f2c8981f7e
No window quads are generated for sub-surfaces right now. This leads to issues with effects that operate on window quads, e.g. magic lamp and wobbly windows. Furthermore, the OpenGL scene needs window quads to properly clip windows during the rendering process. The best way to render sub-surfaces would be with a little help from a scene graph. Contrary to GNOME, KDE hasn't developed any scene graph implementation that we could use in kwin. As a short term solution, this change adjusts the scene to generate window quads. Window quads are generated as we traverse the current window pixmap tree in the depth-first search manner. In order to match a list of quads with a particular WindowPixmap, we assign an id to each quad. BUG: 387313 FIXED-IN: 5.19.0 Differential Revision: https://phabricator.kde.org/D29131
343 lines
10 KiB
C++
343 lines
10 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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Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#ifndef KWIN_SCENE_OPENGL_H
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#define KWIN_SCENE_OPENGL_H
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#include "scene.h"
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#include "shadow.h"
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#include "kwinglutils.h"
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#include "decorations/decorationrenderer.h"
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#include "platformsupport/scenes/opengl/backend.h"
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namespace KWin
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{
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class LanczosFilter;
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class OpenGLBackend;
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class SyncManager;
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class SyncObject;
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class KWIN_EXPORT SceneOpenGL
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: public Scene
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{
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Q_OBJECT
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public:
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class EffectFrame;
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~SceneOpenGL() override;
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bool initFailed() const override;
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bool hasPendingFlush() const override;
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qint64 paint(const QRegion &damage, const QList<Toplevel *> &windows) override;
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Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) override;
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Shadow *createShadow(Toplevel *toplevel) override;
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void screenGeometryChanged(const QSize &size) override;
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OverlayWindow *overlayWindow() const override;
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bool usesOverlayWindow() const override;
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bool blocksForRetrace() const override;
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bool syncsToVBlank() const override;
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bool makeOpenGLContextCurrent() override;
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void doneOpenGLContextCurrent() override;
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Decoration::Renderer *createDecorationRenderer(Decoration::DecoratedClientImpl *impl) override;
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void triggerFence() override;
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virtual QMatrix4x4 projectionMatrix() const = 0;
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bool animationsSupported() const override;
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void insertWait();
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void idle() override;
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bool debug() const { return m_debug; }
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void initDebugOutput();
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/**
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* @brief Factory method to create a backend specific texture.
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*
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* @return :SceneOpenGL::Texture*
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*/
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SceneOpenGLTexture *createTexture();
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OpenGLBackend *backend() const {
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return m_backend;
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}
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QVector<QByteArray> openGLPlatformInterfaceExtensions() const override;
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static SceneOpenGL *createScene(QObject *parent);
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protected:
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SceneOpenGL(OpenGLBackend *backend, QObject *parent = nullptr);
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void paintBackground(const QRegion ®ion) override;
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void extendPaintRegion(QRegion ®ion, bool opaqueFullscreen) override;
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QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const;
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void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data) override;
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void paintEffectQuickView(EffectQuickView *w) override;
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void handleGraphicsReset(GLenum status);
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virtual void doPaintBackground(const QVector<float> &vertices) = 0;
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virtual void updateProjectionMatrix() = 0;
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protected:
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bool init_ok;
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private:
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bool viewportLimitsMatched(const QSize &size) const;
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private:
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bool m_debug;
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OpenGLBackend *m_backend;
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SyncManager *m_syncManager;
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SyncObject *m_currentFence;
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};
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class SceneOpenGL2 : public SceneOpenGL
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{
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Q_OBJECT
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public:
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explicit SceneOpenGL2(OpenGLBackend *backend, QObject *parent = nullptr);
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~SceneOpenGL2() override;
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CompositingType compositingType() const override {
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return OpenGL2Compositing;
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}
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static bool supported(OpenGLBackend *backend);
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QMatrix4x4 projectionMatrix() const override { return m_projectionMatrix; }
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QMatrix4x4 screenProjectionMatrix() const override { return m_screenProjectionMatrix; }
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protected:
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void paintSimpleScreen(int mask, const QRegion ®ion) override;
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void paintGenericScreen(int mask, const ScreenPaintData &data) override;
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void doPaintBackground(const QVector< float >& vertices) override;
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Scene::Window *createWindow(Toplevel *t) override;
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void finalDrawWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data) override;
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void updateProjectionMatrix() override;
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void paintCursor() override;
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private:
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void performPaintWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data);
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QMatrix4x4 createProjectionMatrix() const;
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private:
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LanczosFilter *m_lanczosFilter;
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QScopedPointer<GLTexture> m_cursorTexture;
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QMatrix4x4 m_projectionMatrix;
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QMatrix4x4 m_screenProjectionMatrix;
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GLuint vao;
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};
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class OpenGLWindowPixmap;
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class OpenGLWindow final : public Scene::Window
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{
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public:
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enum Leaf { ShadowLeaf, DecorationLeaf, ContentLeaf, PreviousContentLeaf };
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struct RenderNode
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{
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RenderNode()
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: texture(nullptr)
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, firstVertex(0)
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, vertexCount(0)
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, opacity(1.0)
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, hasAlpha(false)
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, coordinateType(UnnormalizedCoordinates)
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{
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}
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GLTexture *texture;
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WindowQuadList quads;
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int firstVertex;
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int vertexCount;
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float opacity;
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bool hasAlpha;
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TextureCoordinateType coordinateType;
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Leaf leafType;
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};
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struct RenderContext
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{
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QVector<RenderNode> renderNodes;
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int shadowOffset = 0;
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int decorationOffset = 0;
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int contentOffset = 0;
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int previousContentOffset = 0;
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int quadCount = 0;
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};
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OpenGLWindow(Toplevel *toplevel, SceneOpenGL *scene);
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~OpenGLWindow() override;
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WindowPixmap *createWindowPixmap() override;
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void performPaint(int mask, const QRegion ®ion, const WindowPaintData &data) override;
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private:
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QMatrix4x4 transformation(int mask, const WindowPaintData &data) const;
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GLTexture *getDecorationTexture() const;
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QMatrix4x4 modelViewProjectionMatrix(int mask, const WindowPaintData &data) const;
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QVector4D modulate(float opacity, float brightness) const;
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void setBlendEnabled(bool enabled);
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void initializeRenderContext(RenderContext &context, const WindowPaintData &data);
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bool beginRenderWindow(int mask, const QRegion ®ion, WindowPaintData &data);
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void endRenderWindow();
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bool bindTexture();
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SceneOpenGL *m_scene;
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bool m_hardwareClipping = false;
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bool m_blendingEnabled = false;
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};
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class OpenGLWindowPixmap : public WindowPixmap
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{
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public:
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explicit OpenGLWindowPixmap(Scene::Window *window, SceneOpenGL *scene);
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~OpenGLWindowPixmap() override;
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SceneOpenGLTexture *texture() const;
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bool bind();
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bool isValid() const override;
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protected:
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WindowPixmap *createChild(const QPointer<KWaylandServer::SubSurfaceInterface> &subSurface) override;
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private:
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explicit OpenGLWindowPixmap(const QPointer<KWaylandServer::SubSurfaceInterface> &subSurface, WindowPixmap *parent, SceneOpenGL *scene);
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QScopedPointer<SceneOpenGLTexture> m_texture;
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SceneOpenGL *m_scene;
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};
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class SceneOpenGL::EffectFrame
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: public Scene::EffectFrame
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{
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public:
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EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene);
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~EffectFrame() override;
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void free() override;
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void freeIconFrame() override;
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void freeTextFrame() override;
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void freeSelection() override;
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void render(const QRegion ®ion, double opacity, double frameOpacity) override;
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void crossFadeIcon() override;
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void crossFadeText() override;
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static void cleanup();
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private:
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void updateTexture();
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void updateTextTexture();
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GLTexture *m_texture;
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GLTexture *m_textTexture;
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GLTexture *m_oldTextTexture;
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QPixmap *m_textPixmap; // need to keep the pixmap around to workaround some driver problems
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GLTexture *m_iconTexture;
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GLTexture *m_oldIconTexture;
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GLTexture *m_selectionTexture;
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GLVertexBuffer *m_unstyledVBO;
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SceneOpenGL *m_scene;
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static GLTexture* m_unstyledTexture;
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static QPixmap* m_unstyledPixmap; // need to keep the pixmap around to workaround some driver problems
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static void updateUnstyledTexture(); // Update OpenGL unstyled frame texture
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};
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/**
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* @short OpenGL implementation of Shadow.
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*
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* This class extends Shadow by the Elements required for OpenGL rendering.
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* @author Martin Gräßlin <mgraesslin@kde.org>
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*/
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class SceneOpenGLShadow
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: public Shadow
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{
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public:
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explicit SceneOpenGLShadow(Toplevel *toplevel);
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~SceneOpenGLShadow() override;
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GLTexture *shadowTexture() {
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return m_texture.data();
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}
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protected:
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void buildQuads() override;
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bool prepareBackend() override;
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private:
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QSharedPointer<GLTexture> m_texture;
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};
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class SceneOpenGLDecorationRenderer : public Decoration::Renderer
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{
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Q_OBJECT
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public:
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enum class DecorationPart : int {
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Left,
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Top,
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Right,
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Bottom,
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Count
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};
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explicit SceneOpenGLDecorationRenderer(Decoration::DecoratedClientImpl *client);
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~SceneOpenGLDecorationRenderer() override;
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void render() override;
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void reparent(Deleted *deleted) override;
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GLTexture *texture() {
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return m_texture.data();
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}
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GLTexture *texture() const {
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return m_texture.data();
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}
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private:
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void resizeTexture();
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QScopedPointer<GLTexture> m_texture;
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};
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inline bool SceneOpenGL::hasPendingFlush() const
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{
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return m_backend->hasPendingFlush();
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}
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inline bool SceneOpenGL::usesOverlayWindow() const
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{
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return m_backend->usesOverlayWindow();
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}
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inline SceneOpenGLTexture* OpenGLWindowPixmap::texture() const
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{
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return m_texture.data();
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}
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class KWIN_EXPORT OpenGLFactory : public SceneFactory
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{
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Q_OBJECT
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Q_INTERFACES(KWin::SceneFactory)
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Q_PLUGIN_METADATA(IID "org.kde.kwin.Scene" FILE "opengl.json")
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public:
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explicit OpenGLFactory(QObject *parent = nullptr);
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~OpenGLFactory() override;
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Scene *create(QObject *parent = nullptr) const override;
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};
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} // namespace
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#endif
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