kwin/scene.h
Aleix Pol eeeac04974 Implement EGL_KHR_partial_update and EGL_EXT_swap_buffers_with_damage
Summary:
Notify the driver about the parts of the screen that will be repainted.
In some cases this can be benefitial. This is especially useful on lima
and panfrost devices (e.g. pinephone, pinebook, pinebook pro).

Test Plan:
Tested on a pinebook pro with a late mesa version.
Basically I implemented it, then it didn't work and I fixed it.
Maybe next step we want to look into our damage algorithm.
2020-08-19 14:51:42 +00:00

748 lines
24 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-License-Identifier: GPL-2.0-or-later
*/
#ifndef KWIN_SCENE_H
#define KWIN_SCENE_H
#include "toplevel.h"
#include "utils.h"
#include "kwineffects.h"
#include <QElapsedTimer>
#include <QMatrix4x4>
class QOpenGLFramebufferObject;
namespace KWaylandServer
{
class BufferInterface;
class SubSurfaceInterface;
}
namespace KWin
{
namespace Decoration
{
class DecoratedClientImpl;
class Renderer;
}
class AbstractThumbnailItem;
class Deleted;
class EffectFrameImpl;
class EffectWindowImpl;
class OverlayWindow;
class Shadow;
class WindowPixmap;
class GLTexture;
class AbstractOutput;
// The base class for compositing backends.
class KWIN_EXPORT Scene : public QObject
{
Q_OBJECT
public:
explicit Scene(QObject *parent = nullptr);
~Scene() override = 0;
class EffectFrame;
class Window;
// Returns true if the ctor failed to properly initialize.
virtual bool initFailed() const = 0;
virtual CompositingType compositingType() const = 0;
virtual bool hasPendingFlush() const { return false; }
// Repaints the given screen areas, windows provides the stacking order.
// The entry point for the main part of the painting pass.
// returns the time since the last vblank signal - if there's one
// ie. "what of this frame is lost to painting"
virtual qint64 paint(const QRegion &damage, const QList<Toplevel *> &windows) = 0;
/**
* Adds the Toplevel to the Scene.
*
* If the toplevel gets deleted, then the scene will try automatically
* to re-bind an underlying scene window to the corresponding Deleted.
*
* @param toplevel The window to be added.
* @note You can add a toplevel to scene only once.
*/
void addToplevel(Toplevel *toplevel);
/**
* Removes the Toplevel from the Scene.
*
* @param toplevel The window to be removed.
* @note You can remove a toplevel from the scene only once.
*/
void removeToplevel(Toplevel *toplevel);
/**
* @brief Creates the Scene backend of an EffectFrame.
*
* @param frame The EffectFrame this Scene::EffectFrame belongs to.
*/
virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) = 0;
/**
* @brief Creates the Scene specific Shadow subclass.
*
* An implementing class has to create a proper instance. It is not allowed to
* return @c null.
*
* @param toplevel The Toplevel for which the Shadow needs to be created.
*/
virtual Shadow *createShadow(Toplevel *toplevel) = 0;
/**
* Method invoked when the screen geometry is changed.
* Reimplementing classes should also invoke the parent method
* as it takes care of resizing the overlay window.
* @param size The new screen geometry size
*/
virtual void screenGeometryChanged(const QSize &size);
// Flags controlling how painting is done.
enum {
// Window (or at least part of it) will be painted opaque.
PAINT_WINDOW_OPAQUE = 1 << 0,
// Window (or at least part of it) will be painted translucent.
PAINT_WINDOW_TRANSLUCENT = 1 << 1,
// Window will be painted with transformed geometry.
PAINT_WINDOW_TRANSFORMED = 1 << 2,
// Paint only a region of the screen (can be optimized, cannot
// be used together with TRANSFORMED flags).
PAINT_SCREEN_REGION = 1 << 3,
// Whole screen will be painted with transformed geometry.
PAINT_SCREEN_TRANSFORMED = 1 << 4,
// At least one window will be painted with transformed geometry.
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
// Clear whole background as the very first step, without optimizing it
PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
// PAINT_DECORATION_ONLY = 1 << 7 has been removed
// Window will be painted with a lanczos filter.
PAINT_WINDOW_LANCZOS = 1 << 8
// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed
};
// types of filtering available
enum ImageFilterType { ImageFilterFast, ImageFilterGood };
// there's nothing to paint (adjust time_diff later)
virtual void idle();
virtual bool blocksForRetrace() const;
virtual bool syncsToVBlank() const;
virtual OverlayWindow* overlayWindow() const = 0;
virtual bool makeOpenGLContextCurrent();
virtual void doneOpenGLContextCurrent();
virtual QMatrix4x4 screenProjectionMatrix() const;
/**
* Whether the Scene uses an X11 overlay window to perform compositing.
*/
virtual bool usesOverlayWindow() const = 0;
virtual void triggerFence();
virtual Decoration::Renderer *createDecorationRenderer(Decoration::DecoratedClientImpl *) = 0;
/**
* Whether the Scene is able to drive animations.
* This is used as a hint to the effects system which effects can be supported.
* If the Scene performs software rendering it is supposed to return @c false,
* if rendering is hardware accelerated it should return @c true.
*/
virtual bool animationsSupported() const = 0;
/**
* The render buffer used by an XRender based compositor scene.
* Default implementation returns XCB_RENDER_PICTURE_NONE
*/
virtual xcb_render_picture_t xrenderBufferPicture() const;
/**
* The QPainter used by a QPainter based compositor scene.
* Default implementation returns @c nullptr;
*/
virtual QPainter *scenePainter() const;
/**
* The render buffer used by a QPainter based compositor.
* Default implementation returns @c nullptr.
*/
virtual QImage *qpainterRenderBuffer() const;
/**
* The backend specific extensions (e.g. EGL/GLX extensions).
*
* Not the OpenGL (ES) extension!
*
* Default implementation returns empty list
*/
virtual QVector<QByteArray> openGLPlatformInterfaceExtensions() const;
virtual QSharedPointer<GLTexture> textureForOutput(AbstractOutput *output) const {
Q_UNUSED(output);
return {};
}
Q_SIGNALS:
void frameRendered();
void resetCompositing();
public Q_SLOTS:
// a window has been closed
void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
protected:
virtual Window *createWindow(Toplevel *toplevel) = 0;
void createStackingOrder(const QList<Toplevel *> &toplevels);
void clearStackingOrder();
// shared implementation, starts painting the screen
void paintScreen(int *mask, const QRegion &damage, const QRegion &repaint,
QRegion *updateRegion, QRegion *validRegion, const QMatrix4x4 &projection = QMatrix4x4(), const QRect &outputGeometry = QRect(), const qreal screenScale = 1.0);
// Render cursor texture in case hardware cursor is disabled/non-applicable
virtual void paintCursor() = 0;
friend class EffectsHandlerImpl;
// called after all effects had their paintScreen() called
void finalPaintScreen(int mask, const QRegion &region, ScreenPaintData& data);
// shared implementation of painting the screen in the generic
// (unoptimized) way
virtual void paintGenericScreen(int mask, const ScreenPaintData &data);
// shared implementation of painting the screen in an optimized way
virtual void paintSimpleScreen(int mask, const QRegion &region);
// paint the background (not the desktop background - the whole background)
virtual void paintBackground(const QRegion &region) = 0;
/**
* Notifies about starting to paint.
*
* @p damage contains the reported damage as suggested by windows and effects on prepaint calls.
*/
virtual void aboutToStartPainting(const QRegion &damage);
// called after all effects had their paintWindow() called
void finalPaintWindow(EffectWindowImpl* w, int mask, const QRegion &region, WindowPaintData& data);
// shared implementation, starts painting the window
virtual void paintWindow(Window* w, int mask, const QRegion &region, const WindowQuadList &quads);
// called after all effects had their drawWindow() called
virtual void finalDrawWindow(EffectWindowImpl* w, int mask, const QRegion &region, WindowPaintData& data);
// let the scene decide whether it's better to paint more of the screen, eg. in order to allow a buffer swap
// the default is NOOP
virtual void extendPaintRegion(QRegion &region, bool opaqueFullscreen);
virtual void paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data);
virtual void paintEffectQuickView(EffectQuickView *w) = 0;
// compute time since the last repaint
void updateTimeDiff();
// saved data for 2nd pass of optimized screen painting
struct Phase2Data {
Window *window = nullptr;
QRegion region;
QRegion clip;
int mask = 0;
WindowQuadList quads;
};
// The region which actually has been painted by paintScreen() and should be
// copied from the buffer to the screen. I.e. the region returned from Scene::paintScreen().
// Since prePaintWindow() can extend areas to paint, these changes would have to propagate
// up all the way from paintSimpleScreen() up to paintScreen(), so save them here rather
// than propagate them up in arguments.
QRegion painted_region;
// Additional damage that needs to be repaired to bring a reused back buffer up to date
QRegion repaint_region;
// The dirty region before it was unioned with repaint_region
QRegion damaged_region;
// time since last repaint
int time_diff;
QElapsedTimer last_time;
private:
void paintWindowThumbnails(Scene::Window *w, const QRegion &region, qreal opacity, qreal brightness, qreal saturation);
void paintDesktopThumbnails(Scene::Window *w);
QHash< Toplevel*, Window* > m_windows;
// windows in their stacking order
QVector< Window* > stacking_order;
// how many times finalPaintScreen() has been called
int m_paintScreenCount = 0;
};
/**
* Factory class to create a Scene. Needs to be implemented by the plugins.
*/
class KWIN_EXPORT SceneFactory : public QObject
{
Q_OBJECT
public:
~SceneFactory() override;
/**
* @returns The created Scene, may be @c nullptr.
*/
virtual Scene *create(QObject *parent = nullptr) const = 0;
protected:
explicit SceneFactory(QObject *parent);
};
// The base class for windows representations in composite backends
class Scene::Window : public QObject
{
Q_OBJECT
public:
explicit Window(Toplevel *client, QObject *parent = nullptr);
~Window() override;
// perform the actual painting of the window
virtual void performPaint(int mask, const QRegion &region, const WindowPaintData &data) = 0;
// do any cleanup needed when the window's composite pixmap is discarded
void discardPixmap();
void updatePixmap();
int x() const;
int y() const;
int width() const;
int height() const;
QRect geometry() const;
QPoint pos() const;
QSize size() const;
QRect rect() const;
// access to the internal window class
// TODO eventually get rid of this
Toplevel* window() const;
// should the window be painted
bool isPaintingEnabled() const;
void resetPaintingEnabled();
// Flags explaining why painting should be disabled
enum {
// Window will not be painted
PAINT_DISABLED = 1 << 0,
// Window will not be painted because it is deleted
PAINT_DISABLED_BY_DELETE = 1 << 1,
// Window will not be painted because of which desktop it's on
PAINT_DISABLED_BY_DESKTOP = 1 << 2,
// Window will not be painted because it is minimized
PAINT_DISABLED_BY_MINIMIZE = 1 << 3,
// Window will not be painted because it's not on the current activity
PAINT_DISABLED_BY_ACTIVITY = 1 << 5
};
void enablePainting(int reason);
void disablePainting(int reason);
// is the window visible at all
bool isVisible() const;
// is the window fully opaque
bool isOpaque() const;
// is the window shaded
bool isShaded() const;
// shape of the window
QRegion bufferShape() const;
QRegion clientShape() const;
QRegion decorationShape() const;
QPoint bufferOffset() const;
void discardShape();
void updateToplevel(Toplevel* c);
// creates initial quad list for the window
virtual WindowQuadList buildQuads(bool force = false) const;
void updateShadow(Shadow* shadow);
const Shadow* shadow() const;
Shadow* shadow();
void referencePreviousPixmap();
void unreferencePreviousPixmap();
void discardQuads();
void preprocess();
virtual QSharedPointer<GLTexture> windowTexture() {
return {};
}
protected:
WindowQuadList makeDecorationQuads(const QRect *rects, const QRegion &region, qreal textureScale = 1.0) const;
WindowQuadList makeContentsQuads() const;
/**
* @brief Returns the WindowPixmap for this Window.
*
* If the WindowPixmap does not yet exist, this method will invoke createWindowPixmap.
* If the WindowPixmap is not valid it tries to create it, in case this succeeds the WindowPixmap is
* returned. In case it fails, the previous (and still valid) WindowPixmap is returned.
*
* @note This method can return @c NULL as there might neither be a valid previous nor current WindowPixmap
* around.
*
* The WindowPixmap gets casted to the type passed in as a template parameter. That way this class does not
* need to know the actual WindowPixmap subclass used by the concrete Scene implementations.
*
* @return The WindowPixmap casted to T* or @c NULL if there is no valid window pixmap.
*/
template<typename T> T *windowPixmap() const;
template<typename T> T *previousWindowPixmap() const;
/**
* @brief Factory method to create a WindowPixmap.
*
* The inheriting classes need to implement this method to create a new instance of their WindowPixmap subclass.
* @note Do not use WindowPixmap::create on the created instance. The Scene will take care of that.
*/
virtual WindowPixmap *createWindowPixmap() = 0;
Toplevel* toplevel;
ImageFilterType filter;
Shadow *m_shadow;
private:
QScopedPointer<WindowPixmap> m_currentPixmap;
QScopedPointer<WindowPixmap> m_previousPixmap;
int m_referencePixmapCounter;
int disable_painting;
mutable QRegion m_bufferShape;
mutable bool m_bufferShapeIsValid = false;
mutable QScopedPointer<WindowQuadList> cached_quad_list;
Q_DISABLE_COPY(Window)
};
/**
* @brief Wrapper for a pixmap of the Scene::Window.
*
* This class encapsulates the functionality to get the pixmap for a window. When initialized the pixmap is not yet
* mapped to the window and isValid will return @c false. The pixmap mapping to the window can be established
* through @ref create. If it succeeds isValid will return @c true, otherwise it will keep in the non valid
* state and it can be tried to create the pixmap mapping again (e.g. in the next frame).
*
* This class is not intended to be updated when the pixmap is no longer valid due to e.g. resizing the window.
* Instead a new instance of this class should be instantiated. The idea behind this is that a valid pixmap does not
* get destroyed, but can continue to be used. To indicate that a newer pixmap should in generally be around, one can
* use markAsDiscarded.
*
* This class is intended to be inherited for the needs of the compositor backends which need further mapping from
* the native pixmap to the respective rendering format.
*/
class KWIN_EXPORT WindowPixmap
{
public:
virtual ~WindowPixmap();
/**
* @brief Tries to create the mapping between the Window and the pixmap.
*
* In case this method succeeds in creating the pixmap for the window, isValid will return @c true otherwise
* @c false.
*
* Inheriting classes should re-implement this method in case they need to add further functionality for mapping the
* native pixmap to the rendering format.
*/
virtual void create();
/**
* @brief Recursively updates the mapping between the WindowPixmap and the buffer.
*/
virtual void update();
/**
* @return @c true if the pixmap has been created and is valid, @c false otherwise
*/
virtual bool isValid() const;
/**
* Returns @c true if this is the root window pixmap; otherwise returns @c false.
*/
bool isRoot() const;
/**
* @return The native X11 pixmap handle
*/
xcb_pixmap_t pixmap() const;
/**
* @return The Wayland BufferInterface for this WindowPixmap.
*/
QPointer<KWaylandServer::BufferInterface> buffer() const;
const QSharedPointer<QOpenGLFramebufferObject> &fbo() const;
QImage internalImage() const;
/**
* @brief Whether this WindowPixmap is considered as discarded. This means the window has changed in a way that a new
* WindowPixmap should have been created already.
*
* @return @c true if this WindowPixmap is considered as discarded, @c false otherwise.
* @see markAsDiscarded
*/
bool isDiscarded() const;
/**
* @brief Marks this WindowPixmap as discarded. From now on isDiscarded will return @c true. This method should
* only be used by the Window when it changes in a way that a new pixmap is required.
*
* @see isDiscarded
*/
void markAsDiscarded();
/**
* Returns the position of the WindowPixmap relative to the upper left corner of the parent.
*
* This method returns the position of the WindowPixmap relative to the upper left corner
* of the window pixmap if parent() is @c null.
*
* The upper left corner of the parent window pixmap corresponds to (0, 0).
*/
QPoint position() const;
/**
* Returns the position of the WindowPixmap relative to the upper left corner of the window
* frame. Note that position() returns the position relative to the parent WindowPixmap.
*
* The upper left corner of the window frame corresponds to (0, 0).
*/
QPoint framePosition() const;
/**
* The size of the pixmap.
*/
const QSize &size() const;
/**
* Returns the device pixel ratio for the attached buffer. This is the ratio between device
* pixels and logical pixels.
*/
qreal scale() const;
/**
* Returns the region that specifies the area inside the attached buffer with the actual
* client's contents.
*
* The upper left corner of the attached buffer corresponds to (0, 0).
*/
QRegion shape() const;
/**
* The geometry of the Client's content inside the pixmap. In case of a decorated Client the
* pixmap also contains the decoration which is not rendered into this pixmap, though. This
* contentsRect tells where inside the complete pixmap the real content is.
*/
const QRect &contentsRect() const;
/**
* @brief Returns the Toplevel this WindowPixmap belongs to.
* Note: the Toplevel can change over the lifetime of the WindowPixmap in case the Toplevel is copied to Deleted.
*/
Toplevel *toplevel() const;
/**
* Returns @c true if the attached buffer has an alpha channel; otherwise returns @c false.
*/
bool hasAlphaChannel() const;
/**
* Maps the specified @a point from the window pixmap coordinates to the window local coordinates.
*/
QPointF mapToWindow(const QPointF &point) const;
/**
* Maps the specified @a point from the window pixmap coordinates to the buffer pixel coordinates.
*/
QPointF mapToBuffer(const QPointF &point) const;
/**
* @returns the parent WindowPixmap in the sub-surface tree
*/
WindowPixmap *parent() const {
return m_parent;
}
/**
* @returns the current sub-surface tree
*/
QVector<WindowPixmap*> children() const {
return m_children;
}
/**
* @returns the subsurface this WindowPixmap is for if it is not for a root window
*/
QPointer<KWaylandServer::SubSurfaceInterface> subSurface() const {
return m_subSurface;
}
/**
* @returns the surface this WindowPixmap references, might be @c null.
*/
KWaylandServer::SurfaceInterface *surface() const;
protected:
explicit WindowPixmap(Scene::Window *window);
explicit WindowPixmap(const QPointer<KWaylandServer::SubSurfaceInterface> &subSurface, WindowPixmap *parent);
virtual WindowPixmap *createChild(const QPointer<KWaylandServer::SubSurfaceInterface> &subSurface);
/**
* @return The Window this WindowPixmap belongs to
*/
Scene::Window *window();
/**
* Sets the sub-surface tree to @p children.
*/
void setChildren(const QVector<WindowPixmap*> &children) {
m_children = children;
}
private:
Scene::Window *m_window;
xcb_pixmap_t m_pixmap;
QSize m_pixmapSize;
bool m_discarded;
QRect m_contentsRect;
QPointer<KWaylandServer::BufferInterface> m_buffer;
QSharedPointer<QOpenGLFramebufferObject> m_fbo;
QImage m_internalImage;
WindowPixmap *m_parent = nullptr;
QVector<WindowPixmap*> m_children;
QPointer<KWaylandServer::SubSurfaceInterface> m_subSurface;
};
class Scene::EffectFrame
{
public:
EffectFrame(EffectFrameImpl* frame);
virtual ~EffectFrame();
virtual void render(const QRegion &region, double opacity, double frameOpacity) = 0;
virtual void free() = 0;
virtual void freeIconFrame() = 0;
virtual void freeTextFrame() = 0;
virtual void freeSelection() = 0;
virtual void crossFadeIcon() = 0;
virtual void crossFadeText() = 0;
protected:
EffectFrameImpl* m_effectFrame;
};
inline
int Scene::Window::x() const
{
return toplevel->x();
}
inline
int Scene::Window::y() const
{
return toplevel->y();
}
inline
int Scene::Window::width() const
{
return toplevel->width();
}
inline
int Scene::Window::height() const
{
return toplevel->height();
}
inline
QRect Scene::Window::geometry() const
{
return toplevel->frameGeometry();
}
inline
QSize Scene::Window::size() const
{
return toplevel->size();
}
inline
QPoint Scene::Window::pos() const
{
return toplevel->pos();
}
inline
QRect Scene::Window::rect() const
{
return toplevel->rect();
}
inline
Toplevel* Scene::Window::window() const
{
return toplevel;
}
inline
void Scene::Window::updateToplevel(Toplevel* c)
{
toplevel = c;
}
inline
const Shadow* Scene::Window::shadow() const
{
return m_shadow;
}
inline
Shadow* Scene::Window::shadow()
{
return m_shadow;
}
inline
QPointer<KWaylandServer::BufferInterface> WindowPixmap::buffer() const
{
return m_buffer;
}
inline
const QSharedPointer<QOpenGLFramebufferObject> &WindowPixmap::fbo() const
{
return m_fbo;
}
inline
QImage WindowPixmap::internalImage() const
{
return m_internalImage;
}
template <typename T>
inline
T *Scene::Window::windowPixmap() const
{
if (m_currentPixmap && m_currentPixmap->isValid()) {
return static_cast<T*>(m_currentPixmap.data());
}
if (m_previousPixmap && m_previousPixmap->isValid()) {
return static_cast<T*>(m_previousPixmap.data());
}
return nullptr;
}
template <typename T>
inline
T *Scene::Window::previousWindowPixmap() const
{
return static_cast<T*>(m_previousPixmap.data());
}
inline
Toplevel* WindowPixmap::toplevel() const
{
return m_window->window();
}
inline
xcb_pixmap_t WindowPixmap::pixmap() const
{
return m_pixmap;
}
inline
bool WindowPixmap::isDiscarded() const
{
return m_discarded;
}
inline
void WindowPixmap::markAsDiscarded()
{
m_discarded = true;
m_window->referencePreviousPixmap();
}
inline
const QRect &WindowPixmap::contentsRect() const
{
return m_contentsRect;
}
inline
const QSize &WindowPixmap::size() const
{
return m_pixmapSize;
}
} // namespace
Q_DECLARE_INTERFACE(KWin::SceneFactory, "org.kde.kwin.Scene")
#endif