFreePixmap(display(), pixmap);
XRenderColor col;
col.alpha = int(alpha * 0xffff);
col.red = int(alpha * 0xffff); // white
col.green = int(alpha * 0xffff);
col.blue = int(alpha * 0xffff);
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, 0, FPS_WIDTH, MAX_TIME);
col.red = 0; // blue
col.green = 0;
col.blue = int(alpha * 0xffff);
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, MAX_TIME - fps, FPS_WIDTH, fps);
col.red = 0; // black
col.green = 0;
col.blue = 0;
for (int i = 10;
i < MAX_TIME;
i += 10) {
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, MAX_TIME - i, FPS_WIDTH, 1);
}
XRenderComposite(display(), alpha != 1.0 ? PictOpOver : PictOpSrc, p, None,
effects->xrenderBufferPicture(), 0, 0, 0, 0, x, y, FPS_WIDTH, MAX_TIME);
// Paint FPS graph
paintFPSGraph(x + FPS_WIDTH, y);
// Paint amount of rendered pixels graph
paintDrawSizeGraph(x + FPS_WIDTH + MAX_TIME, y);
}
#endif
void ShowFpsEffect::paintFPSGraph(int x, int y)
{
// Paint FPS graph
QList<int> lines;
lines << 10 << 20 << 50;
QList<int> values;
for (int i = 0;
i < NUM_PAINTS;
++i) {
values.append(paints[(i + paints_pos) % NUM_PAINTS ]);
}
paintGraph(x, y, values, lines, true);
}
void ShowFpsEffect::paintDrawSizeGraph(int x, int y)
{
int max_drawsize = 0;
for (int i = 0; i < NUM_PAINTS; i++)
max_drawsize = qMax(max_drawsize, paint_size[ i ]);
// Log of min/max values shown on graph
const float max_pixels_log = 7.2f;
const float min_pixels_log = 2.0f;
const int minh = 5; // Minimum height of the bar when value > 0
float drawscale = (MAX_TIME - minh) / (max_pixels_log - min_pixels_log);
QList<int> drawlines;
for (int logh = (int)min_pixels_log; logh <= max_pixels_log; logh++)
drawlines.append((int)((logh - min_pixels_log) * drawscale) + minh);
QList<int> drawvalues;
for (int i = 0;
i < NUM_PAINTS;
++i) {
int value = paint_size[(i + paints_pos) % NUM_PAINTS ];
int h = 0;
if (value > 0) {
h = (int)((log10((double)value) - min_pixels_log) * drawscale);
h = qMin(qMax(0, h) + minh, MAX_TIME);
}
drawvalues.append(h);
}
paintGraph(x, y, drawvalues, drawlines, false);
}
void ShowFpsEffect::paintGraph(int x, int y, QList<int> values, QList<int> lines, bool colorize)
{
if (effects->isOpenGLCompositing()) {
QColor color(0, 0, 0);
color.setAlphaF(alpha);
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setColor(color);
QVector<float> verts;
// First draw the lines
foreach (int h, lines) {
verts << x << y - h;
verts << x + values.count() << y - h;
}
vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
vbo->render(GL_LINES);
// Then the graph values
int lastValue = 0;
verts.clear();
for (int i = 0; i < values.count(); i++) {
int value = values[ i ];
if (colorize && value != lastValue) {
if (!verts.isEmpty()) {
vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
vbo->render(GL_LINES);
}
verts.clear();
if (value <= 10) {
color = QColor(0, 255, 0);
} else if (value <= 20) {
color = QColor(255, 255, 0);
} else if (value <= 50) {
color = QColor(255, 0, 0);
} else {
color = QColor(0, 0, 0);
}
vbo->setColor(color);
}
verts << x + values.count() - i << y;
verts << x + values.count() - i << y - value;
lastValue = value;
}
if (!verts.isEmpty()) {
vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
vbo->render(GL_LINES);
}
}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if (effects->compositingType() == XRenderCompositing) {
Pixmap pixmap = XCreatePixmap(display(), rootWindow(), values.count(), MAX_TIME, 32);
XRenderPicture p(pixmap, 32);
XFreePixmap(display(), pixmap);
XRenderColor col;
col.alpha = int(alpha * 0xffff);
// Draw background
col.red = col.green = col.blue = int(alpha * 0xffff); // white
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, 0, values.count(), MAX_TIME);
// Then the values
col.red = col.green = col.blue = int(alpha * 0x8000); // grey
for (int i = 0; i < values.count(); i++) {
int value = values[ i ];
if (colorize) {
if (value <= 10) {
// green
col.red = 0;
col.green = int(alpha * 0xffff);
col.blue = 0;
} else if (value <= 20) {
// yellow
col.red = int(alpha * 0xffff);
col.green = int(alpha * 0xffff);
col.blue = 0;
} else if (value <= 50) {
// red
col.red = int(alpha * 0xffff);
col.green = 0;
col.blue = 0;
} else {
// black
col.red = 0;
col.green = 0;
col.blue = 0;
}
}
XRenderFillRectangle(display(), PictOpSrc, p, &col,
values.count() - i, MAX_TIME - value, 1, value);
}
// Then the lines
col.red = col.green = col.blue = 0; // black
foreach (int h, lines)
XRenderFillRectangle(display(), PictOpSrc, p, &col, 0, MAX_TIME - h, values.count(), 1);
// Finally render the pixmap onto screen
XRenderComposite(display(), alpha != 1.0 ? PictOpOver : PictOpSrc, p, None,
effects->xrenderBufferPicture(), 0, 0, 0, 0, x, y, values.count(), MAX_TIME);
}
#endif
}
void ShowFpsEffect::postPaintScreen()
{
effects->postPaintScreen();
paints[ paints_pos ] = t.elapsed();
if (++paints_pos == NUM_PAINTS)
paints_pos = 0;
effects->addRepaint(fps_rect);
}
void ShowFpsEffect::paintFPSText(int fps)
{
if (!fpsTextRect.isValid())
return;
QImage im(100, 100, QImage::Format_ARGB32);
im.fill(0);
QPainter painter(&im);
painter.setFont(textFont);
painter.setPen(textColor);
painter.drawText(QRect(0, 0, 100, 100), textAlign, QString::number(fps));
delete fpsText;
fpsText = new GLTexture(im);
fpsText->bind();
ShaderBinder binder(ShaderManager::SimpleShader);
if (effects->compositingType() == OpenGL2Compositing) {
binder.shader()->setUniform("offset", QVector2D(0, 0));
}
fpsText->render(QRegion(fpsTextRect), fpsTextRect);
fpsText->unbind();
effects->addRepaint(fpsTextRect);
}
} // namespace