5f7174a27e
"If this was only a temporary problem, you can resume using the 'Empty' shortcut.\n" if no shortcut is found makes no sense, reworked to avoid it Tried my best to do correct indentation but make failed svn path=/trunk/KDE/kdebase/workspace/; revision=878365
939 lines
30 KiB
C++
939 lines
30 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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/*
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Code related to compositing (redirecting windows to pixmaps and tracking
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window damage).
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Docs:
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XComposite (the protocol, but the function calls map to it):
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http://gitweb.freedesktop.org/?p=xorg/proto/compositeproto.git;a=blob_plain;hb=HEAD;f=compositeproto.txt
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XDamage (again the protocol):
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http://gitweb.freedesktop.org/?p=xorg/proto/damageproto.git;a=blob_plain;hb=HEAD;f=damageproto.txt
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Paper including basics on compositing, XGL vs AIGLX, XRender vs OpenGL, etc.:
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http://www.vis.uni-stuttgart.de/~hopf/pub/LinuxTag2007_compiz_NextGenerationDesktop_Paper.pdf
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Composite HOWTO from Fredrik:
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http://ktown.kde.org/~fredrik/composite_howto.html
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*/
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#include <config-X11.h>
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#include "utils.h"
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#include <QTextStream>
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#include "workspace.h"
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#include "client.h"
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#include "unmanaged.h"
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#include "deleted.h"
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#include "effects.h"
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#include "scene.h"
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#include "scene_basic.h"
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#include "scene_xrender.h"
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#include "scene_opengl.h"
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#include "compositingprefs.h"
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#include "notifications.h"
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#include <stdio.h>
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#include <QMenu>
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#include <kaction.h>
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#include <kactioncollection.h>
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#include <klocale.h>
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#include <kxerrorhandler.h>
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#include <X11/extensions/shape.h>
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#ifdef HAVE_XCOMPOSITE
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#include <X11/extensions/Xcomposite.h>
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#if XCOMPOSITE_MAJOR > 0 || XCOMPOSITE_MINOR >= 3
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#define HAVE_XCOMPOSITE_OVERLAY
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#endif
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#endif
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#ifdef HAVE_XRANDR
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#include <X11/extensions/Xrandr.h>
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#endif
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namespace KWin
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{
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//****************************************
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// Workspace
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//****************************************
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void Workspace::setupCompositing()
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{
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#ifdef KWIN_HAVE_COMPOSITING
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if( scene != NULL )
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return;
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if( !options->useCompositing && getenv( "KWIN_COMPOSE") == NULL )
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{
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kDebug( 1212 ) << "Compositing is turned off in options";
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return;
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}
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else if( compositingSuspended )
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{
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kDebug( 1212 ) << "Compositing is suspended";
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return;
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}
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else if( !CompositingPrefs::compositingPossible() )
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{
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kError( 1212 ) << "Compositing is not possible";
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return;
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}
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CompositingType type = options->compositingMode;
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if( getenv( "KWIN_COMPOSE" ))
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{
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char c = getenv( "KWIN_COMPOSE" )[ 0 ];
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switch( c )
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{
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case 'O':
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type = OpenGLCompositing;
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break;
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case 'X':
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type = XRenderCompositing;
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break;
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default:
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kDebug( 1212 ) << "No compositing";
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return;
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}
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}
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char selection_name[ 100 ];
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sprintf( selection_name, "_NET_WM_CM_S%d", DefaultScreen( display()));
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cm_selection = new KSelectionOwner( selection_name );
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connect( cm_selection, SIGNAL( lostOwnership()), SLOT( lostCMSelection()));
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cm_selection->claim( true ); // force claiming
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switch( type )
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{
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/*case 'B':
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kDebug( 1212 ) << "X compositing";
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scene = new SceneBasic( this );
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break; // don't fall through (this is a testing one) */
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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case OpenGLCompositing:
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kDebug( 1212 ) << "OpenGL compositing";
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scene = new SceneOpenGL( this );
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if( !scene->initFailed())
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break; // -->
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delete scene;
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scene = NULL;
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break; // do not fall back to XRender for now, maybe in the future
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#endif
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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case XRenderCompositing:
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kDebug( 1212 ) << "XRender compositing";
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scene = new SceneXrender( this );
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break;
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#endif
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default:
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#ifndef KWIN_HAVE_COMPOSITING
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kDebug( 1212 ) << "Compositing was not available at compile time";
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#else
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kDebug( 1212 ) << "No compositing";
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#endif
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delete cm_selection;
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return;
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}
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if( scene == NULL || scene->initFailed())
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{
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kError( 1212 ) << "Failed to initialize compositing, compositing disabled";
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kError( 1212 ) << "Consult http://techbase.kde.org/Projects/KWin/4.0-release-notes#Setting_up";
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delete scene;
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scene = NULL;
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delete cm_selection;
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return;
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}
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int rate = 0;
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if( options->refreshRate > 0 )
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{ // use manually configured refresh rate
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rate = options->refreshRate;
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}
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#ifdef HAVE_XRANDR
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else
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{ // autoconfigure refresh rate based on XRandR info
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if( Extensions::randrAvailable() )
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{
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XRRScreenConfiguration *config;
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config = XRRGetScreenInfo( display(), rootWindow() );
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rate = XRRConfigCurrentRate( config );
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XRRFreeScreenConfigInfo( config );
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}
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}
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#endif
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// 0Hz or less is invalid, so we fallback to a default rate
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if( rate <= 0 )
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rate = 50;
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// QTimer gives us 1msec (1000Hz) at best, so we ignore anything higher;
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// however, additional throttling prevents very high rates from taking place anyway
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else if( rate > 1000 )
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rate = 1000;
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kDebug( 1212 ) << "Refresh rate " << rate << "Hz";
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compositeRate = 1000 / rate;
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lastCompositePaint.start();
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// fake a previous paint, so that the next starts right now
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nextPaintReference = QTime::currentTime().addMSecs( -compositeRate );
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compositeTimer.setSingleShot( true );
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checkCompositeTimer();
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composite_paint_times.clear();
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XCompositeRedirectSubwindows( display(), rootWindow(), CompositeRedirectManual );
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new EffectsHandlerImpl( scene->compositingType() ); // sets also the 'effects' pointer
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addRepaintFull();
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foreach( Client* c, clients )
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c->setupCompositing();
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foreach( Client* c, desktops )
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c->setupCompositing();
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foreach( Unmanaged* c, unmanaged )
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c->setupCompositing();
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foreach( Client* c, clients )
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scene->windowAdded( c );
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foreach( Client* c, desktops )
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scene->windowAdded( c );
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foreach( Unmanaged* c, unmanaged )
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scene->windowAdded( c );
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discardPopup(); // force re-creation of the Alt+F3 popup (opacity option)
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#else
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kDebug( 1212 ) << "Compositing was not available at compile time";
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#endif
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}
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void Workspace::finishCompositing()
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{
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#ifdef KWIN_HAVE_COMPOSITING
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if( scene == NULL )
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return;
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delete cm_selection;
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foreach( Client* c, clients )
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scene->windowClosed( c, NULL );
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foreach( Client* c, desktops )
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scene->windowClosed( c, NULL );
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foreach( Unmanaged* c, unmanaged )
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scene->windowClosed( c, NULL );
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foreach( Deleted* c, deleted )
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scene->windowDeleted( c );
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foreach( Client* c, clients )
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c->finishCompositing();
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foreach( Client* c, desktops )
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c->finishCompositing();
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foreach( Unmanaged* c, unmanaged )
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c->finishCompositing();
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foreach( Deleted* c, deleted )
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c->finishCompositing();
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XCompositeUnredirectSubwindows( display(), rootWindow(), CompositeRedirectManual );
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delete effects;
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effects = NULL;
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delete scene;
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scene = NULL;
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compositeTimer.stop();
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repaints_region = QRegion();
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for( ClientList::ConstIterator it = clients.begin();
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it != clients.end();
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++it )
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{ // forward all opacity values to the frame in case there'll be other CM running
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if( (*it)->opacity() != 1.0 )
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{
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NETWinInfo i( display(), (*it)->frameId(), rootWindow(), 0 );
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i.setOpacity( static_cast< unsigned long >((*it)->opacity() * 0xffffffff ));
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}
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}
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discardPopup(); // force re-creation of the Alt+F3 popup (opacity option)
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// discard all Deleted windows (#152914)
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while( !deleted.isEmpty())
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deleted.first()->discard( Allowed );
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#endif
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}
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void Workspace::lostCMSelection()
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{
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kDebug( 1212 ) << "Lost compositing manager selection";
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finishCompositing();
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}
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// for the shortcut
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void Workspace::slotToggleCompositing()
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{
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suspendCompositing( !compositingSuspended );
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}
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void Workspace::suspendCompositing()
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{
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suspendCompositing( true );
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}
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void Workspace::suspendCompositing( bool suspend )
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{
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compositingSuspended = suspend;
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finishCompositing();
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setupCompositing(); // will do nothing if suspended
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}
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void Workspace::addRepaint( int x, int y, int w, int h )
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{
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if( !compositing())
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return;
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repaints_region += QRegion( x, y, w, h );
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checkCompositeTimer();
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}
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void Workspace::addRepaint( const QRect& r )
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{
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if( !compositing())
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return;
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repaints_region += r;
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checkCompositeTimer();
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}
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void Workspace::addRepaint( const QRegion& r )
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{
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if( !compositing())
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return;
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repaints_region += r;
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checkCompositeTimer();
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}
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void Workspace::addRepaintFull()
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{
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if( !compositing())
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return;
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repaints_region = QRegion( 0, 0, displayWidth(), displayHeight());
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checkCompositeTimer();
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}
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void Workspace::performCompositing()
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{
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#ifdef KWIN_HAVE_COMPOSITING
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// The event loop apparently tries to fire a QTimer as often as possible, even
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// at the expense of not processing many X events. This means that the composite
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// repaints can seriously impact performance of everything else, therefore throttle
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// them - leave at least 1msec time after one repaint is finished and next one
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// is started.
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if( lastCompositePaint.elapsed() < 1 )
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{
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compositeTimer.start( 1 );
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return;
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}
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if( !scene->waitSyncAvailable())
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nextPaintReference = QTime::currentTime();
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checkCursorPos();
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if(( repaints_region.isEmpty() && !windowRepaintsPending()) // no damage
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|| !overlay_visible ) // nothing is visible anyway
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{
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scene->idle();
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// Note: It would seem here we should undo suspended unredirect, but when scenes need
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// it for some reason, e.g. transformations or translucency, the next pass that does not
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// need this anymore and paints normally will also reset the suspended unredirect.
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// Otherwise the window would not be painted normally anyway.
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return;
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}
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// create a list of all windows in the stacking order
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ToplevelList windows = xStackingOrder();
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foreach( EffectWindow* c, static_cast< EffectsHandlerImpl* >( effects )->elevatedWindows())
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{
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Toplevel* t = static_cast< EffectWindowImpl* >( c )->window();
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windows.removeAll( t );
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windows.append( t );
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}
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// skip windows that are not yet ready for being painted
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ToplevelList tmp = windows;
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windows.clear();
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#if 0
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// There is a bug somewhere that prevents this from working properly (#160393), but additionally
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// this cannot be used so carelessly - needs protections against broken clients, the window
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// should not get focus before it's displayed, handle unredirected windows properly and so on.
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foreach( Toplevel* c, tmp )
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if( c->readyForPainting())
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windows.append( c );
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#else
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foreach( Toplevel* c, tmp )
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windows.append( c );
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#endif
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foreach( Toplevel* c, windows )
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{ // This could be possibly optimized WRT obscuring, but that'd need being already
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// past prePaint() phase - probably not worth it.
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// TODO I think effects->transformWindowDamage() doesn't need to be called here,
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// pre-paint will extend painted window areas as necessary.
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repaints_region |= c->repaints().translated( c->pos());
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c->resetRepaints( c->rect());
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}
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QRegion repaints = repaints_region;
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// clear all repaints, so that post-pass can add repaints for the next repaint
|
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repaints_region = QRegion();
|
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QTime t = QTime::currentTime();
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scene->paint( repaints, windows );
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if( scene->waitSyncAvailable())
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{
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// If vsync is used, schedule the next repaint slightly in advance of the next sync,
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// so that there is still time for the drawing to take place. We have just synced, and
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// nextPaintReference is time from which multiples of compositeRate should be added,
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// so set it 10ms back (meaning next paint will be in 'compositeRate - 10').
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// However, make sure the reserve is smaller than the composite rate.
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int reserve = compositeRate <= 10 ? compositeRate - 1 : 10;
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nextPaintReference = QTime::currentTime().addMSecs( -reserve );
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}
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// Trigger at least one more pass even if there would be nothing to paint, so that scene->idle()
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// is called the next time. If there would be nothing pending, it will not restart the timer and
|
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// checkCompositeTime() would restart it again somewhen later, called from functions that
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// would again add something pending.
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checkCompositeTimer();
|
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checkCompositePaintTime( t.elapsed());
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lastCompositePaint.start();
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#endif
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}
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bool Workspace::windowRepaintsPending() const
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{
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foreach( Toplevel* c, clients )
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if( !c->repaints().isEmpty())
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return true;
|
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foreach( Toplevel* c, desktops )
|
|
if( !c->repaints().isEmpty())
|
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return true;
|
|
foreach( Toplevel* c, unmanaged )
|
|
if( !c->repaints().isEmpty())
|
|
return true;
|
|
foreach( Toplevel* c, deleted )
|
|
if( !c->repaints().isEmpty())
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
void Workspace::setCompositeTimer()
|
|
{
|
|
if( !compositing()) // should not really happen, but there may be e.g. some damage events still pending
|
|
return;
|
|
// The last paint set nextPaintReference as a reference time to which multiples of compositeRate
|
|
// should be added for the next paint. qBound() for protection; system time can change without notice.
|
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compositeTimer.start( qBound( 0, nextPaintReference.msecsTo( QTime::currentTime() ), 250 ) % compositeRate );
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}
|
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|
|
bool Workspace::createOverlay()
|
|
{
|
|
assert( overlay == None );
|
|
if( !Extensions::compositeOverlayAvailable())
|
|
return false;
|
|
if( !Extensions::shapeInputAvailable()) // needed in setupOverlay()
|
|
return false;
|
|
#ifdef HAVE_XCOMPOSITE_OVERLAY
|
|
overlay = XCompositeGetOverlayWindow( display(), rootWindow());
|
|
if( overlay == None )
|
|
return false;
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
void Workspace::checkCompositePaintTime( int msec )
|
|
{
|
|
if( options->disableCompositingChecks )
|
|
return;
|
|
composite_paint_times.prepend( msec );
|
|
bool tooslow = false;
|
|
// If last 3 paints were way too slow, disable and warn.
|
|
// 1 second seems reasonable, it's not that difficult to get relatively high times
|
|
// with high system load.
|
|
const int MAX_LONG_PAINT = 1000;
|
|
if( composite_paint_times.count() >= 3 && composite_paint_times[ 0 ] > MAX_LONG_PAINT
|
|
&& composite_paint_times[ 1 ] > MAX_LONG_PAINT && composite_paint_times[ 2 ] > MAX_LONG_PAINT )
|
|
{
|
|
kDebug( 1212 ) << "Too long paint times, suspending";
|
|
tooslow = true;
|
|
}
|
|
// If last 15 seconds all paints (all of them) were quite slow, disable and warn too. Quite slow being 0,1s
|
|
// should be reasonable, that's 10fps and having constant 10fps is bad.
|
|
// This may possibly trigger also when activating an expensive effect, so this may need tweaking.
|
|
const int MAX_SHORT_PAINT = 100;
|
|
const int SHORT_TIME = 15000; // 15 sec
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|
int time = 0;
|
|
foreach( int t, composite_paint_times )
|
|
{
|
|
if( t < MAX_SHORT_PAINT )
|
|
break;
|
|
time += t;
|
|
if( time > SHORT_TIME ) // all paints in the given time were long
|
|
{
|
|
kDebug( 1212 ) << "Long paint times for long time, suspending";
|
|
tooslow = true;
|
|
break;
|
|
}
|
|
}
|
|
if( composite_paint_times.count() > 1000 )
|
|
composite_paint_times.removeLast();
|
|
if( tooslow )
|
|
{
|
|
QTimer::singleShot( 0, this, SLOT( suspendCompositing()));
|
|
QString shortcut, message;
|
|
if( KAction* action = qobject_cast<KAction*>( keys->action("Suspend Compositing")))
|
|
shortcut = action->globalShortcut().primary().toString(QKeySequence::NativeText);
|
|
if (shortcut.isEmpty())
|
|
message = i18n( "Compositing was too slow and has been suspended.\n"
|
|
"You can disable functionality checks in advanced compositing settings." );
|
|
else
|
|
message = i18n( "Compositing was too slow and has been suspended.\n"
|
|
"If this was only a temporary problem, you can resume using the '%1' shortcut.\n"
|
|
"You can also disable functionality checks in advanced compositing settings.", shortcut );
|
|
Notify::raise( Notify::CompositingSlow, message );
|
|
compositeTimer.start( 1000 ); // so that it doesn't trigger sooner than suspendCompositing()
|
|
}
|
|
}
|
|
|
|
void Workspace::setupOverlay( Window w )
|
|
{
|
|
assert( overlay != None );
|
|
assert( Extensions::shapeInputAvailable());
|
|
XSetWindowBackgroundPixmap( display(), overlay, None );
|
|
overlay_shape = QRegion();
|
|
setOverlayShape( QRect( 0, 0, displayWidth(), displayHeight()));
|
|
if( w != None )
|
|
{
|
|
XSetWindowBackgroundPixmap( display(), w, None );
|
|
XShapeCombineRectangles( display(), w, ShapeInput, 0, 0, NULL, 0, ShapeSet, Unsorted );
|
|
}
|
|
XSelectInput( display(), overlay, VisibilityChangeMask );
|
|
}
|
|
|
|
void Workspace::showOverlay()
|
|
{
|
|
assert( overlay != None );
|
|
if( overlay_shown )
|
|
return;
|
|
XMapSubwindows( display(), overlay );
|
|
XMapWindow( display(), overlay );
|
|
overlay_shown = true;
|
|
}
|
|
|
|
void Workspace::hideOverlay()
|
|
{
|
|
assert( overlay != None );
|
|
XUnmapWindow( display(), overlay );
|
|
overlay_shown = false;
|
|
setOverlayShape( QRect( 0, 0, displayWidth(), displayHeight()));
|
|
}
|
|
|
|
void Workspace::setOverlayShape( const QRegion& reg )
|
|
{
|
|
// Avoid setting the same shape again, it causes flicker (apparently it is not a no-op
|
|
// and triggers something).
|
|
if( reg == overlay_shape )
|
|
return;
|
|
QVector< QRect > rects = reg.rects();
|
|
XRectangle* xrects = new XRectangle[ rects.count() ];
|
|
for( int i = 0;
|
|
i < rects.count();
|
|
++i )
|
|
{
|
|
xrects[ i ].x = rects[ i ].x();
|
|
xrects[ i ].y = rects[ i ].y();
|
|
xrects[ i ].width = rects[ i ].width();
|
|
xrects[ i ].height = rects[ i ].height();
|
|
}
|
|
XShapeCombineRectangles( display(), overlay, ShapeBounding, 0, 0,
|
|
xrects, rects.count(), ShapeSet, Unsorted );
|
|
delete[] xrects;
|
|
XShapeCombineRectangles( display(), overlay, ShapeInput, 0, 0, NULL, 0, ShapeSet, Unsorted );
|
|
overlay_shape = reg;
|
|
}
|
|
|
|
void Workspace::destroyOverlay()
|
|
{
|
|
if( overlay == None )
|
|
return;
|
|
// reset the overlay shape
|
|
XRectangle rec = { 0, 0, displayWidth(), displayHeight() };
|
|
XShapeCombineRectangles( display(), overlay, ShapeBounding, 0, 0, &rec, 1, ShapeSet, Unsorted );
|
|
XShapeCombineRectangles( display(), overlay, ShapeInput, 0, 0, &rec, 1, ShapeSet, Unsorted );
|
|
#ifdef HAVE_XCOMPOSITE_OVERLAY
|
|
XCompositeReleaseOverlayWindow( display(), overlay );
|
|
#endif
|
|
overlay = None;
|
|
overlay_shown = false;
|
|
}
|
|
|
|
bool Workspace::compositingActive()
|
|
{
|
|
return compositing();
|
|
}
|
|
|
|
// force is needed when the list of windows changes (e.g. a window goes away)
|
|
void Workspace::checkUnredirect( bool force )
|
|
{
|
|
if( !compositing() || overlay == None || !options->unredirectFullscreen )
|
|
return;
|
|
if( force )
|
|
forceUnredirectCheck = true;
|
|
if( !unredirectTimer.isActive())
|
|
unredirectTimer.start( 0 );
|
|
}
|
|
|
|
void Workspace::delayedCheckUnredirect()
|
|
{
|
|
if( !compositing() || overlay == None || !options->unredirectFullscreen )
|
|
return;
|
|
ToplevelList list;
|
|
bool changed = forceUnredirectCheck;
|
|
foreach( Client* c, clients )
|
|
list.append( c );
|
|
foreach( Unmanaged* c, unmanaged )
|
|
list.append( c );
|
|
foreach( Toplevel* c, list )
|
|
{
|
|
if( c->updateUnredirectedState())
|
|
changed = true;
|
|
}
|
|
// no desktops, no Deleted ones
|
|
if( !changed )
|
|
return;
|
|
forceUnredirectCheck = false;
|
|
// Cut out parts from the overlay window where unredirected windows are,
|
|
// so that they are actually visible.
|
|
QRegion reg( 0, 0, displayWidth(), displayHeight());
|
|
foreach( Toplevel* c, list )
|
|
{
|
|
if( c->unredirected())
|
|
reg -= c->geometry();
|
|
}
|
|
setOverlayShape( reg );
|
|
}
|
|
|
|
//****************************************
|
|
// Toplevel
|
|
//****************************************
|
|
|
|
void Toplevel::setupCompositing()
|
|
{
|
|
#ifdef KWIN_HAVE_COMPOSITING
|
|
if( !compositing())
|
|
return;
|
|
if( damage_handle != None )
|
|
return;
|
|
damage_handle = XDamageCreate( display(), frameId(), XDamageReportRawRectangles );
|
|
damage_region = QRegion( 0, 0, width(), height());
|
|
effect_window = new EffectWindowImpl();
|
|
effect_window->setWindow( this );
|
|
unredirect = false;
|
|
workspace()->checkUnredirect( true );
|
|
#endif
|
|
}
|
|
|
|
void Toplevel::finishCompositing()
|
|
{
|
|
#ifdef KWIN_HAVE_COMPOSITING
|
|
if( damage_handle == None )
|
|
return;
|
|
workspace()->checkUnredirect( true );
|
|
if( effect_window->window() == this ) // otherwise it's already passed to Deleted, don't free data
|
|
{
|
|
discardWindowPixmap();
|
|
delete effect_window;
|
|
}
|
|
XDamageDestroy( display(), damage_handle );
|
|
damage_handle = None;
|
|
damage_region = QRegion();
|
|
repaints_region = QRegion();
|
|
effect_window = NULL;
|
|
#endif
|
|
}
|
|
|
|
void Toplevel::discardWindowPixmap()
|
|
{
|
|
addDamageFull();
|
|
if( window_pix == None )
|
|
return;
|
|
XFreePixmap( display(), window_pix );
|
|
window_pix = None;
|
|
if( effectWindow() != NULL && effectWindow()->sceneWindow() != NULL )
|
|
effectWindow()->sceneWindow()->pixmapDiscarded();
|
|
}
|
|
|
|
Pixmap Toplevel::createWindowPixmap()
|
|
{
|
|
#ifdef KWIN_HAVE_COMPOSITING
|
|
assert( compositing());
|
|
if( unredirected())
|
|
return None;
|
|
grabXServer();
|
|
KXErrorHandler err;
|
|
Pixmap pix = XCompositeNameWindowPixmap( display(), frameId());
|
|
// check that the received pixmap is valid and actually matches what we
|
|
// know about the window (i.e. size)
|
|
XWindowAttributes attrs;
|
|
if( !XGetWindowAttributes( display(), frameId(), &attrs )
|
|
|| err.error( false )
|
|
|| attrs.width != width() || attrs.height != height() || attrs.map_state != IsViewable )
|
|
{
|
|
kDebug( 1212 ) << "Creating window pixmap failed: " << this;
|
|
XFreePixmap( display(), pix );
|
|
pix = None;
|
|
}
|
|
ungrabXServer();
|
|
return pix;
|
|
#else
|
|
return None;
|
|
#endif
|
|
}
|
|
|
|
#ifdef HAVE_XDAMAGE
|
|
void Toplevel::damageNotifyEvent( XDamageNotifyEvent* e )
|
|
{
|
|
QRegion damage( e->area.x, e->area.y, e->area.width, e->area.height );
|
|
// compress
|
|
int cnt = 1;
|
|
while( XPending( display()))
|
|
{
|
|
XEvent e2;
|
|
if( XPeekEvent( display(), &e2 ) && e2.type == Extensions::damageNotifyEvent()
|
|
&& e2.xany.window == frameId())
|
|
{
|
|
XNextEvent( display(), &e2 );
|
|
if( cnt > 200 )
|
|
{
|
|
// If there are way too many damage events in the queue, just discard them
|
|
// and damage the whole window. Otherwise the X server can just overload
|
|
// us with a flood of damage events. Should be probably optimized
|
|
// in the X server, as this is rather lame.
|
|
damage = rect();
|
|
continue;
|
|
}
|
|
XDamageNotifyEvent* e = reinterpret_cast< XDamageNotifyEvent* >( &e2 );
|
|
QRect r( e->area.x, e->area.y, e->area.width, e->area.height );
|
|
++cnt;
|
|
// If there are too many damaged rectangles, increase them
|
|
// to be multiples of 100x100 px grid, since QRegion get quite
|
|
// slow with many rectangles, and there is little to gain by using
|
|
// many small rectangles (rather the opposite, several large should
|
|
// be often faster).
|
|
if( cnt > 50 )
|
|
{
|
|
r.setLeft( r.left() / 100 * 100 );
|
|
r.setRight(( r.right() + 99 ) / 100 * 100 );
|
|
r.setTop( r.top() / 100 * 100 );
|
|
r.setBottom(( r.bottom() + 99 ) / 100 * 100 );
|
|
}
|
|
damage += r;
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
foreach( const QRect& r, damage.rects())
|
|
addDamage( r );
|
|
}
|
|
|
|
void Client::damageNotifyEvent( XDamageNotifyEvent* e )
|
|
{
|
|
Toplevel::damageNotifyEvent( e );
|
|
#ifdef HAVE_XSYNC
|
|
if( sync_counter == None ) // cannot detect complete redraw, consider done now
|
|
ready_for_painting = true;
|
|
#else
|
|
ready_for_painting = true; // no sync at all, consider done now
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
void Toplevel::addDamage( const QRect& r )
|
|
{
|
|
addDamage( r.x(), r.y(), r.width(), r.height());
|
|
}
|
|
|
|
void Toplevel::addDamage( int x, int y, int w, int h )
|
|
{
|
|
if( !compositing())
|
|
return;
|
|
QRect r( x, y, w, h );
|
|
// resizing the decoration may lag behind a bit and when shrinking there
|
|
// may be a damage event coming with size larger than the current window size
|
|
r &= rect();
|
|
damage_region += r;
|
|
repaints_region += r;
|
|
static_cast<EffectsHandlerImpl*>(effects)->windowDamaged( effectWindow(), r );
|
|
workspace()->checkCompositeTimer();
|
|
}
|
|
|
|
void Toplevel::addDamageFull()
|
|
{
|
|
if( !compositing())
|
|
return;
|
|
damage_region = rect();
|
|
repaints_region = rect();
|
|
static_cast<EffectsHandlerImpl*>(effects)->windowDamaged( effectWindow(), rect());
|
|
workspace()->checkCompositeTimer();
|
|
}
|
|
|
|
void Toplevel::resetDamage( const QRect& r )
|
|
{
|
|
damage_region -= r;
|
|
}
|
|
|
|
void Toplevel::addRepaint( const QRect& r )
|
|
{
|
|
addRepaint( r.x(), r.y(), r.width(), r.height());
|
|
}
|
|
|
|
void Toplevel::addRepaint( int x, int y, int w, int h )
|
|
{
|
|
if( !compositing())
|
|
return;
|
|
QRect r( x, y, w, h );
|
|
r &= rect();
|
|
repaints_region += r;
|
|
workspace()->checkCompositeTimer();
|
|
}
|
|
|
|
void Toplevel::addRepaintFull()
|
|
{
|
|
repaints_region = rect();
|
|
workspace()->checkCompositeTimer();
|
|
}
|
|
|
|
void Toplevel::resetRepaints( const QRect& r )
|
|
{
|
|
repaints_region -= r;
|
|
}
|
|
|
|
void Toplevel::addWorkspaceRepaint( int x, int y, int w, int h )
|
|
{
|
|
addWorkspaceRepaint( QRect( x, y, w, h ));
|
|
}
|
|
|
|
void Toplevel::addWorkspaceRepaint( const QRect& r2 )
|
|
{
|
|
if( !compositing())
|
|
return;
|
|
if( effectWindow() == NULL ) // TODO - this can happen during window destruction
|
|
return workspace()->addRepaint( r2 );
|
|
QRect r = effects->transformWindowDamage( effectWindow(), r2 );
|
|
workspace()->addRepaint( r );
|
|
}
|
|
|
|
bool Toplevel::updateUnredirectedState()
|
|
{
|
|
assert( compositing());
|
|
bool should = shouldUnredirect() && !unredirectSuspend && !shape() && !hasAlpha() && opacity() == 1.0;
|
|
if( should && !unredirect )
|
|
{
|
|
unredirect = true;
|
|
kDebug( 1212 ) << "Unredirecting:" << this;
|
|
#ifdef HAVE_XCOMPOSITE
|
|
XCompositeUnredirectWindow( display(), frameId(), CompositeRedirectManual );
|
|
#endif
|
|
return true;
|
|
}
|
|
else if( !should && unredirect )
|
|
{
|
|
unredirect = false;
|
|
kDebug( 1212 ) << "Redirecting:" << this;
|
|
#ifdef HAVE_XCOMPOSITE
|
|
XCompositeRedirectWindow( display(), frameId(), CompositeRedirectManual );
|
|
#endif
|
|
discardWindowPixmap();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void Toplevel::suspendUnredirect( bool suspend )
|
|
{
|
|
if( unredirectSuspend == suspend )
|
|
return;
|
|
unredirectSuspend = suspend;
|
|
workspace()->checkUnredirect();
|
|
}
|
|
|
|
//****************************************
|
|
// Client
|
|
//****************************************
|
|
|
|
void Client::setupCompositing()
|
|
{
|
|
Toplevel::setupCompositing();
|
|
updateVisibility(); // for internalKeep()
|
|
}
|
|
|
|
void Client::finishCompositing()
|
|
{
|
|
Toplevel::finishCompositing();
|
|
updateVisibility();
|
|
}
|
|
|
|
bool Client::shouldUnredirect() const
|
|
{
|
|
if( isActiveFullScreen())
|
|
{
|
|
ToplevelList stacking = workspace()->xStackingOrder();
|
|
for( int pos = stacking.count() - 1;
|
|
pos >= 0;
|
|
--pos )
|
|
{
|
|
Toplevel* c = stacking.at( pos );
|
|
if( c == this ) // is not covered by any other window, ok to unredirect
|
|
return true;
|
|
if( c->geometry().intersects( geometry()))
|
|
return false;
|
|
}
|
|
abort();
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//****************************************
|
|
// Unmanaged
|
|
//****************************************
|
|
|
|
bool Unmanaged::shouldUnredirect() const
|
|
{
|
|
// the pixmap is needed for the login effect, a nicer solution would be the login effect increasing
|
|
// refcount for the window pixmap (which would prevent unredirect), avoiding this hack
|
|
if( resourceClass() == "ksplashx" || resourceClass() == "ksplashsimple" )
|
|
return false;
|
|
// it must cover whole display or one xinerama screen, and be the topmost there
|
|
if( geometry() == workspace()->clientArea( FullArea, geometry().center(), workspace()->currentDesktop())
|
|
|| geometry() == workspace()->clientArea( ScreenArea, geometry().center(), workspace()->currentDesktop()))
|
|
{
|
|
ToplevelList stacking = workspace()->xStackingOrder();
|
|
for( int pos = stacking.count() - 1;
|
|
pos >= 0;
|
|
--pos )
|
|
{
|
|
Toplevel* c = stacking.at( pos );
|
|
if( c == this ) // is not covered by any other window, ok to unredirect
|
|
return true;
|
|
if( c->geometry().intersects( geometry()))
|
|
return false;
|
|
}
|
|
abort();
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//****************************************
|
|
// Deleted
|
|
//****************************************
|
|
|
|
bool Deleted::shouldUnredirect() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
} // namespace
|