53028a6d96
No need for a WeakPointer as it's just used only in SceneOpenGL2. REVIEW: 108853
598 lines
19 KiB
C++
598 lines
19 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#ifndef KWIN_SCENE_OPENGL_H
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#define KWIN_SCENE_OPENGL_H
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#include "scene.h"
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#include "shadow.h"
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#include "kwinglutils.h"
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#include "kwingltexture_p.h"
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namespace KWin
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{
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class ColorCorrection;
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class LanczosFilter;
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class OpenGLBackend;
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class SceneOpenGL
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: public Scene
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{
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Q_OBJECT
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public:
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class EffectFrame;
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class Texture;
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class TexturePrivate;
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class Window;
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virtual ~SceneOpenGL();
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virtual bool initFailed() const;
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virtual bool hasPendingFlush() const;
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virtual int paint(QRegion damage, ToplevelList windows);
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virtual void windowAdded(Toplevel*);
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virtual void windowDeleted(Deleted*);
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virtual void screenGeometryChanged(const QSize &size);
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virtual OverlayWindow *overlayWindow();
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virtual bool waitSyncAvailable() const;
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void idle();
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/**
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* @brief Factory method to create a backend specific texture.
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*
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* @return :SceneOpenGL::Texture*
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**/
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Texture *createTexture();
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Texture *createTexture(const QPixmap& pix, GLenum target = GL_TEXTURE_2D);
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static SceneOpenGL *createScene();
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protected:
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SceneOpenGL(Workspace* ws, OpenGLBackend *backend);
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virtual void paintBackground(QRegion region);
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QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const;
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virtual void doPaintBackground(const QVector<float> &vertices) = 0;
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virtual SceneOpenGL::Window *createWindow(Toplevel *t) = 0;
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public Q_SLOTS:
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virtual void windowOpacityChanged(KWin::Toplevel* c);
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virtual void windowGeometryShapeChanged(KWin::Toplevel* c);
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virtual void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
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protected:
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bool init_ok;
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private:
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bool viewportLimitsMatched(const QSize &size) const;
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private:
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QHash< Toplevel*, Window* > windows;
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bool debug;
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OpenGLBackend *m_backend;
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};
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class SceneOpenGL2 : public SceneOpenGL
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{
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Q_OBJECT
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public:
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explicit SceneOpenGL2(OpenGLBackend *backend);
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virtual ~SceneOpenGL2();
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virtual CompositingType compositingType() const {
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return OpenGL2Compositing;
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}
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static bool supported(OpenGLBackend *backend);
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ColorCorrection *colorCorrection();
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protected:
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virtual void paintGenericScreen(int mask, ScreenPaintData data);
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virtual void doPaintBackground(const QVector< float >& vertices);
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virtual SceneOpenGL::Window *createWindow(Toplevel *t);
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virtual void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
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private Q_SLOTS:
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void slotColorCorrectedChanged();
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void resetLanczosFilter();
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private:
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void performPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
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private:
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LanczosFilter *m_lanczosFilter;
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ColorCorrection *m_colorCorrection;
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};
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#ifdef KWIN_HAVE_OPENGL_1
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class SceneOpenGL1 : public SceneOpenGL
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{
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public:
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explicit SceneOpenGL1(OpenGLBackend *backend);
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virtual ~SceneOpenGL1();
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virtual void screenGeometryChanged(const QSize &size);
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virtual int paint(QRegion damage, ToplevelList windows);
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virtual CompositingType compositingType() const {
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return OpenGL1Compositing;
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}
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static bool supported(OpenGLBackend *backend);
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protected:
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virtual void paintGenericScreen(int mask, ScreenPaintData data);
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virtual void doPaintBackground(const QVector< float >& vertices);
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virtual SceneOpenGL::Window *createWindow(Toplevel *t);
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private:
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void setupModelViewProjectionMatrix();
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bool m_resetModelViewProjectionMatrix;
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};
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#endif
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class SceneOpenGL::TexturePrivate
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: public GLTexturePrivate
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{
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public:
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virtual ~TexturePrivate();
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virtual void findTarget() = 0;
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virtual bool loadTexture(const Pixmap& pix, const QSize& size, int depth) = 0;
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virtual OpenGLBackend *backend() = 0;
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protected:
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TexturePrivate();
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private:
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Q_DISABLE_COPY(TexturePrivate)
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};
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class SceneOpenGL::Texture
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: public GLTexture
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{
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public:
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Texture(OpenGLBackend *backend);
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Texture(OpenGLBackend *backend, const QPixmap& pix, GLenum target = GL_TEXTURE_2D);
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virtual ~Texture();
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Texture & operator = (const Texture& tex);
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using GLTexture::load;
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virtual bool load(const QImage& image, GLenum target = GL_TEXTURE_2D);
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virtual bool load(const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D);
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virtual void discard();
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protected:
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void findTarget();
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virtual bool load(const Pixmap& pix, const QSize& size, int depth,
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QRegion region);
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virtual bool load(const Pixmap& pix, const QSize& size, int depth);
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Texture(TexturePrivate& dd);
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private:
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Q_DECLARE_PRIVATE(Texture)
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friend class SceneOpenGL::Window;
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};
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class SceneOpenGL::Window
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: public Scene::Window
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{
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public:
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virtual ~Window();
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virtual void performPaint(int mask, QRegion region, WindowPaintData data);
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virtual void pixmapDiscarded();
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bool bindTexture();
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void discardTexture();
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void checkTextureSize();
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void setScene(SceneOpenGL *scene) {
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m_scene = scene;
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}
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protected:
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Window(Toplevel* c);
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enum TextureType {
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Content,
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DecorationTop,
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DecorationLeft,
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DecorationRight,
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DecorationBottom,
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Shadow
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};
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QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
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void paintDecoration(const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco, bool hardwareClipping);
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void paintShadow(const QRegion ®ion, const WindowPaintData &data, bool hardwareClipping);
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void makeDecorationArrays(const WindowQuadList& quads, const QRect &rect, Texture *tex) const;
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void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized, bool hardwareClipping);
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/**
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* @brief Called from performPaint once it is determined whether the window will be painted.
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* This method has to be implemented by the concrete sub class to perform operations for setting
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* up the OpenGL state (e.g. pushing a matrix).
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*
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* @param mask The mask which is used to render the Window
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* @param data The WindowPaintData for this frame
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* @see performPaint
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* @see endRenderWindow
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**/
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virtual void beginRenderWindow(int mask, const WindowPaintData &data) = 0;
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/**
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* @brief Called from performPaint once the window and decoration has been rendered.
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* This method has to be implemented by the concrete sub class to perform operations for resetting
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* the OpenGL state after rendering this window (e.g. pop matrix).
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*
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* @param data The WindowPaintData with which this window got rendered
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**/
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virtual void endRenderWindow(const WindowPaintData &data) = 0;
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/**
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* @brief Prepare the OpenGL rendering state before the texture with @p type will be rendered.
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*
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* @param type The type of the Texture which will be rendered
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* @param opacity The opacity value to use for this rendering
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* @param brightness The brightness value to use for this rendering
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* @param saturation The saturation value to use for this rendering
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* @param screen The index of the screen to use for this rendering
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**/
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virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen) = 0;
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/**
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* @brief Restores the OpenGL rendering state after the texture with @p type has been rendered.
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*
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* @param type The type of the Texture which has been rendered
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* @param opacity The opacity value used for the rendering
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* @param brightness The brightness value used for this rendering
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* @param saturation The saturation value used for this rendering
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* @param screen The index of the screen to use for this rendering
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**/
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virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation) = 0;
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/**
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* @brief Returns the texture for the given @p type.
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*
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* @param type The Texture Type for which the texture should be retrieved
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* @return :GLTexture* the texture
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**/
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GLTexture *textureForType(TextureType type);
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protected:
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SceneOpenGL *m_scene;
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private:
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template<class T>
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void paintDecorations(const WindowPaintData &data, const QRegion ®ion, bool hardwareClipping);
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Texture *texture;
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Texture *topTexture;
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Texture *leftTexture;
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Texture *rightTexture;
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Texture *bottomTexture;
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};
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class SceneOpenGL2Window : public SceneOpenGL::Window
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{
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public:
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explicit SceneOpenGL2Window(Toplevel *c);
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virtual ~SceneOpenGL2Window();
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protected:
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virtual void beginRenderWindow(int mask, const WindowPaintData &data);
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virtual void endRenderWindow(const WindowPaintData &data);
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virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen);
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virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation);
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private:
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/**
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* Whether prepareStates enabled blending and restore states should disable again.
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**/
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bool m_blendingEnabled;
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};
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#ifdef KWIN_HAVE_OPENGL_1
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class SceneOpenGL1Window : public SceneOpenGL::Window
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{
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public:
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explicit SceneOpenGL1Window(Toplevel *c);
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virtual ~SceneOpenGL1Window();
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protected:
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virtual void beginRenderWindow(int mask, const WindowPaintData &data);
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virtual void endRenderWindow(const WindowPaintData &data);
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virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen);
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virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation);
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};
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#endif
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class SceneOpenGL::EffectFrame
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: public Scene::EffectFrame
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{
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public:
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EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene);
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virtual ~EffectFrame();
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virtual void free();
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virtual void freeIconFrame();
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virtual void freeTextFrame();
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virtual void freeSelection();
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virtual void render(QRegion region, double opacity, double frameOpacity);
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virtual void crossFadeIcon();
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virtual void crossFadeText();
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static void cleanup();
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private:
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void updateTexture();
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void updateTextTexture();
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Texture* m_texture;
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Texture* m_textTexture;
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Texture* m_oldTextTexture;
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QPixmap* m_textPixmap; // need to keep the pixmap around to workaround some driver problems
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Texture* m_iconTexture;
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Texture* m_oldIconTexture;
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Texture* m_selectionTexture;
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GLVertexBuffer* m_unstyledVBO;
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SceneOpenGL *m_scene;
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static GLTexture* m_unstyledTexture;
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static QPixmap* m_unstyledPixmap; // need to keep the pixmap around to workaround some driver problems
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static void updateUnstyledTexture(); // Update OpenGL unstyled frame texture
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};
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/**
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* @short OpenGL implementation of Shadow.
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*
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* This class extends Shadow by the Elements required for OpenGL rendering.
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* @author Martin Gräßlin <mgraesslin@kde.org>
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**/
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class SceneOpenGLShadow
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: public Shadow
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{
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public:
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explicit SceneOpenGLShadow(Toplevel *toplevel);
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virtual ~SceneOpenGLShadow();
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GLTexture *shadowTexture() {
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return m_texture;
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}
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protected:
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virtual void buildQuads();
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virtual bool prepareBackend();
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private:
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GLTexture *m_texture;
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};
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/**
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* @brief The OpenGLBackend creates and holds the OpenGL context and is responsible for Texture from Pixmap.
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*
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* The OpenGLBackend is an abstract base class used by the SceneOpenGL to abstract away the differences
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* between various OpenGL windowing systems such as GLX and EGL.
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*
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* A concrete implementation has to create and release the OpenGL context in a way so that the
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* SceneOpenGL does not have to care about it.
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*
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* In addition a major task for this class is to generate the SceneOpenGL::TexturePrivate which is
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* able to perform the texture from pixmap operation in the given backend.
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*
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* @author Martin Gräßlin <mgraesslin@kde.org>
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**/
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class OpenGLBackend
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{
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public:
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OpenGLBackend();
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virtual ~OpenGLBackend();
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/**
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* @return Time passes since start of rendering current frame.
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* @see startRenderTimer
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**/
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qint64 renderTime() {
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return m_renderTimer.elapsed();
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}
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virtual void screenGeometryChanged(const QSize &size) = 0;
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virtual SceneOpenGL::TexturePrivate *createBackendTexture(SceneOpenGL::Texture *texture) = 0;
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/**
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* @brief Backend specific code to prepare the rendering of a frame including flushing the
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* previously rendered frame to the screen if the backend works this way.
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**/
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virtual void prepareRenderingFrame() = 0;
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/**
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* @brief Backend specific code to handle the end of rendering a frame.
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*
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* @param mask The rendering mask of this frame
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* @param damage The actual updated region in this frame
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**/
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virtual void endRenderingFrame(int mask, const QRegion &damage) = 0;
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/**
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* @brief Compositor is going into idle mode, flushes any pending paints.
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**/
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void idle();
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/**
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* @return bool Whether the scene needs to flush a frame.
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**/
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bool hasPendingFlush() const {
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return !m_lastDamage.isEmpty();
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}
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/**
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* @brief Returns the OverlayWindow used by the backend.
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*
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* A backend does not have to use an OverlayWindow, this is mostly for the X world.
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* In case the backend does not use an OverlayWindow it is allowed to return @c null.
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* It's the task of the caller to check whether it is @c null.
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*
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* @return :OverlayWindow*
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**/
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OverlayWindow *overlayWindow() {
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return m_overlayWindow;
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}
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/**
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* @brief Whether the creation of the Backend failed.
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*
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* The SceneOpenGL should test whether the Backend got constructed correctly. If this method
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* returns @c true, the SceneOpenGL should not try to start the rendering.
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*
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* @return bool @c true if the creation of the Backend failed, @c false otherwise.
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**/
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bool isFailed() const {
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return m_failed;
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}
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/**
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* @brief Whether the Backend provides VSync.
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*
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* Currently only the GLX backend can provide VSync.
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*
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* @return bool @c true if VSync support is available, @c false otherwise
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**/
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bool waitSyncAvailable() const {
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return m_waitSync;
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}
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/**
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* @brief Whether the backend uses direct rendering.
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*
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* Some OpenGLScene modes require direct rendering. E.g. the OpenGL 2 should not be used
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* if direct rendering is not supported by the Scene.
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*
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* @return bool @c true if the GL context is direct, @c false if indirect
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**/
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bool isDirectRendering() const {
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return m_directRendering;
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}
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/**
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* @brief Whether the backend used double buffering.
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*
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* @return bool @c true if double buffered, @c false otherwise
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**/
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bool isDoubleBuffer() const {
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return m_doubleBuffer;
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}
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protected:
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/**
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* @brief Backend specific flushing of frame to screen.
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**/
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virtual void present() = 0;
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/**
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* @brief Sets the backend initialization to failed.
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*
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* This method should be called by the concrete subclass in case the initialization failed.
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* The given @p reason is logged as a warning.
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*
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* @param reason The reason why the initialization failed.
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**/
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void setFailed(const QString &reason);
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/**
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* @brief Sets whether the backend provides VSync.
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*
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* Should be called by the concrete subclass once it is determined whether VSync is supported.
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* If the subclass does not call this method, the backend defaults to @c false.
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* @param enabled @c true if VSync support available, @c false otherwise.
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**/
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void setHasWaitSync(bool enabled) {
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m_waitSync = enabled;
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}
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/**
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* @brief Sets whether the OpenGL context is direct.
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*
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* Should be called by the concrete subclass once it is determined whether the OpenGL context is
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* direct or indirect.
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* If the subclass does not call this method, the backend defaults to @c false.
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*
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* @param direct @c true if the OpenGL context is direct, @c false if indirect
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**/
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void setIsDirectRendering(bool direct) {
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m_directRendering = direct;
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}
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/**
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* @brief Sets whether the OpenGL context uses double buffering.
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*
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* Should be called by the concrete subclass once it is determined whether the OpenGL context
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* uses double buffering.
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* If the subclass does not call this method, the backend defaults to @c false.
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*
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* @param doubleBuffer @c true if double buffering, @c false otherwise
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**/
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void setDoubleBuffer(bool doubleBuffer) {
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m_doubleBuffer = doubleBuffer;
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}
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/**
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* @return const QRegion& Damage of previously rendered frame
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**/
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const QRegion &lastDamage() const {
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return m_lastDamage;
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}
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void setLastDamage(const QRegion &damage) {
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m_lastDamage = damage;
|
|
}
|
|
/**
|
|
* @return int Rendering mask of previously rendered frame
|
|
**/
|
|
int lastMask() const {
|
|
return m_lastMask;
|
|
}
|
|
void setLastMask(int mask) {
|
|
m_lastMask = mask;
|
|
}
|
|
/**
|
|
* @brief Starts the timer for how long it takes to render the frame.
|
|
*
|
|
* @see renderTime
|
|
**/
|
|
void startRenderTimer() {
|
|
m_renderTimer.start();
|
|
}
|
|
|
|
private:
|
|
/**
|
|
* @brief The OverlayWindow used by this Backend.
|
|
**/
|
|
OverlayWindow *m_overlayWindow;
|
|
/**
|
|
* @brief Whether VSync is available, defaults to @c false.
|
|
**/
|
|
bool m_waitSync;
|
|
/**
|
|
* @brief Whether direct rendering is used, defaults to @c false.
|
|
**/
|
|
bool m_directRendering;
|
|
/**
|
|
* @brief Whether double bufferering is available, defaults to @c false.
|
|
**/
|
|
bool m_doubleBuffer;
|
|
/**
|
|
* @brief Whether the initialization failed, of course default to @c false.
|
|
**/
|
|
bool m_failed;
|
|
/**
|
|
* @brief Damaged region of previously rendered frame.
|
|
**/
|
|
QRegion m_lastDamage;
|
|
/**
|
|
* @brief Rendering mask of previously rendered frame.
|
|
**/
|
|
int m_lastMask;
|
|
/**
|
|
* @brief Timer to measure how long a frame renders.
|
|
**/
|
|
QElapsedTimer m_renderTimer;
|
|
};
|
|
|
|
inline bool SceneOpenGL::hasPendingFlush() const
|
|
{
|
|
return m_backend->hasPendingFlush();
|
|
}
|
|
|
|
} // namespace
|
|
|
|
#endif
|