kwin/src/scene.h
Aleix Pol 9a4bbdf226 Make it possible for an effect to render a screen
Useful in case it needs the contents of the screen but they can't be
blitted, as the state of the framebuffer is unknown.
2021-08-25 14:44:03 +00:00

427 lines
14 KiB
C++

/*
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>
SPDX-License-Identifier: GPL-2.0-or-later
*/
#ifndef KWIN_SCENE_H
#define KWIN_SCENE_H
#include "toplevel.h"
#include "utils.h"
#include "kwineffects.h"
#include <QElapsedTimer>
#include <QMatrix4x4>
namespace KWin
{
namespace Decoration
{
class DecoratedClientImpl;
}
class AbstractOutput;
class DecorationRenderer;
class Deleted;
class EffectFrameImpl;
class EffectWindowImpl;
class GLTexture;
class Item;
class OverlayWindow;
class PlatformSurfaceTexture;
class RenderLoop;
class Shadow;
class ShadowItem;
class SurfaceItem;
class SurfacePixmapInternal;
class SurfacePixmapWayland;
class SurfacePixmapX11;
class WindowItem;
// The base class for compositing backends.
class KWIN_EXPORT Scene : public QObject
{
Q_OBJECT
public:
explicit Scene(QObject *parent = nullptr);
~Scene() override = 0;
class EffectFrame;
class Window;
/**
* Schedules a repaint for the specified @a region.
*/
void addRepaint(const QRegion &region);
/**
* Returns the repaints region for output with the specified @a output.
*/
QRegion repaints(AbstractOutput *output) const;
void resetRepaints(AbstractOutput *output);
// Returns true if the ctor failed to properly initialize.
virtual bool initFailed() const = 0;
virtual CompositingType compositingType() const = 0;
// Repaints the given screen areas, windows provides the stacking order.
// The entry point for the main part of the painting pass.
// returns the time since the last vblank signal - if there's one
// ie. "what of this frame is lost to painting"
virtual void paint(AbstractOutput *output, const QRegion &damage, const QList<Toplevel *> &windows,
RenderLoop *renderLoop) = 0;
void paintScreen(AbstractOutput *output, const QList<Toplevel *> &toplevels);
/**
* Adds the Toplevel to the Scene.
*
* If the toplevel gets deleted, then the scene will try automatically
* to re-bind an underlying scene window to the corresponding Deleted.
*
* @param toplevel The window to be added.
* @note You can add a toplevel to scene only once.
*/
void addToplevel(Toplevel *toplevel);
/**
* Removes the Toplevel from the Scene.
*
* @param toplevel The window to be removed.
* @note You can remove a toplevel from the scene only once.
*/
void removeToplevel(Toplevel *toplevel);
/**
* @brief Creates the Scene backend of an EffectFrame.
*
* @param frame The EffectFrame this Scene::EffectFrame belongs to.
*/
virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) = 0;
/**
* @brief Creates the Scene specific Shadow subclass.
*
* An implementing class has to create a proper instance. It is not allowed to
* return @c null.
*
* @param toplevel The Toplevel for which the Shadow needs to be created.
*/
virtual Shadow *createShadow(Toplevel *toplevel) = 0;
// Flags controlling how painting is done.
enum {
// Window (or at least part of it) will be painted opaque.
PAINT_WINDOW_OPAQUE = 1 << 0,
// Window (or at least part of it) will be painted translucent.
PAINT_WINDOW_TRANSLUCENT = 1 << 1,
// Window will be painted with transformed geometry.
PAINT_WINDOW_TRANSFORMED = 1 << 2,
// Paint only a region of the screen (can be optimized, cannot
// be used together with TRANSFORMED flags).
PAINT_SCREEN_REGION = 1 << 3,
// Whole screen will be painted with transformed geometry.
PAINT_SCREEN_TRANSFORMED = 1 << 4,
// At least one window will be painted with transformed geometry.
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
// Clear whole background as the very first step, without optimizing it
PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
// PAINT_DECORATION_ONLY = 1 << 7 has been removed
// Window will be painted with a lanczos filter.
PAINT_WINDOW_LANCZOS = 1 << 8
// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed
};
virtual OverlayWindow* overlayWindow() const = 0;
virtual bool makeOpenGLContextCurrent();
virtual void doneOpenGLContextCurrent();
virtual bool supportsNativeFence() const;
virtual QMatrix4x4 screenProjectionMatrix() const;
virtual DecorationRenderer *createDecorationRenderer(Decoration::DecoratedClientImpl *) = 0;
/**
* Whether the Scene is able to drive animations.
* This is used as a hint to the effects system which effects can be supported.
* If the Scene performs software rendering it is supposed to return @c false,
* if rendering is hardware accelerated it should return @c true.
*/
virtual bool animationsSupported() const = 0;
/**
* The QPainter used by a QPainter based compositor scene.
* Default implementation returns @c nullptr;
*/
virtual QPainter *scenePainter() const;
/**
* The render buffer used by a QPainter based compositor.
* Default implementation returns @c nullptr.
*/
virtual QImage *qpainterRenderBuffer(AbstractOutput *output) const;
/**
* The backend specific extensions (e.g. EGL/GLX extensions).
*
* Not the OpenGL (ES) extension!
*
* Default implementation returns empty list
*/
virtual QVector<QByteArray> openGLPlatformInterfaceExtensions() const;
virtual QSharedPointer<GLTexture> textureForOutput(AbstractOutput *output) const {
Q_UNUSED(output);
return {};
}
virtual PlatformSurfaceTexture *createPlatformSurfaceTextureInternal(SurfacePixmapInternal *pixmap);
virtual PlatformSurfaceTexture *createPlatformSurfaceTextureX11(SurfacePixmapX11 *pixmap);
virtual PlatformSurfaceTexture *createPlatformSurfaceTextureWayland(SurfacePixmapWayland *pixmap);
virtual void paintDesktop(int desktop, int mask, const QRegion &region, ScreenPaintData &data);
static QMatrix4x4 createProjectionMatrix(const QRect &rect);
Q_SIGNALS:
void frameRendered();
void resetCompositing();
public Q_SLOTS:
// a window has been closed
void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted);
protected:
virtual Window *createWindow(Toplevel *toplevel) = 0;
void createStackingOrder(const QList<Toplevel *> &toplevels);
void clearStackingOrder();
// shared implementation, starts painting the screen
void paintScreen(const QRegion &damage, const QRegion &repaint,
QRegion *updateRegion, QRegion *validRegion, RenderLoop *renderLoop,
const QMatrix4x4 &projection = QMatrix4x4());
// Render cursor texture in case hardware cursor is disabled/non-applicable
virtual void paintCursor(const QRegion &region) = 0;
friend class EffectsHandlerImpl;
// called after all effects had their paintScreen() called
void finalPaintScreen(int mask, const QRegion &region, ScreenPaintData& data);
// shared implementation of painting the screen in the generic
// (unoptimized) way
virtual void paintGenericScreen(int mask, const ScreenPaintData &data);
// shared implementation of painting the screen in an optimized way
virtual void paintSimpleScreen(int mask, const QRegion &region);
// paint the background (not the desktop background - the whole background)
virtual void paintBackground(const QRegion &region) = 0;
/**
* Notifies about starting to paint.
*
* @p damage contains the reported damage as suggested by windows and effects on prepaint calls.
*/
virtual void aboutToStartPainting(AbstractOutput *output, const QRegion &damage);
// called after all effects had their paintWindow() called
void finalPaintWindow(EffectWindowImpl* w, int mask, const QRegion &region, WindowPaintData& data);
// shared implementation, starts painting the window
virtual void paintWindow(Window* w, int mask, const QRegion &region);
// called after all effects had their drawWindow() called
virtual void finalDrawWindow(EffectWindowImpl* w, int mask, const QRegion &region, WindowPaintData& data);
// let the scene decide whether it's better to paint more of the screen, eg. in order to allow a buffer swap
// the default is NOOP
virtual void extendPaintRegion(QRegion &region, bool opaqueFullscreen);
virtual void paintEffectQuickView(EffectQuickView *w) = 0;
// saved data for 2nd pass of optimized screen painting
struct Phase2Data {
Window *window = nullptr;
QRegion region;
QRegion clip;
int mask = 0;
};
// The region which actually has been painted by paintScreen() and should be
// copied from the buffer to the screen. I.e. the region returned from Scene::paintScreen().
// Since prePaintWindow() can extend areas to paint, these changes would have to propagate
// up all the way from paintSimpleScreen() up to paintScreen(), so save them here rather
// than propagate them up in arguments.
QRegion painted_region;
// Additional damage that needs to be repaired to bring a reused back buffer up to date
QRegion repaint_region;
// The dirty region before it was unioned with repaint_region
QRegion damaged_region;
// The screen that is being currently painted
AbstractOutput *painted_screen = nullptr;
// windows in their stacking order
QVector< Window* > stacking_order;
private:
void removeRepaints(AbstractOutput *output);
std::chrono::milliseconds m_expectedPresentTimestamp = std::chrono::milliseconds::zero();
QHash< Toplevel*, Window* > m_windows;
QMap<AbstractOutput *, QRegion> m_repaints;
// how many times finalPaintScreen() has been called
int m_paintScreenCount = 0;
};
/**
* Factory class to create a Scene. Needs to be implemented by the plugins.
*/
class KWIN_EXPORT SceneFactory : public QObject
{
Q_OBJECT
public:
~SceneFactory() override;
/**
* @returns The created Scene, may be @c nullptr.
*/
virtual Scene *create(QObject *parent = nullptr) const = 0;
protected:
explicit SceneFactory(QObject *parent);
};
// The base class for windows representations in composite backends
class Scene::Window : public QObject
{
Q_OBJECT
public:
explicit Window(Toplevel *client, QObject *parent = nullptr);
~Window() override;
// perform the actual painting of the window
virtual void performPaint(int mask, const QRegion &region, const WindowPaintData &data) = 0;
int x() const;
int y() const;
int width() const;
int height() const;
QRect geometry() const;
QPoint pos() const;
QSize size() const;
QRect rect() const;
// access to the internal window class
// TODO eventually get rid of this
Toplevel* window() const;
// should the window be painted
bool isPaintingEnabled() const;
void resetPaintingEnabled();
// Flags explaining why painting should be disabled
enum {
// Window will not be painted
PAINT_DISABLED = 1 << 0,
// Window will not be painted because it is deleted
PAINT_DISABLED_BY_DELETE = 1 << 1,
// Window will not be painted because of which desktop it's on
PAINT_DISABLED_BY_DESKTOP = 1 << 2,
// Window will not be painted because it is minimized
PAINT_DISABLED_BY_MINIMIZE = 1 << 3,
// Window will not be painted because it's not on the current activity
PAINT_DISABLED_BY_ACTIVITY = 1 << 5
};
void enablePainting(int reason);
void disablePainting(int reason);
// is the window visible at all
bool isVisible() const;
// is the window fully opaque
bool isOpaque() const;
QRegion decorationShape() const;
void updateToplevel(Deleted *deleted);
void referencePreviousPixmap();
void unreferencePreviousPixmap();
WindowItem *windowItem() const;
SurfaceItem *surfaceItem() const;
ShadowItem *shadowItem() const;
virtual QSharedPointer<GLTexture> windowTexture() {
return {};
}
protected:
Toplevel* toplevel;
private:
void referencePreviousPixmap_helper(SurfaceItem *item);
void unreferencePreviousPixmap_helper(SurfaceItem *item);
void updateWindowPosition();
int disable_painting;
QScopedPointer<WindowItem> m_windowItem;
Q_DISABLE_COPY(Window)
};
class Scene::EffectFrame
{
public:
EffectFrame(EffectFrameImpl* frame);
virtual ~EffectFrame();
virtual void render(const QRegion &region, double opacity, double frameOpacity) = 0;
virtual void free() = 0;
virtual void freeIconFrame() = 0;
virtual void freeTextFrame() = 0;
virtual void freeSelection() = 0;
virtual void crossFadeIcon() = 0;
virtual void crossFadeText() = 0;
protected:
EffectFrameImpl* m_effectFrame;
};
inline
int Scene::Window::x() const
{
return toplevel->x();
}
inline
int Scene::Window::y() const
{
return toplevel->y();
}
inline
int Scene::Window::width() const
{
return toplevel->width();
}
inline
int Scene::Window::height() const
{
return toplevel->height();
}
inline
QRect Scene::Window::geometry() const
{
return toplevel->frameGeometry();
}
inline
QSize Scene::Window::size() const
{
return toplevel->size();
}
inline
QPoint Scene::Window::pos() const
{
return toplevel->pos();
}
inline
QRect Scene::Window::rect() const
{
return toplevel->rect();
}
inline
Toplevel* Scene::Window::window() const
{
return toplevel;
}
} // namespace
Q_DECLARE_INTERFACE(KWin::SceneFactory, "org.kde.kwin.Scene")
#endif