kwin/scene_xrender.cpp
Thomas Lübking 3e4cb7539e fix shading for xrender compositing
REVIEW: 104150
2012-03-07 20:53:38 +01:00

1007 lines
37 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 Fredrik Höglund <fredrik@kde.org>
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/>.
*********************************************************************/
/*
This is the XRender-based compositing code. The primary compositing
backend is the OpenGL-based one, which should be more powerful
and also possibly better documented. This backend is mostly for cases
when the OpenGL backend cannot be used for some reason (insufficient
performance, no usable OpenGL support at all, etc.)
The plan is to keep it around as long as needed/possible, but if it
proves to be too much hassle it will be dropped in the future.
Docs:
XRender (the protocol, but the function calls map to it):
http://gitweb.freedesktop.org/?p=xorg/proto/renderproto.git;a=blob_plain;hb=HEAD;f=renderproto.txt
XFixes (again, the protocol):
http://gitweb.freedesktop.org/?p=xorg/proto/fixesproto.git;a=blob_plain;hb=HEAD;f=fixesproto.txt
*/
#include "scene_xrender.h"
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
#include "toplevel.h"
#include "client.h"
#include "deleted.h"
#include "effects.h"
#include "overlaywindow.h"
#include "kwinxrenderutils.h"
#include <X11/extensions/Xcomposite.h>
#include <kxerrorhandler.h>
#include <QtGui/QPainter>
namespace KWin
{
//****************************************
// SceneXrender
//****************************************
// kDebug() support for the XserverRegion type
struct RegionDebug {
RegionDebug(XserverRegion r) : rr(r) {}
XserverRegion rr;
};
QDebug& operator<<(QDebug& stream, RegionDebug r)
{
if (r.rr == None)
return stream << "EMPTY";
int num;
XRectangle* rects = XFixesFetchRegion(display(), r.rr, &num);
if (rects == NULL || num == 0)
return stream << "EMPTY";
for (int i = 0;
i < num;
++i)
stream << "[" << rects[ i ].x << "+" << rects[ i ].y << " " << rects[ i ].width << "x" << rects[ i ].height << "]";
return stream;
}
Picture SceneXrender::buffer = None;
ScreenPaintData SceneXrender::screen_paint;
SceneXrender::SceneXrender(Workspace* ws)
: Scene(ws)
, front(None)
, init_ok(false)
{
if (!Extensions::renderAvailable()) {
kError(1212) << "No XRender extension available";
return;
}
if (!Extensions::fixesRegionAvailable()) {
kError(1212) << "No XFixes v3+ extension available";
return;
}
KXErrorHandler xerr;
if (m_overlayWindow->create()) {
m_overlayWindow->setup(None);
XWindowAttributes attrs;
XGetWindowAttributes(display(), m_overlayWindow->window(), &attrs);
format = XRenderFindVisualFormat(display(), attrs.visual);
if (format == NULL) {
kError(1212) << "Failed to find XRender format for overlay window";
return;
}
front = XRenderCreatePicture(display(), m_overlayWindow->window(), format, 0, NULL);
} else {
// create XRender picture for the root window
format = XRenderFindVisualFormat(display(), DefaultVisual(display(), DefaultScreen(display())));
if (format == NULL) {
kError(1212) << "Failed to find XRender format for root window";
return; // error
}
XRenderPictureAttributes pa;
pa.subwindow_mode = IncludeInferiors;
front = XRenderCreatePicture(display(), rootWindow(), format, CPSubwindowMode, &pa);
}
createBuffer();
if (xerr.error(true)) {
kError(1212) << "XRender compositing setup failed";
return;
}
init_ok = true;
}
SceneXrender::~SceneXrender()
{
if (!init_ok) {
// TODO this probably needs to clean up whatever has been created until the failure
m_overlayWindow->destroy();
return;
}
XRenderFreePicture(display(), front);
XRenderFreePicture(display(), buffer);
buffer = None;
m_overlayWindow->destroy();
foreach (Window * w, windows)
delete w;
}
bool SceneXrender::initFailed() const
{
return !init_ok;
}
// Create the compositing buffer. The root window is not double-buffered,
// so it is done manually using this buffer,
void SceneXrender::createBuffer()
{
Pixmap pixmap = XCreatePixmap(display(), rootWindow(), displayWidth(), displayHeight(), DefaultDepth(display(), DefaultScreen(display())));
buffer = XRenderCreatePicture(display(), pixmap, format, 0, 0);
XFreePixmap(display(), pixmap); // The picture owns the pixmap now
}
// the entry point for painting
void SceneXrender::paint(QRegion damage, ToplevelList toplevels)
{
QElapsedTimer renderTimer;
renderTimer.start();
foreach (Toplevel * c, toplevels) {
assert(windows.contains(c));
stacking_order.append(windows[ c ]);
}
int mask = 0;
paintScreen(&mask, &damage);
if (m_overlayWindow->window()) // show the window only after the first pass, since
m_overlayWindow->show(); // that pass may take long
lastRenderTime = renderTimer.elapsed();
flushBuffer(mask, damage);
// do cleanup
stacking_order.clear();
}
void SceneXrender::flushBuffer(int mask, QRegion damage)
{
if (mask & PAINT_SCREEN_REGION) {
// Use the damage region as the clip region for the root window
XserverRegion front_region = toXserverRegion(damage);
XFixesSetPictureClipRegion(display(), front, 0, 0, front_region);
XFixesDestroyRegion(display(), front_region);
// copy composed buffer to the root window
XFixesSetPictureClipRegion(display(), buffer, 0, 0, None);
XRenderComposite(display(), PictOpSrc, buffer, None, front, 0, 0, 0, 0, 0, 0, displayWidth(), displayHeight());
XFixesSetPictureClipRegion(display(), front, 0, 0, None);
XSync(display(), false);
} else {
// copy composed buffer to the root window
XRenderComposite(display(), PictOpSrc, buffer, None, front, 0, 0, 0, 0, 0, 0, displayWidth(), displayHeight());
XSync(display(), false);
}
}
void SceneXrender::paintGenericScreen(int mask, ScreenPaintData data)
{
screen_paint = data; // save, transformations will be done when painting windows
if (true) // as long as paintTransformedScreen() doesn't work properly
Scene::paintGenericScreen(mask, data);
else
paintTransformedScreen(mask);
}
/*
TODO currently broken
Try to do optimized painting even with transformations. Since only scaling
and translation are supported by the painting code, clipping can be done
manually to avoid having to paint everything in every pass. Whole screen
still need to be painted but e.g. obscured windows don't. So this below
is basically paintSimpleScreen() with extra code to compute clipping correctly.
This code assumes that the only transformations possible with XRender are those
provided by Window/ScreenPaintData, In the (very unlikely?) case more is needed
then paintGenericScreen() needs to be used.
*/
void SceneXrender::paintTransformedScreen(int orig_mask)
{
QRegion region(0, 0, displayWidth(), displayHeight());
QList< Phase2Data > phase2;
QRegion allclips;
// Draw each opaque window top to bottom, subtracting the bounding rect of
// each window from the clip region after it's been drawn.
for (int i = stacking_order.count() - 1; // top to bottom
i >= 0;
--i) {
Window* w = static_cast< Window* >(stacking_order[ i ]);
WindowPrePaintData data;
data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
w->resetPaintingEnabled();
data.paint = region;
// TODO this is wrong, transformedShape() should be used here, but is not known yet
data.clip = w->isOpaque() ? region : QRegion();
data.quads = w->buildQuads();
// preparation step
effects->prePaintWindow(effectWindow(w), data, time_diff);
#ifndef NDEBUG
foreach (const WindowQuad & q, data.quads)
if (q.isTransformed())
kFatal(1212) << "Pre-paint calls are not allowed to transform quads!" ;
#endif
if (!w->isPaintingEnabled())
continue;
data.paint -= allclips; // make sure to avoid already clipped areas
if (data.paint.isEmpty()) // completely clipped
continue;
if (data.paint != region) { // prepaint added area to draw
region |= data.paint; // make sure other windows in that area get painted too
painted_region |= data.paint; // make sure it makes it to the screen
}
// If the window is transparent, the transparent part will be done
// in the 2nd pass.
if (data.mask & PAINT_WINDOW_TRANSLUCENT)
phase2.prepend(Phase2Data(w, data.paint, data.clip, data.mask, data.quads));
if (data.mask & PAINT_WINDOW_OPAQUE) {
w->setTransformedShape(QRegion());
paintWindow(w, data.mask, data.paint, data.quads);
// The window can clip by its opaque parts the windows below.
region -= w->transformedShape();
}
// translucency or window transformed require window pixmap
w->suspendUnredirect(data.mask & (PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_TRANSFORMED));
}
if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST))
paintBackground(region); // Fill any areas of the root window not covered by windows
// Now walk the list bottom to top, drawing translucent windows.
// That we draw bottom to top is important now since we're drawing translucent objects
// and also are clipping only by opaque windows.
QRegion add_paint;
foreach (const Phase2Data & d, phase2) {
Scene::Window* w = d.window;
paintWindow(w, d.mask, d.region | add_paint, d.quads);
// It is necessary to also add paint regions of windows below, because their
// pre-paint's might have extended the paint area, so those areas need to be painted too.
add_paint |= d.region;
}
}
// fill the screen background
void SceneXrender::paintBackground(QRegion region)
{
PaintClipper pc(region);
for (PaintClipper::Iterator iterator;
!iterator.isDone();
iterator.next()) {
XRenderColor col = { 0, 0, 0, 0xffff }; // black
XRenderFillRectangle(display(), PictOpSrc, buffer, &col, 0, 0, displayWidth(), displayHeight());
}
}
void SceneXrender::windowGeometryShapeChanged(KWin::Toplevel* c)
{
if (!windows.contains(c)) // this is ok, shape is not valid by default
return;
Window* w = windows[ c ];
w->discardPicture();
w->discardShape();
w->discardAlpha();
}
void SceneXrender::windowOpacityChanged(KWin::Toplevel* c)
{
if (!windows.contains(c)) // this is ok, alpha is created on demand
return;
Window* w = windows[ c ];
w->discardAlpha();
}
void SceneXrender::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 SceneXrender::windowDeleted(Deleted* c)
{
assert(windows.contains(c));
delete windows.take(c);
c->effectWindow()->setSceneWindow(NULL);
}
void SceneXrender::windowAdded(Toplevel* c)
{
assert(!windows.contains(c));
windows[ c ] = new Window(c);
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());
}
//****************************************
// SceneXrender::Window
//****************************************
QPixmap *SceneXrender::Window::temp_pixmap = 0;
SceneXrender::Window::Window(Toplevel* c)
: Scene::Window(c)
, _picture(None)
, format(XRenderFindVisualFormat(display(), c->visual()))
, alpha(None)
, alpha_cached_opacity(0.0)
{
}
SceneXrender::Window::~Window()
{
discardPicture();
discardAlpha();
discardShape();
}
// Create XRender picture for the pixmap with the window contents.
Picture SceneXrender::Window::picture()
{
if (!toplevel->damage().isEmpty() && _picture != None) {
XRenderFreePicture(display(), _picture);
_picture = None;
}
if (_picture == None && format != NULL) {
// Get the pixmap with the window contents.
Pixmap pix = toplevel->windowPixmap();
if (pix == None)
return None;
_picture = XRenderCreatePicture(display(), pix, format, 0, 0);
toplevel->resetDamage(toplevel->rect());
}
return _picture;
}
void SceneXrender::Window::discardPicture()
{
if (_picture != None)
XRenderFreePicture(display(), _picture);
_picture = None;
}
void SceneXrender::Window::discardAlpha()
{
if (alpha != None)
XRenderFreePicture(display(), alpha);
alpha = None;
}
// Create XRender picture for the alpha mask.
Picture SceneXrender::Window::alphaMask(double opacity)
{
if (isOpaque() && qFuzzyCompare(opacity, 1.0))
return None;
bool created = false;
if (alpha == None) {
// Create a 1x1 8bpp pixmap containing the given opacity in the alpha channel.
Pixmap pixmap = XCreatePixmap(display(), rootWindow(), 1, 1, 8);
XRenderPictFormat* format = XRenderFindStandardFormat(display(), PictStandardA8);
XRenderPictureAttributes pa;
pa.repeat = True;
alpha = XRenderCreatePicture(display(), pixmap, format, CPRepeat, &pa);
XFreePixmap(display(), pixmap);
created = true;
}
if (created || !qFuzzyCompare(alpha_cached_opacity + 1.0, opacity + 1.0)) {
XRenderColor col;
col.alpha = int(opacity * 0xffff);
XRenderFillRectangle(display(), PictOpSrc, alpha, &col, 0, 0, 1, 1);
alpha_cached_opacity = opacity;
}
return alpha;
}
// Maps window coordinates to screen coordinates
QRect SceneXrender::Window::mapToScreen(int mask, const WindowPaintData &data, const QRect &rect) const
{
QRect r = rect;
if (mask & PAINT_WINDOW_TRANSFORMED) {
// Apply the window transformation
r.moveTo(r.x() * data.xScale + data.xTranslate,
r.y() * data.yScale + data.yTranslate);
r.setWidth(r.width() * data.xScale);
r.setHeight(r.height() * data.yScale);
}
// Move the rectangle to the screen position
r.translate(x(), y());
if (mask & PAINT_SCREEN_TRANSFORMED) {
// Apply the screen transformation
r.moveTo(r.x() * screen_paint.xScale + screen_paint.xTranslate,
r.y() * screen_paint.yScale + screen_paint.yTranslate);
r.setWidth(r.width() * screen_paint.xScale);
r.setHeight(r.height() * screen_paint.yScale);
}
return r;
}
// Maps window coordinates to screen coordinates
QPoint SceneXrender::Window::mapToScreen(int mask, const WindowPaintData &data, const QPoint &point) const
{
QPoint pt = point;
if (mask & PAINT_WINDOW_TRANSFORMED) {
// Apply the window transformation
pt.rx() = pt.x() * data.xScale + data.xTranslate;
pt.ry() = pt.y() * data.yScale + data.yTranslate;
}
// Move the point to the screen position
pt += QPoint(x(), y());
if (mask & PAINT_SCREEN_TRANSFORMED) {
// Apply the screen transformation
pt.rx() = pt.x() * screen_paint.xScale + screen_paint.xTranslate;
pt.ry() = pt.y() * screen_paint.yScale + screen_paint.yTranslate;
}
return pt;
}
void SceneXrender::Window::prepareTempPixmap()
{
const QRect r = static_cast<Client*>(toplevel)->decorationRect();
if (temp_pixmap && Extensions::nonNativePixmaps())
XFreePixmap(display(), temp_pixmap->handle()); // The picture owns the pixmap now
if (!temp_pixmap)
temp_pixmap = new QPixmap(r.width(), r.height());
else if (temp_pixmap->width() < r.width() || temp_pixmap->height() < r.height())
*temp_pixmap = QPixmap(r.width(), r.height());
if (Extensions::nonNativePixmaps()) {
Pixmap pix = XCreatePixmap(display(), rootWindow(), temp_pixmap->width(), temp_pixmap->height(), DefaultDepth(display(), DefaultScreen(display())));
*temp_pixmap = QPixmap::fromX11Pixmap(pix);
}
temp_pixmap->fill(Qt::transparent);
}
// paint the window
void SceneXrender::Window::performPaint(int mask, QRegion region, WindowPaintData data)
{
setTransformedShape(QRegion()); // maybe nothing will be painted
// check if there is something to paint
bool opaque = isOpaque() && qFuzzyCompare(data.opacity, 1.0);
/* HACK: It seems this causes painting glitches, disable temporarily
if (( mask & PAINT_WINDOW_OPAQUE ) ^ ( mask & PAINT_WINDOW_TRANSLUCENT ))
{ // We are only painting either opaque OR translucent windows, not both
if ( mask & PAINT_WINDOW_OPAQUE && !opaque )
return; // Only painting opaque and window is translucent
if ( mask & PAINT_WINDOW_TRANSLUCENT && opaque )
return; // Only painting translucent and window is opaque
}*/
// Intersect the clip region with the rectangle the window occupies on the screen
if (!(mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED)))
region &= toplevel->visibleRect();
if (region.isEmpty())
return;
Picture pic = picture(); // get XRender picture
if (pic == None) // The render format can be null for GL and/or Xv visuals
return;
// set picture filter
if (options->xrenderSmoothScale) { // only when forced, it's slow
if (mask & PAINT_WINDOW_TRANSFORMED)
filter = ImageFilterGood;
else if (mask & PAINT_SCREEN_TRANSFORMED)
filter = ImageFilterGood;
else
filter = ImageFilterFast;
} else
filter = ImageFilterFast;
// do required transformations
const QRect wr = mapToScreen(mask, data, QRect(0, 0, width(), height()));
QRect cr = QRect(toplevel->clientPos(), toplevel->clientSize()); // Client rect (in the window)
double xscale = 1;
double yscale = 1;
bool scaled = false;
Client *client = dynamic_cast<Client*>(toplevel);
Deleted *deleted = dynamic_cast<Deleted*>(toplevel);
const QRect decorationRect = toplevel->decorationRect();
if (client && Workspace::self()->decorationHasAlpha())
transformed_shape = decorationRect;
else if (deleted && Workspace::self()->decorationHasAlpha())
transformed_shape = decorationRect;
else
transformed_shape = shape();
if (toplevel->hasShadow())
transformed_shape |= toplevel->shadow()->shadowRegion();
XTransform xform = {{
{ XDoubleToFixed(1), XDoubleToFixed(0), XDoubleToFixed(0) },
{ XDoubleToFixed(0), XDoubleToFixed(1), XDoubleToFixed(0) },
{ XDoubleToFixed(0), XDoubleToFixed(0), XDoubleToFixed(1) }
}
};
static XTransform identity = {{
{ XDoubleToFixed(1), XDoubleToFixed(0), XDoubleToFixed(0) },
{ XDoubleToFixed(0), XDoubleToFixed(1), XDoubleToFixed(0) },
{ XDoubleToFixed(0), XDoubleToFixed(0), XDoubleToFixed(1) }
}
};
XRenderPictureAttributes attr;
if (mask & PAINT_WINDOW_TRANSFORMED) {
xscale = data.xScale;
yscale = data.yScale;
}
if (mask & PAINT_SCREEN_TRANSFORMED) {
xscale *= screen_paint.xScale;
yscale *= screen_paint.yScale;
}
if (!qFuzzyCompare(xscale, 1.0) || !qFuzzyCompare(yscale, 1.0)) {
scaled = true;
xform.matrix[0][0] = XDoubleToFixed(1.0 / xscale);
xform.matrix[1][1] = XDoubleToFixed(1.0 / yscale);
// transform the shape for clipping in paintTransformedScreen()
QVector<QRect> rects = transformed_shape.rects();
for (int i = 0; i < rects.count(); ++i) {
QRect& r = rects[ i ];
r.setRect(qRound(r.x() * xscale), qRound(r.y() * yscale),
qRound(r.width() * xscale), qRound(r.height() * yscale));
}
transformed_shape.setRects(rects.constData(), rects.count());
}
transformed_shape.translate(mapToScreen(mask, data, QPoint(0, 0)));
PaintClipper pcreg(region); // clip by the region to paint
PaintClipper pc(transformed_shape); // clip by window's shape
const bool wantShadow = m_shadow && !m_shadow->shadowRegion().isEmpty() && (isOpaque() || !(mask & PAINT_DECORATION_ONLY));
// In order to obtain a pixel perfect rescaling
// we need to blit the window content togheter with
// decorations in a temporary pixmap and scale
// the temporary pixmap at the end.
// We should do this only if there is scaling and
// the window has border
// This solves a number of glitches and on top of this
// it optimizes painting quite a bit
const bool blitInTempPixmap = scaled && (wantShadow || (client && !client->noBorder()) || (deleted && !deleted->noBorder()));
Picture renderTarget = buffer;
if (blitInTempPixmap) {
prepareTempPixmap();
renderTarget = temp_pixmap->x11PictureHandle();
} else {
XRenderSetPictureTransform(display(), pic, &xform);
if (filter == ImageFilterGood) {
XRenderSetPictureFilter(display(), pic, const_cast<char*>("good"), NULL, 0);
}
//BEGIN OF STUPID RADEON HACK
// This is needed to avoid hitting a fallback in the radeon driver.
// The Render specification states that sampling pixels outside the
// source picture results in alpha=0 pixels. This can be achieved by
// setting the border color to transparent black, but since the border
// color has the same format as the texture, it only works when the
// texture has an alpha channel. So the driver falls back to software
// when the repeat mode is RepeatNone, the picture has a non-identity
// transformation matrix, and doesn't have an alpha channel.
// Since we only scale the picture, we can work around this by setting
// the repeat mode to RepeatPad.
if (!window()->hasAlpha()) {
attr.repeat = RepeatPad;
XRenderChangePicture(display(), pic, CPRepeat, &attr);
}
//END OF STUPID RADEON HACK
}
#define MAP_RECT_TO_TARGET(_RECT_) \
if (blitInTempPixmap) _RECT_.translate(-decorationRect.topLeft()); else _RECT_ = mapToScreen(mask, data, _RECT_)
//BEGIN deco preparations
bool noBorder = true;
const QPixmap *left = NULL;
const QPixmap *top = NULL;
const QPixmap *right = NULL;
const QPixmap *bottom = NULL;
QRect dtr, dlr, drr, dbr;
if (client || deleted) {
if (client && !client->noBorder()) {
client->ensureDecorationPixmapsPainted();
noBorder = client->noBorder();
left = client->leftDecoPixmap();
top = client->topDecoPixmap();
right = client->rightDecoPixmap();
bottom = client->bottomDecoPixmap();
client->layoutDecorationRects(dlr, dtr, drr, dbr, Client::WindowRelative);
}
if (deleted && !deleted->noBorder()) {
noBorder = deleted->noBorder();
left = deleted->leftDecoPixmap();
top = deleted->topDecoPixmap();
right = deleted->rightDecoPixmap();
bottom = deleted->bottomDecoPixmap();
deleted->layoutDecorationRects(dlr, dtr, drr, dbr);
}
if (!noBorder) {
MAP_RECT_TO_TARGET(dtr);
MAP_RECT_TO_TARGET(dlr);
MAP_RECT_TO_TARGET(drr);
MAP_RECT_TO_TARGET(dbr);
}
}
//END deco preparations
//BEGIN shadow preparations
QRect stlr, str, strr, srr, sbrr, sbr, sblr, slr;
SceneXRenderShadow* m_xrenderShadow = static_cast<SceneXRenderShadow*>(m_shadow);
if (wantShadow) {
m_xrenderShadow->layoutShadowRects(str, strr, srr, sbrr, sbr, sblr, slr, stlr);
MAP_RECT_TO_TARGET(stlr);
MAP_RECT_TO_TARGET(str);
MAP_RECT_TO_TARGET(strr);
MAP_RECT_TO_TARGET(srr);
MAP_RECT_TO_TARGET(sbrr);
MAP_RECT_TO_TARGET(sbr);
MAP_RECT_TO_TARGET(sblr);
MAP_RECT_TO_TARGET(slr);
}
//BEGIN end preparations
//BEGIN client preparations
QRect dr = cr;
if (blitInTempPixmap) {
dr.translate(-decorationRect.topLeft());
} else {
dr = mapToScreen(mask, data, dr); // Destination rect
if (scaled) {
cr.moveLeft(cr.x() * xscale);
cr.moveTop(cr.y() * yscale);
}
}
const int clientRenderOp = (opaque || blitInTempPixmap) ? PictOpSrc : PictOpOver;
//END client preparations
#undef MAP_RECT_TO_TARGET
for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
#define RENDER_SHADOW_TILE(_TILE_, _RECT_) \
XRenderComposite(display(), PictOpOver, m_xrenderShadow->shadowPixmap(SceneXRenderShadow::ShadowElement##_TILE_).x11PictureHandle(), \
shadowAlpha, renderTarget, 0, 0, 0, 0, _RECT_.x(), _RECT_.y(), _RECT_.width(), _RECT_.height())
//shadow
if (wantShadow) {
Picture shadowAlpha = opaque ? None : alphaMask(data.opacity);
RENDER_SHADOW_TILE(TopLeft, stlr);
RENDER_SHADOW_TILE(Top, str);
RENDER_SHADOW_TILE(TopRight, strr);
RENDER_SHADOW_TILE(Left, slr);
RENDER_SHADOW_TILE(Right, srr);
RENDER_SHADOW_TILE(BottomLeft, sblr);
RENDER_SHADOW_TILE(Bottom, sbr);
RENDER_SHADOW_TILE(BottomRight, sbrr);
}
#undef RENDER_SHADOW_TILE
if (!((mask & PAINT_DECORATION_ONLY) || (client && client->isShade()))) {
// Paint the window contents
Picture clientAlpha = opaque ? None : alphaMask(data.opacity);
XRenderComposite(display(), clientRenderOp, pic, clientAlpha, renderTarget, cr.x(), cr.y(), 0, 0, dr.x(), dr.y(), dr.width(), dr.height());
if (!opaque)
transformed_shape = QRegion();
}
#define RENDER_DECO_PART(_PART_, _RECT_) \
XRenderComposite(display(), PictOpOver, _PART_->x11PictureHandle(), decorationAlpha, renderTarget,\
0, 0, 0, 0, _RECT_.x(), _RECT_.y(), _RECT_.width(), _RECT_.height())
if (client || deleted) {
if (!noBorder) {
Picture decorationAlpha = alphaMask(data.opacity * data.decoration_opacity);
RENDER_DECO_PART(top, dtr);
RENDER_DECO_PART(left, dlr);
RENDER_DECO_PART(right, drr);
RENDER_DECO_PART(bottom, dbr);
}
}
#undef RENDER_DECO_PART
if (data.brightness < 1.0) {
// fake brightness change by overlaying black
XRenderColor col = { 0, 0, 0, 0xffff *(1 - data.brightness) * data.opacity };
if (blitInTempPixmap) {
XRenderFillRectangle(display(), PictOpOver, renderTarget, &col, -decorationRect.left(), -decorationRect.top(), width(), height());
} else {
XRenderFillRectangle(display(), PictOpOver, renderTarget, &col, wr.x(), wr.y(), wr.width(), wr.height());
}
}
if (blitInTempPixmap) {
const QRect r = mapToScreen(mask, data, decorationRect);
XRenderSetPictureTransform(display(), temp_pixmap->x11PictureHandle(), &xform);
XRenderSetPictureFilter(display(), temp_pixmap->x11PictureHandle(), const_cast<char*>("good"), NULL, 0);
XRenderComposite(display(), PictOpOver, temp_pixmap->x11PictureHandle(), None, buffer,
0, 0, 0, 0, r.x(), r.y(), r.width(), r.height());
XRenderSetPictureTransform(display(), temp_pixmap->x11PictureHandle(), &identity);
}
}
if (scaled && !blitInTempPixmap) {
XRenderSetPictureTransform(display(), pic, &identity);
if (filter == ImageFilterGood)
XRenderSetPictureFilter(display(), pic, const_cast<char*>("fast"), NULL, 0);
if (!window()->hasAlpha()) {
attr.repeat = RepeatNone;
XRenderChangePicture(display(), pic, CPRepeat, &attr);
}
}
}
//****************************************
// SceneXrender::EffectFrame
//****************************************
SceneXrender::EffectFrame::EffectFrame(EffectFrameImpl* frame)
: Scene::EffectFrame(frame)
{
m_picture = NULL;
m_textPicture = NULL;
m_iconPicture = NULL;
m_selectionPicture = NULL;
}
SceneXrender::EffectFrame::~EffectFrame()
{
delete m_picture;
delete m_textPicture;
delete m_iconPicture;
delete m_selectionPicture;
}
void SceneXrender::EffectFrame::free()
{
delete m_picture;
m_picture = NULL;
delete m_textPicture;
m_textPicture = NULL;
delete m_iconPicture;
m_iconPicture = NULL;
delete m_selectionPicture;
m_selectionPicture = NULL;
}
void SceneXrender::EffectFrame::freeIconFrame()
{
delete m_iconPicture;
m_iconPicture = NULL;
}
void SceneXrender::EffectFrame::freeTextFrame()
{
delete m_textPicture;
m_textPicture = NULL;
}
void SceneXrender::EffectFrame::freeSelection()
{
delete m_selectionPicture;
m_selectionPicture = NULL;
}
void SceneXrender::EffectFrame::crossFadeIcon()
{
// TODO: implement me
}
void SceneXrender::EffectFrame::crossFadeText()
{
// TODO: implement me
}
void SceneXrender::EffectFrame::render(QRegion region, double opacity, double frameOpacity)
{
if (m_effectFrame->geometry().isEmpty()) {
return; // Nothing to display
}
// Render the actual frame
if (m_effectFrame->style() == EffectFrameUnstyled)
xRenderRoundBox(effects->xrenderBufferPicture(), m_effectFrame->geometry().adjusted(-5, -5, 5, 5),
5, QColor(0, 0, 0, int(opacity * frameOpacity * 255)));
else if (m_effectFrame->style() == EffectFrameStyled) {
if (!m_picture) { // Lazy creation
updatePicture();
}
if (m_picture) {
qreal left, top, right, bottom;
m_effectFrame->frame().getMargins(left, top, right, bottom); // m_geometry is the inner geometry
QRect geom = m_effectFrame->geometry().adjusted(-left, -top, right, bottom);
XRenderComposite(display(), PictOpOver, *m_picture, None, effects->xrenderBufferPicture(),
0, 0, 0, 0, geom.x(), geom.y(), geom.width(), geom.height());
}
}
if (!m_effectFrame->selection().isNull()) {
if (!m_selectionPicture) { // Lazy creation
const QPixmap pix = m_effectFrame->selectionFrame().framePixmap();
if (!pix.isNull()) // don't try if there's no content
m_selectionPicture = new XRenderPicture(m_effectFrame->selectionFrame().framePixmap());
}
if (m_selectionPicture) {
const QRect geom = m_effectFrame->selection();
XRenderComposite(display(), PictOpOver, *m_selectionPicture, None, effects->xrenderBufferPicture(),
0, 0, 0, 0, geom.x(), geom.y(), geom.width(), geom.height());
}
}
XRenderPicture fill = xRenderBlendPicture(opacity);
// 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_iconPicture) // lazy creation
m_iconPicture = new XRenderPicture(m_effectFrame->icon());
QRect geom = QRect(topLeft, m_effectFrame->iconSize());
XRenderComposite(display(), PictOpOver, *m_iconPicture, fill, effects->xrenderBufferPicture(),
0, 0, 0, 0, geom.x(), geom.y(), geom.width(), geom.height());
}
// Render text
if (!m_effectFrame->text().isEmpty()) {
if (!m_textPicture) { // Lazy creation
updateTextPicture();
}
XRenderComposite(display(), PictOpOver, *m_textPicture, fill, effects->xrenderBufferPicture(),
0, 0, 0, 0, m_effectFrame->geometry().x(), m_effectFrame->geometry().y(),
m_effectFrame->geometry().width(), m_effectFrame->geometry().height());
}
}
void SceneXrender::EffectFrame::updatePicture()
{
delete m_picture;
m_picture = 0L;
if (m_effectFrame->style() == EffectFrameStyled) {
const QPixmap pix = m_effectFrame->frame().framePixmap();
if (!pix.isNull())
m_picture = new XRenderPicture(pix);
}
}
void SceneXrender::EffectFrame::updateTextPicture()
{
// Mostly copied from SceneOpenGL::EffectFrame::updateTextTexture() above
delete m_textPicture;
m_textPicture = 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->text());
text = metrics.elidedText(text, Qt::ElideRight, rect.width());
}
QPixmap pixmap(m_effectFrame->geometry().size());
pixmap.fill(Qt::transparent);
QPainter p(&pixmap);
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_textPicture = new XRenderPicture(pixmap);
}
SceneXRenderShadow::SceneXRenderShadow(Toplevel *toplevel)
:Shadow(toplevel)
{
}
SceneXRenderShadow::~SceneXRenderShadow()
{
}
void SceneXRenderShadow::layoutShadowRects(QRect& top, QRect& topRight,
QRect& right, QRect& bottomRight,
QRect& bottom, QRect& bottomLeft,
QRect& left, QRect& topLeft)
{
WindowQuadList quads = shadowQuads();
if (quads.count() == 0) {
return;
}
WindowQuad topQuad = quads.select(WindowQuadShadowTop)[0];
WindowQuad topRightQuad = quads.select(WindowQuadShadowTopRight)[0];
WindowQuad topLeftQuad = quads.select(WindowQuadShadowTopLeft)[0];
WindowQuad leftQuad = quads.select(WindowQuadShadowLeft)[0];
WindowQuad rightQuad = quads.select(WindowQuadShadowRight)[0];
WindowQuad bottomQuad = quads.select(WindowQuadShadowBottom)[0];
WindowQuad bottomRightQuad = quads.select(WindowQuadShadowBottomRight)[0];
WindowQuad bottomLeftQuad = quads.select(WindowQuadShadowBottomLeft)[0];
top = QRect(topQuad.left(), topQuad.top(), (topQuad.right()-topQuad.left()), (topQuad.bottom()-topQuad.top()));
topLeft = QRect(topLeftQuad.left(), topLeftQuad.top(), (topLeftQuad.right()-topLeftQuad.left()), (topLeftQuad.bottom()-topLeftQuad.top()));
topRight = QRect(topRightQuad.left(), topRightQuad.top(), (topRightQuad.right()-topRightQuad.left()), (topRightQuad.bottom()-topRightQuad.top()));
left = QRect(leftQuad.left(), leftQuad.top(), (leftQuad.right()-leftQuad.left()), (leftQuad.bottom()-leftQuad.top()));
right = QRect(rightQuad.left(), rightQuad.top(), (rightQuad.right()-rightQuad.left()), (rightQuad.bottom()-rightQuad.top()));
bottom = QRect(bottomQuad.left(), bottomQuad.top(), (bottomQuad.right()-bottomQuad.left()), (bottomQuad.bottom()-bottomQuad.top()));
bottomLeft = QRect(bottomLeftQuad.left(), bottomLeftQuad.top(), (bottomLeftQuad.right()-bottomLeftQuad.left()), (bottomLeftQuad.bottom()-bottomLeftQuad.top()));
bottomRight = QRect(bottomRightQuad.left(), bottomRightQuad.top(), (bottomRightQuad.right()-bottomRightQuad.left()), (bottomRightQuad.bottom()-bottomRightQuad.top()));
}
void SceneXRenderShadow::buildQuads()
{
Shadow::buildQuads();
if (shadowQuads().count() == 0) {
return;
}
QRect stlr, str, strr, srr, sbrr, sbr, sblr, slr;
layoutShadowRects(str, strr, srr, sbrr, sbr, sblr, slr, stlr);
XRenderPictureAttributes attr;
attr.repeat = True;
for (int i = 0; i < ShadowElementsCount; ++i) {
XRenderChangePicture(display(), shadowPixmap((Shadow::ShadowElements)i).x11PictureHandle(), CPRepeat, &attr);
}
}
} // namespace
#endif