kwin/plugins/scenes/opengl/scene_opengl.cpp
2021-02-02 16:19:30 +01:00

2768 lines
94 KiB
C++

/*
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>
SPDX-FileCopyrightText: 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
SPDX-FileCopyrightText: 2019 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
Based on glcompmgr code by Felix Bellaby.
Using code from Compiz and Beryl.
Explicit command stream synchronization based on the sample
implementation by James Jones <jajones@nvidia.com>,
SPDX-FileCopyrightText: 2011 NVIDIA Corporation
SPDX-License-Identifier: GPL-2.0-or-later
*/
#include "scene_opengl.h"
#include "texture.h"
#include "platform.h"
#include "wayland_server.h"
#include <kwinglplatform.h>
#include <kwineffectquickview.h>
#include "utils.h"
#include "x11client.h"
#include "composite.h"
#include "deleted.h"
#include "effects.h"
#include "lanczosfilter.h"
#include "main.h"
#include "overlaywindow.h"
#include "renderloop.h"
#include "screens.h"
#include "cursor.h"
#include "decorations/decoratedclient.h"
#include <logging.h>
#include <KWaylandServer/buffer_interface.h>
#include <KWaylandServer/subcompositor_interface.h>
#include <KWaylandServer/surface_interface.h>
#include <array>
#include <cmath>
#include <cstddef>
#include <unistd.h>
#include <QDBusConnection>
#include <QDBusConnectionInterface>
#include <QDBusInterface>
#include <QGraphicsScale>
#include <QPainter>
#include <QStringList>
#include <QVector2D>
#include <QVector4D>
#include <QMatrix4x4>
#include <KLocalizedString>
#include <KNotification>
#include <KProcess>
// HACK: workaround for libepoxy < 1.3
#ifndef GL_GUILTY_CONTEXT_RESET
#define GL_GUILTY_CONTEXT_RESET 0x8253
#endif
#ifndef GL_INNOCENT_CONTEXT_RESET
#define GL_INNOCENT_CONTEXT_RESET 0x8254
#endif
#ifndef GL_UNKNOWN_CONTEXT_RESET
#define GL_UNKNOWN_CONTEXT_RESET 0x8255
#endif
namespace KWin
{
/**
* SyncObject represents a fence used to synchronize operations in
* the kwin command stream with operations in the X command stream.
*/
class SyncObject
{
public:
enum State { Ready, TriggerSent, Waiting, Done, Resetting };
SyncObject();
~SyncObject();
State state() const { return m_state; }
void trigger();
void wait();
bool finish();
void reset();
void finishResetting();
private:
State m_state;
GLsync m_sync;
xcb_sync_fence_t m_fence;
xcb_get_input_focus_cookie_t m_reset_cookie;
};
SyncObject::SyncObject()
{
m_state = Ready;
xcb_connection_t * const c = connection();
m_fence = xcb_generate_id(c);
xcb_sync_create_fence(c, rootWindow(), m_fence, false);
xcb_flush(c);
m_sync = glImportSyncEXT(GL_SYNC_X11_FENCE_EXT, m_fence, 0);
}
SyncObject::~SyncObject()
{
// If glDeleteSync is called before the xcb fence is signalled
// the nvidia driver (the only one to implement GL_SYNC_X11_FENCE_EXT)
// deadlocks waiting for the fence to be signalled.
// To avoid this, make sure the fence is signalled before
// deleting the sync.
if (m_state == Resetting || m_state == Ready){
trigger();
// The flush is necessary!
// The trigger command needs to be sent to the X server.
xcb_flush(connection());
}
xcb_sync_destroy_fence(connection(), m_fence);
glDeleteSync(m_sync);
if (m_state == Resetting)
xcb_discard_reply(connection(), m_reset_cookie.sequence);
}
void SyncObject::trigger()
{
Q_ASSERT(m_state == Ready || m_state == Resetting);
// Finish resetting the fence if necessary
if (m_state == Resetting)
finishResetting();
xcb_sync_trigger_fence(connection(), m_fence);
m_state = TriggerSent;
}
void SyncObject::wait()
{
if (m_state != TriggerSent)
return;
glWaitSync(m_sync, 0, GL_TIMEOUT_IGNORED);
m_state = Waiting;
}
bool SyncObject::finish()
{
if (m_state == Done)
return true;
// Note: It is possible that we never inserted a wait for the fence.
// This can happen if we ended up not rendering the damaged
// window because it is fully occluded.
Q_ASSERT(m_state == TriggerSent || m_state == Waiting);
// Check if the fence is signaled
GLint value;
glGetSynciv(m_sync, GL_SYNC_STATUS, 1, nullptr, &value);
if (value != GL_SIGNALED) {
qCDebug(KWIN_OPENGL) << "Waiting for X fence to finish";
// Wait for the fence to become signaled with a one second timeout
const GLenum result = glClientWaitSync(m_sync, 0, 1000000000);
switch (result) {
case GL_TIMEOUT_EXPIRED:
qCWarning(KWIN_OPENGL) << "Timeout while waiting for X fence";
return false;
case GL_WAIT_FAILED:
qCWarning(KWIN_OPENGL) << "glClientWaitSync() failed";
return false;
}
}
m_state = Done;
return true;
}
void SyncObject::reset()
{
Q_ASSERT(m_state == Done);
xcb_connection_t * const c = connection();
// Send the reset request along with a sync request.
// We use the cookie to ensure that the server has processed the reset
// request before we trigger the fence and call glWaitSync().
// Otherwise there is a race condition between the reset finishing and
// the glWaitSync() call.
xcb_sync_reset_fence(c, m_fence);
m_reset_cookie = xcb_get_input_focus(c);
xcb_flush(c);
m_state = Resetting;
}
void SyncObject::finishResetting()
{
Q_ASSERT(m_state == Resetting);
free(xcb_get_input_focus_reply(connection(), m_reset_cookie, nullptr));
m_state = Ready;
}
// -----------------------------------------------------------------------
/**
* SyncManager manages a set of fences used for explicit synchronization
* with the X command stream.
*/
class SyncManager
{
public:
enum { MaxFences = 4 };
SyncManager();
~SyncManager();
SyncObject *nextFence();
bool updateFences();
private:
std::array<SyncObject, MaxFences> m_fences;
int m_next;
};
SyncManager::SyncManager()
: m_next(0)
{
}
SyncManager::~SyncManager()
{
}
SyncObject *SyncManager::nextFence()
{
SyncObject *fence = &m_fences[m_next];
m_next = (m_next + 1) % MaxFences;
return fence;
}
bool SyncManager::updateFences()
{
for (int i = 0; i < qMin(2, MaxFences - 1); i++) {
const int index = (m_next + i) % MaxFences;
SyncObject &fence = m_fences[index];
switch (fence.state()) {
case SyncObject::Ready:
break;
case SyncObject::TriggerSent:
case SyncObject::Waiting:
if (!fence.finish())
return false;
fence.reset();
break;
// Should not happen in practice since we always reset the fence
// after finishing it
case SyncObject::Done:
fence.reset();
break;
case SyncObject::Resetting:
fence.finishResetting();
break;
}
}
return true;
}
// -----------------------------------------------------------------------
/************************************************
* SceneOpenGL
***********************************************/
SceneOpenGL::SceneOpenGL(OpenGLBackend *backend, QObject *parent)
: Scene(parent)
, init_ok(true)
, m_backend(backend)
, m_syncManager(nullptr)
, m_currentFence(nullptr)
{
if (m_backend->isFailed()) {
init_ok = false;
return;
}
if (!viewportLimitsMatched(screens()->size()))
return;
// perform Scene specific checks
GLPlatform *glPlatform = GLPlatform::instance();
if (!glPlatform->isGLES() && !hasGLExtension(QByteArrayLiteral("GL_ARB_texture_non_power_of_two"))
&& !hasGLExtension(QByteArrayLiteral("GL_ARB_texture_rectangle"))) {
qCCritical(KWIN_OPENGL) << "GL_ARB_texture_non_power_of_two and GL_ARB_texture_rectangle missing";
init_ok = false;
return; // error
}
if (glPlatform->isMesaDriver() && glPlatform->mesaVersion() < kVersionNumber(10, 0)) {
qCCritical(KWIN_OPENGL) << "KWin requires at least Mesa 10.0 for OpenGL compositing.";
init_ok = false;
return;
}
m_debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
initDebugOutput();
// set strict binding
if (options->isGlStrictBindingFollowsDriver()) {
options->setGlStrictBinding(!glPlatform->supports(LooseBinding));
}
bool haveSyncObjects = glPlatform->isGLES()
? hasGLVersion(3, 0)
: hasGLVersion(3, 2) || hasGLExtension("GL_ARB_sync");
if (hasGLExtension("GL_EXT_x11_sync_object") && haveSyncObjects && kwinApp()->operationMode() == Application::OperationModeX11) {
const QByteArray useExplicitSync = qgetenv("KWIN_EXPLICIT_SYNC");
if (useExplicitSync != "0") {
qCDebug(KWIN_OPENGL) << "Initializing fences for synchronization with the X command stream";
m_syncManager = new SyncManager;
} else {
qCDebug(KWIN_OPENGL) << "Explicit synchronization with the X command stream disabled by environment variable";
}
}
}
SceneOpenGL::~SceneOpenGL()
{
if (init_ok) {
makeOpenGLContextCurrent();
}
SceneOpenGL::EffectFrame::cleanup();
delete m_syncManager;
// backend might be still needed for a different scene
delete m_backend;
}
void SceneOpenGL::initDebugOutput()
{
const bool have_KHR_debug = hasGLExtension(QByteArrayLiteral("GL_KHR_debug"));
const bool have_ARB_debug = hasGLExtension(QByteArrayLiteral("GL_ARB_debug_output"));
if (!have_KHR_debug && !have_ARB_debug)
return;
if (!have_ARB_debug) {
// if we don't have ARB debug, but only KHR debug we need to verify whether the context is a debug context
// it should work without as well, but empirical tests show: no it doesn't
if (GLPlatform::instance()->isGLES()) {
if (!hasGLVersion(3, 2)) {
// empirical data shows extension doesn't work
return;
}
} else if (!hasGLVersion(3, 0)) {
return;
}
// can only be queried with either OpenGL >= 3.0 or OpenGL ES of at least 3.1
GLint value = 0;
glGetIntegerv(GL_CONTEXT_FLAGS, &value);
if (!(value & GL_CONTEXT_FLAG_DEBUG_BIT)) {
return;
}
}
// Set the callback function
auto callback = [](GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei length,
const GLchar *message,
const GLvoid *userParam) {
Q_UNUSED(source)
Q_UNUSED(severity)
Q_UNUSED(userParam)
while (length && std::isspace(message[length - 1])) {
--length;
}
switch (type) {
case GL_DEBUG_TYPE_ERROR:
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
qCWarning(KWIN_OPENGL, "%#x: %.*s", id, length, message);
break;
case GL_DEBUG_TYPE_OTHER:
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
case GL_DEBUG_TYPE_PORTABILITY:
case GL_DEBUG_TYPE_PERFORMANCE:
default:
qCDebug(KWIN_OPENGL, "%#x: %.*s", id, length, message);
break;
}
};
glDebugMessageCallback(callback, nullptr);
// This state exists only in GL_KHR_debug
if (have_KHR_debug)
glEnable(GL_DEBUG_OUTPUT);
#if !defined(QT_NO_DEBUG)
// Enable all debug messages
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
#else
// Enable error messages
glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_ERROR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
glDebugMessageControl(GL_DONT_CARE, GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR, GL_DONT_CARE, 0, nullptr, GL_TRUE);
#endif
// Insert a test message
const QByteArray message = QByteArrayLiteral("OpenGL debug output initialized");
glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_OTHER, 0,
GL_DEBUG_SEVERITY_LOW, message.length(), message.constData());
}
SceneOpenGL *SceneOpenGL::createScene(QObject *parent)
{
OpenGLBackend *backend = kwinApp()->platform()->createOpenGLBackend();
if (!backend) {
return nullptr;
}
if (!backend->isFailed()) {
backend->init();
}
if (backend->isFailed()) {
delete backend;
return nullptr;
}
SceneOpenGL *scene = nullptr;
// first let's try an OpenGL 2 scene
if (SceneOpenGL2::supported(backend)) {
scene = new SceneOpenGL2(backend, parent);
if (scene->initFailed()) {
delete scene;
scene = nullptr;
} else {
return scene;
}
}
if (!scene) {
if (GLPlatform::instance()->recommendedCompositor() == XRenderCompositing) {
qCCritical(KWIN_OPENGL) << "OpenGL driver recommends XRender based compositing. Falling back to XRender.";
qCCritical(KWIN_OPENGL) << "To overwrite the detection use the environment variable KWIN_COMPOSE";
qCCritical(KWIN_OPENGL) << "For more information see https://community.kde.org/KWin/Environment_Variables#KWIN_COMPOSE";
}
delete backend;
}
return scene;
}
OverlayWindow *SceneOpenGL::overlayWindow() const
{
return m_backend->overlayWindow();
}
bool SceneOpenGL::initFailed() const
{
return !init_ok;
}
void SceneOpenGL::handleGraphicsReset(GLenum status)
{
switch (status) {
case GL_GUILTY_CONTEXT_RESET:
qCDebug(KWIN_OPENGL) << "A graphics reset attributable to the current GL context occurred.";
break;
case GL_INNOCENT_CONTEXT_RESET:
qCDebug(KWIN_OPENGL) << "A graphics reset not attributable to the current GL context occurred.";
break;
case GL_UNKNOWN_CONTEXT_RESET:
qCDebug(KWIN_OPENGL) << "A graphics reset of an unknown cause occurred.";
break;
default:
break;
}
QElapsedTimer timer;
timer.start();
// Wait until the reset is completed or max 10 seconds
while (timer.elapsed() < 10000 && glGetGraphicsResetStatus() != GL_NO_ERROR)
usleep(50);
qCDebug(KWIN_OPENGL) << "Attempting to reset compositing.";
QMetaObject::invokeMethod(this, "resetCompositing", Qt::QueuedConnection);
KNotification::event(QStringLiteral("graphicsreset"), i18n("Desktop effects were restarted due to a graphics reset"));
m_resetOccurred = true;
}
void SceneOpenGL::triggerFence()
{
if (m_syncManager) {
m_currentFence = m_syncManager->nextFence();
m_currentFence->trigger();
}
}
void SceneOpenGL::insertWait()
{
if (m_currentFence && m_currentFence->state() != SyncObject::Waiting) {
m_currentFence->wait();
}
}
/**
* Render cursor texture in case hardware cursor is disabled.
* Useful for screen recording apps or backends that can't do planes.
*/
void SceneOpenGL2::paintCursor(const QRegion &rendered)
{
Cursor* cursor = Cursors::self()->currentCursor();
// don't paint if we use hardware cursor or the cursor is hidden
if (!kwinApp()->platform()->usesSoftwareCursor() ||
kwinApp()->platform()->isCursorHidden() ||
cursor->image().isNull()) {
return;
}
// figure out which part of the cursor needs to be repainted
const QPoint cursorPos = cursor->pos() - cursor->hotspot();
const QRect cursorRect = cursor->rect();
QRegion region;
for (const QRect &rect : rendered) {
region |= rect.translated(-cursorPos).intersected(cursorRect);
}
if (region.isEmpty()) {
return;
}
// lazy init texture cursor only in case we need software rendering
if (!m_cursorTexture) {
auto updateCursorTexture = [this] {
// don't paint if no image for cursor is set
const QImage img = Cursors::self()->currentCursor()->image();
if (img.isNull()) {
return;
}
m_cursorTexture.reset(new GLTexture(img));
m_cursorTexture->setWrapMode(GL_CLAMP_TO_EDGE);
};
// init now
updateCursorTexture();
// handle shape update on case cursor image changed
connect(Cursors::self(), &Cursors::currentCursorChanged, this, updateCursorTexture);
}
// get cursor position in projection coordinates
QMatrix4x4 mvp = m_projectionMatrix;
mvp.translate(cursorPos.x(), cursorPos.y());
// handle transparence
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// paint texture in cursor offset
m_cursorTexture->bind();
ShaderBinder binder(ShaderTrait::MapTexture);
binder.shader()->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
m_cursorTexture->render(region, cursorRect);
m_cursorTexture->unbind();
glDisable(GL_BLEND);
}
void SceneOpenGL::aboutToStartPainting(int screenId, const QRegion &damage)
{
m_backend->aboutToStartPainting(screenId, damage);
}
void SceneOpenGL::paint(int screenId, const QRegion &damage, const QList<Toplevel *> &toplevels,
RenderLoop *renderLoop)
{
if (m_resetOccurred) {
return; // A graphics reset has occurred, do nothing.
}
painted_screen = screenId;
// actually paint the frame, flushed with the NEXT frame
createStackingOrder(toplevels);
QRegion update;
QRegion valid;
QRegion repaint;
QRect geo;
qreal scaling;
if (screenId != -1) {
geo = screens()->geometry(screenId);
scaling = screens()->scale(screenId);
} else {
geo = screens()->geometry();
scaling = 1;
}
const GLenum status = glGetGraphicsResetStatus();
if (status != GL_NO_ERROR) {
handleGraphicsReset(status);
} else {
renderLoop->beginFrame();
bool directScanout = false;
if (m_backend->directScanoutAllowed(screenId)) {
EffectsHandlerImpl *implEffects = static_cast<EffectsHandlerImpl*>(effects);
if (!implEffects->blocksDirectScanout()) {
for (int i = stacking_order.count() - 1; i >= 0; i--) {
Window *window = stacking_order[i];
AbstractClient *c = dynamic_cast<AbstractClient*>(window->window());
if (!c) {
break;
}
if (c->isOnScreen(screenId)) {
if (window->isOpaque() && c->isFullScreen()) {
auto pixmap = window->windowPixmap<WindowPixmap>();
if (!pixmap) {
break;
}
pixmap->update();
pixmap = pixmap->topMostSurface();
// the subsurface has to be able to cover the whole window
if (pixmap->position() != QPoint(0, 0)) {
break;
}
directScanout = m_backend->scanout(screenId, pixmap->surface());
}
break;
}
}
}
}
if (directScanout) {
renderLoop->endFrame();
} else {
// prepare rendering makescontext current on the output
repaint = m_backend->beginFrame(screenId);
GLVertexBuffer::setVirtualScreenGeometry(geo);
GLRenderTarget::setVirtualScreenGeometry(geo);
GLVertexBuffer::setVirtualScreenScale(scaling);
GLRenderTarget::setVirtualScreenScale(scaling);
int mask = 0;
updateProjectionMatrix();
paintScreen(&mask, damage.intersected(geo), repaint, &update, &valid,
renderLoop, projectionMatrix(), geo, scaling); // call generic implementation
paintCursor(valid);
if (!GLPlatform::instance()->isGLES() && screenId == -1) {
const QSize &screenSize = screens()->size();
const QRegion displayRegion(0, 0, screenSize.width(), screenSize.height());
// copy dirty parts from front to backbuffer
if (!m_backend->supportsBufferAge() &&
options->glPreferBufferSwap() == Options::CopyFrontBuffer &&
valid != displayRegion) {
glReadBuffer(GL_FRONT);
m_backend->copyPixels(displayRegion - valid);
glReadBuffer(GL_BACK);
valid = displayRegion;
}
}
renderLoop->endFrame();
GLVertexBuffer::streamingBuffer()->endOfFrame();
m_backend->endFrame(screenId, valid, update);
GLVertexBuffer::streamingBuffer()->framePosted();
if (m_currentFence) {
if (!m_syncManager->updateFences()) {
qCDebug(KWIN_OPENGL) << "Aborting explicit synchronization with the X command stream.";
qCDebug(KWIN_OPENGL) << "Future frames will be rendered unsynchronized.";
delete m_syncManager;
m_syncManager = nullptr;
}
m_currentFence = nullptr;
}
}
}
// do cleanup
clearStackingOrder();
}
QMatrix4x4 SceneOpenGL::transformation(int mask, const ScreenPaintData &data) const
{
QMatrix4x4 matrix;
if (!(mask & PAINT_SCREEN_TRANSFORMED))
return matrix;
matrix.translate(data.translation());
const QVector3D scale = data.scale();
matrix.scale(scale.x(), scale.y(), scale.z());
if (data.rotationAngle() == 0.0)
return matrix;
// Apply the rotation
// cannot use data.rotation->applyTo(&matrix) as QGraphicsRotation uses projectedRotate to map back to 2D
matrix.translate(data.rotationOrigin());
const QVector3D axis = data.rotationAxis();
matrix.rotate(data.rotationAngle(), axis.x(), axis.y(), axis.z());
matrix.translate(-data.rotationOrigin());
return matrix;
}
void SceneOpenGL::paintBackground(const QRegion &region)
{
PaintClipper pc(region);
if (!PaintClipper::clip()) {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
return;
}
if (pc.clip() && pc.paintArea().isEmpty())
return; // no background to paint
QVector<float> verts;
for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
QRect r = iterator.boundingRect();
verts << r.x() + r.width() << r.y();
verts << r.x() << r.y();
verts << r.x() << r.y() + r.height();
verts << r.x() << r.y() + r.height();
verts << r.x() + r.width() << r.y() + r.height();
verts << r.x() + r.width() << r.y();
}
doPaintBackground(verts);
}
void SceneOpenGL::extendPaintRegion(QRegion &region, bool opaqueFullscreen)
{
if (m_backend->supportsBufferAge())
return;
const QSize &screenSize = screens()->size();
if (options->glPreferBufferSwap() == Options::ExtendDamage) { // only Extend "large" repaints
const QRegion displayRegion(0, 0, screenSize.width(), screenSize.height());
uint damagedPixels = 0;
const uint fullRepaintLimit = (opaqueFullscreen?0.49f:0.748f)*screenSize.width()*screenSize.height();
// 16:9 is 75% of 4:3 and 2.55:1 is 49.01% of 5:4
// (5:4 is the most square format and 2.55:1 is Cinemascope55 - the widest ever shot
// movie aspect - two times ;-) It's a Fox format, though, so maybe we want to restrict
// to 2.20:1 - Panavision - which has actually been used for interesting movies ...)
// would be 57% of 5/4
for (const QRect &r : region) {
// damagedPixels += r.width() * r.height(); // combined window damage test
damagedPixels = r.width() * r.height(); // experimental single window damage testing
if (damagedPixels > fullRepaintLimit) {
region = displayRegion;
return;
}
}
} else if (options->glPreferBufferSwap() == Options::PaintFullScreen) { // forced full rePaint
region = QRegion(0, 0, screenSize.width(), screenSize.height());
}
}
SceneOpenGLTexture *SceneOpenGL::createTexture()
{
return new SceneOpenGLTexture(m_backend);
}
bool SceneOpenGL::viewportLimitsMatched(const QSize &size) const {
if (kwinApp()->operationMode() != Application::OperationModeX11) {
// TODO: On Wayland we can't suspend. Find a solution that works here as well!
return true;
}
GLint limit[2];
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, limit);
if (limit[0] < size.width() || limit[1] < size.height()) {
auto compositor = static_cast<X11Compositor*>(Compositor::self());
QMetaObject::invokeMethod(compositor, [compositor]() {
qCDebug(KWIN_OPENGL) << "Suspending compositing because viewport limits are not met";
compositor->suspend(X11Compositor::AllReasonSuspend);
}, Qt::QueuedConnection);
return false;
}
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);
GLRenderTarget::setVirtualScreenSize(size);
}
void SceneOpenGL::paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data)
{
const QRect r = region.boundingRect();
glEnable(GL_SCISSOR_TEST);
glScissor(r.x(), screens()->size().height() - r.y() - r.height(), r.width(), r.height());
KWin::Scene::paintDesktop(desktop, mask, region, data);
glDisable(GL_SCISSOR_TEST);
}
void SceneOpenGL::paintEffectQuickView(EffectQuickView *w)
{
GLShader *shader = ShaderManager::instance()->pushShader(ShaderTrait::MapTexture);
const QRect rect = w->geometry();
GLTexture *t = w->bufferAsTexture();
if (!t) {
return;
}
QMatrix4x4 mvp(projectionMatrix());
mvp.translate(rect.x(), rect.y());
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
t->bind();
t->render(QRegion(infiniteRegion()), w->geometry());
t->unbind();
glDisable(GL_BLEND);
ShaderManager::instance()->popShader();
}
bool SceneOpenGL::makeOpenGLContextCurrent()
{
return m_backend->makeCurrent();
}
void SceneOpenGL::doneOpenGLContextCurrent()
{
m_backend->doneCurrent();
}
bool SceneOpenGL::supportsSurfacelessContext() const
{
return m_backend->supportsSurfacelessContext();
}
bool SceneOpenGL::supportsNativeFence() const
{
return m_backend->supportsNativeFence();
}
Scene::EffectFrame *SceneOpenGL::createEffectFrame(EffectFrameImpl *frame)
{
return new SceneOpenGL::EffectFrame(frame, this);
}
Shadow *SceneOpenGL::createShadow(Toplevel *toplevel)
{
return new SceneOpenGLShadow(toplevel);
}
Decoration::Renderer *SceneOpenGL::createDecorationRenderer(Decoration::DecoratedClientImpl *impl)
{
return new SceneOpenGLDecorationRenderer(impl);
}
bool SceneOpenGL::animationsSupported() const
{
return !GLPlatform::instance()->isSoftwareEmulation();
}
QVector<QByteArray> SceneOpenGL::openGLPlatformInterfaceExtensions() const
{
return m_backend->extensions().toVector();
}
QSharedPointer<GLTexture> SceneOpenGL::textureForOutput(AbstractOutput* output) const
{
return m_backend->textureForOutput(output);
}
//****************************************
// SceneOpenGL2
//****************************************
bool SceneOpenGL2::supported(OpenGLBackend *backend)
{
const QByteArray forceEnv = qgetenv("KWIN_COMPOSE");
if (!forceEnv.isEmpty()) {
if (qstrcmp(forceEnv, "O2") == 0 || qstrcmp(forceEnv, "O2ES") == 0) {
qCDebug(KWIN_OPENGL) << "OpenGL 2 compositing enforced by environment variable";
return true;
} else {
// OpenGL 2 disabled by environment variable
return false;
}
}
if (!backend->isDirectRendering()) {
return false;
}
if (GLPlatform::instance()->recommendedCompositor() < OpenGL2Compositing) {
qCDebug(KWIN_OPENGL) << "Driver does not recommend OpenGL 2 compositing";
return false;
}
return true;
}
SceneOpenGL2::SceneOpenGL2(OpenGLBackend *backend, QObject *parent)
: SceneOpenGL(backend, parent)
, m_lanczosFilter(nullptr)
{
if (!init_ok) {
// base ctor already failed
return;
}
// We only support the OpenGL 2+ shader API, not GL_ARB_shader_objects
if (!hasGLVersion(2, 0)) {
qCDebug(KWIN_OPENGL) << "OpenGL 2.0 is not supported";
init_ok = false;
return;
}
const QSize &s = screens()->size();
GLRenderTarget::setVirtualScreenSize(s);
GLRenderTarget::setVirtualScreenGeometry(screens()->geometry());
// push one shader on the stack so that one is always bound
ShaderManager::instance()->pushShader(ShaderTrait::MapTexture);
if (checkGLError("Init")) {
qCCritical(KWIN_OPENGL) << "OpenGL 2 compositing setup failed";
init_ok = false;
return; // error
}
// It is not legal to not have a vertex array object bound in a core context
if (!GLPlatform::instance()->isGLES() && hasGLExtension(QByteArrayLiteral("GL_ARB_vertex_array_object"))) {
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
}
if (!ShaderManager::instance()->selfTest()) {
qCCritical(KWIN_OPENGL) << "ShaderManager self test failed";
init_ok = false;
return;
}
qCDebug(KWIN_OPENGL) << "OpenGL 2 compositing successfully initialized";
init_ok = true;
}
SceneOpenGL2::~SceneOpenGL2()
{
if (m_lanczosFilter) {
makeOpenGLContextCurrent();
delete m_lanczosFilter;
m_lanczosFilter = nullptr;
}
}
QMatrix4x4 SceneOpenGL2::createProjectionMatrix() const
{
// Create a perspective projection with a 60° field-of-view,
// and an aspect ratio of 1.0.
const float fovY = 60.0f;
const float aspect = 1.0f;
const float zNear = 0.1f;
const float zFar = 100.0f;
const float yMax = zNear * std::tan(fovY * M_PI / 360.0f);
const float yMin = -yMax;
const float xMin = yMin * aspect;
const float xMax = yMax * aspect;
QMatrix4x4 projection;
projection.frustum(xMin, xMax, yMin, yMax, zNear, zFar);
// Create a second matrix that transforms screen coordinates
// to world coordinates.
const float scaleFactor = 1.1 * std::tan(fovY * M_PI / 360.0f) / yMax;
const QSize size = screens()->size();
QMatrix4x4 matrix;
matrix.translate(xMin * scaleFactor, yMax * scaleFactor, -1.1);
matrix.scale( (xMax - xMin) * scaleFactor / size.width(),
-(yMax - yMin) * scaleFactor / size.height(),
0.001);
// Combine the matrices
return projection * matrix;
}
void SceneOpenGL2::updateProjectionMatrix()
{
m_projectionMatrix = createProjectionMatrix();
}
void SceneOpenGL2::paintSimpleScreen(int mask, const QRegion &region)
{
m_screenProjectionMatrix = m_projectionMatrix;
Scene::paintSimpleScreen(mask, region);
}
void SceneOpenGL2::paintGenericScreen(int mask, const ScreenPaintData &data)
{
const QMatrix4x4 screenMatrix = transformation(mask, data);
m_screenProjectionMatrix = m_projectionMatrix * screenMatrix;
Scene::paintGenericScreen(mask, data);
}
void SceneOpenGL2::doPaintBackground(const QVector< float >& vertices)
{
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setUseColor(true);
vbo->setData(vertices.count() / 2, 2, vertices.data(), nullptr);
ShaderBinder binder(ShaderTrait::UniformColor);
binder.shader()->setUniform(GLShader::ModelViewProjectionMatrix, m_projectionMatrix);
vbo->render(GL_TRIANGLES);
}
Scene::Window *SceneOpenGL2::createWindow(Toplevel *t)
{
return new OpenGLWindow(t, this);
}
void SceneOpenGL2::finalDrawWindow(EffectWindowImpl* w, int mask, const QRegion &region, WindowPaintData& data)
{
if (waylandServer() && waylandServer()->isScreenLocked() && !w->window()->isLockScreen() && !w->window()->isInputMethod()) {
return;
}
performPaintWindow(w, mask, region, data);
}
void SceneOpenGL2::performPaintWindow(EffectWindowImpl* w, int mask, const QRegion &region, WindowPaintData& data)
{
if (mask & PAINT_WINDOW_LANCZOS) {
if (!m_lanczosFilter) {
m_lanczosFilter = new LanczosFilter(this);
// reset the lanczos filter when the screen gets resized
// it will get created next paint
connect(screens(), &Screens::changed, this, [this]() {
makeOpenGLContextCurrent();
delete m_lanczosFilter;
m_lanczosFilter = nullptr;
});
}
m_lanczosFilter->performPaint(w, mask, region, data);
} else
w->sceneWindow()->performPaint(mask, region, data);
}
//****************************************
// OpenGLWindow
//****************************************
OpenGLWindow::OpenGLWindow(Toplevel *toplevel, SceneOpenGL *scene)
: Scene::Window(toplevel)
, m_scene(scene)
{
}
OpenGLWindow::~OpenGLWindow()
{
}
// Bind the window pixmap to an OpenGL texture.
bool OpenGLWindow::bindTexture()
{
OpenGLWindowPixmap *pixmap = windowPixmap<OpenGLWindowPixmap>();
if (!pixmap) {
return false;
}
if (pixmap->isDiscarded()) {
return !pixmap->texture()->isNull();
}
if (!window()->damage().isEmpty())
m_scene->insertWait();
return pixmap->bind();
}
QMatrix4x4 OpenGLWindow::transformation(int mask, const WindowPaintData &data) const
{
QMatrix4x4 matrix;
matrix.translate(x(), y());
if (!(mask & Scene::PAINT_WINDOW_TRANSFORMED))
return matrix;
matrix.translate(data.translation());
const QVector3D scale = data.scale();
matrix.scale(scale.x(), scale.y(), scale.z());
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 OpenGLWindow::beginRenderWindow(int mask, const QRegion &region, WindowPaintData &data)
{
if (region.isEmpty())
return false;
m_hardwareClipping = region != infiniteRegion() && (mask & Scene::PAINT_WINDOW_TRANSFORMED) && !(mask & Scene::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
for (const WindowQuad &quad : qAsConst(data.quads)) {
for (const QRect &r : filterRegion) {
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()) {
return false;
}
if (m_hardwareClipping) {
glEnable(GL_SCISSOR_TEST);
}
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 OpenGLWindow::endRenderWindow()
{
if (m_hardwareClipping) {
glDisable(GL_SCISSOR_TEST);
}
}
GLTexture *OpenGLWindow::getDecorationTexture() const
{
if (AbstractClient *client = dynamic_cast<AbstractClient *>(toplevel)) {
if (!client->isDecorated()) {
return nullptr;
}
if (SceneOpenGLDecorationRenderer *renderer = static_cast<SceneOpenGLDecorationRenderer*>(client->decoratedClient()->renderer())) {
renderer->render();
return renderer->texture();
}
} else if (toplevel->isDeleted()) {
Deleted *deleted = static_cast<Deleted *>(toplevel);
if (!deleted->wasDecorated()) {
return nullptr;
}
if (const SceneOpenGLDecorationRenderer *renderer = static_cast<const SceneOpenGLDecorationRenderer*>(deleted->decorationRenderer())) {
return renderer->texture();
}
}
return nullptr;
}
WindowPixmap *OpenGLWindow::createWindowPixmap()
{
return new OpenGLWindowPixmap(this, m_scene);
}
QVector4D OpenGLWindow::modulate(float opacity, float brightness) const
{
const float a = opacity;
const float rgb = opacity * brightness;
return QVector4D(rgb, rgb, rgb, a);
}
void OpenGLWindow::setBlendEnabled(bool enabled)
{
if (enabled && !m_blendingEnabled)
glEnable(GL_BLEND);
else if (!enabled && m_blendingEnabled)
glDisable(GL_BLEND);
m_blendingEnabled = enabled;
}
/**
* \internal
*
* Counts the total number of pixmaps in the tree with the given root \a windowPixmap.
*/
static int windowPixmapCount(WindowPixmap *windowPixmap)
{
int count = 1; // 1 for the window pixmap itself.
const QVector<WindowPixmap *> children = windowPixmap->children();
for (WindowPixmap *child : children)
count += windowPixmapCount(child);
return count;
}
void OpenGLWindow::initializeRenderContext(RenderContext &context, const WindowPaintData &data)
{
WindowPixmap *currentPixmap = windowPixmap<OpenGLWindowPixmap>();
context.shadowOffset = 0;
context.decorationOffset = 1;
context.contentOffset = 2;
context.previousContentOffset = windowPixmapCount(currentPixmap) + 2;
context.quadCount = data.quads.count();
const int nodeCount = context.previousContentOffset + 1;
QVector<RenderNode> &renderNodes = context.renderNodes;
renderNodes.resize(nodeCount);
for (const WindowQuad &quad : data.quads) {
switch (quad.type()) {
case WindowQuadShadow:
renderNodes[context.shadowOffset].quads << quad;
break;
case WindowQuadDecoration:
renderNodes[context.decorationOffset].quads << quad;
break;
case WindowQuadContents:
renderNodes[context.contentOffset + quad.id()].quads << quad;
break;
default:
// Ignore window quad generated by effects.
break;
}
}
RenderNode &shadowRenderNode = renderNodes[context.shadowOffset];
if (!shadowRenderNode.quads.isEmpty()) {
SceneOpenGLShadow *shadow = static_cast<SceneOpenGLShadow *>(m_shadow);
shadowRenderNode.texture = shadow->shadowTexture();
shadowRenderNode.opacity = data.opacity();
shadowRenderNode.hasAlpha = true;
shadowRenderNode.coordinateType = NormalizedCoordinates;
shadowRenderNode.leafType = ShadowLeaf;
}
RenderNode &decorationRenderNode = renderNodes[context.decorationOffset];
if (!decorationRenderNode.quads.isEmpty()) {
decorationRenderNode.texture = getDecorationTexture();
decorationRenderNode.opacity = data.opacity();
decorationRenderNode.hasAlpha = true;
decorationRenderNode.coordinateType = UnnormalizedCoordinates;
decorationRenderNode.leafType = DecorationLeaf;
}
// FIXME: Cross-fading must be implemented in a shader.
float contentOpacity = data.opacity();
if (data.crossFadeProgress() != 1.0 && (data.opacity() < 0.95 || toplevel->hasAlpha())) {
const float opacity = 1.0 - data.crossFadeProgress();
contentOpacity *= 1 - pow(opacity, 1.0f + 2.0f * data.opacity());
}
// The main surface and all of its sub-surfaces form a tree. In order to initialize
// the render nodes for the window pixmaps we need to traverse the tree in the
// depth-first search manner. The id of content window quads corresponds to the time
// when we visited the corresponding window pixmap. The DFS traversal probably doesn't
// have a significant impact on performance. However, if that's the case, we could
// keep a cache of window pixmaps in the order in which they'll be rendered.
QStack<WindowPixmap *> stack;
stack.push(currentPixmap);
int i = 0;
while (!stack.isEmpty()) {
OpenGLWindowPixmap *windowPixmap = static_cast<OpenGLWindowPixmap *>(stack.pop());
// If it's an unmapped sub-surface, don't render it and all of its children.
if (!windowPixmap->isValid())
continue;
RenderNode &contentRenderNode = renderNodes[context.contentOffset + i++];
contentRenderNode.texture = windowPixmap->texture();
contentRenderNode.hasAlpha = windowPixmap->hasAlphaChannel();
contentRenderNode.opacity = contentOpacity;
contentRenderNode.coordinateType = UnnormalizedCoordinates;
contentRenderNode.leafType = ContentLeaf;
const QVector<WindowPixmap *> children = windowPixmap->children();
for (auto it = children.rbegin(); it != children.rend(); ++it) {
stack.push(*it);
}
}
// Note that cross-fading is currently working properly only on X11. In order to make it
// work on Wayland, we have to render the current and the previous window pixmap trees in
// offscreen render targets, then use a cross-fading shader to blend those two layers.
if (data.crossFadeProgress() != 1.0) {
OpenGLWindowPixmap *previous = previousWindowPixmap<OpenGLWindowPixmap>();
if (previous) { // TODO(vlad): Should cross-fading be disabled on Wayland?
const QRect &oldGeometry = previous->contentsRect();
RenderNode &previousContentRenderNode = renderNodes[context.previousContentOffset];
for (const WindowQuad &quad : qAsConst(renderNodes[context.contentOffset].quads)) {
// We need to create new window quads with normalized 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 = (quad[i].textureX() - toplevel->clientPos().x())
/ qreal(toplevel->clientSize().width());
const qreal yFactor = (quad[i].textureY() - toplevel->clientPos().y())
/ qreal(toplevel->clientSize().height());
const qreal u = (xFactor * oldGeometry.width() + oldGeometry.x())
/ qreal(previous->size().width());
const qreal v = (yFactor * oldGeometry.height() + oldGeometry.y())
/ qreal(previous->size().height());
newQuad[i] = WindowVertex(quad[i].x(), quad[i].y(), u, v);
}
previousContentRenderNode.quads.append(newQuad);
}
previousContentRenderNode.texture = previous->texture();
previousContentRenderNode.hasAlpha = previous->hasAlphaChannel();
previousContentRenderNode.opacity = data.opacity() * (1.0 - data.crossFadeProgress());
previousContentRenderNode.coordinateType = NormalizedCoordinates;
previousContentRenderNode.leafType = PreviousContentLeaf;
context.quadCount += previousContentRenderNode.quads.count();
}
}
}
QMatrix4x4 OpenGLWindow::modelViewProjectionMatrix(int mask, const WindowPaintData &data) const
{
SceneOpenGL2 *scene = static_cast<SceneOpenGL2 *>(m_scene);
const QMatrix4x4 pMatrix = data.projectionMatrix();
const QMatrix4x4 mvMatrix = data.modelViewMatrix();
// An effect may want to override the default projection matrix in some cases,
// such as when it is rendering a window on a render target that doesn't have
// the same dimensions as the default framebuffer.
//
// Note that the screen transformation is not applied here.
if (!pMatrix.isIdentity())
return pMatrix * mvMatrix;
// If an effect has specified a model-view matrix, we multiply that matrix
// with the default projection matrix. If the effect hasn't specified a
// model-view matrix, mvMatrix will be the identity matrix.
if (mask & Scene::PAINT_SCREEN_TRANSFORMED)
return scene->screenProjectionMatrix() * mvMatrix;
return scene->projectionMatrix() * mvMatrix;
}
void OpenGLWindow::performPaint(int mask, const QRegion &region, const WindowPaintData &_data)
{
WindowPaintData data = _data;
if (!beginRenderWindow(mask, region, data))
return;
QMatrix4x4 windowMatrix = transformation(mask, data);
const QMatrix4x4 modelViewProjection = modelViewProjectionMatrix(mask, data);
const QMatrix4x4 mvpMatrix = modelViewProjection * windowMatrix;
bool useX11TextureClamp = false;
GLShader *shader = data.shader;
GLenum filter;
if (waylandServer()) {
filter = GL_LINEAR;
} else {
const bool isTransformed = mask & (Effect::PAINT_WINDOW_TRANSFORMED |
Effect::PAINT_SCREEN_TRANSFORMED);
useX11TextureClamp = isTransformed;
if (isTransformed && options->glSmoothScale() != 0) {
filter = GL_LINEAR;
} else {
filter = GL_NEAREST;
}
}
if (!shader) {
ShaderTraits traits = ShaderTrait::MapTexture;
if (useX11TextureClamp) {
traits |= ShaderTrait::ClampTexture;
}
if (data.opacity() != 1.0 || data.brightness() != 1.0 || data.crossFadeProgress() != 1.0)
traits |= ShaderTrait::Modulate;
if (data.saturation() != 1.0)
traits |= ShaderTrait::AdjustSaturation;
shader = ShaderManager::instance()->pushShader(traits);
}
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvpMatrix);
shader->setUniform(GLShader::Saturation, data.saturation());
RenderContext renderContext;
initializeRenderContext(renderContext, data);
const bool indexedQuads = GLVertexBuffer::supportsIndexedQuads();
const GLenum primitiveType = indexedQuads ? GL_QUADS : GL_TRIANGLES;
const int verticesPerQuad = indexedQuads ? 4 : 6;
const size_t size = verticesPerQuad * renderContext.quadCount * sizeof(GLVertex2D);
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
GLVertex2D *map = (GLVertex2D *) vbo->map(size);
for (int i = 0, v = 0; i < renderContext.renderNodes.count(); i++) {
RenderNode &renderNode = renderContext.renderNodes[i];
if (renderNode.quads.isEmpty() || !renderNode.texture)
continue;
renderNode.firstVertex = v;
renderNode.vertexCount = renderNode.quads.count() * verticesPerQuad;
const QMatrix4x4 matrix = renderNode.texture->matrix(renderNode.coordinateType);
renderNode.quads.makeInterleavedArrays(primitiveType, &map[v], matrix);
v += renderNode.quads.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 < renderContext.renderNodes.count(); i++) {
const RenderNode &renderNode = renderContext.renderNodes[i];
if (renderNode.vertexCount == 0)
continue;
setBlendEnabled(renderNode.hasAlpha || renderNode.opacity < 1.0);
if (opacity != renderNode.opacity) {
shader->setUniform(GLShader::ModulationConstant,
modulate(renderNode.opacity, data.brightness()));
opacity = renderNode.opacity;
}
renderNode.texture->setFilter(filter);
renderNode.texture->setWrapMode(GL_CLAMP_TO_EDGE);
renderNode.texture->bind();
if (renderNode.leafType == ContentLeaf && useX11TextureClamp) {
// X11 windows are reparented to have their buffer in the middle of a larger texture
// holding the frame window.
// This code passes the texture geometry to the fragment shader
// any samples near the edge of the texture will be constrained to be
// at least half a pixel in bounds, meaning we don't bleed the transparent border
QRectF bufferContentRect = clientShape().boundingRect();
bufferContentRect.adjust(0.5, 0.5, -0.5, -0.5);
const QRect bufferGeometry = toplevel->bufferGeometry();
float leftClamp = bufferContentRect.left() / bufferGeometry.width();
float topClamp = bufferContentRect.top() / bufferGeometry.height();
float rightClamp = bufferContentRect.right() / bufferGeometry.width();
float bottomClamp = bufferContentRect.bottom() / bufferGeometry.height();
shader->setUniform(GLShader::TextureClamp, QVector4D({leftClamp, topClamp, rightClamp, bottomClamp}));
} else {
shader->setUniform(GLShader::TextureClamp, QVector4D({0, 0, 1, 1}));
}
vbo->draw(region, primitiveType, renderNode.firstVertex,
renderNode.vertexCount, m_hardwareClipping);
}
vbo->unbindArrays();
setBlendEnabled(false);
if (!data.shader)
ShaderManager::instance()->popShader();
endRenderWindow();
}
QSharedPointer<GLTexture> OpenGLWindow::windowTexture()
{
auto frame = windowPixmap<OpenGLWindowPixmap>();
if (frame && frame->children().isEmpty()) {
return QSharedPointer<GLTexture>(new GLTexture(*frame->texture()));
} else {
auto effectWindow = window()->effectWindow();
const QRect geo = window()->bufferGeometry();
QSharedPointer<GLTexture> texture(new GLTexture(GL_RGBA8, geo.size() * window()->bufferScale()));
QScopedPointer<GLRenderTarget> framebuffer(new KWin::GLRenderTarget(*texture));
GLRenderTarget::pushRenderTarget(framebuffer.data());
auto renderVSG = GLRenderTarget::virtualScreenGeometry();
GLVertexBuffer::setVirtualScreenGeometry(geo);
GLRenderTarget::setVirtualScreenGeometry(geo);
QMatrix4x4 mvp;
mvp.ortho(geo.x(), geo.x() + geo.width(), geo.y(), geo.y() + geo.height(), -1, 1);
WindowPaintData data(effectWindow);
data.setProjectionMatrix(mvp);
performPaint(Scene::PAINT_WINDOW_TRANSFORMED, geo, data);
GLRenderTarget::popRenderTarget();
GLVertexBuffer::setVirtualScreenGeometry(renderVSG);
GLRenderTarget::setVirtualScreenGeometry(renderVSG);
return texture;
}
}
//****************************************
// OpenGLWindowPixmap
//****************************************
OpenGLWindowPixmap::OpenGLWindowPixmap(Scene::Window *window, SceneOpenGL* scene)
: WindowPixmap(window)
, m_texture(scene->createTexture())
, m_scene(scene)
{
}
OpenGLWindowPixmap::OpenGLWindowPixmap(KWaylandServer::SubSurfaceInterface *subSurface, WindowPixmap *parent, SceneOpenGL *scene)
: WindowPixmap(subSurface, parent)
, m_texture(scene->createTexture())
, m_scene(scene)
{
}
OpenGLWindowPixmap::~OpenGLWindowPixmap()
{
}
static bool needsPixmapUpdate(const OpenGLWindowPixmap *pixmap)
{
// That's a regular Wayland client.
if (pixmap->surface()) {
return !pixmap->surface()->trackedDamage().isEmpty();
}
// That's an internal client with a raster buffer attached.
if (!pixmap->internalImage().isNull()) {
return !pixmap->toplevel()->damage().isEmpty();
}
// That's an internal client with an opengl framebuffer object attached.
if (!pixmap->fbo().isNull()) {
return !pixmap->toplevel()->damage().isEmpty();
}
// That's an X11 client.
return false;
}
bool OpenGLWindowPixmap::bind()
{
if (!m_texture->isNull()) {
if (needsPixmapUpdate(this)) {
m_texture->updateFromPixmap(this);
// mipmaps need to be updated
m_texture->setDirty();
}
if (!subSurface()) {
toplevel()->resetDamage();
}
// also bind all children
for (auto it = children().constBegin(); it != children().constEnd(); ++it) {
static_cast<OpenGLWindowPixmap*>(*it)->bind();
}
return true;
}
for (auto it = children().constBegin(); it != children().constEnd(); ++it) {
static_cast<OpenGLWindowPixmap*>(*it)->bind();
}
if (!isValid()) {
return false;
}
bool success = m_texture->load(this);
if (success) {
if (!subSurface()) {
toplevel()->resetDamage();
}
} else
qCDebug(KWIN_OPENGL) << "Failed to bind window";
return success;
}
WindowPixmap *OpenGLWindowPixmap::createChild(KWaylandServer::SubSurfaceInterface *subSurface)
{
return new OpenGLWindowPixmap(subSurface, this, m_scene);
}
bool OpenGLWindowPixmap::isValid() const
{
if (!m_texture->isNull()) {
return true;
}
return WindowPixmap::isValid();
}
//****************************************
// SceneOpenGL::EffectFrame
//****************************************
GLTexture* SceneOpenGL::EffectFrame::m_unstyledTexture = nullptr;
QPixmap* SceneOpenGL::EffectFrame::m_unstyledPixmap = nullptr;
SceneOpenGL::EffectFrame::EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene)
: Scene::EffectFrame(frame)
, m_texture(nullptr)
, m_textTexture(nullptr)
, m_oldTextTexture(nullptr)
, m_textPixmap(nullptr)
, m_iconTexture(nullptr)
, m_oldIconTexture(nullptr)
, m_selectionTexture(nullptr)
, m_unstyledVBO(nullptr)
, 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 = nullptr;
delete m_textTexture;
m_textTexture = nullptr;
delete m_textPixmap;
m_textPixmap = nullptr;
delete m_iconTexture;
m_iconTexture = nullptr;
delete m_selectionTexture;
m_selectionTexture = nullptr;
delete m_unstyledVBO;
m_unstyledVBO = nullptr;
delete m_oldIconTexture;
m_oldIconTexture = nullptr;
delete m_oldTextTexture;
m_oldTextTexture = nullptr;
}
void SceneOpenGL::EffectFrame::freeIconFrame()
{
delete m_iconTexture;
m_iconTexture = nullptr;
}
void SceneOpenGL::EffectFrame::freeTextFrame()
{
delete m_textTexture;
m_textTexture = nullptr;
delete m_textPixmap;
m_textPixmap = nullptr;
}
void SceneOpenGL::EffectFrame::freeSelection()
{
delete m_selectionTexture;
m_selectionTexture = nullptr;
}
void SceneOpenGL::EffectFrame::crossFadeIcon()
{
delete m_oldIconTexture;
m_oldIconTexture = m_iconTexture;
m_iconTexture = nullptr;
}
void SceneOpenGL::EffectFrame::crossFadeText()
{
delete m_oldTextTexture;
m_oldTextTexture = m_textTexture;
m_textTexture = nullptr;
}
void SceneOpenGL::EffectFrame::render(const QRegion &_region, double opacity, double frameOpacity)
{
if (m_effectFrame->geometry().isEmpty())
return; // Nothing to display
Q_UNUSED(_region);
const QRegion region = infiniteRegion(); // TODO: Old region doesn't seem to work with OpenGL
GLShader* shader = m_effectFrame->shader();
if (!shader) {
shader = ShaderManager::instance()->pushShader(ShaderTrait::MapTexture | ShaderTrait::Modulate);
} else if (shader) {
ShaderManager::instance()->pushShader(shader);
}
if (shader) {
shader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
shader->setUniform(GLShader::Saturation, 1.0f);
}
const QMatrix4x4 projection = m_scene->projectionMatrix();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Render the actual frame
if (m_effectFrame->style() == EffectFrameUnstyled) {
if (!m_unstyledVBO) {
m_unstyledVBO = new GLVertexBuffer(GLVertexBuffer::Static);
QRect area = m_effectFrame->geometry();
area.moveTo(0, 0);
area.adjust(-5, -5, 5, 5);
const int roundness = 5;
QVector<float> verts, texCoords;
verts.reserve(84);
texCoords.reserve(84);
// top left
verts << area.left() << area.top();
texCoords << 0.0f << 0.0f;
verts << area.left() << area.top() + roundness;
texCoords << 0.0f << 0.5f;
verts << area.left() + roundness << area.top();
texCoords << 0.5f << 0.0f;
verts << area.left() + roundness << area.top() + roundness;
texCoords << 0.5f << 0.5f;
verts << area.left() << area.top() + roundness;
texCoords << 0.0f << 0.5f;
verts << area.left() + roundness << area.top();
texCoords << 0.5f << 0.0f;
// top
verts << area.left() + roundness << area.top();
texCoords << 0.5f << 0.0f;
verts << area.left() + roundness << area.top() + roundness;
texCoords << 0.5f << 0.5f;
verts << area.right() - roundness << area.top();
texCoords << 0.5f << 0.0f;
verts << area.left() + roundness << area.top() + roundness;
texCoords << 0.5f << 0.5f;
verts << area.right() - roundness << area.top() + roundness;
texCoords << 0.5f << 0.5f;
verts << area.right() - roundness << area.top();
texCoords << 0.5f << 0.0f;
// top right
verts << area.right() - roundness << area.top();
texCoords << 0.5f << 0.0f;
verts << area.right() - roundness << area.top() + roundness;
texCoords << 0.5f << 0.5f;
verts << area.right() << area.top();
texCoords << 1.0f << 0.0f;
verts << area.right() - roundness << area.top() + roundness;
texCoords << 0.5f << 0.5f;
verts << area.right() << area.top() + roundness;
texCoords << 1.0f << 0.5f;
verts << area.right() << area.top();
texCoords << 1.0f << 0.0f;
// bottom left
verts << area.left() << area.bottom() - roundness;
texCoords << 0.0f << 0.5f;
verts << area.left() << area.bottom();
texCoords << 0.0f << 1.0f;
verts << area.left() + roundness << area.bottom() - roundness;
texCoords << 0.5f << 0.5f;
verts << area.left() + roundness << area.bottom();
texCoords << 0.5f << 1.0f;
verts << area.left() << area.bottom();
texCoords << 0.0f << 1.0f;
verts << area.left() + roundness << area.bottom() - roundness;
texCoords << 0.5f << 0.5f;
// bottom
verts << area.left() + roundness << area.bottom() - roundness;
texCoords << 0.5f << 0.5f;
verts << area.left() + roundness << area.bottom();
texCoords << 0.5f << 1.0f;
verts << area.right() - roundness << area.bottom() - roundness;
texCoords << 0.5f << 0.5f;
verts << area.left() + roundness << area.bottom();
texCoords << 0.5f << 1.0f;
verts << area.right() - roundness << area.bottom();
texCoords << 0.5f << 1.0f;
verts << area.right() - roundness << area.bottom() - roundness;
texCoords << 0.5f << 0.5f;
// bottom right
verts << area.right() - roundness << area.bottom() - roundness;
texCoords << 0.5f << 0.5f;
verts << area.right() - roundness << area.bottom();
texCoords << 0.5f << 1.0f;
verts << area.right() << area.bottom() - roundness;
texCoords << 1.0f << 0.5f;
verts << area.right() - roundness << area.bottom();
texCoords << 0.5f << 1.0f;
verts << area.right() << area.bottom();
texCoords << 1.0f << 1.0f;
verts << area.right() << area.bottom() - roundness;
texCoords << 1.0f << 0.5f;
// center
verts << area.left() << area.top() + roundness;
texCoords << 0.0f << 0.5f;
verts << area.left() << area.bottom() - roundness;
texCoords << 0.0f << 0.5f;
verts << area.right() << area.top() + roundness;
texCoords << 1.0f << 0.5f;
verts << area.left() << area.bottom() - roundness;
texCoords << 0.0f << 0.5f;
verts << area.right() << area.bottom() - roundness;
texCoords << 1.0f << 0.5f;
verts << area.right() << area.top() + roundness;
texCoords << 1.0f << 0.5f;
m_unstyledVBO->setData(verts.count() / 2, 2, verts.data(), texCoords.data());
}
if (shader) {
const float a = opacity * frameOpacity;
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
m_unstyledTexture->bind();
const QPoint pt = m_effectFrame->geometry().topLeft();
QMatrix4x4 mvp(projection);
mvp.translate(pt.x(), pt.y());
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
m_unstyledVBO->render(region, GL_TRIANGLES);
m_unstyledTexture->unbind();
} else if (m_effectFrame->style() == EffectFrameStyled) {
if (!m_texture) // Lazy creation
updateTexture();
if (shader) {
const float a = opacity * frameOpacity;
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
m_texture->bind();
qreal left, top, right, bottom;
m_effectFrame->frame().getMargins(left, top, right, bottom); // m_geometry is the inner geometry
const QRect rect = m_effectFrame->geometry().adjusted(-left, -top, right, bottom);
QMatrix4x4 mvp(projection);
mvp.translate(rect.x(), rect.y());
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
m_texture->render(region, rect);
m_texture->unbind();
}
if (!m_effectFrame->selection().isNull()) {
if (!m_selectionTexture) { // Lazy creation
QPixmap pixmap = m_effectFrame->selectionFrame().framePixmap();
if (!pixmap.isNull())
m_selectionTexture = new GLTexture(pixmap);
}
if (m_selectionTexture) {
if (shader) {
const float a = opacity * frameOpacity;
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
QMatrix4x4 mvp(projection);
mvp.translate(m_effectFrame->selection().x(), m_effectFrame->selection().y());
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
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);
QMatrix4x4 mvp(projection);
mvp.translate(topLeft.x(), topLeft.y());
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
if (m_effectFrame->isCrossFade() && m_oldIconTexture) {
if (shader) {
const float a = opacity * (1.0 - m_effectFrame->crossFadeProgress());
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
m_oldIconTexture->bind();
m_oldIconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize()));
m_oldIconTexture->unbind();
if (shader) {
const float a = opacity * m_effectFrame->crossFadeProgress();
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
} else {
if (shader) {
const QVector4D constant(opacity, opacity, opacity, opacity);
shader->setUniform(GLShader::ModulationConstant, constant);
}
}
if (!m_iconTexture) { // lazy creation
m_iconTexture = new GLTexture(m_effectFrame->icon().pixmap(m_effectFrame->iconSize()));
}
m_iconTexture->bind();
m_iconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize()));
m_iconTexture->unbind();
}
// Render text
if (!m_effectFrame->text().isEmpty()) {
QMatrix4x4 mvp(projection);
mvp.translate(m_effectFrame->geometry().x(), m_effectFrame->geometry().y());
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
if (m_effectFrame->isCrossFade() && m_oldTextTexture) {
if (shader) {
const float a = opacity * (1.0 - m_effectFrame->crossFadeProgress());
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
m_oldTextTexture->bind();
m_oldTextTexture->render(region, m_effectFrame->geometry());
m_oldTextTexture->unbind();
if (shader) {
const float a = opacity * m_effectFrame->crossFadeProgress();
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
} else {
if (shader) {
const QVector4D constant(opacity, opacity, opacity, opacity);
shader->setUniform(GLShader::ModulationConstant, constant);
}
}
if (!m_textTexture) // Lazy creation
updateTextTexture();
if (m_textTexture) {
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 = nullptr;
if (m_effectFrame->style() == EffectFrameStyled) {
QPixmap pixmap = m_effectFrame->frame().framePixmap();
m_texture = new GLTexture(pixmap);
}
}
void SceneOpenGL::EffectFrame::updateTextTexture()
{
delete m_textTexture;
m_textTexture = nullptr;
delete m_textPixmap;
m_textPixmap = nullptr;
if (m_effectFrame->text().isEmpty())
return;
// Determine position on texture to paint text
QRect rect(QPoint(0, 0), m_effectFrame->geometry().size());
if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty())
rect.setLeft(m_effectFrame->iconSize().width());
// If static size elide text as required
QString text = m_effectFrame->text();
if (m_effectFrame->isStatic()) {
QFontMetrics metrics(m_effectFrame->font());
text = metrics.elidedText(text, Qt::ElideRight, rect.width());
}
m_textPixmap = new QPixmap(m_effectFrame->geometry().size());
m_textPixmap->fill(Qt::transparent);
QPainter p(m_textPixmap);
p.setFont(m_effectFrame->font());
if (m_effectFrame->style() == EffectFrameStyled)
p.setPen(m_effectFrame->styledTextColor());
else // TODO: What about no frame? Custom color setting required
p.setPen(Qt::white);
p.drawText(rect, m_effectFrame->alignment(), text);
p.end();
m_textTexture = new GLTexture(*m_textPixmap);
}
void SceneOpenGL::EffectFrame::updateUnstyledTexture()
{
delete m_unstyledTexture;
m_unstyledTexture = nullptr;
delete m_unstyledPixmap;
m_unstyledPixmap = nullptr;
// Based off circle() from kwinxrenderutils.cpp
const int 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();
m_unstyledTexture = new GLTexture(*m_unstyledPixmap);
}
void SceneOpenGL::EffectFrame::cleanup()
{
delete m_unstyledTexture;
m_unstyledTexture = nullptr;
delete m_unstyledPixmap;
m_unstyledPixmap = nullptr;
}
//****************************************
// SceneOpenGL::Shadow
//****************************************
class DecorationShadowTextureCache
{
public:
~DecorationShadowTextureCache();
DecorationShadowTextureCache(const DecorationShadowTextureCache&) = delete;
static DecorationShadowTextureCache &instance();
void unregister(SceneOpenGLShadow *shadow);
QSharedPointer<GLTexture> getTexture(SceneOpenGLShadow *shadow);
private:
DecorationShadowTextureCache() = default;
struct Data {
QSharedPointer<GLTexture> texture;
QVector<SceneOpenGLShadow*> shadows;
};
QHash<KDecoration2::DecorationShadow*, Data> m_cache;
};
DecorationShadowTextureCache &DecorationShadowTextureCache::instance()
{
static DecorationShadowTextureCache s_instance;
return s_instance;
}
DecorationShadowTextureCache::~DecorationShadowTextureCache()
{
Q_ASSERT(m_cache.isEmpty());
}
void DecorationShadowTextureCache::unregister(SceneOpenGLShadow *shadow)
{
auto it = m_cache.begin();
while (it != m_cache.end()) {
auto &d = it.value();
// check whether the Vector of Shadows contains our shadow and remove all of them
auto glIt = d.shadows.begin();
while (glIt != d.shadows.end()) {
if (*glIt == shadow) {
glIt = d.shadows.erase(glIt);
} else {
glIt++;
}
}
// if there are no shadows any more we can erase the cache entry
if (d.shadows.isEmpty()) {
it = m_cache.erase(it);
} else {
it++;
}
}
}
QSharedPointer<GLTexture> DecorationShadowTextureCache::getTexture(SceneOpenGLShadow *shadow)
{
Q_ASSERT(shadow->hasDecorationShadow());
unregister(shadow);
const auto &decoShadow = shadow->decorationShadow().toStrongRef();
Q_ASSERT(!decoShadow.isNull());
auto it = m_cache.find(decoShadow.data());
if (it != m_cache.end()) {
Q_ASSERT(!it.value().shadows.contains(shadow));
it.value().shadows << shadow;
return it.value().texture;
}
Data d;
d.shadows << shadow;
d.texture = QSharedPointer<GLTexture>::create(shadow->decorationShadowImage());
m_cache.insert(decoShadow.data(), d);
return d.texture;
}
SceneOpenGLShadow::SceneOpenGLShadow(Toplevel *toplevel)
: Shadow(toplevel)
{
}
SceneOpenGLShadow::~SceneOpenGLShadow()
{
Scene *scene = Compositor::self()->scene();
if (scene) {
scene->makeOpenGLContextCurrent();
DecorationShadowTextureCache::instance().unregister(this);
m_texture.reset();
}
}
static inline void distributeHorizontally(QRectF &leftRect, QRectF &rightRect)
{
if (leftRect.right() > rightRect.left()) {
const qreal boundedRight = qMin(leftRect.right(), rightRect.right());
const qreal boundedLeft = qMax(leftRect.left(), rightRect.left());
const qreal halfOverlap = (boundedRight - boundedLeft) / 2.0;
leftRect.setRight(boundedRight - halfOverlap);
rightRect.setLeft(boundedLeft + halfOverlap);
}
}
static inline void distributeVertically(QRectF &topRect, QRectF &bottomRect)
{
if (topRect.bottom() > bottomRect.top()) {
const qreal boundedBottom = qMin(topRect.bottom(), bottomRect.bottom());
const qreal boundedTop = qMax(topRect.top(), bottomRect.top());
const qreal halfOverlap = (boundedBottom - boundedTop) / 2.0;
topRect.setBottom(boundedBottom - halfOverlap);
bottomRect.setTop(boundedTop + halfOverlap);
}
}
void SceneOpenGLShadow::buildQuads()
{
// Do not draw shadows if window width or window height is less than
// 5 px. 5 is an arbitrary choice.
if (topLevel()->width() < 5 || topLevel()->height() < 5) {
m_shadowQuads.clear();
setShadowRegion(QRegion());
return;
}
const QSizeF top(elementSize(ShadowElementTop));
const QSizeF topRight(elementSize(ShadowElementTopRight));
const QSizeF right(elementSize(ShadowElementRight));
const QSizeF bottomRight(elementSize(ShadowElementBottomRight));
const QSizeF bottom(elementSize(ShadowElementBottom));
const QSizeF bottomLeft(elementSize(ShadowElementBottomLeft));
const QSizeF left(elementSize(ShadowElementLeft));
const QSizeF topLeft(elementSize(ShadowElementTopLeft));
const QMarginsF shadowMargins(
std::max({topLeft.width(), left.width(), bottomLeft.width()}),
std::max({topLeft.height(), top.height(), topRight.height()}),
std::max({topRight.width(), right.width(), bottomRight.width()}),
std::max({bottomRight.height(), bottom.height(), bottomLeft.height()}));
const QRectF outerRect(QPointF(-leftOffset(), -topOffset()),
QPointF(topLevel()->width() + rightOffset(),
topLevel()->height() + bottomOffset()));
const int width = shadowMargins.left() + std::max(top.width(), bottom.width()) + shadowMargins.right();
const int height = shadowMargins.top() + std::max(left.height(), right.height()) + shadowMargins.bottom();
QRectF topLeftRect;
if (!topLeft.isEmpty()) {
topLeftRect = QRectF(outerRect.topLeft(), topLeft);
} else {
topLeftRect = QRectF(
outerRect.left() + shadowMargins.left(),
outerRect.top() + shadowMargins.top(),
0, 0);
}
QRectF topRightRect;
if (!topRight.isEmpty()) {
topRightRect = QRectF(
outerRect.right() - topRight.width(), outerRect.top(),
topRight.width(), topRight.height());
} else {
topRightRect = QRectF(
outerRect.right() - shadowMargins.right(),
outerRect.top() + shadowMargins.top(),
0, 0);
}
QRectF bottomRightRect;
if (!bottomRight.isEmpty()) {
bottomRightRect = QRectF(
outerRect.right() - bottomRight.width(),
outerRect.bottom() - bottomRight.height(),
bottomRight.width(), bottomRight.height());
} else {
bottomRightRect = QRectF(
outerRect.right() - shadowMargins.right(),
outerRect.bottom() - shadowMargins.bottom(),
0, 0);
}
QRectF bottomLeftRect;
if (!bottomLeft.isEmpty()) {
bottomLeftRect = QRectF(
outerRect.left(), outerRect.bottom() - bottomLeft.height(),
bottomLeft.width(), bottomLeft.height());
} else {
bottomLeftRect = QRectF(
outerRect.left() + shadowMargins.left(),
outerRect.bottom() - shadowMargins.bottom(),
0, 0);
}
// Re-distribute the corner tiles so no one of them is overlapping with others.
// By doing this, we assume that shadow's corner tiles are symmetric
// and it is OK to not draw top/right/bottom/left tile between corners.
// For example, let's say top-left and top-right tiles are overlapping.
// In that case, the right side of the top-left tile will be shifted to left,
// the left side of the top-right tile will shifted to right, and the top
// tile won't be rendered.
distributeHorizontally(topLeftRect, topRightRect);
distributeHorizontally(bottomLeftRect, bottomRightRect);
distributeVertically(topLeftRect, bottomLeftRect);
distributeVertically(topRightRect, bottomRightRect);
qreal tx1 = 0.0,
tx2 = 0.0,
ty1 = 0.0,
ty2 = 0.0;
m_shadowQuads.clear();
if (topLeftRect.isValid()) {
tx1 = 0.0;
ty1 = 0.0;
tx2 = topLeftRect.width() / width;
ty2 = topLeftRect.height() / height;
WindowQuad topLeftQuad(WindowQuadShadow);
topLeftQuad[0] = WindowVertex(topLeftRect.left(), topLeftRect.top(), tx1, ty1);
topLeftQuad[1] = WindowVertex(topLeftRect.right(), topLeftRect.top(), tx2, ty1);
topLeftQuad[2] = WindowVertex(topLeftRect.right(), topLeftRect.bottom(), tx2, ty2);
topLeftQuad[3] = WindowVertex(topLeftRect.left(), topLeftRect.bottom(), tx1, ty2);
m_shadowQuads.append(topLeftQuad);
}
if (topRightRect.isValid()) {
tx1 = 1.0 - topRightRect.width() / width;
ty1 = 0.0;
tx2 = 1.0;
ty2 = topRightRect.height() / height;
WindowQuad topRightQuad(WindowQuadShadow);
topRightQuad[0] = WindowVertex(topRightRect.left(), topRightRect.top(), tx1, ty1);
topRightQuad[1] = WindowVertex(topRightRect.right(), topRightRect.top(), tx2, ty1);
topRightQuad[2] = WindowVertex(topRightRect.right(), topRightRect.bottom(), tx2, ty2);
topRightQuad[3] = WindowVertex(topRightRect.left(), topRightRect.bottom(), tx1, ty2);
m_shadowQuads.append(topRightQuad);
}
if (bottomRightRect.isValid()) {
tx1 = 1.0 - bottomRightRect.width() / width;
tx2 = 1.0;
ty1 = 1.0 - bottomRightRect.height() / height;
ty2 = 1.0;
WindowQuad bottomRightQuad(WindowQuadShadow);
bottomRightQuad[0] = WindowVertex(bottomRightRect.left(), bottomRightRect.top(), tx1, ty1);
bottomRightQuad[1] = WindowVertex(bottomRightRect.right(), bottomRightRect.top(), tx2, ty1);
bottomRightQuad[2] = WindowVertex(bottomRightRect.right(), bottomRightRect.bottom(), tx2, ty2);
bottomRightQuad[3] = WindowVertex(bottomRightRect.left(), bottomRightRect.bottom(), tx1, ty2);
m_shadowQuads.append(bottomRightQuad);
}
if (bottomLeftRect.isValid()) {
tx1 = 0.0;
tx2 = bottomLeftRect.width() / width;
ty1 = 1.0 - bottomLeftRect.height() / height;
ty2 = 1.0;
WindowQuad bottomLeftQuad(WindowQuadShadow);
bottomLeftQuad[0] = WindowVertex(bottomLeftRect.left(), bottomLeftRect.top(), tx1, ty1);
bottomLeftQuad[1] = WindowVertex(bottomLeftRect.right(), bottomLeftRect.top(), tx2, ty1);
bottomLeftQuad[2] = WindowVertex(bottomLeftRect.right(), bottomLeftRect.bottom(), tx2, ty2);
bottomLeftQuad[3] = WindowVertex(bottomLeftRect.left(), bottomLeftRect.bottom(), tx1, ty2);
m_shadowQuads.append(bottomLeftQuad);
}
QRectF topRect(
QPointF(topLeftRect.right(), outerRect.top()),
QPointF(topRightRect.left(), outerRect.top() + top.height()));
QRectF rightRect(
QPointF(outerRect.right() - right.width(), topRightRect.bottom()),
QPointF(outerRect.right(), bottomRightRect.top()));
QRectF bottomRect(
QPointF(bottomLeftRect.right(), outerRect.bottom() - bottom.height()),
QPointF(bottomRightRect.left(), outerRect.bottom()));
QRectF leftRect(
QPointF(outerRect.left(), topLeftRect.bottom()),
QPointF(outerRect.left() + left.width(), bottomLeftRect.top()));
// Re-distribute left/right and top/bottom shadow tiles so they don't
// overlap when the window is too small. Please notice that we don't
// fix overlaps between left/top(left/bottom, right/top, and so on)
// corner tiles because corresponding counter parts won't be valid when
// the window is too small, which means they won't be rendered.
distributeHorizontally(leftRect, rightRect);
distributeVertically(topRect, bottomRect);
if (topRect.isValid()) {
tx1 = shadowMargins.left() / width;
ty1 = 0.0;
tx2 = tx1 + top.width() / width;
ty2 = topRect.height() / height;
WindowQuad topQuad(WindowQuadShadow);
topQuad[0] = WindowVertex(topRect.left(), topRect.top(), tx1, ty1);
topQuad[1] = WindowVertex(topRect.right(), topRect.top(), tx2, ty1);
topQuad[2] = WindowVertex(topRect.right(), topRect.bottom(), tx2, ty2);
topQuad[3] = WindowVertex(topRect.left(), topRect.bottom(), tx1, ty2);
m_shadowQuads.append(topQuad);
}
if (rightRect.isValid()) {
tx1 = 1.0 - rightRect.width() / width;
ty1 = shadowMargins.top() / height;
tx2 = 1.0;
ty2 = ty1 + right.height() / height;
WindowQuad rightQuad(WindowQuadShadow);
rightQuad[0] = WindowVertex(rightRect.left(), rightRect.top(), tx1, ty1);
rightQuad[1] = WindowVertex(rightRect.right(), rightRect.top(), tx2, ty1);
rightQuad[2] = WindowVertex(rightRect.right(), rightRect.bottom(), tx2, ty2);
rightQuad[3] = WindowVertex(rightRect.left(), rightRect.bottom(), tx1, ty2);
m_shadowQuads.append(rightQuad);
}
if (bottomRect.isValid()) {
tx1 = shadowMargins.left() / width;
ty1 = 1.0 - bottomRect.height() / height;
tx2 = tx1 + bottom.width() / width;
ty2 = 1.0;
WindowQuad bottomQuad(WindowQuadShadow);
bottomQuad[0] = WindowVertex(bottomRect.left(), bottomRect.top(), tx1, ty1);
bottomQuad[1] = WindowVertex(bottomRect.right(), bottomRect.top(), tx2, ty1);
bottomQuad[2] = WindowVertex(bottomRect.right(), bottomRect.bottom(), tx2, ty2);
bottomQuad[3] = WindowVertex(bottomRect.left(), bottomRect.bottom(), tx1, ty2);
m_shadowQuads.append(bottomQuad);
}
if (leftRect.isValid()) {
tx1 = 0.0;
ty1 = shadowMargins.top() / height;
tx2 = leftRect.width() / width;
ty2 = ty1 + left.height() / height;
WindowQuad leftQuad(WindowQuadShadow);
leftQuad[0] = WindowVertex(leftRect.left(), leftRect.top(), tx1, ty1);
leftQuad[1] = WindowVertex(leftRect.right(), leftRect.top(), tx2, ty1);
leftQuad[2] = WindowVertex(leftRect.right(), leftRect.bottom(), tx2, ty2);
leftQuad[3] = WindowVertex(leftRect.left(), leftRect.bottom(), tx1, ty2);
m_shadowQuads.append(leftQuad);
}
}
bool SceneOpenGLShadow::prepareBackend()
{
if (hasDecorationShadow()) {
// simplifies a lot by going directly to
Scene *scene = Compositor::self()->scene();
scene->makeOpenGLContextCurrent();
m_texture = DecorationShadowTextureCache::instance().getTexture(this);
return true;
}
const QSize top(shadowPixmap(ShadowElementTop).size());
const QSize topRight(shadowPixmap(ShadowElementTopRight).size());
const QSize right(shadowPixmap(ShadowElementRight).size());
const QSize bottom(shadowPixmap(ShadowElementBottom).size());
const QSize bottomLeft(shadowPixmap(ShadowElementBottomLeft).size());
const QSize left(shadowPixmap(ShadowElementLeft).size());
const QSize topLeft(shadowPixmap(ShadowElementTopLeft).size());
const QSize bottomRight(shadowPixmap(ShadowElementBottomRight).size());
const int width = std::max({topLeft.width(), left.width(), bottomLeft.width()}) +
std::max(top.width(), bottom.width()) +
std::max({topRight.width(), right.width(), bottomRight.width()});
const int height = std::max({topLeft.height(), top.height(), topRight.height()}) +
std::max(left.height(), right.height()) +
std::max({bottomLeft.height(), bottom.height(), bottomRight.height()});
if (width == 0 || height == 0) {
return false;
}
QImage image(width, height, QImage::Format_ARGB32);
image.fill(Qt::transparent);
const int innerRectTop = std::max({topLeft.height(), top.height(), topRight.height()});
const int innerRectLeft = std::max({topLeft.width(), left.width(), bottomLeft.width()});
QPainter p;
p.begin(&image);
p.drawPixmap(0, 0, topLeft.width(), topLeft.height(), shadowPixmap(ShadowElementTopLeft));
p.drawPixmap(innerRectLeft, 0, top.width(), top.height(), shadowPixmap(ShadowElementTop));
p.drawPixmap(width - topRight.width(), 0, topRight.width(), topRight.height(), shadowPixmap(ShadowElementTopRight));
p.drawPixmap(0, innerRectTop, left.width(), left.height(), shadowPixmap(ShadowElementLeft));
p.drawPixmap(width - right.width(), innerRectTop, right.width(), right.height(), shadowPixmap(ShadowElementRight));
p.drawPixmap(0, height - bottomLeft.height(), bottomLeft.width(), bottomLeft.height(), shadowPixmap(ShadowElementBottomLeft));
p.drawPixmap(innerRectLeft, height - bottom.height(), bottom.width(), bottom.height(), shadowPixmap(ShadowElementBottom));
p.drawPixmap(width - bottomRight.width(), height - bottomRight.height(), bottomRight.width(), bottomRight.height(), shadowPixmap(ShadowElementBottomRight));
p.end();
// Check if the image is alpha-only in practice, and if so convert it to an 8-bpp format
if (!GLPlatform::instance()->isGLES() && GLTexture::supportsSwizzle() && GLTexture::supportsFormatRG()) {
QImage alphaImage(image.size(), QImage::Format_Indexed8); // Change to Format_Alpha8 w/ Qt 5.5
bool alphaOnly = true;
for (ptrdiff_t y = 0; alphaOnly && y < image.height(); y++) {
const uint32_t * const src = reinterpret_cast<const uint32_t *>(image.scanLine(y));
uint8_t * const dst = reinterpret_cast<uint8_t *>(alphaImage.scanLine(y));
for (ptrdiff_t x = 0; x < image.width(); x++) {
if (src[x] & 0x00ffffff)
alphaOnly = false;
dst[x] = qAlpha(src[x]);
}
}
if (alphaOnly) {
image = alphaImage;
}
}
Scene *scene = Compositor::self()->scene();
scene->makeOpenGLContextCurrent();
m_texture = QSharedPointer<GLTexture>::create(image);
if (m_texture->internalFormat() == GL_R8) {
// Swizzle red to alpha and all other channels to zero
m_texture->bind();
m_texture->setSwizzle(GL_ZERO, GL_ZERO, GL_ZERO, GL_RED);
}
return true;
}
SceneOpenGLDecorationRenderer::SceneOpenGLDecorationRenderer(Decoration::DecoratedClientImpl *client)
: Renderer(client)
, m_texture()
{
connect(this, &Renderer::renderScheduled, client->client(), static_cast<void (AbstractClient::*)(const QRect&)>(&AbstractClient::addRepaint));
}
SceneOpenGLDecorationRenderer::~SceneOpenGLDecorationRenderer()
{
if (Scene *scene = Compositor::self()->scene()) {
scene->makeOpenGLContextCurrent();
}
}
// Rotates the given source rect 90° counter-clockwise,
// and flips it vertically
static QImage rotate(const QImage &srcImage, const QRect &srcRect)
{
auto dpr = srcImage.devicePixelRatio();
QImage image(srcRect.height() * dpr, srcRect.width() * dpr, srcImage.format());
image.setDevicePixelRatio(dpr);
const QPoint srcPoint(srcRect.x() * dpr, srcRect.y() * dpr);
const uint32_t *src = reinterpret_cast<const uint32_t *>(srcImage.bits());
uint32_t *dst = reinterpret_cast<uint32_t *>(image.bits());
for (int x = 0; x < image.width(); x++) {
const uint32_t *s = src + (srcPoint.y() + x) * srcImage.width() + srcPoint.x();
uint32_t *d = dst + x;
for (int y = 0; y < image.height(); y++) {
*d = s[y];
d += image.width();
}
}
return image;
}
static void clamp_row(int left, int width, int right, const uint32_t *src, uint32_t *dest)
{
std::fill_n(dest, left, *src);
std::copy(src, src + width, dest + left);
std::fill_n(dest + left + width, right, *(src + width - 1));
}
static void clamp_sides(int left, int width, int right, const uint32_t *src, uint32_t *dest)
{
std::fill_n(dest, left, *src);
std::fill_n(dest + left + width, right, *(src + width - 1));
}
static void clamp(QImage &image, const QRect &viewport)
{
Q_ASSERT(image.depth() == 32);
const QRect rect = image.rect();
const int left = viewport.left() - rect.left();
const int top = viewport.top() - rect.top();
const int right = rect.right() - viewport.right();
const int bottom = rect.bottom() - viewport.bottom();
const int width = rect.width() - left - right;
const int height = rect.height() - top - bottom;
const uint32_t *firstRow = reinterpret_cast<uint32_t *>(image.scanLine(top));
const uint32_t *lastRow = reinterpret_cast<uint32_t *>(image.scanLine(top + height - 1));
for (int i = 0; i < top; ++i) {
uint32_t *dest = reinterpret_cast<uint32_t *>(image.scanLine(i));
clamp_row(left, width, right, firstRow + left, dest);
}
for (int i = 0; i < height; ++i) {
uint32_t *dest = reinterpret_cast<uint32_t *>(image.scanLine(top + i));
clamp_sides(left, width, right, dest + left, dest);
}
for (int i = 0; i < bottom; ++i) {
uint32_t *dest = reinterpret_cast<uint32_t *>(image.scanLine(top + height + i));
clamp_row(left, width, right, lastRow + left, dest);
}
}
void SceneOpenGLDecorationRenderer::render()
{
const QRegion scheduled = getScheduled();
if (scheduled.isEmpty()) {
return;
}
if (areImageSizesDirty()) {
resizeTexture();
resetImageSizesDirty();
}
if (!m_texture) {
// for invalid sizes we get no texture, see BUG 361551
return;
}
QRect left, top, right, bottom;
client()->client()->layoutDecorationRects(left, top, right, bottom);
// We pad each part in the decoration atlas in order to avoid texture bleeding.
const int padding = 1;
auto renderPart = [=](const QRect &geo, const QRect &partRect, const QPoint &position, bool rotated = false) {
if (!geo.isValid()) {
return;
}
QRect rect = geo;
// We allow partial decoration updates and it might just so happen that the dirty region
// is completely contained inside the decoration part, i.e. the dirty region doesn't touch
// any of the decoration's edges. In that case, we should **not** pad the dirty region.
if (rect.left() == partRect.left()) {
rect.setLeft(rect.left() - padding);
}
if (rect.top() == partRect.top()) {
rect.setTop(rect.top() - padding);
}
if (rect.right() == partRect.right()) {
rect.setRight(rect.right() + padding);
}
if (rect.bottom() == partRect.bottom()) {
rect.setBottom(rect.bottom() + padding);
}
QRect viewport = geo.translated(-rect.x(), -rect.y());
const qreal devicePixelRatio = client()->client()->screenScale();
QImage image(rect.size() * devicePixelRatio, QImage::Format_ARGB32_Premultiplied);
image.setDevicePixelRatio(devicePixelRatio);
image.fill(Qt::transparent);
QPainter painter(&image);
painter.setRenderHint(QPainter::Antialiasing);
painter.setViewport(QRect(viewport.topLeft(), viewport.size() * devicePixelRatio));
painter.setWindow(QRect(geo.topLeft(), geo.size() * devicePixelRatio));
painter.setClipRect(geo);
renderToPainter(&painter, geo);
painter.end();
clamp(image, QRect(viewport.topLeft(), viewport.size() * devicePixelRatio));
if (rotated) {
// TODO: get this done directly when rendering to the image
image = rotate(image, QRect(QPoint(), rect.size()));
viewport = QRect(viewport.y(), viewport.x(), viewport.height(), viewport.width());
}
const QPoint dirtyOffset = geo.topLeft() - partRect.topLeft();
m_texture->update(image, (position + dirtyOffset - viewport.topLeft()) * image.devicePixelRatio());
};
const QRect geometry = scheduled.boundingRect();
const QPoint topPosition(padding, padding);
const QPoint bottomPosition(padding, topPosition.y() + top.height() + 2 * padding);
const QPoint leftPosition(padding, bottomPosition.y() + bottom.height() + 2 * padding);
const QPoint rightPosition(padding, leftPosition.y() + left.width() + 2 * padding);
renderPart(left.intersected(geometry), left, leftPosition, true);
renderPart(top.intersected(geometry), top, topPosition);
renderPart(right.intersected(geometry), right, rightPosition, true);
renderPart(bottom.intersected(geometry), bottom, bottomPosition);
}
static int align(int value, int align)
{
return (value + align - 1) & ~(align - 1);
}
void SceneOpenGLDecorationRenderer::resizeTexture()
{
QRect left, top, right, bottom;
client()->client()->layoutDecorationRects(left, top, right, bottom);
QSize size;
size.rwidth() = qMax(qMax(top.width(), bottom.width()),
qMax(left.height(), right.height()));
size.rheight() = top.height() + bottom.height() +
left.width() + right.width();
// Reserve some space for padding. We pad decoration parts to avoid texture bleeding.
const int padding = 1;
size.rwidth() += 2 * padding;
size.rheight() += 4 * 2 * padding;
size.rwidth() = align(size.width(), 128);
size *= client()->client()->screenScale();
if (m_texture && m_texture->size() == size)
return;
if (!size.isEmpty()) {
m_texture.reset(new GLTexture(GL_RGBA8, size.width(), size.height()));
m_texture->setYInverted(true);
m_texture->setWrapMode(GL_CLAMP_TO_EDGE);
m_texture->clear();
} else {
m_texture.reset();
}
}
void SceneOpenGLDecorationRenderer::reparent(Deleted *deleted)
{
render();
Renderer::reparent(deleted);
}
OpenGLFactory::OpenGLFactory(QObject *parent)
: SceneFactory(parent)
{
}
OpenGLFactory::~OpenGLFactory() = default;
Scene *OpenGLFactory::create(QObject *parent) const
{
qCDebug(KWIN_OPENGL) << "Initializing OpenGL compositing";
// Some broken drivers crash on glXQuery() so to prevent constant KWin crashes:
if (kwinApp()->platform()->openGLCompositingIsBroken()) {
qCWarning(KWIN_OPENGL) << "KWin has detected that your OpenGL library is unsafe to use";
return nullptr;
}
kwinApp()->platform()->createOpenGLSafePoint(Platform::OpenGLSafePoint::PreInit);
auto s = SceneOpenGL::createScene(parent);
kwinApp()->platform()->createOpenGLSafePoint(Platform::OpenGLSafePoint::PostInit);
if (s && s->initFailed()) {
delete s;
return nullptr;
}
return s;
}
} // namespace