kwin/scene_opengl.cpp
2013-06-07 23:46:06 +02:00

2511 lines
88 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
Based on glcompmgr code by Felix Bellaby.
Using code from Compiz and Beryl.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "scene_opengl.h"
#ifdef KWIN_HAVE_EGL
#include "eglonxbackend.h"
// for Wayland
#include "config-workspace.h"
#ifdef WAYLAND_FOUND
#include "egl_wayland_backend.h"
#endif
#endif
#ifndef KWIN_HAVE_OPENGLES
#include "glxbackend.h"
#endif
#include <kxerrorhandler.h>
#include <kwinglcolorcorrection.h>
#include <kwinglplatform.h>
#include "utils.h"
#include "client.h"
#include "composite.h"
#include "deleted.h"
#include "effects.h"
#include "lanczosfilter.h"
#include "overlaywindow.h"
#include "paintredirector.h"
#include "screens.h"
#include "workspace.h"
#include <math.h>
#include <unistd.h>
#include <stddef.h>
// turns on checks for opengl errors in various places (for easier finding of them)
// normally only few of them are enabled
//#define CHECK_GL_ERROR
#include <X11/extensions/Xcomposite.h>
#include <qpainter.h>
#include <QDBusConnection>
#include <QDBusConnectionInterface>
#include <QDBusInterface>
#include <QGraphicsScale>
#include <QStringList>
#include <QVector2D>
#include <QVector4D>
#include <QMatrix4x4>
#include <KDE/KLocalizedString>
#include <KDE/KNotification>
#include <KProcess>
namespace KWin
{
extern int currentRefreshRate();
//****************************************
// SceneOpenGL
//****************************************
OpenGLBackend::OpenGLBackend()
: m_overlayWindow(new OverlayWindow()) // TODO: maybe create only if needed?
, m_syncsToVBlank(false)
, m_blocksForRetrace(false)
, m_directRendering(false)
, m_failed(false)
{
}
OpenGLBackend::~OpenGLBackend()
{
if (isFailed()) {
m_overlayWindow->destroy();
}
delete m_overlayWindow;
}
void OpenGLBackend::setFailed(const QString &reason)
{
kWarning(1212) << "Creating the OpenGL rendering failed: " << reason;
m_failed = true;
}
void OpenGLBackend::idle()
{
if (hasPendingFlush())
present();
}
/************************************************
* SceneOpenGL
***********************************************/
SceneOpenGL::SceneOpenGL(Workspace* ws, OpenGLBackend *backend)
: Scene(ws)
, init_ok(true)
, m_backend(backend)
{
if (m_backend->isFailed()) {
init_ok = false;
return;
}
if (!viewportLimitsMatched(QSize(displayWidth(), displayHeight())))
return;
// perform Scene specific checks
GLPlatform *glPlatform = GLPlatform::instance();
#ifndef KWIN_HAVE_OPENGLES
if (!hasGLExtension("GL_ARB_texture_non_power_of_two")
&& !hasGLExtension("GL_ARB_texture_rectangle")) {
kError(1212) << "GL_ARB_texture_non_power_of_two and GL_ARB_texture_rectangle missing";
init_ok = false;
return; // error
}
#endif
if (glPlatform->isMesaDriver() && glPlatform->mesaVersion() < kVersionNumber(8, 0)) {
kError(1212) << "KWin requires at least Mesa 8.0 for OpenGL compositing.";
init_ok = false;
return;
}
#ifndef KWIN_HAVE_OPENGLES
glDrawBuffer(GL_BACK);
#endif
m_debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
// set strict binding
if (options->isGlStrictBindingFollowsDriver()) {
options->setGlStrictBinding(!glPlatform->supports(LooseBinding));
}
}
SceneOpenGL::~SceneOpenGL()
{
if (init_ok) {
// backend might be still needed for a different scene
delete m_backend;
}
foreach (Window * w, windows) {
delete w;
}
// do cleanup after initBuffer()
SceneOpenGL::EffectFrame::cleanup();
checkGLError("Cleanup");
}
SceneOpenGL *SceneOpenGL::createScene()
{
OpenGLBackend *backend = NULL;
OpenGLPlatformInterface platformInterface = NoOpenGLPlatformInterface;
// should we use glx?
#ifndef KWIN_HAVE_OPENGLES
// on OpenGL we default to glx
platformInterface = GlxPlatformInterface;
#endif
const QByteArray envOpenGLInterface(qgetenv("KWIN_OPENGL_INTERFACE"));
#ifdef KWIN_HAVE_EGL
#ifdef KWIN_HAVE_OPENGLES
// for OpenGL ES we need to use the Egl Backend
platformInterface = EglPlatformInterface;
#else
// check environment variable
if (qstrcmp(envOpenGLInterface, "egl") == 0 ||
qstrcmp(envOpenGLInterface, "egl_wayland") == 0) {
kDebug(1212) << "Forcing EGL native interface through environment variable";
platformInterface = EglPlatformInterface;
}
#endif
#endif
switch (platformInterface) {
case GlxPlatformInterface:
#ifndef KWIN_HAVE_OPENGLES
backend = new GlxBackend();
#endif
break;
case EglPlatformInterface:
#ifdef KWIN_HAVE_EGL
#ifdef WAYLAND_FOUND
if (qstrcmp(envOpenGLInterface, "egl_wayland") == 0) {
backend = new EglWaylandBackend();
} else {
backend = new EglOnXBackend();
}
#else
backend = new EglOnXBackend();
#endif
#endif
break;
default:
// no backend available
return NULL;
}
if (!backend || backend->isFailed()) {
delete backend;
return NULL;
}
SceneOpenGL *scene = NULL;
// first let's try an OpenGL 2 scene
if (SceneOpenGL2::supported(backend)) {
scene = new SceneOpenGL2(backend);
if (scene->initFailed()) {
delete scene;
scene = NULL;
} else {
return scene;
}
}
#ifdef KWIN_HAVE_OPENGL_1
if (SceneOpenGL1::supported(backend)) {
scene = new SceneOpenGL1(backend);
if (scene->initFailed()) {
delete scene;
scene = NULL;
}
}
#endif
if (!scene) {
if (GLPlatform::instance()->recommendedCompositor() == XRenderCompositing) {
kError(1212) << "OpenGL driver recommends XRender based compositing. Falling back to XRender.";
kError(1212) << "To overwrite the detection use the environment variable KWIN_COMPOSE";
kError(1212) << "For more information see http://community.kde.org/KWin/Environment_Variables#KWIN_COMPOSE";
QTimer::singleShot(0, Compositor::self(), SLOT(fallbackToXRenderCompositing()));
}
delete backend;
}
return scene;
}
OverlayWindow *SceneOpenGL::overlayWindow()
{
return m_backend->overlayWindow();
}
bool SceneOpenGL::syncsToVBlank() const
{
return m_backend->syncsToVBlank();
}
bool SceneOpenGL::blocksForRetrace() const
{
return m_backend->blocksForRetrace();
}
void SceneOpenGL::idle()
{
m_backend->idle();
Scene::idle();
}
bool SceneOpenGL::initFailed() const
{
return !init_ok;
}
#ifndef KWIN_HAVE_OPENGLES
void SceneOpenGL::copyPixels(const QRegion &region)
{
foreach (const QRect &r, region.rects()) {
const int x0 = r.x();
const int y0 = displayHeight() - r.y() - r.height();
const int x1 = r.x() + r.width();
const int y1 = displayHeight() - r.y();
glBlitFramebuffer(x0, y0, x1, y1, x0, y0, x1, y1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
}
#endif
#ifndef KWIN_HAVE_OPENGLES
# define GL_GUILTY_CONTEXT_RESET_KWIN GL_GUILTY_CONTEXT_RESET_ARB
# define GL_INNOCENT_CONTEXT_RESET_KWIN GL_INNOCENT_CONTEXT_RESET_ARB
# define GL_UNKNOWN_CONTEXT_RESET_KWIN GL_UNKNOWN_CONTEXT_RESET_ARB
#else
# define GL_GUILTY_CONTEXT_RESET_KWIN GL_GUILTY_CONTEXT_RESET_EXT
# define GL_INNOCENT_CONTEXT_RESET_KWIN GL_INNOCENT_CONTEXT_RESET_EXT
# define GL_UNKNOWN_CONTEXT_RESET_KWIN GL_UNKNOWN_CONTEXT_RESET_EXT
#endif
void SceneOpenGL::handleGraphicsReset(GLenum status)
{
switch (status) {
case GL_GUILTY_CONTEXT_RESET_KWIN:
kDebug(1212) << "A graphics reset attributable to the current GL context occurred.";
break;
case GL_INNOCENT_CONTEXT_RESET_KWIN:
kDebug(1212) << "A graphics reset not attributable to the current GL context occurred.";
break;
case GL_UNKNOWN_CONTEXT_RESET_KWIN:
kDebug(1212) << "A graphics reset of an unknown cause occurred.";
break;
default:
break;
}
QElapsedTimer timer;
timer.start();
// Wait until the reset is completed or max 10 seconds
while (timer.elapsed() < 10000 && glGetGraphicsResetStatus() != GL_NO_ERROR)
usleep(50);
kDebug(1212) << "Attempting to reset compositing.";
QMetaObject::invokeMethod(this, "resetCompositing", Qt::QueuedConnection);
KNotification::event("graphicsreset", i18n("Desktop effects were restarted due to a graphics reset"));
}
qint64 SceneOpenGL::paint(QRegion damage, ToplevelList toplevels)
{
// actually paint the frame, flushed with the NEXT frame
foreach (Toplevel * c, toplevels) {
// TODO: cache the stacking_order in case it has not changed
assert(windows.contains(c));
stacking_order.append(windows[ c ]);
}
m_backend->prepareRenderingFrame();
const GLenum status = glGetGraphicsResetStatus();
if (status != GL_NO_ERROR) {
handleGraphicsReset(status);
return 0;
}
int mask = 0;
#ifdef CHECK_GL_ERROR
checkGLError("Paint1");
#endif
paintScreen(&mask, &damage); // call generic implementation
#ifndef KWIN_HAVE_OPENGLES
const QRegion displayRegion(0, 0, displayWidth(), displayHeight());
// copy dirty parts from front to backbuffer
if (options->glPreferBufferSwap() == Options::CopyFrontBuffer && damage != displayRegion) {
glReadBuffer(GL_FRONT);
copyPixels(displayRegion - damage);
glReadBuffer(GL_BACK);
damage = displayRegion;
}
#endif
#ifdef CHECK_GL_ERROR
checkGLError("Paint2");
#endif
m_backend->endRenderingFrame(damage);
// do cleanup
stacking_order.clear();
checkGLError("PostPaint");
return m_backend->renderTime();
}
QMatrix4x4 SceneOpenGL::transformation(int mask, const ScreenPaintData &data) const
{
QMatrix4x4 matrix;
if (!(mask & PAINT_SCREEN_TRANSFORMED))
return matrix;
matrix.translate(data.translation());
data.scale().applyTo(&matrix);
if (data.rotationAngle() == 0.0)
return matrix;
// Apply the rotation
// cannot use data.rotation->applyTo(&matrix) as QGraphicsRotation uses projectedRotate to map back to 2D
matrix.translate(data.rotationOrigin());
const QVector3D axis = data.rotationAxis();
matrix.rotate(data.rotationAngle(), axis.x(), axis.y(), axis.z());
matrix.translate(-data.rotationOrigin());
return matrix;
}
void SceneOpenGL::paintBackground(QRegion region)
{
PaintClipper pc(region);
if (!PaintClipper::clip()) {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
return;
}
if (pc.clip() && pc.paintArea().isEmpty())
return; // no background to paint
QVector<float> verts;
for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
QRect r = iterator.boundingRect();
verts << r.x() + r.width() << r.y();
verts << r.x() << r.y();
verts << r.x() << r.y() + r.height();
verts << r.x() << r.y() + r.height();
verts << r.x() + r.width() << r.y() + r.height();
verts << r.x() + r.width() << r.y();
}
doPaintBackground(verts);
}
void SceneOpenGL::extendPaintRegion(QRegion &region, bool opaqueFullscreen)
{
if (options->glPreferBufferSwap() == Options::ExtendDamage) { // only Extend "large" repaints
const QRegion displayRegion(0, 0, displayWidth(), displayHeight());
uint damagedPixels = 0;
const uint fullRepaintLimit = (opaqueFullscreen?0.49f:0.748f)*displayWidth()*displayHeight();
// 16:9 is 75% of 4:3 and 2.55:1 is 49.01% of 5:4
// (5:4 is the most square format and 2.55:1 is Cinemascope55 - the widest ever shot
// movie aspect - two times ;-) It's a Fox format, though, so maybe we want to restrict
// to 2.20:1 - Panavision - which has actually been used for interesting movies ...)
// would be 57% of 5/4
foreach (const QRect &r, region.rects()) {
// damagedPixels += r.width() * r.height(); // combined window damage test
damagedPixels = r.width() * r.height(); // experimental single window damage testing
if (damagedPixels > fullRepaintLimit) {
region = displayRegion;
return;
}
}
} else if (options->glPreferBufferSwap() == Options::PaintFullScreen) { // forced full rePaint
region = QRegion(0, 0, displayWidth(), displayHeight());
}
}
void SceneOpenGL::windowAdded(Toplevel* c)
{
assert(!windows.contains(c));
Window *w = createWindow(c);
windows[ c ] = w;
w->setScene(this);
connect(c, SIGNAL(opacityChanged(KWin::Toplevel*,qreal)), SLOT(windowOpacityChanged(KWin::Toplevel*)));
connect(c, SIGNAL(geometryShapeChanged(KWin::Toplevel*,QRect)), SLOT(windowGeometryShapeChanged(KWin::Toplevel*)));
connect(c, SIGNAL(windowClosed(KWin::Toplevel*,KWin::Deleted*)), SLOT(windowClosed(KWin::Toplevel*,KWin::Deleted*)));
c->effectWindow()->setSceneWindow(windows[ c ]);
c->getShadow();
windows[ c ]->updateShadow(c->shadow());
}
void SceneOpenGL::windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted)
{
assert(windows.contains(c));
if (deleted != NULL) {
// replace c with deleted
Window* w = windows.take(c);
w->updateToplevel(deleted);
if (w->shadow()) {
w->shadow()->setToplevel(deleted);
}
windows[ deleted ] = w;
} else {
delete windows.take(c);
c->effectWindow()->setSceneWindow(NULL);
}
}
void SceneOpenGL::windowDeleted(Deleted* c)
{
assert(windows.contains(c));
delete windows.take(c);
c->effectWindow()->setSceneWindow(NULL);
}
void SceneOpenGL::windowGeometryShapeChanged(KWin::Toplevel* c)
{
if (!windows.contains(c)) // this is ok, shape is not valid
return; // by default
Window* w = windows[ c ];
w->discardShape();
}
void SceneOpenGL::windowOpacityChanged(KWin::Toplevel* t)
{
Q_UNUSED(t)
#if 0 // not really needed, windows are painted on every repaint
// and opacity is used when applying texture, not when
// creating it
if (!windows.contains(c)) // this is ok, texture is created
return; // on demand
Window* w = windows[ c ];
w->discardTexture();
#endif
}
SceneOpenGL::Texture *SceneOpenGL::createTexture()
{
return new Texture(m_backend);
}
SceneOpenGL::Texture *SceneOpenGL::createTexture(const QPixmap &pix, GLenum target)
{
return new Texture(m_backend, pix, target);
}
bool SceneOpenGL::viewportLimitsMatched(const QSize &size) const {
GLint limit[2];
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, limit);
if (limit[0] < size.width() || limit[1] < size.height()) {
QMetaObject::invokeMethod(Compositor::self(), "suspend",
Qt::QueuedConnection, Q_ARG(Compositor::SuspendReason, Compositor::AllReasonSuspend));
const QString message = i18n("<h1>OpenGL desktop effects not possible</h1>"
"Your system cannot perform OpenGL Desktop Effects at the "
"current resolution<br><br>"
"You can try to select the XRender backend, but it "
"might be very slow for this resolution as well.<br>"
"Alternatively, lower the combined resolution of all screens "
"to %1x%2 ", limit[0], limit[1]);
const QString details = i18n("The demanded resolution exceeds the GL_MAX_VIEWPORT_DIMS "
"limitation of your GPU and is therefore not compatible "
"with the OpenGL compositor.<br>"
"XRender does not know such limitation, but the performance "
"will usually be impacted by the hardware limitations that "
"restrict the OpenGL viewport size.");
const int oldTimeout = QDBusConnection::sessionBus().interface()->timeout();
QDBusConnection::sessionBus().interface()->setTimeout(500);
if (QDBusConnection::sessionBus().interface()->isServiceRegistered("org.kde.kwinCompositingDialog").value()) {
QDBusInterface dialog( "org.kde.kwinCompositingDialog", "/CompositorSettings", "org.kde.kwinCompositingDialog" );
dialog.asyncCall("warn", message, details, "");
} else {
const QString args = "warn " + message.toLocal8Bit().toBase64() + " details " + details.toLocal8Bit().toBase64();
KProcess::startDetached("kcmshell4", QStringList() << "kwincompositing" << "--args" << args);
}
QDBusConnection::sessionBus().interface()->setTimeout(oldTimeout);
return false;
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, limit);
if (limit[0] < size.width() || limit[0] < size.height()) {
KConfig cfg("kwin_dialogsrc");
if (!KConfigGroup(&cfg, "Notification Messages").readEntry("max_tex_warning", true))
return true;
const QString message = i18n("<h1>OpenGL desktop effects might be unusable</h1>"
"OpenGL Desktop Effects at the current resolution are supported "
"but might be exceptionally slow.<br>"
"Also large windows will turn entirely black.<br><br>"
"Consider to suspend compositing, switch to the XRender backend "
"or lower the resolution to %1x%1." , limit[0]);
const QString details = i18n("The demanded resolution exceeds the GL_MAX_TEXTURE_SIZE "
"limitation of your GPU, thus windows of that size cannot be "
"assigned to textures and will be entirely black.<br>"
"Also this limit will often be a performance level barrier despite "
"below GL_MAX_VIEWPORT_DIMS, because the driver might fall back to "
"software rendering in this case.");
const int oldTimeout = QDBusConnection::sessionBus().interface()->timeout();
QDBusConnection::sessionBus().interface()->setTimeout(500);
if (QDBusConnection::sessionBus().interface()->isServiceRegistered("org.kde.kwinCompositingDialog").value()) {
QDBusInterface dialog( "org.kde.kwinCompositingDialog", "/CompositorSettings", "org.kde.kwinCompositingDialog" );
dialog.asyncCall("warn", message, details, "kwin_dialogsrc:max_tex_warning");
} else {
const QString args = "warn " + message.toLocal8Bit().toBase64() + " details " +
details.toLocal8Bit().toBase64() + " dontagain kwin_dialogsrc:max_tex_warning";
KProcess::startDetached("kcmshell4", QStringList() << "kwincompositing" << "--args" << args);
}
QDBusConnection::sessionBus().interface()->setTimeout(oldTimeout);
}
return true;
}
void SceneOpenGL::screenGeometryChanged(const QSize &size)
{
if (!viewportLimitsMatched(size))
return;
Scene::screenGeometryChanged(size);
glViewport(0,0, size.width(), size.height());
m_backend->screenGeometryChanged(size);
ShaderManager::instance()->resetAllShaders();
}
void SceneOpenGL::paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data)
{
const QRect r = region.boundingRect();
glEnable(GL_SCISSOR_TEST);
glScissor(r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height());
KWin::Scene::paintDesktop(desktop, mask, region, data);
glDisable(GL_SCISSOR_TEST);
}
//****************************************
// SceneOpenGL2
//****************************************
bool SceneOpenGL2::supported(OpenGLBackend *backend)
{
const QByteArray forceEnv = qgetenv("KWIN_COMPOSE");
if (!forceEnv.isEmpty()) {
if (qstrcmp(forceEnv, "O2") == 0) {
kDebug(1212) << "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() < OpenGL2Compositing) {
kDebug(1212) << "Driver does not recommend OpenGL 2 compositing";
#ifndef KWIN_HAVE_OPENGLES
return false;
#endif
}
if (options->isGlLegacy()) {
kDebug(1212) << "OpenGL 2 disabled by config option";
return false;
}
return true;
}
SceneOpenGL2::SceneOpenGL2(OpenGLBackend *backend)
: SceneOpenGL(Workspace::self(), backend)
, m_lanczosFilter(NULL)
, m_colorCorrection(new ColorCorrection(this))
{
if (!init_ok) {
// base ctor already failed
return;
}
// Initialize color correction before the shaders
kDebug(1212) << "Color correction:" << options->isColorCorrected();
m_colorCorrection->setEnabled(options->isColorCorrected());
connect(m_colorCorrection, SIGNAL(changed()), Compositor::self(), SLOT(addRepaintFull()));
connect(m_colorCorrection, SIGNAL(errorOccured()), options, SLOT(setColorCorrected()), Qt::QueuedConnection);
connect(options, SIGNAL(colorCorrectedChanged()), this, SLOT(slotColorCorrectedChanged()), Qt::QueuedConnection);
if (!ShaderManager::instance()->isValid()) {
kDebug(1212) << "No Scene Shaders available";
init_ok = false;
return;
}
// push one shader on the stack so that one is always bound
ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
if (checkGLError("Init")) {
kError(1212) << "OpenGL 2 compositing setup failed";
init_ok = false;
return; // error
}
kDebug(1212) << "OpenGL 2 compositing successfully initialized";
#ifndef KWIN_HAVE_OPENGLES
// It is not legal to not have a vertex array object bound in a core context
if (hasGLExtension("GL_ARB_vertex_array_object")) {
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
}
#endif
init_ok = true;
}
SceneOpenGL2::~SceneOpenGL2()
{
}
void SceneOpenGL2::paintGenericScreen(int mask, ScreenPaintData data)
{
ShaderBinder binder(ShaderManager::GenericShader);
binder.shader()->setUniform(GLShader::ScreenTransformation, transformation(mask, data));
Scene::paintGenericScreen(mask, data);
}
void SceneOpenGL2::paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data)
{
ShaderBinder binder(ShaderManager::GenericShader);
GLShader *shader = binder.shader();
QMatrix4x4 screenTransformation = shader->getUniformMatrix4x4("screenTransformation");
KWin::SceneOpenGL::paintDesktop(desktop, mask, region, data);
shader->setUniform(GLShader::ScreenTransformation, screenTransformation);
}
void SceneOpenGL2::doPaintBackground(const QVector< float >& vertices)
{
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setUseColor(true);
vbo->setData(vertices.count() / 2, 2, vertices.data(), NULL);
ShaderBinder binder(ShaderManager::ColorShader);
binder.shader()->setUniform(GLShader::Offset, QVector2D(0, 0));
vbo->render(GL_TRIANGLES);
}
SceneOpenGL::Window *SceneOpenGL2::createWindow(Toplevel *t)
{
return new SceneOpenGL2Window(t);
}
void SceneOpenGL2::finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
{
if (m_colorCorrection->isEnabled()) {
// Split the painting for separate screens
const int numScreens = screens()->count();
for (int screen = 0; screen < numScreens; ++ screen) {
QRegion regionForScreen(region);
if (numScreens > 1)
regionForScreen = region.intersected(screens()->geometry(screen));
data.setScreen(screen);
performPaintWindow(w, mask, regionForScreen, data);
}
} else {
performPaintWindow(w, mask, region, data);
}
}
void SceneOpenGL2::performPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
{
if (mask & PAINT_WINDOW_LANCZOS) {
if (!m_lanczosFilter) {
m_lanczosFilter = new LanczosFilter(this);
// recreate the lanczos filter when the screen gets resized
connect(screens(), SIGNAL(changed()), SLOT(resetLanczosFilter()));
}
m_lanczosFilter->performPaint(w, mask, region, data);
} else
w->sceneWindow()->performPaint(mask, region, data);
}
void SceneOpenGL2::resetLanczosFilter()
{
// TODO: Qt5 - replace by a lambda slot
delete m_lanczosFilter;
m_lanczosFilter = NULL;
}
ColorCorrection *SceneOpenGL2::colorCorrection()
{
return m_colorCorrection;
}
void SceneOpenGL2::slotColorCorrectedChanged()
{
if (m_colorCorrection->setEnabled(options->isColorCorrected())) {
// Reload all shaders
ShaderManager::cleanup();
ShaderManager::instance();
}
}
//****************************************
// SceneOpenGL1
//****************************************
#ifdef KWIN_HAVE_OPENGL_1
bool SceneOpenGL1::supported(OpenGLBackend *backend)
{
Q_UNUSED(backend)
const QByteArray forceEnv = qgetenv("KWIN_COMPOSE");
if (!forceEnv.isEmpty()) {
if (qstrcmp(forceEnv, "O1") == 0) {
kDebug(1212) << "OpenGL 1 compositing enforced by environment variable";
return true;
} else {
// OpenGL 1 disabled by environment variable
return false;
}
}
if (GLPlatform::instance()->recommendedCompositor() < OpenGL1Compositing) {
kDebug(1212) << "Driver does not recommend OpenGL 1 compositing";
return false;
}
return true;
}
SceneOpenGL1::SceneOpenGL1(OpenGLBackend *backend)
: SceneOpenGL(Workspace::self(), backend)
, m_resetModelViewProjectionMatrix(true)
{
if (!init_ok) {
// base ctor already failed
return;
}
ShaderManager::disable();
setupModelViewProjectionMatrix();
if (checkGLError("Init")) {
kError(1212) << "OpenGL 1 compositing setup failed";
init_ok = false;
return; // error
}
kDebug(1212) << "OpenGL 1 compositing successfully initialized";
}
SceneOpenGL1::~SceneOpenGL1()
{
}
qint64 SceneOpenGL1::paint(QRegion damage, ToplevelList windows)
{
if (m_resetModelViewProjectionMatrix) {
// reset model view projection matrix if required
setupModelViewProjectionMatrix();
}
return SceneOpenGL::paint(damage, windows);
}
void SceneOpenGL1::paintGenericScreen(int mask, ScreenPaintData data)
{
pushMatrix(transformation(mask, data));
Scene::paintGenericScreen(mask, data);
popMatrix();
}
void SceneOpenGL1::doPaintBackground(const QVector< float >& vertices)
{
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setUseColor(true);
vbo->setData(vertices.count() / 2, 2, vertices.data(), NULL);
vbo->render(GL_TRIANGLES);
}
void SceneOpenGL1::setupModelViewProjectionMatrix()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float fovy = 60.0f;
float aspect = 1.0f;
float zNear = 0.1f;
float zFar = 100.0f;
float ymax = zNear * tan(fovy * M_PI / 360.0f);
float ymin = -ymax;
float xmin = ymin * aspect;
float xmax = ymax * aspect;
// swap top and bottom to have OpenGL coordinate system match X system
glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
glTranslatef(xmin * scaleFactor, ymax * scaleFactor, -1.1);
glScalef((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001);
m_resetModelViewProjectionMatrix = false;
}
void SceneOpenGL1::screenGeometryChanged(const QSize &size)
{
SceneOpenGL::screenGeometryChanged(size);
m_resetModelViewProjectionMatrix = true;
}
SceneOpenGL::Window *SceneOpenGL1::createWindow(Toplevel *t)
{
return new SceneOpenGL1Window(t);
}
#endif
//****************************************
// SceneOpenGL::Texture
//****************************************
SceneOpenGL::Texture::Texture(OpenGLBackend *backend)
: GLTexture(*backend->createBackendTexture(this))
{
}
SceneOpenGL::Texture::Texture(OpenGLBackend *backend, const QPixmap &pix, GLenum target)
: GLTexture(*backend->createBackendTexture(this))
{
load(pix, target);
}
SceneOpenGL::Texture::~Texture()
{
}
SceneOpenGL::Texture& SceneOpenGL::Texture::operator = (const SceneOpenGL::Texture& tex)
{
d_ptr = tex.d_ptr;
return *this;
}
void SceneOpenGL::Texture::discard()
{
d_ptr = d_func()->backend()->createBackendTexture(this);
}
bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
int depth)
{
if (pix == None)
return false;
return load(pix, size, depth,
QRegion(0, 0, size.width(), size.height()));
}
bool SceneOpenGL::Texture::load(const QImage& image, GLenum target)
{
if (image.isNull())
return false;
return load(QPixmap::fromImage(image), target);
}
bool SceneOpenGL::Texture::load(const QPixmap& pixmap, GLenum target)
{
if (pixmap.isNull())
return false;
// Checking whether QPixmap comes with its own X11 Pixmap
if (Extensions::nonNativePixmaps()) {
return GLTexture::load(pixmap.toImage(), target);
}
// use the X11 pixmap provided by Qt
return load(pixmap.handle(), pixmap.size(), pixmap.depth());
}
void SceneOpenGL::Texture::findTarget()
{
Q_D(Texture);
d->findTarget();
}
bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
int depth, QRegion region)
{
Q_UNUSED(region)
// decrease the reference counter for the old texture
d_ptr = d_func()->backend()->createBackendTexture(this); //new TexturePrivate();
Q_D(Texture);
return d->loadTexture(pix, size, depth);
}
bool SceneOpenGL::Texture::update(const QRegion &damage)
{
Q_D(Texture);
return d->update(damage);
}
//****************************************
// SceneOpenGL::Texture
//****************************************
SceneOpenGL::TexturePrivate::TexturePrivate()
{
}
SceneOpenGL::TexturePrivate::~TexturePrivate()
{
}
bool SceneOpenGL::TexturePrivate::update(const QRegion &damage)
{
Q_UNUSED(damage)
return true;
}
//****************************************
// SceneOpenGL::Window
//****************************************
SceneOpenGL::Window::Window(Toplevel* c)
: Scene::Window(c)
, m_scene(NULL)
{
}
SceneOpenGL::Window::~Window()
{
}
static SceneOpenGL::Texture *s_frameTexture = NULL;
// Bind the window pixmap to an OpenGL texture.
bool SceneOpenGL::Window::bindTexture()
{
s_frameTexture = NULL;
OpenGLWindowPixmap *pixmap = windowPixmap<OpenGLWindowPixmap>();
if (!pixmap) {
return false;
}
s_frameTexture = pixmap->texture();
if (pixmap->isDiscarded()) {
return !pixmap->texture()->isNull();
}
return pixmap->bind();
}
QMatrix4x4 SceneOpenGL::Window::transformation(int mask, const WindowPaintData &data) const
{
QMatrix4x4 matrix;
matrix.translate(x(), y());
if (!(mask & PAINT_WINDOW_TRANSFORMED))
return matrix;
matrix.translate(data.translation());
data.scale().applyTo(&matrix);
if (data.rotationAngle() == 0.0)
return matrix;
// Apply the rotation
// cannot use data.rotation.applyTo(&matrix) as QGraphicsRotation uses projectedRotate to map back to 2D
matrix.translate(data.rotationOrigin());
const QVector3D axis = data.rotationAxis();
matrix.rotate(data.rotationAngle(), axis.x(), axis.y(), axis.z());
matrix.translate(-data.rotationOrigin());
return matrix;
}
bool SceneOpenGL::Window::beginRenderWindow(int mask, const QRegion &region, WindowPaintData &data)
{
if (region.isEmpty())
return false;
m_hardwareClipping = region != infiniteRegion() && (mask & PAINT_WINDOW_TRANSFORMED) && !(mask & PAINT_SCREEN_TRANSFORMED);
if (region != infiniteRegion() && !m_hardwareClipping) {
WindowQuadList quads;
const QRegion filterRegion = region.translated(-x(), -y());
// split all quads in bounding rect with the actual rects in the region
foreach (const WindowQuad &quad, data.quads) {
foreach (const QRect &r, filterRegion.rects()) {
const QRectF rf(r);
const QRectF quadRect(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()));
// case 1: completely contains, include and do not check other rects
if (rf.contains(quadRect)) {
quads << quad;
break;
}
// case 2: intersection
if (rf.intersects(quadRect)) {
const QRectF intersected = rf.intersected(quadRect);
quads << quad.makeSubQuad(intersected.left(), intersected.top(), intersected.right(), intersected.bottom());
}
}
}
data.quads = quads;
}
if (data.quads.isEmpty())
return false;
if (!bindTexture() || !s_frameTexture) {
return false;
}
if (m_hardwareClipping) {
glEnable(GL_SCISSOR_TEST);
}
// Update the texture filter
if (options->glSmoothScale() != 0 &&
(mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED)))
filter = ImageFilterGood;
else
filter = ImageFilterFast;
s_frameTexture->setFilter(filter == ImageFilterGood ? GL_LINEAR : GL_NEAREST);
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));
return true;
}
void SceneOpenGL::Window::endRenderWindow()
{
if (m_hardwareClipping) {
glDisable(GL_SCISSOR_TEST);
}
}
OpenGLPaintRedirector *SceneOpenGL::Window::paintRedirector() const
{
if (toplevel->isClient()) {
Client *client = static_cast<Client *>(toplevel);
if (client->noBorder())
return 0;
return static_cast<OpenGLPaintRedirector *>(client->decorationPaintRedirector());
}
if (toplevel->isDeleted()) {
Deleted *deleted = static_cast<Deleted *>(toplevel);
if (deleted->noBorder())
return 0;
return static_cast<OpenGLPaintRedirector *>(deleted->decorationPaintRedirector());
}
return 0;
}
bool SceneOpenGL::Window::getDecorationTextures(GLTexture **textures) const
{
OpenGLPaintRedirector *redirector = paintRedirector();
if (!redirector)
return false;
redirector->ensurePixmapsPainted();
textures[0] = redirector->leftRightTexture();
textures[1] = redirector->topBottomTexture();
redirector->markAsRepainted();
return true;
}
void SceneOpenGL::Window::paintDecorations(const WindowPaintData &data, const QRegion &region)
{
GLTexture *textures[2];
if (!getDecorationTextures(textures))
return;
WindowQuadList quads[2]; // left-right, top-bottom
// Split the quads into two lists
foreach (const WindowQuad &quad, data.quads) {
switch (quad.type()) {
case WindowQuadDecorationLeftRight:
quads[0].append(quad);
continue;
case WindowQuadDecorationTopBottom:
quads[1].append(quad);
continue;
default:
continue;
}
}
TextureType type[] = { DecorationLeftRight, DecorationTopBottom };
for (int i = 0; i < 2; i++)
paintDecoration(textures[i], type[i], region, data, quads[i]);
}
void SceneOpenGL::Window::paintDecoration(GLTexture *texture, TextureType type,
const QRegion &region, const WindowPaintData &data,
const WindowQuadList &quads)
{
if (!texture || quads.isEmpty())
return;
if (filter == ImageFilterGood)
texture->setFilter(GL_LINEAR);
else
texture->setFilter(GL_NEAREST);
texture->setWrapMode(GL_CLAMP_TO_EDGE);
texture->bind();
prepareStates(type, data.opacity() * data.decorationOpacity(), data.brightness(), data.saturation(), data.screen());
renderQuads(0, region, quads, texture, false);
restoreStates(type, data.opacity() * data.decorationOpacity(), data.brightness(), data.saturation());
texture->unbind();
#ifndef KWIN_HAVE_OPENGLES
if (m_scene && m_scene->debug()) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES, m_hardwareClipping);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
#endif
}
void SceneOpenGL::Window::paintShadow(const QRegion &region, const WindowPaintData &data)
{
WindowQuadList quads;
foreach (const WindowQuad &quad, data.quads) {
switch (quad.type()) {
case WindowQuadShadowTopLeft:
case WindowQuadShadowTop:
case WindowQuadShadowTopRight:
case WindowQuadShadowLeft:
case WindowQuadShadowRight:
case WindowQuadShadowBottomLeft:
case WindowQuadShadowBottom:
case WindowQuadShadowBottomRight:
quads.append(quad);
break;
default:
break;
}
}
if (quads.isEmpty())
return;
GLTexture *texture = static_cast<SceneOpenGLShadow*>(m_shadow)->shadowTexture();
if (!texture) {
return;
}
if (filter == ImageFilterGood)
texture->setFilter(GL_LINEAR);
else
texture->setFilter(GL_NEAREST);
texture->setWrapMode(GL_CLAMP_TO_EDGE);
texture->bind();
prepareStates(Shadow, data.opacity(), data.brightness(), data.saturation(), data.screen());
renderQuads(0, region, quads, texture, true);
restoreStates(Shadow, data.opacity(), data.brightness(), data.saturation());
texture->unbind();
#ifndef KWIN_HAVE_OPENGLES
if (m_scene && m_scene->debug()) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
renderQuads(0, region, quads, texture, true);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
#endif
}
void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads,
GLTexture *tex, bool normalized)
{
if (quads.isEmpty())
return;
const QMatrix4x4 matrix = tex->matrix(normalized ? NormalizedCoordinates : UnnormalizedCoordinates);
// Render geometry
GLenum primitiveType;
int primcount;
if (GLVertexBuffer::supportsIndexedQuads()) {
primitiveType = GL_QUADS_KWIN;
primcount = quads.count() * 4;
} else {
primitiveType = GL_TRIANGLES;
primcount = quads.count() * 6;
}
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->setVertexCount(primcount);
GLVertex2D *map = (GLVertex2D *) vbo->map(primcount * sizeof(GLVertex2D));
quads.makeInterleavedArrays(primitiveType, map, matrix);
vbo->unmap();
vbo->render(region, primitiveType, m_hardwareClipping);
}
GLTexture *SceneOpenGL::Window::textureForType(SceneOpenGL::Window::TextureType type)
{
GLTexture *tex = NULL;
OpenGLPaintRedirector *redirector = NULL;
if (type != Content && type != Shadow) {
if (toplevel->isClient()) {
Client *client = static_cast<Client*>(toplevel);
redirector = static_cast<OpenGLPaintRedirector*>(client->decorationPaintRedirector());
} else if (toplevel->isDeleted()) {
Deleted *deleted = static_cast<Deleted*>(toplevel);
redirector = static_cast<OpenGLPaintRedirector*>(deleted->decorationPaintRedirector());
}
}
switch(type) {
case Content:
tex = s_frameTexture;
break;
case DecorationLeftRight:
tex = redirector ? redirector->leftRightTexture() : 0;
break;
case DecorationTopBottom:
tex = redirector ? redirector->topBottomTexture() : 0;
break;
case Shadow:
tex = static_cast<SceneOpenGLShadow*>(m_shadow)->shadowTexture();
}
return tex;
}
WindowPixmap* SceneOpenGL::Window::createWindowPixmap()
{
return new OpenGLWindowPixmap(this, m_scene);
}
//***************************************
// SceneOpenGL2Window
//***************************************
SceneOpenGL2Window::SceneOpenGL2Window(Toplevel *c)
: SceneOpenGL::Window(c)
, m_blendingEnabled(false)
{
}
SceneOpenGL2Window::~SceneOpenGL2Window()
{
}
QVector4D SceneOpenGL2Window::modulate(float opacity, float brightness) const
{
const float a = opacity;
const float rgb = opacity * brightness;
return QVector4D(rgb, rgb, rgb, a);
}
void SceneOpenGL2Window::setBlendEnabled(bool enabled)
{
if (enabled && !m_blendingEnabled)
glEnable(GL_BLEND);
else if (!enabled && m_blendingEnabled)
glDisable(GL_BLEND);
m_blendingEnabled = enabled;
}
void SceneOpenGL2Window::setupLeafNodes(LeafNode *nodes, const WindowQuadList *quads, const WindowPaintData &data)
{
if (!quads[ShadowLeaf].isEmpty()) {
nodes[ShadowLeaf].texture = static_cast<SceneOpenGLShadow *>(m_shadow)->shadowTexture();
nodes[ShadowLeaf].opacity = data.opacity();
nodes[ShadowLeaf].hasAlpha = true;
nodes[ShadowLeaf].coordinateType = NormalizedCoordinates;
}
if (!quads[LeftRightLeaf].isEmpty() || !quads[TopBottomLeaf].isEmpty()) {
GLTexture *textures[2];
getDecorationTextures(textures);
nodes[LeftRightLeaf].texture = textures[0];
nodes[LeftRightLeaf].opacity = data.opacity() * data.decorationOpacity();
nodes[LeftRightLeaf].hasAlpha = true;
nodes[LeftRightLeaf].coordinateType = UnnormalizedCoordinates;
nodes[TopBottomLeaf].texture = textures[1];
nodes[TopBottomLeaf].opacity = data.opacity() * data.decorationOpacity();
nodes[TopBottomLeaf].hasAlpha = true;
nodes[TopBottomLeaf].coordinateType = UnnormalizedCoordinates;
}
nodes[ContentLeaf].texture = s_frameTexture;
nodes[ContentLeaf].hasAlpha = !isOpaque();
nodes[ContentLeaf].opacity = data.opacity();
nodes[ContentLeaf].coordinateType = UnnormalizedCoordinates;
if (data.crossFadeProgress() != 1.0) {
OpenGLWindowPixmap *previous = previousWindowPixmap<OpenGLWindowPixmap>();
nodes[PreviousContentLeaf].texture = previous ? previous->texture() : NULL;
nodes[PreviousContentLeaf].hasAlpha = !isOpaque();
nodes[PreviousContentLeaf].opacity = 1.0 - data.crossFadeProgress();
nodes[PreviousContentLeaf].coordinateType = NormalizedCoordinates;
}
}
void SceneOpenGL2Window::performPaint(int mask, QRegion region, WindowPaintData data)
{
if (!beginRenderWindow(mask, region, data))
return;
GLShader *shader = data.shader;
if (!shader) {
if ((mask & Scene::PAINT_WINDOW_TRANSFORMED) || (mask & Scene::PAINT_SCREEN_TRANSFORMED)) {
shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
} else {
shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
shader->setUniform(GLShader::Offset, QVector2D(x(), y()));
}
}
static_cast<SceneOpenGL2*>(m_scene)->colorCorrection()->setupForOutput(data.screen());
shader->setUniform(GLShader::WindowTransformation, transformation(mask, data));
shader->setUniform(GLShader::Saturation, data.saturation());
const GLenum filter = (mask & (Effect::PAINT_WINDOW_TRANSFORMED | Effect::PAINT_SCREEN_TRANSFORMED))
&& options->glSmoothScale() != 0 ? GL_LINEAR : GL_NEAREST;
WindowQuadList quads[LeafCount];
// Split the quads into separate lists for each type
foreach (const WindowQuad &quad, data.quads) {
switch (quad.type()) {
case WindowQuadDecorationLeftRight:
quads[LeftRightLeaf].append(quad);
continue;
case WindowQuadDecorationTopBottom:
quads[TopBottomLeaf].append(quad);
continue;
case WindowQuadContents:
quads[ContentLeaf].append(quad);
continue;
case WindowQuadShadowTopLeft:
case WindowQuadShadowTop:
case WindowQuadShadowTopRight:
case WindowQuadShadowLeft:
case WindowQuadShadowRight:
case WindowQuadShadowBottomLeft:
case WindowQuadShadowBottom:
case WindowQuadShadowBottomRight:
quads[ShadowLeaf].append(quad);
continue;
default:
continue;
}
}
if (data.crossFadeProgress() != 1.0) {
OpenGLWindowPixmap *previous = previousWindowPixmap<OpenGLWindowPixmap>();
if (previous) {
const QRect &oldGeometry = previous->contentsRect();
Q_FOREACH (const WindowQuad &quad, quads[ContentLeaf]) {
// we need to create new window quads with normalize texture coordinates
// normal quads divide the x/y position by width/height. This would not work as the texture
// is larger than the visible content in case of a decorated Client resulting in garbage being shown.
// So we calculate the normalized texture coordinate in the Client's new content space and map it to
// the previous Client's content space.
WindowQuad newQuad(WindowQuadContents);
for (int i = 0; i < 4; ++i) {
const qreal xFactor = qreal(quad[i].textureX() - toplevel->clientPos().x())/qreal(toplevel->clientSize().width());
const qreal yFactor = qreal(quad[i].textureY() - toplevel->clientPos().y())/qreal(toplevel->clientSize().height());
WindowVertex vertex(quad[i].x(), quad[i].y(),
(xFactor * oldGeometry.width() + oldGeometry.x())/qreal(previous->size().width()),
(yFactor * oldGeometry.height() + oldGeometry.y())/qreal(previous->size().height()));
newQuad[i] = vertex;
}
quads[PreviousContentLeaf].append(newQuad);
}
}
}
const bool indexedQuads = GLVertexBuffer::supportsIndexedQuads();
const GLenum primitiveType = indexedQuads ? GL_QUADS_KWIN : GL_TRIANGLES;
const int verticesPerQuad = indexedQuads ? 4 : 6;
const size_t size = verticesPerQuad *
(quads[0].count() + quads[1].count() + quads[2].count() + quads[3].count() + quads[4].count()) * sizeof(GLVertex2D);
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
GLVertex2D *map = (GLVertex2D *) vbo->map(size);
LeafNode nodes[LeafCount];
setupLeafNodes(nodes, quads, data);
for (int i = 0, v = 0; i < LeafCount; i++) {
if (quads[i].isEmpty() || !nodes[i].texture)
continue;
nodes[i].firstVertex = v;
nodes[i].vertexCount = quads[i].count() * verticesPerQuad;
const QMatrix4x4 matrix = nodes[i].texture->matrix(nodes[i].coordinateType);
quads[i].makeInterleavedArrays(primitiveType, &map[v], matrix);
v += quads[i].count() * verticesPerQuad;
}
vbo->unmap();
vbo->bindArrays();
// 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;
for (int i = 0; i < LeafCount; i++) {
if (nodes[i].vertexCount == 0)
continue;
setBlendEnabled(nodes[i].hasAlpha || nodes[i].opacity < 1.0);
if (opacity != nodes[i].opacity) {
shader->setUniform(GLShader::ModulationConstant,
modulate(nodes[i].opacity, data.brightness()));
opacity = nodes[i].opacity;
}
nodes[i].texture->setFilter(filter);
nodes[i].texture->setWrapMode(GL_CLAMP_TO_EDGE);
nodes[i].texture->bind();
vbo->draw(region, primitiveType, nodes[i].firstVertex, nodes[i].vertexCount, m_hardwareClipping);
}
vbo->unbindArrays();
setBlendEnabled(false);
if (!data.shader)
ShaderManager::instance()->popShader();
endRenderWindow();
}
void SceneOpenGL2Window::prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen)
{
// setup blending of transparent windows
bool opaque = isOpaque() && opacity == 1.0;
bool alpha = toplevel->hasAlpha() || type != Content;
if (type != Content) {
if (type == Shadow) {
opaque = false;
} else {
if (opacity == 1.0 && toplevel->isClient()) {
opaque = !(static_cast<Client*>(toplevel)->decorationHasAlpha());
} else {
// TODO: add support in Deleted
opaque = false;
}
}
}
if (!opaque) {
glEnable(GL_BLEND);
if (alpha) {
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendColor((float)opacity, (float)opacity, (float)opacity, (float)opacity);
glBlendFunc(GL_ONE, GL_ONE_MINUS_CONSTANT_ALPHA);
}
}
m_blendingEnabled = !opaque;
const qreal rgb = brightness * opacity;
const qreal a = opacity;
GLShader *shader = ShaderManager::instance()->getBoundShader();
shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
shader->setUniform(GLShader::Saturation, saturation);
static_cast<SceneOpenGL2*>(m_scene)->colorCorrection()->setupForOutput(screen);
}
void SceneOpenGL2Window::restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation)
{
Q_UNUSED(type);
Q_UNUSED(opacity);
Q_UNUSED(brightness);
Q_UNUSED(saturation);
if (m_blendingEnabled) {
glDisable(GL_BLEND);
}
static_cast<SceneOpenGL2*>(m_scene)->colorCorrection()->setupForOutput(-1);
}
//***************************************
// SceneOpenGL1Window
//***************************************
#ifdef KWIN_HAVE_OPENGL_1
SceneOpenGL1Window::SceneOpenGL1Window(Toplevel *c)
: SceneOpenGL::Window(c)
{
}
SceneOpenGL1Window::~SceneOpenGL1Window()
{
}
// paint the window
void SceneOpenGL1Window::performPaint(int mask, QRegion region, WindowPaintData data)
{
if (!beginRenderWindow(mask, region, data))
return;
pushMatrix(transformation(mask, data));
// shadow
if (m_shadow) {
paintShadow(region, data);
}
// decorations
paintDecorations(data, region);
// paint the content
OpenGLWindowPixmap *previous = previousWindowPixmap<OpenGLWindowPixmap>();
const WindowQuadList contentQuads = data.quads.select(WindowQuadContents);
if (previous && data.crossFadeProgress() != 1.0) {
paintContent(s_frameTexture, region, mask, data.opacity(), data, contentQuads, false);
previous->texture()->setFilter(filter == Scene::ImageFilterGood ? GL_LINEAR : GL_NEAREST);
WindowQuadList oldContents;
const QRect &oldGeometry = previous->contentsRect();
Q_FOREACH (const WindowQuad &quad, contentQuads) {
// we need to create new window quads with normalize texture coordinates
// normal quads divide the x/y position by width/height. This would not work as the texture
// is larger than the visible content in case of a decorated Client resulting in garbage being shown.
// So we calculate the normalized texture coordinate in the Client's new content space and map it to
// the previous Client's content space.
WindowQuad newQuad(WindowQuadContents);
for (int i = 0; i < 4; ++i) {
const qreal xFactor = qreal(quad[i].textureX() - toplevel->clientPos().x())/qreal(toplevel->clientSize().width());
const qreal yFactor = qreal(quad[i].textureY() - toplevel->clientPos().y())/qreal(toplevel->clientSize().height());
WindowVertex vertex(quad[i].x(), quad[i].y(),
(xFactor * oldGeometry.width() + oldGeometry.x())/qreal(previous->size().width()),
(yFactor * oldGeometry.height() + oldGeometry.y())/qreal(previous->size().height()));
newQuad[i] = vertex;
}
oldContents.append(newQuad);
}
paintContent(previous->texture(), region, mask, 1.0 - data.crossFadeProgress(), data, oldContents, true);
} else {
paintContent(s_frameTexture, region, mask, data.opacity(), data, contentQuads, false);
}
popMatrix();
endRenderWindow();
}
void SceneOpenGL1Window::paintContent(SceneOpenGL::Texture* content, const QRegion& region, int mask,
qreal opacity, const WindowPaintData& data, const WindowQuadList &contentQuads, bool normalized)
{
if (contentQuads.isEmpty()) {
return;
}
content->bind();
prepareStates(Content, opacity, data.brightness(), data.saturation(), data.screen());
renderQuads(mask, region, contentQuads, content, normalized);
restoreStates(Content, opacity, data.brightness(), data.saturation());
content->unbind();
#ifndef KWIN_HAVE_OPENGLES
if (m_scene && m_scene->debug()) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
renderQuads(mask, region, contentQuads, content, normalized);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
#endif
}
void SceneOpenGL1Window::prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen)
{
Q_UNUSED(screen)
GLTexture *tex = textureForType(type);
bool alpha = false;
bool opaque = true;
if (type == Content) {
alpha = toplevel->hasAlpha();
opaque = isOpaque() && opacity == 1.0;
} else {
alpha = true;
opaque = false;
}
// setup blending of transparent windows
glPushAttrib(GL_ENABLE_BIT);
if (!opaque) {
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
if (saturation != 1.0 && tex->saturationSupported()) {
// First we need to get the color from [0; 1] range to [0.5; 1] range
glActiveTexture(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5};
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant);
tex->bind();
// Then we take dot product of the result of previous pass and
// saturation_constant. This gives us completely unsaturated
// (greyscale) image
// Note that both operands have to be in range [0.5; 1] since opengl
// automatically substracts 0.5 from them
glActiveTexture(GL_TEXTURE1);
float saturation_constant[] = { 0.5 + 0.5 * 0.30, 0.5 + 0.5 * 0.59, 0.5 + 0.5 * 0.11,
static_cast<float>(saturation) };
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant);
tex->bind();
// Finally we need to interpolate between the original image and the
// greyscale image to get wanted level of saturation
glActiveTexture(GL_TEXTURE2);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant);
// Also replace alpha by primary color's alpha here
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
// And make primary color contain the wanted opacity
glColor4f(opacity, opacity, opacity, opacity);
tex->bind();
if (alpha || brightness != 1.0f) {
glActiveTexture(GL_TEXTURE3);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
// The color has to be multiplied by both opacity and brightness
float opacityByBrightness = opacity * brightness;
glColor4f(opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity);
if (alpha) {
// Multiply original texture's alpha by our opacity
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
} else {
// Alpha will be taken from previous stage
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
}
tex->bind();
}
glActiveTexture(GL_TEXTURE0);
} else if (opacity != 1.0 || brightness != 1.0) {
// the window is additionally configured to have its opacity adjusted,
// do it
float opacityByBrightness = opacity * brightness;
if (alpha) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f(opacityByBrightness, opacityByBrightness, opacityByBrightness,
opacity);
} else {
// Multiply color by brightness and replace alpha by opacity
float constant[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness,
static_cast<float>(opacity) };
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant);
}
} else if (!alpha && opaque) {
float constant[] = { 1.0, 1.0, 1.0, 1.0 };
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant);
}
}
void SceneOpenGL1Window::restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation)
{
GLTexture *tex = textureForType(type);
if (opacity != 1.0 || saturation != 1.0 || brightness != 1.0f) {
if (saturation != 1.0 && tex->saturationSupported()) {
glActiveTexture(GL_TEXTURE3);
glDisable(tex->target());
glActiveTexture(GL_TEXTURE2);
glDisable(tex->target());
glActiveTexture(GL_TEXTURE1);
glDisable(tex->target());
glActiveTexture(GL_TEXTURE0);
}
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f(0, 0, 0, 0);
glPopAttrib(); // ENABLE_BIT
}
#endif
//****************************************
// OpenGLWindowPixmap
//****************************************
OpenGLWindowPixmap::OpenGLWindowPixmap(Scene::Window *window, SceneOpenGL* scene)
: WindowPixmap(window)
, m_scene(scene)
, m_texture(scene->createTexture())
{
}
OpenGLWindowPixmap::~OpenGLWindowPixmap()
{
}
bool OpenGLWindowPixmap::bind()
{
if (!m_texture->isNull()) {
if (!toplevel()->damage().isEmpty()) {
const bool success = m_texture->update(toplevel()->damage());
// mipmaps need to be updated
m_texture->setDirty();
toplevel()->resetDamage();
return success;
}
return true;
}
if (!isValid()) {
return false;
}
bool success = m_texture->load(pixmap(), toplevel()->size(), toplevel()->depth(), toplevel()->damage());
if (success)
toplevel()->resetDamage();
else
kDebug(1212) << "Failed to bind window";
return success;
}
//****************************************
// SceneOpenGL::EffectFrame
//****************************************
GLTexture* SceneOpenGL::EffectFrame::m_unstyledTexture = NULL;
QPixmap* SceneOpenGL::EffectFrame::m_unstyledPixmap = NULL;
SceneOpenGL::EffectFrame::EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene)
: Scene::EffectFrame(frame)
, m_texture(NULL)
, m_textTexture(NULL)
, m_oldTextTexture(NULL)
, m_textPixmap(NULL)
, m_iconTexture(NULL)
, m_oldIconTexture(NULL)
, m_selectionTexture(NULL)
, m_unstyledVBO(NULL)
, m_scene(scene)
{
if (m_effectFrame->style() == EffectFrameUnstyled && !m_unstyledTexture) {
updateUnstyledTexture();
}
}
SceneOpenGL::EffectFrame::~EffectFrame()
{
delete m_texture;
delete m_textTexture;
delete m_textPixmap;
delete m_oldTextTexture;
delete m_iconTexture;
delete m_oldIconTexture;
delete m_selectionTexture;
delete m_unstyledVBO;
}
void SceneOpenGL::EffectFrame::free()
{
glFlush();
delete m_texture;
m_texture = NULL;
delete m_textTexture;
m_textTexture = NULL;
delete m_textPixmap;
m_textPixmap = NULL;
delete m_iconTexture;
m_iconTexture = NULL;
delete m_selectionTexture;
m_selectionTexture = NULL;
delete m_unstyledVBO;
m_unstyledVBO = NULL;
delete m_oldIconTexture;
m_oldIconTexture = NULL;
delete m_oldTextTexture;
m_oldTextTexture = NULL;
}
void SceneOpenGL::EffectFrame::freeIconFrame()
{
delete m_iconTexture;
m_iconTexture = NULL;
}
void SceneOpenGL::EffectFrame::freeTextFrame()
{
delete m_textTexture;
m_textTexture = NULL;
delete m_textPixmap;
m_textPixmap = NULL;
}
void SceneOpenGL::EffectFrame::freeSelection()
{
delete m_selectionTexture;
m_selectionTexture = NULL;
}
void SceneOpenGL::EffectFrame::crossFadeIcon()
{
delete m_oldIconTexture;
m_oldIconTexture = m_iconTexture;
m_iconTexture = NULL;
}
void SceneOpenGL::EffectFrame::crossFadeText()
{
delete m_oldTextTexture;
m_oldTextTexture = m_textTexture;
m_textTexture = NULL;
}
void SceneOpenGL::EffectFrame::render(QRegion region, double opacity, double frameOpacity)
{
if (m_effectFrame->geometry().isEmpty())
return; // Nothing to display
region = infiniteRegion(); // TODO: Old region doesn't seem to work with OpenGL
GLShader* shader = m_effectFrame->shader();
bool sceneShader = false;
if (!shader && ShaderManager::instance()->isValid()) {
shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
sceneShader = true;
} else if (shader) {
ShaderManager::instance()->pushShader(shader);
}
if (shader) {
if (sceneShader)
shader->setUniform(GLShader::Offset, QVector2D(0, 0));
shader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
shader->setUniform(GLShader::Saturation, 1.0f);
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#ifdef KWIN_HAVE_OPENGL_1
if (!shader)
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#endif
// Render the actual frame
if (m_effectFrame->style() == EffectFrameUnstyled) {
if (!m_unstyledVBO) {
m_unstyledVBO = new GLVertexBuffer(GLVertexBuffer::Static);
QRect area = m_effectFrame->geometry();
area.moveTo(0, 0);
area.adjust(-5, -5, 5, 5);
const int roundness = 5;
QVector<float> verts, texCoords;
verts.reserve(84);
texCoords.reserve(84);
// top left
verts << area.left() << area.top();
texCoords << 0.0f << 0.0f;
verts << area.left() << area.top() + roundness;
texCoords << 0.0f << 0.5f;
verts << area.left() + roundness << area.top();
texCoords << 0.5f << 0.0f;
verts << area.left() + roundness << area.top() + roundness;
texCoords << 0.5f << 0.5f;
verts << area.left() << area.top() + roundness;
texCoords << 0.0f << 0.5f;
verts << area.left() + roundness << area.top();
texCoords << 0.5f << 0.0f;
// top
verts << area.left() + roundness << area.top();
texCoords << 0.5f << 0.0f;
verts << area.left() + roundness << area.top() + roundness;
texCoords << 0.5f << 0.5f;
verts << area.right() - roundness << area.top();
texCoords << 0.5f << 0.0f;
verts << area.left() + roundness << area.top() + roundness;
texCoords << 0.5f << 0.5f;
verts << area.right() - roundness << area.top() + roundness;
texCoords << 0.5f << 0.5f;
verts << area.right() - roundness << area.top();
texCoords << 0.5f << 0.0f;
// top right
verts << area.right() - roundness << area.top();
texCoords << 0.5f << 0.0f;
verts << area.right() - roundness << area.top() + roundness;
texCoords << 0.5f << 0.5f;
verts << area.right() << area.top();
texCoords << 1.0f << 0.0f;
verts << area.right() - roundness << area.top() + roundness;
texCoords << 0.5f << 0.5f;
verts << area.right() << area.top() + roundness;
texCoords << 1.0f << 0.5f;
verts << area.right() << area.top();
texCoords << 1.0f << 0.0f;
// bottom left
verts << area.left() << area.bottom() - roundness;
texCoords << 0.0f << 0.5f;
verts << area.left() << area.bottom();
texCoords << 0.0f << 1.0f;
verts << area.left() + roundness << area.bottom() - roundness;
texCoords << 0.5f << 0.5f;
verts << area.left() + roundness << area.bottom();
texCoords << 0.5f << 1.0f;
verts << area.left() << area.bottom();
texCoords << 0.0f << 1.0f;
verts << area.left() + roundness << area.bottom() - roundness;
texCoords << 0.5f << 0.5f;
// bottom
verts << area.left() + roundness << area.bottom() - roundness;
texCoords << 0.5f << 0.5f;
verts << area.left() + roundness << area.bottom();
texCoords << 0.5f << 1.0f;
verts << area.right() - roundness << area.bottom() - roundness;
texCoords << 0.5f << 0.5f;
verts << area.left() + roundness << area.bottom();
texCoords << 0.5f << 1.0f;
verts << area.right() - roundness << area.bottom();
texCoords << 0.5f << 1.0f;
verts << area.right() - roundness << area.bottom() - roundness;
texCoords << 0.5f << 0.5f;
// bottom right
verts << area.right() - roundness << area.bottom() - roundness;
texCoords << 0.5f << 0.5f;
verts << area.right() - roundness << area.bottom();
texCoords << 0.5f << 1.0f;
verts << area.right() << area.bottom() - roundness;
texCoords << 1.0f << 0.5f;
verts << area.right() - roundness << area.bottom();
texCoords << 0.5f << 1.0f;
verts << area.right() << area.bottom();
texCoords << 1.0f << 1.0f;
verts << area.right() << area.bottom() - roundness;
texCoords << 1.0f << 0.5f;
// center
verts << area.left() << area.top() + roundness;
texCoords << 0.0f << 0.5f;
verts << area.left() << area.bottom() - roundness;
texCoords << 0.0f << 0.5f;
verts << area.right() << area.top() + roundness;
texCoords << 1.0f << 0.5f;
verts << area.left() << area.bottom() - roundness;
texCoords << 0.0f << 0.5f;
verts << area.right() << area.bottom() - roundness;
texCoords << 1.0f << 0.5f;
verts << area.right() << area.top() + roundness;
texCoords << 1.0f << 0.5f;
m_unstyledVBO->setData(verts.count() / 2, 2, verts.data(), texCoords.data());
}
if (shader) {
const float a = opacity * frameOpacity;
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
#ifdef KWIN_HAVE_OPENGL_1
else
glColor4f(0.0, 0.0, 0.0, opacity * frameOpacity);
#endif
m_unstyledTexture->bind();
const QPoint pt = m_effectFrame->geometry().topLeft();
if (sceneShader) {
shader->setUniform(GLShader::Offset, QVector2D(pt.x(), pt.y()));
} else {
QMatrix4x4 translation;
translation.translate(pt.x(), pt.y());
if (shader) {
shader->setUniform(GLShader::WindowTransformation, translation);
} else {
pushMatrix(translation);
}
}
m_unstyledVBO->render(region, GL_TRIANGLES);
if (!sceneShader) {
if (shader) {
shader->setUniform(GLShader::WindowTransformation, QMatrix4x4());
} else {
popMatrix();
}
}
m_unstyledTexture->unbind();
} else if (m_effectFrame->style() == EffectFrameStyled) {
if (!m_texture) // Lazy creation
updateTexture();
if (shader) {
const float a = opacity * frameOpacity;
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
#ifdef KWIN_HAVE_OPENGL_1
else
glColor4f(1.0, 1.0, 1.0, opacity * frameOpacity);
#endif
m_texture->bind();
qreal left, top, right, bottom;
m_effectFrame->frame().getMargins(left, top, right, bottom); // m_geometry is the inner geometry
m_texture->render(region, m_effectFrame->geometry().adjusted(-left, -top, right, bottom));
m_texture->unbind();
}
if (!m_effectFrame->selection().isNull()) {
if (!m_selectionTexture) { // Lazy creation
QPixmap pixmap = m_effectFrame->selectionFrame().framePixmap();
if (!pixmap.isNull())
m_selectionTexture = m_scene->createTexture(pixmap);
}
if (m_selectionTexture) {
if (shader) {
const float a = opacity * frameOpacity;
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
#ifdef KWIN_HAVE_OPENGL_1
else
glColor4f(1.0, 1.0, 1.0, opacity * frameOpacity);
#endif
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
m_selectionTexture->bind();
m_selectionTexture->render(region, m_effectFrame->selection());
m_selectionTexture->unbind();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
// Render icon
if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) {
QPoint topLeft(m_effectFrame->geometry().x(),
m_effectFrame->geometry().center().y() - m_effectFrame->iconSize().height() / 2);
if (m_effectFrame->isCrossFade() && m_oldIconTexture) {
if (shader) {
const float a = opacity * (1.0 - m_effectFrame->crossFadeProgress());
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
#ifdef KWIN_HAVE_OPENGL_1
else
glColor4f(1.0, 1.0, 1.0, opacity * (1.0 - m_effectFrame->crossFadeProgress()));
#endif
m_oldIconTexture->bind();
m_oldIconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize()));
m_oldIconTexture->unbind();
if (shader) {
const float a = opacity * m_effectFrame->crossFadeProgress();
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
#ifdef KWIN_HAVE_OPENGL_1
else
glColor4f(1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress());
#endif
} else {
if (shader) {
const QVector4D constant(opacity, opacity, opacity, opacity);
shader->setUniform(GLShader::ModulationConstant, constant);
}
#ifdef KWIN_HAVE_OPENGL_1
else
glColor4f(1.0, 1.0, 1.0, opacity);
#endif
}
if (!m_iconTexture) { // lazy creation
m_iconTexture = m_scene->createTexture(m_effectFrame->icon());
}
m_iconTexture->bind();
m_iconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize()));
m_iconTexture->unbind();
}
// Render text
if (!m_effectFrame->text().isEmpty()) {
if (m_effectFrame->isCrossFade() && m_oldTextTexture) {
if (shader) {
const float a = opacity * (1.0 - m_effectFrame->crossFadeProgress());
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
#ifdef KWIN_HAVE_OPENGL_1
else
glColor4f(1.0, 1.0, 1.0, opacity *(1.0 - m_effectFrame->crossFadeProgress()));
#endif
m_oldTextTexture->bind();
m_oldTextTexture->render(region, m_effectFrame->geometry());
m_oldTextTexture->unbind();
if (shader) {
const float a = opacity * m_effectFrame->crossFadeProgress();
shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a));
}
#ifdef KWIN_HAVE_OPENGL_1
else
glColor4f(1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress());
#endif
} else {
if (shader) {
const QVector4D constant(opacity, opacity, opacity, opacity);
shader->setUniform(GLShader::ModulationConstant, constant);
}
#ifdef KWIN_HAVE_OPENGL_1
else
glColor4f(1.0, 1.0, 1.0, opacity);
#endif
}
if (!m_textTexture) // Lazy creation
updateTextTexture();
m_textTexture->bind();
m_textTexture->render(region, m_effectFrame->geometry());
m_textTexture->unbind();
}
if (shader) {
ShaderManager::instance()->popShader();
}
glDisable(GL_BLEND);
}
void SceneOpenGL::EffectFrame::updateTexture()
{
delete m_texture;
m_texture = 0L;
if (m_effectFrame->style() == EffectFrameStyled) {
QPixmap pixmap = m_effectFrame->frame().framePixmap();
m_texture = m_scene->createTexture(pixmap);
}
}
void SceneOpenGL::EffectFrame::updateTextTexture()
{
delete m_textTexture;
m_textTexture = 0L;
delete m_textPixmap;
m_textPixmap = 0L;
if (m_effectFrame->text().isEmpty())
return;
// Determine position on texture to paint text
QRect rect(QPoint(0, 0), m_effectFrame->geometry().size());
if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty())
rect.setLeft(m_effectFrame->iconSize().width());
// If static size elide text as required
QString text = m_effectFrame->text();
if (m_effectFrame->isStatic()) {
QFontMetrics metrics(m_effectFrame->font());
text = metrics.elidedText(text, Qt::ElideRight, rect.width());
}
m_textPixmap = new QPixmap(m_effectFrame->geometry().size());
m_textPixmap->fill(Qt::transparent);
QPainter p(m_textPixmap);
p.setFont(m_effectFrame->font());
if (m_effectFrame->style() == EffectFrameStyled)
p.setPen(m_effectFrame->styledTextColor());
else // TODO: What about no frame? Custom color setting required
p.setPen(Qt::white);
p.drawText(rect, m_effectFrame->alignment(), text);
p.end();
m_textTexture = m_scene->createTexture(*m_textPixmap);
}
void SceneOpenGL::EffectFrame::updateUnstyledTexture()
{
delete m_unstyledTexture;
m_unstyledTexture = 0L;
delete m_unstyledPixmap;
m_unstyledPixmap = 0L;
// Based off circle() from kwinxrenderutils.cpp
#define CS 8
m_unstyledPixmap = new QPixmap(2 * CS, 2 * CS);
m_unstyledPixmap->fill(Qt::transparent);
QPainter p(m_unstyledPixmap);
p.setRenderHint(QPainter::Antialiasing);
p.setPen(Qt::NoPen);
p.setBrush(Qt::black);
p.drawEllipse(m_unstyledPixmap->rect());
p.end();
#undef CS
m_unstyledTexture = new GLTexture(*m_unstyledPixmap);
}
void SceneOpenGL::EffectFrame::cleanup()
{
delete m_unstyledTexture;
m_unstyledTexture = NULL;
delete m_unstyledPixmap;
m_unstyledPixmap = NULL;
}
//****************************************
// SceneOpenGL::Shadow
//****************************************
SceneOpenGLShadow::SceneOpenGLShadow(Toplevel *toplevel)
: Shadow(toplevel)
, m_texture(NULL)
{
}
SceneOpenGLShadow::~SceneOpenGLShadow()
{
delete m_texture;
}
void SceneOpenGLShadow::buildQuads()
{
// prepare window quads
m_shadowQuads.clear();
const QSizeF top(shadowPixmap(ShadowElementTop).size());
const QSizeF topRight(shadowPixmap(ShadowElementTopRight).size());
const QSizeF right(shadowPixmap(ShadowElementRight).size());
const QSizeF bottomRight(shadowPixmap(ShadowElementBottomRight).size());
const QSizeF bottom(shadowPixmap(ShadowElementBottom).size());
const QSizeF bottomLeft(shadowPixmap(ShadowElementBottomLeft).size());
const QSizeF left(shadowPixmap(ShadowElementLeft).size());
const QSizeF topLeft(shadowPixmap(ShadowElementTopLeft).size());
if ((left.width() - leftOffset() > topLevel()->width()) ||
(right.width() - rightOffset() > topLevel()->width()) ||
(top.height() - topOffset() > topLevel()->height()) ||
(bottom.height() - bottomOffset() > topLevel()->height())) {
// if our shadow is bigger than the window, we don't render the shadow
setShadowRegion(QRegion());
return;
}
const QRectF outerRect(QPointF(-leftOffset(), -topOffset()),
QPointF(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset()));
const qreal width = topLeft.width() + top.width() + topRight.width();
const qreal height = topLeft.height() + left.height() + bottomLeft.height();
qreal tx1(0.0), tx2(0.0), ty1(0.0), ty2(0.0);
tx2 = topLeft.width()/width;
ty2 = topLeft.height()/height;
WindowQuad topLeftQuad(WindowQuadShadowTopLeft);
topLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y(), tx1, ty1);
topLeftQuad[ 1 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx2, ty1);
topLeftQuad[ 2 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + topLeft.height(), tx2, ty2);
topLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty2);
m_shadowQuads.append(topLeftQuad);
tx1 = tx2;
tx2 = (topLeft.width() + top.width())/width;
ty2 = top.height()/height;
WindowQuad topQuad(WindowQuadShadowTop);
topQuad[ 0 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx1, ty1);
topQuad[ 1 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx2, ty1);
topQuad[ 2 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + top.height(),tx2, ty2);
topQuad[ 3 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + top.height(), tx1, ty2);
m_shadowQuads.append(topQuad);
tx1 = tx2;
tx2 = 1.0;
ty2 = topRight.height()/height;
WindowQuad topRightQuad(WindowQuadShadowTopRight);
topRightQuad[ 0 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx1, ty1);
topRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y(), tx2, ty1);
topRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty2);
topRightQuad[ 3 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + topRight.height(), tx1, ty2);
m_shadowQuads.append(topRightQuad);
tx1 = (width - right.width())/width;
ty1 = topRight.height()/height;
ty2 = (topRight.height() + right.height())/height;
WindowQuad rightQuad(WindowQuadShadowRight);
rightQuad[ 0 ] = WindowVertex(outerRect.right() - right.width(), outerRect.y() + topRight.height(), tx1, ty1);
rightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty1);
rightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty2);
rightQuad[ 3 ] = WindowVertex(outerRect.right() - right.width(), outerRect.bottom() - bottomRight.height(), tx1, ty2);
m_shadowQuads.append(rightQuad);
tx1 = (width - bottomRight.width())/width;
ty1 = ty2;
ty2 = 1.0;
WindowQuad bottomRightQuad(WindowQuadShadowBottomRight);
bottomRightQuad[ 0 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottomRight.height(), tx1, ty1);
bottomRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty1);
bottomRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom(), tx2, ty2);
bottomRightQuad[ 3 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx1, ty2);
m_shadowQuads.append(bottomRightQuad);
tx2 = tx1;
tx1 = bottomLeft.width()/width;
ty1 = (height - bottom.height())/height;
WindowQuad bottomQuad(WindowQuadShadowBottom);
bottomQuad[ 0 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottom.height(), tx1, ty1);
bottomQuad[ 1 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottom.height(), tx2, ty1);
bottomQuad[ 2 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx2, ty2);
bottomQuad[ 3 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx1, ty2);
m_shadowQuads.append(bottomQuad);
tx1 = 0.0;
tx2 = bottomLeft.width()/width;
ty1 = (height - bottomLeft.height())/height;
WindowQuad bottomLeftQuad(WindowQuadShadowBottomLeft);
bottomLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty1);
bottomLeftQuad[ 1 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty1);
bottomLeftQuad[ 2 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx2, ty2);
bottomLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom(), tx1, ty2);
m_shadowQuads.append(bottomLeftQuad);
tx2 = left.width()/width;
ty2 = ty1;
ty1 = topLeft.height()/height;
WindowQuad leftQuad(WindowQuadShadowLeft);
leftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty1);
leftQuad[ 1 ] = WindowVertex(outerRect.x() + left.width(), outerRect.y() + topLeft.height(), tx2, ty1);
leftQuad[ 2 ] = WindowVertex(outerRect.x() + left.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty2);
leftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty2);
m_shadowQuads.append(leftQuad);
}
bool SceneOpenGLShadow::prepareBackend()
{
const QSize top(shadowPixmap(ShadowElementTop).size());
const QSize topRight(shadowPixmap(ShadowElementTopRight).size());
const QSize right(shadowPixmap(ShadowElementRight).size());
const QSize bottomRight(shadowPixmap(ShadowElementBottomRight).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 int width = topLeft.width() + top.width() + topRight.width();
const int height = topLeft.height() + left.height() + bottomLeft.height();
QImage image(width, height, QImage::Format_ARGB32);
image.fill(Qt::transparent);
QPainter p;
p.begin(&image);
p.drawPixmap(0, 0, shadowPixmap(ShadowElementTopLeft));
p.drawPixmap(topLeft.width(), 0, shadowPixmap(ShadowElementTop));
p.drawPixmap(topLeft.width() + top.width(), 0, shadowPixmap(ShadowElementTopRight));
p.drawPixmap(0, topLeft.height(), shadowPixmap(ShadowElementLeft));
p.drawPixmap(width - right.width(), topRight.height(), shadowPixmap(ShadowElementRight));
p.drawPixmap(0, topLeft.height() + left.height(), shadowPixmap(ShadowElementBottomLeft));
p.drawPixmap(bottomLeft.width(), height - bottom.height(), shadowPixmap(ShadowElementBottom));
p.drawPixmap(bottomLeft.width() + bottom.width(), topRight.height() + right.height(), shadowPixmap(ShadowElementBottomRight));
p.end();
delete m_texture;
m_texture = new GLTexture(image);
return true;
}
SwapProfiler::SwapProfiler()
{
init();
}
void SwapProfiler::init()
{
m_time = 2 * 1000*1000; // we start with a long time mean of 2ms ...
m_counter = 0;
}
void SwapProfiler::begin()
{
m_timer.start();
}
char SwapProfiler::end()
{
// .. and blend in actual values.
// this way we prevent extremes from killing our long time mean
m_time = (10*m_time + m_timer.nsecsElapsed())/11;
if (++m_counter > 500) {
const bool blocks = m_time > 1000 * 1000; // 1ms, i get ~250µs and ~7ms w/o triple buffering...
kDebug(1212) << "Triple buffering detection:" << QString(blocks ? "NOT available" : "Available") <<
" - Mean block time:" << m_time/(1000.0*1000.0) << "ms";
return blocks ? 'd' : 't';
}
return 0;
}
} // namespace