d44a4a3676
svn path=/branches/work/kwin_composite/; revision=593454
447 lines
15 KiB
C++
447 lines
15 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 "client.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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struct RegionDebug
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{
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RegionDebug( XserverRegion r ) : rr( r ) {}
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XserverRegion rr;
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};
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#ifdef NDEBUG
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inline
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kndbgstream& operator<<( kndbgstream& stream, RegionDebug ) { return stream; }
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#else
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kdbgstream& operator<<( kdbgstream& stream, RegionDebug r )
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{
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if( r.rr == None )
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return stream << "EMPTY";
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int num;
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XRectangle* rects = XFixesFetchRegion( display(), r.rr, &num );
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if( rects == NULL || num == 0 )
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return stream << "EMPTY";
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for( int i = 0;
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i < num;
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++i )
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stream << "[" << rects[ i ].x << "+" << rects[ i ].y << " " << rects[ i ].width << "x" << rects[ i ].height << "]";
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return stream;
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}
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#endif
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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( QRegion dam, ToplevelList windows )
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{
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#if 1
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dam = QRegion( 0, 0, displayWidth(), displayHeight());
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#endif
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QVector< QRect > rects = dam.rects();
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XRectangle* xr = new XRectangle[ rects.count() ];
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for( int i = 0;
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i < rects.count();
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++i )
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{
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xr[ i ].x = rects[ i ].x();
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xr[ i ].y = rects[ i ].y();
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xr[ i ].width = rects[ i ].width();
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xr[ i ].height = rects[ i ].height();
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}
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XserverRegion damage = XFixesCreateRegion( display(), xr, rects.count());
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delete[] xr;
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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 = data.picture();
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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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data.saveClipRegion( damage );
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if( data.simpleTransformation() && data.isOpaque())
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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 = data.shape();
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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, data.savedClipRegion());
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Picture picture = data.picture();
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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, data.savedClipRegion());
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Picture picture = data.picture();
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Picture alpha = data.alphaMask();
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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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WindowData& data = window_data[ c ];
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data.cleanup();
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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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XFixesDestroyRegion( display(), damage );
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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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window_data[ c ] = WindowData( c, XRenderFindVisualFormat( display(), c->visual()));
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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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window_data[ c ].geometryShapeChanged();
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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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window_data[ c ].opacityChanged();
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}
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void SceneXrender::windowDeleted( Toplevel* c )
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{
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assert( window_data.contains( c ));
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window_data[ c ].free();
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window_data.remove( c );
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}
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void SceneXrender::windowAdded( Toplevel* c )
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{
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assert( !window_data.contains( c ));
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resetWindowData( c );
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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( Toplevel* c, XRenderPictFormat* f )
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: window( c )
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, _picture( None )
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, format( f )
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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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Picture SceneXrender::WindowData::picture()
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{
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if( !window->damage().isEmpty() && _picture != None )
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{
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XRenderFreePicture( display(), _picture );
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_picture = None;
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}
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if( _picture == None && format != NULL )
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{
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Pixmap window_pix = window->createWindowPixmap();
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Pixmap pix = window_pix;
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// HACK the same like with opengl
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Client* c = dynamic_cast< Client* >( window );
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bool alpha_clear = c != NULL && c->hasAlpha() && !c->noBorder();
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#define ALPHA_CLEAR_COPY
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#ifdef ALPHA_CLEAR_COPY
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if( alpha_clear )
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{
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Pixmap p2 = XCreatePixmap( display(), pix, c->width(), c->height(), 32 );
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GC gc = XCreateGC( display(), pix, 0, NULL );
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XCopyArea( display(), pix, p2, gc, 0, 0, c->width(), c->height(), 0, 0 );
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pix = p2;
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XFreeGC( display(), gc );
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}
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#endif
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if( alpha_clear )
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{
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XGCValues gcv;
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gcv.foreground = 0xff000000;
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gcv.plane_mask = 0xff000000;
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GC gc = XCreateGC( display(), pix, GCPlaneMask | GCForeground, &gcv );
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XFillRectangle( display(), pix, gc, 0, 0, c->width(), c->clientPos().y());
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XFillRectangle( display(), pix, gc, 0, 0, c->clientPos().x(), c->height());
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int tw = c->clientPos().x() + c->clientSize().width();
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int th = c->clientPos().y() + c->clientSize().height();
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XFillRectangle( display(), pix, gc, 0, th, c->width(), c->height() - th );
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XFillRectangle( display(), pix, gc, tw, 0, c->width() - tw, c->height());
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XFreeGC( display(), gc );
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}
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_picture = XRenderCreatePicture( display(), pix, format, 0, 0 );
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XFreePixmap( display(), pix ); // the picture owns the pixmap
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#ifdef ALPHA_CLEAR_COPY
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if( alpha_clear )
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XFreePixmap( display(), window_pix );
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#endif
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}
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return _picture;
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}
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void SceneXrender::WindowData::saveClipRegion( XserverRegion r )
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{
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saved_clip_region = XFixesCreateRegion( display(), NULL, 0 );
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XFixesCopyRegion( display(), saved_clip_region, r );
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}
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XserverRegion SceneXrender::WindowData::savedClipRegion()
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{
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return saved_clip_region;
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}
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void SceneXrender::WindowData::cleanup()
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{
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XFixesDestroyRegion( display(), saved_clip_region );
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saved_clip_region = None;
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}
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bool SceneXrender::WindowData::isOpaque() const
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{
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if( format->type == PictTypeDirect && format->direct.alphaMask )
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return false;
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if( 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::WindowData::alphaMask()
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{
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if( isOpaque())
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return None;
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if( alpha != None && alpha_cached_opacity != effect.opacity )
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{
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if( alpha != None )
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XRenderFreePicture( display(), alpha );
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alpha = None;
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}
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if( alpha != None )
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return alpha;
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if( effect.opacity == 1.0 )
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{ // no need to create alpha mask
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alpha_cached_opacity = 1.0;
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return None;
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}
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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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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( effect.opacity * 0xffff );
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alpha_cached_opacity = effect.opacity;
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XRenderFillRectangle( display(), PictOpSrc, alpha, &col, 0, 0, 1, 1 );
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return alpha;
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}
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XserverRegion SceneXrender::WindowData::shape()
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{
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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( shape == None )
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{
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shape = XFixesCreateRegionFromWindow( display(), window->handle(), WindowRegionBounding );
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XFixesTranslateRegion( display(), shape, window->x(), window->y());
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}
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return shape;
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#else
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if( !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(), window->handle(), WindowRegionBounding );
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XFixesTranslateRegion( display(), shape,
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window->x() + int( matrix.xTranslate()), window->y() + int( matrix.yTranslate()));
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return shape;
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#endif
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}
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void SceneXrender::WindowData::geometryShapeChanged()
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{
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if( _picture != None )
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XRenderFreePicture( display(), _picture );
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_picture = None;
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if( alpha != None )
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XRenderFreePicture( display(), alpha );
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alpha = None;
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if( _shape != None )
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XFixesDestroyRegion( display(), _shape );
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_shape = None;
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}
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void SceneXrender::WindowData::opacityChanged()
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{
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if( alpha != None )
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XRenderFreePicture( display(), alpha );
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alpha = None;
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}
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} // namespace
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#endif
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