/* KWin - the KDE window manager This file is part of the KDE project. SPDX-FileCopyrightText: 2006 Lubos Lunak SPDX-License-Identifier: GPL-2.0-or-later */ #ifndef KWIN_SCENE_H #define KWIN_SCENE_H #include "toplevel.h" #include "utils.h" #include "kwineffects.h" #include #include namespace KWin { namespace Decoration { class DecoratedClientImpl; } class AbstractOutput; class DecorationRenderer; class Deleted; class EffectFrameImpl; class EffectWindowImpl; class GLTexture; class Item; class OverlayWindow; class PlatformSurfaceTexture; class RenderLoop; class Shadow; class ShadowItem; class SurfaceItem; class SurfacePixmapInternal; class SurfacePixmapWayland; class SurfacePixmapX11; class WindowItem; // The base class for compositing backends. class KWIN_EXPORT Scene : public QObject { Q_OBJECT public: explicit Scene(QObject *parent = nullptr); ~Scene() override = 0; class EffectFrame; class Window; /** * Schedules a repaint for the specified @a region. */ void addRepaint(const QRegion ®ion); /** * Returns the repaints region for output with the specified @a output. */ QRegion repaints(AbstractOutput *output) const; void resetRepaints(AbstractOutput *output); // Returns true if the ctor failed to properly initialize. virtual bool initFailed() const = 0; virtual CompositingType compositingType() const = 0; // Repaints the given screen areas, windows provides the stacking order. // The entry point for the main part of the painting pass. // returns the time since the last vblank signal - if there's one // ie. "what of this frame is lost to painting" virtual void paint(AbstractOutput *output, const QRegion &damage, const QList &windows, RenderLoop *renderLoop) = 0; void paintScreen(AbstractOutput *output, const QList &toplevels); /** * Adds the Toplevel to the Scene. * * If the toplevel gets deleted, then the scene will try automatically * to re-bind an underlying scene window to the corresponding Deleted. * * @param toplevel The window to be added. * @note You can add a toplevel to scene only once. */ void addToplevel(Toplevel *toplevel); /** * Removes the Toplevel from the Scene. * * @param toplevel The window to be removed. * @note You can remove a toplevel from the scene only once. */ void removeToplevel(Toplevel *toplevel); /** * @brief Creates the Scene backend of an EffectFrame. * * @param frame The EffectFrame this Scene::EffectFrame belongs to. */ virtual Scene::EffectFrame *createEffectFrame(EffectFrameImpl *frame) = 0; /** * @brief Creates the Scene specific Shadow subclass. * * An implementing class has to create a proper instance. It is not allowed to * return @c null. * * @param toplevel The Toplevel for which the Shadow needs to be created. */ virtual Shadow *createShadow(Toplevel *toplevel) = 0; // Flags controlling how painting is done. enum { // Window (or at least part of it) will be painted opaque. PAINT_WINDOW_OPAQUE = 1 << 0, // Window (or at least part of it) will be painted translucent. PAINT_WINDOW_TRANSLUCENT = 1 << 1, // Window will be painted with transformed geometry. PAINT_WINDOW_TRANSFORMED = 1 << 2, // Paint only a region of the screen (can be optimized, cannot // be used together with TRANSFORMED flags). PAINT_SCREEN_REGION = 1 << 3, // Whole screen will be painted with transformed geometry. PAINT_SCREEN_TRANSFORMED = 1 << 4, // At least one window will be painted with transformed geometry. PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5, // Clear whole background as the very first step, without optimizing it PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6, // PAINT_DECORATION_ONLY = 1 << 7 has been removed // Window will be painted with a lanczos filter. PAINT_WINDOW_LANCZOS = 1 << 8 // PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed }; virtual OverlayWindow* overlayWindow() const = 0; virtual bool makeOpenGLContextCurrent(); virtual void doneOpenGLContextCurrent(); virtual bool supportsNativeFence() const; virtual QMatrix4x4 screenProjectionMatrix() const; virtual DecorationRenderer *createDecorationRenderer(Decoration::DecoratedClientImpl *) = 0; /** * Whether the Scene is able to drive animations. * This is used as a hint to the effects system which effects can be supported. * If the Scene performs software rendering it is supposed to return @c false, * if rendering is hardware accelerated it should return @c true. */ virtual bool animationsSupported() const = 0; /** * The QPainter used by a QPainter based compositor scene. * Default implementation returns @c nullptr; */ virtual QPainter *scenePainter() const; /** * The render buffer used by a QPainter based compositor. * Default implementation returns @c nullptr. */ virtual QImage *qpainterRenderBuffer(AbstractOutput *output) const; /** * The backend specific extensions (e.g. EGL/GLX extensions). * * Not the OpenGL (ES) extension! * * Default implementation returns empty list */ virtual QVector openGLPlatformInterfaceExtensions() const; virtual QSharedPointer textureForOutput(AbstractOutput *output) const { Q_UNUSED(output); return {}; } virtual PlatformSurfaceTexture *createPlatformSurfaceTextureInternal(SurfacePixmapInternal *pixmap); virtual PlatformSurfaceTexture *createPlatformSurfaceTextureX11(SurfacePixmapX11 *pixmap); virtual PlatformSurfaceTexture *createPlatformSurfaceTextureWayland(SurfacePixmapWayland *pixmap); virtual void paintDesktop(int desktop, int mask, const QRegion ®ion, ScreenPaintData &data); static QMatrix4x4 createProjectionMatrix(const QRect &rect); Q_SIGNALS: void frameRendered(); void resetCompositing(); public Q_SLOTS: // a window has been closed void windowClosed(KWin::Toplevel* c, KWin::Deleted* deleted); protected: virtual Window *createWindow(Toplevel *toplevel) = 0; void createStackingOrder(const QList &toplevels); void clearStackingOrder(); // shared implementation, starts painting the screen void paintScreen(const QRegion &damage, const QRegion &repaint, QRegion *updateRegion, QRegion *validRegion, RenderLoop *renderLoop, const QMatrix4x4 &projection = QMatrix4x4()); // Render cursor texture in case hardware cursor is disabled/non-applicable virtual void paintCursor(const QRegion ®ion) = 0; friend class EffectsHandlerImpl; // called after all effects had their paintScreen() called void finalPaintScreen(int mask, const QRegion ®ion, ScreenPaintData& data); // shared implementation of painting the screen in the generic // (unoptimized) way virtual void paintGenericScreen(int mask, const ScreenPaintData &data); // shared implementation of painting the screen in an optimized way virtual void paintSimpleScreen(int mask, const QRegion ®ion); // paint the background (not the desktop background - the whole background) virtual void paintBackground(const QRegion ®ion) = 0; /** * Notifies about starting to paint. * * @p damage contains the reported damage as suggested by windows and effects on prepaint calls. */ virtual void aboutToStartPainting(AbstractOutput *output, const QRegion &damage); // called after all effects had their paintWindow() called void finalPaintWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data); // shared implementation, starts painting the window virtual void paintWindow(Window* w, int mask, const QRegion ®ion); // called after all effects had their drawWindow() called virtual void finalDrawWindow(EffectWindowImpl* w, int mask, const QRegion ®ion, WindowPaintData& data); // let the scene decide whether it's better to paint more of the screen, eg. in order to allow a buffer swap // the default is NOOP virtual void extendPaintRegion(QRegion ®ion, bool opaqueFullscreen); virtual void paintEffectQuickView(EffectQuickView *w) = 0; // saved data for 2nd pass of optimized screen painting struct Phase2Data { Window *window = nullptr; QRegion region; QRegion clip; int mask = 0; }; // The region which actually has been painted by paintScreen() and should be // copied from the buffer to the screen. I.e. the region returned from Scene::paintScreen(). // Since prePaintWindow() can extend areas to paint, these changes would have to propagate // up all the way from paintSimpleScreen() up to paintScreen(), so save them here rather // than propagate them up in arguments. QRegion painted_region; // Additional damage that needs to be repaired to bring a reused back buffer up to date QRegion repaint_region; // The dirty region before it was unioned with repaint_region QRegion damaged_region; // The screen that is being currently painted AbstractOutput *painted_screen = nullptr; // windows in their stacking order QVector< Window* > stacking_order; private: void removeRepaints(AbstractOutput *output); std::chrono::milliseconds m_expectedPresentTimestamp = std::chrono::milliseconds::zero(); QHash< Toplevel*, Window* > m_windows; QMap m_repaints; // how many times finalPaintScreen() has been called int m_paintScreenCount = 0; }; /** * Factory class to create a Scene. Needs to be implemented by the plugins. */ class KWIN_EXPORT SceneFactory : public QObject { Q_OBJECT public: ~SceneFactory() override; /** * @returns The created Scene, may be @c nullptr. */ virtual Scene *create(QObject *parent = nullptr) const = 0; protected: explicit SceneFactory(QObject *parent); }; // The base class for windows representations in composite backends class Scene::Window : public QObject { Q_OBJECT public: explicit Window(Toplevel *client, QObject *parent = nullptr); ~Window() override; // perform the actual painting of the window virtual void performPaint(int mask, const QRegion ®ion, const WindowPaintData &data) = 0; int x() const; int y() const; int width() const; int height() const; QRect geometry() const; QPoint pos() const; QSize size() const; QRect rect() const; // access to the internal window class // TODO eventually get rid of this Toplevel* window() const; // should the window be painted bool isPaintingEnabled() const; void resetPaintingEnabled(); // Flags explaining why painting should be disabled enum { // Window will not be painted PAINT_DISABLED = 1 << 0, // Window will not be painted because it is deleted PAINT_DISABLED_BY_DELETE = 1 << 1, // Window will not be painted because of which desktop it's on PAINT_DISABLED_BY_DESKTOP = 1 << 2, // Window will not be painted because it is minimized PAINT_DISABLED_BY_MINIMIZE = 1 << 3, // Window will not be painted because it's not on the current activity PAINT_DISABLED_BY_ACTIVITY = 1 << 5 }; void enablePainting(int reason); void disablePainting(int reason); // is the window visible at all bool isVisible() const; // is the window fully opaque bool isOpaque() const; QRegion decorationShape() const; void updateToplevel(Deleted *deleted); void referencePreviousPixmap(); void unreferencePreviousPixmap(); WindowItem *windowItem() const; SurfaceItem *surfaceItem() const; ShadowItem *shadowItem() const; virtual QSharedPointer windowTexture() { return {}; } protected: Toplevel* toplevel; private: void referencePreviousPixmap_helper(SurfaceItem *item); void unreferencePreviousPixmap_helper(SurfaceItem *item); void updateWindowPosition(); int disable_painting; QScopedPointer m_windowItem; Q_DISABLE_COPY(Window) }; class Scene::EffectFrame { public: EffectFrame(EffectFrameImpl* frame); virtual ~EffectFrame(); virtual void render(const QRegion ®ion, double opacity, double frameOpacity) = 0; virtual void free() = 0; virtual void freeIconFrame() = 0; virtual void freeTextFrame() = 0; virtual void freeSelection() = 0; virtual void crossFadeIcon() = 0; virtual void crossFadeText() = 0; protected: EffectFrameImpl* m_effectFrame; }; inline int Scene::Window::x() const { return toplevel->x(); } inline int Scene::Window::y() const { return toplevel->y(); } inline int Scene::Window::width() const { return toplevel->width(); } inline int Scene::Window::height() const { return toplevel->height(); } inline QRect Scene::Window::geometry() const { return toplevel->frameGeometry(); } inline QSize Scene::Window::size() const { return toplevel->size(); } inline QPoint Scene::Window::pos() const { return toplevel->pos(); } inline QRect Scene::Window::rect() const { return toplevel->rect(); } inline Toplevel* Scene::Window::window() const { return toplevel; } } // namespace Q_DECLARE_INTERFACE(KWin::SceneFactory, "org.kde.kwin.Scene") #endif