afbc5222e1
Conflicts: CMakeLists.txt doc/kcontrol/screensaver/index.docbook kcontrol/krdb/krdb.cpp kscreensaver/kblank_screensaver/kblank.desktop kscreensaver/krandom_screensaver/krandom.desktop kscreensaver/libkscreensaver/main.cpp ksplash/ksplashqml/SplashApp.cpp kstyles/oxygen/config/main.cpp kstyles/oxygen/demo/main.cpp kstyles/oxygen/oxygenstylehelper.cpp kwin/clients/oxygen/config/oxygenexceptiondialog.cpp kwin/clients/oxygen/config/ui/oxygenconfigurationui.ui kwin/clients/oxygen/config/ui/oxygenexceptiondialog.ui kwin/clients/oxygen/demo/main.cpp kwin/clients/oxygen/oxygenconfigdata.kcfg kwin/egl_wayland_backend.cpp kwin/eglonxbackend.h kwin/glxbackend.cpp kwin/glxbackend.h kwin/kcmkwin/kwinoptions/kwinactions.desktop kwin/scene_opengl.cpp kwin/scene_opengl.h plasma/desktop/applets/pager/pager.cpp plasma/desktop/shell/activitymanager/activitymanager.cpp plasma/desktop/shell/activitymanager/activitymanager.h plasma/desktop/shell/controllerwindow.cpp plasma/desktop/shell/data/plasma-desktop.desktop plasma/generic/dataengines/geolocation/geolocation.cpp plasma/generic/dataengines/nowplaying/plasma-dataengine-nowplaying.desktop plasma/generic/wallpapers/color/plasma-wallpaper-color.desktop plasma/generic/wallpapers/image/image.cpp plasma/generic/wallpapers/image/image.h
2587 lines
91 KiB
C++
2587 lines
91 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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Based on glcompmgr code by Felix Bellaby.
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Using code from Compiz and Beryl.
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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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#ifdef KWIN_HAVE_EGL
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#include "eglonxbackend.h"
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// for Wayland
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#include "config-workspace.h"
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#ifdef WAYLAND_FOUND
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#include "egl_wayland_backend.h"
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#endif
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#endif
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#ifndef KWIN_HAVE_OPENGLES
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#include "glxbackend.h"
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#endif
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#include <kwinglcolorcorrection.h>
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#include <kwinglplatform.h>
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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 "overlaywindow.h"
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#include "paintredirector.h"
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#include "screens.h"
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#include "workspace.h"
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#include <cmath>
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#include <unistd.h>
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#include <stddef.h>
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// turns on checks for opengl errors in various places (for easier finding of them)
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// normally only few of them are enabled
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//#define CHECK_GL_ERROR
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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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#include <KDE/KLocalizedString>
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#include <KDE/KNotification>
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#include <KProcess>
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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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// SceneOpenGL
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//****************************************
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OpenGLBackend::OpenGLBackend()
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: m_overlayWindow(new OverlayWindow()) // TODO: maybe create only if needed?
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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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if (isFailed()) {
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m_overlayWindow->destroy();
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}
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delete m_overlayWindow;
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}
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void OpenGLBackend::setFailed(const QString &reason)
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{
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qWarning() << "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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QRegion OpenGLBackend::accumulatedDamageHistory(int bufferAge) const
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{
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QRegion region;
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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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region = QRegion(0, 0, displayWidth(), displayHeight());
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}
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return region;
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}
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/************************************************
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* SceneOpenGL
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***********************************************/
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SceneOpenGL::SceneOpenGL(Workspace* ws, OpenGLBackend *backend)
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: Scene(ws)
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, init_ok(true)
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, m_backend(backend)
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{
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if (m_backend->isFailed()) {
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init_ok = false;
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return;
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}
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if (!viewportLimitsMatched(QSize(displayWidth(), displayHeight())))
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return;
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// perform Scene specific checks
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GLPlatform *glPlatform = GLPlatform::instance();
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#ifndef KWIN_HAVE_OPENGLES
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if (!hasGLExtension(QStringLiteral("GL_ARB_texture_non_power_of_two"))
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&& !hasGLExtension(QStringLiteral("GL_ARB_texture_rectangle"))) {
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qCritical() << "GL_ARB_texture_non_power_of_two and GL_ARB_texture_rectangle missing";
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init_ok = false;
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return; // error
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}
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#endif
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if (glPlatform->isMesaDriver() && glPlatform->mesaVersion() < kVersionNumber(8, 0)) {
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qCritical() << "KWin requires at least Mesa 8.0 for OpenGL compositing.";
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init_ok = false;
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return;
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}
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#ifndef KWIN_HAVE_OPENGLES
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glDrawBuffer(GL_BACK);
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#endif
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m_debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
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// set strict binding
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if (options->isGlStrictBindingFollowsDriver()) {
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options->setGlStrictBinding(!glPlatform->supports(LooseBinding));
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}
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}
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SceneOpenGL::~SceneOpenGL()
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{
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if (init_ok) {
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// backend might be still needed for a different scene
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delete m_backend;
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}
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foreach (Window * w, windows) {
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delete w;
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}
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// do cleanup after initBuffer()
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SceneOpenGL::EffectFrame::cleanup();
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checkGLError("Cleanup");
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}
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SceneOpenGL *SceneOpenGL::createScene()
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{
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OpenGLBackend *backend = NULL;
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OpenGLPlatformInterface platformInterface = NoOpenGLPlatformInterface;
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// should we use glx?
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#ifndef KWIN_HAVE_OPENGLES
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// on OpenGL we default to glx
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platformInterface = GlxPlatformInterface;
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#endif
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const QByteArray envOpenGLInterface(qgetenv("KWIN_OPENGL_INTERFACE"));
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#ifdef KWIN_HAVE_EGL
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#ifdef KWIN_HAVE_OPENGLES
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// for OpenGL ES we need to use the Egl Backend
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platformInterface = EglPlatformInterface;
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#else
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// check environment variable
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if (qstrcmp(envOpenGLInterface, "egl") == 0 ||
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qstrcmp(envOpenGLInterface, "egl_wayland") == 0) {
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qDebug() << "Forcing EGL native interface through environment variable";
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platformInterface = EglPlatformInterface;
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}
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#endif
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#endif
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switch (platformInterface) {
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case GlxPlatformInterface:
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#ifndef KWIN_HAVE_OPENGLES
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backend = new GlxBackend();
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#endif
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break;
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case EglPlatformInterface:
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#ifdef KWIN_HAVE_EGL
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#ifdef WAYLAND_FOUND
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if (qstrcmp(envOpenGLInterface, "egl_wayland") == 0) {
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backend = new EglWaylandBackend();
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} else {
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backend = new EglOnXBackend();
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}
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#else
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backend = new EglOnXBackend();
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#endif
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#endif
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break;
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default:
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// no backend available
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return NULL;
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}
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if (!backend || backend->isFailed()) {
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delete backend;
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return NULL;
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}
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SceneOpenGL *scene = NULL;
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// first let's try an OpenGL 2 scene
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if (SceneOpenGL2::supported(backend)) {
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scene = new SceneOpenGL2(backend);
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if (scene->initFailed()) {
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delete scene;
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scene = NULL;
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} else {
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return scene;
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}
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}
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#ifdef KWIN_HAVE_OPENGL_1
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if (SceneOpenGL1::supported(backend)) {
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scene = new SceneOpenGL1(backend);
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if (scene->initFailed()) {
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delete scene;
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scene = NULL;
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}
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}
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#endif
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if (!scene) {
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if (GLPlatform::instance()->recommendedCompositor() == XRenderCompositing) {
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qCritical() << "OpenGL driver recommends XRender based compositing. Falling back to XRender.";
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qCritical() << "To overwrite the detection use the environment variable KWIN_COMPOSE";
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qCritical() << "For more information see http://community.kde.org/KWin/Environment_Variables#KWIN_COMPOSE";
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QTimer::singleShot(0, Compositor::self(), SLOT(fallbackToXRenderCompositing()));
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}
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delete backend;
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}
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return scene;
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}
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OverlayWindow *SceneOpenGL::overlayWindow()
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{
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return m_backend->overlayWindow();
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}
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bool SceneOpenGL::syncsToVBlank() const
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{
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return m_backend->syncsToVBlank();
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}
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bool SceneOpenGL::blocksForRetrace() const
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{
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return m_backend->blocksForRetrace();
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}
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void SceneOpenGL::idle()
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{
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m_backend->idle();
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Scene::idle();
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}
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bool SceneOpenGL::initFailed() const
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{
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return !init_ok;
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}
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#ifndef KWIN_HAVE_OPENGLES
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void SceneOpenGL::copyPixels(const QRegion ®ion)
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{
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foreach (const QRect &r, region.rects()) {
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const int x0 = r.x();
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const int y0 = displayHeight() - r.y() - r.height();
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const int x1 = r.x() + r.width();
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const int y1 = displayHeight() - r.y();
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glBlitFramebuffer(x0, y0, x1, y1, x0, y0, x1, y1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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}
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#endif
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#ifndef KWIN_HAVE_OPENGLES
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# define GL_GUILTY_CONTEXT_RESET_KWIN GL_GUILTY_CONTEXT_RESET_ARB
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# define GL_INNOCENT_CONTEXT_RESET_KWIN GL_INNOCENT_CONTEXT_RESET_ARB
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# define GL_UNKNOWN_CONTEXT_RESET_KWIN GL_UNKNOWN_CONTEXT_RESET_ARB
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#else
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# define GL_GUILTY_CONTEXT_RESET_KWIN GL_GUILTY_CONTEXT_RESET_EXT
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# define GL_INNOCENT_CONTEXT_RESET_KWIN GL_INNOCENT_CONTEXT_RESET_EXT
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# define GL_UNKNOWN_CONTEXT_RESET_KWIN GL_UNKNOWN_CONTEXT_RESET_EXT
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#endif
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void SceneOpenGL::handleGraphicsReset(GLenum status)
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{
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switch (status) {
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case GL_GUILTY_CONTEXT_RESET_KWIN:
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qDebug() << "A graphics reset attributable to the current GL context occurred.";
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break;
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case GL_INNOCENT_CONTEXT_RESET_KWIN:
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qDebug() << "A graphics reset not attributable to the current GL context occurred.";
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break;
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case GL_UNKNOWN_CONTEXT_RESET_KWIN:
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qDebug() << "A graphics reset of an unknown cause occurred.";
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break;
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default:
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break;
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}
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QElapsedTimer timer;
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timer.start();
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// Wait until the reset is completed or max 10 seconds
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while (timer.elapsed() < 10000 && glGetGraphicsResetStatus() != GL_NO_ERROR)
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usleep(50);
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qDebug() << "Attempting to reset compositing.";
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QMetaObject::invokeMethod(this, "resetCompositing", Qt::QueuedConnection);
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KNotification::event(QStringLiteral("graphicsreset"), i18n("Desktop effects were restarted due to a graphics reset"));
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}
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qint64 SceneOpenGL::paint(QRegion damage, ToplevelList toplevels)
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{
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// actually paint the frame, flushed with the NEXT frame
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foreach (Toplevel * c, toplevels) {
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// TODO: cache the stacking_order in case it has not changed
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assert(windows.contains(c));
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stacking_order.append(windows[ c ]);
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}
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m_backend->makeCurrent();
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QRegion repaint = m_backend->prepareRenderingFrame();
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const GLenum status = glGetGraphicsResetStatus();
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if (status != GL_NO_ERROR) {
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handleGraphicsReset(status);
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return 0;
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}
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int mask = 0;
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#ifdef CHECK_GL_ERROR
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checkGLError("Paint1");
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#endif
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// After this call, updateRegion will contain the damaged region in the
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// back buffer. This is the region that needs to be posted to repair
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// the front buffer. It doesn't include the additional damage returned
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// by prepareRenderingFrame(). validRegion is the region that has been
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// repainted, and may be larger than updateRegion.
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QRegion updateRegion, validRegion;
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paintScreen(&mask, damage, repaint, &updateRegion, &validRegion); // call generic implementation
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#ifndef KWIN_HAVE_OPENGLES
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const QRegion displayRegion(0, 0, displayWidth(), displayHeight());
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// copy dirty parts from front to backbuffer
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if (!m_backend->supportsBufferAge() &&
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options->glPreferBufferSwap() == Options::CopyFrontBuffer &&
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validRegion != displayRegion) {
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glReadBuffer(GL_FRONT);
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copyPixels(displayRegion - validRegion);
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glReadBuffer(GL_BACK);
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damage = displayRegion;
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}
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#endif
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#ifdef CHECK_GL_ERROR
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checkGLError("Paint2");
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#endif
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m_backend->endRenderingFrame(validRegion, updateRegion);
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// do cleanup
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stacking_order.clear();
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checkGLError("PostPaint");
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return m_backend->renderTime();
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}
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QMatrix4x4 SceneOpenGL::transformation(int mask, const ScreenPaintData &data) const
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{
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QMatrix4x4 matrix;
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if (!(mask & PAINT_SCREEN_TRANSFORMED))
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return matrix;
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matrix.translate(data.translation());
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data.scale().applyTo(&matrix);
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if (data.rotationAngle() == 0.0)
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return matrix;
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// Apply the rotation
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// cannot use data.rotation->applyTo(&matrix) as QGraphicsRotation uses projectedRotate to map back to 2D
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matrix.translate(data.rotationOrigin());
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const QVector3D axis = data.rotationAxis();
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matrix.rotate(data.rotationAngle(), axis.x(), axis.y(), axis.z());
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matrix.translate(-data.rotationOrigin());
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return matrix;
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}
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void SceneOpenGL::paintBackground(QRegion region)
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{
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PaintClipper pc(region);
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if (!PaintClipper::clip()) {
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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return;
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}
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if (pc.clip() && pc.paintArea().isEmpty())
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return; // no background to paint
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QVector<float> verts;
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for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
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QRect r = iterator.boundingRect();
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verts << r.x() + r.width() << r.y();
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verts << r.x() << r.y();
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verts << r.x() << r.y() + r.height();
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verts << r.x() << r.y() + r.height();
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verts << r.x() + r.width() << r.y() + r.height();
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verts << r.x() + r.width() << r.y();
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}
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doPaintBackground(verts);
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}
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void SceneOpenGL::extendPaintRegion(QRegion ®ion, bool opaqueFullscreen)
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{
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if (m_backend->supportsBufferAge())
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return;
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if (options->glPreferBufferSwap() == Options::ExtendDamage) { // only Extend "large" repaints
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const QRegion displayRegion(0, 0, displayWidth(), displayHeight());
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uint damagedPixels = 0;
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const uint fullRepaintLimit = (opaqueFullscreen?0.49f:0.748f)*displayWidth()*displayHeight();
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// 16:9 is 75% of 4:3 and 2.55:1 is 49.01% of 5:4
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// (5:4 is the most square format and 2.55:1 is Cinemascope55 - the widest ever shot
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// movie aspect - two times ;-) It's a Fox format, though, so maybe we want to restrict
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// to 2.20:1 - Panavision - which has actually been used for interesting movies ...)
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// would be 57% of 5/4
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foreach (const QRect &r, region.rects()) {
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// damagedPixels += r.width() * r.height(); // combined window damage test
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damagedPixels = r.width() * r.height(); // experimental single window damage testing
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if (damagedPixels > fullRepaintLimit) {
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region = displayRegion;
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return;
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}
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}
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} else if (options->glPreferBufferSwap() == Options::PaintFullScreen) { // forced full rePaint
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region = QRegion(0, 0, displayWidth(), displayHeight());
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}
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}
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void SceneOpenGL::windowAdded(Toplevel* c)
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{
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assert(!windows.contains(c));
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Window *w = createWindow(c);
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windows[ c ] = w;
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w->setScene(this);
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connect(c, SIGNAL(opacityChanged(KWin::Toplevel*,qreal)), SLOT(windowOpacityChanged(KWin::Toplevel*)));
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connect(c, SIGNAL(geometryShapeChanged(KWin::Toplevel*,QRect)), SLOT(windowGeometryShapeChanged(KWin::Toplevel*)));
|
|
connect(c, SIGNAL(windowClosed(KWin::Toplevel*,KWin::Deleted*)), SLOT(windowClosed(KWin::Toplevel*,KWin::Deleted*)));
|
|
c->effectWindow()->setSceneWindow(windows[ c ]);
|
|
c->getShadow();
|
|
windows[ c ]->updateShadow(c->shadow());
|
|
}
|
|
|
|
void SceneOpenGL::windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted)
|
|
{
|
|
assert(windows.contains(c));
|
|
if (deleted != NULL) {
|
|
// replace c with deleted
|
|
Window* w = windows.take(c);
|
|
w->updateToplevel(deleted);
|
|
if (w->shadow()) {
|
|
w->shadow()->setToplevel(deleted);
|
|
}
|
|
windows[ deleted ] = w;
|
|
} else {
|
|
delete windows.take(c);
|
|
c->effectWindow()->setSceneWindow(NULL);
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::windowDeleted(Deleted* c)
|
|
{
|
|
assert(windows.contains(c));
|
|
delete windows.take(c);
|
|
c->effectWindow()->setSceneWindow(NULL);
|
|
}
|
|
|
|
void SceneOpenGL::windowGeometryShapeChanged(KWin::Toplevel* c)
|
|
{
|
|
if (!windows.contains(c)) // this is ok, shape is not valid
|
|
return; // by default
|
|
Window* w = windows[ c ];
|
|
w->discardShape();
|
|
}
|
|
|
|
void SceneOpenGL::windowOpacityChanged(KWin::Toplevel* t)
|
|
{
|
|
Q_UNUSED(t)
|
|
#if 0 // not really needed, windows are painted on every repaint
|
|
// and opacity is used when applying texture, not when
|
|
// creating it
|
|
if (!windows.contains(c)) // this is ok, texture is created
|
|
return; // on demand
|
|
Window* w = windows[ c ];
|
|
w->discardTexture();
|
|
#endif
|
|
}
|
|
|
|
SceneOpenGL::Texture *SceneOpenGL::createTexture()
|
|
{
|
|
return new Texture(m_backend);
|
|
}
|
|
|
|
SceneOpenGL::Texture *SceneOpenGL::createTexture(const QPixmap &pix, GLenum target)
|
|
{
|
|
return new Texture(m_backend, pix, target);
|
|
}
|
|
|
|
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 = QStringLiteral("warn ") + QString::fromUtf8(message.toLocal8Bit().toBase64()) + QStringLiteral(" details ") + QString::fromUtf8(details.toLocal8Bit().toBase64());
|
|
KProcess::startDetached(QStringLiteral("kcmshell4"), 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 = QStringLiteral("warn ") + QString::fromUtf8(message.toLocal8Bit().toBase64()) + QStringLiteral(" details ") +
|
|
QString::fromUtf8(details.toLocal8Bit().toBase64()) + QStringLiteral(" dontagain kwin_dialogsrc:max_tex_warning");
|
|
KProcess::startDetached(QStringLiteral("kcmshell4"), 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::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(), displayHeight() - 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();
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL2
|
|
//****************************************
|
|
bool SceneOpenGL2::supported(OpenGLBackend *backend)
|
|
{
|
|
const QByteArray forceEnv = qgetenv("KWIN_COMPOSE");
|
|
if (!forceEnv.isEmpty()) {
|
|
if (qstrcmp(forceEnv, "O2") == 0) {
|
|
qDebug() << "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) {
|
|
qDebug() << "Driver does not recommend OpenGL 2 compositing";
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
return false;
|
|
#endif
|
|
}
|
|
if (options->isGlLegacy()) {
|
|
qDebug() << "OpenGL 2 disabled by config option";
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
SceneOpenGL2::SceneOpenGL2(OpenGLBackend *backend)
|
|
: SceneOpenGL(Workspace::self(), backend)
|
|
, m_lanczosFilter(NULL)
|
|
, m_colorCorrection()
|
|
{
|
|
if (!init_ok) {
|
|
// base ctor already failed
|
|
return;
|
|
}
|
|
// Initialize color correction before the shaders
|
|
slotColorCorrectedChanged(false);
|
|
connect(options, SIGNAL(colorCorrectedChanged()), this, SLOT(slotColorCorrectedChanged()), Qt::QueuedConnection);
|
|
|
|
if (!ShaderManager::instance()->isValid()) {
|
|
qDebug() << "No Scene Shaders available";
|
|
init_ok = false;
|
|
return;
|
|
}
|
|
|
|
// push one shader on the stack so that one is always bound
|
|
ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
|
|
if (checkGLError("Init")) {
|
|
qCritical() << "OpenGL 2 compositing setup failed";
|
|
init_ok = false;
|
|
return; // error
|
|
}
|
|
|
|
qDebug() << "OpenGL 2 compositing successfully initialized";
|
|
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
// It is not legal to not have a vertex array object bound in a core context
|
|
if (hasGLExtension(QStringLiteral("GL_ARB_vertex_array_object"))) {
|
|
glGenVertexArrays(1, &vao);
|
|
glBindVertexArray(vao);
|
|
}
|
|
#endif
|
|
|
|
init_ok = true;
|
|
}
|
|
|
|
SceneOpenGL2::~SceneOpenGL2()
|
|
{
|
|
}
|
|
|
|
void SceneOpenGL2::paintGenericScreen(int mask, ScreenPaintData data)
|
|
{
|
|
ShaderBinder binder(ShaderManager::GenericShader);
|
|
|
|
binder.shader()->setUniform(GLShader::ScreenTransformation, transformation(mask, data));
|
|
|
|
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);
|
|
}
|
|
|
|
SceneOpenGL::Window *SceneOpenGL2::createWindow(Toplevel *t)
|
|
{
|
|
return new SceneOpenGL2Window(t);
|
|
}
|
|
|
|
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)
|
|
{
|
|
qDebug() << "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();
|
|
}
|
|
|
|
|
|
//****************************************
|
|
// SceneOpenGL1
|
|
//****************************************
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
bool SceneOpenGL1::supported(OpenGLBackend *backend)
|
|
{
|
|
Q_UNUSED(backend)
|
|
const QByteArray forceEnv = qgetenv("KWIN_COMPOSE");
|
|
if (!forceEnv.isEmpty()) {
|
|
if (qstrcmp(forceEnv, "O1") == 0) {
|
|
qDebug() << "OpenGL 1 compositing enforced by environment variable";
|
|
return true;
|
|
} else {
|
|
// OpenGL 1 disabled by environment variable
|
|
return false;
|
|
}
|
|
}
|
|
if (GLPlatform::instance()->recommendedCompositor() < OpenGL1Compositing) {
|
|
qDebug() << "Driver does not recommend OpenGL 1 compositing";
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
SceneOpenGL1::SceneOpenGL1(OpenGLBackend *backend)
|
|
: SceneOpenGL(Workspace::self(), backend)
|
|
, m_resetModelViewProjectionMatrix(true)
|
|
{
|
|
if (!init_ok) {
|
|
// base ctor already failed
|
|
return;
|
|
}
|
|
ShaderManager::disable();
|
|
setupModelViewProjectionMatrix();
|
|
if (checkGLError("Init")) {
|
|
qCritical() << "OpenGL 1 compositing setup failed";
|
|
init_ok = false;
|
|
return; // error
|
|
}
|
|
|
|
qDebug() << "OpenGL 1 compositing successfully initialized";
|
|
}
|
|
|
|
SceneOpenGL1::~SceneOpenGL1()
|
|
{
|
|
}
|
|
|
|
qint64 SceneOpenGL1::paint(QRegion damage, ToplevelList windows)
|
|
{
|
|
if (m_resetModelViewProjectionMatrix) {
|
|
// reset model view projection matrix if required
|
|
setupModelViewProjectionMatrix();
|
|
}
|
|
return SceneOpenGL::paint(damage, windows);
|
|
}
|
|
|
|
void SceneOpenGL1::paintGenericScreen(int mask, ScreenPaintData data)
|
|
{
|
|
pushMatrix(transformation(mask, data));
|
|
Scene::paintGenericScreen(mask, data);
|
|
popMatrix();
|
|
}
|
|
|
|
void SceneOpenGL1::doPaintBackground(const QVector< float >& vertices)
|
|
{
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
vbo->reset();
|
|
vbo->setUseColor(true);
|
|
vbo->setData(vertices.count() / 2, 2, vertices.data(), NULL);
|
|
vbo->render(GL_TRIANGLES);
|
|
}
|
|
|
|
void SceneOpenGL1::setupModelViewProjectionMatrix()
|
|
{
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
float fovy = 60.0f;
|
|
float aspect = 1.0f;
|
|
float zNear = 0.1f;
|
|
float zFar = 100.0f;
|
|
float ymax = zNear * tan(fovy * M_PI / 360.0f);
|
|
float ymin = -ymax;
|
|
float xmin = ymin * aspect;
|
|
float xmax = ymax * aspect;
|
|
// swap top and bottom to have OpenGL coordinate system match X system
|
|
glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
|
|
glTranslatef(xmin * scaleFactor, ymax * scaleFactor, -1.1);
|
|
glScalef((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001);
|
|
m_resetModelViewProjectionMatrix = false;
|
|
}
|
|
|
|
void SceneOpenGL1::screenGeometryChanged(const QSize &size)
|
|
{
|
|
SceneOpenGL::screenGeometryChanged(size);
|
|
m_resetModelViewProjectionMatrix = true;
|
|
}
|
|
|
|
SceneOpenGL::Window *SceneOpenGL1::createWindow(Toplevel *t)
|
|
{
|
|
return new SceneOpenGL1Window(t);
|
|
}
|
|
|
|
#endif
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Texture
|
|
//****************************************
|
|
|
|
SceneOpenGL::Texture::Texture(OpenGLBackend *backend)
|
|
: GLTexture(*backend->createBackendTexture(this))
|
|
{
|
|
}
|
|
|
|
SceneOpenGL::Texture::Texture(OpenGLBackend *backend, const QPixmap &pix, GLenum target)
|
|
: GLTexture(*backend->createBackendTexture(this))
|
|
{
|
|
load(pix, target);
|
|
}
|
|
|
|
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(const Pixmap& pix, const QSize& size,
|
|
int depth)
|
|
{
|
|
if (pix == None)
|
|
return false;
|
|
return load(pix, size, depth,
|
|
QRegion(0, 0, size.width(), size.height()));
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load(const QImage& image, GLenum target)
|
|
{
|
|
if (image.isNull())
|
|
return false;
|
|
return load(QPixmap::fromImage(image), target);
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load(const QPixmap& pixmap, GLenum target)
|
|
{
|
|
if (pixmap.isNull())
|
|
return false;
|
|
|
|
return GLTexture::load(pixmap.toImage(), target);
|
|
}
|
|
|
|
void SceneOpenGL::Texture::findTarget()
|
|
{
|
|
Q_D(Texture);
|
|
d->findTarget();
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
|
|
int depth, QRegion region)
|
|
{
|
|
Q_UNUSED(region)
|
|
// decrease the reference counter for the old texture
|
|
d_ptr = d_func()->backend()->createBackendTexture(this); //new TexturePrivate();
|
|
|
|
Q_D(Texture);
|
|
return d->loadTexture(pix, size, depth);
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::update(const QRegion &damage)
|
|
{
|
|
Q_D(Texture);
|
|
return d->update(damage);
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Texture
|
|
//****************************************
|
|
SceneOpenGL::TexturePrivate::TexturePrivate()
|
|
{
|
|
}
|
|
|
|
SceneOpenGL::TexturePrivate::~TexturePrivate()
|
|
{
|
|
}
|
|
|
|
bool SceneOpenGL::TexturePrivate::update(const QRegion &damage)
|
|
{
|
|
Q_UNUSED(damage)
|
|
return true;
|
|
}
|
|
|
|
//****************************************
|
|
// 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();
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
|
|
|
|
OpenGLPaintRedirector *SceneOpenGL::Window::paintRedirector() const
|
|
{
|
|
if (toplevel->isClient()) {
|
|
Client *client = static_cast<Client *>(toplevel);
|
|
if (client->noBorder())
|
|
return 0;
|
|
|
|
return static_cast<OpenGLPaintRedirector *>(client->decorationPaintRedirector());
|
|
}
|
|
|
|
if (toplevel->isDeleted()) {
|
|
Deleted *deleted = static_cast<Deleted *>(toplevel);
|
|
if (deleted->noBorder())
|
|
return 0;
|
|
|
|
return static_cast<OpenGLPaintRedirector *>(deleted->decorationPaintRedirector());
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool SceneOpenGL::Window::getDecorationTextures(GLTexture **textures) const
|
|
{
|
|
OpenGLPaintRedirector *redirector = paintRedirector();
|
|
if (!redirector)
|
|
return false;
|
|
|
|
redirector->ensurePixmapsPainted();
|
|
|
|
textures[0] = redirector->leftRightTexture();
|
|
textures[1] = redirector->topBottomTexture();
|
|
|
|
redirector->markAsRepainted();
|
|
return true;
|
|
}
|
|
|
|
void SceneOpenGL::Window::paintDecorations(const WindowPaintData &data, const QRegion ®ion)
|
|
{
|
|
GLTexture *textures[2];
|
|
if (!getDecorationTextures(textures))
|
|
return;
|
|
|
|
WindowQuadList quads[2]; // left-right, top-bottom
|
|
|
|
// Split the quads into two lists
|
|
foreach (const WindowQuad &quad, data.quads) {
|
|
switch (quad.type()) {
|
|
case WindowQuadDecorationLeftRight:
|
|
quads[0].append(quad);
|
|
continue;
|
|
|
|
case WindowQuadDecorationTopBottom:
|
|
quads[1].append(quad);
|
|
continue;
|
|
|
|
default:
|
|
continue;
|
|
}
|
|
}
|
|
|
|
TextureType type[] = { DecorationLeftRight, DecorationTopBottom };
|
|
for (int i = 0; i < 2; i++)
|
|
paintDecoration(textures[i], type[i], region, data, quads[i]);
|
|
}
|
|
|
|
void SceneOpenGL::Window::paintDecoration(GLTexture *texture, TextureType type,
|
|
const QRegion ®ion, const WindowPaintData &data,
|
|
const WindowQuadList &quads)
|
|
{
|
|
if (!texture || quads.isEmpty())
|
|
return;
|
|
|
|
if (filter == ImageFilterGood)
|
|
texture->setFilter(GL_LINEAR);
|
|
else
|
|
texture->setFilter(GL_NEAREST);
|
|
|
|
texture->setWrapMode(GL_CLAMP_TO_EDGE);
|
|
texture->bind();
|
|
|
|
prepareStates(type, data.opacity() * data.decorationOpacity(), data.brightness(), data.saturation(), data.screen());
|
|
renderQuads(0, region, quads, texture, false);
|
|
restoreStates(type, data.opacity() * data.decorationOpacity(), data.brightness(), data.saturation());
|
|
|
|
texture->unbind();
|
|
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (m_scene && m_scene->debug()) {
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES, m_hardwareClipping);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void SceneOpenGL::Window::paintShadow(const QRegion ®ion, const WindowPaintData &data)
|
|
{
|
|
WindowQuadList quads;
|
|
|
|
foreach (const WindowQuad &quad, data.quads) {
|
|
switch (quad.type()) {
|
|
case WindowQuadShadowTopLeft:
|
|
case WindowQuadShadowTop:
|
|
case WindowQuadShadowTopRight:
|
|
case WindowQuadShadowLeft:
|
|
case WindowQuadShadowRight:
|
|
case WindowQuadShadowBottomLeft:
|
|
case WindowQuadShadowBottom:
|
|
case WindowQuadShadowBottomRight:
|
|
quads.append(quad);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (quads.isEmpty())
|
|
return;
|
|
|
|
GLTexture *texture = static_cast<SceneOpenGLShadow*>(m_shadow)->shadowTexture();
|
|
if (!texture) {
|
|
return;
|
|
}
|
|
if (filter == ImageFilterGood)
|
|
texture->setFilter(GL_LINEAR);
|
|
else
|
|
texture->setFilter(GL_NEAREST);
|
|
texture->setWrapMode(GL_CLAMP_TO_EDGE);
|
|
texture->bind();
|
|
prepareStates(Shadow, data.opacity(), data.brightness(), data.saturation(), data.screen());
|
|
renderQuads(0, region, quads, texture, true);
|
|
restoreStates(Shadow, data.opacity(), data.brightness(), data.saturation());
|
|
texture->unbind();
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (m_scene && m_scene->debug()) {
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
renderQuads(0, region, quads, texture, true);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads,
|
|
GLTexture *tex, bool normalized)
|
|
{
|
|
if (quads.isEmpty())
|
|
return;
|
|
|
|
const QMatrix4x4 matrix = tex->matrix(normalized ? NormalizedCoordinates : UnnormalizedCoordinates);
|
|
|
|
// Render geometry
|
|
GLenum primitiveType;
|
|
int primcount;
|
|
|
|
if (GLVertexBuffer::supportsIndexedQuads()) {
|
|
primitiveType = GL_QUADS_KWIN;
|
|
primcount = quads.count() * 4;
|
|
} else {
|
|
primitiveType = GL_TRIANGLES;
|
|
primcount = quads.count() * 6;
|
|
}
|
|
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
vbo->setVertexCount(primcount);
|
|
|
|
GLVertex2D *map = (GLVertex2D *) vbo->map(primcount * sizeof(GLVertex2D));
|
|
quads.makeInterleavedArrays(primitiveType, map, matrix);
|
|
vbo->unmap();
|
|
|
|
vbo->render(region, primitiveType, m_hardwareClipping);
|
|
}
|
|
|
|
GLTexture *SceneOpenGL::Window::textureForType(SceneOpenGL::Window::TextureType type)
|
|
{
|
|
GLTexture *tex = NULL;
|
|
OpenGLPaintRedirector *redirector = NULL;
|
|
|
|
if (type != Content && type != Shadow) {
|
|
if (toplevel->isClient()) {
|
|
Client *client = static_cast<Client*>(toplevel);
|
|
redirector = static_cast<OpenGLPaintRedirector*>(client->decorationPaintRedirector());
|
|
} else if (toplevel->isDeleted()) {
|
|
Deleted *deleted = static_cast<Deleted*>(toplevel);
|
|
redirector = static_cast<OpenGLPaintRedirector*>(deleted->decorationPaintRedirector());
|
|
}
|
|
}
|
|
|
|
switch(type) {
|
|
case Content:
|
|
tex = s_frameTexture;
|
|
break;
|
|
|
|
case DecorationLeftRight:
|
|
tex = redirector ? redirector->leftRightTexture() : 0;
|
|
break;
|
|
|
|
case DecorationTopBottom:
|
|
tex = redirector ? redirector->topBottomTexture() : 0;
|
|
break;
|
|
|
|
case Shadow:
|
|
tex = static_cast<SceneOpenGLShadow*>(m_shadow)->shadowTexture();
|
|
}
|
|
return tex;
|
|
}
|
|
|
|
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[LeftRightLeaf].isEmpty() || !quads[TopBottomLeaf].isEmpty()) {
|
|
GLTexture *textures[2];
|
|
getDecorationTextures(textures);
|
|
|
|
nodes[LeftRightLeaf].texture = textures[0];
|
|
nodes[LeftRightLeaf].opacity = data.opacity();
|
|
nodes[LeftRightLeaf].hasAlpha = true;
|
|
nodes[LeftRightLeaf].coordinateType = UnnormalizedCoordinates;
|
|
|
|
nodes[TopBottomLeaf].texture = textures[1];
|
|
nodes[TopBottomLeaf].opacity = data.opacity();
|
|
nodes[TopBottomLeaf].hasAlpha = true;
|
|
nodes[TopBottomLeaf].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;
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL2Window::performPaint(int mask, QRegion region, WindowPaintData data)
|
|
{
|
|
if (!beginRenderWindow(mask, region, data))
|
|
return;
|
|
|
|
GLShader *shader = data.shader;
|
|
if (!shader) {
|
|
if ((mask & Scene::PAINT_WINDOW_TRANSFORMED) || (mask & Scene::PAINT_SCREEN_TRANSFORMED)) {
|
|
shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
|
|
} else {
|
|
shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
|
|
shader->setUniform(GLShader::Offset, QVector2D(x(), y()));
|
|
}
|
|
}
|
|
|
|
if (ColorCorrection *cc = static_cast<SceneOpenGL2*>(m_scene)->colorCorrection()) {
|
|
cc->setupForOutput(data.screen());
|
|
}
|
|
|
|
shader->setUniform(GLShader::WindowTransformation, transformation(mask, data));
|
|
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 WindowQuadDecorationLeftRight:
|
|
quads[LeftRightLeaf].append(quad);
|
|
continue;
|
|
|
|
case WindowQuadDecorationTopBottom:
|
|
quads[TopBottomLeaf].append(quad);
|
|
continue;
|
|
|
|
case WindowQuadContents:
|
|
quads[ContentLeaf].append(quad);
|
|
continue;
|
|
|
|
case WindowQuadShadowTopLeft:
|
|
case WindowQuadShadowTop:
|
|
case WindowQuadShadowTopRight:
|
|
case WindowQuadShadowLeft:
|
|
case WindowQuadShadowRight:
|
|
case WindowQuadShadowBottomLeft:
|
|
case WindowQuadShadowBottom:
|
|
case WindowQuadShadowBottomRight:
|
|
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_KWIN : 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() + quads[4].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();
|
|
}
|
|
|
|
void SceneOpenGL2Window::prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen)
|
|
{
|
|
// setup blending of transparent windows
|
|
bool opaque = isOpaque() && opacity == 1.0;
|
|
bool alpha = toplevel->hasAlpha() || type != Content;
|
|
if (type != Content) {
|
|
if (type == Shadow) {
|
|
opaque = false;
|
|
} else {
|
|
if (opacity == 1.0 && toplevel->isClient()) {
|
|
opaque = !(static_cast<Client*>(toplevel)->decorationHasAlpha());
|
|
} else {
|
|
// TODO: add support in Deleted
|
|
opaque = false;
|
|
}
|
|
}
|
|
}
|
|
if (!opaque) {
|
|
glEnable(GL_BLEND);
|
|
if (alpha) {
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
glBlendColor((float)opacity, (float)opacity, (float)opacity, (float)opacity);
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_CONSTANT_ALPHA);
|
|
}
|
|
}
|
|
m_blendingEnabled = !opaque;
|
|
|
|
const qreal rgb = brightness * opacity;
|
|
const qreal a = opacity;
|
|
|
|
GLShader *shader = ShaderManager::instance()->getBoundShader();
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
|
|
shader->setUniform(GLShader::Saturation, saturation);
|
|
|
|
if (ColorCorrection *cc = static_cast<SceneOpenGL2*>(m_scene)->colorCorrection()) {
|
|
cc->setupForOutput(screen);
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL2Window::restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation)
|
|
{
|
|
Q_UNUSED(type);
|
|
Q_UNUSED(opacity);
|
|
Q_UNUSED(brightness);
|
|
Q_UNUSED(saturation);
|
|
if (m_blendingEnabled) {
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
if (ColorCorrection *cc = static_cast<SceneOpenGL2*>(m_scene)->colorCorrection()) {
|
|
cc->setupForOutput(-1);
|
|
}
|
|
}
|
|
|
|
//***************************************
|
|
// SceneOpenGL1Window
|
|
//***************************************
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
SceneOpenGL1Window::SceneOpenGL1Window(Toplevel *c)
|
|
: SceneOpenGL::Window(c)
|
|
{
|
|
}
|
|
|
|
SceneOpenGL1Window::~SceneOpenGL1Window()
|
|
{
|
|
}
|
|
|
|
// paint the window
|
|
void SceneOpenGL1Window::performPaint(int mask, QRegion region, WindowPaintData data)
|
|
{
|
|
if (!beginRenderWindow(mask, region, data))
|
|
return;
|
|
|
|
pushMatrix(transformation(mask, data));
|
|
|
|
// shadow
|
|
if (m_shadow) {
|
|
paintShadow(region, data);
|
|
}
|
|
// decorations
|
|
paintDecorations(data, region);
|
|
|
|
// paint the content
|
|
OpenGLWindowPixmap *previous = previousWindowPixmap<OpenGLWindowPixmap>();
|
|
const WindowQuadList contentQuads = data.quads.select(WindowQuadContents);
|
|
if (previous && data.crossFadeProgress() != 1.0) {
|
|
// TODO: ARGB crsoofading is atm. a hack, playing on opacities for two dumb SrcOver operations
|
|
// Will require a caching texture or sth. else 1.2 compliant
|
|
float opacity = data.opacity();
|
|
if (opacity < 0.95f || toplevel->hasAlpha()) {
|
|
opacity = 1 - data.crossFadeProgress();
|
|
opacity = data.opacity() * (1 - pow(opacity, 1.0f + 2.0f * data.opacity()));
|
|
}
|
|
paintContent(s_frameTexture, region, mask, opacity, data, contentQuads, false);
|
|
previous->texture()->setFilter(filter == Scene::ImageFilterGood ? GL_LINEAR : GL_NEAREST);
|
|
WindowQuadList oldContents;
|
|
const QRect &oldGeometry = previous->contentsRect();
|
|
for (const WindowQuad &quad : contentQuads) {
|
|
// 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;
|
|
}
|
|
oldContents.append(newQuad);
|
|
}
|
|
opacity = data.opacity() * (1.0 - data.crossFadeProgress());
|
|
paintContent(previous->texture(), region, mask, opacity, data, oldContents, true);
|
|
} else {
|
|
paintContent(s_frameTexture, region, mask, data.opacity(), data, contentQuads, false);
|
|
}
|
|
|
|
popMatrix();
|
|
|
|
endRenderWindow();
|
|
}
|
|
|
|
void SceneOpenGL1Window::paintContent(SceneOpenGL::Texture* content, const QRegion& region, int mask,
|
|
qreal opacity, const WindowPaintData& data, const WindowQuadList &contentQuads, bool normalized)
|
|
{
|
|
if (contentQuads.isEmpty()) {
|
|
return;
|
|
}
|
|
content->bind();
|
|
prepareStates(Content, opacity, data.brightness(), data.saturation(), data.screen());
|
|
renderQuads(mask, region, contentQuads, content, normalized);
|
|
restoreStates(Content, opacity, data.brightness(), data.saturation());
|
|
content->unbind();
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (m_scene && m_scene->debug()) {
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
renderQuads(mask, region, contentQuads, content, normalized);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void SceneOpenGL1Window::prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen)
|
|
{
|
|
Q_UNUSED(screen)
|
|
|
|
GLTexture *tex = textureForType(type);
|
|
bool alpha = false;
|
|
bool opaque = true;
|
|
if (type == Content) {
|
|
alpha = toplevel->hasAlpha();
|
|
opaque = isOpaque() && opacity == 1.0;
|
|
} else {
|
|
alpha = true;
|
|
opaque = false;
|
|
}
|
|
// setup blending of transparent windows
|
|
glPushAttrib(GL_ENABLE_BIT);
|
|
if (!opaque) {
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
if (saturation != 1.0 && tex->saturationSupported()) {
|
|
// First we need to get the color from [0; 1] range to [0.5; 1] range
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
|
|
const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5};
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant);
|
|
tex->bind();
|
|
|
|
// Then we take dot product of the result of previous pass and
|
|
// saturation_constant. This gives us completely unsaturated
|
|
// (greyscale) image
|
|
// Note that both operands have to be in range [0.5; 1] since opengl
|
|
// automatically substracts 0.5 from them
|
|
glActiveTexture(GL_TEXTURE1);
|
|
float saturation_constant[] = { 0.5 + 0.5 * 0.30, 0.5 + 0.5 * 0.59, 0.5 + 0.5 * 0.11,
|
|
static_cast<float>(saturation) };
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant);
|
|
tex->bind();
|
|
|
|
// Finally we need to interpolate between the original image and the
|
|
// greyscale image to get wanted level of saturation
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant);
|
|
// Also replace alpha by primary color's alpha here
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
|
// And make primary color contain the wanted opacity
|
|
glColor4f(opacity, opacity, opacity, opacity);
|
|
tex->bind();
|
|
|
|
if (alpha || !opaque || brightness != 1.0f) {
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
// The color has to be multiplied by both opacity and brightness
|
|
float opacityByBrightness = opacity * brightness;
|
|
glColor4f(opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity);
|
|
if (alpha) {
|
|
// Multiply original texture's alpha by our opacity
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
|
|
} else {
|
|
// Alpha will be taken from previous stage
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
|
}
|
|
tex->bind();
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
} else if (opacity != 1.0 || brightness != 1.0) {
|
|
// the window is additionally configured to have its opacity adjusted,
|
|
// do it
|
|
float opacityByBrightness = opacity * brightness;
|
|
if (alpha) {
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
glColor4f(opacityByBrightness, opacityByBrightness, opacityByBrightness,
|
|
opacity);
|
|
} else {
|
|
// Multiply color by brightness and replace alpha by opacity
|
|
float constant[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness,
|
|
static_cast<float>(opacity) };
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT);
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant);
|
|
}
|
|
} else if (!alpha && opaque) {
|
|
float constant[] = { 1.0, 1.0, 1.0, 1.0 };
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT);
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant);
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL1Window::restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation)
|
|
{
|
|
GLTexture *tex = textureForType(type);
|
|
if (opacity != 1.0 || saturation != 1.0 || brightness != 1.0f) {
|
|
if (saturation != 1.0 && tex->saturationSupported()) {
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glDisable(tex->target());
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glDisable(tex->target());
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glDisable(tex->target());
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
}
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
glColor4f(0, 0, 0, 0);
|
|
|
|
glPopAttrib(); // ENABLE_BIT
|
|
}
|
|
#endif
|
|
|
|
//****************************************
|
|
// OpenGLWindowPixmap
|
|
//****************************************
|
|
|
|
OpenGLWindowPixmap::OpenGLWindowPixmap(Scene::Window *window, SceneOpenGL* scene)
|
|
: WindowPixmap(window)
|
|
, m_scene(scene)
|
|
, m_texture(scene->createTexture())
|
|
{
|
|
}
|
|
|
|
OpenGLWindowPixmap::~OpenGLWindowPixmap()
|
|
{
|
|
}
|
|
|
|
bool OpenGLWindowPixmap::bind()
|
|
{
|
|
if (!m_texture->isNull()) {
|
|
if (!toplevel()->damage().isEmpty()) {
|
|
const bool success = m_texture->update(toplevel()->damage());
|
|
// mipmaps need to be updated
|
|
m_texture->setDirty();
|
|
toplevel()->resetDamage();
|
|
return success;
|
|
}
|
|
return true;
|
|
}
|
|
if (!isValid()) {
|
|
return false;
|
|
}
|
|
|
|
bool success = m_texture->load(pixmap(), toplevel()->size(), toplevel()->depth(), toplevel()->damage());
|
|
|
|
if (success)
|
|
toplevel()->resetDamage();
|
|
else
|
|
qDebug() << "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 && ShaderManager::instance()->isValid()) {
|
|
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);
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
if (!shader)
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
#endif
|
|
|
|
// 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));
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(0.0, 0.0, 0.0, opacity * frameOpacity);
|
|
#endif
|
|
|
|
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);
|
|
} else {
|
|
pushMatrix(translation);
|
|
}
|
|
}
|
|
m_unstyledVBO->render(region, GL_TRIANGLES);
|
|
if (!sceneShader) {
|
|
if (shader) {
|
|
shader->setUniform(GLShader::WindowTransformation, QMatrix4x4());
|
|
} else {
|
|
popMatrix();
|
|
}
|
|
}
|
|
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));
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity * frameOpacity);
|
|
#endif
|
|
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 = m_scene->createTexture(pixmap);
|
|
}
|
|
if (m_selectionTexture) {
|
|
if (shader) {
|
|
const float a = opacity * frameOpacity;
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity * frameOpacity);
|
|
#endif
|
|
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));
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity * (1.0 - m_effectFrame->crossFadeProgress()));
|
|
#endif
|
|
|
|
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));
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress());
|
|
#endif
|
|
} else {
|
|
if (shader) {
|
|
const QVector4D constant(opacity, opacity, opacity, opacity);
|
|
shader->setUniform(GLShader::ModulationConstant, constant);
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity);
|
|
#endif
|
|
}
|
|
|
|
if (!m_iconTexture) { // lazy creation
|
|
m_iconTexture = m_scene->createTexture(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));
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity *(1.0 - m_effectFrame->crossFadeProgress()));
|
|
#endif
|
|
|
|
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));
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress());
|
|
#endif
|
|
} else {
|
|
if (shader) {
|
|
const QVector4D constant(opacity, opacity, opacity, opacity);
|
|
shader->setUniform(GLShader::ModulationConstant, constant);
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
else
|
|
glColor4f(1.0, 1.0, 1.0, opacity);
|
|
#endif
|
|
}
|
|
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 = m_scene->createTexture(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 = m_scene->createTexture(*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
|
|
//****************************************
|
|
SceneOpenGLShadow::SceneOpenGLShadow(Toplevel *toplevel)
|
|
: Shadow(toplevel)
|
|
, m_texture(NULL)
|
|
{
|
|
}
|
|
|
|
SceneOpenGLShadow::~SceneOpenGLShadow()
|
|
{
|
|
effects->makeOpenGLContextCurrent();
|
|
delete m_texture;
|
|
}
|
|
|
|
void SceneOpenGLShadow::buildQuads()
|
|
{
|
|
// prepare window quads
|
|
m_shadowQuads.clear();
|
|
const QSizeF top(shadowPixmap(ShadowElementTop).size());
|
|
const QSizeF topRight(shadowPixmap(ShadowElementTopRight).size());
|
|
const QSizeF right(shadowPixmap(ShadowElementRight).size());
|
|
const QSizeF bottomRight(shadowPixmap(ShadowElementBottomRight).size());
|
|
const QSizeF bottom(shadowPixmap(ShadowElementBottom).size());
|
|
const QSizeF bottomLeft(shadowPixmap(ShadowElementBottomLeft).size());
|
|
const QSizeF left(shadowPixmap(ShadowElementLeft).size());
|
|
const QSizeF topLeft(shadowPixmap(ShadowElementTopLeft).size());
|
|
if ((left.width() - leftOffset() > topLevel()->width()) ||
|
|
(right.width() - rightOffset() > topLevel()->width()) ||
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|
(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());
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|
return;
|
|
}
|
|
|
|
const QRectF outerRect(QPointF(-leftOffset(), -topOffset()),
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|
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(WindowQuadShadowTopLeft);
|
|
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(WindowQuadShadowTop);
|
|
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(WindowQuadShadowTopRight);
|
|
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(WindowQuadShadowRight);
|
|
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(WindowQuadShadowBottomRight);
|
|
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(WindowQuadShadowBottom);
|
|
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(WindowQuadShadowBottomLeft);
|
|
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(WindowQuadShadowLeft);
|
|
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()
|
|
{
|
|
const QSize top(shadowPixmap(ShadowElementTop).size());
|
|
const QSize topRight(shadowPixmap(ShadowElementTopRight).size());
|
|
const QSize right(shadowPixmap(ShadowElementRight).size());
|
|
const QSize bottomRight(shadowPixmap(ShadowElementBottomRight).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();
|
|
|
|
effects->makeOpenGLContextCurrent();
|
|
delete m_texture;
|
|
m_texture = new GLTexture(image);
|
|
|
|
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...
|
|
qDebug() << "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;
|
|
}
|
|
|
|
} // namespace
|