kwin/scene_opengl.h
Martin Gräßlin b7be3cb621 Better handling for making the compositing OpenGL context current
With QtQuick2 it's possible that the scene graph rendering context either
lives in an own thread or uses the main GUI thread. In the latter case
it's the same thread as our compositing OpenGL context lives in. This
means our basic assumption that between two rendering passes the context
stays current does not hold.

The code already ensured that before we start a rendering pass the
context is made current, but there are many more possible cases. If we
use OpenGL in areas not triggered by the rendering loop but in response
to other events the context needs to be made current. This includes the
loading and unloading of effects (some effects use OpenGL in the static
effect check, in the ctor and dtor), background loading of texture data,
lazy loading after first usage invoked by shortcut, etc. etc.

To properly handle these cases new methods are added to EffectsHandler
to make the compositing OpenGL context current. These calls delegate down
into the scene. On non-OpenGL scenes they are noop, but on OpenGL they go
into the backend and make the context current. In addition they ensure
that Qt doesn't think that it's QOpenGLContext is current by calling
doneCurrent() on the QOpenGLContext::currentContext(). This unfortunately
causes an additional call to makeCurrent with a null context, but there
is no other way to tell Qt - it doesn't notice when a different context
is made current with low level API calls. In the multi-threaded
architecture this doesn't matter as ::currentContext() returns null.

A short evaluation showed that a transition to QOpenGLContext doesn't
seem feasible. Qt only supports either GLX or EGL while KWin supports
both and when entering the transition phase for Wayland, it would become
extremely tricky if our native platform is X11, but we want a Wayland
EGL context. A future solution might be to have a "KWin-QPA plugin" which
uses either xcb or Wayland and hides everything from Qt.

The API documentation is extended to describe when the effects-framework
ensures that an OpenGL context is current. The effects are changed to
make the context current in cases where it's not guaranteed. This has
been done by looking for creation or deletion of GLTextures and Shaders.
If there are other OpenGL usages outside the rendering loop, ctor/dtor
this needs to be changed, too.
2013-11-23 10:54:41 +01:00

652 lines
20 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_SCENE_OPENGL_H
#define KWIN_SCENE_OPENGL_H
#include "scene.h"
#include "shadow.h"
#include "kwinglutils.h"
#include "kwingltexture_p.h"
namespace KWin
{
class ColorCorrection;
class LanczosFilter;
class OpenGLBackend;
class OpenGLPaintRedirector;
class SceneOpenGL
: public Scene
{
Q_OBJECT
public:
class EffectFrame;
class Texture;
class TexturePrivate;
class Window;
virtual ~SceneOpenGL();
virtual bool initFailed() const;
virtual bool hasPendingFlush() const;
virtual qint64 paint(QRegion damage, ToplevelList windows);
virtual void windowAdded(Toplevel*);
virtual void windowDeleted(Deleted*);
virtual void screenGeometryChanged(const QSize &size);
virtual OverlayWindow *overlayWindow();
virtual bool blocksForRetrace() const;
virtual bool syncsToVBlank() const;
virtual bool makeOpenGLContextCurrent() override;
virtual void doneOpenGLContextCurrent() override;
void idle();
bool debug() const { return m_debug; }
/**
* @brief Factory method to create a backend specific texture.
*
* @return :SceneOpenGL::Texture*
**/
Texture *createTexture();
Texture *createTexture(const QPixmap& pix, GLenum target = GL_TEXTURE_2D);
#ifndef KWIN_HAVE_OPENGLES
/**
* Copy a region of pixels from the current read to the current draw buffer
*/
static void copyPixels(const QRegion &region);
#endif
static SceneOpenGL *createScene();
protected:
SceneOpenGL(Workspace* ws, OpenGLBackend *backend);
virtual void paintBackground(QRegion region);
virtual void extendPaintRegion(QRegion &region, bool opaqueFullscreen);
QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const;
virtual void paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data);
void handleGraphicsReset(GLenum status);
virtual void doPaintBackground(const QVector<float> &vertices) = 0;
virtual SceneOpenGL::Window *createWindow(Toplevel *t) = 0;
Q_SIGNALS:
void resetCompositing();
public Q_SLOTS:
virtual void windowOpacityChanged(KWin::Toplevel* c);
virtual void windowGeometryShapeChanged(KWin::Toplevel* c);
virtual void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
protected:
bool init_ok;
private:
bool viewportLimitsMatched(const QSize &size) const;
private:
QHash< Toplevel*, Window* > windows;
bool m_debug;
OpenGLBackend *m_backend;
};
class SceneOpenGL2 : public SceneOpenGL
{
Q_OBJECT
public:
explicit SceneOpenGL2(OpenGLBackend *backend);
virtual ~SceneOpenGL2();
virtual CompositingType compositingType() const {
return OpenGL2Compositing;
}
static bool supported(OpenGLBackend *backend);
ColorCorrection *colorCorrection();
protected:
virtual void paintGenericScreen(int mask, ScreenPaintData data);
virtual void doPaintBackground(const QVector< float >& vertices);
virtual SceneOpenGL::Window *createWindow(Toplevel *t);
virtual void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
virtual void paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data);
private Q_SLOTS:
void slotColorCorrectedChanged(bool recreateShaders = true);
void resetLanczosFilter();
private:
void performPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
private:
LanczosFilter *m_lanczosFilter;
QScopedPointer<ColorCorrection> m_colorCorrection;
GLuint vao;
};
#ifdef KWIN_HAVE_OPENGL_1
class SceneOpenGL1 : public SceneOpenGL
{
public:
explicit SceneOpenGL1(OpenGLBackend *backend);
virtual ~SceneOpenGL1();
virtual void screenGeometryChanged(const QSize &size);
virtual qint64 paint(QRegion damage, ToplevelList windows);
virtual CompositingType compositingType() const {
return OpenGL1Compositing;
}
static bool supported(OpenGLBackend *backend);
protected:
virtual void paintGenericScreen(int mask, ScreenPaintData data);
virtual void doPaintBackground(const QVector< float >& vertices);
virtual SceneOpenGL::Window *createWindow(Toplevel *t);
private:
void setupModelViewProjectionMatrix();
bool m_resetModelViewProjectionMatrix;
};
#endif
class SceneOpenGL::TexturePrivate
: public GLTexturePrivate
{
public:
virtual ~TexturePrivate();
virtual void findTarget() = 0;
virtual bool loadTexture(const Pixmap& pix, const QSize& size, int depth) = 0;
virtual OpenGLBackend *backend() = 0;
virtual bool update(const QRegion &damage);
protected:
TexturePrivate();
private:
Q_DISABLE_COPY(TexturePrivate)
};
class SceneOpenGL::Texture
: public GLTexture
{
public:
Texture(OpenGLBackend *backend);
Texture(OpenGLBackend *backend, const QPixmap& pix, GLenum target = GL_TEXTURE_2D);
virtual ~Texture();
Texture & operator = (const Texture& tex);
using GLTexture::load;
virtual bool load(const QImage& image, GLenum target = GL_TEXTURE_2D);
virtual bool load(const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D);
virtual void discard();
bool update(const QRegion &damage);
protected:
void findTarget();
virtual bool load(const Pixmap& pix, const QSize& size, int depth,
QRegion region);
virtual bool load(const Pixmap& pix, const QSize& size, int depth);
Texture(TexturePrivate& dd);
private:
Q_DECLARE_PRIVATE(Texture)
friend class OpenGLWindowPixmap;
};
class SceneOpenGL::Window
: public Scene::Window
{
public:
virtual ~Window();
bool beginRenderWindow(int mask, const QRegion &region, WindowPaintData &data);
virtual void performPaint(int mask, QRegion region, WindowPaintData data) = 0;
void endRenderWindow();
bool bindTexture();
void setScene(SceneOpenGL *scene) {
m_scene = scene;
}
protected:
virtual WindowPixmap* createWindowPixmap();
Window(Toplevel* c);
enum TextureType {
Content,
DecorationLeftRight,
DecorationTopBottom,
Shadow
};
QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
bool getDecorationTextures(GLTexture **textures) const;
void paintDecoration(GLTexture *texture, TextureType type, const QRegion &region, const WindowPaintData &data, const WindowQuadList &quads);
void paintShadow(const QRegion &region, const WindowPaintData &data);
void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized);
/**
* @brief Prepare the OpenGL rendering state before the texture with @p type will be rendered.
*
* @param type The type of the Texture which will be rendered
* @param opacity The opacity value to use for this rendering
* @param brightness The brightness value to use for this rendering
* @param saturation The saturation value to use for this rendering
* @param screen The index of the screen to use for this rendering
**/
virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen) = 0;
/**
* @brief Restores the OpenGL rendering state after the texture with @p type has been rendered.
*
* @param type The type of the Texture which has been rendered
* @param opacity The opacity value used for the rendering
* @param brightness The brightness value used for this rendering
* @param saturation The saturation value used for this rendering
* @param screen The index of the screen to use for this rendering
**/
virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation) = 0;
/**
* @brief Returns the texture for the given @p type.
*
* @param type The Texture Type for which the texture should be retrieved
* @return :GLTexture* the texture
**/
GLTexture *textureForType(TextureType type);
void paintDecorations(const WindowPaintData &data, const QRegion &region);
protected:
SceneOpenGL *m_scene;
bool m_hardwareClipping;
private:
OpenGLPaintRedirector *paintRedirector() const;
};
class SceneOpenGL2Window : public SceneOpenGL::Window
{
public:
enum Leaf { ShadowLeaf = 0, LeftRightLeaf, TopBottomLeaf, ContentLeaf, PreviousContentLeaf, LeafCount };
struct LeafNode
{
LeafNode()
: texture(0),
firstVertex(0),
vertexCount(0),
opacity(1.0),
hasAlpha(false),
coordinateType(UnnormalizedCoordinates)
{
}
GLTexture *texture;
int firstVertex;
int vertexCount;
float opacity;
bool hasAlpha;
TextureCoordinateType coordinateType;
};
explicit SceneOpenGL2Window(Toplevel *c);
virtual ~SceneOpenGL2Window();
protected:
QVector4D modulate(float opacity, float brightness) const;
void setBlendEnabled(bool enabled);
void setupLeafNodes(LeafNode *nodes, const WindowQuadList *quads, const WindowPaintData &data);
virtual void performPaint(int mask, QRegion region, WindowPaintData data);
virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen);
virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation);
private:
/**
* Whether prepareStates enabled blending and restore states should disable again.
**/
bool m_blendingEnabled;
};
#ifdef KWIN_HAVE_OPENGL_1
class SceneOpenGL1Window : public SceneOpenGL::Window
{
public:
explicit SceneOpenGL1Window(Toplevel *c);
virtual ~SceneOpenGL1Window();
protected:
virtual void performPaint(int mask, QRegion region, WindowPaintData data);
virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen);
virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation);
private:
void paintContent(SceneOpenGL::Texture* content, const QRegion& region, int mask, qreal opacity,
const WindowPaintData& data, const WindowQuadList &contentQuads, bool normalized);
};
#endif
class OpenGLWindowPixmap : public WindowPixmap
{
public:
explicit OpenGLWindowPixmap(Scene::Window *window, SceneOpenGL *scene);
virtual ~OpenGLWindowPixmap();
SceneOpenGL::Texture *texture() const;
bool bind();
private:
SceneOpenGL *m_scene;
QScopedPointer<SceneOpenGL::Texture> m_texture;
};
class SceneOpenGL::EffectFrame
: public Scene::EffectFrame
{
public:
EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene);
virtual ~EffectFrame();
virtual void free();
virtual void freeIconFrame();
virtual void freeTextFrame();
virtual void freeSelection();
virtual void render(QRegion region, double opacity, double frameOpacity);
virtual void crossFadeIcon();
virtual void crossFadeText();
static void cleanup();
private:
void updateTexture();
void updateTextTexture();
Texture* m_texture;
Texture* m_textTexture;
Texture* m_oldTextTexture;
QPixmap* m_textPixmap; // need to keep the pixmap around to workaround some driver problems
Texture* m_iconTexture;
Texture* m_oldIconTexture;
Texture* m_selectionTexture;
GLVertexBuffer* m_unstyledVBO;
SceneOpenGL *m_scene;
static GLTexture* m_unstyledTexture;
static QPixmap* m_unstyledPixmap; // need to keep the pixmap around to workaround some driver problems
static void updateUnstyledTexture(); // Update OpenGL unstyled frame texture
};
/**
* @short OpenGL implementation of Shadow.
*
* This class extends Shadow by the Elements required for OpenGL rendering.
* @author Martin Gräßlin <mgraesslin@kde.org>
**/
class SceneOpenGLShadow
: public Shadow
{
public:
explicit SceneOpenGLShadow(Toplevel *toplevel);
virtual ~SceneOpenGLShadow();
GLTexture *shadowTexture() {
return m_texture;
}
protected:
virtual void buildQuads();
virtual bool prepareBackend();
private:
GLTexture *m_texture;
};
/**
* @short Profiler to detect whether we have triple buffering
* The strategy is to start setBlocksForRetrace(false) but assume blocking and have the system prove that assumption wrong
**/
class SwapProfiler
{
public:
SwapProfiler();
void init();
void begin();
/**
* @return char being 'd' for double, 't' for triple (or more - but non-blocking) buffering and
* 0 (NOT '0') otherwise, so you can act on "if (char result = SwapProfiler::end()) { fooBar(); }
**/
char end();
private:
QElapsedTimer m_timer;
qint64 m_time;
int m_counter;
};
/**
* @brief The OpenGLBackend creates and holds the OpenGL context and is responsible for Texture from Pixmap.
*
* The OpenGLBackend is an abstract base class used by the SceneOpenGL to abstract away the differences
* between various OpenGL windowing systems such as GLX and EGL.
*
* A concrete implementation has to create and release the OpenGL context in a way so that the
* SceneOpenGL does not have to care about it.
*
* In addition a major task for this class is to generate the SceneOpenGL::TexturePrivate which is
* able to perform the texture from pixmap operation in the given backend.
*
* @author Martin Gräßlin <mgraesslin@kde.org>
**/
class OpenGLBackend
{
public:
OpenGLBackend();
virtual ~OpenGLBackend();
/**
* @return Time passes since start of rendering current frame.
* @see startRenderTimer
**/
qint64 renderTime() {
return m_renderTimer.nsecsElapsed();
}
virtual void screenGeometryChanged(const QSize &size) = 0;
virtual SceneOpenGL::TexturePrivate *createBackendTexture(SceneOpenGL::Texture *texture) = 0;
/**
* @brief Backend specific code to prepare the rendering of a frame including flushing the
* previously rendered frame to the screen if the backend works this way.
**/
virtual void prepareRenderingFrame() = 0;
/**
* @brief Backend specific code to handle the end of rendering a frame.
*
* @param damage The actual updated region in this frame
**/
virtual void endRenderingFrame(const QRegion &damage) = 0;
virtual bool makeCurrent() = 0;
virtual void doneCurrent() = 0;
/**
* @brief Compositor is going into idle mode, flushes any pending paints.
**/
void idle();
/**
* @return bool Whether the scene needs to flush a frame.
**/
bool hasPendingFlush() const {
return !m_lastDamage.isEmpty();
}
/**
* @brief Returns the OverlayWindow used by the backend.
*
* A backend does not have to use an OverlayWindow, this is mostly for the X world.
* In case the backend does not use an OverlayWindow it is allowed to return @c null.
* It's the task of the caller to check whether it is @c null.
*
* @return :OverlayWindow*
**/
OverlayWindow *overlayWindow() {
return m_overlayWindow;
}
/**
* @brief Whether the creation of the Backend failed.
*
* The SceneOpenGL should test whether the Backend got constructed correctly. If this method
* returns @c true, the SceneOpenGL should not try to start the rendering.
*
* @return bool @c true if the creation of the Backend failed, @c false otherwise.
**/
bool isFailed() const {
return m_failed;
}
/**
* @brief Whether the Backend provides VSync.
*
* Currently only the GLX backend can provide VSync.
*
* @return bool @c true if VSync support is available, @c false otherwise
**/
bool syncsToVBlank() const {
return m_syncsToVBlank;
}
/**
* @brief Whether VSync blocks execution until the screen is in the retrace
*
* Case for waitVideoSync and non triple buffering buffer swaps
*
**/
bool blocksForRetrace() const {
return m_blocksForRetrace;
}
/**
* @brief Whether the backend uses direct rendering.
*
* Some OpenGLScene modes require direct rendering. E.g. the OpenGL 2 should not be used
* if direct rendering is not supported by the Scene.
*
* @return bool @c true if the GL context is direct, @c false if indirect
**/
bool isDirectRendering() const {
return m_directRendering;
}
protected:
/**
* @brief Backend specific flushing of frame to screen.
**/
virtual void present() = 0;
/**
* @brief Sets the backend initialization to failed.
*
* This method should be called by the concrete subclass in case the initialization failed.
* The given @p reason is logged as a warning.
*
* @param reason The reason why the initialization failed.
**/
void setFailed(const QString &reason);
/**
* @brief Sets whether the backend provides VSync.
*
* Should be called by the concrete subclass once it is determined whether VSync is supported.
* If the subclass does not call this method, the backend defaults to @c false.
* @param enabled @c true if VSync support available, @c false otherwise.
**/
void setSyncsToVBlank(bool enabled) {
m_syncsToVBlank = enabled;
}
/**
* @brief Sets whether the VSync iplementation blocks
*
* Should be called by the concrete subclass once it is determined how VSync works.
* If the subclass does not call this method, the backend defaults to @c false.
* @param enabled @c true if VSync blocks, @c false otherwise.
**/
void setBlocksForRetrace(bool enabled) {
m_blocksForRetrace = enabled;
}
/**
* @brief Sets whether the OpenGL context is direct.
*
* Should be called by the concrete subclass once it is determined whether the OpenGL context is
* direct or indirect.
* If the subclass does not call this method, the backend defaults to @c false.
*
* @param direct @c true if the OpenGL context is direct, @c false if indirect
**/
void setIsDirectRendering(bool direct) {
m_directRendering = direct;
}
/**
* @return const QRegion& Damage of previously rendered frame
**/
const QRegion &lastDamage() const {
return m_lastDamage;
}
void setLastDamage(const QRegion &damage) {
m_lastDamage = damage;
}
/**
* @brief Starts the timer for how long it takes to render the frame.
*
* @see renderTime
**/
void startRenderTimer() {
m_renderTimer.start();
}
SwapProfiler m_swapProfiler;
private:
/**
* @brief The OverlayWindow used by this Backend.
**/
OverlayWindow *m_overlayWindow;
/**
* @brief Whether VSync is available and used, defaults to @c false.
**/
bool m_syncsToVBlank;
/**
* @brief Whether present() will block execution until the next vertical retrace @c false.
**/
bool m_blocksForRetrace;
/**
* @brief Whether direct rendering is used, defaults to @c false.
**/
bool m_directRendering;
/**
* @brief Whether the initialization failed, of course default to @c false.
**/
bool m_failed;
/**
* @brief Damaged region of previously rendered frame.
**/
QRegion m_lastDamage;
/**
* @brief Timer to measure how long a frame renders.
**/
QElapsedTimer m_renderTimer;
};
inline bool SceneOpenGL::hasPendingFlush() const
{
return m_backend->hasPendingFlush();
}
inline SceneOpenGL::Texture* OpenGLWindowPixmap::texture() const
{
return m_texture.data();
}
} // namespace
#endif