kwin/scene_opengl.h
Rivo Laks de2c5223ee Split window rendering into multiple methods
svn path=/branches/work/kwin_composite/; revision=630472
2007-02-05 14:01:09 +00:00

162 lines
5.6 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#ifndef KWIN_SCENE_OPENGL_H
#define KWIN_SCENE_OPENGL_H
#include "scene.h"
#include "glutils.h"
#include <X11/extensions/XShm.h>
namespace KWinInternal
{
class SceneOpenGL
: public Scene
{
public:
class Window;
SceneOpenGL( Workspace* ws );
virtual ~SceneOpenGL();
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 );
private:
void selectMode();
bool initTfp();
bool initShm();
void cleanupShm();
void initBuffer();
void initRenderingContext();
bool initBufferConfigs();
bool initDrawableConfigs();
void waitSync();
void flushBuffer( int mask, QRegion damage );
typedef GLuint Texture;
typedef GLenum Target;
GC gcroot;
class FBConfigInfo
{
public:
GLXFBConfig fbconfig;
int bind_texture_format;
int y_inverted;
int mipmap;
};
Drawable buffer;
GLXFBConfig fbcbuffer;
static bool db;
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()
static bool tfp_mode;
static bool shm_mode;
static bool strict_binding;
static bool copy_buffer_hack;
static bool supports_npot_textures;
static bool supports_fbo;
static bool supports_saturation;
QMap< Toplevel*, Window > windows;
static XShmSegmentInfo shm;
};
class SceneOpenGL::Window
: public Scene::Window
{
public:
Window( Toplevel* c );
virtual void free();
virtual void performPaint( int mask, QRegion region, WindowPaintData data );
virtual void prepareForPainting();
void findTextureTarget();
void bindTexture();
void enableTexture();
void disableTexture();
void discardTexture();
void discardVertices();
Window() {} // QMap sucks even in Qt4
/**
* @short Vertex class
* Vertex has position and texture coordinate which are equal at first,
* however effects can e.g. modify position to move the window or part of it.
**/
class Vertex
{
public:
Vertex() {}
Vertex(float x, float y)
{
pos[0] = texcoord[0] = x; pos[1] = texcoord[1] = y; pos[2] = 0.0f;
}
Vertex(float x, float y, float u, float v)
{
pos[0] = x; pos[1] = y; pos[2] = 0.0f; texcoord[0] = u; texcoord[1] = v;
}
float pos[3];
float texcoord[2];
};
// Returns list of vertices
QVector<Vertex>& vertices() { return verticeslist; }
// Can be called in pre-paint pass. Makes sure that all quads that the
// window consists of are not bigger than maxquadsize x maxquadsize
// (in pixels) in the following paint pass.
void requestVertexGrid(int maxquadsize);
// Marks vertices of the window as dirty. Call this if you change
// position of the vertices
void markVerticesDirty() { verticesDirty = true; }
protected:
// Makes sure that vertex grid requests are fulfilled and that vertices
// aren't dirty. Call this before paint pass
void prepareVertices();
void createVertexGrid(int xres, int yres);
void resetVertices(); // Resets positions of vertices
void prepareRenderStates( int mask, WindowPaintData data );
void renderGeometry( int mask, QRegion region );
void restoreRenderStates( int mask, WindowPaintData data );
private:
QRegion optimizeBindDamage( const QRegion& reg, int limit );
Texture texture;
Target texture_target;
float texture_scale_x, texture_scale_y; // to un-normalize GL_TEXTURE_2D
bool texture_y_inverted; // texture has y inverted
bool texture_can_use_mipmaps;
bool texture_has_valid_mipmaps;
bool texture_filter_trilinear;
GLXPixmap bound_glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode
QVector<Vertex> verticeslist;
// Maximum size of the biggest quad that window currently has, in pixels
int currentXResolution;
int currentYResolution;
// Requested maximum size of the biggest quad that window would have
// during the next paint pass, in pixels
int requestedXResolution;
int requestedYResolution;
bool verticesDirty; // vertices have been modified in some way
};
} // namespace
#endif