f1e96676ef
Check shaded state where needed.
792 lines
24 KiB
C++
792 lines
24 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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SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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/*
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Design:
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When compositing is turned on, XComposite extension is used to redirect
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drawing of windows to pixmaps and XDamage extension is used to get informed
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about damage (changes) to window contents. This code is mostly in composite.cpp .
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Compositor::performCompositing() starts one painting pass. Painting is done
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by painting the screen, which in turn paints every window. Painting can be affected
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using effects, which are chained. E.g. painting a screen means that actually
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paintScreen() of the first effect is called, which possibly does modifications
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and calls next effect's paintScreen() and so on, until Scene::finalPaintScreen()
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is called.
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There are 3 phases of every paint (not necessarily done together):
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The pre-paint phase, the paint phase and the post-paint phase.
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The pre-paint phase is used to find out about how the painting will be actually
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done (i.e. what the effects will do). For example when only a part of the screen
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needs to be updated and no effect will do any transformation it is possible to use
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an optimized paint function. How the painting will be done is controlled
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by the mask argument, see PAINT_WINDOW_* and PAINT_SCREEN_* flags in scene.h .
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For example an effect that decides to paint a normal windows as translucent
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will need to modify the mask in its prePaintWindow() to include
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the PAINT_WINDOW_TRANSLUCENT flag. The paintWindow() function will then get
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the mask with this flag turned on and will also paint using transparency.
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The paint pass does the actual painting, based on the information collected
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using the pre-paint pass. After running through the effects' paintScreen()
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either paintGenericScreen() or optimized paintSimpleScreen() are called.
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Those call paintWindow() on windows (not necessarily all), possibly using
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clipping to optimize performance and calling paintWindow() first with only
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PAINT_WINDOW_OPAQUE to paint the opaque parts and then later
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with PAINT_WINDOW_TRANSLUCENT to paint the transparent parts. Function
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paintWindow() again goes through effects' paintWindow() until
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finalPaintWindow() is called, which calls the window's performPaint() to
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do the actual painting.
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The post-paint can be used for cleanups and is also used for scheduling
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repaints during the next painting pass for animations. Effects wanting to
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repaint certain parts can manually damage them during post-paint and repaint
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of these parts will be done during the next paint pass.
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*/
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#include "scene.h"
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#include "abstract_output.h"
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#include "internal_client.h"
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#include "platform.h"
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#include "shadowitem.h"
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#include "surfaceitem.h"
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#include "unmanaged.h"
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#include "waylandclient.h"
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#include "windowitem.h"
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#include "workspace.h"
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#include "x11client.h"
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#include <QQuickWindow>
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#include <QVector2D>
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#include "x11client.h"
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#include "deleted.h"
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#include "effects.h"
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#include "renderloop.h"
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#include "screens.h"
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#include "shadow.h"
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#include "wayland_server.h"
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#include "composite.h"
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#include <QtMath>
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namespace KWin
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{
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//****************************************
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// Scene
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//****************************************
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Scene::Scene(QObject *parent)
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: QObject(parent)
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{
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}
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Scene::~Scene()
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{
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Q_ASSERT(m_windows.isEmpty());
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}
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void Scene::initialize()
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{
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connect(kwinApp()->platform(), &Platform::outputDisabled, this, &Scene::removeRepaints);
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connect(workspace(), &Workspace::deletedRemoved, this, &Scene::removeToplevel);
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connect(workspace(), &Workspace::geometryChanged, this, &Scene::addRepaintFull);
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connect(workspace(), &Workspace::currentActivityChanged, this, &Scene::addRepaintFull);
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connect(workspace(), &Workspace::currentDesktopChanged, this, &Scene::addRepaintFull);
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connect(workspace(), &Workspace::stackingOrderChanged, this, &Scene::addRepaintFull);
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}
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void Scene::addRepaintFull()
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{
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addRepaint(workspace()->geometry());
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}
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void Scene::addRepaint(int x, int y, int width, int height)
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{
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addRepaint(QRegion(x, y, width, height));
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}
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void Scene::addRepaint(const QRect &rect)
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{
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addRepaint(QRegion(rect));
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}
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void Scene::addRepaint(const QRegion ®ion)
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{
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if (kwinApp()->platform()->isPerScreenRenderingEnabled()) {
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const QVector<AbstractOutput *> outputs = kwinApp()->platform()->enabledOutputs();
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for (const auto &output : outputs) {
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const QRegion dirtyRegion = region & output->geometry();
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if (!dirtyRegion.isEmpty()) {
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m_repaints[output] += dirtyRegion;
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output->renderLoop()->scheduleRepaint();
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}
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}
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} else {
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m_repaints[0] += region;
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kwinApp()->platform()->renderLoop()->scheduleRepaint();
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}
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}
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QRegion Scene::repaints(AbstractOutput *output) const
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{
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return m_repaints.value(output, infiniteRegion());
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}
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void Scene::resetRepaints(AbstractOutput *output)
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{
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m_repaints.insert(output, QRegion());
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}
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void Scene::removeRepaints(AbstractOutput *output)
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{
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m_repaints.remove(output);
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}
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QMatrix4x4 Scene::createProjectionMatrix(const QRect &rect)
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{
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// Create a perspective projection with a 60° field-of-view,
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// and an aspect ratio of 1.0.
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QMatrix4x4 ret;
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ret.setToIdentity();
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const float fovY = std::tan(qDegreesToRadians(60.0f) / 2);
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const float aspect = 1.0f;
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const float zNear = 0.1f;
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const float zFar = 100.0f;
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const float yMax = zNear * fovY;
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const float yMin = -yMax;
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const float xMin = yMin * aspect;
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const float xMax = yMax * aspect;
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ret.frustum(xMin, xMax, yMin, yMax, zNear, zFar);
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const float scaleFactor = 1.1 * fovY / yMax;
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ret.translate(xMin * scaleFactor, yMax * scaleFactor, -1.1);
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ret.scale( (xMax - xMin) * scaleFactor / rect.width(),
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-(yMax - yMin) * scaleFactor / rect.height(),
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0.001);
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ret.translate(-rect.x(), -rect.y());
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return ret;
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}
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void Scene::paintScreen(AbstractOutput *output, const QList<Toplevel *> &toplevels)
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{
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createStackingOrder(toplevels);
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const QRect geo = output->geometry();
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QRegion update = geo, repaint = geo, valid;
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paintScreen(geo, repaint, &update, &valid, output->renderLoop(), createProjectionMatrix(output->geometry()));
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clearStackingOrder();
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}
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// returns mask and possibly modified region
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void Scene::paintScreen(const QRegion &damage, const QRegion &repaint,
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QRegion *updateRegion, QRegion *validRegion, RenderLoop *renderLoop,
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const QMatrix4x4 &projection)
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{
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const QSize &screenSize = screens()->size();
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const QRegion displayRegion(0, 0, screenSize.width(), screenSize.height());
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const std::chrono::milliseconds presentTime =
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std::chrono::duration_cast<std::chrono::milliseconds>(renderLoop->nextPresentationTimestamp());
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if (Q_UNLIKELY(presentTime < m_expectedPresentTimestamp)) {
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qCDebug(KWIN_CORE,
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"Provided presentation timestamp is invalid: %lld (current: %lld)",
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static_cast<long long>(presentTime.count()),
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static_cast<long long>(m_expectedPresentTimestamp.count()));
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} else {
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m_expectedPresentTimestamp = presentTime;
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}
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// preparation step
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auto effectsImpl = static_cast<EffectsHandlerImpl *>(effects);
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effectsImpl->startPaint();
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QRegion region = damage;
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auto screen = painted_screen ? EffectScreenImpl::get(painted_screen) : nullptr;
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ScreenPrePaintData pdata;
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pdata.mask = (damage == displayRegion) ? 0 : PAINT_SCREEN_REGION;
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pdata.paint = region;
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pdata.screen = screen;
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effects->prePaintScreen(pdata, m_expectedPresentTimestamp);
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region = pdata.paint;
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int mask = pdata.mask;
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if (mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) {
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// Region painting is not possible with transformations,
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// because screen damage doesn't match transformed positions.
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mask &= ~PAINT_SCREEN_REGION;
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region = infiniteRegion();
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} else if (mask & PAINT_SCREEN_REGION) {
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// make sure not to go outside visible screen
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region &= displayRegion;
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} else {
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// whole screen, not transformed, force region to be full
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region = displayRegion;
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}
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painted_region = region;
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repaint_region = repaint;
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ScreenPaintData data(projection, screen);
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effects->paintScreen(mask, region, data);
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Q_EMIT frameRendered();
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for (Window *w : qAsConst(stacking_order)) {
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effects->postPaintWindow(effectWindow(w));
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}
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effects->postPaintScreen();
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// make sure not to go outside of the screen area
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*updateRegion = damaged_region;
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*validRegion = (region | painted_region) & displayRegion;
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repaint_region = QRegion();
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damaged_region = QRegion();
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m_paintScreenCount = 0;
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}
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// the function that'll be eventually called by paintScreen() above
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void Scene::finalPaintScreen(int mask, const QRegion ®ion, ScreenPaintData& data)
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{
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m_paintScreenCount++;
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if (mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS))
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paintGenericScreen(mask, data);
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else
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paintSimpleScreen(mask, region);
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}
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static void resetRepaintsHelper(Item *item, AbstractOutput *output)
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{
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item->resetRepaints(output);
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const auto childItems = item->childItems();
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for (Item *childItem : childItems) {
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resetRepaintsHelper(childItem, output);
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}
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}
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// The generic painting code that can handle even transformations.
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// It simply paints bottom-to-top.
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void Scene::paintGenericScreen(int orig_mask, const ScreenPaintData &)
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{
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QVector<Phase2Data> phase2;
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phase2.reserve(stacking_order.size());
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for (Window * w : qAsConst(stacking_order)) { // bottom to top
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// Reset the repaint_region.
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// This has to be done here because many effects schedule a repaint for
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// the next frame within Effects::prePaintWindow.
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resetRepaintsHelper(w->windowItem(), painted_screen);
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WindowPrePaintData data;
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data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
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w->resetPaintingEnabled();
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data.paint = infiniteRegion(); // no clipping, so doesn't really matter
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data.clip = QRegion();
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// preparation step
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effects->prePaintWindow(effectWindow(w), data, m_expectedPresentTimestamp);
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if (!w->isPaintingEnabled()) {
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continue;
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}
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phase2.append({w, infiniteRegion(), data.clip, data.mask,});
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}
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damaged_region = QRegion(QRect {{}, screens()->size()});
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if (m_paintScreenCount == 1) {
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aboutToStartPainting(painted_screen, damaged_region);
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if (orig_mask & PAINT_SCREEN_BACKGROUND_FIRST) {
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paintBackground(infiniteRegion());
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}
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}
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if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST)) {
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paintBackground(infiniteRegion());
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}
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for (const Phase2Data &d : qAsConst(phase2)) {
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paintWindow(d.window, d.mask, d.region);
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}
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}
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static void accumulateRepaints(Item *item, AbstractOutput *output, QRegion *repaints)
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{
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*repaints += item->repaints(output);
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item->resetRepaints(output);
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const auto childItems = item->childItems();
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for (Item *childItem : childItems) {
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accumulateRepaints(childItem, output, repaints);
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}
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}
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// The optimized case without any transformations at all.
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// It can paint only the requested region and can use clipping
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// to reduce painting and improve performance.
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void Scene::paintSimpleScreen(int orig_mask, const QRegion ®ion)
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{
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Q_ASSERT((orig_mask & (PAINT_SCREEN_TRANSFORMED
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| PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) == 0);
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QVector<Phase2Data> phase2data;
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phase2data.reserve(stacking_order.size());
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QRegion dirtyArea = region;
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bool opaqueFullscreen = false;
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// Traverse the scene windows from bottom to top.
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for (int i = 0; i < stacking_order.count(); ++i) {
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Window *window = stacking_order[i];
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Toplevel *toplevel = window->window();
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WindowPrePaintData data;
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data.mask = orig_mask | (window->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
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window->resetPaintingEnabled();
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data.paint = region;
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accumulateRepaints(window->windowItem(), painted_screen, &data.paint);
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// Clip out the decoration for opaque windows; the decoration is drawn in the second pass
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opaqueFullscreen = false; // TODO: do we care about unmanged windows here (maybe input windows?)
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AbstractClient *client = dynamic_cast<AbstractClient *>(toplevel);
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if (window->isOpaque()) {
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if (client) {
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opaqueFullscreen = client->isFullScreen();
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}
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const SurfaceItem *surfaceItem = window->surfaceItem();
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if (surfaceItem) {
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data.clip |= surfaceItem->mapToGlobal(surfaceItem->shape());
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}
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} else if (toplevel->hasAlpha() && toplevel->opacity() == 1.0) {
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const SurfaceItem *surfaceItem = window->surfaceItem();
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if (surfaceItem) {
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const QRegion shape = surfaceItem->shape();
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const QRegion opaque = surfaceItem->opaque();
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data.clip = surfaceItem->mapToGlobal(shape & opaque);
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if (opaque == shape) {
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data.mask = orig_mask | PAINT_WINDOW_OPAQUE;
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}
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}
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} else {
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data.clip = QRegion();
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}
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if (client && !client->decorationHasAlpha() && toplevel->opacity() == 1.0) {
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data.clip |= window->decorationShape().translated(window->pos());
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}
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// preparation step
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effects->prePaintWindow(effectWindow(window), data, m_expectedPresentTimestamp);
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if (!window->isPaintingEnabled()) {
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continue;
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}
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dirtyArea |= data.paint;
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// Schedule the window for painting
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phase2data.append({ window, data.paint, data.clip, data.mask, });
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}
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// Save the part of the repaint region that's exclusively rendered to
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// bring a reused back buffer up to date. Then union the dirty region
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// with the repaint region.
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const QRegion repaintClip = repaint_region - dirtyArea;
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dirtyArea |= repaint_region;
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const QSize &screenSize = screens()->size();
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const QRegion displayRegion(0, 0, screenSize.width(), screenSize.height());
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bool fullRepaint(dirtyArea == displayRegion); // spare some expensive region operations
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if (!fullRepaint) {
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extendPaintRegion(dirtyArea, opaqueFullscreen);
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fullRepaint = (dirtyArea == displayRegion);
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}
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QRegion allclips, upperTranslucentDamage;
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upperTranslucentDamage = repaint_region;
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// This is the occlusion culling pass
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for (int i = phase2data.count() - 1; i >= 0; --i) {
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Phase2Data *data = &phase2data[i];
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if (fullRepaint) {
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data->region = displayRegion;
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} else {
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data->region |= upperTranslucentDamage;
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}
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// subtract the parts which will possibly been drawn as part of
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// a higher opaque window
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data->region -= allclips;
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// Here we rely on WindowPrePaintData::setTranslucent() to remove
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// the clip if needed.
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if (!data->clip.isEmpty() && !(data->mask & PAINT_WINDOW_TRANSLUCENT)) {
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// clip away the opaque regions for all windows below this one
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allclips |= data->clip;
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// extend the translucent damage for windows below this by remaining (translucent) regions
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if (!fullRepaint) {
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upperTranslucentDamage |= data->region - data->clip;
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}
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} else if (!fullRepaint) {
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upperTranslucentDamage |= data->region;
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}
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}
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QRegion paintedArea;
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// Fill any areas of the root window not covered by opaque windows
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if (m_paintScreenCount == 1) {
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aboutToStartPainting(painted_screen, dirtyArea);
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if (orig_mask & PAINT_SCREEN_BACKGROUND_FIRST) {
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paintBackground(infiniteRegion());
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}
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}
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if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST)) {
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paintedArea = dirtyArea - allclips;
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paintBackground(paintedArea);
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}
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// Now walk the list bottom to top and draw the windows.
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for (int i = 0; i < phase2data.count(); ++i) {
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Phase2Data *data = &phase2data[i];
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// add all regions which have been drawn so far
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paintedArea |= data->region;
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data->region = paintedArea;
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paintWindow(data->window, data->mask, data->region);
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}
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if (fullRepaint) {
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painted_region = displayRegion;
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damaged_region = displayRegion - repaintClip;
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} else {
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painted_region |= paintedArea;
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// Clip the repainted region from the damaged region.
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// It's important that we don't add the union of the damaged region
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// and the repainted region to the damage history. Otherwise the
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// repaint region will grow with every frame until it eventually
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// covers the whole back buffer, at which point we're always doing
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// full repaints.
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damaged_region = paintedArea - repaintClip;
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}
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}
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void Scene::addToplevel(Toplevel *c)
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{
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Q_ASSERT(!m_windows.contains(c));
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Scene::Window *w = createWindow(c);
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m_windows[ c ] = w;
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connect(c, &Toplevel::windowClosed, this, &Scene::windowClosed);
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c->effectWindow()->setSceneWindow(w);
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}
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void Scene::removeToplevel(Toplevel *toplevel)
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{
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Q_ASSERT(m_windows.contains(toplevel));
|
|
delete m_windows.take(toplevel);
|
|
toplevel->effectWindow()->setSceneWindow(nullptr);
|
|
}
|
|
|
|
void Scene::windowClosed(Toplevel *toplevel, Deleted *deleted)
|
|
{
|
|
if (!deleted) {
|
|
removeToplevel(toplevel);
|
|
return;
|
|
}
|
|
|
|
Q_ASSERT(m_windows.contains(toplevel));
|
|
Window *window = m_windows.take(toplevel);
|
|
window->updateToplevel(deleted);
|
|
m_windows[deleted] = window;
|
|
}
|
|
|
|
void Scene::createStackingOrder(const QList<Toplevel *> &toplevels)
|
|
{
|
|
// TODO: cache the stacking_order in case it has not changed
|
|
for (Toplevel *c : toplevels) {
|
|
Q_ASSERT(m_windows.contains(c));
|
|
stacking_order.append(m_windows[ c ]);
|
|
}
|
|
}
|
|
|
|
void Scene::clearStackingOrder()
|
|
{
|
|
stacking_order.clear();
|
|
}
|
|
|
|
void Scene::paintWindow(Window* w, int mask, const QRegion &_region)
|
|
{
|
|
// no painting outside visible screen (and no transformations)
|
|
const QRegion region = _region & QRect({0, 0}, screens()->size());
|
|
if (region.isEmpty()) // completely clipped
|
|
return;
|
|
|
|
WindowPaintData data(w->window()->effectWindow(), screenProjectionMatrix());
|
|
effects->paintWindow(effectWindow(w), mask, region, data);
|
|
}
|
|
|
|
void Scene::paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data)
|
|
{
|
|
static_cast<EffectsHandlerImpl*>(effects)->paintDesktop(desktop, mask, region, data);
|
|
}
|
|
|
|
void Scene::aboutToStartPainting(AbstractOutput *output, const QRegion &damage)
|
|
{
|
|
Q_UNUSED(output)
|
|
Q_UNUSED(damage)
|
|
}
|
|
|
|
// the function that'll be eventually called by paintWindow() above
|
|
void Scene::finalPaintWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data)
|
|
{
|
|
effects->drawWindow(w, mask, region, data);
|
|
}
|
|
|
|
// will be eventually called from drawWindow()
|
|
void Scene::finalDrawWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data)
|
|
{
|
|
if (waylandServer() && waylandServer()->isScreenLocked() && !w->window()->isLockScreen() && !w->window()->isInputMethod()) {
|
|
return;
|
|
}
|
|
w->sceneWindow()->performPaint(mask, region, data);
|
|
}
|
|
|
|
void Scene::extendPaintRegion(QRegion ®ion, bool opaqueFullscreen)
|
|
{
|
|
Q_UNUSED(region);
|
|
Q_UNUSED(opaqueFullscreen);
|
|
}
|
|
|
|
bool Scene::makeOpenGLContextCurrent()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void Scene::doneOpenGLContextCurrent()
|
|
{
|
|
}
|
|
|
|
bool Scene::supportsNativeFence() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
QMatrix4x4 Scene::screenProjectionMatrix() const
|
|
{
|
|
return QMatrix4x4();
|
|
}
|
|
|
|
QPainter *Scene::scenePainter() const
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
QImage *Scene::qpainterRenderBuffer(AbstractOutput *output) const
|
|
{
|
|
Q_UNUSED(output)
|
|
return nullptr;
|
|
}
|
|
|
|
QVector<QByteArray> Scene::openGLPlatformInterfaceExtensions() const
|
|
{
|
|
return QVector<QByteArray>{};
|
|
}
|
|
|
|
SurfaceTexture *Scene::createSurfaceTextureInternal(SurfacePixmapInternal *pixmap)
|
|
{
|
|
Q_UNUSED(pixmap)
|
|
return nullptr;
|
|
}
|
|
|
|
SurfaceTexture *Scene::createSurfaceTextureX11(SurfacePixmapX11 *pixmap)
|
|
{
|
|
Q_UNUSED(pixmap)
|
|
return nullptr;
|
|
}
|
|
|
|
SurfaceTexture *Scene::createSurfaceTextureWayland(SurfacePixmapWayland *pixmap)
|
|
{
|
|
Q_UNUSED(pixmap)
|
|
return nullptr;
|
|
}
|
|
|
|
//****************************************
|
|
// Scene::Window
|
|
//****************************************
|
|
|
|
Scene::Window::Window(Toplevel *client, QObject *parent)
|
|
: QObject(parent)
|
|
, toplevel(client)
|
|
, disable_painting(0)
|
|
{
|
|
if (qobject_cast<WaylandClient *>(client)) {
|
|
m_windowItem.reset(new WindowItemWayland(toplevel));
|
|
} else if (qobject_cast<X11Client *>(client) || qobject_cast<Unmanaged *>(client)) {
|
|
m_windowItem.reset(new WindowItemX11(toplevel));
|
|
} else if (auto internalClient = qobject_cast<InternalClient *>(client)) {
|
|
m_windowItem.reset(new WindowItemInternal(internalClient));
|
|
} else {
|
|
Q_UNREACHABLE();
|
|
}
|
|
|
|
connect(toplevel, &Toplevel::frameGeometryChanged, this, &Window::updateWindowPosition);
|
|
updateWindowPosition();
|
|
}
|
|
|
|
Scene::Window::~Window()
|
|
{
|
|
}
|
|
|
|
void Scene::Window::updateToplevel(Deleted *deleted)
|
|
{
|
|
toplevel = deleted;
|
|
}
|
|
|
|
void Scene::Window::referencePreviousPixmap()
|
|
{
|
|
if (surfaceItem()) {
|
|
referencePreviousPixmap_helper(surfaceItem());
|
|
}
|
|
}
|
|
|
|
void Scene::Window::referencePreviousPixmap_helper(SurfaceItem *item)
|
|
{
|
|
item->referencePreviousPixmap();
|
|
|
|
const QList<Item *> children = item->childItems();
|
|
for (Item *child : children) {
|
|
referencePreviousPixmap_helper(static_cast<SurfaceItem *>(child));
|
|
}
|
|
}
|
|
|
|
void Scene::Window::unreferencePreviousPixmap()
|
|
{
|
|
if (surfaceItem()) {
|
|
unreferencePreviousPixmap_helper(surfaceItem());
|
|
}
|
|
}
|
|
|
|
void Scene::Window::unreferencePreviousPixmap_helper(SurfaceItem *item)
|
|
{
|
|
item->unreferencePreviousPixmap();
|
|
|
|
const QList<Item *> children = item->childItems();
|
|
for (Item *child : children) {
|
|
unreferencePreviousPixmap_helper(static_cast<SurfaceItem *>(child));
|
|
}
|
|
}
|
|
|
|
QRegion Scene::Window::decorationShape() const
|
|
{
|
|
const QRect decorationInnerRect = toplevel->rect() - toplevel->frameMargins();
|
|
return QRegion(toplevel->rect()) - decorationInnerRect;
|
|
}
|
|
|
|
bool Scene::Window::isVisible() const
|
|
{
|
|
if (toplevel->isDeleted())
|
|
return false;
|
|
if (!toplevel->isOnCurrentDesktop())
|
|
return false;
|
|
if (!toplevel->isOnCurrentActivity())
|
|
return false;
|
|
if (AbstractClient *c = dynamic_cast<AbstractClient*>(toplevel))
|
|
return c->isShown();
|
|
return true; // Unmanaged is always visible
|
|
}
|
|
|
|
bool Scene::Window::isOpaque() const
|
|
{
|
|
return toplevel->opacity() == 1.0 && !toplevel->hasAlpha();
|
|
}
|
|
|
|
bool Scene::Window::isPaintingEnabled() const
|
|
{
|
|
return !disable_painting;
|
|
}
|
|
|
|
void Scene::Window::resetPaintingEnabled()
|
|
{
|
|
disable_painting = 0;
|
|
if (toplevel->isDeleted())
|
|
disable_painting |= PAINT_DISABLED_BY_DELETE;
|
|
if (static_cast<EffectsHandlerImpl*>(effects)->isDesktopRendering()) {
|
|
if (!toplevel->isOnDesktop(static_cast<EffectsHandlerImpl*>(effects)->currentRenderedDesktop())) {
|
|
disable_painting |= PAINT_DISABLED_BY_DESKTOP;
|
|
}
|
|
} else {
|
|
if (!toplevel->isOnCurrentDesktop())
|
|
disable_painting |= PAINT_DISABLED_BY_DESKTOP;
|
|
}
|
|
if (!toplevel->isOnCurrentActivity())
|
|
disable_painting |= PAINT_DISABLED_BY_ACTIVITY;
|
|
if (AbstractClient *c = dynamic_cast<AbstractClient*>(toplevel)) {
|
|
if (c->isMinimized())
|
|
disable_painting |= PAINT_DISABLED_BY_MINIMIZE;
|
|
if (c->isHiddenInternal()) {
|
|
disable_painting |= PAINT_DISABLED;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Scene::Window::enablePainting(int reason)
|
|
{
|
|
disable_painting &= ~reason;
|
|
}
|
|
|
|
void Scene::Window::disablePainting(int reason)
|
|
{
|
|
disable_painting |= reason;
|
|
}
|
|
|
|
WindowItem *Scene::Window::windowItem() const
|
|
{
|
|
return m_windowItem.data();
|
|
}
|
|
|
|
SurfaceItem *Scene::Window::surfaceItem() const
|
|
{
|
|
return m_windowItem->surfaceItem();
|
|
}
|
|
|
|
ShadowItem *Scene::Window::shadowItem() const
|
|
{
|
|
return m_windowItem->shadowItem();
|
|
}
|
|
|
|
void Scene::Window::updateWindowPosition()
|
|
{
|
|
m_windowItem->setPosition(pos());
|
|
}
|
|
|
|
//****************************************
|
|
// Scene::EffectFrame
|
|
//****************************************
|
|
Scene::EffectFrame::EffectFrame(EffectFrameImpl* frame)
|
|
: m_effectFrame(frame)
|
|
{
|
|
}
|
|
|
|
Scene::EffectFrame::~EffectFrame()
|
|
{
|
|
}
|
|
|
|
} // namespace
|