1 | /******************************************************************** |
2 | KWin - the KDE window manager |
3 | This file is part of the KDE project. |
4 | |
5 | Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org> |
6 | Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org> |
7 | |
8 | Based on glcompmgr code by Felix Bellaby. |
9 | Using code from Compiz and Beryl. |
10 | |
11 | This program is free software; you can redistribute it and/or modify |
12 | it under the terms of the GNU General Public License as published by |
13 | the Free Software Foundation; either version 2 of the License, or |
14 | (at your option) any later version. |
15 | |
16 | This program is distributed in the hope that it will be useful, |
17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
19 | GNU General Public License for more details. |
20 | |
21 | You should have received a copy of the GNU General Public License |
22 | along with this program. If not, see <http://www.gnu.org/licenses/>. |
23 | *********************************************************************/ |
24 | #include "scene_opengl.h" |
25 | #ifdef KWIN_HAVE_EGL |
26 | #include "eglonxbackend.h" |
27 | // for Wayland |
28 | #include "config-workspace.h" |
29 | #ifdef WAYLAND_FOUND |
30 | #include "egl_wayland_backend.h" |
31 | #endif |
32 | #endif |
33 | #ifndef KWIN_HAVE_OPENGLES |
34 | #include "glxbackend.h" |
35 | #endif |
36 | |
37 | #include <kxerrorhandler.h> |
38 | |
39 | #include <kwinglcolorcorrection.h> |
40 | #include <kwinglplatform.h> |
41 | |
42 | #include "utils.h" |
43 | #include "client.h" |
44 | #include "composite.h" |
45 | #include "deleted.h" |
46 | #include "effects.h" |
47 | #include "lanczosfilter.h" |
48 | #include "overlaywindow.h" |
49 | #include "paintredirector.h" |
50 | #include "screens.h" |
51 | #include "workspace.h" |
52 | |
53 | #include <cmath> |
54 | #include <unistd.h> |
55 | #include <stddef.h> |
56 | |
57 | // turns on checks for opengl errors in various places (for easier finding of them) |
58 | // normally only few of them are enabled |
59 | //#define CHECK_GL_ERROR |
60 | |
61 | #include <X11/extensions/Xcomposite.h> |
62 | |
63 | #include <qpainter.h> |
64 | #include <QDBusConnection> |
65 | #include <QDBusConnectionInterface> |
66 | #include <QDBusInterface> |
67 | #include <QGraphicsScale> |
68 | #include <QStringList> |
69 | #include <QVector2D> |
70 | #include <QVector4D> |
71 | #include <QMatrix4x4> |
72 | |
73 | #include <KDE/KLocalizedString> |
74 | #include <KDE/KNotification> |
75 | #include <KProcess> |
76 | |
77 | namespace KWin |
78 | { |
79 | |
80 | extern int currentRefreshRate(); |
81 | |
82 | //**************************************** |
83 | // SceneOpenGL |
84 | //**************************************** |
85 | OpenGLBackend::OpenGLBackend() |
86 | : m_overlayWindow(new OverlayWindow()) // TODO: maybe create only if needed? |
87 | , m_syncsToVBlank(false) |
88 | , m_blocksForRetrace(false) |
89 | , m_directRendering(false) |
90 | , m_haveBufferAge(false) |
91 | , m_failed(false) |
92 | { |
93 | } |
94 | |
95 | OpenGLBackend::~OpenGLBackend() |
96 | { |
97 | if (isFailed()) { |
98 | m_overlayWindow->destroy(); |
99 | } |
100 | delete m_overlayWindow; |
101 | } |
102 | |
103 | void OpenGLBackend::setFailed(const QString &reason) |
104 | { |
105 | kWarning(1212) << "Creating the OpenGL rendering failed: " << reason; |
106 | m_failed = true; |
107 | } |
108 | |
109 | void OpenGLBackend::idle() |
110 | { |
111 | if (hasPendingFlush()) |
112 | present(); |
113 | } |
114 | |
115 | void OpenGLBackend::addToDamageHistory(const QRegion ®ion) |
116 | { |
117 | if (m_damageHistory.count() > 10) |
118 | m_damageHistory.removeLast(); |
119 | |
120 | m_damageHistory.prepend(region); |
121 | } |
122 | |
123 | QRegion OpenGLBackend::accumulatedDamageHistory(int bufferAge) const |
124 | { |
125 | QRegion region; |
126 | |
127 | // Note: An age of zero means the buffer contents are undefined |
128 | if (bufferAge > 0 && bufferAge <= m_damageHistory.count()) { |
129 | for (int i = 0; i < bufferAge - 1; i++) |
130 | region |= m_damageHistory[i]; |
131 | } else { |
132 | region = QRegion(0, 0, displayWidth(), displayHeight()); |
133 | } |
134 | |
135 | return region; |
136 | } |
137 | |
138 | /************************************************ |
139 | * SceneOpenGL |
140 | ***********************************************/ |
141 | |
142 | SceneOpenGL::SceneOpenGL(Workspace* ws, OpenGLBackend *backend) |
143 | : Scene(ws) |
144 | , init_ok(true) |
145 | , m_backend(backend) |
146 | { |
147 | if (m_backend->isFailed()) { |
148 | init_ok = false; |
149 | return; |
150 | } |
151 | if (!viewportLimitsMatched(QSize(displayWidth(), displayHeight()))) |
152 | return; |
153 | |
154 | // perform Scene specific checks |
155 | GLPlatform *glPlatform = GLPlatform::instance(); |
156 | #ifndef KWIN_HAVE_OPENGLES |
157 | if (!hasGLExtension("GL_ARB_texture_non_power_of_two" ) |
158 | && !hasGLExtension("GL_ARB_texture_rectangle" )) { |
159 | kError(1212) << "GL_ARB_texture_non_power_of_two and GL_ARB_texture_rectangle missing" ; |
160 | init_ok = false; |
161 | return; // error |
162 | } |
163 | #endif |
164 | if (glPlatform->isMesaDriver() && glPlatform->mesaVersion() < kVersionNumber(8, 0)) { |
165 | kError(1212) << "KWin requires at least Mesa 8.0 for OpenGL compositing." ; |
166 | init_ok = false; |
167 | return; |
168 | } |
169 | #ifndef KWIN_HAVE_OPENGLES |
170 | glDrawBuffer(GL_BACK); |
171 | #endif |
172 | |
173 | m_debug = qstrcmp(qgetenv("KWIN_GL_DEBUG" ), "1" ) == 0; |
174 | |
175 | // set strict binding |
176 | if (options->isGlStrictBindingFollowsDriver()) { |
177 | options->setGlStrictBinding(!glPlatform->supports(LooseBinding)); |
178 | } |
179 | } |
180 | |
181 | SceneOpenGL::~SceneOpenGL() |
182 | { |
183 | foreach (Window * w, windows) { |
184 | delete w; |
185 | } |
186 | // do cleanup after initBuffer() |
187 | SceneOpenGL::EffectFrame::cleanup(); |
188 | if (init_ok) { |
189 | // backend might be still needed for a different scene |
190 | delete m_backend; |
191 | } |
192 | } |
193 | |
194 | SceneOpenGL *SceneOpenGL::createScene() |
195 | { |
196 | OpenGLBackend *backend = NULL; |
197 | OpenGLPlatformInterface platformInterface = NoOpenGLPlatformInterface; |
198 | // should we use glx? |
199 | #ifndef KWIN_HAVE_OPENGLES |
200 | // on OpenGL we default to glx |
201 | platformInterface = GlxPlatformInterface; |
202 | #endif |
203 | |
204 | const QByteArray envOpenGLInterface(qgetenv("KWIN_OPENGL_INTERFACE" )); |
205 | #ifdef KWIN_HAVE_EGL |
206 | #ifdef KWIN_HAVE_OPENGLES |
207 | // for OpenGL ES we need to use the Egl Backend |
208 | platformInterface = EglPlatformInterface; |
209 | #else |
210 | // check environment variable |
211 | if (qstrcmp(envOpenGLInterface, "egl" ) == 0 || |
212 | qstrcmp(envOpenGLInterface, "egl_wayland" ) == 0) { |
213 | kDebug(1212) << "Forcing EGL native interface through environment variable" ; |
214 | platformInterface = EglPlatformInterface; |
215 | } |
216 | #endif |
217 | #endif |
218 | |
219 | switch (platformInterface) { |
220 | case GlxPlatformInterface: |
221 | #ifndef KWIN_HAVE_OPENGLES |
222 | backend = new GlxBackend(); |
223 | #endif |
224 | break; |
225 | case EglPlatformInterface: |
226 | #ifdef KWIN_HAVE_EGL |
227 | #ifdef WAYLAND_FOUND |
228 | if (qstrcmp(envOpenGLInterface, "egl_wayland" ) == 0) { |
229 | backend = new EglWaylandBackend(); |
230 | } else { |
231 | backend = new EglOnXBackend(); |
232 | } |
233 | #else |
234 | backend = new EglOnXBackend(); |
235 | #endif |
236 | #endif |
237 | break; |
238 | default: |
239 | // no backend available |
240 | return NULL; |
241 | } |
242 | if (!backend || backend->isFailed()) { |
243 | delete backend; |
244 | return NULL; |
245 | } |
246 | SceneOpenGL *scene = NULL; |
247 | // first let's try an OpenGL 2 scene |
248 | if (SceneOpenGL2::supported(backend)) { |
249 | scene = new SceneOpenGL2(backend); |
250 | if (scene->initFailed()) { |
251 | delete scene; |
252 | scene = NULL; |
253 | } else { |
254 | return scene; |
255 | } |
256 | } |
257 | #ifdef KWIN_HAVE_OPENGL_1 |
258 | if (SceneOpenGL1::supported(backend)) { |
259 | scene = new SceneOpenGL1(backend); |
260 | if (scene->initFailed()) { |
261 | delete scene; |
262 | scene = NULL; |
263 | } |
264 | } |
265 | #endif |
266 | if (!scene) { |
267 | if (GLPlatform::instance()->recommendedCompositor() == XRenderCompositing) { |
268 | kError(1212) << "OpenGL driver recommends XRender based compositing. Falling back to XRender." ; |
269 | kError(1212) << "To overwrite the detection use the environment variable KWIN_COMPOSE" ; |
270 | kError(1212) << "For more information see http://community.kde.org/KWin/Environment_Variables#KWIN_COMPOSE" ; |
271 | QTimer::singleShot(0, Compositor::self(), SLOT(fallbackToXRenderCompositing())); |
272 | } |
273 | delete backend; |
274 | } |
275 | |
276 | return scene; |
277 | } |
278 | |
279 | OverlayWindow *SceneOpenGL::overlayWindow() |
280 | { |
281 | return m_backend->overlayWindow(); |
282 | } |
283 | |
284 | bool SceneOpenGL::syncsToVBlank() const |
285 | { |
286 | return m_backend->syncsToVBlank(); |
287 | } |
288 | |
289 | bool SceneOpenGL::blocksForRetrace() const |
290 | { |
291 | return m_backend->blocksForRetrace(); |
292 | } |
293 | |
294 | void SceneOpenGL::idle() |
295 | { |
296 | m_backend->idle(); |
297 | Scene::idle(); |
298 | } |
299 | |
300 | bool SceneOpenGL::initFailed() const |
301 | { |
302 | return !init_ok; |
303 | } |
304 | |
305 | #ifndef KWIN_HAVE_OPENGLES |
306 | void SceneOpenGL::copyPixels(const QRegion ®ion) |
307 | { |
308 | foreach (const QRect &r, region.rects()) { |
309 | const int x0 = r.x(); |
310 | const int y0 = displayHeight() - r.y() - r.height(); |
311 | const int x1 = r.x() + r.width(); |
312 | const int y1 = displayHeight() - r.y(); |
313 | |
314 | glBlitFramebuffer(x0, y0, x1, y1, x0, y0, x1, y1, GL_COLOR_BUFFER_BIT, GL_NEAREST); |
315 | } |
316 | } |
317 | #endif |
318 | |
319 | #ifndef KWIN_HAVE_OPENGLES |
320 | # define GL_GUILTY_CONTEXT_RESET_KWIN GL_GUILTY_CONTEXT_RESET_ARB |
321 | # define GL_INNOCENT_CONTEXT_RESET_KWIN GL_INNOCENT_CONTEXT_RESET_ARB |
322 | # define GL_UNKNOWN_CONTEXT_RESET_KWIN GL_UNKNOWN_CONTEXT_RESET_ARB |
323 | #else |
324 | # define GL_GUILTY_CONTEXT_RESET_KWIN GL_GUILTY_CONTEXT_RESET_EXT |
325 | # define GL_INNOCENT_CONTEXT_RESET_KWIN GL_INNOCENT_CONTEXT_RESET_EXT |
326 | # define GL_UNKNOWN_CONTEXT_RESET_KWIN GL_UNKNOWN_CONTEXT_RESET_EXT |
327 | #endif |
328 | |
329 | void SceneOpenGL::handleGraphicsReset(GLenum status) |
330 | { |
331 | switch (status) { |
332 | case GL_GUILTY_CONTEXT_RESET_KWIN: |
333 | kDebug(1212) << "A graphics reset attributable to the current GL context occurred." ; |
334 | break; |
335 | |
336 | case GL_INNOCENT_CONTEXT_RESET_KWIN: |
337 | kDebug(1212) << "A graphics reset not attributable to the current GL context occurred." ; |
338 | break; |
339 | |
340 | case GL_UNKNOWN_CONTEXT_RESET_KWIN: |
341 | kDebug(1212) << "A graphics reset of an unknown cause occurred." ; |
342 | break; |
343 | |
344 | default: |
345 | break; |
346 | } |
347 | |
348 | QElapsedTimer timer; |
349 | timer.start(); |
350 | |
351 | // Wait until the reset is completed or max 10 seconds |
352 | while (timer.elapsed() < 10000 && glGetGraphicsResetStatus() != GL_NO_ERROR) |
353 | usleep(50); |
354 | |
355 | kDebug(1212) << "Attempting to reset compositing." ; |
356 | QMetaObject::invokeMethod(this, "resetCompositing" , Qt::QueuedConnection); |
357 | |
358 | KNotification::event("graphicsreset" , i18n("Desktop effects were restarted due to a graphics reset" )); |
359 | } |
360 | |
361 | qint64 SceneOpenGL::paint(QRegion damage, ToplevelList toplevels) |
362 | { |
363 | // actually paint the frame, flushed with the NEXT frame |
364 | foreach (Toplevel * c, toplevels) { |
365 | // TODO: cache the stacking_order in case it has not changed |
366 | assert(windows.contains(c)); |
367 | stacking_order.append(windows[ c ]); |
368 | } |
369 | |
370 | QRegion repaint = m_backend->prepareRenderingFrame(); |
371 | |
372 | const GLenum status = glGetGraphicsResetStatus(); |
373 | if (status != GL_NO_ERROR) { |
374 | handleGraphicsReset(status); |
375 | return 0; |
376 | } |
377 | |
378 | int mask = 0; |
379 | #ifdef CHECK_GL_ERROR |
380 | checkGLError("Paint1" ); |
381 | #endif |
382 | |
383 | // After this call, updateRegion will contain the damaged region in the |
384 | // back buffer. This is the region that needs to be posted to repair |
385 | // the front buffer. It doesn't include the additional damage returned |
386 | // by prepareRenderingFrame(). validRegion is the region that has been |
387 | // repainted, and may be larger than updateRegion. |
388 | QRegion updateRegion, validRegion; |
389 | paintScreen(&mask, damage, repaint, &updateRegion, &validRegion); // call generic implementation |
390 | |
391 | #ifndef KWIN_HAVE_OPENGLES |
392 | const QRegion displayRegion(0, 0, displayWidth(), displayHeight()); |
393 | |
394 | // copy dirty parts from front to backbuffer |
395 | if (!m_backend->supportsBufferAge() && |
396 | options->glPreferBufferSwap() == Options::CopyFrontBuffer && |
397 | validRegion != displayRegion) { |
398 | glReadBuffer(GL_FRONT); |
399 | copyPixels(displayRegion - validRegion); |
400 | glReadBuffer(GL_BACK); |
401 | validRegion = displayRegion; |
402 | } |
403 | #endif |
404 | |
405 | #ifdef CHECK_GL_ERROR |
406 | checkGLError("Paint2" ); |
407 | #endif |
408 | |
409 | m_backend->endRenderingFrame(validRegion, updateRegion); |
410 | |
411 | // do cleanup |
412 | stacking_order.clear(); |
413 | checkGLError("PostPaint" ); |
414 | return m_backend->renderTime(); |
415 | } |
416 | |
417 | QMatrix4x4 SceneOpenGL::transformation(int mask, const ScreenPaintData &data) const |
418 | { |
419 | QMatrix4x4 matrix; |
420 | |
421 | if (!(mask & PAINT_SCREEN_TRANSFORMED)) |
422 | return matrix; |
423 | |
424 | matrix.translate(data.translation()); |
425 | data.scale().applyTo(&matrix); |
426 | |
427 | if (data.rotationAngle() == 0.0) |
428 | return matrix; |
429 | |
430 | // Apply the rotation |
431 | // cannot use data.rotation->applyTo(&matrix) as QGraphicsRotation uses projectedRotate to map back to 2D |
432 | matrix.translate(data.rotationOrigin()); |
433 | const QVector3D axis = data.rotationAxis(); |
434 | matrix.rotate(data.rotationAngle(), axis.x(), axis.y(), axis.z()); |
435 | matrix.translate(-data.rotationOrigin()); |
436 | |
437 | return matrix; |
438 | } |
439 | |
440 | void SceneOpenGL::paintBackground(QRegion region) |
441 | { |
442 | PaintClipper pc(region); |
443 | if (!PaintClipper::clip()) { |
444 | glClearColor(0, 0, 0, 1); |
445 | glClear(GL_COLOR_BUFFER_BIT); |
446 | return; |
447 | } |
448 | if (pc.clip() && pc.paintArea().isEmpty()) |
449 | return; // no background to paint |
450 | QVector<float> verts; |
451 | for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) { |
452 | QRect r = iterator.boundingRect(); |
453 | verts << r.x() + r.width() << r.y(); |
454 | verts << r.x() << r.y(); |
455 | verts << r.x() << r.y() + r.height(); |
456 | verts << r.x() << r.y() + r.height(); |
457 | verts << r.x() + r.width() << r.y() + r.height(); |
458 | verts << r.x() + r.width() << r.y(); |
459 | } |
460 | doPaintBackground(verts); |
461 | } |
462 | |
463 | void SceneOpenGL::extendPaintRegion(QRegion ®ion, bool opaqueFullscreen) |
464 | { |
465 | if (m_backend->supportsBufferAge()) |
466 | return; |
467 | |
468 | if (options->glPreferBufferSwap() == Options::ExtendDamage) { // only Extend "large" repaints |
469 | const QRegion displayRegion(0, 0, displayWidth(), displayHeight()); |
470 | uint damagedPixels = 0; |
471 | const uint fullRepaintLimit = (opaqueFullscreen?0.49f:0.748f)*displayWidth()*displayHeight(); |
472 | // 16:9 is 75% of 4:3 and 2.55:1 is 49.01% of 5:4 |
473 | // (5:4 is the most square format and 2.55:1 is Cinemascope55 - the widest ever shot |
474 | // movie aspect - two times ;-) It's a Fox format, though, so maybe we want to restrict |
475 | // to 2.20:1 - Panavision - which has actually been used for interesting movies ...) |
476 | // would be 57% of 5/4 |
477 | foreach (const QRect &r, region.rects()) { |
478 | // damagedPixels += r.width() * r.height(); // combined window damage test |
479 | damagedPixels = r.width() * r.height(); // experimental single window damage testing |
480 | if (damagedPixels > fullRepaintLimit) { |
481 | region = displayRegion; |
482 | return; |
483 | } |
484 | } |
485 | } else if (options->glPreferBufferSwap() == Options::PaintFullScreen) { // forced full rePaint |
486 | region = QRegion(0, 0, displayWidth(), displayHeight()); |
487 | } |
488 | } |
489 | |
490 | void SceneOpenGL::windowAdded(Toplevel* c) |
491 | { |
492 | assert(!windows.contains(c)); |
493 | Window *w = createWindow(c); |
494 | windows[ c ] = w; |
495 | w->setScene(this); |
496 | connect(c, SIGNAL(opacityChanged(KWin::Toplevel*,qreal)), SLOT(windowOpacityChanged(KWin::Toplevel*))); |
497 | connect(c, SIGNAL(geometryShapeChanged(KWin::Toplevel*,QRect)), SLOT(windowGeometryShapeChanged(KWin::Toplevel*))); |
498 | connect(c, SIGNAL(windowClosed(KWin::Toplevel*,KWin::Deleted*)), SLOT(windowClosed(KWin::Toplevel*,KWin::Deleted*))); |
499 | c->effectWindow()->setSceneWindow(windows[ c ]); |
500 | c->getShadow(); |
501 | windows[ c ]->updateShadow(c->shadow()); |
502 | } |
503 | |
504 | void SceneOpenGL::windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted) |
505 | { |
506 | assert(windows.contains(c)); |
507 | if (deleted != NULL) { |
508 | // replace c with deleted |
509 | Window* w = windows.take(c); |
510 | w->updateToplevel(deleted); |
511 | if (w->shadow()) { |
512 | w->shadow()->setToplevel(deleted); |
513 | } |
514 | windows[ deleted ] = w; |
515 | } else { |
516 | delete windows.take(c); |
517 | c->effectWindow()->setSceneWindow(NULL); |
518 | } |
519 | } |
520 | |
521 | void SceneOpenGL::windowDeleted(Deleted* c) |
522 | { |
523 | assert(windows.contains(c)); |
524 | delete windows.take(c); |
525 | c->effectWindow()->setSceneWindow(NULL); |
526 | } |
527 | |
528 | void SceneOpenGL::windowGeometryShapeChanged(KWin::Toplevel* c) |
529 | { |
530 | if (!windows.contains(c)) // this is ok, shape is not valid |
531 | return; // by default |
532 | Window* w = windows[ c ]; |
533 | w->discardShape(); |
534 | } |
535 | |
536 | void SceneOpenGL::windowOpacityChanged(KWin::Toplevel* t) |
537 | { |
538 | Q_UNUSED(t) |
539 | #if 0 // not really needed, windows are painted on every repaint |
540 | // and opacity is used when applying texture, not when |
541 | // creating it |
542 | if (!windows.contains(c)) // this is ok, texture is created |
543 | return; // on demand |
544 | Window* w = windows[ c ]; |
545 | w->discardTexture(); |
546 | #endif |
547 | } |
548 | |
549 | SceneOpenGL::Texture *SceneOpenGL::createTexture() |
550 | { |
551 | return new Texture(m_backend); |
552 | } |
553 | |
554 | SceneOpenGL::Texture *SceneOpenGL::createTexture(const QPixmap &pix, GLenum target) |
555 | { |
556 | return new Texture(m_backend, pix, target); |
557 | } |
558 | |
559 | bool SceneOpenGL::viewportLimitsMatched(const QSize &size) const { |
560 | GLint limit[2]; |
561 | glGetIntegerv(GL_MAX_VIEWPORT_DIMS, limit); |
562 | if (limit[0] < size.width() || limit[1] < size.height()) { |
563 | QMetaObject::invokeMethod(Compositor::self(), "suspend" , |
564 | Qt::QueuedConnection, Q_ARG(Compositor::SuspendReason, Compositor::AllReasonSuspend)); |
565 | const QString message = i18n("<h1>OpenGL desktop effects not possible</h1>" |
566 | "Your system cannot perform OpenGL Desktop Effects at the " |
567 | "current resolution<br><br>" |
568 | "You can try to select the XRender backend, but it " |
569 | "might be very slow for this resolution as well.<br>" |
570 | "Alternatively, lower the combined resolution of all screens " |
571 | "to %1x%2 " , limit[0], limit[1]); |
572 | const QString details = i18n("The demanded resolution exceeds the GL_MAX_VIEWPORT_DIMS " |
573 | "limitation of your GPU and is therefore not compatible " |
574 | "with the OpenGL compositor.<br>" |
575 | "XRender does not know such limitation, but the performance " |
576 | "will usually be impacted by the hardware limitations that " |
577 | "restrict the OpenGL viewport size." ); |
578 | const int oldTimeout = QDBusConnection::sessionBus().interface()->timeout(); |
579 | QDBusConnection::sessionBus().interface()->setTimeout(500); |
580 | if (QDBusConnection::sessionBus().interface()->isServiceRegistered("org.kde.kwinCompositingDialog" ).value()) { |
581 | QDBusInterface dialog( "org.kde.kwinCompositingDialog" , "/CompositorSettings" , "org.kde.kwinCompositingDialog" ); |
582 | dialog.asyncCall("warn" , message, details, "" ); |
583 | } else { |
584 | const QString args = "warn " + message.toLocal8Bit().toBase64() + " details " + details.toLocal8Bit().toBase64(); |
585 | KProcess::startDetached("kcmshell4" , QStringList() << "kwincompositing" << "--args" << args); |
586 | } |
587 | QDBusConnection::sessionBus().interface()->setTimeout(oldTimeout); |
588 | return false; |
589 | } |
590 | glGetIntegerv(GL_MAX_TEXTURE_SIZE, limit); |
591 | if (limit[0] < size.width() || limit[0] < size.height()) { |
592 | KConfig cfg("kwin_dialogsrc" ); |
593 | |
594 | if (!KConfigGroup(&cfg, "Notification Messages" ).readEntry("max_tex_warning" , true)) |
595 | return true; |
596 | |
597 | const QString message = i18n("<h1>OpenGL desktop effects might be unusable</h1>" |
598 | "OpenGL Desktop Effects at the current resolution are supported " |
599 | "but might be exceptionally slow.<br>" |
600 | "Also large windows will turn entirely black.<br><br>" |
601 | "Consider to suspend compositing, switch to the XRender backend " |
602 | "or lower the resolution to %1x%1." , limit[0]); |
603 | const QString details = i18n("The demanded resolution exceeds the GL_MAX_TEXTURE_SIZE " |
604 | "limitation of your GPU, thus windows of that size cannot be " |
605 | "assigned to textures and will be entirely black.<br>" |
606 | "Also this limit will often be a performance level barrier despite " |
607 | "below GL_MAX_VIEWPORT_DIMS, because the driver might fall back to " |
608 | "software rendering in this case." ); |
609 | const int oldTimeout = QDBusConnection::sessionBus().interface()->timeout(); |
610 | QDBusConnection::sessionBus().interface()->setTimeout(500); |
611 | if (QDBusConnection::sessionBus().interface()->isServiceRegistered("org.kde.kwinCompositingDialog" ).value()) { |
612 | QDBusInterface dialog( "org.kde.kwinCompositingDialog" , "/CompositorSettings" , "org.kde.kwinCompositingDialog" ); |
613 | dialog.asyncCall("warn" , message, details, "kwin_dialogsrc:max_tex_warning" ); |
614 | } else { |
615 | const QString args = "warn " + message.toLocal8Bit().toBase64() + " details " + |
616 | details.toLocal8Bit().toBase64() + " dontagain kwin_dialogsrc:max_tex_warning" ; |
617 | KProcess::startDetached("kcmshell4" , QStringList() << "kwincompositing" << "--args" << args); |
618 | } |
619 | QDBusConnection::sessionBus().interface()->setTimeout(oldTimeout); |
620 | } |
621 | return true; |
622 | } |
623 | |
624 | void SceneOpenGL::screenGeometryChanged(const QSize &size) |
625 | { |
626 | if (!viewportLimitsMatched(size)) |
627 | return; |
628 | Scene::screenGeometryChanged(size); |
629 | glViewport(0,0, size.width(), size.height()); |
630 | m_backend->screenGeometryChanged(size); |
631 | ShaderManager::instance()->resetAllShaders(); |
632 | } |
633 | |
634 | void SceneOpenGL::paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data) |
635 | { |
636 | const QRect r = region.boundingRect(); |
637 | glEnable(GL_SCISSOR_TEST); |
638 | glScissor(r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height()); |
639 | KWin::Scene::paintDesktop(desktop, mask, region, data); |
640 | glDisable(GL_SCISSOR_TEST); |
641 | } |
642 | |
643 | //**************************************** |
644 | // SceneOpenGL2 |
645 | //**************************************** |
646 | bool SceneOpenGL2::supported(OpenGLBackend *backend) |
647 | { |
648 | const QByteArray forceEnv = qgetenv("KWIN_COMPOSE" ); |
649 | if (!forceEnv.isEmpty()) { |
650 | if (qstrcmp(forceEnv, "O2" ) == 0) { |
651 | kDebug(1212) << "OpenGL 2 compositing enforced by environment variable" ; |
652 | return true; |
653 | } else { |
654 | // OpenGL 2 disabled by environment variable |
655 | return false; |
656 | } |
657 | } |
658 | if (!backend->isDirectRendering()) { |
659 | return false; |
660 | } |
661 | if (GLPlatform::instance()->recommendedCompositor() < OpenGL2Compositing) { |
662 | kDebug(1212) << "Driver does not recommend OpenGL 2 compositing" ; |
663 | #ifndef KWIN_HAVE_OPENGLES |
664 | return false; |
665 | #endif |
666 | } |
667 | if (options->isGlLegacy()) { |
668 | kDebug(1212) << "OpenGL 2 disabled by config option" ; |
669 | return false; |
670 | } |
671 | return true; |
672 | } |
673 | |
674 | SceneOpenGL2::SceneOpenGL2(OpenGLBackend *backend) |
675 | : SceneOpenGL(Workspace::self(), backend) |
676 | , m_lanczosFilter(NULL) |
677 | , m_colorCorrection() |
678 | { |
679 | if (!init_ok) { |
680 | // base ctor already failed |
681 | return; |
682 | } |
683 | // Initialize color correction before the shaders |
684 | slotColorCorrectedChanged(false); |
685 | connect(options, SIGNAL(colorCorrectedChanged()), this, SLOT(slotColorCorrectedChanged()), Qt::QueuedConnection); |
686 | |
687 | if (!ShaderManager::instance()->isValid()) { |
688 | kDebug(1212) << "No Scene Shaders available" ; |
689 | init_ok = false; |
690 | return; |
691 | } |
692 | |
693 | // push one shader on the stack so that one is always bound |
694 | ShaderManager::instance()->pushShader(ShaderManager::SimpleShader); |
695 | if (checkGLError("Init" )) { |
696 | kError(1212) << "OpenGL 2 compositing setup failed" ; |
697 | init_ok = false; |
698 | return; // error |
699 | } |
700 | |
701 | kDebug(1212) << "OpenGL 2 compositing successfully initialized" ; |
702 | |
703 | #ifndef KWIN_HAVE_OPENGLES |
704 | // It is not legal to not have a vertex array object bound in a core context |
705 | if (hasGLExtension("GL_ARB_vertex_array_object" )) { |
706 | glGenVertexArrays(1, &vao); |
707 | glBindVertexArray(vao); |
708 | } |
709 | #endif |
710 | |
711 | init_ok = true; |
712 | } |
713 | |
714 | SceneOpenGL2::~SceneOpenGL2() |
715 | { |
716 | } |
717 | |
718 | void SceneOpenGL2::paintGenericScreen(int mask, ScreenPaintData data) |
719 | { |
720 | ShaderBinder binder(ShaderManager::GenericShader); |
721 | |
722 | binder.shader()->setUniform(GLShader::ScreenTransformation, transformation(mask, data)); |
723 | |
724 | Scene::paintGenericScreen(mask, data); |
725 | } |
726 | |
727 | void SceneOpenGL2::paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data) |
728 | { |
729 | ShaderBinder binder(ShaderManager::GenericShader); |
730 | GLShader *shader = binder.shader(); |
731 | QMatrix4x4 screenTransformation = shader->getUniformMatrix4x4("screenTransformation" ); |
732 | |
733 | KWin::SceneOpenGL::paintDesktop(desktop, mask, region, data); |
734 | |
735 | shader->setUniform(GLShader::ScreenTransformation, screenTransformation); |
736 | } |
737 | |
738 | void SceneOpenGL2::doPaintBackground(const QVector< float >& vertices) |
739 | { |
740 | GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); |
741 | vbo->reset(); |
742 | vbo->setUseColor(true); |
743 | vbo->setData(vertices.count() / 2, 2, vertices.data(), NULL); |
744 | |
745 | ShaderBinder binder(ShaderManager::ColorShader); |
746 | binder.shader()->setUniform(GLShader::Offset, QVector2D(0, 0)); |
747 | |
748 | vbo->render(GL_TRIANGLES); |
749 | } |
750 | |
751 | SceneOpenGL::Window *SceneOpenGL2::createWindow(Toplevel *t) |
752 | { |
753 | return new SceneOpenGL2Window(t); |
754 | } |
755 | |
756 | void SceneOpenGL2::finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data) |
757 | { |
758 | if (!m_colorCorrection.isNull() && m_colorCorrection->isEnabled()) { |
759 | // Split the painting for separate screens |
760 | const int numScreens = screens()->count(); |
761 | for (int screen = 0; screen < numScreens; ++ screen) { |
762 | QRegion regionForScreen(region); |
763 | if (numScreens > 1) |
764 | regionForScreen = region.intersected(screens()->geometry(screen)); |
765 | |
766 | data.setScreen(screen); |
767 | performPaintWindow(w, mask, regionForScreen, data); |
768 | } |
769 | } else { |
770 | performPaintWindow(w, mask, region, data); |
771 | } |
772 | } |
773 | |
774 | void SceneOpenGL2::performPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data) |
775 | { |
776 | if (mask & PAINT_WINDOW_LANCZOS) { |
777 | if (!m_lanczosFilter) { |
778 | m_lanczosFilter = new LanczosFilter(this); |
779 | // recreate the lanczos filter when the screen gets resized |
780 | connect(screens(), SIGNAL(changed()), SLOT(resetLanczosFilter())); |
781 | } |
782 | m_lanczosFilter->performPaint(w, mask, region, data); |
783 | } else |
784 | w->sceneWindow()->performPaint(mask, region, data); |
785 | } |
786 | |
787 | void SceneOpenGL2::resetLanczosFilter() |
788 | { |
789 | // TODO: Qt5 - replace by a lambda slot |
790 | delete m_lanczosFilter; |
791 | m_lanczosFilter = NULL; |
792 | } |
793 | |
794 | ColorCorrection *SceneOpenGL2::colorCorrection() |
795 | { |
796 | return m_colorCorrection.data(); |
797 | } |
798 | |
799 | void SceneOpenGL2::slotColorCorrectedChanged(bool recreateShaders) |
800 | { |
801 | kDebug(1212) << "Color correction:" << options->isColorCorrected(); |
802 | if (options->isColorCorrected() && m_colorCorrection.isNull()) { |
803 | m_colorCorrection.reset(new ColorCorrection(this)); |
804 | if (!m_colorCorrection->setEnabled(true)) { |
805 | m_colorCorrection.reset(); |
806 | return; |
807 | } |
808 | connect(m_colorCorrection.data(), SIGNAL(changed()), Compositor::self(), SLOT(addRepaintFull())); |
809 | connect(m_colorCorrection.data(), SIGNAL(errorOccured()), options, SLOT(setColorCorrected()), Qt::QueuedConnection); |
810 | if (recreateShaders) { |
811 | // Reload all shaders |
812 | ShaderManager::cleanup(); |
813 | ShaderManager::instance(); |
814 | } |
815 | } else { |
816 | m_colorCorrection.reset(); |
817 | } |
818 | Compositor::self()->addRepaintFull(); |
819 | } |
820 | |
821 | |
822 | //**************************************** |
823 | // SceneOpenGL1 |
824 | //**************************************** |
825 | #ifdef KWIN_HAVE_OPENGL_1 |
826 | bool SceneOpenGL1::supported(OpenGLBackend *backend) |
827 | { |
828 | Q_UNUSED(backend) |
829 | const QByteArray forceEnv = qgetenv("KWIN_COMPOSE" ); |
830 | if (!forceEnv.isEmpty()) { |
831 | if (qstrcmp(forceEnv, "O1" ) == 0) { |
832 | kDebug(1212) << "OpenGL 1 compositing enforced by environment variable" ; |
833 | return true; |
834 | } else { |
835 | // OpenGL 1 disabled by environment variable |
836 | return false; |
837 | } |
838 | } |
839 | if (GLPlatform::instance()->recommendedCompositor() < OpenGL1Compositing) { |
840 | kDebug(1212) << "Driver does not recommend OpenGL 1 compositing" ; |
841 | return false; |
842 | } |
843 | return true; |
844 | } |
845 | |
846 | SceneOpenGL1::SceneOpenGL1(OpenGLBackend *backend) |
847 | : SceneOpenGL(Workspace::self(), backend) |
848 | , m_resetModelViewProjectionMatrix(true) |
849 | { |
850 | if (!init_ok) { |
851 | // base ctor already failed |
852 | return; |
853 | } |
854 | ShaderManager::disable(); |
855 | setupModelViewProjectionMatrix(); |
856 | if (checkGLError("Init" )) { |
857 | kError(1212) << "OpenGL 1 compositing setup failed" ; |
858 | init_ok = false; |
859 | return; // error |
860 | } |
861 | |
862 | kDebug(1212) << "OpenGL 1 compositing successfully initialized" ; |
863 | } |
864 | |
865 | SceneOpenGL1::~SceneOpenGL1() |
866 | { |
867 | } |
868 | |
869 | qint64 SceneOpenGL1::paint(QRegion damage, ToplevelList windows) |
870 | { |
871 | if (m_resetModelViewProjectionMatrix) { |
872 | // reset model view projection matrix if required |
873 | setupModelViewProjectionMatrix(); |
874 | } |
875 | return SceneOpenGL::paint(damage, windows); |
876 | } |
877 | |
878 | void SceneOpenGL1::paintGenericScreen(int mask, ScreenPaintData data) |
879 | { |
880 | pushMatrix(transformation(mask, data)); |
881 | Scene::paintGenericScreen(mask, data); |
882 | popMatrix(); |
883 | } |
884 | |
885 | void SceneOpenGL1::doPaintBackground(const QVector< float >& vertices) |
886 | { |
887 | GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); |
888 | vbo->reset(); |
889 | vbo->setUseColor(true); |
890 | vbo->setData(vertices.count() / 2, 2, vertices.data(), NULL); |
891 | vbo->render(GL_TRIANGLES); |
892 | } |
893 | |
894 | void SceneOpenGL1::setupModelViewProjectionMatrix() |
895 | { |
896 | glMatrixMode(GL_PROJECTION); |
897 | glLoadIdentity(); |
898 | float fovy = 60.0f; |
899 | float aspect = 1.0f; |
900 | float zNear = 0.1f; |
901 | float zFar = 100.0f; |
902 | float ymax = zNear * tan(fovy * M_PI / 360.0f); |
903 | float ymin = -ymax; |
904 | float xmin = ymin * aspect; |
905 | float xmax = ymax * aspect; |
906 | // swap top and bottom to have OpenGL coordinate system match X system |
907 | glFrustum(xmin, xmax, ymin, ymax, zNear, zFar); |
908 | glMatrixMode(GL_MODELVIEW); |
909 | glLoadIdentity(); |
910 | float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax; |
911 | glTranslatef(xmin * scaleFactor, ymax * scaleFactor, -1.1); |
912 | glScalef((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001); |
913 | m_resetModelViewProjectionMatrix = false; |
914 | } |
915 | |
916 | void SceneOpenGL1::screenGeometryChanged(const QSize &size) |
917 | { |
918 | SceneOpenGL::screenGeometryChanged(size); |
919 | m_resetModelViewProjectionMatrix = true; |
920 | } |
921 | |
922 | SceneOpenGL::Window *SceneOpenGL1::createWindow(Toplevel *t) |
923 | { |
924 | return new SceneOpenGL1Window(t); |
925 | } |
926 | |
927 | #endif |
928 | |
929 | //**************************************** |
930 | // SceneOpenGL::Texture |
931 | //**************************************** |
932 | |
933 | SceneOpenGL::Texture::Texture(OpenGLBackend *backend) |
934 | : GLTexture(*backend->createBackendTexture(this)) |
935 | { |
936 | } |
937 | |
938 | SceneOpenGL::Texture::Texture(OpenGLBackend *backend, const QPixmap &pix, GLenum target) |
939 | : GLTexture(*backend->createBackendTexture(this)) |
940 | { |
941 | load(pix, target); |
942 | } |
943 | |
944 | SceneOpenGL::Texture::~Texture() |
945 | { |
946 | } |
947 | |
948 | SceneOpenGL::Texture& SceneOpenGL::Texture::operator = (const SceneOpenGL::Texture& tex) |
949 | { |
950 | d_ptr = tex.d_ptr; |
951 | return *this; |
952 | } |
953 | |
954 | void SceneOpenGL::Texture::discard() |
955 | { |
956 | d_ptr = d_func()->backend()->createBackendTexture(this); |
957 | } |
958 | |
959 | bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size, |
960 | int depth) |
961 | { |
962 | if (pix == None) |
963 | return false; |
964 | return load(pix, size, depth, |
965 | QRegion(0, 0, size.width(), size.height())); |
966 | } |
967 | |
968 | bool SceneOpenGL::Texture::load(const QImage& image, GLenum target) |
969 | { |
970 | if (image.isNull()) |
971 | return false; |
972 | return load(QPixmap::fromImage(image), target); |
973 | } |
974 | |
975 | bool SceneOpenGL::Texture::load(const QPixmap& pixmap, GLenum target) |
976 | { |
977 | if (pixmap.isNull()) |
978 | return false; |
979 | |
980 | // Checking whether QPixmap comes with its own X11 Pixmap |
981 | if (Extensions::nonNativePixmaps()) { |
982 | return GLTexture::load(pixmap.toImage(), target); |
983 | } |
984 | |
985 | // use the X11 pixmap provided by Qt |
986 | return load(pixmap.handle(), pixmap.size(), pixmap.depth()); |
987 | } |
988 | |
989 | void SceneOpenGL::Texture::findTarget() |
990 | { |
991 | Q_D(Texture); |
992 | d->findTarget(); |
993 | } |
994 | |
995 | bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size, |
996 | int depth, QRegion region) |
997 | { |
998 | Q_UNUSED(region) |
999 | // decrease the reference counter for the old texture |
1000 | d_ptr = d_func()->backend()->createBackendTexture(this); //new TexturePrivate(); |
1001 | |
1002 | Q_D(Texture); |
1003 | return d->loadTexture(pix, size, depth); |
1004 | } |
1005 | |
1006 | bool SceneOpenGL::Texture::update(const QRegion &damage) |
1007 | { |
1008 | Q_D(Texture); |
1009 | return d->update(damage); |
1010 | } |
1011 | |
1012 | //**************************************** |
1013 | // SceneOpenGL::Texture |
1014 | //**************************************** |
1015 | SceneOpenGL::TexturePrivate::TexturePrivate() |
1016 | { |
1017 | } |
1018 | |
1019 | SceneOpenGL::TexturePrivate::~TexturePrivate() |
1020 | { |
1021 | } |
1022 | |
1023 | bool SceneOpenGL::TexturePrivate::update(const QRegion &damage) |
1024 | { |
1025 | Q_UNUSED(damage) |
1026 | return true; |
1027 | } |
1028 | |
1029 | //**************************************** |
1030 | // SceneOpenGL::Window |
1031 | //**************************************** |
1032 | |
1033 | SceneOpenGL::Window::Window(Toplevel* c) |
1034 | : Scene::Window(c) |
1035 | , m_scene(NULL) |
1036 | { |
1037 | } |
1038 | |
1039 | SceneOpenGL::Window::~Window() |
1040 | { |
1041 | } |
1042 | |
1043 | static SceneOpenGL::Texture *s_frameTexture = NULL; |
1044 | // Bind the window pixmap to an OpenGL texture. |
1045 | bool SceneOpenGL::Window::bindTexture() |
1046 | { |
1047 | s_frameTexture = NULL; |
1048 | OpenGLWindowPixmap *pixmap = windowPixmap<OpenGLWindowPixmap>(); |
1049 | if (!pixmap) { |
1050 | return false; |
1051 | } |
1052 | s_frameTexture = pixmap->texture(); |
1053 | if (pixmap->isDiscarded()) { |
1054 | return !pixmap->texture()->isNull(); |
1055 | } |
1056 | return pixmap->bind(); |
1057 | } |
1058 | |
1059 | QMatrix4x4 SceneOpenGL::Window::transformation(int mask, const WindowPaintData &data) const |
1060 | { |
1061 | QMatrix4x4 matrix; |
1062 | matrix.translate(x(), y()); |
1063 | |
1064 | if (!(mask & PAINT_WINDOW_TRANSFORMED)) |
1065 | return matrix; |
1066 | |
1067 | matrix.translate(data.translation()); |
1068 | data.scale().applyTo(&matrix); |
1069 | |
1070 | if (data.rotationAngle() == 0.0) |
1071 | return matrix; |
1072 | |
1073 | // Apply the rotation |
1074 | // cannot use data.rotation.applyTo(&matrix) as QGraphicsRotation uses projectedRotate to map back to 2D |
1075 | matrix.translate(data.rotationOrigin()); |
1076 | const QVector3D axis = data.rotationAxis(); |
1077 | matrix.rotate(data.rotationAngle(), axis.x(), axis.y(), axis.z()); |
1078 | matrix.translate(-data.rotationOrigin()); |
1079 | |
1080 | return matrix; |
1081 | } |
1082 | |
1083 | bool SceneOpenGL::Window::beginRenderWindow(int mask, const QRegion ®ion, WindowPaintData &data) |
1084 | { |
1085 | if (region.isEmpty()) |
1086 | return false; |
1087 | |
1088 | m_hardwareClipping = region != infiniteRegion() && (mask & PAINT_WINDOW_TRANSFORMED) && !(mask & PAINT_SCREEN_TRANSFORMED); |
1089 | if (region != infiniteRegion() && !m_hardwareClipping) { |
1090 | WindowQuadList quads; |
1091 | quads.reserve(data.quads.count()); |
1092 | |
1093 | const QRegion filterRegion = region.translated(-x(), -y()); |
1094 | // split all quads in bounding rect with the actual rects in the region |
1095 | foreach (const WindowQuad &quad, data.quads) { |
1096 | foreach (const QRect &r, filterRegion.rects()) { |
1097 | const QRectF rf(r); |
1098 | const QRectF quadRect(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom())); |
1099 | // case 1: completely contains, include and do not check other rects |
1100 | if (rf.contains(quadRect)) { |
1101 | quads << quad; |
1102 | break; |
1103 | } |
1104 | // case 2: intersection |
1105 | if (rf.intersects(quadRect)) { |
1106 | const QRectF intersected = rf.intersected(quadRect); |
1107 | quads << quad.makeSubQuad(intersected.left(), intersected.top(), intersected.right(), intersected.bottom()); |
1108 | } |
1109 | } |
1110 | } |
1111 | data.quads = quads; |
1112 | } |
1113 | |
1114 | if (data.quads.isEmpty()) |
1115 | return false; |
1116 | |
1117 | if (!bindTexture() || !s_frameTexture) { |
1118 | return false; |
1119 | } |
1120 | |
1121 | if (m_hardwareClipping) { |
1122 | glEnable(GL_SCISSOR_TEST); |
1123 | } |
1124 | |
1125 | // Update the texture filter |
1126 | if (options->glSmoothScale() != 0 && |
1127 | (mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED))) |
1128 | filter = ImageFilterGood; |
1129 | else |
1130 | filter = ImageFilterFast; |
1131 | |
1132 | s_frameTexture->setFilter(filter == ImageFilterGood ? GL_LINEAR : GL_NEAREST); |
1133 | |
1134 | const GLVertexAttrib attribs[] = { |
1135 | { VA_Position, 2, GL_FLOAT, offsetof(GLVertex2D, position) }, |
1136 | { VA_TexCoord, 2, GL_FLOAT, offsetof(GLVertex2D, texcoord) }, |
1137 | }; |
1138 | |
1139 | GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); |
1140 | vbo->reset(); |
1141 | vbo->setAttribLayout(attribs, 2, sizeof(GLVertex2D)); |
1142 | |
1143 | return true; |
1144 | } |
1145 | |
1146 | void SceneOpenGL::Window::endRenderWindow() |
1147 | { |
1148 | if (m_hardwareClipping) { |
1149 | glDisable(GL_SCISSOR_TEST); |
1150 | } |
1151 | } |
1152 | |
1153 | |
1154 | OpenGLPaintRedirector *SceneOpenGL::Window::paintRedirector() const |
1155 | { |
1156 | if (toplevel->isClient()) { |
1157 | Client *client = static_cast<Client *>(toplevel); |
1158 | if (client->noBorder()) |
1159 | return 0; |
1160 | |
1161 | return static_cast<OpenGLPaintRedirector *>(client->decorationPaintRedirector()); |
1162 | } |
1163 | |
1164 | if (toplevel->isDeleted()) { |
1165 | Deleted *deleted = static_cast<Deleted *>(toplevel); |
1166 | if (deleted->noBorder()) |
1167 | return 0; |
1168 | |
1169 | return static_cast<OpenGLPaintRedirector *>(deleted->decorationPaintRedirector()); |
1170 | } |
1171 | |
1172 | return 0; |
1173 | } |
1174 | |
1175 | bool SceneOpenGL::Window::getDecorationTextures(GLTexture **textures) const |
1176 | { |
1177 | OpenGLPaintRedirector *redirector = paintRedirector(); |
1178 | if (!redirector) |
1179 | return false; |
1180 | |
1181 | redirector->ensurePixmapsPainted(); |
1182 | |
1183 | textures[0] = redirector->leftRightTexture(); |
1184 | textures[1] = redirector->topBottomTexture(); |
1185 | |
1186 | redirector->markAsRepainted(); |
1187 | return true; |
1188 | } |
1189 | |
1190 | void SceneOpenGL::Window::paintDecorations(const WindowPaintData &data, const QRegion ®ion) |
1191 | { |
1192 | GLTexture *textures[2]; |
1193 | if (!getDecorationTextures(textures)) |
1194 | return; |
1195 | |
1196 | WindowQuadList quads[2]; // left-right, top-bottom |
1197 | |
1198 | // Split the quads into two lists |
1199 | foreach (const WindowQuad &quad, data.quads) { |
1200 | switch (quad.type()) { |
1201 | case WindowQuadDecorationLeftRight: |
1202 | quads[0].append(quad); |
1203 | continue; |
1204 | |
1205 | case WindowQuadDecorationTopBottom: |
1206 | quads[1].append(quad); |
1207 | continue; |
1208 | |
1209 | default: |
1210 | continue; |
1211 | } |
1212 | } |
1213 | |
1214 | TextureType type[] = { DecorationLeftRight, DecorationTopBottom }; |
1215 | for (int i = 0; i < 2; i++) |
1216 | paintDecoration(textures[i], type[i], region, data, quads[i]); |
1217 | } |
1218 | |
1219 | void SceneOpenGL::Window::paintDecoration(GLTexture *texture, TextureType type, |
1220 | const QRegion ®ion, const WindowPaintData &data, |
1221 | const WindowQuadList &quads) |
1222 | { |
1223 | if (!texture || quads.isEmpty()) |
1224 | return; |
1225 | |
1226 | if (filter == ImageFilterGood) |
1227 | texture->setFilter(GL_LINEAR); |
1228 | else |
1229 | texture->setFilter(GL_NEAREST); |
1230 | |
1231 | texture->setWrapMode(GL_CLAMP_TO_EDGE); |
1232 | texture->bind(); |
1233 | |
1234 | prepareStates(type, data.opacity() * data.decorationOpacity(), data.brightness(), data.saturation(), data.screen()); |
1235 | renderQuads(0, region, quads, texture, false); |
1236 | restoreStates(type, data.opacity() * data.decorationOpacity(), data.brightness(), data.saturation()); |
1237 | |
1238 | texture->unbind(); |
1239 | |
1240 | #ifndef KWIN_HAVE_OPENGLES |
1241 | if (m_scene && m_scene->debug()) { |
1242 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
1243 | GLVertexBuffer::streamingBuffer()->render(region, GL_TRIANGLES, m_hardwareClipping); |
1244 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
1245 | } |
1246 | #endif |
1247 | } |
1248 | |
1249 | void SceneOpenGL::Window::paintShadow(const QRegion ®ion, const WindowPaintData &data) |
1250 | { |
1251 | WindowQuadList quads; |
1252 | |
1253 | foreach (const WindowQuad &quad, data.quads) { |
1254 | switch (quad.type()) { |
1255 | case WindowQuadShadowTopLeft: |
1256 | case WindowQuadShadowTop: |
1257 | case WindowQuadShadowTopRight: |
1258 | case WindowQuadShadowLeft: |
1259 | case WindowQuadShadowRight: |
1260 | case WindowQuadShadowBottomLeft: |
1261 | case WindowQuadShadowBottom: |
1262 | case WindowQuadShadowBottomRight: |
1263 | quads.append(quad); |
1264 | break; |
1265 | |
1266 | default: |
1267 | break; |
1268 | } |
1269 | } |
1270 | |
1271 | if (quads.isEmpty()) |
1272 | return; |
1273 | |
1274 | GLTexture *texture = static_cast<SceneOpenGLShadow*>(m_shadow)->shadowTexture(); |
1275 | if (!texture) { |
1276 | return; |
1277 | } |
1278 | if (filter == ImageFilterGood) |
1279 | texture->setFilter(GL_LINEAR); |
1280 | else |
1281 | texture->setFilter(GL_NEAREST); |
1282 | texture->setWrapMode(GL_CLAMP_TO_EDGE); |
1283 | texture->bind(); |
1284 | prepareStates(Shadow, data.opacity(), data.brightness(), data.saturation(), data.screen()); |
1285 | renderQuads(0, region, quads, texture, true); |
1286 | restoreStates(Shadow, data.opacity(), data.brightness(), data.saturation()); |
1287 | texture->unbind(); |
1288 | #ifndef KWIN_HAVE_OPENGLES |
1289 | if (m_scene && m_scene->debug()) { |
1290 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
1291 | renderQuads(0, region, quads, texture, true); |
1292 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
1293 | } |
1294 | #endif |
1295 | } |
1296 | |
1297 | void SceneOpenGL::Window::renderQuads(int, const QRegion& region, const WindowQuadList& quads, |
1298 | GLTexture *tex, bool normalized) |
1299 | { |
1300 | if (quads.isEmpty()) |
1301 | return; |
1302 | |
1303 | const QMatrix4x4 matrix = tex->matrix(normalized ? NormalizedCoordinates : UnnormalizedCoordinates); |
1304 | |
1305 | // Render geometry |
1306 | GLenum primitiveType; |
1307 | int primcount; |
1308 | |
1309 | if (GLVertexBuffer::supportsIndexedQuads()) { |
1310 | primitiveType = GL_QUADS_KWIN; |
1311 | primcount = quads.count() * 4; |
1312 | } else { |
1313 | primitiveType = GL_TRIANGLES; |
1314 | primcount = quads.count() * 6; |
1315 | } |
1316 | |
1317 | GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); |
1318 | vbo->setVertexCount(primcount); |
1319 | |
1320 | GLVertex2D *map = (GLVertex2D *) vbo->map(primcount * sizeof(GLVertex2D)); |
1321 | quads.makeInterleavedArrays(primitiveType, map, matrix); |
1322 | vbo->unmap(); |
1323 | |
1324 | vbo->render(region, primitiveType, m_hardwareClipping); |
1325 | } |
1326 | |
1327 | GLTexture *SceneOpenGL::Window::textureForType(SceneOpenGL::Window::TextureType type) |
1328 | { |
1329 | GLTexture *tex = NULL; |
1330 | OpenGLPaintRedirector *redirector = NULL; |
1331 | |
1332 | if (type != Content && type != Shadow) { |
1333 | if (toplevel->isClient()) { |
1334 | Client *client = static_cast<Client*>(toplevel); |
1335 | redirector = static_cast<OpenGLPaintRedirector*>(client->decorationPaintRedirector()); |
1336 | } else if (toplevel->isDeleted()) { |
1337 | Deleted *deleted = static_cast<Deleted*>(toplevel); |
1338 | redirector = static_cast<OpenGLPaintRedirector*>(deleted->decorationPaintRedirector()); |
1339 | } |
1340 | } |
1341 | |
1342 | switch(type) { |
1343 | case Content: |
1344 | tex = s_frameTexture; |
1345 | break; |
1346 | |
1347 | case DecorationLeftRight: |
1348 | tex = redirector ? redirector->leftRightTexture() : 0; |
1349 | break; |
1350 | |
1351 | case DecorationTopBottom: |
1352 | tex = redirector ? redirector->topBottomTexture() : 0; |
1353 | break; |
1354 | |
1355 | case Shadow: |
1356 | tex = static_cast<SceneOpenGLShadow*>(m_shadow)->shadowTexture(); |
1357 | } |
1358 | return tex; |
1359 | } |
1360 | |
1361 | WindowPixmap* SceneOpenGL::Window::createWindowPixmap() |
1362 | { |
1363 | return new OpenGLWindowPixmap(this, m_scene); |
1364 | } |
1365 | |
1366 | //*************************************** |
1367 | // SceneOpenGL2Window |
1368 | //*************************************** |
1369 | SceneOpenGL2Window::SceneOpenGL2Window(Toplevel *c) |
1370 | : SceneOpenGL::Window(c) |
1371 | , m_blendingEnabled(false) |
1372 | { |
1373 | } |
1374 | |
1375 | SceneOpenGL2Window::~SceneOpenGL2Window() |
1376 | { |
1377 | } |
1378 | |
1379 | QVector4D SceneOpenGL2Window::modulate(float opacity, float brightness) const |
1380 | { |
1381 | const float a = opacity; |
1382 | const float rgb = opacity * brightness; |
1383 | |
1384 | return QVector4D(rgb, rgb, rgb, a); |
1385 | } |
1386 | |
1387 | void SceneOpenGL2Window::setBlendEnabled(bool enabled) |
1388 | { |
1389 | if (enabled && !m_blendingEnabled) |
1390 | glEnable(GL_BLEND); |
1391 | else if (!enabled && m_blendingEnabled) |
1392 | glDisable(GL_BLEND); |
1393 | |
1394 | m_blendingEnabled = enabled; |
1395 | } |
1396 | |
1397 | void SceneOpenGL2Window::setupLeafNodes(LeafNode *nodes, const WindowQuadList *quads, const WindowPaintData &data) |
1398 | { |
1399 | if (!quads[ShadowLeaf].isEmpty()) { |
1400 | nodes[ShadowLeaf].texture = static_cast<SceneOpenGLShadow *>(m_shadow)->shadowTexture(); |
1401 | nodes[ShadowLeaf].opacity = data.opacity(); |
1402 | nodes[ShadowLeaf].hasAlpha = true; |
1403 | nodes[ShadowLeaf].coordinateType = NormalizedCoordinates; |
1404 | } |
1405 | |
1406 | if (!quads[LeftRightLeaf].isEmpty() || !quads[TopBottomLeaf].isEmpty()) { |
1407 | GLTexture *textures[2]; |
1408 | getDecorationTextures(textures); |
1409 | |
1410 | nodes[LeftRightLeaf].texture = textures[0]; |
1411 | nodes[LeftRightLeaf].opacity = data.opacity(); |
1412 | nodes[LeftRightLeaf].hasAlpha = true; |
1413 | nodes[LeftRightLeaf].coordinateType = UnnormalizedCoordinates; |
1414 | |
1415 | nodes[TopBottomLeaf].texture = textures[1]; |
1416 | nodes[TopBottomLeaf].opacity = data.opacity(); |
1417 | nodes[TopBottomLeaf].hasAlpha = true; |
1418 | nodes[TopBottomLeaf].coordinateType = UnnormalizedCoordinates; |
1419 | } |
1420 | |
1421 | nodes[ContentLeaf].texture = s_frameTexture; |
1422 | nodes[ContentLeaf].hasAlpha = !isOpaque(); |
1423 | // TODO: ARGB crsoofading is atm. a hack, playing on opacities for two dumb SrcOver operations |
1424 | // Should be a shader |
1425 | if (data.crossFadeProgress() != 1.0 && (data.opacity() < 0.95 || toplevel->hasAlpha())) { |
1426 | const float opacity = 1.0 - data.crossFadeProgress(); |
1427 | nodes[ContentLeaf].opacity = data.opacity() * (1 - pow(opacity, 1.0f + 2.0f * data.opacity())); |
1428 | } else { |
1429 | nodes[ContentLeaf].opacity = data.opacity(); |
1430 | } |
1431 | nodes[ContentLeaf].coordinateType = UnnormalizedCoordinates; |
1432 | |
1433 | if (data.crossFadeProgress() != 1.0) { |
1434 | OpenGLWindowPixmap *previous = previousWindowPixmap<OpenGLWindowPixmap>(); |
1435 | nodes[PreviousContentLeaf].texture = previous ? previous->texture() : NULL; |
1436 | nodes[PreviousContentLeaf].hasAlpha = !isOpaque(); |
1437 | nodes[PreviousContentLeaf].opacity = data.opacity() * (1.0 - data.crossFadeProgress()); |
1438 | nodes[PreviousContentLeaf].coordinateType = NormalizedCoordinates; |
1439 | } |
1440 | } |
1441 | |
1442 | void SceneOpenGL2Window::performPaint(int mask, QRegion region, WindowPaintData data) |
1443 | { |
1444 | if (!beginRenderWindow(mask, region, data)) |
1445 | return; |
1446 | |
1447 | GLShader *shader = data.shader; |
1448 | if (!shader) { |
1449 | if ((mask & Scene::PAINT_WINDOW_TRANSFORMED) || (mask & Scene::PAINT_SCREEN_TRANSFORMED)) { |
1450 | shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader); |
1451 | } else { |
1452 | shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader); |
1453 | shader->setUniform(GLShader::Offset, QVector2D(x(), y())); |
1454 | } |
1455 | } |
1456 | |
1457 | if (ColorCorrection *cc = static_cast<SceneOpenGL2*>(m_scene)->colorCorrection()) { |
1458 | cc->setupForOutput(data.screen()); |
1459 | } |
1460 | |
1461 | shader->setUniform(GLShader::WindowTransformation, transformation(mask, data)); |
1462 | shader->setUniform(GLShader::Saturation, data.saturation()); |
1463 | |
1464 | const GLenum filter = (mask & (Effect::PAINT_WINDOW_TRANSFORMED | Effect::PAINT_SCREEN_TRANSFORMED)) |
1465 | && options->glSmoothScale() != 0 ? GL_LINEAR : GL_NEAREST; |
1466 | |
1467 | WindowQuadList quads[LeafCount]; |
1468 | |
1469 | // Split the quads into separate lists for each type |
1470 | foreach (const WindowQuad &quad, data.quads) { |
1471 | switch (quad.type()) { |
1472 | case WindowQuadDecorationLeftRight: |
1473 | quads[LeftRightLeaf].append(quad); |
1474 | continue; |
1475 | |
1476 | case WindowQuadDecorationTopBottom: |
1477 | quads[TopBottomLeaf].append(quad); |
1478 | continue; |
1479 | |
1480 | case WindowQuadContents: |
1481 | quads[ContentLeaf].append(quad); |
1482 | continue; |
1483 | |
1484 | case WindowQuadShadowTopLeft: |
1485 | case WindowQuadShadowTop: |
1486 | case WindowQuadShadowTopRight: |
1487 | case WindowQuadShadowLeft: |
1488 | case WindowQuadShadowRight: |
1489 | case WindowQuadShadowBottomLeft: |
1490 | case WindowQuadShadowBottom: |
1491 | case WindowQuadShadowBottomRight: |
1492 | quads[ShadowLeaf].append(quad); |
1493 | continue; |
1494 | |
1495 | default: |
1496 | continue; |
1497 | } |
1498 | } |
1499 | |
1500 | if (data.crossFadeProgress() != 1.0) { |
1501 | OpenGLWindowPixmap *previous = previousWindowPixmap<OpenGLWindowPixmap>(); |
1502 | if (previous) { |
1503 | const QRect &oldGeometry = previous->contentsRect(); |
1504 | Q_FOREACH (const WindowQuad &quad, quads[ContentLeaf]) { |
1505 | // we need to create new window quads with normalize texture coordinates |
1506 | // normal quads divide the x/y position by width/height. This would not work as the texture |
1507 | // is larger than the visible content in case of a decorated Client resulting in garbage being shown. |
1508 | // So we calculate the normalized texture coordinate in the Client's new content space and map it to |
1509 | // the previous Client's content space. |
1510 | WindowQuad newQuad(WindowQuadContents); |
1511 | for (int i = 0; i < 4; ++i) { |
1512 | const qreal xFactor = qreal(quad[i].textureX() - toplevel->clientPos().x())/qreal(toplevel->clientSize().width()); |
1513 | const qreal yFactor = qreal(quad[i].textureY() - toplevel->clientPos().y())/qreal(toplevel->clientSize().height()); |
1514 | WindowVertex vertex(quad[i].x(), quad[i].y(), |
1515 | (xFactor * oldGeometry.width() + oldGeometry.x())/qreal(previous->size().width()), |
1516 | (yFactor * oldGeometry.height() + oldGeometry.y())/qreal(previous->size().height())); |
1517 | newQuad[i] = vertex; |
1518 | } |
1519 | quads[PreviousContentLeaf].append(newQuad); |
1520 | } |
1521 | } |
1522 | } |
1523 | |
1524 | const bool indexedQuads = GLVertexBuffer::supportsIndexedQuads(); |
1525 | const GLenum primitiveType = indexedQuads ? GL_QUADS_KWIN : GL_TRIANGLES; |
1526 | const int verticesPerQuad = indexedQuads ? 4 : 6; |
1527 | |
1528 | const size_t size = verticesPerQuad * |
1529 | (quads[0].count() + quads[1].count() + quads[2].count() + quads[3].count() + quads[4].count()) * sizeof(GLVertex2D); |
1530 | |
1531 | GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); |
1532 | GLVertex2D *map = (GLVertex2D *) vbo->map(size); |
1533 | |
1534 | LeafNode nodes[LeafCount]; |
1535 | setupLeafNodes(nodes, quads, data); |
1536 | |
1537 | for (int i = 0, v = 0; i < LeafCount; i++) { |
1538 | if (quads[i].isEmpty() || !nodes[i].texture) |
1539 | continue; |
1540 | |
1541 | nodes[i].firstVertex = v; |
1542 | nodes[i].vertexCount = quads[i].count() * verticesPerQuad; |
1543 | |
1544 | const QMatrix4x4 matrix = nodes[i].texture->matrix(nodes[i].coordinateType); |
1545 | |
1546 | quads[i].makeInterleavedArrays(primitiveType, &map[v], matrix); |
1547 | v += quads[i].count() * verticesPerQuad; |
1548 | } |
1549 | |
1550 | vbo->unmap(); |
1551 | vbo->bindArrays(); |
1552 | |
1553 | // Make sure the blend function is set up correctly in case we will be doing blending |
1554 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
1555 | |
1556 | float opacity = -1.0; |
1557 | |
1558 | for (int i = 0; i < LeafCount; i++) { |
1559 | if (nodes[i].vertexCount == 0) |
1560 | continue; |
1561 | |
1562 | setBlendEnabled(nodes[i].hasAlpha || nodes[i].opacity < 1.0); |
1563 | |
1564 | if (opacity != nodes[i].opacity) { |
1565 | shader->setUniform(GLShader::ModulationConstant, |
1566 | modulate(nodes[i].opacity, data.brightness())); |
1567 | opacity = nodes[i].opacity; |
1568 | } |
1569 | |
1570 | nodes[i].texture->setFilter(filter); |
1571 | nodes[i].texture->setWrapMode(GL_CLAMP_TO_EDGE); |
1572 | nodes[i].texture->bind(); |
1573 | |
1574 | vbo->draw(region, primitiveType, nodes[i].firstVertex, nodes[i].vertexCount, m_hardwareClipping); |
1575 | } |
1576 | |
1577 | vbo->unbindArrays(); |
1578 | |
1579 | setBlendEnabled(false); |
1580 | |
1581 | if (!data.shader) |
1582 | ShaderManager::instance()->popShader(); |
1583 | |
1584 | endRenderWindow(); |
1585 | } |
1586 | |
1587 | void SceneOpenGL2Window::prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen) |
1588 | { |
1589 | // setup blending of transparent windows |
1590 | bool opaque = isOpaque() && opacity == 1.0; |
1591 | bool alpha = toplevel->hasAlpha() || type != Content; |
1592 | if (type != Content) { |
1593 | if (type == Shadow) { |
1594 | opaque = false; |
1595 | } else { |
1596 | if (opacity == 1.0 && toplevel->isClient()) { |
1597 | opaque = !(static_cast<Client*>(toplevel)->decorationHasAlpha()); |
1598 | } else { |
1599 | // TODO: add support in Deleted |
1600 | opaque = false; |
1601 | } |
1602 | } |
1603 | } |
1604 | if (!opaque) { |
1605 | glEnable(GL_BLEND); |
1606 | if (alpha) { |
1607 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
1608 | } else { |
1609 | glBlendColor((float)opacity, (float)opacity, (float)opacity, (float)opacity); |
1610 | glBlendFunc(GL_ONE, GL_ONE_MINUS_CONSTANT_ALPHA); |
1611 | } |
1612 | } |
1613 | m_blendingEnabled = !opaque; |
1614 | |
1615 | const qreal rgb = brightness * opacity; |
1616 | const qreal a = opacity; |
1617 | |
1618 | GLShader *shader = ShaderManager::instance()->getBoundShader(); |
1619 | shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a)); |
1620 | shader->setUniform(GLShader::Saturation, saturation); |
1621 | |
1622 | if (ColorCorrection *cc = static_cast<SceneOpenGL2*>(m_scene)->colorCorrection()) { |
1623 | cc->setupForOutput(screen); |
1624 | } |
1625 | } |
1626 | |
1627 | void SceneOpenGL2Window::restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation) |
1628 | { |
1629 | Q_UNUSED(type); |
1630 | Q_UNUSED(opacity); |
1631 | Q_UNUSED(brightness); |
1632 | Q_UNUSED(saturation); |
1633 | if (m_blendingEnabled) { |
1634 | glDisable(GL_BLEND); |
1635 | } |
1636 | |
1637 | if (ColorCorrection *cc = static_cast<SceneOpenGL2*>(m_scene)->colorCorrection()) { |
1638 | cc->setupForOutput(-1); |
1639 | } |
1640 | } |
1641 | |
1642 | //*************************************** |
1643 | // SceneOpenGL1Window |
1644 | //*************************************** |
1645 | #ifdef KWIN_HAVE_OPENGL_1 |
1646 | SceneOpenGL1Window::SceneOpenGL1Window(Toplevel *c) |
1647 | : SceneOpenGL::Window(c) |
1648 | { |
1649 | } |
1650 | |
1651 | SceneOpenGL1Window::~SceneOpenGL1Window() |
1652 | { |
1653 | } |
1654 | |
1655 | // paint the window |
1656 | void SceneOpenGL1Window::performPaint(int mask, QRegion region, WindowPaintData data) |
1657 | { |
1658 | if (!beginRenderWindow(mask, region, data)) |
1659 | return; |
1660 | |
1661 | pushMatrix(transformation(mask, data)); |
1662 | |
1663 | // shadow |
1664 | if (m_shadow) { |
1665 | paintShadow(region, data); |
1666 | } |
1667 | // decorations |
1668 | paintDecorations(data, region); |
1669 | |
1670 | // paint the content |
1671 | OpenGLWindowPixmap *previous = previousWindowPixmap<OpenGLWindowPixmap>(); |
1672 | const WindowQuadList contentQuads = data.quads.select(WindowQuadContents); |
1673 | if (previous && data.crossFadeProgress() != 1.0) { |
1674 | // TODO: ARGB crsoofading is atm. a hack, playing on opacities for two dumb SrcOver operations |
1675 | // Will require a caching texture or sth. else 1.2 compliant |
1676 | float opacity = data.opacity(); |
1677 | if (opacity < 0.95f || toplevel->hasAlpha()) { |
1678 | opacity = 1 - data.crossFadeProgress(); |
1679 | opacity = data.opacity() * (1 - pow(opacity, 1.0f + 2.0f * data.opacity())); |
1680 | } |
1681 | paintContent(s_frameTexture, region, mask, opacity, data, contentQuads, false); |
1682 | previous->texture()->setFilter(filter == Scene::ImageFilterGood ? GL_LINEAR : GL_NEAREST); |
1683 | WindowQuadList oldContents; |
1684 | const QRect &oldGeometry = previous->contentsRect(); |
1685 | Q_FOREACH (const WindowQuad &quad, contentQuads) { |
1686 | // we need to create new window quads with normalize texture coordinates |
1687 | // normal quads divide the x/y position by width/height. This would not work as the texture |
1688 | // is larger than the visible content in case of a decorated Client resulting in garbage being shown. |
1689 | // So we calculate the normalized texture coordinate in the Client's new content space and map it to |
1690 | // the previous Client's content space. |
1691 | WindowQuad newQuad(WindowQuadContents); |
1692 | for (int i = 0; i < 4; ++i) { |
1693 | const qreal xFactor = qreal(quad[i].textureX() - toplevel->clientPos().x())/qreal(toplevel->clientSize().width()); |
1694 | const qreal yFactor = qreal(quad[i].textureY() - toplevel->clientPos().y())/qreal(toplevel->clientSize().height()); |
1695 | WindowVertex vertex(quad[i].x(), quad[i].y(), |
1696 | (xFactor * oldGeometry.width() + oldGeometry.x())/qreal(previous->size().width()), |
1697 | (yFactor * oldGeometry.height() + oldGeometry.y())/qreal(previous->size().height())); |
1698 | newQuad[i] = vertex; |
1699 | } |
1700 | oldContents.append(newQuad); |
1701 | } |
1702 | opacity = data.opacity() * (1.0 - data.crossFadeProgress()); |
1703 | paintContent(previous->texture(), region, mask, opacity, data, oldContents, true); |
1704 | } else { |
1705 | paintContent(s_frameTexture, region, mask, data.opacity(), data, contentQuads, false); |
1706 | } |
1707 | |
1708 | popMatrix(); |
1709 | |
1710 | endRenderWindow(); |
1711 | } |
1712 | |
1713 | void SceneOpenGL1Window::paintContent(SceneOpenGL::Texture* content, const QRegion& region, int mask, |
1714 | qreal opacity, const WindowPaintData& data, const WindowQuadList &contentQuads, bool normalized) |
1715 | { |
1716 | if (contentQuads.isEmpty()) { |
1717 | return; |
1718 | } |
1719 | content->bind(); |
1720 | prepareStates(Content, opacity, data.brightness(), data.saturation(), data.screen()); |
1721 | renderQuads(mask, region, contentQuads, content, normalized); |
1722 | restoreStates(Content, opacity, data.brightness(), data.saturation()); |
1723 | content->unbind(); |
1724 | #ifndef KWIN_HAVE_OPENGLES |
1725 | if (m_scene && m_scene->debug()) { |
1726 | glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); |
1727 | renderQuads(mask, region, contentQuads, content, normalized); |
1728 | glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); |
1729 | } |
1730 | #endif |
1731 | } |
1732 | |
1733 | void SceneOpenGL1Window::prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen) |
1734 | { |
1735 | Q_UNUSED(screen) |
1736 | |
1737 | GLTexture *tex = textureForType(type); |
1738 | bool alpha = false; |
1739 | bool opaque = true; |
1740 | if (type == Content) { |
1741 | alpha = toplevel->hasAlpha(); |
1742 | opaque = isOpaque() && opacity == 1.0; |
1743 | } else { |
1744 | alpha = true; |
1745 | opaque = false; |
1746 | } |
1747 | // setup blending of transparent windows |
1748 | glPushAttrib(GL_ENABLE_BIT); |
1749 | if (!opaque) { |
1750 | glEnable(GL_BLEND); |
1751 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
1752 | } |
1753 | if (saturation != 1.0 && tex->saturationSupported()) { |
1754 | // First we need to get the color from [0; 1] range to [0.5; 1] range |
1755 | glActiveTexture(GL_TEXTURE0); |
1756 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); |
1757 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); |
1758 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); |
1759 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); |
1760 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT); |
1761 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); |
1762 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT); |
1763 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA); |
1764 | const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5}; |
1765 | glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant); |
1766 | tex->bind(); |
1767 | |
1768 | // Then we take dot product of the result of previous pass and |
1769 | // saturation_constant. This gives us completely unsaturated |
1770 | // (greyscale) image |
1771 | // Note that both operands have to be in range [0.5; 1] since opengl |
1772 | // automatically substracts 0.5 from them |
1773 | glActiveTexture(GL_TEXTURE1); |
1774 | float saturation_constant[] = { 0.5 + 0.5 * 0.30, 0.5 + 0.5 * 0.59, 0.5 + 0.5 * 0.11, |
1775 | static_cast<float>(saturation) }; |
1776 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); |
1777 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB); |
1778 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS); |
1779 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); |
1780 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT); |
1781 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); |
1782 | glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant); |
1783 | tex->bind(); |
1784 | |
1785 | // Finally we need to interpolate between the original image and the |
1786 | // greyscale image to get wanted level of saturation |
1787 | glActiveTexture(GL_TEXTURE2); |
1788 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); |
1789 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE); |
1790 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0); |
1791 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); |
1792 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS); |
1793 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); |
1794 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT); |
1795 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA); |
1796 | glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant); |
1797 | // Also replace alpha by primary color's alpha here |
1798 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); |
1799 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR); |
1800 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); |
1801 | // And make primary color contain the wanted opacity |
1802 | glColor4f(opacity, opacity, opacity, opacity); |
1803 | tex->bind(); |
1804 | |
1805 | if (alpha || !opaque || brightness != 1.0f) { |
1806 | glActiveTexture(GL_TEXTURE3); |
1807 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); |
1808 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); |
1809 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS); |
1810 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); |
1811 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR); |
1812 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); |
1813 | // The color has to be multiplied by both opacity and brightness |
1814 | float opacityByBrightness = opacity * brightness; |
1815 | glColor4f(opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity); |
1816 | if (alpha) { |
1817 | // Multiply original texture's alpha by our opacity |
1818 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); |
1819 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0); |
1820 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); |
1821 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR); |
1822 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); |
1823 | } else { |
1824 | // Alpha will be taken from previous stage |
1825 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); |
1826 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS); |
1827 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); |
1828 | } |
1829 | tex->bind(); |
1830 | } |
1831 | |
1832 | glActiveTexture(GL_TEXTURE0); |
1833 | } else if (opacity != 1.0 || brightness != 1.0) { |
1834 | // the window is additionally configured to have its opacity adjusted, |
1835 | // do it |
1836 | float opacityByBrightness = opacity * brightness; |
1837 | if (alpha) { |
1838 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
1839 | glColor4f(opacityByBrightness, opacityByBrightness, opacityByBrightness, |
1840 | opacity); |
1841 | } else { |
1842 | // Multiply color by brightness and replace alpha by opacity |
1843 | float constant[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness, |
1844 | static_cast<float>(opacity) }; |
1845 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); |
1846 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); |
1847 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); |
1848 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); |
1849 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT); |
1850 | glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); |
1851 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); |
1852 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT); |
1853 | glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant); |
1854 | } |
1855 | } else if (!alpha && opaque) { |
1856 | float constant[] = { 1.0, 1.0, 1.0, 1.0 }; |
1857 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); |
1858 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); |
1859 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); |
1860 | glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); |
1861 | glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT); |
1862 | glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant); |
1863 | } |
1864 | } |
1865 | |
1866 | void SceneOpenGL1Window::restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation) |
1867 | { |
1868 | GLTexture *tex = textureForType(type); |
1869 | if (opacity != 1.0 || saturation != 1.0 || brightness != 1.0f) { |
1870 | if (saturation != 1.0 && tex->saturationSupported()) { |
1871 | glActiveTexture(GL_TEXTURE3); |
1872 | glDisable(tex->target()); |
1873 | glActiveTexture(GL_TEXTURE2); |
1874 | glDisable(tex->target()); |
1875 | glActiveTexture(GL_TEXTURE1); |
1876 | glDisable(tex->target()); |
1877 | glActiveTexture(GL_TEXTURE0); |
1878 | } |
1879 | } |
1880 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
1881 | glColor4f(0, 0, 0, 0); |
1882 | |
1883 | glPopAttrib(); // ENABLE_BIT |
1884 | } |
1885 | #endif |
1886 | |
1887 | //**************************************** |
1888 | // OpenGLWindowPixmap |
1889 | //**************************************** |
1890 | |
1891 | OpenGLWindowPixmap::OpenGLWindowPixmap(Scene::Window *window, SceneOpenGL* scene) |
1892 | : WindowPixmap(window) |
1893 | , m_scene(scene) |
1894 | , m_texture(scene->createTexture()) |
1895 | { |
1896 | } |
1897 | |
1898 | OpenGLWindowPixmap::~OpenGLWindowPixmap() |
1899 | { |
1900 | } |
1901 | |
1902 | bool OpenGLWindowPixmap::bind() |
1903 | { |
1904 | if (!m_texture->isNull()) { |
1905 | if (!toplevel()->damage().isEmpty()) { |
1906 | const bool success = m_texture->update(toplevel()->damage()); |
1907 | // mipmaps need to be updated |
1908 | m_texture->setDirty(); |
1909 | toplevel()->resetDamage(); |
1910 | return success; |
1911 | } |
1912 | return true; |
1913 | } |
1914 | if (!isValid()) { |
1915 | return false; |
1916 | } |
1917 | |
1918 | bool success = m_texture->load(pixmap(), toplevel()->size(), toplevel()->depth(), toplevel()->damage()); |
1919 | |
1920 | if (success) |
1921 | toplevel()->resetDamage(); |
1922 | else |
1923 | kDebug(1212) << "Failed to bind window" ; |
1924 | return success; |
1925 | } |
1926 | |
1927 | //**************************************** |
1928 | // SceneOpenGL::EffectFrame |
1929 | //**************************************** |
1930 | |
1931 | GLTexture* SceneOpenGL::EffectFrame::m_unstyledTexture = NULL; |
1932 | QPixmap* SceneOpenGL::EffectFrame::m_unstyledPixmap = NULL; |
1933 | |
1934 | SceneOpenGL::EffectFrame::EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene) |
1935 | : Scene::EffectFrame(frame) |
1936 | , m_texture(NULL) |
1937 | , m_textTexture(NULL) |
1938 | , m_oldTextTexture(NULL) |
1939 | , m_textPixmap(NULL) |
1940 | , m_iconTexture(NULL) |
1941 | , m_oldIconTexture(NULL) |
1942 | , m_selectionTexture(NULL) |
1943 | , m_unstyledVBO(NULL) |
1944 | , m_scene(scene) |
1945 | { |
1946 | if (m_effectFrame->style() == EffectFrameUnstyled && !m_unstyledTexture) { |
1947 | updateUnstyledTexture(); |
1948 | } |
1949 | } |
1950 | |
1951 | SceneOpenGL::EffectFrame::~EffectFrame() |
1952 | { |
1953 | delete m_texture; |
1954 | delete m_textTexture; |
1955 | delete m_textPixmap; |
1956 | delete m_oldTextTexture; |
1957 | delete m_iconTexture; |
1958 | delete m_oldIconTexture; |
1959 | delete m_selectionTexture; |
1960 | delete m_unstyledVBO; |
1961 | } |
1962 | |
1963 | void SceneOpenGL::EffectFrame::free() |
1964 | { |
1965 | glFlush(); |
1966 | delete m_texture; |
1967 | m_texture = NULL; |
1968 | delete m_textTexture; |
1969 | m_textTexture = NULL; |
1970 | delete m_textPixmap; |
1971 | m_textPixmap = NULL; |
1972 | delete m_iconTexture; |
1973 | m_iconTexture = NULL; |
1974 | delete m_selectionTexture; |
1975 | m_selectionTexture = NULL; |
1976 | delete m_unstyledVBO; |
1977 | m_unstyledVBO = NULL; |
1978 | delete m_oldIconTexture; |
1979 | m_oldIconTexture = NULL; |
1980 | delete m_oldTextTexture; |
1981 | m_oldTextTexture = NULL; |
1982 | } |
1983 | |
1984 | void SceneOpenGL::EffectFrame::freeIconFrame() |
1985 | { |
1986 | delete m_iconTexture; |
1987 | m_iconTexture = NULL; |
1988 | } |
1989 | |
1990 | void SceneOpenGL::EffectFrame::freeTextFrame() |
1991 | { |
1992 | delete m_textTexture; |
1993 | m_textTexture = NULL; |
1994 | delete m_textPixmap; |
1995 | m_textPixmap = NULL; |
1996 | } |
1997 | |
1998 | void SceneOpenGL::EffectFrame::freeSelection() |
1999 | { |
2000 | delete m_selectionTexture; |
2001 | m_selectionTexture = NULL; |
2002 | } |
2003 | |
2004 | void SceneOpenGL::EffectFrame::crossFadeIcon() |
2005 | { |
2006 | delete m_oldIconTexture; |
2007 | m_oldIconTexture = m_iconTexture; |
2008 | m_iconTexture = NULL; |
2009 | } |
2010 | |
2011 | void SceneOpenGL::EffectFrame::crossFadeText() |
2012 | { |
2013 | delete m_oldTextTexture; |
2014 | m_oldTextTexture = m_textTexture; |
2015 | m_textTexture = NULL; |
2016 | } |
2017 | |
2018 | void SceneOpenGL::EffectFrame::render(QRegion region, double opacity, double frameOpacity) |
2019 | { |
2020 | if (m_effectFrame->geometry().isEmpty()) |
2021 | return; // Nothing to display |
2022 | |
2023 | region = infiniteRegion(); // TODO: Old region doesn't seem to work with OpenGL |
2024 | |
2025 | GLShader* shader = m_effectFrame->shader(); |
2026 | bool sceneShader = false; |
2027 | if (!shader && ShaderManager::instance()->isValid()) { |
2028 | shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader); |
2029 | sceneShader = true; |
2030 | } else if (shader) { |
2031 | ShaderManager::instance()->pushShader(shader); |
2032 | } |
2033 | |
2034 | if (shader) { |
2035 | if (sceneShader) |
2036 | shader->setUniform(GLShader::Offset, QVector2D(0, 0)); |
2037 | |
2038 | shader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0)); |
2039 | shader->setUniform(GLShader::Saturation, 1.0f); |
2040 | } |
2041 | |
2042 | glEnable(GL_BLEND); |
2043 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
2044 | #ifdef KWIN_HAVE_OPENGL_1 |
2045 | if (!shader) |
2046 | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
2047 | #endif |
2048 | |
2049 | // Render the actual frame |
2050 | if (m_effectFrame->style() == EffectFrameUnstyled) { |
2051 | if (!m_unstyledVBO) { |
2052 | m_unstyledVBO = new GLVertexBuffer(GLVertexBuffer::Static); |
2053 | QRect area = m_effectFrame->geometry(); |
2054 | area.moveTo(0, 0); |
2055 | area.adjust(-5, -5, 5, 5); |
2056 | |
2057 | const int roundness = 5; |
2058 | QVector<float> verts, texCoords; |
2059 | verts.reserve(84); |
2060 | texCoords.reserve(84); |
2061 | |
2062 | // top left |
2063 | verts << area.left() << area.top(); |
2064 | texCoords << 0.0f << 0.0f; |
2065 | verts << area.left() << area.top() + roundness; |
2066 | texCoords << 0.0f << 0.5f; |
2067 | verts << area.left() + roundness << area.top(); |
2068 | texCoords << 0.5f << 0.0f; |
2069 | verts << area.left() + roundness << area.top() + roundness; |
2070 | texCoords << 0.5f << 0.5f; |
2071 | verts << area.left() << area.top() + roundness; |
2072 | texCoords << 0.0f << 0.5f; |
2073 | verts << area.left() + roundness << area.top(); |
2074 | texCoords << 0.5f << 0.0f; |
2075 | // top |
2076 | verts << area.left() + roundness << area.top(); |
2077 | texCoords << 0.5f << 0.0f; |
2078 | verts << area.left() + roundness << area.top() + roundness; |
2079 | texCoords << 0.5f << 0.5f; |
2080 | verts << area.right() - roundness << area.top(); |
2081 | texCoords << 0.5f << 0.0f; |
2082 | verts << area.left() + roundness << area.top() + roundness; |
2083 | texCoords << 0.5f << 0.5f; |
2084 | verts << area.right() - roundness << area.top() + roundness; |
2085 | texCoords << 0.5f << 0.5f; |
2086 | verts << area.right() - roundness << area.top(); |
2087 | texCoords << 0.5f << 0.0f; |
2088 | // top right |
2089 | verts << area.right() - roundness << area.top(); |
2090 | texCoords << 0.5f << 0.0f; |
2091 | verts << area.right() - roundness << area.top() + roundness; |
2092 | texCoords << 0.5f << 0.5f; |
2093 | verts << area.right() << area.top(); |
2094 | texCoords << 1.0f << 0.0f; |
2095 | verts << area.right() - roundness << area.top() + roundness; |
2096 | texCoords << 0.5f << 0.5f; |
2097 | verts << area.right() << area.top() + roundness; |
2098 | texCoords << 1.0f << 0.5f; |
2099 | verts << area.right() << area.top(); |
2100 | texCoords << 1.0f << 0.0f; |
2101 | // bottom left |
2102 | verts << area.left() << area.bottom() - roundness; |
2103 | texCoords << 0.0f << 0.5f; |
2104 | verts << area.left() << area.bottom(); |
2105 | texCoords << 0.0f << 1.0f; |
2106 | verts << area.left() + roundness << area.bottom() - roundness; |
2107 | texCoords << 0.5f << 0.5f; |
2108 | verts << area.left() + roundness << area.bottom(); |
2109 | texCoords << 0.5f << 1.0f; |
2110 | verts << area.left() << area.bottom(); |
2111 | texCoords << 0.0f << 1.0f; |
2112 | verts << area.left() + roundness << area.bottom() - roundness; |
2113 | texCoords << 0.5f << 0.5f; |
2114 | // bottom |
2115 | verts << area.left() + roundness << area.bottom() - roundness; |
2116 | texCoords << 0.5f << 0.5f; |
2117 | verts << area.left() + roundness << area.bottom(); |
2118 | texCoords << 0.5f << 1.0f; |
2119 | verts << area.right() - roundness << area.bottom() - roundness; |
2120 | texCoords << 0.5f << 0.5f; |
2121 | verts << area.left() + roundness << area.bottom(); |
2122 | texCoords << 0.5f << 1.0f; |
2123 | verts << area.right() - roundness << area.bottom(); |
2124 | texCoords << 0.5f << 1.0f; |
2125 | verts << area.right() - roundness << area.bottom() - roundness; |
2126 | texCoords << 0.5f << 0.5f; |
2127 | // bottom right |
2128 | verts << area.right() - roundness << area.bottom() - roundness; |
2129 | texCoords << 0.5f << 0.5f; |
2130 | verts << area.right() - roundness << area.bottom(); |
2131 | texCoords << 0.5f << 1.0f; |
2132 | verts << area.right() << area.bottom() - roundness; |
2133 | texCoords << 1.0f << 0.5f; |
2134 | verts << area.right() - roundness << area.bottom(); |
2135 | texCoords << 0.5f << 1.0f; |
2136 | verts << area.right() << area.bottom(); |
2137 | texCoords << 1.0f << 1.0f; |
2138 | verts << area.right() << area.bottom() - roundness; |
2139 | texCoords << 1.0f << 0.5f; |
2140 | // center |
2141 | verts << area.left() << area.top() + roundness; |
2142 | texCoords << 0.0f << 0.5f; |
2143 | verts << area.left() << area.bottom() - roundness; |
2144 | texCoords << 0.0f << 0.5f; |
2145 | verts << area.right() << area.top() + roundness; |
2146 | texCoords << 1.0f << 0.5f; |
2147 | verts << area.left() << area.bottom() - roundness; |
2148 | texCoords << 0.0f << 0.5f; |
2149 | verts << area.right() << area.bottom() - roundness; |
2150 | texCoords << 1.0f << 0.5f; |
2151 | verts << area.right() << area.top() + roundness; |
2152 | texCoords << 1.0f << 0.5f; |
2153 | |
2154 | m_unstyledVBO->setData(verts.count() / 2, 2, verts.data(), texCoords.data()); |
2155 | } |
2156 | |
2157 | if (shader) { |
2158 | const float a = opacity * frameOpacity; |
2159 | shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a)); |
2160 | } |
2161 | #ifdef KWIN_HAVE_OPENGL_1 |
2162 | else |
2163 | glColor4f(0.0, 0.0, 0.0, opacity * frameOpacity); |
2164 | #endif |
2165 | |
2166 | m_unstyledTexture->bind(); |
2167 | const QPoint pt = m_effectFrame->geometry().topLeft(); |
2168 | if (sceneShader) { |
2169 | shader->setUniform(GLShader::Offset, QVector2D(pt.x(), pt.y())); |
2170 | } else { |
2171 | QMatrix4x4 translation; |
2172 | translation.translate(pt.x(), pt.y()); |
2173 | if (shader) { |
2174 | shader->setUniform(GLShader::WindowTransformation, translation); |
2175 | } else { |
2176 | pushMatrix(translation); |
2177 | } |
2178 | } |
2179 | m_unstyledVBO->render(region, GL_TRIANGLES); |
2180 | if (!sceneShader) { |
2181 | if (shader) { |
2182 | shader->setUniform(GLShader::WindowTransformation, QMatrix4x4()); |
2183 | } else { |
2184 | popMatrix(); |
2185 | } |
2186 | } |
2187 | m_unstyledTexture->unbind(); |
2188 | } else if (m_effectFrame->style() == EffectFrameStyled) { |
2189 | if (!m_texture) // Lazy creation |
2190 | updateTexture(); |
2191 | |
2192 | if (shader) { |
2193 | const float a = opacity * frameOpacity; |
2194 | shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a)); |
2195 | } |
2196 | #ifdef KWIN_HAVE_OPENGL_1 |
2197 | else |
2198 | glColor4f(1.0, 1.0, 1.0, opacity * frameOpacity); |
2199 | #endif |
2200 | m_texture->bind(); |
2201 | qreal left, top, right, bottom; |
2202 | m_effectFrame->frame().getMargins(left, top, right, bottom); // m_geometry is the inner geometry |
2203 | m_texture->render(region, m_effectFrame->geometry().adjusted(-left, -top, right, bottom)); |
2204 | m_texture->unbind(); |
2205 | |
2206 | } |
2207 | if (!m_effectFrame->selection().isNull()) { |
2208 | if (!m_selectionTexture) { // Lazy creation |
2209 | QPixmap pixmap = m_effectFrame->selectionFrame().framePixmap(); |
2210 | if (!pixmap.isNull()) |
2211 | m_selectionTexture = m_scene->createTexture(pixmap); |
2212 | } |
2213 | if (m_selectionTexture) { |
2214 | if (shader) { |
2215 | const float a = opacity * frameOpacity; |
2216 | shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a)); |
2217 | } |
2218 | #ifdef KWIN_HAVE_OPENGL_1 |
2219 | else |
2220 | glColor4f(1.0, 1.0, 1.0, opacity * frameOpacity); |
2221 | #endif |
2222 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
2223 | m_selectionTexture->bind(); |
2224 | m_selectionTexture->render(region, m_effectFrame->selection()); |
2225 | m_selectionTexture->unbind(); |
2226 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
2227 | } |
2228 | } |
2229 | |
2230 | // Render icon |
2231 | if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) { |
2232 | QPoint topLeft(m_effectFrame->geometry().x(), |
2233 | m_effectFrame->geometry().center().y() - m_effectFrame->iconSize().height() / 2); |
2234 | |
2235 | if (m_effectFrame->isCrossFade() && m_oldIconTexture) { |
2236 | if (shader) { |
2237 | const float a = opacity * (1.0 - m_effectFrame->crossFadeProgress()); |
2238 | shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a)); |
2239 | } |
2240 | #ifdef KWIN_HAVE_OPENGL_1 |
2241 | else |
2242 | glColor4f(1.0, 1.0, 1.0, opacity * (1.0 - m_effectFrame->crossFadeProgress())); |
2243 | #endif |
2244 | |
2245 | m_oldIconTexture->bind(); |
2246 | m_oldIconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize())); |
2247 | m_oldIconTexture->unbind(); |
2248 | if (shader) { |
2249 | const float a = opacity * m_effectFrame->crossFadeProgress(); |
2250 | shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a)); |
2251 | } |
2252 | #ifdef KWIN_HAVE_OPENGL_1 |
2253 | else |
2254 | glColor4f(1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress()); |
2255 | #endif |
2256 | } else { |
2257 | if (shader) { |
2258 | const QVector4D constant(opacity, opacity, opacity, opacity); |
2259 | shader->setUniform(GLShader::ModulationConstant, constant); |
2260 | } |
2261 | #ifdef KWIN_HAVE_OPENGL_1 |
2262 | else |
2263 | glColor4f(1.0, 1.0, 1.0, opacity); |
2264 | #endif |
2265 | } |
2266 | |
2267 | if (!m_iconTexture) { // lazy creation |
2268 | m_iconTexture = m_scene->createTexture(m_effectFrame->icon()); |
2269 | } |
2270 | m_iconTexture->bind(); |
2271 | m_iconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize())); |
2272 | m_iconTexture->unbind(); |
2273 | } |
2274 | |
2275 | // Render text |
2276 | if (!m_effectFrame->text().isEmpty()) { |
2277 | if (m_effectFrame->isCrossFade() && m_oldTextTexture) { |
2278 | if (shader) { |
2279 | const float a = opacity * (1.0 - m_effectFrame->crossFadeProgress()); |
2280 | shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a)); |
2281 | } |
2282 | #ifdef KWIN_HAVE_OPENGL_1 |
2283 | else |
2284 | glColor4f(1.0, 1.0, 1.0, opacity *(1.0 - m_effectFrame->crossFadeProgress())); |
2285 | #endif |
2286 | |
2287 | m_oldTextTexture->bind(); |
2288 | m_oldTextTexture->render(region, m_effectFrame->geometry()); |
2289 | m_oldTextTexture->unbind(); |
2290 | if (shader) { |
2291 | const float a = opacity * m_effectFrame->crossFadeProgress(); |
2292 | shader->setUniform(GLShader::ModulationConstant, QVector4D(a, a, a, a)); |
2293 | } |
2294 | #ifdef KWIN_HAVE_OPENGL_1 |
2295 | else |
2296 | glColor4f(1.0, 1.0, 1.0, opacity * m_effectFrame->crossFadeProgress()); |
2297 | #endif |
2298 | } else { |
2299 | if (shader) { |
2300 | const QVector4D constant(opacity, opacity, opacity, opacity); |
2301 | shader->setUniform(GLShader::ModulationConstant, constant); |
2302 | } |
2303 | #ifdef KWIN_HAVE_OPENGL_1 |
2304 | else |
2305 | glColor4f(1.0, 1.0, 1.0, opacity); |
2306 | #endif |
2307 | } |
2308 | if (!m_textTexture) // Lazy creation |
2309 | updateTextTexture(); |
2310 | m_textTexture->bind(); |
2311 | m_textTexture->render(region, m_effectFrame->geometry()); |
2312 | m_textTexture->unbind(); |
2313 | } |
2314 | |
2315 | if (shader) { |
2316 | ShaderManager::instance()->popShader(); |
2317 | } |
2318 | glDisable(GL_BLEND); |
2319 | } |
2320 | |
2321 | void SceneOpenGL::EffectFrame::updateTexture() |
2322 | { |
2323 | delete m_texture; |
2324 | m_texture = 0L; |
2325 | if (m_effectFrame->style() == EffectFrameStyled) { |
2326 | QPixmap pixmap = m_effectFrame->frame().framePixmap(); |
2327 | m_texture = m_scene->createTexture(pixmap); |
2328 | } |
2329 | } |
2330 | |
2331 | void SceneOpenGL::EffectFrame::updateTextTexture() |
2332 | { |
2333 | delete m_textTexture; |
2334 | m_textTexture = 0L; |
2335 | delete m_textPixmap; |
2336 | m_textPixmap = 0L; |
2337 | |
2338 | if (m_effectFrame->text().isEmpty()) |
2339 | return; |
2340 | |
2341 | // Determine position on texture to paint text |
2342 | QRect rect(QPoint(0, 0), m_effectFrame->geometry().size()); |
2343 | if (!m_effectFrame->icon().isNull() && !m_effectFrame->iconSize().isEmpty()) |
2344 | rect.setLeft(m_effectFrame->iconSize().width()); |
2345 | |
2346 | // If static size elide text as required |
2347 | QString text = m_effectFrame->text(); |
2348 | if (m_effectFrame->isStatic()) { |
2349 | QFontMetrics metrics(m_effectFrame->font()); |
2350 | text = metrics.elidedText(text, Qt::ElideRight, rect.width()); |
2351 | } |
2352 | |
2353 | m_textPixmap = new QPixmap(m_effectFrame->geometry().size()); |
2354 | m_textPixmap->fill(Qt::transparent); |
2355 | QPainter p(m_textPixmap); |
2356 | p.setFont(m_effectFrame->font()); |
2357 | if (m_effectFrame->style() == EffectFrameStyled) |
2358 | p.setPen(m_effectFrame->styledTextColor()); |
2359 | else // TODO: What about no frame? Custom color setting required |
2360 | p.setPen(Qt::white); |
2361 | p.drawText(rect, m_effectFrame->alignment(), text); |
2362 | p.end(); |
2363 | m_textTexture = m_scene->createTexture(*m_textPixmap); |
2364 | } |
2365 | |
2366 | void SceneOpenGL::EffectFrame::updateUnstyledTexture() |
2367 | { |
2368 | delete m_unstyledTexture; |
2369 | m_unstyledTexture = 0L; |
2370 | delete m_unstyledPixmap; |
2371 | m_unstyledPixmap = 0L; |
2372 | // Based off circle() from kwinxrenderutils.cpp |
2373 | #define CS 8 |
2374 | m_unstyledPixmap = new QPixmap(2 * CS, 2 * CS); |
2375 | m_unstyledPixmap->fill(Qt::transparent); |
2376 | QPainter p(m_unstyledPixmap); |
2377 | p.setRenderHint(QPainter::Antialiasing); |
2378 | p.setPen(Qt::NoPen); |
2379 | p.setBrush(Qt::black); |
2380 | p.drawEllipse(m_unstyledPixmap->rect()); |
2381 | p.end(); |
2382 | #undef CS |
2383 | m_unstyledTexture = new GLTexture(*m_unstyledPixmap); |
2384 | } |
2385 | |
2386 | void SceneOpenGL::EffectFrame::cleanup() |
2387 | { |
2388 | delete m_unstyledTexture; |
2389 | m_unstyledTexture = NULL; |
2390 | delete m_unstyledPixmap; |
2391 | m_unstyledPixmap = NULL; |
2392 | } |
2393 | |
2394 | //**************************************** |
2395 | // SceneOpenGL::Shadow |
2396 | //**************************************** |
2397 | SceneOpenGLShadow::SceneOpenGLShadow(Toplevel *toplevel) |
2398 | : Shadow(toplevel) |
2399 | , m_texture(NULL) |
2400 | { |
2401 | } |
2402 | |
2403 | SceneOpenGLShadow::~SceneOpenGLShadow() |
2404 | { |
2405 | delete m_texture; |
2406 | } |
2407 | |
2408 | void SceneOpenGLShadow::buildQuads() |
2409 | { |
2410 | // prepare window quads |
2411 | m_shadowQuads.clear(); |
2412 | const QSizeF top(shadowPixmap(ShadowElementTop).size()); |
2413 | const QSizeF topRight(shadowPixmap(ShadowElementTopRight).size()); |
2414 | const QSizeF right(shadowPixmap(ShadowElementRight).size()); |
2415 | const QSizeF bottomRight(shadowPixmap(ShadowElementBottomRight).size()); |
2416 | const QSizeF bottom(shadowPixmap(ShadowElementBottom).size()); |
2417 | const QSizeF bottomLeft(shadowPixmap(ShadowElementBottomLeft).size()); |
2418 | const QSizeF left(shadowPixmap(ShadowElementLeft).size()); |
2419 | const QSizeF topLeft(shadowPixmap(ShadowElementTopLeft).size()); |
2420 | if ((left.width() - leftOffset() > topLevel()->width()) || |
2421 | (right.width() - rightOffset() > topLevel()->width()) || |
2422 | (top.height() - topOffset() > topLevel()->height()) || |
2423 | (bottom.height() - bottomOffset() > topLevel()->height())) { |
2424 | // if our shadow is bigger than the window, we don't render the shadow |
2425 | setShadowRegion(QRegion()); |
2426 | return; |
2427 | } |
2428 | |
2429 | const QRectF outerRect(QPointF(-leftOffset(), -topOffset()), |
2430 | QPointF(topLevel()->width() + rightOffset(), topLevel()->height() + bottomOffset())); |
2431 | |
2432 | const qreal width = topLeft.width() + top.width() + topRight.width(); |
2433 | const qreal height = topLeft.height() + left.height() + bottomLeft.height(); |
2434 | |
2435 | qreal tx1(0.0), tx2(0.0), ty1(0.0), ty2(0.0); |
2436 | |
2437 | tx2 = topLeft.width()/width; |
2438 | ty2 = topLeft.height()/height; |
2439 | WindowQuad topLeftQuad(WindowQuadShadowTopLeft); |
2440 | topLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y(), tx1, ty1); |
2441 | topLeftQuad[ 1 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx2, ty1); |
2442 | topLeftQuad[ 2 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + topLeft.height(), tx2, ty2); |
2443 | topLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty2); |
2444 | m_shadowQuads.append(topLeftQuad); |
2445 | |
2446 | tx1 = tx2; |
2447 | tx2 = (topLeft.width() + top.width())/width; |
2448 | ty2 = top.height()/height; |
2449 | WindowQuad topQuad(WindowQuadShadowTop); |
2450 | topQuad[ 0 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y(), tx1, ty1); |
2451 | topQuad[ 1 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx2, ty1); |
2452 | topQuad[ 2 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + top.height(),tx2, ty2); |
2453 | topQuad[ 3 ] = WindowVertex(outerRect.x() + topLeft.width(), outerRect.y() + top.height(), tx1, ty2); |
2454 | m_shadowQuads.append(topQuad); |
2455 | |
2456 | tx1 = tx2; |
2457 | tx2 = 1.0; |
2458 | ty2 = topRight.height()/height; |
2459 | WindowQuad topRightQuad(WindowQuadShadowTopRight); |
2460 | topRightQuad[ 0 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y(), tx1, ty1); |
2461 | topRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y(), tx2, ty1); |
2462 | topRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty2); |
2463 | topRightQuad[ 3 ] = WindowVertex(outerRect.right() - topRight.width(), outerRect.y() + topRight.height(), tx1, ty2); |
2464 | m_shadowQuads.append(topRightQuad); |
2465 | |
2466 | tx1 = (width - right.width())/width; |
2467 | ty1 = topRight.height()/height; |
2468 | ty2 = (topRight.height() + right.height())/height; |
2469 | WindowQuad rightQuad(WindowQuadShadowRight); |
2470 | rightQuad[ 0 ] = WindowVertex(outerRect.right() - right.width(), outerRect.y() + topRight.height(), tx1, ty1); |
2471 | rightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.y() + topRight.height(), tx2, ty1); |
2472 | rightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty2); |
2473 | rightQuad[ 3 ] = WindowVertex(outerRect.right() - right.width(), outerRect.bottom() - bottomRight.height(), tx1, ty2); |
2474 | m_shadowQuads.append(rightQuad); |
2475 | |
2476 | tx1 = (width - bottomRight.width())/width; |
2477 | ty1 = ty2; |
2478 | ty2 = 1.0; |
2479 | WindowQuad bottomRightQuad(WindowQuadShadowBottomRight); |
2480 | bottomRightQuad[ 0 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottomRight.height(), tx1, ty1); |
2481 | bottomRightQuad[ 1 ] = WindowVertex(outerRect.right(), outerRect.bottom() - bottomRight.height(), tx2, ty1); |
2482 | bottomRightQuad[ 2 ] = WindowVertex(outerRect.right(), outerRect.bottom(), tx2, ty2); |
2483 | bottomRightQuad[ 3 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx1, ty2); |
2484 | m_shadowQuads.append(bottomRightQuad); |
2485 | |
2486 | tx2 = tx1; |
2487 | tx1 = bottomLeft.width()/width; |
2488 | ty1 = (height - bottom.height())/height; |
2489 | WindowQuad bottomQuad(WindowQuadShadowBottom); |
2490 | bottomQuad[ 0 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottom.height(), tx1, ty1); |
2491 | bottomQuad[ 1 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom() - bottom.height(), tx2, ty1); |
2492 | bottomQuad[ 2 ] = WindowVertex(outerRect.right() - bottomRight.width(), outerRect.bottom(), tx2, ty2); |
2493 | bottomQuad[ 3 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx1, ty2); |
2494 | m_shadowQuads.append(bottomQuad); |
2495 | |
2496 | tx1 = 0.0; |
2497 | tx2 = bottomLeft.width()/width; |
2498 | ty1 = (height - bottomLeft.height())/height; |
2499 | WindowQuad bottomLeftQuad(WindowQuadShadowBottomLeft); |
2500 | bottomLeftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty1); |
2501 | bottomLeftQuad[ 1 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty1); |
2502 | bottomLeftQuad[ 2 ] = WindowVertex(outerRect.x() + bottomLeft.width(), outerRect.bottom(), tx2, ty2); |
2503 | bottomLeftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom(), tx1, ty2); |
2504 | m_shadowQuads.append(bottomLeftQuad); |
2505 | |
2506 | tx2 = left.width()/width; |
2507 | ty2 = ty1; |
2508 | ty1 = topLeft.height()/height; |
2509 | WindowQuad leftQuad(WindowQuadShadowLeft); |
2510 | leftQuad[ 0 ] = WindowVertex(outerRect.x(), outerRect.y() + topLeft.height(), tx1, ty1); |
2511 | leftQuad[ 1 ] = WindowVertex(outerRect.x() + left.width(), outerRect.y() + topLeft.height(), tx2, ty1); |
2512 | leftQuad[ 2 ] = WindowVertex(outerRect.x() + left.width(), outerRect.bottom() - bottomLeft.height(), tx2, ty2); |
2513 | leftQuad[ 3 ] = WindowVertex(outerRect.x(), outerRect.bottom() - bottomLeft.height(), tx1, ty2); |
2514 | m_shadowQuads.append(leftQuad); |
2515 | } |
2516 | |
2517 | bool SceneOpenGLShadow::prepareBackend() |
2518 | { |
2519 | const QSize top(shadowPixmap(ShadowElementTop).size()); |
2520 | const QSize topRight(shadowPixmap(ShadowElementTopRight).size()); |
2521 | const QSize right(shadowPixmap(ShadowElementRight).size()); |
2522 | const QSize bottomRight(shadowPixmap(ShadowElementBottomRight).size()); |
2523 | const QSize bottom(shadowPixmap(ShadowElementBottom).size()); |
2524 | const QSize bottomLeft(shadowPixmap(ShadowElementBottomLeft).size()); |
2525 | const QSize left(shadowPixmap(ShadowElementLeft).size()); |
2526 | const QSize topLeft(shadowPixmap(ShadowElementTopLeft).size()); |
2527 | |
2528 | const int width = topLeft.width() + top.width() + topRight.width(); |
2529 | const int height = topLeft.height() + left.height() + bottomLeft.height(); |
2530 | |
2531 | QImage image(width, height, QImage::Format_ARGB32); |
2532 | image.fill(Qt::transparent); |
2533 | QPainter p; |
2534 | p.begin(&image); |
2535 | p.drawPixmap(0, 0, shadowPixmap(ShadowElementTopLeft)); |
2536 | p.drawPixmap(topLeft.width(), 0, shadowPixmap(ShadowElementTop)); |
2537 | p.drawPixmap(topLeft.width() + top.width(), 0, shadowPixmap(ShadowElementTopRight)); |
2538 | p.drawPixmap(0, topLeft.height(), shadowPixmap(ShadowElementLeft)); |
2539 | p.drawPixmap(width - right.width(), topRight.height(), shadowPixmap(ShadowElementRight)); |
2540 | p.drawPixmap(0, topLeft.height() + left.height(), shadowPixmap(ShadowElementBottomLeft)); |
2541 | p.drawPixmap(bottomLeft.width(), height - bottom.height(), shadowPixmap(ShadowElementBottom)); |
2542 | p.drawPixmap(bottomLeft.width() + bottom.width(), topRight.height() + right.height(), shadowPixmap(ShadowElementBottomRight)); |
2543 | p.end(); |
2544 | |
2545 | delete m_texture; |
2546 | m_texture = new GLTexture(image); |
2547 | |
2548 | return true; |
2549 | } |
2550 | |
2551 | SwapProfiler::SwapProfiler() |
2552 | { |
2553 | init(); |
2554 | } |
2555 | |
2556 | void SwapProfiler::init() |
2557 | { |
2558 | m_time = 2 * 1000*1000; // we start with a long time mean of 2ms ... |
2559 | m_counter = 0; |
2560 | } |
2561 | |
2562 | void SwapProfiler::begin() |
2563 | { |
2564 | m_timer.start(); |
2565 | } |
2566 | |
2567 | char SwapProfiler::end() |
2568 | { |
2569 | // .. and blend in actual values. |
2570 | // this way we prevent extremes from killing our long time mean |
2571 | m_time = (10*m_time + m_timer.nsecsElapsed())/11; |
2572 | if (++m_counter > 500) { |
2573 | const bool blocks = m_time > 1000 * 1000; // 1ms, i get ~250µs and ~7ms w/o triple buffering... |
2574 | kDebug(1212) << "Triple buffering detection:" << QString(blocks ? "NOT available" : "Available" ) << |
2575 | " - Mean block time:" << m_time/(1000.0*1000.0) << "ms" ; |
2576 | return blocks ? 'd' : 't'; |
2577 | } |
2578 | return 0; |
2579 | } |
2580 | |
2581 | } // namespace |
2582 | |