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694 lines
21 KiB
694 lines
21 KiB
/******************************************************************** |
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KWin - the KDE window manager |
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This file is part of the KDE project. |
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|
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org> |
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Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org> |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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*********************************************************************/ |
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#ifndef KWIN_SCENE_OPENGL_H |
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#define KWIN_SCENE_OPENGL_H |
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#include "scene.h" |
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#include "shadow.h" |
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#include "kwinglutils.h" |
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#include "kwingltexture_p.h" |
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|
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namespace KWin |
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{ |
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class ColorCorrection; |
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class LanczosFilter; |
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class OpenGLBackend; |
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class OpenGLPaintRedirector; |
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class SceneOpenGL |
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: public Scene |
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{ |
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Q_OBJECT |
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public: |
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class EffectFrame; |
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class Texture; |
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class TexturePrivate; |
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class Window; |
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virtual ~SceneOpenGL(); |
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virtual bool initFailed() const; |
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virtual bool hasPendingFlush() const; |
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virtual qint64 paint(QRegion damage, ToplevelList windows); |
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virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame); |
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virtual Shadow *createShadow(Toplevel *toplevel); |
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virtual void screenGeometryChanged(const QSize &size); |
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virtual OverlayWindow *overlayWindow(); |
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virtual bool usesOverlayWindow() const; |
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virtual bool blocksForRetrace() const; |
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virtual bool syncsToVBlank() const; |
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virtual bool makeOpenGLContextCurrent() override; |
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virtual void doneOpenGLContextCurrent() override; |
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virtual bool isLastFrameRendered() const override; |
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void idle(); |
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bool debug() const { return m_debug; } |
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/** |
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* @brief Factory method to create a backend specific texture. |
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* |
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* @return :SceneOpenGL::Texture* |
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**/ |
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Texture *createTexture(); |
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Texture *createTexture(const QPixmap& pix, GLenum target = GL_TEXTURE_2D); |
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#ifndef KWIN_HAVE_OPENGLES |
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/** |
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* Copy a region of pixels from the current read to the current draw buffer |
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*/ |
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static void copyPixels(const QRegion ®ion); |
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#endif |
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static SceneOpenGL *createScene(); |
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protected: |
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SceneOpenGL(Workspace* ws, OpenGLBackend *backend); |
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virtual void paintBackground(QRegion region); |
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virtual void extendPaintRegion(QRegion ®ion, bool opaqueFullscreen); |
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QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const; |
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virtual void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data); |
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void handleGraphicsReset(GLenum status); |
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virtual void doPaintBackground(const QVector<float> &vertices) = 0; |
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Q_SIGNALS: |
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void resetCompositing(); |
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protected: |
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bool init_ok; |
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private: |
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bool viewportLimitsMatched(const QSize &size) const; |
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private: |
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bool m_debug; |
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OpenGLBackend *m_backend; |
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}; |
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class SceneOpenGL2 : public SceneOpenGL |
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{ |
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Q_OBJECT |
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public: |
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explicit SceneOpenGL2(OpenGLBackend *backend); |
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virtual ~SceneOpenGL2(); |
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virtual CompositingType compositingType() const { |
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return OpenGL2Compositing; |
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} |
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static bool supported(OpenGLBackend *backend); |
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ColorCorrection *colorCorrection(); |
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protected: |
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virtual void paintGenericScreen(int mask, ScreenPaintData data); |
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virtual void doPaintBackground(const QVector< float >& vertices); |
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virtual Scene::Window *createWindow(Toplevel *t); |
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virtual void finalDrawWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data); |
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virtual void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data); |
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private Q_SLOTS: |
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void slotColorCorrectedChanged(bool recreateShaders = true); |
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void resetLanczosFilter(); |
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private: |
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void performPaintWindow(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data); |
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private: |
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LanczosFilter *m_lanczosFilter; |
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QScopedPointer<ColorCorrection> m_colorCorrection; |
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GLuint vao; |
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}; |
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#ifdef KWIN_HAVE_OPENGL_1 |
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class SceneOpenGL1 : public SceneOpenGL |
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{ |
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public: |
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explicit SceneOpenGL1(OpenGLBackend *backend); |
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virtual ~SceneOpenGL1(); |
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virtual void screenGeometryChanged(const QSize &size); |
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virtual qint64 paint(QRegion damage, ToplevelList windows); |
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virtual CompositingType compositingType() const { |
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return OpenGL1Compositing; |
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} |
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static bool supported(OpenGLBackend *backend); |
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protected: |
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virtual void paintGenericScreen(int mask, ScreenPaintData data); |
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virtual void doPaintBackground(const QVector< float >& vertices); |
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virtual Scene::Window *createWindow(Toplevel *t); |
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private: |
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void setupModelViewProjectionMatrix(); |
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bool m_resetModelViewProjectionMatrix; |
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}; |
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#endif |
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class SceneOpenGL::TexturePrivate |
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: public GLTexturePrivate |
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{ |
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public: |
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virtual ~TexturePrivate(); |
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virtual void findTarget() = 0; |
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virtual bool loadTexture(const Pixmap& pix, const QSize& size, int depth) = 0; |
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virtual OpenGLBackend *backend() = 0; |
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virtual bool update(const QRegion &damage); |
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protected: |
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TexturePrivate(); |
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private: |
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Q_DISABLE_COPY(TexturePrivate) |
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}; |
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class SceneOpenGL::Texture |
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: public GLTexture |
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{ |
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public: |
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Texture(OpenGLBackend *backend); |
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Texture(OpenGLBackend *backend, const QPixmap& pix, GLenum target = GL_TEXTURE_2D); |
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virtual ~Texture(); |
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Texture & operator = (const Texture& tex); |
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using GLTexture::load; |
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virtual bool load(const QImage& image, GLenum target = GL_TEXTURE_2D); |
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virtual bool load(const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D); |
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virtual void discard(); |
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bool update(const QRegion &damage); |
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protected: |
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void findTarget(); |
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virtual bool load(const Pixmap& pix, const QSize& size, int depth, |
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QRegion region); |
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virtual bool load(const Pixmap& pix, const QSize& size, int depth); |
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Texture(TexturePrivate& dd); |
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private: |
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Q_DECLARE_PRIVATE(Texture) |
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friend class OpenGLWindowPixmap; |
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}; |
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class SceneOpenGL::Window |
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: public Scene::Window |
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{ |
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public: |
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virtual ~Window(); |
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bool beginRenderWindow(int mask, const QRegion ®ion, WindowPaintData &data); |
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virtual void performPaint(int mask, QRegion region, WindowPaintData data) = 0; |
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void endRenderWindow(); |
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bool bindTexture(); |
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void setScene(SceneOpenGL *scene) { |
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m_scene = scene; |
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} |
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protected: |
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virtual WindowPixmap* createWindowPixmap(); |
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Window(Toplevel* c); |
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enum TextureType { |
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Content, |
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DecorationLeftRight, |
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DecorationTopBottom, |
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Shadow |
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}; |
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QMatrix4x4 transformation(int mask, const WindowPaintData &data) const; |
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bool getDecorationTextures(GLTexture **textures) const; |
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void paintDecoration(GLTexture *texture, TextureType type, const QRegion ®ion, const WindowPaintData &data, const WindowQuadList &quads); |
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void paintShadow(const QRegion ®ion, const WindowPaintData &data); |
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void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized); |
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/** |
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* @brief Prepare the OpenGL rendering state before the texture with @p type will be rendered. |
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* |
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* @param type The type of the Texture which will be rendered |
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* @param opacity The opacity value to use for this rendering |
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* @param brightness The brightness value to use for this rendering |
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* @param saturation The saturation value to use for this rendering |
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* @param screen The index of the screen to use for this rendering |
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**/ |
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virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen) = 0; |
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/** |
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* @brief Restores the OpenGL rendering state after the texture with @p type has been rendered. |
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* |
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* @param type The type of the Texture which has been rendered |
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* @param opacity The opacity value used for the rendering |
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* @param brightness The brightness value used for this rendering |
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* @param saturation The saturation value used for this rendering |
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* @param screen The index of the screen to use for this rendering |
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**/ |
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virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation) = 0; |
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/** |
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* @brief Returns the texture for the given @p type. |
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* |
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* @param type The Texture Type for which the texture should be retrieved |
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* @return :GLTexture* the texture |
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**/ |
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GLTexture *textureForType(TextureType type); |
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void paintDecorations(const WindowPaintData &data, const QRegion ®ion); |
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protected: |
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SceneOpenGL *m_scene; |
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bool m_hardwareClipping; |
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private: |
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OpenGLPaintRedirector *paintRedirector() const; |
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}; |
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class SceneOpenGL2Window : public SceneOpenGL::Window |
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{ |
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public: |
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enum Leaf { ShadowLeaf = 0, LeftRightLeaf, TopBottomLeaf, ContentLeaf, PreviousContentLeaf, LeafCount }; |
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struct LeafNode |
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{ |
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LeafNode() |
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: texture(0), |
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firstVertex(0), |
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vertexCount(0), |
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opacity(1.0), |
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hasAlpha(false), |
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coordinateType(UnnormalizedCoordinates) |
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{ |
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} |
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GLTexture *texture; |
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int firstVertex; |
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int vertexCount; |
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float opacity; |
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bool hasAlpha; |
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TextureCoordinateType coordinateType; |
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}; |
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explicit SceneOpenGL2Window(Toplevel *c); |
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virtual ~SceneOpenGL2Window(); |
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protected: |
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QVector4D modulate(float opacity, float brightness) const; |
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void setBlendEnabled(bool enabled); |
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void setupLeafNodes(LeafNode *nodes, const WindowQuadList *quads, const WindowPaintData &data); |
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virtual void performPaint(int mask, QRegion region, WindowPaintData data); |
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virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen); |
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virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation); |
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private: |
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/** |
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* Whether prepareStates enabled blending and restore states should disable again. |
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**/ |
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bool m_blendingEnabled; |
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}; |
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#ifdef KWIN_HAVE_OPENGL_1 |
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class SceneOpenGL1Window : public SceneOpenGL::Window |
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{ |
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public: |
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explicit SceneOpenGL1Window(Toplevel *c); |
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virtual ~SceneOpenGL1Window(); |
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protected: |
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virtual void performPaint(int mask, QRegion region, WindowPaintData data); |
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virtual void prepareStates(TextureType type, qreal opacity, qreal brightness, qreal saturation, int screen); |
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virtual void restoreStates(TextureType type, qreal opacity, qreal brightness, qreal saturation); |
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private: |
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void paintContent(SceneOpenGL::Texture* content, const QRegion& region, int mask, qreal opacity, |
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const WindowPaintData& data, const WindowQuadList &contentQuads, bool normalized); |
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}; |
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#endif |
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class OpenGLWindowPixmap : public WindowPixmap |
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{ |
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public: |
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explicit OpenGLWindowPixmap(Scene::Window *window, SceneOpenGL *scene); |
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virtual ~OpenGLWindowPixmap(); |
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SceneOpenGL::Texture *texture() const; |
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bool bind(); |
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private: |
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SceneOpenGL *m_scene; |
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QScopedPointer<SceneOpenGL::Texture> m_texture; |
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}; |
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class SceneOpenGL::EffectFrame |
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: public Scene::EffectFrame |
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{ |
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public: |
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EffectFrame(EffectFrameImpl* frame, SceneOpenGL *scene); |
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virtual ~EffectFrame(); |
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virtual void free(); |
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virtual void freeIconFrame(); |
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virtual void freeTextFrame(); |
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virtual void freeSelection(); |
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virtual void render(QRegion region, double opacity, double frameOpacity); |
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virtual void crossFadeIcon(); |
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virtual void crossFadeText(); |
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static void cleanup(); |
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private: |
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void updateTexture(); |
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void updateTextTexture(); |
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Texture* m_texture; |
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Texture* m_textTexture; |
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Texture* m_oldTextTexture; |
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QPixmap* m_textPixmap; // need to keep the pixmap around to workaround some driver problems |
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Texture* m_iconTexture; |
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Texture* m_oldIconTexture; |
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Texture* m_selectionTexture; |
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GLVertexBuffer* m_unstyledVBO; |
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SceneOpenGL *m_scene; |
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static GLTexture* m_unstyledTexture; |
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static QPixmap* m_unstyledPixmap; // need to keep the pixmap around to workaround some driver problems |
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static void updateUnstyledTexture(); // Update OpenGL unstyled frame texture |
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}; |
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/** |
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* @short OpenGL implementation of Shadow. |
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* |
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* This class extends Shadow by the Elements required for OpenGL rendering. |
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* @author Martin Gräßlin <mgraesslin@kde.org> |
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**/ |
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class SceneOpenGLShadow |
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: public Shadow |
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{ |
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public: |
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explicit SceneOpenGLShadow(Toplevel *toplevel); |
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virtual ~SceneOpenGLShadow(); |
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GLTexture *shadowTexture() { |
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return m_texture; |
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} |
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protected: |
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virtual void buildQuads(); |
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virtual bool prepareBackend(); |
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private: |
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GLTexture *m_texture; |
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}; |
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/** |
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* @short Profiler to detect whether we have triple buffering |
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* The strategy is to start setBlocksForRetrace(false) but assume blocking and have the system prove that assumption wrong |
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**/ |
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class SwapProfiler |
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{ |
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public: |
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SwapProfiler(); |
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void init(); |
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void begin(); |
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/** |
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* @return char being 'd' for double, 't' for triple (or more - but non-blocking) buffering and |
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* 0 (NOT '0') otherwise, so you can act on "if (char result = SwapProfiler::end()) { fooBar(); } |
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**/ |
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char end(); |
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private: |
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QElapsedTimer m_timer; |
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qint64 m_time; |
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int m_counter; |
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}; |
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/** |
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* @brief The OpenGLBackend creates and holds the OpenGL context and is responsible for Texture from Pixmap. |
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* |
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* The OpenGLBackend is an abstract base class used by the SceneOpenGL to abstract away the differences |
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* between various OpenGL windowing systems such as GLX and EGL. |
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* |
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* A concrete implementation has to create and release the OpenGL context in a way so that the |
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* SceneOpenGL does not have to care about it. |
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* |
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* In addition a major task for this class is to generate the SceneOpenGL::TexturePrivate which is |
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* able to perform the texture from pixmap operation in the given backend. |
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* |
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* @author Martin Gräßlin <mgraesslin@kde.org> |
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**/ |
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class OpenGLBackend |
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{ |
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public: |
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OpenGLBackend(); |
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virtual ~OpenGLBackend(); |
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/** |
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* @return Time passes since start of rendering current frame. |
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* @see startRenderTimer |
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**/ |
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qint64 renderTime() { |
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return m_renderTimer.nsecsElapsed(); |
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} |
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virtual void screenGeometryChanged(const QSize &size) = 0; |
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virtual SceneOpenGL::TexturePrivate *createBackendTexture(SceneOpenGL::Texture *texture) = 0; |
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/** |
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* @brief Backend specific code to prepare the rendering of a frame including flushing the |
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* previously rendered frame to the screen if the backend works this way. |
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* |
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* @return A region that if not empty will be repainted in addition to the damaged region |
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**/ |
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virtual QRegion prepareRenderingFrame() = 0; |
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/** |
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* @brief Backend specific code to handle the end of rendering a frame. |
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* |
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* @param renderedRegion The possibly larger region that has been rendered |
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* @param damagedRegion The damaged region that should be posted |
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**/ |
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virtual void endRenderingFrame(const QRegion &damage, const QRegion &damagedRegion) = 0; |
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virtual bool makeCurrent() = 0; |
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virtual void doneCurrent() = 0; |
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/** |
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* @brief Backend specific code to determine whether the last frame got rendered. |
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* |
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* Default implementation always returns @c true. That is it's always assumed that the last |
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* frame got rendered. If a backend needs more control it needs to implement this method. |
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*/ |
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virtual bool isLastFrameRendered() const; |
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virtual bool usesOverlayWindow() const = 0; |
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/** |
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* @brief Compositor is going into idle mode, flushes any pending paints. |
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**/ |
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void idle(); |
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/** |
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* @return bool Whether the scene needs to flush a frame. |
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**/ |
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bool hasPendingFlush() const { |
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return !m_lastDamage.isEmpty(); |
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} |
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/** |
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* @brief Returns the OverlayWindow used by the backend. |
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* |
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* A backend does not have to use an OverlayWindow, this is mostly for the X world. |
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* In case the backend does not use an OverlayWindow it is allowed to return @c null. |
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* It's the task of the caller to check whether it is @c null. |
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* |
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* @return :OverlayWindow* |
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**/ |
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virtual OverlayWindow *overlayWindow(); |
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/** |
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* @brief Whether the creation of the Backend failed. |
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* |
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* The SceneOpenGL should test whether the Backend got constructed correctly. If this method |
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* returns @c true, the SceneOpenGL should not try to start the rendering. |
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* |
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* @return bool @c true if the creation of the Backend failed, @c false otherwise. |
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**/ |
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bool isFailed() const { |
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return m_failed; |
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} |
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/** |
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* @brief Whether the Backend provides VSync. |
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* |
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* Currently only the GLX backend can provide VSync. |
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* |
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* @return bool @c true if VSync support is available, @c false otherwise |
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**/ |
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bool syncsToVBlank() const { |
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return m_syncsToVBlank; |
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} |
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/** |
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* @brief Whether VSync blocks execution until the screen is in the retrace |
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* |
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* Case for waitVideoSync and non triple buffering buffer swaps |
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* |
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**/ |
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bool blocksForRetrace() const { |
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return m_blocksForRetrace; |
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} |
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/** |
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* @brief Whether the backend uses direct rendering. |
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* |
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* Some OpenGLScene modes require direct rendering. E.g. the OpenGL 2 should not be used |
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* if direct rendering is not supported by the Scene. |
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* |
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* @return bool @c true if the GL context is direct, @c false if indirect |
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**/ |
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bool isDirectRendering() const { |
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return m_directRendering; |
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} |
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bool supportsBufferAge() const { |
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return m_haveBufferAge; |
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} |
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/** |
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* Returns the damage that has accumulated since a buffer of the given age was presented. |
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*/ |
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QRegion accumulatedDamageHistory(int bufferAge) const; |
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/** |
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* Saves the given region to damage history. |
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*/ |
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void addToDamageHistory(const QRegion ®ion); |
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protected: |
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/** |
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* @brief Backend specific flushing of frame to screen. |
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**/ |
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virtual void present() = 0; |
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/** |
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* @brief Sets the backend initialization to failed. |
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* |
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* This method should be called by the concrete subclass in case the initialization failed. |
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* The given @p reason is logged as a warning. |
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* |
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* @param reason The reason why the initialization failed. |
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**/ |
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void setFailed(const QString &reason); |
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/** |
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* @brief Sets whether the backend provides VSync. |
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* |
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* Should be called by the concrete subclass once it is determined whether VSync is supported. |
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* If the subclass does not call this method, the backend defaults to @c false. |
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* @param enabled @c true if VSync support available, @c false otherwise. |
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**/ |
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void setSyncsToVBlank(bool enabled) { |
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m_syncsToVBlank = enabled; |
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} |
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/** |
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* @brief Sets whether the VSync iplementation blocks |
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* |
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* Should be called by the concrete subclass once it is determined how VSync works. |
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* If the subclass does not call this method, the backend defaults to @c false. |
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* @param enabled @c true if VSync blocks, @c false otherwise. |
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**/ |
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void setBlocksForRetrace(bool enabled) { |
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m_blocksForRetrace = enabled; |
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} |
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/** |
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* @brief Sets whether the OpenGL context is direct. |
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* |
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* Should be called by the concrete subclass once it is determined whether the OpenGL context is |
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* direct or indirect. |
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* If the subclass does not call this method, the backend defaults to @c false. |
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* |
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* @param direct @c true if the OpenGL context is direct, @c false if indirect |
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**/ |
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void setIsDirectRendering(bool direct) { |
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m_directRendering = direct; |
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} |
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|
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void setSupportsBufferAge(bool value) { |
|
m_haveBufferAge = value; |
|
} |
|
|
|
/** |
|
* @return const QRegion& Damage of previously rendered frame |
|
**/ |
|
const QRegion &lastDamage() const { |
|
return m_lastDamage; |
|
} |
|
void setLastDamage(const QRegion &damage) { |
|
m_lastDamage = damage; |
|
} |
|
/** |
|
* @brief Starts the timer for how long it takes to render the frame. |
|
* |
|
* @see renderTime |
|
**/ |
|
void startRenderTimer() { |
|
m_renderTimer.start(); |
|
} |
|
|
|
SwapProfiler m_swapProfiler; |
|
|
|
private: |
|
/** |
|
* @brief Whether VSync is available and used, defaults to @c false. |
|
**/ |
|
bool m_syncsToVBlank; |
|
/** |
|
* @brief Whether present() will block execution until the next vertical retrace @c false. |
|
**/ |
|
bool m_blocksForRetrace; |
|
/** |
|
* @brief Whether direct rendering is used, defaults to @c false. |
|
**/ |
|
bool m_directRendering; |
|
/** |
|
* @brief Whether the backend supports GLX_EXT_buffer_age / EGL_EXT_buffer_age. |
|
*/ |
|
bool m_haveBufferAge; |
|
/** |
|
* @brief Whether the initialization failed, of course default to @c false. |
|
**/ |
|
bool m_failed; |
|
/** |
|
* @brief Damaged region of previously rendered frame. |
|
**/ |
|
QRegion m_lastDamage; |
|
/** |
|
* @brief The damage history for the past 10 frames. |
|
*/ |
|
QList<QRegion> m_damageHistory; |
|
/** |
|
* @brief Timer to measure how long a frame renders. |
|
**/ |
|
QElapsedTimer m_renderTimer; |
|
}; |
|
|
|
inline bool SceneOpenGL::hasPendingFlush() const |
|
{ |
|
return m_backend->hasPendingFlush(); |
|
} |
|
|
|
inline bool SceneOpenGL::isLastFrameRendered() const |
|
{ |
|
return m_backend->isLastFrameRendered(); |
|
} |
|
|
|
inline bool SceneOpenGL::usesOverlayWindow() const |
|
{ |
|
return m_backend->usesOverlayWindow(); |
|
} |
|
|
|
inline SceneOpenGL::Texture* OpenGLWindowPixmap::texture() const |
|
{ |
|
return m_texture.data(); |
|
} |
|
|
|
} // namespace |
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|
|
#endif
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