kwin/src/scenes/opengl/scene_opengl.cpp
Arjen Hiemstra cc4787500d Allow specifying a render target scale for windows
This allows overriding the render target scale when rendering windows
and makes use of it in the screencasting plugin.
2022-10-20 08:20:51 +00:00

938 lines
31 KiB
C++

/*
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>
SPDX-FileCopyrightText: 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
SPDX-FileCopyrightText: 2019 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
Based on glcompmgr code by Felix Bellaby.
Using code from Compiz and Beryl.
SPDX-License-Identifier: GPL-2.0-or-later
*/
#include "scene_opengl.h"
#include "openglsurfacetexture.h"
#include <kwinglplatform.h>
#include <kwinoffscreenquickview.h>
#include "composite.h"
#include "core/output.h"
#include "decorations/decoratedclient.h"
#include "effects.h"
#include "main.h"
#include "shadowitem.h"
#include "surfaceitem.h"
#include "utils/common.h"
#include "window.h"
#include "windowitem.h"
#include <cmath>
#include <cstddef>
#include <QMatrix4x4>
#include <QPainter>
#include <QStringList>
#include <QVector2D>
#include <QVector4D>
#include <QtMath>
namespace KWin
{
/************************************************
* SceneOpenGL
***********************************************/
SceneOpenGL::SceneOpenGL(OpenGLBackend *backend)
: m_backend(backend)
{
// We only support the OpenGL 2+ shader API, not GL_ARB_shader_objects
if (!hasGLVersion(2, 0)) {
qCDebug(KWIN_OPENGL) << "OpenGL 2.0 is not supported";
init_ok = false;
return;
}
// It is not legal to not have a vertex array object bound in a core context
if (!GLPlatform::instance()->isGLES() && hasGLExtension(QByteArrayLiteral("GL_ARB_vertex_array_object"))) {
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
}
}
SceneOpenGL::~SceneOpenGL()
{
if (init_ok) {
makeOpenGLContextCurrent();
}
}
std::unique_ptr<SceneOpenGL> SceneOpenGL::createScene(OpenGLBackend *backend)
{
if (SceneOpenGL::supported(backend)) {
return std::make_unique<SceneOpenGL>(backend);
} else {
return nullptr;
}
}
bool SceneOpenGL::initFailed() const
{
return !init_ok;
}
void SceneOpenGL::paint(RenderTarget *renderTarget, const QRegion &region)
{
Q_UNUSED(renderTarget)
GLVertexBuffer::streamingBuffer()->beginFrame();
paintScreen(region);
GLVertexBuffer::streamingBuffer()->endOfFrame();
}
void SceneOpenGL::paintBackground(const QRegion &region)
{
if (region == infiniteRegion()) {
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
} else if (!region.isEmpty()) {
QVector<float> verts;
verts.reserve(region.rectCount() * 6 * 2);
const auto scale = renderTargetScale();
for (const QRect &r : region) {
verts << (r.x() + r.width()) * scale << r.y() * scale;
verts << r.x() * scale << r.y() * scale;
verts << r.x() * scale << (r.y() + r.height()) * scale;
verts << r.x() * scale << (r.y() + r.height()) * scale;
verts << (r.x() + r.width()) * scale << (r.y() + r.height()) * scale;
verts << (r.x() + r.width()) * scale << r.y() * scale;
}
doPaintBackground(verts);
}
}
void SceneOpenGL::paintOffscreenQuickView(OffscreenQuickView *w)
{
GLTexture *t = w->bufferAsTexture();
if (!t) {
return;
}
ShaderTraits traits = ShaderTrait::MapTexture;
const qreal a = w->opacity();
if (a != 1.0) {
traits |= ShaderTrait::Modulate;
}
GLShader *shader = ShaderManager::instance()->pushShader(traits);
const QRectF rect = scaledRect(w->geometry(), renderTargetScale());
QMatrix4x4 mvp(renderTargetProjectionMatrix());
mvp.translate(rect.x(), rect.y());
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
if (a != 1.0) {
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
t->bind();
t->render(w->geometry(), renderTargetScale());
t->unbind();
glDisable(GL_BLEND);
ShaderManager::instance()->popShader();
}
bool SceneOpenGL::makeOpenGLContextCurrent()
{
return m_backend->makeCurrent();
}
void SceneOpenGL::doneOpenGLContextCurrent()
{
m_backend->doneCurrent();
}
bool SceneOpenGL::supportsNativeFence() const
{
return m_backend->supportsNativeFence();
}
Shadow *SceneOpenGL::createShadow(Window *window)
{
return new SceneOpenGLShadow(window);
}
DecorationRenderer *SceneOpenGL::createDecorationRenderer(Decoration::DecoratedClientImpl *impl)
{
return new SceneOpenGLDecorationRenderer(impl);
}
bool SceneOpenGL::animationsSupported() const
{
return !GLPlatform::instance()->isSoftwareEmulation();
}
QVector<QByteArray> SceneOpenGL::openGLPlatformInterfaceExtensions() const
{
return m_backend->extensions().toVector();
}
std::shared_ptr<GLTexture> SceneOpenGL::textureForOutput(Output *output) const
{
return m_backend->textureForOutput(output);
}
std::unique_ptr<SurfaceTexture> SceneOpenGL::createSurfaceTextureInternal(SurfacePixmapInternal *pixmap)
{
return m_backend->createSurfaceTextureInternal(pixmap);
}
std::unique_ptr<SurfaceTexture> SceneOpenGL::createSurfaceTextureWayland(SurfacePixmapWayland *pixmap)
{
return m_backend->createSurfaceTextureWayland(pixmap);
}
std::unique_ptr<SurfaceTexture> SceneOpenGL::createSurfaceTextureX11(SurfacePixmapX11 *pixmap)
{
return m_backend->createSurfaceTextureX11(pixmap);
}
bool SceneOpenGL::supported(OpenGLBackend *backend)
{
const QByteArray forceEnv = qgetenv("KWIN_COMPOSE");
if (!forceEnv.isEmpty()) {
if (qstrcmp(forceEnv, "O2") == 0 || qstrcmp(forceEnv, "O2ES") == 0) {
qCDebug(KWIN_OPENGL) << "OpenGL 2 compositing enforced by environment variable";
return true;
} else {
// OpenGL 2 disabled by environment variable
return false;
}
}
if (!backend->isDirectRendering()) {
return false;
}
if (GLPlatform::instance()->recommendedCompositor() < OpenGLCompositing) {
qCDebug(KWIN_OPENGL) << "Driver does not recommend OpenGL compositing";
return false;
}
return true;
}
void SceneOpenGL::doPaintBackground(const QVector<float> &vertices)
{
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setColor(QColor(0, 0, 0, 0));
vbo->setData(vertices.count() / 2, 2, vertices.data(), nullptr);
ShaderBinder binder(ShaderTrait::UniformColor);
binder.shader()->setUniform(GLShader::ModelViewProjectionMatrix, renderTargetProjectionMatrix());
vbo->render(GL_TRIANGLES);
}
QVector4D SceneOpenGL::modulate(float opacity, float brightness) const
{
const float a = opacity;
const float rgb = opacity * brightness;
return QVector4D(rgb, rgb, rgb, a);
}
void SceneOpenGL::setBlendEnabled(bool enabled)
{
if (enabled && !m_blendingEnabled) {
glEnable(GL_BLEND);
} else if (!enabled && m_blendingEnabled) {
glDisable(GL_BLEND);
}
m_blendingEnabled = enabled;
}
static GLTexture *bindSurfaceTexture(SurfaceItem *surfaceItem)
{
SurfacePixmap *surfacePixmap = surfaceItem->pixmap();
auto platformSurfaceTexture =
static_cast<OpenGLSurfaceTexture *>(surfacePixmap->texture());
if (surfacePixmap->isDiscarded()) {
return platformSurfaceTexture->texture();
}
if (platformSurfaceTexture->texture()) {
const QRegion region = surfaceItem->damage();
if (!region.isEmpty()) {
platformSurfaceTexture->update(region);
surfaceItem->resetDamage();
}
} else {
if (!surfacePixmap->isValid()) {
return nullptr;
}
if (!platformSurfaceTexture->create()) {
qCDebug(KWIN_OPENGL) << "Failed to bind window";
return nullptr;
}
surfaceItem->resetDamage();
}
return platformSurfaceTexture->texture();
}
static WindowQuadList clipQuads(const Item *item, const SceneOpenGL::RenderContext *context)
{
const WindowQuadList quads = item->quads();
if (context->clip != infiniteRegion() && !context->hardwareClipping) {
// transformStack contains translations in device pixels, but clipping
// here happens on WindowQuad which is in logical pixels. So convert
// this position back to logical pixels as WindowQuad is only converted
// to device pixels when the final conversion to GPU geometry happens.
const QPointF offset = context->transformStack.top().map(QPointF(0., 0.)) / context->renderTargetScale;
WindowQuadList ret;
ret.reserve(quads.count());
// split all quads in bounding rect with the actual rects in the region
for (const WindowQuad &quad : qAsConst(quads)) {
for (const QRect &r : qAsConst(context->clip)) {
const QRectF rf(QRectF(r).translated(-offset));
const QRectF quadRect(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()));
const QRectF &intersected = rf.intersected(quadRect);
if (intersected.isValid()) {
if (quadRect == intersected) {
// case 1: completely contains, include and do not check other rects
ret << quad;
break;
}
// case 2: intersection
ret << quad.makeSubQuad(intersected.left(), intersected.top(), intersected.right(), intersected.bottom());
}
}
}
return ret;
}
return quads;
}
void SceneOpenGL::createRenderNode(Item *item, RenderContext *context)
{
const QList<Item *> sortedChildItems = item->sortedChildItems();
QMatrix4x4 matrix;
const auto logicalPosition = QVector2D(item->position().x(), item->position().y());
const auto scale = context->renderTargetScale;
matrix.translate(logicalPosition * scale);
matrix *= item->transform();
context->transformStack.push(context->transformStack.top() * matrix);
context->opacityStack.push(context->opacityStack.top() * item->opacity());
for (Item *childItem : sortedChildItems) {
if (childItem->z() >= 0) {
break;
}
if (childItem->explicitVisible()) {
createRenderNode(childItem, context);
}
}
item->preprocess();
if (auto shadowItem = qobject_cast<ShadowItem *>(item)) {
WindowQuadList quads = clipQuads(item, context);
if (!quads.isEmpty()) {
SceneOpenGLShadow *shadow = static_cast<SceneOpenGLShadow *>(shadowItem->shadow());
context->renderNodes.append(RenderNode{
.texture = shadow->shadowTexture(),
.quads = quads,
.transformMatrix = context->transformStack.top(),
.opacity = context->opacityStack.top(),
.hasAlpha = true,
.coordinateType = UnnormalizedCoordinates,
.scale = scale,
});
}
} else if (auto decorationItem = qobject_cast<DecorationItem *>(item)) {
WindowQuadList quads = clipQuads(item, context);
if (!quads.isEmpty()) {
auto renderer = static_cast<const SceneOpenGLDecorationRenderer *>(decorationItem->renderer());
context->renderNodes.append(RenderNode{
.texture = renderer->texture(),
.quads = quads,
.transformMatrix = context->transformStack.top(),
.opacity = context->opacityStack.top(),
.hasAlpha = true,
.coordinateType = UnnormalizedCoordinates,
.scale = scale,
});
}
} else if (auto surfaceItem = qobject_cast<SurfaceItem *>(item)) {
SurfacePixmap *pixmap = surfaceItem->pixmap();
if (pixmap) {
WindowQuadList quads = clipQuads(item, context);
if (!quads.isEmpty()) {
// Don't bother with blending if the entire surface is opaque
bool hasAlpha = pixmap->hasAlphaChannel() && !surfaceItem->shape().subtracted(surfaceItem->opaque()).isEmpty();
context->renderNodes.append(RenderNode{
.texture = bindSurfaceTexture(surfaceItem),
.quads = quads,
.transformMatrix = context->transformStack.top(),
.opacity = context->opacityStack.top(),
.hasAlpha = hasAlpha,
.coordinateType = NormalizedCoordinates,
.scale = scale,
});
}
}
}
for (Item *childItem : sortedChildItems) {
if (childItem->z() < 0) {
continue;
}
if (childItem->explicitVisible()) {
createRenderNode(childItem, context);
}
}
context->transformStack.pop();
context->opacityStack.pop();
}
QMatrix4x4 SceneOpenGL::modelViewProjectionMatrix(const WindowPaintData &data) const
{
// An effect may want to override the default projection matrix in some cases,
// such as when it is rendering a window on a render target that doesn't have
// the same dimensions as the default framebuffer.
//
// Note that the screen transformation is not applied here.
const QMatrix4x4 pMatrix = data.projectionMatrix();
if (!pMatrix.isIdentity()) {
return pMatrix;
} else {
return renderTargetProjectionMatrix();
}
}
void SceneOpenGL::render(Item *item, int mask, const QRegion &region, const WindowPaintData &data)
{
if (region.isEmpty()) {
return;
}
RenderContext renderContext{
.clip = region,
.hardwareClipping = region != infiniteRegion() && ((mask & Scene::PAINT_WINDOW_TRANSFORMED) || (mask & Scene::PAINT_SCREEN_TRANSFORMED)),
.renderTargetScale = data.renderTargetScale().value_or(renderTargetScale()),
};
renderContext.transformStack.push(QMatrix4x4());
renderContext.opacityStack.push(data.opacity());
item->setTransform(data.toMatrix(renderTargetScale()));
createRenderNode(item, &renderContext);
int quadCount = 0;
for (const RenderNode &node : qAsConst(renderContext.renderNodes)) {
quadCount += node.quads.count();
}
if (!quadCount) {
return;
}
const bool indexedQuads = GLVertexBuffer::supportsIndexedQuads();
const GLenum primitiveType = indexedQuads ? GL_QUADS : GL_TRIANGLES;
const int verticesPerQuad = indexedQuads ? 4 : 6;
const size_t size = verticesPerQuad * quadCount * sizeof(GLVertex2D);
ShaderTraits shaderTraits = ShaderTrait::MapTexture;
if (data.brightness() != 1.0) {
shaderTraits |= ShaderTrait::Modulate;
}
if (data.saturation() != 1.0) {
shaderTraits |= ShaderTrait::AdjustSaturation;
}
const GLVertexAttrib attribs[] = {
{VA_Position, 2, GL_FLOAT, offsetof(GLVertex2D, position)},
{VA_TexCoord, 2, GL_FLOAT, offsetof(GLVertex2D, texcoord)},
};
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setAttribLayout(attribs, 2, sizeof(GLVertex2D));
GLVertex2D *map = (GLVertex2D *)vbo->map(size);
for (int i = 0, v = 0; i < renderContext.renderNodes.count(); i++) {
RenderNode &renderNode = renderContext.renderNodes[i];
if (renderNode.quads.isEmpty() || !renderNode.texture) {
continue;
}
if (renderNode.opacity != 1.0) {
shaderTraits |= ShaderTrait::Modulate;
}
renderNode.firstVertex = v;
renderNode.vertexCount = renderNode.quads.count() * verticesPerQuad;
const QMatrix4x4 matrix = renderNode.texture->matrix(renderNode.coordinateType);
renderNode.quads.makeInterleavedArrays(primitiveType, &map[v], matrix, renderNode.scale);
v += renderNode.quads.count() * verticesPerQuad;
}
vbo->unmap();
vbo->bindArrays();
GLShader *shader = data.shader;
if (!shader) {
shader = ShaderManager::instance()->pushShader(shaderTraits);
}
shader->setUniform(GLShader::Saturation, data.saturation());
if (renderContext.hardwareClipping) {
glEnable(GL_SCISSOR_TEST);
}
// Make sure the blend function is set up correctly in case we will be doing blending
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
float opacity = -1.0;
// The scissor region must be in the render target local coordinate system.
QRegion scissorRegion = infiniteRegion();
if (renderContext.hardwareClipping) {
scissorRegion = mapToRenderTarget(region);
}
const QMatrix4x4 projectionMatrix = modelViewProjectionMatrix(data);
for (int i = 0; i < renderContext.renderNodes.count(); i++) {
const RenderNode &renderNode = renderContext.renderNodes[i];
if (renderNode.vertexCount == 0) {
continue;
}
setBlendEnabled(renderNode.hasAlpha || renderNode.opacity < 1.0);
shader->setUniform(GLShader::ModelViewProjectionMatrix, projectionMatrix * renderNode.transformMatrix);
if (opacity != renderNode.opacity) {
shader->setUniform(GLShader::ModulationConstant,
modulate(renderNode.opacity, data.brightness()));
opacity = renderNode.opacity;
}
renderNode.texture->setFilter(GL_LINEAR);
renderNode.texture->setWrapMode(GL_CLAMP_TO_EDGE);
renderNode.texture->bind();
vbo->draw(scissorRegion, primitiveType, renderNode.firstVertex,
renderNode.vertexCount, renderContext.hardwareClipping);
}
vbo->unbindArrays();
setBlendEnabled(false);
if (!data.shader) {
ShaderManager::instance()->popShader();
}
if (renderContext.hardwareClipping) {
glDisable(GL_SCISSOR_TEST);
}
}
//****************************************
// SceneOpenGL::Shadow
//****************************************
class DecorationShadowTextureCache
{
public:
~DecorationShadowTextureCache();
DecorationShadowTextureCache(const DecorationShadowTextureCache &) = delete;
static DecorationShadowTextureCache &instance();
void unregister(SceneOpenGLShadow *shadow);
std::shared_ptr<GLTexture> getTexture(SceneOpenGLShadow *shadow);
private:
DecorationShadowTextureCache() = default;
struct Data
{
std::shared_ptr<GLTexture> texture;
QVector<SceneOpenGLShadow *> shadows;
};
QHash<KDecoration2::DecorationShadow *, Data> m_cache;
};
DecorationShadowTextureCache &DecorationShadowTextureCache::instance()
{
static DecorationShadowTextureCache s_instance;
return s_instance;
}
DecorationShadowTextureCache::~DecorationShadowTextureCache()
{
Q_ASSERT(m_cache.isEmpty());
}
void DecorationShadowTextureCache::unregister(SceneOpenGLShadow *shadow)
{
auto it = m_cache.begin();
while (it != m_cache.end()) {
auto &d = it.value();
// check whether the Vector of Shadows contains our shadow and remove all of them
auto glIt = d.shadows.begin();
while (glIt != d.shadows.end()) {
if (*glIt == shadow) {
glIt = d.shadows.erase(glIt);
} else {
glIt++;
}
}
// if there are no shadows any more we can erase the cache entry
if (d.shadows.isEmpty()) {
it = m_cache.erase(it);
} else {
it++;
}
}
}
std::shared_ptr<GLTexture> DecorationShadowTextureCache::getTexture(SceneOpenGLShadow *shadow)
{
Q_ASSERT(shadow->hasDecorationShadow());
unregister(shadow);
const auto &decoShadow = shadow->decorationShadow().toStrongRef();
Q_ASSERT(!decoShadow.isNull());
auto it = m_cache.find(decoShadow.data());
if (it != m_cache.end()) {
Q_ASSERT(!it.value().shadows.contains(shadow));
it.value().shadows << shadow;
return it.value().texture;
}
Data d;
d.shadows << shadow;
d.texture = std::make_shared<GLTexture>(shadow->decorationShadowImage());
m_cache.insert(decoShadow.data(), d);
return d.texture;
}
SceneOpenGLShadow::SceneOpenGLShadow(Window *window)
: Shadow(window)
{
}
SceneOpenGLShadow::~SceneOpenGLShadow()
{
Scene *scene = Compositor::self()->scene();
if (scene) {
scene->makeOpenGLContextCurrent();
DecorationShadowTextureCache::instance().unregister(this);
m_texture.reset();
}
}
bool SceneOpenGLShadow::prepareBackend()
{
if (hasDecorationShadow()) {
// simplifies a lot by going directly to
Scene *scene = Compositor::self()->scene();
scene->makeOpenGLContextCurrent();
m_texture = DecorationShadowTextureCache::instance().getTexture(this);
return true;
}
const QSize top(shadowPixmap(ShadowElementTop).size());
const QSize topRight(shadowPixmap(ShadowElementTopRight).size());
const QSize right(shadowPixmap(ShadowElementRight).size());
const QSize bottom(shadowPixmap(ShadowElementBottom).size());
const QSize bottomLeft(shadowPixmap(ShadowElementBottomLeft).size());
const QSize left(shadowPixmap(ShadowElementLeft).size());
const QSize topLeft(shadowPixmap(ShadowElementTopLeft).size());
const QSize bottomRight(shadowPixmap(ShadowElementBottomRight).size());
const int width = std::max({topLeft.width(), left.width(), bottomLeft.width()}) + std::max(top.width(), bottom.width()) + std::max({topRight.width(), right.width(), bottomRight.width()});
const int height = std::max({topLeft.height(), top.height(), topRight.height()}) + std::max(left.height(), right.height()) + std::max({bottomLeft.height(), bottom.height(), bottomRight.height()});
if (width == 0 || height == 0) {
return false;
}
QImage image(width, height, QImage::Format_ARGB32);
image.fill(Qt::transparent);
const int innerRectTop = std::max({topLeft.height(), top.height(), topRight.height()});
const int innerRectLeft = std::max({topLeft.width(), left.width(), bottomLeft.width()});
QPainter p;
p.begin(&image);
p.drawPixmap(0, 0, topLeft.width(), topLeft.height(), shadowPixmap(ShadowElementTopLeft));
p.drawPixmap(innerRectLeft, 0, top.width(), top.height(), shadowPixmap(ShadowElementTop));
p.drawPixmap(width - topRight.width(), 0, topRight.width(), topRight.height(), shadowPixmap(ShadowElementTopRight));
p.drawPixmap(0, innerRectTop, left.width(), left.height(), shadowPixmap(ShadowElementLeft));
p.drawPixmap(width - right.width(), innerRectTop, right.width(), right.height(), shadowPixmap(ShadowElementRight));
p.drawPixmap(0, height - bottomLeft.height(), bottomLeft.width(), bottomLeft.height(), shadowPixmap(ShadowElementBottomLeft));
p.drawPixmap(innerRectLeft, height - bottom.height(), bottom.width(), bottom.height(), shadowPixmap(ShadowElementBottom));
p.drawPixmap(width - bottomRight.width(), height - bottomRight.height(), bottomRight.width(), bottomRight.height(), shadowPixmap(ShadowElementBottomRight));
p.end();
// Check if the image is alpha-only in practice, and if so convert it to an 8-bpp format
if (!GLPlatform::instance()->isGLES() && GLTexture::supportsSwizzle() && GLTexture::supportsFormatRG()) {
QImage alphaImage(image.size(), QImage::Format_Alpha8);
bool alphaOnly = true;
for (ptrdiff_t y = 0; alphaOnly && y < image.height(); y++) {
const uint32_t *const src = reinterpret_cast<const uint32_t *>(image.scanLine(y));
uint8_t *const dst = reinterpret_cast<uint8_t *>(alphaImage.scanLine(y));
for (ptrdiff_t x = 0; x < image.width(); x++) {
if (src[x] & 0x00ffffff) {
alphaOnly = false;
}
dst[x] = qAlpha(src[x]);
}
}
if (alphaOnly) {
image = alphaImage;
}
}
Scene *scene = Compositor::self()->scene();
scene->makeOpenGLContextCurrent();
m_texture = std::make_shared<GLTexture>(image);
if (m_texture->internalFormat() == GL_R8) {
// Swizzle red to alpha and all other channels to zero
m_texture->bind();
m_texture->setSwizzle(GL_ZERO, GL_ZERO, GL_ZERO, GL_RED);
}
return true;
}
SceneOpenGLDecorationRenderer::SceneOpenGLDecorationRenderer(Decoration::DecoratedClientImpl *client)
: DecorationRenderer(client)
, m_texture()
{
}
SceneOpenGLDecorationRenderer::~SceneOpenGLDecorationRenderer()
{
if (Scene *scene = Compositor::self()->scene()) {
scene->makeOpenGLContextCurrent();
}
}
static void clamp_row(int left, int width, int right, const uint32_t *src, uint32_t *dest)
{
std::fill_n(dest, left, *src);
std::copy(src, src + width, dest + left);
std::fill_n(dest + left + width, right, *(src + width - 1));
}
static void clamp_sides(int left, int width, int right, const uint32_t *src, uint32_t *dest)
{
std::fill_n(dest, left, *src);
std::fill_n(dest + left + width, right, *(src + width - 1));
}
static void clamp(QImage &image, const QRect &viewport)
{
Q_ASSERT(image.depth() == 32);
if (viewport.isEmpty()) {
image = {};
return;
}
const QRect rect = image.rect();
const int left = viewport.left() - rect.left();
const int top = viewport.top() - rect.top();
const int right = rect.right() - viewport.right();
const int bottom = rect.bottom() - viewport.bottom();
const int width = rect.width() - left - right;
const int height = rect.height() - top - bottom;
const uint32_t *firstRow = reinterpret_cast<uint32_t *>(image.scanLine(top));
const uint32_t *lastRow = reinterpret_cast<uint32_t *>(image.scanLine(top + height - 1));
for (int i = 0; i < top; ++i) {
uint32_t *dest = reinterpret_cast<uint32_t *>(image.scanLine(i));
clamp_row(left, width, right, firstRow + left, dest);
}
for (int i = 0; i < height; ++i) {
uint32_t *dest = reinterpret_cast<uint32_t *>(image.scanLine(top + i));
clamp_sides(left, width, right, dest + left, dest);
}
for (int i = 0; i < bottom; ++i) {
uint32_t *dest = reinterpret_cast<uint32_t *>(image.scanLine(top + height + i));
clamp_row(left, width, right, lastRow + left, dest);
}
}
void SceneOpenGLDecorationRenderer::render(const QRegion &region)
{
if (areImageSizesDirty()) {
resizeTexture();
resetImageSizesDirty();
}
if (!m_texture) {
// for invalid sizes we get no texture, see BUG 361551
return;
}
QRectF left, top, right, bottom;
client()->window()->layoutDecorationRects(left, top, right, bottom);
const qreal devicePixelRatio = effectiveDevicePixelRatio();
const int topHeight = std::ceil(top.height() * devicePixelRatio);
const int bottomHeight = std::ceil(bottom.height() * devicePixelRatio);
const int leftWidth = std::ceil(left.width() * devicePixelRatio);
const QPoint topPosition(0, 0);
const QPoint bottomPosition(0, topPosition.y() + topHeight + (2 * TexturePad));
const QPoint leftPosition(0, bottomPosition.y() + bottomHeight + (2 * TexturePad));
const QPoint rightPosition(0, leftPosition.y() + leftWidth + (2 * TexturePad));
const QRect dirtyRect = region.boundingRect();
renderPart(top.toRect().intersected(dirtyRect), top.toRect(), topPosition, devicePixelRatio);
renderPart(bottom.toRect().intersected(dirtyRect), bottom.toRect(), bottomPosition, devicePixelRatio);
renderPart(left.toRect().intersected(dirtyRect), left.toRect(), leftPosition, devicePixelRatio, true);
renderPart(right.toRect().intersected(dirtyRect), right.toRect(), rightPosition, devicePixelRatio, true);
}
void SceneOpenGLDecorationRenderer::renderPart(const QRect &rect, const QRect &partRect,
const QPoint &textureOffset,
qreal devicePixelRatio, bool rotated)
{
if (!rect.isValid()) {
return;
}
// We allow partial decoration updates and it might just so happen that the
// dirty region is completely contained inside the decoration part, i.e.
// the dirty region doesn't touch any of the decoration's edges. In that
// case, we should **not** pad the dirty region.
const QMargins padding = texturePadForPart(rect, partRect);
int verticalPadding = padding.top() + padding.bottom();
int horizontalPadding = padding.left() + padding.right();
QSize imageSize(toNativeSize(rect.width()), toNativeSize(rect.height()));
if (rotated) {
imageSize = QSize(imageSize.height(), imageSize.width());
}
QSize paddedImageSize = imageSize;
paddedImageSize.rheight() += verticalPadding;
paddedImageSize.rwidth() += horizontalPadding;
QImage image(paddedImageSize, QImage::Format_ARGB32_Premultiplied);
image.setDevicePixelRatio(devicePixelRatio);
image.fill(Qt::transparent);
QRect padClip = QRect(padding.left(), padding.top(), imageSize.width(), imageSize.height());
QPainter painter(&image);
const qreal inverseScale = 1.0 / devicePixelRatio;
painter.scale(inverseScale, inverseScale);
painter.setRenderHint(QPainter::Antialiasing);
painter.setClipRect(padClip);
painter.translate(padding.left(), padding.top());
if (rotated) {
painter.translate(0, imageSize.height());
painter.rotate(-90);
}
painter.scale(devicePixelRatio, devicePixelRatio);
painter.translate(-rect.topLeft());
renderToPainter(&painter, rect);
painter.end();
// fill padding pixels by copying from the neighbour row
clamp(image, padClip);
QPoint dirtyOffset = (rect.topLeft() - partRect.topLeft()) * devicePixelRatio;
if (padding.top() == 0) {
dirtyOffset.ry() += TexturePad;
}
if (padding.left() == 0) {
dirtyOffset.rx() += TexturePad;
}
m_texture->update(image, textureOffset + dirtyOffset);
}
const QMargins SceneOpenGLDecorationRenderer::texturePadForPart(
const QRect &rect, const QRect &partRect)
{
QMargins result = QMargins(0, 0, 0, 0);
if (rect.top() == partRect.top()) {
result.setTop(TexturePad);
}
if (rect.bottom() == partRect.bottom()) {
result.setBottom(TexturePad);
}
if (rect.left() == partRect.left()) {
result.setLeft(TexturePad);
}
if (rect.right() == partRect.right()) {
result.setRight(TexturePad);
}
return result;
}
static int align(int value, int align)
{
return (value + align - 1) & ~(align - 1);
}
void SceneOpenGLDecorationRenderer::resizeTexture()
{
QRectF left, top, right, bottom;
client()->window()->layoutDecorationRects(left, top, right, bottom);
QSize size;
size.rwidth() = toNativeSize(qMax(qMax(top.width(), bottom.width()),
qMax(left.height(), right.height())));
size.rheight() = toNativeSize(top.height()) + toNativeSize(bottom.height()) + toNativeSize(left.width()) + toNativeSize(right.width());
size.rheight() += 4 * (2 * TexturePad);
size.rwidth() += 2 * TexturePad;
size.rwidth() = align(size.width(), 128);
if (m_texture && m_texture->size() == size) {
return;
}
if (!size.isEmpty()) {
m_texture.reset(new GLTexture(GL_RGBA8, size.width(), size.height()));
m_texture->setYInverted(true);
m_texture->setWrapMode(GL_CLAMP_TO_EDGE);
m_texture->clear();
} else {
m_texture.reset();
}
}
int SceneOpenGLDecorationRenderer::toNativeSize(int size) const
{
return std::ceil(size * effectiveDevicePixelRatio());
}
} // namespace