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251 lines
7.7 KiB
251 lines
7.7 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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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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#ifdef KWIN_HAVE_OPENGL_COMPOSITING |
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#ifdef HAVE_XSHM |
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#include <X11/extensions/XShm.h> |
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#endif |
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namespace KWin |
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{ |
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class SceneOpenGL |
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: public Scene |
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{ |
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Q_OBJECT |
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public: |
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class EffectFrame; |
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class Texture; |
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class Window; |
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SceneOpenGL(Workspace* ws); |
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virtual ~SceneOpenGL(); |
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virtual bool initFailed() const; |
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virtual CompositingType compositingType() const { |
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return OpenGLCompositing; |
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} |
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virtual void paint(QRegion damage, ToplevelList windows); |
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virtual void windowAdded(Toplevel*); |
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virtual void windowDeleted(Deleted*); |
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protected: |
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virtual void paintGenericScreen(int mask, ScreenPaintData data); |
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virtual void paintBackground(QRegion region); |
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QMatrix4x4 transformation(int mask, const ScreenPaintData &data) const; |
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public Q_SLOTS: |
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virtual void windowOpacityChanged(KWin::Toplevel* c); |
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virtual void windowGeometryShapeChanged(KWin::Toplevel* c); |
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virtual void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted); |
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private: |
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bool selectMode(); |
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bool initTfp(); |
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bool initBuffer(); |
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bool initRenderingContext(); |
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bool initBufferConfigs(); |
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bool initDrawableConfigs(); |
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void waitSync(); |
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void flushBuffer(int mask, QRegion damage); |
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GC gcroot; |
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class FBConfigInfo |
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{ |
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public: |
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#ifndef KWIN_HAVE_OPENGLES |
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GLXFBConfig fbconfig; |
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#endif |
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int bind_texture_format; |
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int texture_targets; |
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int y_inverted; |
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int mipmap; |
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}; |
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#ifndef KWIN_HAVE_OPENGLES |
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Drawable buffer; |
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GLXFBConfig fbcbuffer; |
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#endif |
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static bool db; |
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#ifndef KWIN_HAVE_OPENGLES |
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static GLXFBConfig fbcbuffer_db; |
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static GLXFBConfig fbcbuffer_nondb; |
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static FBConfigInfo fbcdrawableinfo[ 32 + 1 ]; |
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static GLXDrawable glxbuffer; |
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static GLXContext ctxbuffer; |
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static GLXContext ctxdrawable; |
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static GLXDrawable last_pixmap; // for a workaround in bindTexture() |
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#endif |
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QHash< Toplevel*, Window* > windows; |
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bool init_ok; |
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bool debug; |
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}; |
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class SceneOpenGL::Texture |
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: public GLTexture |
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{ |
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public: |
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Texture(); |
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Texture(const QPixmap& pix, GLenum target = GL_TEXTURE_2D); |
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virtual ~Texture(); |
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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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virtual void release(); // undo the tfp_mode binding |
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virtual void bind(); |
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virtual void unbind(); |
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void setYInverted(bool inverted) { |
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y_inverted = inverted; |
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} |
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protected: |
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Texture(const Pixmap& pix, const QSize& size, int depth); |
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void findTarget(); |
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QRegion optimizeBindDamage(const QRegion& reg, int limit); |
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void createTexture(); |
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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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private: |
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void init(); |
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#ifndef KWIN_HAVE_OPENGLES |
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GLXPixmap glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode |
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#endif |
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friend class SceneOpenGL::Window; |
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}; |
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class SceneOpenGL::Window |
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: public Scene::Window |
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{ |
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public: |
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Window(Toplevel* c); |
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virtual ~Window(); |
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virtual void performPaint(int mask, QRegion region, WindowPaintData data); |
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virtual void pixmapDiscarded(); |
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bool bindTexture(); |
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void discardTexture(); |
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void checkTextureSize(); |
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protected: |
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enum TextureType { |
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Content, |
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DecorationTop, |
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DecorationLeft, |
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DecorationRight, |
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DecorationBottom, |
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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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void paintDecoration(const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco); |
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void paintShadow(const QRegion ®ion, const WindowPaintData &data); |
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void makeDecorationArrays(const WindowQuadList& quads, const QRect &rect, Texture *tex) const; |
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void renderQuads(int, const QRegion& region, const WindowQuadList& quads, GLTexture* tex, bool normalized = false); |
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void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader); |
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void prepareStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture); |
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void prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex); |
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void prepareShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader); |
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void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader); |
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void restoreStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader, GLTexture *texture); |
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void restoreRenderStates(TextureType type, double opacity, double brightness, double saturation, GLTexture *tex); |
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void restoreShaderRenderStates(TextureType type, double opacity, double brightness, double saturation, GLShader* shader); |
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private: |
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Texture texture; |
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Texture topTexture; |
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Texture leftTexture; |
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Texture rightTexture; |
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Texture bottomTexture; |
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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); |
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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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static Texture* 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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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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} // namespace |
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#endif |
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#endif
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