3a8d7d866a
-use qstringliteral only when necessary (i.e. not in concat or comparison) -use qbytearray instead of qstring when dealing with latin1 input and output (glplatform) -use qstringref to extract numbers from strings (glplatform) -define qt_use_qstringbuilder to optimize all string concatenations -anidata: use ctor init lists, add windowType member initialization REVIEW: 125933
2505 lines
84 KiB
C++
2505 lines
84 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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Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
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|
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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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Explicit command stream synchronization based on the sample
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implementation by James Jones <jajones@nvidia.com>,
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Copyright © 2011 NVIDIA Corporation
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "scene_opengl.h"
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#include "eglonxbackend.h"
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#if HAVE_EPOXY_GLX
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#include "glxbackend.h"
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#endif
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#include "abstract_backend.h"
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#include "wayland_server.h"
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|
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#include <kwinglcolorcorrection.h>
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#include <kwinglplatform.h>
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|
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#include "utils.h"
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#include "client.h"
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#include "composite.h"
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#include "deleted.h"
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#include "effects.h"
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#include "lanczosfilter.h"
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#include "main.h"
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#include "overlaywindow.h"
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#include "screens.h"
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#include "decorations/decoratedclient.h"
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|
|
#include <array>
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#include <cmath>
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#include <unistd.h>
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#include <stddef.h>
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|
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#include <qpainter.h>
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#include <QDBusConnection>
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#include <QDBusConnectionInterface>
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#include <QDBusInterface>
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#include <QGraphicsScale>
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#include <QStringList>
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#include <QVector2D>
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#include <QVector4D>
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#include <QMatrix4x4>
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|
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#include <KLocalizedString>
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#include <KNotification>
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#include <KProcess>
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// HACK: workaround for libepoxy < 1.3
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#ifndef GL_GUILTY_CONTEXT_RESET
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#define GL_GUILTY_CONTEXT_RESET 0x8253
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#endif
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#ifndef GL_INNOCENT_CONTEXT_RESET
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#define GL_INNOCENT_CONTEXT_RESET 0x8254
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#endif
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#ifndef GL_UNKNOWN_CONTEXT_RESET
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#define GL_UNKNOWN_CONTEXT_RESET 0x8255
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#endif
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namespace KWin
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{
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extern int currentRefreshRate();
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/**
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* SyncObject represents a fence used to synchronize operations in
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* the kwin command stream with operations in the X command stream.
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*/
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class SyncObject
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{
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public:
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enum State { Ready, TriggerSent, Waiting, Done, Resetting };
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SyncObject();
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~SyncObject();
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State state() const { return m_state; }
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|
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void trigger();
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void wait();
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bool finish();
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void reset();
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void finishResetting();
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private:
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State m_state;
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GLsync m_sync;
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xcb_sync_fence_t m_fence;
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xcb_get_input_focus_cookie_t m_reset_cookie;
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};
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SyncObject::SyncObject()
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{
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m_state = Ready;
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xcb_connection_t * const c = connection();
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m_fence = xcb_generate_id(c);
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xcb_sync_create_fence(c, rootWindow(), m_fence, false);
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xcb_flush(c);
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m_sync = glImportSyncEXT(GL_SYNC_X11_FENCE_EXT, m_fence, 0);
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}
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SyncObject::~SyncObject()
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{
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// If glDeleteSync is called before the xcb fence is signalled
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// the nvidia driver (the only one to implement GL_SYNC_X11_FENCE_EXT)
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// deadlocks waiting for the fence to be signalled.
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// To avoid this, make sure the fence is signalled before
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// deleting the sync.
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if (m_state == Resetting || m_state == Ready){
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trigger();
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// The flush is necessary!
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// The trigger command needs to be sent to the X server.
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xcb_flush(connection());
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}
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xcb_sync_destroy_fence(connection(), m_fence);
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glDeleteSync(m_sync);
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if (m_state == Resetting)
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xcb_discard_reply(connection(), m_reset_cookie.sequence);
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}
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void SyncObject::trigger()
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{
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assert(m_state == Ready || m_state == Resetting);
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// Finish resetting the fence if necessary
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if (m_state == Resetting)
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finishResetting();
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xcb_sync_trigger_fence(connection(), m_fence);
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m_state = TriggerSent;
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}
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void SyncObject::wait()
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{
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if (m_state != TriggerSent)
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return;
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glWaitSync(m_sync, 0, GL_TIMEOUT_IGNORED);
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m_state = Waiting;
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}
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bool SyncObject::finish()
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{
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if (m_state == Done)
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return true;
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// Note: It is possible that we never inserted a wait for the fence.
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// This can happen if we ended up not rendering the damaged
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// window because it is fully occluded.
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assert(m_state == TriggerSent || m_state == Waiting);
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// Check if the fence is signaled
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GLint value;
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glGetSynciv(m_sync, GL_SYNC_STATUS, 1, nullptr, &value);
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if (value != GL_SIGNALED) {
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qCDebug(KWIN_CORE) << "Waiting for X fence to finish";
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// Wait for the fence to become signaled with a one second timeout
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const GLenum result = glClientWaitSync(m_sync, 0, 1000000000);
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switch (result) {
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case GL_TIMEOUT_EXPIRED:
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qCWarning(KWIN_CORE) << "Timeout while waiting for X fence";
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return false;
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case GL_WAIT_FAILED:
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qCWarning(KWIN_CORE) << "glClientWaitSync() failed";
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return false;
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}
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}
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m_state = Done;
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return true;
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}
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void SyncObject::reset()
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{
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assert(m_state == Done);
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xcb_connection_t * const c = connection();
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// Send the reset request along with a sync request.
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// We use the cookie to ensure that the server has processed the reset
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// request before we trigger the fence and call glWaitSync().
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// Otherwise there is a race condition between the reset finishing and
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// the glWaitSync() call.
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xcb_sync_reset_fence(c, m_fence);
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m_reset_cookie = xcb_get_input_focus(c);
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xcb_flush(c);
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m_state = Resetting;
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}
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void SyncObject::finishResetting()
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{
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assert(m_state == Resetting);
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free(xcb_get_input_focus_reply(connection(), m_reset_cookie, nullptr));
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m_state = Ready;
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}
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// -----------------------------------------------------------------------
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/**
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* SyncManager manages a set of fences used for explicit synchronization
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* with the X command stream.
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*/
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class SyncManager
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{
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public:
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enum { MaxFences = 4 };
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SyncManager();
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~SyncManager();
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SyncObject *nextFence();
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bool updateFences();
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private:
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std::array<SyncObject, MaxFences> m_fences;
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int m_next;
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};
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SyncManager::SyncManager()
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: m_next(0)
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{
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}
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SyncManager::~SyncManager()
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{
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}
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SyncObject *SyncManager::nextFence()
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{
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SyncObject *fence = &m_fences[m_next];
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m_next = (m_next + 1) % MaxFences;
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return fence;
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}
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bool SyncManager::updateFences()
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{
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for (int i = 0; i < qMin(2, MaxFences - 1); i++) {
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const int index = (m_next + i) % MaxFences;
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SyncObject &fence = m_fences[index];
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switch (fence.state()) {
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case SyncObject::Ready:
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break;
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case SyncObject::TriggerSent:
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case SyncObject::Waiting:
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if (!fence.finish())
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return false;
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fence.reset();
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break;
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// Should not happen in practice since we always reset the fence
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// after finishing it
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case SyncObject::Done:
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fence.reset();
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break;
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case SyncObject::Resetting:
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fence.finishResetting();
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break;
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}
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}
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return true;
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}
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// -----------------------------------------------------------------------
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//****************************************
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// SceneOpenGL
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//****************************************
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OpenGLBackend::OpenGLBackend()
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: m_syncsToVBlank(false)
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, m_blocksForRetrace(false)
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, m_directRendering(false)
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, m_haveBufferAge(false)
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, m_failed(false)
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{
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}
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OpenGLBackend::~OpenGLBackend()
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{
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}
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void OpenGLBackend::setFailed(const QString &reason)
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{
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qCWarning(KWIN_CORE) << "Creating the OpenGL rendering failed: " << reason;
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m_failed = true;
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}
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void OpenGLBackend::idle()
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{
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if (hasPendingFlush()) {
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effects->makeOpenGLContextCurrent();
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present();
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}
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}
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void OpenGLBackend::addToDamageHistory(const QRegion ®ion)
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{
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if (m_damageHistory.count() > 10)
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m_damageHistory.removeLast();
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m_damageHistory.prepend(region);
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}
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|
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QRegion OpenGLBackend::accumulatedDamageHistory(int bufferAge) const
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{
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QRegion region;
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|
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// Note: An age of zero means the buffer contents are undefined
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if (bufferAge > 0 && bufferAge <= m_damageHistory.count()) {
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for (int i = 0; i < bufferAge - 1; i++)
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region |= m_damageHistory[i];
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} else {
|
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const QSize &s = screens()->size();
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region = QRegion(0, 0, s.width(), s.height());
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}
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|
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return region;
|
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}
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|
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OverlayWindow* OpenGLBackend::overlayWindow()
|
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{
|
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return NULL;
|
|
}
|
|
|
|
QRegion OpenGLBackend::prepareRenderingForScreen(int screenId)
|
|
{
|
|
// fallback to repaint complete screen
|
|
return screens()->geometry(screenId);
|
|
}
|
|
|
|
void OpenGLBackend::endRenderingFrameForScreen(int screenId, const QRegion &damage, const QRegion &damagedRegion)
|
|
{
|
|
Q_UNUSED(screenId)
|
|
Q_UNUSED(damage)
|
|
Q_UNUSED(damagedRegion)
|
|
}
|
|
|
|
bool OpenGLBackend::perScreenRendering() const
|
|
{
|
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return false;
|
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}
|
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|
|
/************************************************
|
|
* SceneOpenGL
|
|
***********************************************/
|
|
|
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SceneOpenGL::SceneOpenGL(OpenGLBackend *backend, QObject *parent)
|
|
: Scene(parent)
|
|
, init_ok(true)
|
|
, m_backend(backend)
|
|
, m_syncManager(nullptr)
|
|
, m_currentFence(nullptr)
|
|
{
|
|
if (m_backend->isFailed()) {
|
|
init_ok = false;
|
|
return;
|
|
}
|
|
if (!viewportLimitsMatched(screens()->size()))
|
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return;
|
|
|
|
// perform Scene specific checks
|
|
GLPlatform *glPlatform = GLPlatform::instance();
|
|
if (!glPlatform->isGLES() && !hasGLExtension(QByteArrayLiteral("GL_ARB_texture_non_power_of_two"))
|
|
&& !hasGLExtension(QByteArrayLiteral("GL_ARB_texture_rectangle"))) {
|
|
qCCritical(KWIN_CORE) << "GL_ARB_texture_non_power_of_two and GL_ARB_texture_rectangle missing";
|
|
init_ok = false;
|
|
return; // error
|
|
}
|
|
if (glPlatform->isMesaDriver() && glPlatform->mesaVersion() < kVersionNumber(8, 0)) {
|
|
qCCritical(KWIN_CORE) << "KWin requires at least Mesa 8.0 for OpenGL compositing.";
|
|
init_ok = false;
|
|
return;
|
|
}
|
|
if (!glPlatform->isGLES() && !m_backend->isSurfaceLessContext()) {
|
|
glDrawBuffer(GL_BACK);
|
|
}
|
|
|
|
m_debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
|
|
initDebugOutput();
|
|
|
|
// set strict binding
|
|
if (options->isGlStrictBindingFollowsDriver()) {
|
|
options->setGlStrictBinding(!glPlatform->supports(LooseBinding));
|
|
}
|
|
|
|
bool haveSyncObjects = glPlatform->isGLES()
|
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? hasGLVersion(3, 0)
|
|
: hasGLVersion(3, 2) || hasGLExtension("GL_ARB_sync");
|
|
|
|
if (hasGLExtension("GL_EXT_x11_sync_object") && haveSyncObjects) {
|
|
const QByteArray useExplicitSync = qgetenv("KWIN_EXPLICIT_SYNC");
|
|
|
|
if (useExplicitSync != "0") {
|
|
qCDebug(KWIN_CORE) << "Initializing fences for synchronization with the X command stream";
|
|
m_syncManager = new SyncManager;
|
|
} else {
|
|
qCDebug(KWIN_CORE) << "Explicit synchronization with the X command stream disabled by environment variable";
|
|
}
|
|
}
|
|
}
|
|
|
|
static SceneOpenGL *gs_debuggedScene = nullptr;
|
|
SceneOpenGL::~SceneOpenGL()
|
|
{
|
|
// do cleanup after initBuffer()
|
|
gs_debuggedScene = nullptr;
|
|
SceneOpenGL::EffectFrame::cleanup();
|
|
if (init_ok) {
|
|
delete m_syncManager;
|
|
|
|
// backend might be still needed for a different scene
|
|
delete m_backend;
|
|
}
|
|
}
|
|
|
|
static void scheduleVboReInit()
|
|
{
|
|
if (!gs_debuggedScene)
|
|
return;
|
|
|
|
static QPointer<QTimer> timer;
|
|
if (!timer) {
|
|
delete timer;
|
|
timer = new QTimer(gs_debuggedScene);
|
|
timer->setSingleShot(true);
|
|
QObject::connect(timer.data(), &QTimer::timeout, gs_debuggedScene, []() {
|
|
GLVertexBuffer::cleanup();
|
|
GLVertexBuffer::initStatic();
|
|
});
|
|
}
|
|
timer->start(250);
|
|
}
|
|
|
|
void SceneOpenGL::initDebugOutput()
|
|
{
|
|
const bool have_KHR_debug = hasGLExtension(QByteArrayLiteral("GL_KHR_debug"));
|
|
if (!have_KHR_debug && !hasGLExtension(QByteArrayLiteral("GL_ARB_debug_output")))
|
|
return;
|
|
|
|
gs_debuggedScene = this;
|
|
|
|
// Set the callback function
|
|
auto callback = [](GLenum source, GLenum type, GLuint id,
|
|
GLenum severity, GLsizei length,
|
|
const GLchar *message,
|
|
const GLvoid *userParam) {
|
|
Q_UNUSED(source)
|
|
Q_UNUSED(severity)
|
|
Q_UNUSED(userParam)
|
|
while (message[length] == '\n' || message[length] == '\r')
|
|
--length;
|
|
|
|
switch (type) {
|
|
case GL_DEBUG_TYPE_ERROR:
|
|
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
|
|
qCWarning(KWIN_CORE, "%#x: %.*s", id, length, message);
|
|
break;
|
|
|
|
case GL_DEBUG_TYPE_OTHER:
|
|
// at least the nvidia driver seems prone to end up with invalid VBOs after
|
|
// transferring them between system heap and VRAM
|
|
// so we re-init them whenever this happens (typically when switching VT, resuming
|
|
// from STR and XRandR events - #344326
|
|
if (strstr(message, "Buffer detailed info:") && strstr(message, "has been updated"))
|
|
scheduleVboReInit();
|
|
// fall through! for general message printing
|
|
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
|
|
case GL_DEBUG_TYPE_PORTABILITY:
|
|
case GL_DEBUG_TYPE_PERFORMANCE:
|
|
default:
|
|
qCDebug(KWIN_CORE, "%#x: %.*s", id, length, message);
|
|
break;
|
|
}
|
|
};
|
|
|
|
// Expoxy fails to resolve glDebugMessageCallback on GLES
|
|
if (!glDebugMessageCallback) {
|
|
return;
|
|
}
|
|
|
|
glDebugMessageCallback(callback, nullptr);
|
|
|
|
// This state exists only in GL_KHR_debug
|
|
if (have_KHR_debug)
|
|
glEnable(GL_DEBUG_OUTPUT);
|
|
|
|
#ifndef NDEBUG
|
|
// Enable all debug messages
|
|
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
|
|
#else
|
|
// Enable error messages
|
|
glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
|
|
glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
|
|
#endif
|
|
|
|
// Insert a test message
|
|
const QByteArray message = QByteArrayLiteral("OpenGL debug output initialized");
|
|
glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_OTHER, 0,
|
|
GL_DEBUG_SEVERITY_LOW, message.length(), message.constData());
|
|
}
|
|
|
|
SceneOpenGL *SceneOpenGL::createScene(QObject *parent)
|
|
{
|
|
OpenGLBackend *backend = NULL;
|
|
OpenGLPlatformInterface platformInterface = options->glPlatformInterface();
|
|
|
|
switch (platformInterface) {
|
|
case GlxPlatformInterface:
|
|
#if HAVE_EPOXY_GLX
|
|
backend = new GlxBackend();
|
|
#endif
|
|
break;
|
|
case EglPlatformInterface:
|
|
if (kwinApp()->shouldUseWaylandForCompositing()) {
|
|
backend = waylandServer()->backend()->createOpenGLBackend();
|
|
} else {
|
|
backend = new EglOnXBackend();
|
|
}
|
|
break;
|
|
default:
|
|
// no backend available
|
|
return NULL;
|
|
}
|
|
if (!backend || backend->isFailed()) {
|
|
delete backend;
|
|
return NULL;
|
|
}
|
|
SceneOpenGL *scene = NULL;
|
|
// first let's try an OpenGL 2 scene
|
|
if (SceneOpenGL2::supported(backend)) {
|
|
scene = new SceneOpenGL2(backend, parent);
|
|
if (scene->initFailed()) {
|
|
delete scene;
|
|
scene = NULL;
|
|
} else {
|
|
return scene;
|
|
}
|
|
}
|
|
if (!scene) {
|
|
if (GLPlatform::instance()->recommendedCompositor() == XRenderCompositing) {
|
|
qCCritical(KWIN_CORE) << "OpenGL driver recommends XRender based compositing. Falling back to XRender.";
|
|
qCCritical(KWIN_CORE) << "To overwrite the detection use the environment variable KWIN_COMPOSE";
|
|
qCCritical(KWIN_CORE) << "For more information see http://community.kde.org/KWin/Environment_Variables#KWIN_COMPOSE";
|
|
QTimer::singleShot(0, Compositor::self(), SLOT(fallbackToXRenderCompositing()));
|
|
}
|
|
delete backend;
|
|
}
|
|
|
|
return scene;
|
|
}
|
|
|
|
OverlayWindow *SceneOpenGL::overlayWindow()
|
|
{
|
|
return m_backend->overlayWindow();
|
|
}
|
|
|
|
bool SceneOpenGL::syncsToVBlank() const
|
|
{
|
|
return m_backend->syncsToVBlank();
|
|
}
|
|
|
|
bool SceneOpenGL::blocksForRetrace() const
|
|
{
|
|
return m_backend->blocksForRetrace();
|
|
}
|
|
|
|
void SceneOpenGL::idle()
|
|
{
|
|
m_backend->idle();
|
|
Scene::idle();
|
|
}
|
|
|
|
bool SceneOpenGL::initFailed() const
|
|
{
|
|
return !init_ok;
|
|
}
|
|
|
|
void SceneOpenGL::copyPixels(const QRegion ®ion)
|
|
{
|
|
const int height = screens()->size().height();
|
|
foreach (const QRect &r, region.rects()) {
|
|
const int x0 = r.x();
|
|
const int y0 = height - r.y() - r.height();
|
|
const int x1 = r.x() + r.width();
|
|
const int y1 = height - r.y();
|
|
|
|
glBlitFramebuffer(x0, y0, x1, y1, x0, y0, x1, y1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::handleGraphicsReset(GLenum status)
|
|
{
|
|
switch (status) {
|
|
case GL_GUILTY_CONTEXT_RESET:
|
|
qCDebug(KWIN_CORE) << "A graphics reset attributable to the current GL context occurred.";
|
|
break;
|
|
|
|
case GL_INNOCENT_CONTEXT_RESET:
|
|
qCDebug(KWIN_CORE) << "A graphics reset not attributable to the current GL context occurred.";
|
|
break;
|
|
|
|
case GL_UNKNOWN_CONTEXT_RESET:
|
|
qCDebug(KWIN_CORE) << "A graphics reset of an unknown cause occurred.";
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
QElapsedTimer timer;
|
|
timer.start();
|
|
|
|
// Wait until the reset is completed or max 10 seconds
|
|
while (timer.elapsed() < 10000 && glGetGraphicsResetStatus() != GL_NO_ERROR)
|
|
usleep(50);
|
|
|
|
qCDebug(KWIN_CORE) << "Attempting to reset compositing.";
|
|
QMetaObject::invokeMethod(this, "resetCompositing", Qt::QueuedConnection);
|
|
|
|
KNotification::event(QStringLiteral("graphicsreset"), i18n("Desktop effects were restarted due to a graphics reset"));
|
|
}
|
|
|
|
|
|
void SceneOpenGL::triggerFence()
|
|
{
|
|
if (m_syncManager) {
|
|
m_currentFence = m_syncManager->nextFence();
|
|
m_currentFence->trigger();
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::insertWait()
|
|
{
|
|
if (m_currentFence && m_currentFence->state() != SyncObject::Waiting) {
|
|
m_currentFence->wait();
|
|
}
|
|
}
|
|
|
|
qint64 SceneOpenGL::paint(QRegion damage, ToplevelList toplevels)
|
|
{
|
|
// actually paint the frame, flushed with the NEXT frame
|
|
createStackingOrder(toplevels);
|
|
|
|
// After this call, updateRegion will contain the damaged region in the
|
|
// back buffer. This is the region that needs to be posted to repair
|
|
// the front buffer. It doesn't include the additional damage returned
|
|
// by prepareRenderingFrame(). validRegion is the region that has been
|
|
// repainted, and may be larger than updateRegion.
|
|
QRegion updateRegion, validRegion;
|
|
if (m_backend->perScreenRendering()) {
|
|
// trigger start render timer
|
|
m_backend->prepareRenderingFrame();
|
|
for (int i = 0; i < screens()->count(); ++i) {
|
|
const QRect &geo = screens()->geometry(i);
|
|
QRegion update;
|
|
QRegion valid;
|
|
// prepare rendering makes context current on the output
|
|
QRegion repaint = m_backend->prepareRenderingForScreen(i);
|
|
|
|
const GLenum status = glGetGraphicsResetStatus();
|
|
if (status != GL_NO_ERROR) {
|
|
handleGraphicsReset(status);
|
|
return 0;
|
|
}
|
|
|
|
int mask = 0;
|
|
paintScreen(&mask, damage.intersected(geo), repaint, &update, &valid); // call generic implementation
|
|
|
|
GLVertexBuffer::streamingBuffer()->endOfFrame();
|
|
|
|
m_backend->endRenderingFrameForScreen(i, valid, update);
|
|
|
|
GLVertexBuffer::streamingBuffer()->framePosted();
|
|
}
|
|
} else {
|
|
m_backend->makeCurrent();
|
|
QRegion repaint = m_backend->prepareRenderingFrame();
|
|
|
|
const GLenum status = glGetGraphicsResetStatus();
|
|
if (status != GL_NO_ERROR) {
|
|
handleGraphicsReset(status);
|
|
return 0;
|
|
}
|
|
|
|
int mask = 0;
|
|
paintScreen(&mask, damage, repaint, &updateRegion, &validRegion); // call generic implementation
|
|
|
|
if (!GLPlatform::instance()->isGLES()) {
|
|
const QSize &screenSize = screens()->size();
|
|
const QRegion displayRegion(0, 0, screenSize.width(), screenSize.height());
|
|
|
|
// copy dirty parts from front to backbuffer
|
|
if (!m_backend->supportsBufferAge() &&
|
|
options->glPreferBufferSwap() == Options::CopyFrontBuffer &&
|
|
validRegion != displayRegion) {
|
|
glReadBuffer(GL_FRONT);
|
|
copyPixels(displayRegion - validRegion);
|
|
glReadBuffer(GL_BACK);
|
|
validRegion = displayRegion;
|
|
}
|
|
}
|
|
|
|
GLVertexBuffer::streamingBuffer()->endOfFrame();
|
|
|
|
m_backend->endRenderingFrame(validRegion, updateRegion);
|
|
|
|
GLVertexBuffer::streamingBuffer()->framePosted();
|
|
}
|
|
|
|
if (m_currentFence) {
|
|
if (!m_syncManager->updateFences()) {
|
|
qCDebug(KWIN_CORE) << "Aborting explicit synchronization with the X command stream.";
|
|
qCDebug(KWIN_CORE) << "Future frames will be rendered unsynchronized.";
|
|
delete m_syncManager;
|
|
m_syncManager = nullptr;
|
|
}
|
|
m_currentFence = nullptr;
|
|
}
|
|
|
|
// do cleanup
|
|
clearStackingOrder();
|
|
return m_backend->renderTime();
|
|
}
|
|
|
|
QMatrix4x4 SceneOpenGL::transformation(int mask, const ScreenPaintData &data) const
|
|
{
|
|
QMatrix4x4 matrix;
|
|
|
|
if (!(mask & PAINT_SCREEN_TRANSFORMED))
|
|
return matrix;
|
|
|
|
matrix.translate(data.translation());
|
|
data.scale().applyTo(&matrix);
|
|
|
|
if (data.rotationAngle() == 0.0)
|
|
return matrix;
|
|
|
|
// Apply the rotation
|
|
// cannot use data.rotation->applyTo(&matrix) as QGraphicsRotation uses projectedRotate to map back to 2D
|
|
matrix.translate(data.rotationOrigin());
|
|
const QVector3D axis = data.rotationAxis();
|
|
matrix.rotate(data.rotationAngle(), axis.x(), axis.y(), axis.z());
|
|
matrix.translate(-data.rotationOrigin());
|
|
|
|
return matrix;
|
|
}
|
|
|
|
void SceneOpenGL::paintBackground(QRegion region)
|
|
{
|
|
PaintClipper pc(region);
|
|
if (!PaintClipper::clip()) {
|
|
glClearColor(0, 0, 0, 1);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
return;
|
|
}
|
|
if (pc.clip() && pc.paintArea().isEmpty())
|
|
return; // no background to paint
|
|
QVector<float> verts;
|
|
for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
|
|
QRect r = iterator.boundingRect();
|
|
verts << r.x() + r.width() << r.y();
|
|
verts << r.x() << r.y();
|
|
verts << r.x() << r.y() + r.height();
|
|
verts << r.x() << r.y() + r.height();
|
|
verts << r.x() + r.width() << r.y() + r.height();
|
|
verts << r.x() + r.width() << r.y();
|
|
}
|
|
doPaintBackground(verts);
|
|
}
|
|
|
|
void SceneOpenGL::extendPaintRegion(QRegion ®ion, bool opaqueFullscreen)
|
|
{
|
|
if (m_backend->supportsBufferAge())
|
|
return;
|
|
|
|
const QSize &screenSize = screens()->size();
|
|
if (options->glPreferBufferSwap() == Options::ExtendDamage) { // only Extend "large" repaints
|
|
const QRegion displayRegion(0, 0, screenSize.width(), screenSize.height());
|
|
uint damagedPixels = 0;
|
|
const uint fullRepaintLimit = (opaqueFullscreen?0.49f:0.748f)*screenSize.width()*screenSize.height();
|
|
// 16:9 is 75% of 4:3 and 2.55:1 is 49.01% of 5:4
|
|
// (5:4 is the most square format and 2.55:1 is Cinemascope55 - the widest ever shot
|
|
// movie aspect - two times ;-) It's a Fox format, though, so maybe we want to restrict
|
|
// to 2.20:1 - Panavision - which has actually been used for interesting movies ...)
|
|
// would be 57% of 5/4
|
|
foreach (const QRect &r, region.rects()) {
|
|
// damagedPixels += r.width() * r.height(); // combined window damage test
|
|
damagedPixels = r.width() * r.height(); // experimental single window damage testing
|
|
if (damagedPixels > fullRepaintLimit) {
|
|
region = displayRegion;
|
|
return;
|
|
}
|
|
}
|
|
} else if (options->glPreferBufferSwap() == Options::PaintFullScreen) { // forced full rePaint
|
|
region = QRegion(0, 0, screenSize.width(), screenSize.height());
|
|
}
|
|
}
|
|
|
|
SceneOpenGL::Texture *SceneOpenGL::createTexture()
|
|
{
|
|
return new Texture(m_backend);
|
|
}
|
|
|
|
bool SceneOpenGL::viewportLimitsMatched(const QSize &size) const {
|
|
GLint limit[2];
|
|
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, limit);
|
|
if (limit[0] < size.width() || limit[1] < size.height()) {
|
|
QMetaObject::invokeMethod(Compositor::self(), "suspend",
|
|
Qt::QueuedConnection, Q_ARG(Compositor::SuspendReason, Compositor::AllReasonSuspend));
|
|
const QString message = i18n("<h1>OpenGL desktop effects not possible</h1>"
|
|
"Your system cannot perform OpenGL Desktop Effects at the "
|
|
"current resolution<br><br>"
|
|
"You can try to select the XRender backend, but it "
|
|
"might be very slow for this resolution as well.<br>"
|
|
"Alternatively, lower the combined resolution of all screens "
|
|
"to %1x%2 ", limit[0], limit[1]);
|
|
const QString details = i18n("The demanded resolution exceeds the GL_MAX_VIEWPORT_DIMS "
|
|
"limitation of your GPU and is therefore not compatible "
|
|
"with the OpenGL compositor.<br>"
|
|
"XRender does not know such limitation, but the performance "
|
|
"will usually be impacted by the hardware limitations that "
|
|
"restrict the OpenGL viewport size.");
|
|
const int oldTimeout = QDBusConnection::sessionBus().interface()->timeout();
|
|
QDBusConnection::sessionBus().interface()->setTimeout(500);
|
|
if (QDBusConnection::sessionBus().interface()->isServiceRegistered(QStringLiteral("org.kde.kwinCompositingDialog")).value()) {
|
|
QDBusInterface dialog( QStringLiteral("org.kde.kwinCompositingDialog"), QStringLiteral("/CompositorSettings"), QStringLiteral("org.kde.kwinCompositingDialog") );
|
|
dialog.asyncCall(QStringLiteral("warn"), message, details, QString());
|
|
} else {
|
|
const QString args = QLatin1String("warn ") + QString::fromUtf8(message.toLocal8Bit().toBase64()) + QLatin1String(" details ") + QString::fromUtf8(details.toLocal8Bit().toBase64());
|
|
KProcess::startDetached(QStringLiteral("kcmshell5"), QStringList() << QStringLiteral("kwincompositing") << QStringLiteral("--args") << args);
|
|
}
|
|
QDBusConnection::sessionBus().interface()->setTimeout(oldTimeout);
|
|
return false;
|
|
}
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, limit);
|
|
if (limit[0] < size.width() || limit[0] < size.height()) {
|
|
KConfig cfg(QStringLiteral("kwin_dialogsrc"));
|
|
|
|
if (!KConfigGroup(&cfg, "Notification Messages").readEntry("max_tex_warning", true))
|
|
return true;
|
|
|
|
const QString message = i18n("<h1>OpenGL desktop effects might be unusable</h1>"
|
|
"OpenGL Desktop Effects at the current resolution are supported "
|
|
"but might be exceptionally slow.<br>"
|
|
"Also large windows will turn entirely black.<br><br>"
|
|
"Consider to suspend compositing, switch to the XRender backend "
|
|
"or lower the resolution to %1x%1." , limit[0]);
|
|
const QString details = i18n("The demanded resolution exceeds the GL_MAX_TEXTURE_SIZE "
|
|
"limitation of your GPU, thus windows of that size cannot be "
|
|
"assigned to textures and will be entirely black.<br>"
|
|
"Also this limit will often be a performance level barrier despite "
|
|
"below GL_MAX_VIEWPORT_DIMS, because the driver might fall back to "
|
|
"software rendering in this case.");
|
|
const int oldTimeout = QDBusConnection::sessionBus().interface()->timeout();
|
|
QDBusConnection::sessionBus().interface()->setTimeout(500);
|
|
if (QDBusConnection::sessionBus().interface()->isServiceRegistered(QStringLiteral("org.kde.kwinCompositingDialog")).value()) {
|
|
QDBusInterface dialog( QStringLiteral("org.kde.kwinCompositingDialog"), QStringLiteral("/CompositorSettings"), QStringLiteral("org.kde.kwinCompositingDialog") );
|
|
dialog.asyncCall(QStringLiteral("warn"), message, details, QStringLiteral("kwin_dialogsrc:max_tex_warning"));
|
|
} else {
|
|
const QString args = QLatin1String("warn ") + QString::fromUtf8(message.toLocal8Bit().toBase64()) + QLatin1String(" details ") +
|
|
QString::fromUtf8(details.toLocal8Bit().toBase64()) + QLatin1String(" dontagain kwin_dialogsrc:max_tex_warning");
|
|
KProcess::startDetached(QStringLiteral("kcmshell5"), QStringList() << QStringLiteral("kwincompositing") << QStringLiteral("--args") << args);
|
|
}
|
|
QDBusConnection::sessionBus().interface()->setTimeout(oldTimeout);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void SceneOpenGL::screenGeometryChanged(const QSize &size)
|
|
{
|
|
if (!viewportLimitsMatched(size))
|
|
return;
|
|
Scene::screenGeometryChanged(size);
|
|
glViewport(0,0, size.width(), size.height());
|
|
m_backend->screenGeometryChanged(size);
|
|
ShaderManager::setVirtualScreenSize(size);
|
|
GLRenderTarget::setVirtualScreenSize(size);
|
|
GLVertexBuffer::setVirtualScreenSize(size);
|
|
ShaderManager::instance()->resetAllShaders();
|
|
}
|
|
|
|
void SceneOpenGL::paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data)
|
|
{
|
|
const QRect r = region.boundingRect();
|
|
glEnable(GL_SCISSOR_TEST);
|
|
glScissor(r.x(), screens()->size().height() - r.y() - r.height(), r.width(), r.height());
|
|
KWin::Scene::paintDesktop(desktop, mask, region, data);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
bool SceneOpenGL::makeOpenGLContextCurrent()
|
|
{
|
|
return m_backend->makeCurrent();
|
|
}
|
|
|
|
void SceneOpenGL::doneOpenGLContextCurrent()
|
|
{
|
|
m_backend->doneCurrent();
|
|
}
|
|
|
|
Scene::EffectFrame *SceneOpenGL::createEffectFrame(EffectFrameImpl *frame)
|
|
{
|
|
return new SceneOpenGL::EffectFrame(frame, this);
|
|
}
|
|
|
|
Shadow *SceneOpenGL::createShadow(Toplevel *toplevel)
|
|
{
|
|
return new SceneOpenGLShadow(toplevel);
|
|
}
|
|
|
|
Decoration::Renderer *SceneOpenGL::createDecorationRenderer(Decoration::DecoratedClientImpl *impl)
|
|
{
|
|
return new SceneOpenGLDecorationRenderer(impl);
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL2
|
|
//****************************************
|
|
bool SceneOpenGL2::supported(OpenGLBackend *backend)
|
|
{
|
|
const QByteArray forceEnv = qgetenv("KWIN_COMPOSE");
|
|
if (!forceEnv.isEmpty()) {
|
|
if (qstrcmp(forceEnv, "O2") == 0 || qstrcmp(forceEnv, "O2ES") == 0) {
|
|
qCDebug(KWIN_CORE) << "OpenGL 2 compositing enforced by environment variable";
|
|
return true;
|
|
} else {
|
|
// OpenGL 2 disabled by environment variable
|
|
return false;
|
|
}
|
|
}
|
|
if (!backend->isDirectRendering()) {
|
|
return false;
|
|
}
|
|
if (GLPlatform::instance()->recommendedCompositor() < OpenGL2Compositing) {
|
|
qCDebug(KWIN_CORE) << "Driver does not recommend OpenGL 2 compositing";
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
SceneOpenGL2::SceneOpenGL2(OpenGLBackend *backend, QObject *parent)
|
|
: SceneOpenGL(backend, parent)
|
|
, m_lanczosFilter(NULL)
|
|
, m_colorCorrection()
|
|
{
|
|
if (!init_ok) {
|
|
// base ctor already failed
|
|
return;
|
|
}
|
|
|
|
// We only support the OpenGL 2+ shader API, not GL_ARB_shader_objects
|
|
if (!hasGLVersion(2, 0)) {
|
|
qCDebug(KWIN_CORE) << "OpenGL 2.0 is not supported";
|
|
init_ok = false;
|
|
return;
|
|
}
|
|
|
|
// Initialize color correction before the shaders
|
|
slotColorCorrectedChanged(false);
|
|
connect(options, SIGNAL(colorCorrectedChanged()), this, SLOT(slotColorCorrectedChanged()), Qt::QueuedConnection);
|
|
|
|
const QSize &s = screens()->size();
|
|
ShaderManager::setVirtualScreenSize(s);
|
|
GLRenderTarget::setVirtualScreenSize(s);
|
|
GLVertexBuffer::setVirtualScreenSize(s);
|
|
if (!ShaderManager::instance()->isValid()) {
|
|
qCDebug(KWIN_CORE) << "No Scene Shaders available";
|
|
init_ok = false;
|
|
return;
|
|
}
|
|
|
|
// push one shader on the stack so that one is always bound
|
|
ShaderManager::instance()->pushShader(ShaderTrait::MapTexture);
|
|
if (checkGLError("Init")) {
|
|
qCCritical(KWIN_CORE) << "OpenGL 2 compositing setup failed";
|
|
init_ok = false;
|
|
return; // error
|
|
}
|
|
|
|
// It is not legal to not have a vertex array object bound in a core context
|
|
if (!GLPlatform::instance()->isGLES() && hasGLExtension(QByteArrayLiteral("GL_ARB_vertex_array_object"))) {
|
|
glGenVertexArrays(1, &vao);
|
|
glBindVertexArray(vao);
|
|
}
|
|
|
|
if (!ShaderManager::instance()->selfTest()) {
|
|
qCCritical(KWIN_CORE) << "ShaderManager self test failed";
|
|
init_ok = false;
|
|
return;
|
|
}
|
|
|
|
qCDebug(KWIN_CORE) << "OpenGL 2 compositing successfully initialized";
|
|
init_ok = true;
|
|
}
|
|
|
|
SceneOpenGL2::~SceneOpenGL2()
|
|
{
|
|
}
|
|
|
|
QMatrix4x4 SceneOpenGL2::createProjectionMatrix() const
|
|
{
|
|
// Create a perspective projection with a 60° field-of-view,
|
|
// and an aspect ratio of 1.0.
|
|
const float fovY = 60.0f;
|
|
const float aspect = 1.0f;
|
|
const float zNear = 0.1f;
|
|
const float zFar = 100.0f;
|
|
|
|
const float yMax = zNear * std::tan(fovY * M_PI / 360.0f);
|
|
const float yMin = -yMax;
|
|
const float xMin = yMin * aspect;
|
|
const float xMax = yMax * aspect;
|
|
|
|
QMatrix4x4 projection;
|
|
projection.frustum(xMin, xMax, yMin, yMax, zNear, zFar);
|
|
|
|
// Create a second matrix that transforms screen coordinates
|
|
// to world coordinates.
|
|
const float scaleFactor = 1.1 * std::tan(fovY * M_PI / 360.0f) / yMax;
|
|
const QSize size = screens()->size();
|
|
|
|
QMatrix4x4 matrix;
|
|
matrix.translate(xMin * scaleFactor, yMax * scaleFactor, -1.1);
|
|
matrix.scale( (xMax - xMin) * scaleFactor / size.width(),
|
|
-(yMax - yMin) * scaleFactor / size.height(),
|
|
0.001);
|
|
|
|
// Combine the matrices
|
|
return projection * matrix;
|
|
}
|
|
|
|
void SceneOpenGL2::paintSimpleScreen(int mask, QRegion region)
|
|
{
|
|
m_projectionMatrix = createProjectionMatrix();
|
|
m_screenProjectionMatrix = m_projectionMatrix;
|
|
|
|
Scene::paintSimpleScreen(mask, region);
|
|
}
|
|
|
|
void SceneOpenGL2::paintGenericScreen(int mask, ScreenPaintData data)
|
|
{
|
|
const QMatrix4x4 screenMatrix = transformation(mask, data);
|
|
const QMatrix4x4 pMatrix = createProjectionMatrix();
|
|
|
|
m_projectionMatrix = pMatrix;
|
|
m_screenProjectionMatrix = pMatrix * screenMatrix;
|
|
|
|
// ### Remove the following two lines when there are no more users of the old shader API
|
|
ShaderBinder binder(ShaderManager::GenericShader);
|
|
binder.shader()->setUniform(GLShader::ScreenTransformation, screenMatrix);
|
|
|
|
Scene::paintGenericScreen(mask, data);
|
|
}
|
|
|
|
void SceneOpenGL2::paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data)
|
|
{
|
|
ShaderBinder binder(ShaderManager::GenericShader);
|
|
GLShader *shader = binder.shader();
|
|
QMatrix4x4 screenTransformation = shader->getUniformMatrix4x4("screenTransformation");
|
|
|
|
KWin::SceneOpenGL::paintDesktop(desktop, mask, region, data);
|
|
|
|
shader->setUniform(GLShader::ScreenTransformation, screenTransformation);
|
|
}
|
|
|
|
void SceneOpenGL2::doPaintBackground(const QVector< float >& vertices)
|
|
{
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
vbo->reset();
|
|
vbo->setUseColor(true);
|
|
vbo->setData(vertices.count() / 2, 2, vertices.data(), NULL);
|
|
|
|
ShaderBinder binder(ShaderManager::ColorShader);
|
|
binder.shader()->setUniform(GLShader::Offset, QVector2D(0, 0));
|
|
|
|
vbo->render(GL_TRIANGLES);
|
|
}
|
|
|
|
Scene::Window *SceneOpenGL2::createWindow(Toplevel *t)
|
|
{
|
|
SceneOpenGL2Window *w = new SceneOpenGL2Window(t);
|
|
w->setScene(this);
|
|
return w;
|
|
}
|
|
|
|
void SceneOpenGL2::finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
|
|
{
|
|
if (!m_colorCorrection.isNull() && m_colorCorrection->isEnabled()) {
|
|
// Split the painting for separate screens
|
|
const int numScreens = screens()->count();
|
|
for (int screen = 0; screen < numScreens; ++ screen) {
|
|
QRegion regionForScreen(region);
|
|
if (numScreens > 1)
|
|
regionForScreen = region.intersected(screens()->geometry(screen));
|
|
|
|
data.setScreen(screen);
|
|
performPaintWindow(w, mask, regionForScreen, data);
|
|
}
|
|
} else {
|
|
performPaintWindow(w, mask, region, data);
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL2::performPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
|
|
{
|
|
if (mask & PAINT_WINDOW_LANCZOS) {
|
|
if (!m_lanczosFilter) {
|
|
m_lanczosFilter = new LanczosFilter(this);
|
|
// recreate the lanczos filter when the screen gets resized
|
|
connect(screens(), SIGNAL(changed()), SLOT(resetLanczosFilter()));
|
|
}
|
|
m_lanczosFilter->performPaint(w, mask, region, data);
|
|
} else
|
|
w->sceneWindow()->performPaint(mask, region, data);
|
|
}
|
|
|
|
void SceneOpenGL2::resetLanczosFilter()
|
|
{
|
|
// TODO: Qt5 - replace by a lambda slot
|
|
delete m_lanczosFilter;
|
|
m_lanczosFilter = NULL;
|
|
}
|
|
|
|
ColorCorrection *SceneOpenGL2::colorCorrection()
|
|
{
|
|
return m_colorCorrection.data();
|
|
}
|
|
|
|
void SceneOpenGL2::slotColorCorrectedChanged(bool recreateShaders)
|
|
{
|
|
qCDebug(KWIN_CORE) << "Color correction:" << options->isColorCorrected();
|
|
if (options->isColorCorrected() && m_colorCorrection.isNull()) {
|
|
m_colorCorrection.reset(new ColorCorrection(this));
|
|
if (!m_colorCorrection->setEnabled(true)) {
|
|
m_colorCorrection.reset();
|
|
return;
|
|
}
|
|
connect(m_colorCorrection.data(), SIGNAL(changed()), Compositor::self(), SLOT(addRepaintFull()));
|
|
connect(m_colorCorrection.data(), SIGNAL(errorOccured()), options, SLOT(setColorCorrected()), Qt::QueuedConnection);
|
|
if (recreateShaders) {
|
|
// Reload all shaders
|
|
ShaderManager::cleanup();
|
|
ShaderManager::instance();
|
|
}
|
|
} else {
|
|
m_colorCorrection.reset();
|
|
}
|
|
Compositor::self()->addRepaintFull();
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Texture
|
|
//****************************************
|
|
|
|
SceneOpenGL::Texture::Texture(OpenGLBackend *backend)
|
|
: GLTexture(*backend->createBackendTexture(this))
|
|
{
|
|
}
|
|
|
|
SceneOpenGL::Texture::~Texture()
|
|
{
|
|
}
|
|
|
|
SceneOpenGL::Texture& SceneOpenGL::Texture::operator = (const SceneOpenGL::Texture& tex)
|
|
{
|
|
d_ptr = tex.d_ptr;
|
|
return *this;
|
|
}
|
|
|
|
void SceneOpenGL::Texture::discard()
|
|
{
|
|
d_ptr = d_func()->backend()->createBackendTexture(this);
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load(WindowPixmap *pixmap)
|
|
{
|
|
if (!pixmap->isValid()) {
|
|
return false;
|
|
}
|
|
|
|
// decrease the reference counter for the old texture
|
|
d_ptr = d_func()->backend()->createBackendTexture(this); //new TexturePrivate();
|
|
|
|
Q_D(Texture);
|
|
return d->loadTexture(pixmap);
|
|
}
|
|
|
|
void SceneOpenGL::Texture::updateFromPixmap(WindowPixmap *pixmap)
|
|
{
|
|
Q_D(Texture);
|
|
d->updateTexture(pixmap);
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Texture
|
|
//****************************************
|
|
SceneOpenGL::TexturePrivate::TexturePrivate()
|
|
{
|
|
}
|
|
|
|
SceneOpenGL::TexturePrivate::~TexturePrivate()
|
|
{
|
|
}
|
|
|
|
void SceneOpenGL::TexturePrivate::updateTexture(WindowPixmap *pixmap)
|
|
{
|
|
Q_UNUSED(pixmap)
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Window
|
|
//****************************************
|
|
|
|
SceneOpenGL::Window::Window(Toplevel* c)
|
|
: Scene::Window(c)
|
|
, m_scene(NULL)
|
|
{
|
|
}
|
|
|
|
SceneOpenGL::Window::~Window()
|
|
{
|
|
}
|
|
|
|
static SceneOpenGL::Texture *s_frameTexture = NULL;
|
|
// Bind the window pixmap to an OpenGL texture.
|
|
bool SceneOpenGL::Window::bindTexture()
|
|
{
|
|
s_frameTexture = NULL;
|
|
OpenGLWindowPixmap *pixmap = windowPixmap<OpenGLWindowPixmap>();
|
|
if (!pixmap) {
|
|
return false;
|
|
}
|
|
s_frameTexture = pixmap->texture();
|
|
if (pixmap->isDiscarded()) {
|
|
return !pixmap->texture()->isNull();
|
|
}
|
|
|
|
if (!window()->damage().isEmpty())
|
|
m_scene->insertWait();
|
|
|
|
return pixmap->bind();
|
|
}
|
|
|
|
QMatrix4x4 SceneOpenGL::Window::transformation(int mask, const WindowPaintData &data) const
|
|
{
|
|
QMatrix4x4 matrix;
|
|
matrix.translate(x(), y());
|
|
|
|
if (!(mask & PAINT_WINDOW_TRANSFORMED))
|
|
return matrix;
|
|
|
|
matrix.translate(data.translation());
|
|
data.scale().applyTo(&matrix);
|
|
|
|
if (data.rotationAngle() == 0.0)
|
|
return matrix;
|
|
|
|
// Apply the rotation
|
|
// cannot use data.rotation.applyTo(&matrix) as QGraphicsRotation uses projectedRotate to map back to 2D
|
|
matrix.translate(data.rotationOrigin());
|
|
const QVector3D axis = data.rotationAxis();
|
|
matrix.rotate(data.rotationAngle(), axis.x(), axis.y(), axis.z());
|
|
matrix.translate(-data.rotationOrigin());
|
|
|
|
return matrix;
|
|
}
|
|
|
|
bool SceneOpenGL::Window::beginRenderWindow(int mask, const QRegion ®ion, WindowPaintData &data)
|
|
{
|
|
if (region.isEmpty())
|
|
return false;
|
|
|
|
m_hardwareClipping = region != infiniteRegion() && (mask & PAINT_WINDOW_TRANSFORMED) && !(mask & PAINT_SCREEN_TRANSFORMED);
|
|
if (region != infiniteRegion() && !m_hardwareClipping) {
|
|
WindowQuadList quads;
|
|
quads.reserve(data.quads.count());
|
|
|
|
const QRegion filterRegion = region.translated(-x(), -y());
|
|
// split all quads in bounding rect with the actual rects in the region
|
|
foreach (const WindowQuad &quad, data.quads) {
|
|
foreach (const QRect &r, filterRegion.rects()) {
|
|
const QRectF rf(r);
|
|
const QRectF quadRect(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()));
|
|
const QRectF &intersected = rf.intersected(quadRect);
|
|
if (intersected.isValid()) {
|
|
if (quadRect == intersected) {
|
|
// case 1: completely contains, include and do not check other rects
|
|
quads << quad;
|
|
break;
|
|
}
|
|
// case 2: intersection
|
|
quads << quad.makeSubQuad(intersected.left(), intersected.top(), intersected.right(), intersected.bottom());
|
|
}
|
|
}
|
|
}
|
|
data.quads = quads;
|
|
}
|
|
|
|
if (data.quads.isEmpty())
|
|
return false;
|
|
|
|
if (!bindTexture() || !s_frameTexture) {
|
|
return false;
|
|
}
|
|
|
|
if (m_hardwareClipping) {
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
// Update the texture filter
|
|
if (options->glSmoothScale() != 0 &&
|
|
(mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED)))
|
|
filter = ImageFilterGood;
|
|
else
|
|
filter = ImageFilterFast;
|
|
|
|
s_frameTexture->setFilter(filter == ImageFilterGood ? GL_LINEAR : GL_NEAREST);
|
|
|
|
const GLVertexAttrib attribs[] = {
|
|
{ VA_Position, 2, GL_FLOAT, offsetof(GLVertex2D, position) },
|
|
{ VA_TexCoord, 2, GL_FLOAT, offsetof(GLVertex2D, texcoord) },
|
|
};
|
|
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
vbo->reset();
|
|
vbo->setAttribLayout(attribs, 2, sizeof(GLVertex2D));
|
|
|
|
return true;
|
|
}
|
|
|
|
void SceneOpenGL::Window::endRenderWindow()
|
|
{
|
|
if (m_hardwareClipping) {
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
}
|
|
|
|
GLTexture *SceneOpenGL::Window::getDecorationTexture() const
|
|
{
|
|
if (Client *client = dynamic_cast<Client *>(toplevel)) {
|
|
if (client->noBorder()) {
|
|
return nullptr;
|
|
}
|
|
|
|
if (!client->isDecorated()) {
|
|
return nullptr;
|
|
}
|
|
if (SceneOpenGLDecorationRenderer *renderer = static_cast<SceneOpenGLDecorationRenderer*>(client->decoratedClient()->renderer())) {
|
|
renderer->render();
|
|
return renderer->texture();
|
|
}
|
|
} else if (toplevel->isDeleted()) {
|
|
Deleted *deleted = static_cast<Deleted *>(toplevel);
|
|
if (!deleted->wasClient() || deleted->noBorder()) {
|
|
return nullptr;
|
|
}
|
|
if (const SceneOpenGLDecorationRenderer *renderer = static_cast<const SceneOpenGLDecorationRenderer*>(deleted->decorationRenderer())) {
|
|
return renderer->texture();
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
WindowPixmap* SceneOpenGL::Window::createWindowPixmap()
|
|
{
|
|
return new OpenGLWindowPixmap(this, m_scene);
|
|
}
|
|
|
|
//***************************************
|
|
// SceneOpenGL2Window
|
|
//***************************************
|
|
SceneOpenGL2Window::SceneOpenGL2Window(Toplevel *c)
|
|
: SceneOpenGL::Window(c)
|
|
, m_blendingEnabled(false)
|
|
{
|
|
}
|
|
|
|
SceneOpenGL2Window::~SceneOpenGL2Window()
|
|
{
|
|
}
|
|
|
|
QVector4D SceneOpenGL2Window::modulate(float opacity, float brightness) const
|
|
{
|
|
const float a = opacity;
|
|
const float rgb = opacity * brightness;
|
|
|
|
return QVector4D(rgb, rgb, rgb, a);
|
|
}
|
|
|
|
void SceneOpenGL2Window::setBlendEnabled(bool enabled)
|
|
{
|
|
if (enabled && !m_blendingEnabled)
|
|
glEnable(GL_BLEND);
|
|
else if (!enabled && m_blendingEnabled)
|
|
glDisable(GL_BLEND);
|
|
|
|
m_blendingEnabled = enabled;
|
|
}
|
|
|
|
void SceneOpenGL2Window::setupLeafNodes(LeafNode *nodes, const WindowQuadList *quads, const WindowPaintData &data)
|
|
{
|
|
if (!quads[ShadowLeaf].isEmpty()) {
|
|
nodes[ShadowLeaf].texture = static_cast<SceneOpenGLShadow *>(m_shadow)->shadowTexture();
|
|
nodes[ShadowLeaf].opacity = data.opacity();
|
|
nodes[ShadowLeaf].hasAlpha = true;
|
|
nodes[ShadowLeaf].coordinateType = NormalizedCoordinates;
|
|
}
|
|
|
|
if (!quads[DecorationLeaf].isEmpty()) {
|
|
nodes[DecorationLeaf].texture = getDecorationTexture();
|
|
nodes[DecorationLeaf].opacity = data.opacity();
|
|
nodes[DecorationLeaf].hasAlpha = true;
|
|
nodes[DecorationLeaf].coordinateType = UnnormalizedCoordinates;
|
|
}
|
|
|
|
nodes[ContentLeaf].texture = s_frameTexture;
|
|
nodes[ContentLeaf].hasAlpha = !isOpaque();
|
|
// TODO: ARGB crsoofading is atm. a hack, playing on opacities for two dumb SrcOver operations
|
|
// Should be a shader
|
|
if (data.crossFadeProgress() != 1.0 && (data.opacity() < 0.95 || toplevel->hasAlpha())) {
|
|
const float opacity = 1.0 - data.crossFadeProgress();
|
|
nodes[ContentLeaf].opacity = data.opacity() * (1 - pow(opacity, 1.0f + 2.0f * data.opacity()));
|
|
} else {
|
|
nodes[ContentLeaf].opacity = data.opacity();
|
|
}
|
|
nodes[ContentLeaf].coordinateType = UnnormalizedCoordinates;
|
|
|
|
if (data.crossFadeProgress() != 1.0) {
|
|
OpenGLWindowPixmap *previous = previousWindowPixmap<OpenGLWindowPixmap>();
|
|
nodes[PreviousContentLeaf].texture = previous ? previous->texture() : NULL;
|
|
nodes[PreviousContentLeaf].hasAlpha = !isOpaque();
|
|
nodes[PreviousContentLeaf].opacity = data.opacity() * (1.0 - data.crossFadeProgress());
|
|
nodes[PreviousContentLeaf].coordinateType = NormalizedCoordinates;
|
|
}
|
|
}
|
|
|
|
QMatrix4x4 SceneOpenGL2Window::modelViewProjectionMatrix(int mask, const WindowPaintData &data) const
|
|
{
|
|
SceneOpenGL2 *scene = static_cast<SceneOpenGL2 *>(m_scene);
|
|
|
|
const QMatrix4x4 pMatrix = data.projectionMatrix();
|
|
const QMatrix4x4 mvMatrix = data.modelViewMatrix();
|
|
|
|
// An effect may want to override the default projection matrix in some cases,
|
|
// such as when it is rendering a window on a render target that doesn't have
|
|
// the same dimensions as the default framebuffer.
|
|
//
|
|
// Note that the screen transformation is not applied here.
|
|
if (!pMatrix.isIdentity())
|
|
return pMatrix * mvMatrix;
|
|
|
|
// If an effect has specified a model-view matrix, we multiply that matrix
|
|
// with the default projection matrix. If the effect hasn't specified a
|
|
// model-view matrix, mvMatrix will be the identity matrix.
|
|
if (mask & Scene::PAINT_SCREEN_TRANSFORMED)
|
|
return scene->screenProjectionMatrix() * mvMatrix;
|
|
|
|
return scene->projectionMatrix() * mvMatrix;
|
|
}
|
|
|
|
void SceneOpenGL2Window::performPaint(int mask, QRegion region, WindowPaintData data)
|
|
{
|
|
if (!beginRenderWindow(mask, region, data))
|
|
return;
|
|
|
|
SceneOpenGL2 *scene = static_cast<SceneOpenGL2 *>(m_scene);
|
|
|
|
const QMatrix4x4 windowMatrix = transformation(mask, data);
|
|
const QMatrix4x4 mvpMatrix = modelViewProjectionMatrix(mask, data) * windowMatrix;
|
|
|
|
GLShader *shader = data.shader;
|
|
if (!shader) {
|
|
ShaderTraits traits = ShaderTrait::MapTexture;
|
|
|
|
if (data.opacity() != 1.0 || data.brightness() != 1.0 || data.crossFadeProgress() != 1.0)
|
|
traits |= ShaderTrait::Modulate;
|
|
|
|
if (data.saturation() != 1.0)
|
|
traits |= ShaderTrait::AdjustSaturation;
|
|
|
|
shader = ShaderManager::instance()->pushShader(traits);
|
|
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvpMatrix);
|
|
}
|
|
|
|
if (ColorCorrection *cc = scene->colorCorrection()) {
|
|
cc->setupForOutput(data.screen());
|
|
}
|
|
|
|
// ### Remove the following line when there are no more users of the old shader API
|
|
shader->setUniform(GLShader::WindowTransformation, windowMatrix);
|
|
shader->setUniform(GLShader::Saturation, data.saturation());
|
|
|
|
const GLenum filter = (mask & (Effect::PAINT_WINDOW_TRANSFORMED | Effect::PAINT_SCREEN_TRANSFORMED))
|
|
&& options->glSmoothScale() != 0 ? GL_LINEAR : GL_NEAREST;
|
|
|
|
WindowQuadList quads[LeafCount];
|
|
|
|
// Split the quads into separate lists for each type
|
|
foreach (const WindowQuad &quad, data.quads) {
|
|
switch (quad.type()) {
|
|
case WindowQuadDecoration:
|
|
quads[DecorationLeaf].append(quad);
|
|
continue;
|
|
|
|
case WindowQuadContents:
|
|
quads[ContentLeaf].append(quad);
|
|
continue;
|
|
|
|
case WindowQuadShadow:
|
|
quads[ShadowLeaf].append(quad);
|
|
continue;
|
|
|
|
default:
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (data.crossFadeProgress() != 1.0) {
|
|
OpenGLWindowPixmap *previous = previousWindowPixmap<OpenGLWindowPixmap>();
|
|
if (previous) {
|
|
const QRect &oldGeometry = previous->contentsRect();
|
|
for (const WindowQuad &quad : quads[ContentLeaf]) {
|
|
// we need to create new window quads with normalize texture coordinates
|
|
// normal quads divide the x/y position by width/height. This would not work as the texture
|
|
// is larger than the visible content in case of a decorated Client resulting in garbage being shown.
|
|
// So we calculate the normalized texture coordinate in the Client's new content space and map it to
|
|
// the previous Client's content space.
|
|
WindowQuad newQuad(WindowQuadContents);
|
|
for (int i = 0; i < 4; ++i) {
|
|
const qreal xFactor = qreal(quad[i].textureX() - toplevel->clientPos().x())/qreal(toplevel->clientSize().width());
|
|
const qreal yFactor = qreal(quad[i].textureY() - toplevel->clientPos().y())/qreal(toplevel->clientSize().height());
|
|
WindowVertex vertex(quad[i].x(), quad[i].y(),
|
|
(xFactor * oldGeometry.width() + oldGeometry.x())/qreal(previous->size().width()),
|
|
(yFactor * oldGeometry.height() + oldGeometry.y())/qreal(previous->size().height()));
|
|
newQuad[i] = vertex;
|
|
}
|
|
quads[PreviousContentLeaf].append(newQuad);
|
|
}
|
|
}
|
|
}
|
|
|
|
const bool indexedQuads = GLVertexBuffer::supportsIndexedQuads();
|
|
const GLenum primitiveType = indexedQuads ? GL_QUADS : GL_TRIANGLES;
|
|
const int verticesPerQuad = indexedQuads ? 4 : 6;
|
|
|
|
const size_t size = verticesPerQuad *
|
|
(quads[0].count() + quads[1].count() + quads[2].count() + quads[3].count()) * sizeof(GLVertex2D);
|
|
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
GLVertex2D *map = (GLVertex2D *) vbo->map(size);
|
|
|
|
LeafNode nodes[LeafCount];
|
|
setupLeafNodes(nodes, quads, data);
|
|
|
|
for (int i = 0, v = 0; i < LeafCount; i++) {
|
|
if (quads[i].isEmpty() || !nodes[i].texture)
|
|
continue;
|
|
|
|
nodes[i].firstVertex = v;
|
|
nodes[i].vertexCount = quads[i].count() * verticesPerQuad;
|
|
|
|
const QMatrix4x4 matrix = nodes[i].texture->matrix(nodes[i].coordinateType);
|
|
|
|
quads[i].makeInterleavedArrays(primitiveType, &map[v], matrix);
|
|
v += quads[i].count() * verticesPerQuad;
|
|
}
|
|
|
|
vbo->unmap();
|
|
vbo->bindArrays();
|
|
|
|
// Make sure the blend function is set up correctly in case we will be doing blending
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
float opacity = -1.0;
|
|
|
|
for (int i = 0; i < LeafCount; i++) {
|
|
if (nodes[i].vertexCount == 0)
|
|
continue;
|
|
|
|
setBlendEnabled(nodes[i].hasAlpha || nodes[i].opacity < 1.0);
|
|
|
|
if (opacity != nodes[i].opacity) {
|
|
shader->setUniform(GLShader::ModulationConstant,
|
|
modulate(nodes[i].opacity, data.brightness()));
|
|
opacity = nodes[i].opacity;
|
|
}
|
|
|
|
nodes[i].texture->setFilter(filter);
|
|
nodes[i].texture->setWrapMode(GL_CLAMP_TO_EDGE);
|
|
nodes[i].texture->bind();
|
|
|
|
vbo->draw(region, primitiveType, nodes[i].firstVertex, nodes[i].vertexCount, m_hardwareClipping);
|
|
}
|
|
|
|
vbo->unbindArrays();
|
|
|
|
setBlendEnabled(false);
|
|
|
|
if (!data.shader)
|
|
ShaderManager::instance()->popShader();
|
|
|
|
endRenderWindow();
|
|
}
|
|
|
|
|
|
//****************************************
|
|
// OpenGLWindowPixmap
|
|
//****************************************
|
|
|
|
OpenGLWindowPixmap::OpenGLWindowPixmap(Scene::Window *window, SceneOpenGL* scene)
|
|
: WindowPixmap(window)
|
|
, m_texture(scene->createTexture())
|
|
{
|
|
}
|
|
|
|
OpenGLWindowPixmap::~OpenGLWindowPixmap()
|
|
{
|
|
}
|
|
|
|
bool OpenGLWindowPixmap::bind()
|
|
{
|
|
if (!m_texture->isNull()) {
|
|
if (!toplevel()->damage().isEmpty()) {
|
|
updateBuffer();
|
|
m_texture->updateFromPixmap(this);
|
|
// mipmaps need to be updated
|
|
m_texture->setDirty();
|
|
toplevel()->resetDamage();
|
|
}
|
|
return true;
|
|
}
|
|
if (!isValid()) {
|
|
return false;
|
|
}
|
|
|
|
bool success = m_texture->load(this);
|
|
|
|
if (success)
|
|
toplevel()->resetDamage();
|
|
else
|
|
qCDebug(KWIN_CORE) << "Failed to bind window";
|
|
return success;
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::EffectFrame
|
|
//****************************************
|
|
|
|
GLTexture* SceneOpenGL::EffectFrame::m_unstyledTexture = NULL;
|
|
QPixmap* SceneOpenGL::EffectFrame::m_unstyledPixmap = NULL;
|
|
|
|
SceneOpenGL::EffectFrame::EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene)
|
|
: Scene::EffectFrame(frame)
|
|
, m_texture(NULL)
|
|
, m_textTexture(NULL)
|
|
, m_oldTextTexture(NULL)
|
|
, m_textPixmap(NULL)
|
|
, m_iconTexture(NULL)
|
|
, m_oldIconTexture(NULL)
|
|
, m_selectionTexture(NULL)
|
|
, m_unstyledVBO(NULL)
|
|
, m_scene(scene)
|
|
{
|
|
if (m_effectFrame->style() == EffectFrameUnstyled && !m_unstyledTexture) {
|
|
updateUnstyledTexture();
|
|
}
|
|
}
|
|
|
|
SceneOpenGL::EffectFrame::~EffectFrame()
|
|
{
|
|
delete m_texture;
|
|
delete m_textTexture;
|
|
delete m_textPixmap;
|
|
delete m_oldTextTexture;
|
|
delete m_iconTexture;
|
|
delete m_oldIconTexture;
|
|
delete m_selectionTexture;
|
|
delete m_unstyledVBO;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::free()
|
|
{
|
|
glFlush();
|
|
delete m_texture;
|
|
m_texture = NULL;
|
|
delete m_textTexture;
|
|
m_textTexture = NULL;
|
|
delete m_textPixmap;
|
|
m_textPixmap = NULL;
|
|
delete m_iconTexture;
|
|
m_iconTexture = NULL;
|
|
delete m_selectionTexture;
|
|
m_selectionTexture = NULL;
|
|
delete m_unstyledVBO;
|
|
m_unstyledVBO = NULL;
|
|
delete m_oldIconTexture;
|
|
m_oldIconTexture = NULL;
|
|
delete m_oldTextTexture;
|
|
m_oldTextTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::freeIconFrame()
|
|
{
|
|
delete m_iconTexture;
|
|
m_iconTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::freeTextFrame()
|
|
{
|
|
delete m_textTexture;
|
|
m_textTexture = NULL;
|
|
delete m_textPixmap;
|
|
m_textPixmap = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::freeSelection()
|
|
{
|
|
delete m_selectionTexture;
|
|
m_selectionTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::crossFadeIcon()
|
|
{
|
|
delete m_oldIconTexture;
|
|
m_oldIconTexture = m_iconTexture;
|
|
m_iconTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::crossFadeText()
|
|
{
|
|
delete m_oldTextTexture;
|
|
m_oldTextTexture = m_textTexture;
|
|
m_textTexture = NULL;
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::render(QRegion region, double opacity, double frameOpacity)
|
|
{
|
|
if (m_effectFrame->geometry().isEmpty())
|
|
return; // Nothing to display
|
|
|
|
region = infiniteRegion(); // TODO: Old region doesn't seem to work with OpenGL
|
|
|
|
GLShader* shader = m_effectFrame->shader();
|
|
bool sceneShader = false;
|
|
if (!shader) {
|
|
shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
|
|
sceneShader = true;
|
|
} else if (shader) {
|
|
ShaderManager::instance()->pushShader(shader);
|
|
}
|
|
|
|
if (shader) {
|
|
if (sceneShader)
|
|
shader->setUniform(GLShader::Offset, QVector2D(0, 0));
|
|
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
|
|
shader->setUniform(GLShader::Saturation, 1.0f);
|
|
}
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// Render the actual frame
|
|
if (m_effectFrame->style() == EffectFrameUnstyled) {
|
|
if (!m_unstyledVBO) {
|
|
m_unstyledVBO = new GLVertexBuffer(GLVertexBuffer::Static);
|
|
QRect area = m_effectFrame->geometry();
|
|
area.moveTo(0, 0);
|
|
area.adjust(-5, -5, 5, 5);
|
|
|
|
const int roundness = 5;
|
|
QVector<float> verts, texCoords;
|
|
verts.reserve(84);
|
|
texCoords.reserve(84);
|
|
|
|
// top left
|
|
verts << area.left() << area.top();
|
|
texCoords << 0.0f << 0.0f;
|
|
verts << area.left() << area.top() + roundness;
|
|
texCoords << 0.0f << 0.5f;
|
|
verts << area.left() + roundness << area.top();
|
|
texCoords << 0.5f << 0.0f;
|
|
verts << area.left() + roundness << area.top() + roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.left() << area.top() + roundness;
|
|
texCoords << 0.0f << 0.5f;
|
|
verts << area.left() + roundness << area.top();
|
|
texCoords << 0.5f << 0.0f;
|
|
// top
|
|
verts << area.left() + roundness << area.top();
|
|
texCoords << 0.5f << 0.0f;
|
|
verts << area.left() + roundness << area.top() + roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.right() - roundness << area.top();
|
|
texCoords << 0.5f << 0.0f;
|
|
verts << area.left() + roundness << area.top() + roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.right() - roundness << area.top() + roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.right() - roundness << area.top();
|
|
texCoords << 0.5f << 0.0f;
|
|
// top right
|
|
verts << area.right() - roundness << area.top();
|
|
texCoords << 0.5f << 0.0f;
|
|
verts << area.right() - roundness << area.top() + roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.right() << area.top();
|
|
texCoords << 1.0f << 0.0f;
|
|
verts << area.right() - roundness << area.top() + roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.right() << area.top() + roundness;
|
|
texCoords << 1.0f << 0.5f;
|
|
verts << area.right() << area.top();
|
|
texCoords << 1.0f << 0.0f;
|
|
// bottom left
|
|
verts << area.left() << area.bottom() - roundness;
|
|
texCoords << 0.0f << 0.5f;
|
|
verts << area.left() << area.bottom();
|
|
texCoords << 0.0f << 1.0f;
|
|
verts << area.left() + roundness << area.bottom() - roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.left() + roundness << area.bottom();
|
|
texCoords << 0.5f << 1.0f;
|
|
verts << area.left() << area.bottom();
|
|
texCoords << 0.0f << 1.0f;
|
|
verts << area.left() + roundness << area.bottom() - roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
// bottom
|
|
verts << area.left() + roundness << area.bottom() - roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.left() + roundness << area.bottom();
|
|
texCoords << 0.5f << 1.0f;
|
|
verts << area.right() - roundness << area.bottom() - roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.left() + roundness << area.bottom();
|
|
texCoords << 0.5f << 1.0f;
|
|
verts << area.right() - roundness << area.bottom();
|
|
texCoords << 0.5f << 1.0f;
|
|
verts << area.right() - roundness << area.bottom() - roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
// bottom right
|
|
verts << area.right() - roundness << area.bottom() - roundness;
|
|
texCoords << 0.5f << 0.5f;
|
|
verts << area.right() - roundness << area.bottom();
|
|
texCoords << 0.5f << 1.0f;
|
|
verts << area.right() << area.bottom() - roundness;
|
|
texCoords << 1.0f << 0.5f;
|
|
verts << area.right() - roundness << area.bottom();
|
|
texCoords << 0.5f << 1.0f;
|
|
verts << area.right() << area.bottom();
|
|
texCoords << 1.0f << 1.0f;
|
|
verts << area.right() << area.bottom() - roundness;
|
|
texCoords << 1.0f << 0.5f;
|
|
// center
|
|
verts << area.left() << area.top() + roundness;
|
|
texCoords << 0.0f << 0.5f;
|
|
verts << area.left() << area.bottom() - roundness;
|
|
texCoords << 0.0f << 0.5f;
|
|
verts << area.right() << area.top() + roundness;
|
|
texCoords << 1.0f << 0.5f;
|
|
verts << area.left() << area.bottom() - roundness;
|
|
texCoords << 0.0f << 0.5f;
|
|
verts << area.right() << area.bottom() - roundness;
|
|
texCoords << 1.0f << 0.5f;
|
|
verts << area.right() << area.top() + roundness;
|
|
texCoords << 1.0f << 0.5f;
|
|
|
|
m_unstyledVBO->setData(verts.count() / 2, 2, verts.data(), texCoords.data());
|
|
}
|
|
|
|
if (shader) {
|
|
const float a = opacity * frameOpacity;
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
|
|
m_unstyledTexture->bind();
|
|
const QPoint pt = m_effectFrame->geometry().topLeft();
|
|
if (sceneShader) {
|
|
shader->setUniform(GLShader::Offset, QVector2D(pt.x(), pt.y()));
|
|
} else {
|
|
QMatrix4x4 translation;
|
|
translation.translate(pt.x(), pt.y());
|
|
if (shader) {
|
|
shader->setUniform(GLShader::WindowTransformation, translation);
|
|
}
|
|
}
|
|
m_unstyledVBO->render(region, GL_TRIANGLES);
|
|
if (!sceneShader) {
|
|
if (shader) {
|
|
shader->setUniform(GLShader::WindowTransformation, QMatrix4x4());
|
|
}
|
|
}
|
|
m_unstyledTexture->unbind();
|
|
} else if (m_effectFrame->style() == EffectFrameStyled) {
|
|
if (!m_texture) // Lazy creation
|
|
updateTexture();
|
|
|
|
if (shader) {
|
|
const float a = opacity * frameOpacity;
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
m_texture->bind();
|
|
qreal left, top, right, bottom;
|
|
m_effectFrame->frame().getMargins(left, top, right, bottom); // m_geometry is the inner geometry
|
|
m_texture->render(region, m_effectFrame->geometry().adjusted(-left, -top, right, bottom));
|
|
m_texture->unbind();
|
|
|
|
}
|
|
if (!m_effectFrame->selection().isNull()) {
|
|
if (!m_selectionTexture) { // Lazy creation
|
|
QPixmap pixmap = m_effectFrame->selectionFrame().framePixmap();
|
|
if (!pixmap.isNull())
|
|
m_selectionTexture = new GLTexture(pixmap);
|
|
}
|
|
if (m_selectionTexture) {
|
|
if (shader) {
|
|
const float a = opacity * frameOpacity;
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
m_selectionTexture->bind();
|
|
m_selectionTexture->render(region, m_effectFrame->selection());
|
|
m_selectionTexture->unbind();
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
}
|
|
|
|
// Render icon
|
|
if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) {
|
|
QPoint topLeft(m_effectFrame->geometry().x(),
|
|
m_effectFrame->geometry().center().y() - m_effectFrame->iconSize().height() / 2);
|
|
|
|
if (m_effectFrame->isCrossFade() && m_oldIconTexture) {
|
|
if (shader) {
|
|
const float a = opacity * (1.0 - m_effectFrame->crossFadeProgress());
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
|
|
m_oldIconTexture->bind();
|
|
m_oldIconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize()));
|
|
m_oldIconTexture->unbind();
|
|
if (shader) {
|
|
const float a = opacity * m_effectFrame->crossFadeProgress();
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
} else {
|
|
if (shader) {
|
|
const QVector4D constant(opacity, opacity, opacity, opacity);
|
|
shader->setUniform(GLShader::ModulationConstant, constant);
|
|
}
|
|
}
|
|
|
|
if (!m_iconTexture) { // lazy creation
|
|
m_iconTexture = new GLTexture(m_effectFrame->icon().pixmap(m_effectFrame->iconSize()));
|
|
}
|
|
m_iconTexture->bind();
|
|
m_iconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize()));
|
|
m_iconTexture->unbind();
|
|
}
|
|
|
|
// Render text
|
|
if (!m_effectFrame->text().isEmpty()) {
|
|
if (m_effectFrame->isCrossFade() && m_oldTextTexture) {
|
|
if (shader) {
|
|
const float a = opacity * (1.0 - m_effectFrame->crossFadeProgress());
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
|
|
m_oldTextTexture->bind();
|
|
m_oldTextTexture->render(region, m_effectFrame->geometry());
|
|
m_oldTextTexture->unbind();
|
|
if (shader) {
|
|
const float a = opacity * m_effectFrame->crossFadeProgress();
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
} else {
|
|
if (shader) {
|
|
const QVector4D constant(opacity, opacity, opacity, opacity);
|
|
shader->setUniform(GLShader::ModulationConstant, constant);
|
|
}
|
|
}
|
|
if (!m_textTexture) // Lazy creation
|
|
updateTextTexture();
|
|
m_textTexture->bind();
|
|
m_textTexture->render(region, m_effectFrame->geometry());
|
|
m_textTexture->unbind();
|
|
}
|
|
|
|
if (shader) {
|
|
ShaderManager::instance()->popShader();
|
|
}
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::updateTexture()
|
|
{
|
|
delete m_texture;
|
|
m_texture = 0L;
|
|
if (m_effectFrame->style() == EffectFrameStyled) {
|
|
QPixmap pixmap = m_effectFrame->frame().framePixmap();
|
|
m_texture = new GLTexture(pixmap);
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::updateTextTexture()
|
|
{
|
|
delete m_textTexture;
|
|
m_textTexture = 0L;
|
|
delete m_textPixmap;
|
|
m_textPixmap = 0L;
|
|
|
|
if (m_effectFrame->text().isEmpty())
|
|
return;
|
|
|
|
// Determine position on texture to paint text
|
|
QRect rect(QPoint(0, 0), m_effectFrame->geometry().size());
|
|
if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty())
|
|
rect.setLeft(m_effectFrame->iconSize().width());
|
|
|
|
// If static size elide text as required
|
|
QString text = m_effectFrame->text();
|
|
if (m_effectFrame->isStatic()) {
|
|
QFontMetrics metrics(m_effectFrame->font());
|
|
text = metrics.elidedText(text, Qt::ElideRight, rect.width());
|
|
}
|
|
|
|
m_textPixmap = new QPixmap(m_effectFrame->geometry().size());
|
|
m_textPixmap->fill(Qt::transparent);
|
|
QPainter p(m_textPixmap);
|
|
p.setFont(m_effectFrame->font());
|
|
if (m_effectFrame->style() == EffectFrameStyled)
|
|
p.setPen(m_effectFrame->styledTextColor());
|
|
else // TODO: What about no frame? Custom color setting required
|
|
p.setPen(Qt::white);
|
|
p.drawText(rect, m_effectFrame->alignment(), text);
|
|
p.end();
|
|
m_textTexture = new GLTexture(*m_textPixmap);
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::updateUnstyledTexture()
|
|
{
|
|
delete m_unstyledTexture;
|
|
m_unstyledTexture = 0L;
|
|
delete m_unstyledPixmap;
|
|
m_unstyledPixmap = 0L;
|
|
// Based off circle() from kwinxrenderutils.cpp
|
|
#define CS 8
|
|
m_unstyledPixmap = new QPixmap(2 * CS, 2 * CS);
|
|
m_unstyledPixmap->fill(Qt::transparent);
|
|
QPainter p(m_unstyledPixmap);
|
|
p.setRenderHint(QPainter::Antialiasing);
|
|
p.setPen(Qt::NoPen);
|
|
p.setBrush(Qt::black);
|
|
p.drawEllipse(m_unstyledPixmap->rect());
|
|
p.end();
|
|
#undef CS
|
|
m_unstyledTexture = new GLTexture(*m_unstyledPixmap);
|
|
}
|
|
|
|
void SceneOpenGL::EffectFrame::cleanup()
|
|
{
|
|
delete m_unstyledTexture;
|
|
m_unstyledTexture = NULL;
|
|
delete m_unstyledPixmap;
|
|
m_unstyledPixmap = NULL;
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Shadow
|
|
//****************************************
|
|
class DecorationShadowTextureCache
|
|
{
|
|
public:
|
|
~DecorationShadowTextureCache();
|
|
DecorationShadowTextureCache(const DecorationShadowTextureCache&) = delete;
|
|
static DecorationShadowTextureCache &instance();
|
|
|
|
void unregister(SceneOpenGLShadow *shadow);
|
|
QSharedPointer<GLTexture> getTexture(SceneOpenGLShadow *shadow);
|
|
|
|
private:
|
|
DecorationShadowTextureCache() = default;
|
|
struct Data {
|
|
QSharedPointer<GLTexture> texture;
|
|
QVector<SceneOpenGLShadow*> shadows;
|
|
};
|
|
QHash<KDecoration2::DecorationShadow*, Data> m_cache;
|
|
};
|
|
|
|
DecorationShadowTextureCache &DecorationShadowTextureCache::instance()
|
|
{
|
|
static DecorationShadowTextureCache s_instance;
|
|
return s_instance;
|
|
}
|
|
|
|
DecorationShadowTextureCache::~DecorationShadowTextureCache()
|
|
{
|
|
Q_ASSERT(m_cache.isEmpty());
|
|
}
|
|
|
|
void DecorationShadowTextureCache::unregister(SceneOpenGLShadow *shadow)
|
|
{
|
|
auto it = m_cache.begin();
|
|
while (it != m_cache.end()) {
|
|
auto &d = it.value();
|
|
// check whether the Vector of Shadows contains our shadow and remove all of them
|
|
auto glIt = d.shadows.begin();
|
|
while (glIt != d.shadows.end()) {
|
|
if (*glIt == shadow) {
|
|
glIt = d.shadows.erase(glIt);
|
|
} else {
|
|
glIt++;
|
|
}
|
|
}
|
|
// if there are no shadows any more we can erase the cache entry
|
|
if (d.shadows.isEmpty()) {
|
|
it = m_cache.erase(it);
|
|
} else {
|
|
it++;
|
|
}
|
|
}
|
|
}
|
|
|
|
QSharedPointer<GLTexture> DecorationShadowTextureCache::getTexture(SceneOpenGLShadow *shadow)
|
|
{
|
|
Q_ASSERT(shadow->hasDecorationShadow());
|
|
unregister(shadow);
|
|
const auto &decoShadow = shadow->decorationShadow();
|
|
Q_ASSERT(!decoShadow.isNull());
|
|
auto it = m_cache.find(decoShadow.data());
|
|
if (it != m_cache.end()) {
|
|
Q_ASSERT(!it.value().shadows.contains(shadow));
|
|
it.value().shadows << shadow;
|
|
return it.value().texture;
|
|
}
|
|
Data d;
|
|
d.shadows << shadow;
|
|
d.texture = QSharedPointer<GLTexture>::create(shadow->decorationShadowImage());
|
|
m_cache.insert(decoShadow.data(), d);
|
|
return d.texture;
|
|
}
|
|
|
|
SceneOpenGLShadow::SceneOpenGLShadow(Toplevel *toplevel)
|
|
: Shadow(toplevel)
|
|
{
|
|
}
|
|
|
|
SceneOpenGLShadow::~SceneOpenGLShadow()
|
|
{
|
|
effects->makeOpenGLContextCurrent();
|
|
DecorationShadowTextureCache::instance().unregister(this);
|
|
m_texture.reset();
|
|
}
|
|
|
|
void SceneOpenGLShadow::buildQuads()
|
|
{
|
|
// prepare window quads
|
|
m_shadowQuads.clear();
|
|
const QSizeF top(elementSize(ShadowElementTop));
|
|
const QSizeF topRight(elementSize(ShadowElementTopRight));
|
|
const QSizeF right(elementSize(ShadowElementRight));
|
|
const QSizeF bottomRight(elementSize(ShadowElementBottomRight));
|
|
const QSizeF bottom(elementSize(ShadowElementBottom));
|
|
const QSizeF bottomLeft(elementSize(ShadowElementBottomLeft));
|
|
const QSizeF left(elementSize(ShadowElementLeft));
|
|
const QSizeF topLeft(elementSize(ShadowElementTopLeft));
|
|
if ((left.width() - leftOffset() > topLevel()->width()) ||
|
|
(right.width() - rightOffset() > topLevel()->width()) ||
|
|
(top.height() - topOffset() > topLevel()->height()) ||
|
|
(bottom.height() - bottomOffset() > topLevel()->height())) {
|
|
// if our shadow is bigger than the window, we don't render the shadow
|
|
setShadowRegion(QRegion());
|
|
return;
|
|
}
|
|
|
|
const QRectF outerRect(QPointF(-leftOffset(), -topOffset()),
|
|
QPointF(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset()));
|
|
|
|
const qreal width = topLeft.width() + top.width() + topRight.width();
|
|
const qreal height = topLeft.height() + left.height() + bottomLeft.height();
|
|
|
|
qreal tx1(0.0), tx2(0.0), ty1(0.0), ty2(0.0);
|
|
|
|
tx2 = topLeft.width()/width;
|
|
ty2 = topLeft.height()/height;
|
|
WindowQuad topLeftQuad(WindowQuadShadow);
|
|
topLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y(), tx1, ty1);
|
|
topLeftQuad[ 1 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx2, ty1);
|
|
topLeftQuad[ 2 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + topLeft.height(), tx2, ty2);
|
|
topLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty2);
|
|
m_shadowQuads.append(topLeftQuad);
|
|
|
|
tx1 = tx2;
|
|
tx2 = (topLeft.width() + top.width())/width;
|
|
ty2 = top.height()/height;
|
|
WindowQuad topQuad(WindowQuadShadow);
|
|
topQuad[ 0 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx1, ty1);
|
|
topQuad[ 1 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx2, ty1);
|
|
topQuad[ 2 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + top.height(),tx2, ty2);
|
|
topQuad[ 3 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + top.height(), tx1, ty2);
|
|
m_shadowQuads.append(topQuad);
|
|
|
|
tx1 = tx2;
|
|
tx2 = 1.0;
|
|
ty2 = topRight.height()/height;
|
|
WindowQuad topRightQuad(WindowQuadShadow);
|
|
topRightQuad[ 0 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx1, ty1);
|
|
topRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y(), tx2, ty1);
|
|
topRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty2);
|
|
topRightQuad[ 3 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + topRight.height(), tx1, ty2);
|
|
m_shadowQuads.append(topRightQuad);
|
|
|
|
tx1 = (width - right.width())/width;
|
|
ty1 = topRight.height()/height;
|
|
ty2 = (topRight.height() + right.height())/height;
|
|
WindowQuad rightQuad(WindowQuadShadow);
|
|
rightQuad[ 0 ] = WindowVertex(outerRect.right() - right.width(), outerRect.y() + topRight.height(), tx1, ty1);
|
|
rightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty1);
|
|
rightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty2);
|
|
rightQuad[ 3 ] = WindowVertex(outerRect.right() - right.width(), outerRect.bottom() - bottomRight.height(), tx1, ty2);
|
|
m_shadowQuads.append(rightQuad);
|
|
|
|
tx1 = (width - bottomRight.width())/width;
|
|
ty1 = ty2;
|
|
ty2 = 1.0;
|
|
WindowQuad bottomRightQuad(WindowQuadShadow);
|
|
bottomRightQuad[ 0 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottomRight.height(), tx1, ty1);
|
|
bottomRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty1);
|
|
bottomRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom(), tx2, ty2);
|
|
bottomRightQuad[ 3 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx1, ty2);
|
|
m_shadowQuads.append(bottomRightQuad);
|
|
|
|
tx2 = tx1;
|
|
tx1 = bottomLeft.width()/width;
|
|
ty1 = (height - bottom.height())/height;
|
|
WindowQuad bottomQuad(WindowQuadShadow);
|
|
bottomQuad[ 0 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottom.height(), tx1, ty1);
|
|
bottomQuad[ 1 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottom.height(), tx2, ty1);
|
|
bottomQuad[ 2 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx2, ty2);
|
|
bottomQuad[ 3 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx1, ty2);
|
|
m_shadowQuads.append(bottomQuad);
|
|
|
|
tx1 = 0.0;
|
|
tx2 = bottomLeft.width()/width;
|
|
ty1 = (height - bottomLeft.height())/height;
|
|
WindowQuad bottomLeftQuad(WindowQuadShadow);
|
|
bottomLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty1);
|
|
bottomLeftQuad[ 1 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty1);
|
|
bottomLeftQuad[ 2 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx2, ty2);
|
|
bottomLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom(), tx1, ty2);
|
|
m_shadowQuads.append(bottomLeftQuad);
|
|
|
|
tx2 = left.width()/width;
|
|
ty2 = ty1;
|
|
ty1 = topLeft.height()/height;
|
|
WindowQuad leftQuad(WindowQuadShadow);
|
|
leftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty1);
|
|
leftQuad[ 1 ] = WindowVertex(outerRect.x() + left.width(), outerRect.y() + topLeft.height(), tx2, ty1);
|
|
leftQuad[ 2 ] = WindowVertex(outerRect.x() + left.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty2);
|
|
leftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty2);
|
|
m_shadowQuads.append(leftQuad);
|
|
}
|
|
|
|
bool SceneOpenGLShadow::prepareBackend()
|
|
{
|
|
if (hasDecorationShadow()) {
|
|
// simplifies a lot by going directly to
|
|
effects->makeOpenGLContextCurrent();
|
|
m_texture = DecorationShadowTextureCache::instance().getTexture(this);
|
|
|
|
return true;
|
|
}
|
|
const QSize top(shadowPixmap(ShadowElementTop).size());
|
|
const QSize topRight(shadowPixmap(ShadowElementTopRight).size());
|
|
const QSize right(shadowPixmap(ShadowElementRight).size());
|
|
const QSize bottom(shadowPixmap(ShadowElementBottom).size());
|
|
const QSize bottomLeft(shadowPixmap(ShadowElementBottomLeft).size());
|
|
const QSize left(shadowPixmap(ShadowElementLeft).size());
|
|
const QSize topLeft(shadowPixmap(ShadowElementTopLeft).size());
|
|
|
|
const int width = topLeft.width() + top.width() + topRight.width();
|
|
const int height = topLeft.height() + left.height() + bottomLeft.height();
|
|
|
|
QImage image(width, height, QImage::Format_ARGB32);
|
|
image.fill(Qt::transparent);
|
|
QPainter p;
|
|
p.begin(&image);
|
|
p.drawPixmap(0, 0, shadowPixmap(ShadowElementTopLeft));
|
|
p.drawPixmap(topLeft.width(), 0, shadowPixmap(ShadowElementTop));
|
|
p.drawPixmap(topLeft.width() + top.width(), 0, shadowPixmap(ShadowElementTopRight));
|
|
p.drawPixmap(0, topLeft.height(), shadowPixmap(ShadowElementLeft));
|
|
p.drawPixmap(width - right.width(), topRight.height(), shadowPixmap(ShadowElementRight));
|
|
p.drawPixmap(0, topLeft.height() + left.height(), shadowPixmap(ShadowElementBottomLeft));
|
|
p.drawPixmap(bottomLeft.width(), height - bottom.height(), shadowPixmap(ShadowElementBottom));
|
|
p.drawPixmap(bottomLeft.width() + bottom.width(), topRight.height() + right.height(), shadowPixmap(ShadowElementBottomRight));
|
|
p.end();
|
|
|
|
// Check if the image is alpha-only in practice, and if so convert it to an 8-bpp format
|
|
if (!GLPlatform::instance()->isGLES() && GLTexture::supportsSwizzle() && GLTexture::supportsFormatRG()) {
|
|
QImage alphaImage(image.size(), QImage::Format_Indexed8); // Change to Format_Alpha8 w/ Qt 5.5
|
|
bool alphaOnly = true;
|
|
|
|
for (ptrdiff_t y = 0; alphaOnly && y < image.height(); y++) {
|
|
const uint32_t * const src = reinterpret_cast<const uint32_t *>(image.scanLine(y));
|
|
uint8_t * const dst = reinterpret_cast<uint8_t *>(alphaImage.scanLine(y));
|
|
|
|
for (ptrdiff_t x = 0; x < image.width(); x++) {
|
|
if (src[x] & 0x00ffffff)
|
|
alphaOnly = false;
|
|
|
|
dst[x] = qAlpha(src[x]);
|
|
}
|
|
}
|
|
|
|
if (alphaOnly) {
|
|
image = alphaImage;
|
|
}
|
|
}
|
|
|
|
effects->makeOpenGLContextCurrent();
|
|
m_texture = QSharedPointer<GLTexture>::create(image);
|
|
|
|
if (m_texture->internalFormat() == GL_R8) {
|
|
// Swizzle red to alpha and all other channels to zero
|
|
m_texture->bind();
|
|
m_texture->setSwizzle(GL_ZERO, GL_ZERO, GL_ZERO, GL_RED);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
SwapProfiler::SwapProfiler()
|
|
{
|
|
init();
|
|
}
|
|
|
|
void SwapProfiler::init()
|
|
{
|
|
m_time = 2 * 1000*1000; // we start with a long time mean of 2ms ...
|
|
m_counter = 0;
|
|
}
|
|
|
|
void SwapProfiler::begin()
|
|
{
|
|
m_timer.start();
|
|
}
|
|
|
|
char SwapProfiler::end()
|
|
{
|
|
// .. and blend in actual values.
|
|
// this way we prevent extremes from killing our long time mean
|
|
m_time = (10*m_time + m_timer.nsecsElapsed())/11;
|
|
if (++m_counter > 500) {
|
|
const bool blocks = m_time > 1000 * 1000; // 1ms, i get ~250µs and ~7ms w/o triple buffering...
|
|
qCDebug(KWIN_CORE) << "Triple buffering detection:" << QString(blocks ? QStringLiteral("NOT available") : QStringLiteral("Available")) <<
|
|
" - Mean block time:" << m_time/(1000.0*1000.0) << "ms";
|
|
return blocks ? 'd' : 't';
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
SceneOpenGLDecorationRenderer::SceneOpenGLDecorationRenderer(Decoration::DecoratedClientImpl *client)
|
|
: Renderer(client)
|
|
, m_texture()
|
|
{
|
|
connect(this, &Renderer::renderScheduled, client->client(), static_cast<void (Client::*)(const QRect&)>(&Client::addRepaint));
|
|
}
|
|
|
|
SceneOpenGLDecorationRenderer::~SceneOpenGLDecorationRenderer() = default;
|
|
|
|
// Rotates the given source rect 90° counter-clockwise,
|
|
// and flips it vertically
|
|
static QImage rotate(const QImage &srcImage, const QRect &srcRect)
|
|
{
|
|
QImage image(srcRect.height(), srcRect.width(), srcImage.format());
|
|
|
|
const uint32_t *src = reinterpret_cast<const uint32_t *>(srcImage.bits());
|
|
uint32_t *dst = reinterpret_cast<uint32_t *>(image.bits());
|
|
|
|
for (int x = 0; x < image.width(); x++) {
|
|
const uint32_t *s = src + (srcRect.y() + x) * srcImage.width() + srcRect.x();
|
|
uint32_t *d = dst + x;
|
|
|
|
for (int y = 0; y < image.height(); y++) {
|
|
*d = s[y];
|
|
d += image.width();
|
|
}
|
|
}
|
|
|
|
return image;
|
|
}
|
|
|
|
void SceneOpenGLDecorationRenderer::render()
|
|
{
|
|
const QRegion scheduled = getScheduled();
|
|
if (scheduled.isEmpty()) {
|
|
return;
|
|
}
|
|
if (areImageSizesDirty()) {
|
|
resizeTexture();
|
|
resetImageSizesDirty();
|
|
}
|
|
|
|
QRect left, top, right, bottom;
|
|
client()->client()->layoutDecorationRects(left, top, right, bottom);
|
|
|
|
const QRect geometry = scheduled.boundingRect();
|
|
|
|
auto renderPart = [this](const QRect &geo, const QRect &partRect, const QPoint &offset, bool rotated = false) {
|
|
if (geo.isNull()) {
|
|
return;
|
|
}
|
|
QImage image = renderToImage(geo);
|
|
if (rotated) {
|
|
// TODO: get this done directly when rendering to the image
|
|
image = rotate(image, QRect(geo.topLeft() - partRect.topLeft(), geo.size()));
|
|
}
|
|
m_texture->update(image, geo.topLeft() - partRect.topLeft() + offset);
|
|
};
|
|
renderPart(left.intersected(geometry), left, QPoint(0, top.height() + bottom.height() + 2), true);
|
|
renderPart(top.intersected(geometry), top, QPoint(0, 0));
|
|
renderPart(right.intersected(geometry), right, QPoint(0, top.height() + bottom.height() + left.width() + 3), true);
|
|
renderPart(bottom.intersected(geometry), bottom, QPoint(0, top.height() + 1));
|
|
}
|
|
|
|
static int align(int value, int align)
|
|
{
|
|
return (value + align - 1) & ~(align - 1);
|
|
}
|
|
|
|
void SceneOpenGLDecorationRenderer::resizeTexture()
|
|
{
|
|
QRect left, top, right, bottom;
|
|
client()->client()->layoutDecorationRects(left, top, right, bottom);
|
|
QSize size;
|
|
|
|
size.rwidth() = qMax(qMax(top.width(), bottom.width()),
|
|
qMax(left.height(), right.height()));
|
|
size.rheight() = top.height() + bottom.height() +
|
|
left.width() + right.width() + 3;
|
|
|
|
size.rwidth() = align(size.width(), 128);
|
|
|
|
if (m_texture && m_texture->size() == size)
|
|
return;
|
|
|
|
if (!size.isEmpty()) {
|
|
m_texture.reset(new GLTexture(GL_RGBA8, size.width(), size.height()));
|
|
m_texture->setYInverted(true);
|
|
m_texture->setWrapMode(GL_CLAMP_TO_EDGE);
|
|
m_texture->clear();
|
|
} else {
|
|
m_texture.reset();
|
|
}
|
|
}
|
|
|
|
void SceneOpenGLDecorationRenderer::reparent(Deleted *deleted)
|
|
{
|
|
render();
|
|
Renderer::reparent(deleted);
|
|
}
|
|
|
|
} // namespace
|