5faa397849
for use in effects (and not only). Now a list of window quads (=window areas) is created at the beginning of the paint pass, prepaint calls can modify the split itself (i.e. divide it into more parts). The actual paint calls can then modify these quads (i.e. transform their geometry). This will allow better control of how the split is done and also allow painting e.g. only the decoration differently. Still work in progress, but it works. Also pass data to prepaint functions in a struct, as there is already quite a number of them. svn path=/trunk/KDE/kdebase/workspace/; revision=684893
143 lines
4.3 KiB
C++
143 lines
4.3 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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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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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 "kwinglutils.h"
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#ifdef HAVE_OPENGL
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#ifdef HAVE_XSHM
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#include <X11/extensions/XShm.h>
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#endif
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namespace KWin
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{
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class SceneOpenGL
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: public Scene
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{
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public:
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class Texture;
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class Window;
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SceneOpenGL( Workspace* ws );
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virtual ~SceneOpenGL();
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virtual bool initFailed() const;
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virtual CompositingType compositingType() const { return OpenGLCompositing; }
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virtual void paint( QRegion damage, ToplevelList windows );
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virtual void windowGeometryShapeChanged( Toplevel* );
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virtual void windowOpacityChanged( Toplevel* );
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virtual void windowAdded( Toplevel* );
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virtual void windowClosed( Toplevel*, Deleted* );
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virtual void windowDeleted( Deleted* );
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protected:
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virtual void paintGenericScreen( int mask, ScreenPaintData data );
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virtual void paintBackground( QRegion region );
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private:
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bool selectMode();
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bool initTfp();
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bool initShm();
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void cleanupShm();
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bool initBuffer();
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bool initRenderingContext();
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bool initBufferConfigs();
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bool initDrawableConfigs();
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void waitSync();
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void flushBuffer( int mask, QRegion damage );
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GC gcroot;
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class FBConfigInfo
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{
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public:
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GLXFBConfig fbconfig;
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int bind_texture_format;
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int y_inverted;
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int mipmap;
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};
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Drawable buffer;
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GLXFBConfig fbcbuffer;
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static bool db;
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static GLXFBConfig fbcbuffer_db;
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static GLXFBConfig fbcbuffer_nondb;
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static FBConfigInfo fbcdrawableinfo[ 32 + 1 ];
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static GLXDrawable glxbuffer;
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static GLXContext ctxbuffer;
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static GLXContext ctxdrawable;
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static GLXDrawable last_pixmap; // for a workaround in bindTexture()
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static bool tfp_mode;
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static bool shm_mode;
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static bool copy_buffer_hack;
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QHash< Toplevel*, Window* > windows;
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#ifdef HAVE_XSHM
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static XShmSegmentInfo shm;
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#endif
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bool init_ok;
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};
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class SceneOpenGL::Texture
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: public GLTexture
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{
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public:
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Texture();
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Texture( const Pixmap& pix, const QSize& size, int depth );
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virtual ~Texture();
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using GLTexture::load;
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virtual bool load( const Pixmap& pix, const QSize& size, int depth,
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QRegion region );
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virtual bool load( const Pixmap& pix, const QSize& size, int depth );
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virtual bool load( const QImage& image, GLenum target = GL_TEXTURE_2D );
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virtual bool load( const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D );
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virtual void discard();
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virtual void release(); // undo the tfp_mode binding
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virtual void bind();
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virtual void unbind();
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protected:
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void findTarget();
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QRegion optimizeBindDamage( const QRegion& reg, int limit );
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private:
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void init();
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GLXPixmap bound_glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode
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};
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class SceneOpenGL::Window
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: public Scene::Window
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{
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public:
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Window( Toplevel* c );
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virtual ~Window();
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virtual void performPaint( int mask, QRegion region, WindowPaintData data );
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virtual void prepareForPainting();
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virtual void pixmapDiscarded();
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bool bindTexture();
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void discardTexture();
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void setShader( GLShader* s ) { shader = s; }
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protected:
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void prepareRenderStates( int mask, WindowPaintData data );
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void prepareShaderRenderStates( int mask, WindowPaintData data );
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void restoreRenderStates( int mask, WindowPaintData data );
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void restoreShaderRenderStates( int mask, WindowPaintData data );
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private:
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Texture texture;
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GLShader* shader; // shader to be used for rendering, if any
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};
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} // namespace
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#endif
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#endif
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