cd65515ea6
This allows the projection matrix calculation to properly calculate the screen edges without losing bits due to earlier rounding.
245 lines
7.5 KiB
C++
245 lines
7.5 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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#ifndef KWIN_SCENE_H
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#define KWIN_SCENE_H
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#include "core/renderlayerdelegate.h"
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#include "kwineffects.h"
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#include "utils/common.h"
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#include "window.h"
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#include <optional>
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#include <QElapsedTimer>
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#include <QMatrix4x4>
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namespace KWin
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{
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namespace Decoration
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{
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class DecoratedClientImpl;
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}
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class Output;
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class DecorationRenderer;
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class Deleted;
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class EffectWindowImpl;
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class GLTexture;
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class Item;
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class RenderLoop;
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class Scene;
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class Shadow;
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class ShadowItem;
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class SurfaceItem;
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class SurfacePixmapInternal;
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class SurfacePixmapWayland;
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class SurfacePixmapX11;
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class SurfaceTexture;
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class WindowItem;
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class SceneDelegate : public RenderLayerDelegate
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{
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Q_OBJECT
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public:
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explicit SceneDelegate(Scene *scene, QObject *parent = nullptr);
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explicit SceneDelegate(Scene *scene, Output *output, QObject *parent = nullptr);
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~SceneDelegate() override;
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QRect viewport() const;
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QRegion repaints() const override;
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SurfaceItem *scanoutCandidate() const override;
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void prePaint() override;
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void postPaint() override;
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void paint(RenderTarget *renderTarget, const QRegion ®ion) override;
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private:
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Scene *m_scene;
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Output *m_output = nullptr;
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};
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class KWIN_EXPORT Scene : public QObject
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{
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Q_OBJECT
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public:
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explicit Scene();
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~Scene() override;
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void initialize();
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/**
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* Schedules a repaint for the specified @a region.
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*/
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void addRepaint(const QRegion ®ion);
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void addRepaint(int x, int y, int width, int height);
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void addRepaintFull();
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QRegion damage() const;
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QRect geometry() const;
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void setGeometry(const QRect &rect);
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QList<SceneDelegate *> delegates() const;
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void addDelegate(SceneDelegate *delegate);
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void removeDelegate(SceneDelegate *delegate);
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// Returns true if the ctor failed to properly initialize.
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virtual bool initFailed() const = 0;
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SurfaceItem *scanoutCandidate() const;
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void prePaint(Output *output);
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void postPaint();
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virtual void paint(RenderTarget *renderTarget, const QRegion ®ion) = 0;
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/**
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* @brief Creates the Scene specific Shadow subclass.
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*
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* An implementing class has to create a proper instance. It is not allowed to
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* return @c null.
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*
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* @param window The Window for which the Shadow needs to be created.
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*/
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virtual Shadow *createShadow(Window *window) = 0;
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// Flags controlling how painting is done.
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enum {
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// WindowItem (or at least part of it) will be painted opaque.
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PAINT_WINDOW_OPAQUE = 1 << 0,
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// WindowItem (or at least part of it) will be painted translucent.
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PAINT_WINDOW_TRANSLUCENT = 1 << 1,
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// WindowItem will be painted with transformed geometry.
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PAINT_WINDOW_TRANSFORMED = 1 << 2,
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// Paint only a region of the screen (can be optimized, cannot
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// be used together with TRANSFORMED flags).
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PAINT_SCREEN_REGION = 1 << 3,
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// Whole screen will be painted with transformed geometry.
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PAINT_SCREEN_TRANSFORMED = 1 << 4,
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// At least one window will be painted with transformed geometry.
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PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
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// Clear whole background as the very first step, without optimizing it
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PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
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};
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virtual bool makeOpenGLContextCurrent();
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virtual void doneOpenGLContextCurrent();
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virtual bool supportsNativeFence() const;
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virtual DecorationRenderer *createDecorationRenderer(Decoration::DecoratedClientImpl *) = 0;
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/**
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* Whether the Scene is able to drive animations.
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* This is used as a hint to the effects system which effects can be supported.
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* If the Scene performs software rendering it is supposed to return @c false,
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* if rendering is hardware accelerated it should return @c true.
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*/
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virtual bool animationsSupported() const = 0;
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/**
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* The QPainter used by a QPainter based compositor scene.
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* Default implementation returns @c nullptr;
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*/
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virtual QPainter *scenePainter() const;
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/**
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* The backend specific extensions (e.g. EGL/GLX extensions).
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*
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* Not the OpenGL (ES) extension!
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*
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* Default implementation returns empty list
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*/
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virtual QVector<QByteArray> openGLPlatformInterfaceExtensions() const;
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virtual std::shared_ptr<GLTexture> textureForOutput(Output *output) const
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{
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return {};
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}
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virtual std::unique_ptr<SurfaceTexture> createSurfaceTextureInternal(SurfacePixmapInternal *pixmap);
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virtual std::unique_ptr<SurfaceTexture> createSurfaceTextureX11(SurfacePixmapX11 *pixmap);
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virtual std::unique_ptr<SurfaceTexture> createSurfaceTextureWayland(SurfacePixmapWayland *pixmap);
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QMatrix4x4 renderTargetProjectionMatrix() const;
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QRect renderTargetRect() const;
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void setRenderTargetRect(const QRectF &rect);
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qreal renderTargetScale() const;
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void setRenderTargetScale(qreal scale);
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QRegion mapToRenderTarget(const QRegion ®ion) const;
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virtual void render(Item *item, int mask, const QRegion ®ion, const WindowPaintData &data) = 0;
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Q_SIGNALS:
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void preFrameRender();
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void frameRendered();
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protected:
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void createStackingOrder();
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void clearStackingOrder();
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// shared implementation, starts painting the screen
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void paintScreen(const QRegion ®ion);
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friend class EffectsHandlerImpl;
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// called after all effects had their paintScreen() called
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void finalPaintScreen(int mask, const QRegion ®ion, ScreenPaintData &data);
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// shared implementation of painting the screen in the generic
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// (unoptimized) way
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void preparePaintGenericScreen();
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void paintGenericScreen(int mask, const ScreenPaintData &data);
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// shared implementation of painting the screen in an optimized way
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void preparePaintSimpleScreen();
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void paintSimpleScreen(int mask, const QRegion ®ion);
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// paint the background (not the desktop background - the whole background)
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virtual void paintBackground(const QRegion ®ion) = 0;
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// called after all effects had their paintWindow() called
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void finalPaintWindow(EffectWindowImpl *w, int mask, const QRegion ®ion, WindowPaintData &data);
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// shared implementation, starts painting the window
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void paintWindow(WindowItem *w, int mask, const QRegion ®ion);
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// called after all effects had their drawWindow() called
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void finalDrawWindow(EffectWindowImpl *w, int mask, const QRegion ®ion, WindowPaintData &data);
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virtual void paintOffscreenQuickView(OffscreenQuickView *w) = 0;
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// saved data for 2nd pass of optimized screen painting
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struct Phase2Data
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{
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WindowItem *item = nullptr;
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QRegion region;
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QRegion opaque;
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int mask = 0;
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};
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struct PaintContext
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{
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QRegion damage;
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int mask = 0;
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QVector<Phase2Data> phase2Data;
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};
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// The screen that is being currently painted
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Output *painted_screen = nullptr;
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// windows in their stacking order
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QVector<WindowItem *> stacking_order;
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private:
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std::chrono::milliseconds m_expectedPresentTimestamp = std::chrono::milliseconds::zero();
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QList<SceneDelegate *> m_delegates;
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QRect m_geometry;
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QMatrix4x4 m_renderTargetProjectionMatrix;
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QRectF m_renderTargetRect;
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qreal m_renderTargetScale = 1;
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// how many times finalPaintScreen() has been called
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int m_paintScreenCount = 0;
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PaintContext m_paintContext;
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};
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} // namespace
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#endif
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