6ca12726de
svn path=/branches/work/kwin_composite/; revision=559206
389 lines
14 KiB
C++
389 lines
14 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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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#include "scene_xrender.h"
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#ifdef HAVE_XRENDER
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#include "toplevel.h"
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#include "effects.h"
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namespace KWinInternal
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{
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//****************************************
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// SceneXrender
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//****************************************
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SceneXrender::SceneXrender( Workspace* ws )
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: Scene( ws )
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{
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format = XRenderFindVisualFormat( display(), DefaultVisual( display(), DefaultScreen( display())));
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XRenderPictureAttributes pa;
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pa.subwindow_mode = IncludeInferiors;
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front = XRenderCreatePicture( display(), rootWindow(), format, CPSubwindowMode, &pa );
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createBuffer();
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}
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SceneXrender::~SceneXrender()
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{
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XRenderFreePicture( display(), front );
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XRenderFreePicture( display(), buffer );
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for( QMap< Toplevel*, WindowData >::Iterator it = window_data.begin();
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it != window_data.end();
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++it )
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(*it).free();
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}
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void SceneXrender::paint( XserverRegion damage, ToplevelList windows )
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{
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#if 1
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XRectangle r;
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r.x = 0;
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r.y = 0;
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r.width = displayWidth();
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r.height = displayHeight();
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XFixesSetRegion( display(), damage, &r, 1 );
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#endif
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// Use the damage region as the clip region for the root window
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XFixesSetPictureClipRegion( display(), front, 0, 0, damage );
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// Prepare pass for windows
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// Go top to bottom so that clipping is computed properly for phase1
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for( int i = windows.count() - 1;
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i >= 0;
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--i )
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{
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Toplevel* c = windows[ i ];
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resetWindowData( c );
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WindowData& data = window_data[ c ];
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Picture picture = windowPicture( c );
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if( picture == None ) // The render format can be null for GL and/or Xv visuals
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{
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windows.removeAt( i );
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continue;
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}
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effects->transformWindow( c, data.matrix, data.effect ); // TODO remove, instead add initWindow() to effects
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effects->transformWorkspace( data.matrix, data.effect );
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saveWindowClipRegion( c, damage );
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if( data.simpleTransformation() && isOpaque( c ))
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{ // is opaque, has simple shape, can be clipped, will be painted using simpler faster method
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// Subtract the clients shape from the damage region
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XserverRegion shape = windowShape( c );
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assert( shape != None );
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XFixesSubtractRegion( display(), damage, damage, shape );
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data.phase = 1;
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}
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else
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data.phase = 2; // will be painted later bottom to top
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}
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// Fill any areas of the root window not covered by windows
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XFixesSetPictureClipRegion( display(), buffer, 0, 0, damage );
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XRenderColor col = { 0xffff, 0xffff, 0xffff, 0xffff };
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XRenderFillRectangle( display(), PictOpSrc, buffer, &col, 0, 0, displayWidth(), displayHeight());
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// Draw each opaque window top to bottom, subtracting the bounding rect of
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// each window from the clip region after it's been drawn.
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for( int i = windows.count() - 1;
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i >= 0;
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--i )
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{
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Toplevel* c = windows[ i ];
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WindowData& data = window_data[ c ];
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if( data.phase != 1 )
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continue;
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XFixesSetPictureClipRegion( display(), buffer, 0, 0, savedWindowClipRegion( c ));
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Picture picture = windowPicture( c );
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XRenderComposite( display(), PictOpSrc, picture, None, buffer, 0, 0, 0, 0,
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c->x() + int( data.matrix.xTranslate()), c->y() + int( data.matrix.yTranslate()), c->width(), c->height());
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}
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// Now walk the list bottom to top, drawing translucent and complicated windows.
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// That we draw bottom to top is important now since we're drawing translucent objects
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// and also are clipping only by opaque windows.
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for( int i = 0;
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i < windows.count();
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++i )
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{
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Toplevel* c = windows[ i ];
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WindowData& data = window_data[ c ];
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if( data.phase != 2 )
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continue;
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XFixesSetPictureClipRegion( display(), buffer, 0, 0, savedWindowClipRegion( c ));
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Picture picture = windowPicture( c );
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Picture alpha = windowAlphaMask( c );
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if( data.simpleTransformation())
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{
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XRenderComposite( display(), PictOpOver, picture, alpha, buffer, 0, 0, 0, 0,
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c->x() + int( data.matrix.xTranslate()), c->y() + int( data.matrix.yTranslate()), c->width(), c->height());
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}
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else
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{
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// TODO Okay, I'm at loss here. Whoever wants advanced transformations can implement
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// it themselves. If not, they actually don't want it that badly *shrug*.
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// setPictureMatrix( picture, data.matrix );
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XRenderComposite( display(), PictOpSrc, picture, alpha, buffer, 0, 0, 0, 0,
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c->x(), c->y(), c->width(), c->height());
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// setPictureMatrix( picture, Matrix());
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}
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}
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// cleanup
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for( int i = 0;
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i < windows.count();
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++i )
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{
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Toplevel* c = windows[ i ];
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cleanup( c );
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}
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// copy composed buffer to the root window
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XFixesSetPictureClipRegion( display(), buffer, 0, 0, None );
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XRenderComposite( display(), PictOpSrc, buffer, None, front, 0, 0, 0, 0, 0, 0, displayWidth(), displayHeight());
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XFlush( display());
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}
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void SceneXrender::transformWindowDamage( Toplevel* c, XserverRegion r ) const
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{
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if( !window_data.contains( c ))
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return;
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const Matrix& matrix = window_data[ c ].matrix;
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if( matrix.isIdentity())
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return;
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if( matrix.isOnlyTranslate())
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XFixesTranslateRegion( display(), r, int( matrix.xTranslate()), int( matrix.yTranslate()));
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else
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{
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// The region here should be translated using the matrix, but that's not possible
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// (well, maybe fetch the region and transform manually - TODO check). So simply
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// mark whole screen as damaged.
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XRectangle s;
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s.x = s.y = 0;
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s.width = displayWidth();
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s.height = displayHeight();
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XFixesSetRegion( display(), r, &s, 1 );
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}
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}
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void SceneXrender::updateTransformation( Toplevel* c )
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{
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// TODO maybe only mark as invalid and update on-demand
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resetWindowData( c );
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WindowData& data = window_data[ c ];
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effects->transformWindow( c, data.matrix, data.effect );
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effects->transformWorkspace( data.matrix, data.effect );
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}
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void SceneXrender::resetWindowData( Toplevel* c )
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{
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if( !window_data.contains( c ))
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{
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window_data[ c ] = WindowData();
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window_data[ c ].format = XRenderFindVisualFormat( display(), c->visual());
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}
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WindowData& data = window_data[ c ];
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data.matrix = Matrix();
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data.effect.opacity = c->opacity();
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}
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void SceneXrender::windowGeometryShapeChanged( Toplevel* c )
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{
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if( !window_data.contains( c ))
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return;
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WindowData& data = window_data[ c ];
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if( data.picture != None )
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XRenderFreePicture( display(), data.picture );
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data.picture = None;
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if( data.alpha != None )
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XRenderFreePicture( display(), data.alpha );
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data.alpha = None;
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if( data.shape != None )
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XFixesDestroyRegion( display(), data.shape );
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data.shape = None;
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}
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void SceneXrender::windowOpacityChanged( Toplevel* c )
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{
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if( !window_data.contains( c ))
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return;
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WindowData& data = window_data[ c ];
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if( data.alpha != None )
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XRenderFreePicture( display(), data.alpha );
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data.alpha = None;
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}
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void SceneXrender::windowDeleted( Toplevel* c )
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{
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if( !window_data.contains( c ))
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return;
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window_data[ c ].free();
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window_data.remove( c );
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}
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Picture SceneXrender::windowPicture( Toplevel* c )
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{
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WindowData& data = window_data[ c ];
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if( data.picture == None && data.format != NULL )
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data.picture = XRenderCreatePicture( display(), c->windowPixmap(), data.format, 0, 0 );
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return data.picture;
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}
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void SceneXrender::saveWindowClipRegion( Toplevel* c, XserverRegion r )
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{
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WindowData& data = window_data[ c ];
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data.saved_clip_region = XFixesCreateRegion( display(), NULL, 0 );
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XFixesCopyRegion( display(), data.saved_clip_region, r );
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}
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XserverRegion SceneXrender::savedWindowClipRegion( Toplevel* c )
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{
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return window_data[ c ].saved_clip_region;
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}
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void SceneXrender::cleanup( Toplevel* c )
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{
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WindowData& data = window_data[ c ];
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XFixesDestroyRegion( display(), data.saved_clip_region );
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data.saved_clip_region = None;
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}
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bool SceneXrender::isOpaque( Toplevel* c ) const
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{
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const WindowData& data = window_data[ c ];
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if( data.format->type == PictTypeDirect && data.format->direct.alphaMask )
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return false;
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if( data.effect.opacity != 1.0 )
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return false;
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return true;
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}
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Picture SceneXrender::windowAlphaMask( Toplevel* c )
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{
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if( isOpaque( c ))
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return None;
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WindowData& data = window_data[ c ];
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if( data.alpha != None && data.alpha_cached_opacity != data.effect.opacity )
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{
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if( data.alpha != None )
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XRenderFreePicture( display(), data.alpha );
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data.alpha = None;
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}
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if( data.alpha != None )
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return data.alpha;
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Pixmap pixmap = XCreatePixmap( display(), rootWindow(), 1, 1, 8 );
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XRenderPictFormat* format = XRenderFindStandardFormat( display(), PictStandardA8 );
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XRenderPictureAttributes pa;
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pa.repeat = True;
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data.alpha = XRenderCreatePicture( display(), pixmap, format, CPRepeat, &pa );
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XFreePixmap( display(), pixmap );
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XRenderColor col;
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col.alpha = int( data.effect.opacity * 0xffff );
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data.alpha_cached_opacity = data.effect.opacity;
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XRenderFillRectangle( display(), PictOpSrc, data.alpha, &col, 0, 0, 1, 1 );
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return data.alpha;
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}
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XserverRegion SceneXrender::windowShape( Toplevel* c )
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{
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WindowData& data = window_data[ c ];
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#if 0 // it probably doesn't make sense to cache this, and perhaps some others - they aren't roundtrips
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if( data.shape == None )
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{
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data.shape = XFixesCreateRegionFromWindow( display(), c->handle(), WindowRegionBounding );
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XFixesTranslateRegion( display(), data.shape, c->x(), c->y());
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}
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return data.shape;
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#else
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if( !data.simpleTransformation())
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{
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// The region here should be translated using the matrix, but that's not possible
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// (well, maybe fetch the region and transform manually - TODO check).
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return None;
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}
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XserverRegion shape = XFixesCreateRegionFromWindow( display(), c->handle(), WindowRegionBounding );
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XFixesTranslateRegion( display(), shape,
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c->x() + int( data.matrix.xTranslate()), c->y() + int( data.matrix.yTranslate()));
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return shape;
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#endif
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}
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// TODO handle xrandr changes
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void SceneXrender::createBuffer()
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{
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if( buffer != None )
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XRenderFreePicture( display(), buffer );
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Pixmap pixmap = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(), QX11Info::appDepth());
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buffer = XRenderCreatePicture( display(), pixmap, format, 0, 0 );
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XFreePixmap( display(), pixmap ); // The picture owns the pixmap now
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}
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void SceneXrender::setPictureMatrix( Picture pic, const Matrix& )
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{
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if( pic == None )
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return;
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#if 0
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XTransform t;
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// ignore z axis
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t.matrix[ 0 ][ 0 ] = XDoubleToFixed( 1 / m.m[ 0 ][ 0 ] );
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t.matrix[ 0 ][ 1 ] = XDoubleToFixed( m.m[ 0 ][ 1 ] );
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t.matrix[ 0 ][ 2 ] = -XDoubleToFixed( m.m[ 0 ][ 3 ] ); // translation seems to be inverted
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t.matrix[ 1 ][ 0 ] = XDoubleToFixed( m.m[ 1 ][ 0 ] );
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t.matrix[ 1 ][ 1 ] = XDoubleToFixed( 1 / m.m[ 1 ][ 1 ] );
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t.matrix[ 1 ][ 2 ] = -XDoubleToFixed( m.m[ 1 ][ 3 ] );
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t.matrix[ 2 ][ 0 ] = XDoubleToFixed( m.m[ 3 ][ 0 ] );
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t.matrix[ 2 ][ 1 ] = XDoubleToFixed( m.m[ 3 ][ 1 ] );
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t.matrix[ 2 ][ 2 ] = XDoubleToFixed( m.m[ 3 ][ 3 ] );
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// and scaling seems to be wrong too
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// or maybe I just don't get it, but anyway, for now
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if( m.m[ 3 ][ 3 ] != 1 )
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{
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t.matrix[ 0 ][ 0 ] = XDoubleToFixed( 1 / m.m[ 0 ][ 0 ] * m.m[ 3 ][ 3 ] );
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t.matrix[ 1 ][ 1 ] = XDoubleToFixed( 1 / m.m[ 1 ][ 1 ] * m.m[ 3 ][ 3 ] );
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t.matrix[ 2 ][ 2 ] = XDoubleToFixed( 1 );
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}
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XRenderSetPictureTransform( display(), pic, &t );
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if( t.matrix[ 0 ][ 0 ] != XDoubleToFixed( 1 )
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|| t.matrix[ 1 ][ 1 ] != XDoubleToFixed( 1 )
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|| t.matrix[ 2 ][ 2 ] != XDoubleToFixed( 1 )
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|| t.matrix[ 0 ][ 1 ] != XDoubleToFixed( 0 )
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|| t.matrix[ 1 ][ 0 ] != XDoubleToFixed( 0 ))
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{
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XRenderSetPictureFilter( display(), pic, const_cast< char* >( FilterGood ), 0, 0 );
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}
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else // fast filter for identity or translation
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{
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XRenderSetPictureFilter( display(), pic, const_cast< char* >( FilterFast ), 0, 0 );
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}
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#endif
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}
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SceneXrender::WindowData::WindowData()
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: picture( None )
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, format( NULL )
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, saved_clip_region( None )
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, alpha( None )
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, shape( None )
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{
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}
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void SceneXrender::WindowData::free()
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{
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if( picture != None )
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XRenderFreePicture( display(), picture );
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if( alpha != None )
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XRenderFreePicture( display(), alpha );
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if( shape != None )
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XRenderFreePicture( display(), shape );
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}
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bool SceneXrender::WindowData::simpleTransformation() const
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{
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return ( matrix.isIdentity() || matrix.isOnlyTranslate());
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}
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} // namespace
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#endif
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