kwin/scene_opengl.h
Martin Gräßlin b837a3fca1 Render Shadow with only one GL texture
Copies the shadow parts into one image and creates a GLTexture
from the image, so that we can render the complete shadow with
just one texture and one painting pass.

Should remove most of the overhead involved when rendering the new Shadows.

As a side effect this should fix missing shadows with non-NPOT GPUs and
a rendering glitch reported with NVIDIA.

REVIEW: 101742
2011-07-03 09:24:28 +02:00

254 lines
7.7 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"
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
#ifdef HAVE_XSHM
#include <X11/extensions/XShm.h>
#endif
namespace KWin
{
class SceneOpenGL
: public Scene
{
public:
class EffectFrame;
class Texture;
class Window;
SceneOpenGL(Workspace* ws);
virtual ~SceneOpenGL();
virtual bool initFailed() const;
virtual CompositingType compositingType() const {
return OpenGLCompositing;
}
virtual void paint(QRegion damage, ToplevelList windows);
virtual void windowGeometryShapeChanged(Toplevel*);
virtual void windowOpacityChanged(Toplevel*);
virtual void windowAdded(Toplevel*);
virtual void windowClosed(Toplevel*, Deleted*);
virtual void windowDeleted(Deleted*);
protected:
virtual void paintGenericScreen(int mask, ScreenPaintData data);
virtual void paintBackground(QRegion region);
QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const;
private:
bool selectMode();
bool initTfp();
bool initBuffer();
bool initRenderingContext();
bool initBufferConfigs();
bool initDrawableConfigs();
void waitSync();
void flushBuffer(int mask, QRegion damage);
GC gcroot;
class FBConfigInfo
{
public:
#ifndef KWIN_HAVE_OPENGLES
GLXFBConfig fbconfig;
#endif
int bind_texture_format;
int texture_targets;
int y_inverted;
int mipmap;
};
#ifndef KWIN_HAVE_OPENGLES
Drawable buffer;
GLXFBConfig fbcbuffer;
#endif
static bool db;
#ifndef KWIN_HAVE_OPENGLES
static GLXFBConfig fbcbuffer_db;
static GLXFBConfig fbcbuffer_nondb;
static FBConfigInfo fbcdrawableinfo[ 32 + 1 ];
static GLXDrawable glxbuffer;
static GLXContext ctxbuffer;
static GLXContext ctxdrawable;
static GLXDrawable last_pixmap; // for a workaround in bindTexture()
#endif
QHash< Toplevel*, Window* > windows;
bool init_ok;
bool debug;
};
class SceneOpenGL::Texture
: public GLTexture
{
public:
Texture();
Texture(const QPixmap& pix, GLenum target = GL_TEXTURE_2D);
virtual ~Texture();
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();
virtual void release(); // undo the tfp_mode binding
virtual void bind();
virtual void unbind();
void setYInverted(bool inverted) {
y_inverted = inverted;
}
bool getYInverted() const {
return y_inverted;
}
protected:
Texture(const Pixmap& pix, const QSize& size, int depth);
void findTarget();
QRegion optimizeBindDamage(const QRegion& reg, int limit);
void createTexture();
virtual bool load(const Pixmap& pix, const QSize& size, int depth,
QRegion region);
virtual bool load(const Pixmap& pix, const QSize& size, int depth);
private:
void init();
#ifndef KWIN_HAVE_OPENGLES
GLXPixmap glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode
#endif
friend class SceneOpenGL::Window;
};
class SceneOpenGL::Window
: public Scene::Window
{
public:
Window(Toplevel* c);
virtual ~Window();
virtual void performPaint(int mask, QRegion region, WindowPaintData data);
virtual void pixmapDiscarded();
bool bindTexture();
void discardTexture();
void checkTextureSize();
protected:
enum TextureType {
Content,
DecorationTop,
DecorationLeft,
DecorationRight,
DecorationBottom,
Shadow
};
QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
void paintDecoration(const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco);
void paintShadow(const QRegion &region, const WindowPaintData &data);
void makeDecorationArrays(const WindowQuadList& quads, const QRect &rect, Texture *tex) const;
void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized = false);
void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture);
void prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex);
void prepareShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture);
void restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex);
void restoreShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader);
private:
Texture texture;
Texture topTexture;
Texture leftTexture;
Texture rightTexture;
Texture bottomTexture;
};
class SceneOpenGL::EffectFrame
: public Scene::EffectFrame
{
public:
EffectFrame(EffectFrameImpl* frame);
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;
static Texture* 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:
SceneOpenGLShadow(Toplevel *toplevel);
virtual ~SceneOpenGLShadow();
GLTexture *shadowTexture() {
return m_texture;
}
protected:
virtual void buildQuads();
virtual bool prepareBackend();
private:
GLTexture *m_texture;
};
} // namespace
#endif
#endif