486 lines
17 KiB
C++
486 lines
17 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-FileCopyrightText: 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
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SPDX-FileCopyrightText: 2019 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
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Based on glcompmgr code by Felix Bellaby.
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Using code from Compiz and Beryl.
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#include "workspacescene_opengl.h"
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#include "opengl/glplatform.h"
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#include "compositor.h"
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#include "core/output.h"
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#include "decorations/decoratedclient.h"
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#include "scene/itemrenderer_opengl.h"
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#include "shadow.h"
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#include "window.h"
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#include <cmath>
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#include <cstddef>
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#include <QMatrix4x4>
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#include <QPainter>
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#include <QStringList>
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#include <QVector2D>
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#include <QVector4D>
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#include <QtMath>
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namespace KWin
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{
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/************************************************
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* SceneOpenGL
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***********************************************/
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WorkspaceSceneOpenGL::WorkspaceSceneOpenGL(OpenGLBackend *backend)
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: WorkspaceScene(std::make_unique<ItemRendererOpenGL>())
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, m_backend(backend)
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{
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// It is not legal to not have a vertex array object bound in a core context
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if (!GLPlatform::instance()->isGLES() && hasGLExtension(QByteArrayLiteral("GL_ARB_vertex_array_object"))) {
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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}
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}
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WorkspaceSceneOpenGL::~WorkspaceSceneOpenGL()
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{
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makeOpenGLContextCurrent();
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}
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bool WorkspaceSceneOpenGL::makeOpenGLContextCurrent()
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{
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return m_backend->makeCurrent();
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}
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void WorkspaceSceneOpenGL::doneOpenGLContextCurrent()
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{
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m_backend->doneCurrent();
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}
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bool WorkspaceSceneOpenGL::supportsNativeFence() const
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{
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return m_backend->supportsNativeFence();
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}
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std::unique_ptr<DecorationRenderer> WorkspaceSceneOpenGL::createDecorationRenderer(Decoration::DecoratedClientImpl *impl)
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{
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return std::make_unique<SceneOpenGLDecorationRenderer>(impl);
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}
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std::unique_ptr<ShadowTextureProvider> WorkspaceSceneOpenGL::createShadowTextureProvider(Shadow *shadow)
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{
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return std::make_unique<OpenGLShadowTextureProvider>(shadow);
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}
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bool WorkspaceSceneOpenGL::animationsSupported() const
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{
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return !GLPlatform::instance()->isSoftwareEmulation();
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}
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std::pair<std::shared_ptr<GLTexture>, ColorDescription> WorkspaceSceneOpenGL::textureForOutput(Output *output) const
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{
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return m_backend->textureForOutput(output);
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}
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//****************************************
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// SceneOpenGL::Shadow
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//****************************************
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class DecorationShadowTextureCache
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{
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public:
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~DecorationShadowTextureCache();
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DecorationShadowTextureCache(const DecorationShadowTextureCache &) = delete;
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static DecorationShadowTextureCache &instance();
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void unregister(ShadowTextureProvider *provider);
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std::shared_ptr<GLTexture> getTexture(ShadowTextureProvider *provider);
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private:
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DecorationShadowTextureCache() = default;
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struct Data
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{
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std::shared_ptr<GLTexture> texture;
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QList<ShadowTextureProvider *> providers;
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};
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QHash<KDecoration2::DecorationShadow *, Data> m_cache;
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};
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DecorationShadowTextureCache &DecorationShadowTextureCache::instance()
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{
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static DecorationShadowTextureCache s_instance;
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return s_instance;
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}
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DecorationShadowTextureCache::~DecorationShadowTextureCache()
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{
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Q_ASSERT(m_cache.isEmpty());
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}
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void DecorationShadowTextureCache::unregister(ShadowTextureProvider *provider)
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{
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auto it = m_cache.begin();
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while (it != m_cache.end()) {
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auto &d = it.value();
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// check whether the Vector of Shadows contains our shadow and remove all of them
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auto glIt = d.providers.begin();
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while (glIt != d.providers.end()) {
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if (*glIt == provider) {
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glIt = d.providers.erase(glIt);
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} else {
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glIt++;
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}
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}
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// if there are no shadows any more we can erase the cache entry
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if (d.providers.isEmpty()) {
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it = m_cache.erase(it);
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} else {
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it++;
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}
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}
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}
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std::shared_ptr<GLTexture> DecorationShadowTextureCache::getTexture(ShadowTextureProvider *provider)
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{
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Shadow *shadow = provider->shadow();
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Q_ASSERT(shadow->hasDecorationShadow());
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unregister(provider);
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const auto decoShadow = shadow->decorationShadow().lock();
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Q_ASSERT(decoShadow);
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auto it = m_cache.find(decoShadow.get());
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if (it != m_cache.end()) {
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Q_ASSERT(!it.value().providers.contains(provider));
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it.value().providers << provider;
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return it.value().texture;
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}
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Data d;
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d.providers << provider;
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d.texture = GLTexture::upload(shadow->decorationShadowImage());
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if (!d.texture) {
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return nullptr;
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}
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d.texture->setFilter(GL_LINEAR);
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d.texture->setWrapMode(GL_CLAMP_TO_EDGE);
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m_cache.insert(decoShadow.get(), d);
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return d.texture;
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}
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OpenGLShadowTextureProvider::OpenGLShadowTextureProvider(Shadow *shadow)
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: ShadowTextureProvider(shadow)
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{
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}
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OpenGLShadowTextureProvider::~OpenGLShadowTextureProvider()
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{
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if (m_texture) {
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Compositor::self()->scene()->makeOpenGLContextCurrent();
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DecorationShadowTextureCache::instance().unregister(this);
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m_texture.reset();
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}
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}
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void OpenGLShadowTextureProvider::update()
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{
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if (m_shadow->hasDecorationShadow()) {
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// simplifies a lot by going directly to
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m_texture = DecorationShadowTextureCache::instance().getTexture(this);
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return;
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}
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const QSize top(m_shadow->shadowElement(Shadow::ShadowElementTop).size());
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const QSize topRight(m_shadow->shadowElement(Shadow::ShadowElementTopRight).size());
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const QSize right(m_shadow->shadowElement(Shadow::ShadowElementRight).size());
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const QSize bottom(m_shadow->shadowElement(Shadow::ShadowElementBottom).size());
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const QSize bottomLeft(m_shadow->shadowElement(Shadow::ShadowElementBottomLeft).size());
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const QSize left(m_shadow->shadowElement(Shadow::ShadowElementLeft).size());
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const QSize topLeft(m_shadow->shadowElement(Shadow::ShadowElementTopLeft).size());
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const QSize bottomRight(m_shadow->shadowElement(Shadow::ShadowElementBottomRight).size());
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const int width = std::max({topLeft.width(), left.width(), bottomLeft.width()}) + std::max(top.width(), bottom.width()) + std::max({topRight.width(), right.width(), bottomRight.width()});
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const int height = std::max({topLeft.height(), top.height(), topRight.height()}) + std::max(left.height(), right.height()) + std::max({bottomLeft.height(), bottom.height(), bottomRight.height()});
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if (width == 0 || height == 0) {
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return;
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}
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QImage image(width, height, QImage::Format_ARGB32);
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image.fill(Qt::transparent);
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const int innerRectTop = std::max({topLeft.height(), top.height(), topRight.height()});
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const int innerRectLeft = std::max({topLeft.width(), left.width(), bottomLeft.width()});
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QPainter p;
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p.begin(&image);
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p.drawImage(QRectF(0, 0, topLeft.width(), topLeft.height()), m_shadow->shadowElement(Shadow::ShadowElementTopLeft));
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p.drawImage(QRectF(innerRectLeft, 0, top.width(), top.height()), m_shadow->shadowElement(Shadow::ShadowElementTop));
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p.drawImage(QRectF(width - topRight.width(), 0, topRight.width(), topRight.height()), m_shadow->shadowElement(Shadow::ShadowElementTopRight));
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p.drawImage(QRectF(0, innerRectTop, left.width(), left.height()), m_shadow->shadowElement(Shadow::ShadowElementLeft));
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p.drawImage(QRectF(width - right.width(), innerRectTop, right.width(), right.height()), m_shadow->shadowElement(Shadow::ShadowElementRight));
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p.drawImage(QRectF(0, height - bottomLeft.height(), bottomLeft.width(), bottomLeft.height()), m_shadow->shadowElement(Shadow::ShadowElementBottomLeft));
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p.drawImage(QRectF(innerRectLeft, height - bottom.height(), bottom.width(), bottom.height()), m_shadow->shadowElement(Shadow::ShadowElementBottom));
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p.drawImage(QRectF(width - bottomRight.width(), height - bottomRight.height(), bottomRight.width(), bottomRight.height()), m_shadow->shadowElement(Shadow::ShadowElementBottomRight));
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p.end();
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// Check if the image is alpha-only in practice, and if so convert it to an 8-bpp format
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if (!GLPlatform::instance()->isGLES() && GLTexture::supportsSwizzle() && GLTexture::supportsFormatRG()) {
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QImage alphaImage(image.size(), QImage::Format_Alpha8);
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bool alphaOnly = true;
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for (ptrdiff_t y = 0; alphaOnly && y < image.height(); y++) {
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const uint32_t *const src = reinterpret_cast<const uint32_t *>(image.scanLine(y));
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uint8_t *const dst = reinterpret_cast<uint8_t *>(alphaImage.scanLine(y));
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for (ptrdiff_t x = 0; x < image.width(); x++) {
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if (src[x] & 0x00ffffff) {
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alphaOnly = false;
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}
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dst[x] = qAlpha(src[x]);
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}
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}
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if (alphaOnly) {
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image = alphaImage;
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}
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}
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m_texture = GLTexture::upload(image);
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if (!m_texture) {
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return;
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}
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m_texture->setFilter(GL_LINEAR);
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m_texture->setWrapMode(GL_CLAMP_TO_EDGE);
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if (m_texture->internalFormat() == GL_R8) {
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// Swizzle red to alpha and all other channels to zero
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m_texture->bind();
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m_texture->setSwizzle(GL_ZERO, GL_ZERO, GL_ZERO, GL_RED);
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}
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}
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SceneOpenGLDecorationRenderer::SceneOpenGLDecorationRenderer(Decoration::DecoratedClientImpl *client)
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: DecorationRenderer(client)
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, m_texture()
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{
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}
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SceneOpenGLDecorationRenderer::~SceneOpenGLDecorationRenderer()
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{
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if (WorkspaceScene *scene = Compositor::self()->scene()) {
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scene->makeOpenGLContextCurrent();
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}
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}
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static void clamp_row(int left, int width, int right, const uint32_t *src, uint32_t *dest)
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{
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std::fill_n(dest, left, *src);
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std::copy(src, src + width, dest + left);
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std::fill_n(dest + left + width, right, *(src + width - 1));
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}
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static void clamp_sides(int left, int width, int right, const uint32_t *src, uint32_t *dest)
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{
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std::fill_n(dest, left, *src);
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std::fill_n(dest + left + width, right, *(src + width - 1));
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}
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static void clamp(QImage &image, const QRect &viewport)
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{
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Q_ASSERT(image.depth() == 32);
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if (viewport.isEmpty()) {
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image = {};
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return;
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}
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const QRect rect = image.rect();
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const int left = viewport.left() - rect.left();
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const int top = viewport.top() - rect.top();
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const int right = rect.right() - viewport.right();
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const int bottom = rect.bottom() - viewport.bottom();
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const int width = rect.width() - left - right;
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const int height = rect.height() - top - bottom;
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const uint32_t *firstRow = reinterpret_cast<uint32_t *>(image.scanLine(top));
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const uint32_t *lastRow = reinterpret_cast<uint32_t *>(image.scanLine(top + height - 1));
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for (int i = 0; i < top; ++i) {
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uint32_t *dest = reinterpret_cast<uint32_t *>(image.scanLine(i));
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clamp_row(left, width, right, firstRow + left, dest);
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}
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for (int i = 0; i < height; ++i) {
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uint32_t *dest = reinterpret_cast<uint32_t *>(image.scanLine(top + i));
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clamp_sides(left, width, right, dest + left, dest);
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}
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for (int i = 0; i < bottom; ++i) {
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uint32_t *dest = reinterpret_cast<uint32_t *>(image.scanLine(top + height + i));
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clamp_row(left, width, right, lastRow + left, dest);
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}
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}
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void SceneOpenGLDecorationRenderer::render(const QRegion ®ion)
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{
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if (areImageSizesDirty()) {
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resizeTexture();
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resetImageSizesDirty();
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}
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if (!m_texture) {
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// for invalid sizes we get no texture, see BUG 361551
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return;
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}
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QRectF left, top, right, bottom;
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client()->window()->layoutDecorationRects(left, top, right, bottom);
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const qreal devicePixelRatio = effectiveDevicePixelRatio();
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const int topHeight = std::ceil(top.height() * devicePixelRatio);
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const int bottomHeight = std::ceil(bottom.height() * devicePixelRatio);
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const int leftWidth = std::ceil(left.width() * devicePixelRatio);
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const QPoint topPosition(0, 0);
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const QPoint bottomPosition(0, topPosition.y() + topHeight + (2 * TexturePad));
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const QPoint leftPosition(0, bottomPosition.y() + bottomHeight + (2 * TexturePad));
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const QPoint rightPosition(0, leftPosition.y() + leftWidth + (2 * TexturePad));
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const QRect dirtyRect = region.boundingRect();
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renderPart(top.toRect().intersected(dirtyRect), top.toRect(), topPosition, devicePixelRatio);
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renderPart(bottom.toRect().intersected(dirtyRect), bottom.toRect(), bottomPosition, devicePixelRatio);
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renderPart(left.toRect().intersected(dirtyRect), left.toRect(), leftPosition, devicePixelRatio, true);
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renderPart(right.toRect().intersected(dirtyRect), right.toRect(), rightPosition, devicePixelRatio, true);
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}
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void SceneOpenGLDecorationRenderer::renderPart(const QRect &rect, const QRect &partRect,
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const QPoint &textureOffset,
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qreal devicePixelRatio, bool rotated)
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{
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if (!rect.isValid() || !m_texture) {
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return;
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}
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// We allow partial decoration updates and it might just so happen that the
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// dirty region is completely contained inside the decoration part, i.e.
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// the dirty region doesn't touch any of the decoration's edges. In that
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// case, we should **not** pad the dirty region.
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const QMargins padding = texturePadForPart(rect, partRect);
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int verticalPadding = padding.top() + padding.bottom();
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int horizontalPadding = padding.left() + padding.right();
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QSize imageSize(toNativeSize(rect.width()), toNativeSize(rect.height()));
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if (rotated) {
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imageSize = QSize(imageSize.height(), imageSize.width());
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}
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QSize paddedImageSize = imageSize;
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paddedImageSize.rheight() += verticalPadding;
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paddedImageSize.rwidth() += horizontalPadding;
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QImage image(paddedImageSize, QImage::Format_ARGB32_Premultiplied);
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image.setDevicePixelRatio(devicePixelRatio);
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image.fill(Qt::transparent);
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QRect padClip = QRect(padding.left(), padding.top(), imageSize.width(), imageSize.height());
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QPainter painter(&image);
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const qreal inverseScale = 1.0 / devicePixelRatio;
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painter.scale(inverseScale, inverseScale);
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painter.setRenderHint(QPainter::Antialiasing);
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painter.setClipRect(padClip);
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painter.translate(padding.left(), padding.top());
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if (rotated) {
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painter.translate(0, imageSize.height());
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painter.rotate(-90);
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}
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painter.scale(devicePixelRatio, devicePixelRatio);
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painter.translate(-rect.topLeft());
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renderToPainter(&painter, rect);
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painter.end();
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// fill padding pixels by copying from the neighbour row
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clamp(image, padClip);
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QPoint dirtyOffset = (rect.topLeft() - partRect.topLeft()) * devicePixelRatio;
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if (padding.top() == 0) {
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dirtyOffset.ry() += TexturePad;
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}
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if (padding.left() == 0) {
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dirtyOffset.rx() += TexturePad;
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}
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m_texture->update(image, textureOffset + dirtyOffset);
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}
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const QMargins SceneOpenGLDecorationRenderer::texturePadForPart(
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const QRect &rect, const QRect &partRect)
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{
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QMargins result = QMargins(0, 0, 0, 0);
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if (rect.top() == partRect.top()) {
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result.setTop(TexturePad);
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}
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if (rect.bottom() == partRect.bottom()) {
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result.setBottom(TexturePad);
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}
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if (rect.left() == partRect.left()) {
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result.setLeft(TexturePad);
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}
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if (rect.right() == partRect.right()) {
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result.setRight(TexturePad);
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}
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return result;
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}
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static int align(int value, int align)
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{
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return (value + align - 1) & ~(align - 1);
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}
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void SceneOpenGLDecorationRenderer::resizeTexture()
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{
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QRectF left, top, right, bottom;
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client()->window()->layoutDecorationRects(left, top, right, bottom);
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QSize size;
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size.rwidth() = toNativeSize(std::max(std::max(top.width(), bottom.width()),
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std::max(left.height(), right.height())));
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size.rheight() = toNativeSize(top.height()) + toNativeSize(bottom.height()) + toNativeSize(left.width()) + toNativeSize(right.width());
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size.rheight() += 4 * (2 * TexturePad);
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size.rwidth() += 2 * TexturePad;
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size.rwidth() = align(size.width(), 128);
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if (m_texture && m_texture->size() == size) {
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return;
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}
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if (!size.isEmpty()) {
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m_texture = GLTexture::allocate(GL_RGBA8, size);
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if (!m_texture) {
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return;
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}
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m_texture->setContentTransform(TextureTransform::MirrorY);
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m_texture->setFilter(GL_LINEAR);
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m_texture->setWrapMode(GL_CLAMP_TO_EDGE);
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m_texture->clear();
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} else {
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m_texture.reset();
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}
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}
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int SceneOpenGLDecorationRenderer::toNativeSize(int size) const
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{
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return std::ceil(size * effectiveDevicePixelRatio());
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}
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} // namespace
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#include "moc_workspacescene_opengl.cpp"
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