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mutter-performance-source/src/compositor/meta-background-actor.c
Owen W. Taylor b07aea467e Enable CLUTTER / COGL_ENABLE_EXPERIMENTAL_API globally
Instead of defining CLUTTER_ENABLE_EXPERIMENTAL_API and
COGL_ENABLE_EXPERIMENTAL_API in individual source files, enable
them on the command line. We weren't tracking exactly what pieces of
experimental API we were using and we were using the experimental
API in most source files that used Clutter and Cogl, so the
local #defines were annoying rather than useful.

https://bugzilla.gnome.org/show_bug.cgi?id=685463
2013-02-13 09:48:26 -05:00

703 lines
22 KiB
C

/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* meta-background-actor.c: Actor for painting the root window background
*
* Copyright 2009 Sander Dijkhuis
* Copyright 2010 Red Hat, Inc.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* Portions adapted from gnome-shell/src/shell-global.c
*/
#include <config.h>
#include <cogl/cogl-texture-pixmap-x11.h>
#include <clutter/clutter.h>
#include <X11/Xatom.h>
#include "cogl-utils.h"
#include "compositor-private.h"
#include <meta/errors.h>
#include "meta-background-actor-private.h"
/* We allow creating multiple MetaBackgroundActors for the same MetaScreen to
* allow different rendering options to be set for different copies.
* But we want to share the same underlying CoglTexture for efficiency and
* to avoid driver bugs that might occur if we created multiple CoglTexturePixmaps
* for the same pixmap.
*
* This structure holds common information.
*/
typedef struct _MetaScreenBackground MetaScreenBackground;
struct _MetaScreenBackground
{
MetaScreen *screen;
GSList *actors;
float texture_width;
float texture_height;
CoglTexture *texture;
CoglMaterialWrapMode wrap_mode;
guint have_pixmap : 1;
};
struct _MetaBackgroundActorPrivate
{
MetaScreenBackground *background;
CoglPipeline *pipeline;
cairo_region_t *visible_region;
float dim_factor;
};
enum
{
PROP_0,
PROP_DIM_FACTOR,
PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST];
G_DEFINE_TYPE (MetaBackgroundActor, meta_background_actor, CLUTTER_TYPE_ACTOR);
static void set_texture (MetaScreenBackground *background,
CoglHandle texture);
static void set_texture_to_stage_color (MetaScreenBackground *background);
static void
on_notify_stage_color (GObject *stage,
GParamSpec *pspec,
MetaScreenBackground *background)
{
if (!background->have_pixmap)
set_texture_to_stage_color (background);
}
static void
free_screen_background (MetaScreenBackground *background)
{
set_texture (background, COGL_INVALID_HANDLE);
if (background->screen != NULL)
{
ClutterActor *stage = meta_get_stage_for_screen (background->screen);
g_signal_handlers_disconnect_by_func (stage,
(gpointer) on_notify_stage_color,
background);
background->screen = NULL;
}
}
static MetaScreenBackground *
meta_screen_background_get (MetaScreen *screen)
{
MetaScreenBackground *background;
background = g_object_get_data (G_OBJECT (screen), "meta-screen-background");
if (background == NULL)
{
ClutterActor *stage;
background = g_new0 (MetaScreenBackground, 1);
background->screen = screen;
g_object_set_data_full (G_OBJECT (screen), "meta-screen-background",
background, (GDestroyNotify) free_screen_background);
stage = meta_get_stage_for_screen (screen);
g_signal_connect (stage, "notify::color",
G_CALLBACK (on_notify_stage_color), background);
meta_background_actor_update (screen);
}
return background;
}
static void
update_wrap_mode_of_actor (MetaBackgroundActor *self)
{
MetaBackgroundActorPrivate *priv = self->priv;
cogl_pipeline_set_layer_wrap_mode (priv->pipeline, 0, priv->background->wrap_mode);
}
static void
update_wrap_mode (MetaScreenBackground *background)
{
GSList *l;
int width, height;
meta_screen_get_size (background->screen, &width, &height);
/* We turn off repeating when we have a full-screen pixmap to keep from
* getting artifacts from one side of the image sneaking into the other
* side of the image via bilinear filtering.
*/
if (width == background->texture_width && height == background->texture_height)
background->wrap_mode = COGL_MATERIAL_WRAP_MODE_CLAMP_TO_EDGE;
else
background->wrap_mode = COGL_MATERIAL_WRAP_MODE_REPEAT;
for (l = background->actors; l; l = l->next)
update_wrap_mode_of_actor (l->data);
}
static void
set_texture_on_actor (MetaBackgroundActor *self)
{
MetaBackgroundActorPrivate *priv = self->priv;
MetaDisplay *display = meta_screen_get_display (priv->background->screen);
/* This may trigger destruction of an old texture pixmap, which, if
* the underlying X pixmap is already gone has the tendency to trigger
* X errors inside DRI. For safety, trap errors */
meta_error_trap_push (display);
cogl_pipeline_set_layer_texture (priv->pipeline, 0, priv->background->texture);
meta_error_trap_pop (display);
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
}
static void
set_texture (MetaScreenBackground *background,
CoglHandle texture)
{
MetaDisplay *display = meta_screen_get_display (background->screen);
GSList *l;
/* This may trigger destruction of an old texture pixmap, which, if
* the underlying X pixmap is already gone has the tendency to trigger
* X errors inside DRI. For safety, trap errors */
meta_error_trap_push (display);
if (background->texture != COGL_INVALID_HANDLE)
{
cogl_handle_unref (background->texture);
background->texture = COGL_INVALID_HANDLE;
}
meta_error_trap_pop (display);
if (texture != COGL_INVALID_HANDLE)
background->texture = cogl_handle_ref (texture);
background->texture_width = cogl_texture_get_width (background->texture);
background->texture_height = cogl_texture_get_height (background->texture);
for (l = background->actors; l; l = l->next)
set_texture_on_actor (l->data);
update_wrap_mode (background);
}
/* Sets our pipeline to paint with a 1x1 texture of the stage's background
* color; doing this when we have no pixmap allows the application to turn
* off painting the stage. There might be a performance benefit to
* painting in this case with a solid color, but the normal solid color
* case is a 1x1 root pixmap, so we'd have to reverse-engineer that to
* actually pick up the (small?) performance win. This is just a fallback.
*/
static void
set_texture_to_stage_color (MetaScreenBackground *background)
{
ClutterActor *stage = meta_get_stage_for_screen (background->screen);
ClutterColor color;
CoglHandle texture;
clutter_stage_get_color (CLUTTER_STAGE (stage), &color);
/* Slicing will prevent COGL from using hardware texturing for
* the tiled 1x1 pixmap, and will cause it to draw the window
* background in millions of separate 1x1 rectangles */
texture = meta_create_color_texture_4ub (color.red, color.green,
color.blue, 0xff,
COGL_TEXTURE_NO_SLICING);
set_texture (background, texture);
cogl_handle_unref (texture);
}
static void
meta_background_actor_dispose (GObject *object)
{
MetaBackgroundActor *self = META_BACKGROUND_ACTOR (object);
MetaBackgroundActorPrivate *priv = self->priv;
meta_background_actor_set_visible_region (self, NULL);
if (priv->background != NULL)
{
priv->background->actors = g_slist_remove (priv->background->actors, self);
priv->background = NULL;
}
g_clear_pointer(&priv->pipeline, cogl_object_unref);
G_OBJECT_CLASS (meta_background_actor_parent_class)->dispose (object);
}
static void
meta_background_actor_get_preferred_width (ClutterActor *actor,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
MetaBackgroundActor *self = META_BACKGROUND_ACTOR (actor);
MetaBackgroundActorPrivate *priv = self->priv;
int width, height;
meta_screen_get_size (priv->background->screen, &width, &height);
if (min_width_p)
*min_width_p = width;
if (natural_width_p)
*natural_width_p = width;
}
static void
meta_background_actor_get_preferred_height (ClutterActor *actor,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
MetaBackgroundActor *self = META_BACKGROUND_ACTOR (actor);
MetaBackgroundActorPrivate *priv = self->priv;
int width, height;
meta_screen_get_size (priv->background->screen, &width, &height);
if (min_height_p)
*min_height_p = height;
if (natural_height_p)
*natural_height_p = height;
}
static void
meta_background_actor_paint (ClutterActor *actor)
{
MetaBackgroundActor *self = META_BACKGROUND_ACTOR (actor);
MetaBackgroundActorPrivate *priv = self->priv;
guint8 opacity = clutter_actor_get_paint_opacity (actor);
guint8 color_component;
int width, height;
meta_screen_get_size (priv->background->screen, &width, &height);
color_component = (int)(0.5 + opacity * priv->dim_factor);
cogl_pipeline_set_color4ub (priv->pipeline,
color_component,
color_component,
color_component,
opacity);
cogl_set_source (priv->pipeline);
if (priv->visible_region)
{
int n_rectangles = cairo_region_num_rectangles (priv->visible_region);
int i;
for (i = 0; i < n_rectangles; i++)
{
cairo_rectangle_int_t rect;
cairo_region_get_rectangle (priv->visible_region, i, &rect);
cogl_rectangle_with_texture_coords (rect.x, rect.y,
rect.x + rect.width, rect.y + rect.height,
rect.x / priv->background->texture_width,
rect.y / priv->background->texture_height,
(rect.x + rect.width) / priv->background->texture_width,
(rect.y + rect.height) / priv->background->texture_height);
}
}
else
{
cogl_rectangle_with_texture_coords (0.0f, 0.0f,
width, height,
0.0f, 0.0f,
width / priv->background->texture_width,
height / priv->background->texture_height);
}
}
static gboolean
meta_background_actor_get_paint_volume (ClutterActor *actor,
ClutterPaintVolume *volume)
{
MetaBackgroundActor *self = META_BACKGROUND_ACTOR (actor);
MetaBackgroundActorPrivate *priv = self->priv;
int width, height;
meta_screen_get_size (priv->background->screen, &width, &height);
clutter_paint_volume_set_width (volume, width);
clutter_paint_volume_set_height (volume, height);
return TRUE;
}
static void
meta_background_actor_set_dim_factor (MetaBackgroundActor *self,
gfloat dim_factor)
{
MetaBackgroundActorPrivate *priv = self->priv;
if (priv->dim_factor == dim_factor)
return;
priv->dim_factor = dim_factor;
clutter_actor_queue_redraw (CLUTTER_ACTOR (self));
g_object_notify_by_pspec (G_OBJECT (self), obj_props[PROP_DIM_FACTOR]);
}
static void
meta_background_actor_get_property(GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
MetaBackgroundActor *self = META_BACKGROUND_ACTOR (object);
MetaBackgroundActorPrivate *priv = self->priv;
switch (prop_id)
{
case PROP_DIM_FACTOR:
g_value_set_float (value, priv->dim_factor);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
meta_background_actor_set_property(GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
MetaBackgroundActor *self = META_BACKGROUND_ACTOR (object);
switch (prop_id)
{
case PROP_DIM_FACTOR:
meta_background_actor_set_dim_factor (self, g_value_get_float (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
meta_background_actor_class_init (MetaBackgroundActorClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
GParamSpec *pspec;
g_type_class_add_private (klass, sizeof (MetaBackgroundActorPrivate));
object_class->dispose = meta_background_actor_dispose;
object_class->get_property = meta_background_actor_get_property;
object_class->set_property = meta_background_actor_set_property;
actor_class->get_preferred_width = meta_background_actor_get_preferred_width;
actor_class->get_preferred_height = meta_background_actor_get_preferred_height;
actor_class->paint = meta_background_actor_paint;
actor_class->get_paint_volume = meta_background_actor_get_paint_volume;
/**
* MetaBackgroundActor:dim-factor:
*
* Factor to dim the background by, between 0.0 (black) and 1.0 (original
* colors)
*/
pspec = g_param_spec_float ("dim-factor",
"Dim factor",
"Factor to dim the background by",
0.0, 1.0,
1.0,
G_PARAM_READWRITE);
obj_props[PROP_DIM_FACTOR] = pspec;
g_object_class_install_property (object_class, PROP_DIM_FACTOR, pspec);
}
static void
meta_background_actor_init (MetaBackgroundActor *self)
{
MetaBackgroundActorPrivate *priv;
priv = self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self,
META_TYPE_BACKGROUND_ACTOR,
MetaBackgroundActorPrivate);
priv->dim_factor = 1.0;
}
/**
* meta_background_actor_new:
* @screen: the #MetaScreen
*
* Creates a new actor to draw the background for the given screen.
*
* Return value: the newly created background actor
*/
ClutterActor *
meta_background_actor_new_for_screen (MetaScreen *screen)
{
MetaBackgroundActor *self;
MetaBackgroundActorPrivate *priv;
g_return_val_if_fail (META_IS_SCREEN (screen), NULL);
self = g_object_new (META_TYPE_BACKGROUND_ACTOR, NULL);
priv = self->priv;
priv->background = meta_screen_background_get (screen);
priv->background->actors = g_slist_prepend (priv->background->actors, self);
/* A CoglMaterial and a CoglPipeline are the same thing */
priv->pipeline = (CoglPipeline*) meta_create_texture_material (NULL);
set_texture_on_actor (self);
update_wrap_mode_of_actor (self);
return CLUTTER_ACTOR (self);
}
/**
* meta_background_actor_update:
* @screen: a #MetaScreen
*
* Refetches the _XROOTPMAP_ID property for the root window and updates
* the contents of the background actor based on that. There's no attempt
* to optimize out pixmap values that don't change (since a root pixmap
* could be replaced by with another pixmap with the same ID under some
* circumstances), so this should only be called when we actually receive
* a PropertyNotify event for the property.
*/
void
meta_background_actor_update (MetaScreen *screen)
{
MetaScreenBackground *background;
MetaDisplay *display;
MetaCompositor *compositor;
Atom type;
int format;
gulong nitems;
gulong bytes_after;
guchar *data;
Pixmap root_pixmap_id;
background = meta_screen_background_get (screen);
display = meta_screen_get_display (screen);
compositor = meta_display_get_compositor (display);
root_pixmap_id = None;
if (!XGetWindowProperty (meta_display_get_xdisplay (display),
meta_screen_get_xroot (screen),
compositor->atom_x_root_pixmap,
0, LONG_MAX,
False,
AnyPropertyType,
&type, &format, &nitems, &bytes_after, &data) &&
type != None)
{
/* Got a property. */
if (type == XA_PIXMAP && format == 32 && nitems == 1)
{
/* Was what we expected. */
root_pixmap_id = *(Pixmap *)data;
}
XFree(data);
}
if (root_pixmap_id != None)
{
CoglHandle texture;
CoglContext *ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ());
GError *error = NULL;
meta_error_trap_push (display);
texture = cogl_texture_pixmap_x11_new (ctx, root_pixmap_id, FALSE, &error);
meta_error_trap_pop (display);
if (texture != COGL_INVALID_HANDLE)
{
set_texture (background, texture);
cogl_handle_unref (texture);
background->have_pixmap = True;
return;
}
else
{
g_warning ("Failed to create background texture from pixmap: %s",
error->message);
g_error_free (error);
}
}
background->have_pixmap = False;
set_texture_to_stage_color (background);
}
/**
* meta_background_actor_set_visible_region:
* @self: a #MetaBackgroundActor
* @visible_region: (allow-none): the area of the actor (in allocate-relative
* coordinates) that is visible.
*
* Sets the area of the background that is unobscured by overlapping windows.
* This is used to optimize and only paint the visible portions.
*/
void
meta_background_actor_set_visible_region (MetaBackgroundActor *self,
cairo_region_t *visible_region)
{
MetaBackgroundActorPrivate *priv;
g_return_if_fail (META_IS_BACKGROUND_ACTOR (self));
priv = self->priv;
if (priv->visible_region)
{
cairo_region_destroy (priv->visible_region);
priv->visible_region = NULL;
}
if (visible_region)
{
cairo_rectangle_int_t screen_rect = { 0 };
meta_screen_get_size (priv->background->screen, &screen_rect.width, &screen_rect.height);
/* Doing the intersection here is probably unnecessary - MetaWindowGroup
* should never compute a visible area that's larger than the root screen!
* but it's not that expensive and adds some extra robustness.
*/
priv->visible_region = cairo_region_create_rectangle (&screen_rect);
cairo_region_intersect (priv->visible_region, visible_region);
}
}
/**
* meta_background_actor_screen_size_changed:
* @screen: a #MetaScreen
*
* Called by the compositor when the size of the #MetaScreen changes
*/
void
meta_background_actor_screen_size_changed (MetaScreen *screen)
{
MetaScreenBackground *background = meta_screen_background_get (screen);
GSList *l;
update_wrap_mode (background);
for (l = background->actors; l; l = l->next)
clutter_actor_queue_relayout (l->data);
}
/**
* meta_background_actor_add_glsl_snippet:
* @actor: a #MetaBackgroundActor
* @hook: where to insert the code
* @declarations: GLSL declarations
* @code: GLSL code
* @is_replace: wheter Cogl code should be replaced by the custom shader
*
* Adds a GLSL snippet to the pipeline used for drawing the background.
* See #CoglSnippet for details.
*/
void
meta_background_actor_add_glsl_snippet (MetaBackgroundActor *actor,
MetaSnippetHook hook,
const char *declarations,
const char *code,
gboolean is_replace)
{
MetaBackgroundActorPrivate *priv;
CoglSnippet *snippet;
g_return_if_fail (META_IS_BACKGROUND_ACTOR (actor));
priv = actor->priv;
if (is_replace)
{
snippet = cogl_snippet_new (hook, declarations, NULL);
cogl_snippet_set_replace (snippet, code);
}
else
{
snippet = cogl_snippet_new (hook, declarations, code);
}
if (hook == META_SNIPPET_HOOK_VERTEX ||
hook == META_SNIPPET_HOOK_FRAGMENT)
cogl_pipeline_add_snippet (priv->pipeline, snippet);
else
cogl_pipeline_add_layer_snippet (priv->pipeline, 0, snippet);
cogl_object_unref (snippet);
}
/**
* meta_background_actor_set_uniform_float:
* @actor: a #MetaBackgroundActor
* @uniform_name:
* @n_components: number of components (for vector uniforms)
* @count: number of uniforms (for array uniforms)
* @uniform: (array length=uniform_length): the float values to set
* @uniform_length: the length of @uniform. Must be exactly @n_components x @count,
* and is provided mainly for language bindings.
*
* Sets a new GLSL uniform to the provided value. This is mostly
* useful in congiunction with meta_background_actor_add_glsl_snippet().
*/
void
meta_background_actor_set_uniform_float (MetaBackgroundActor *actor,
const char *uniform_name,
int n_components,
int count,
const float *uniform,
int uniform_length)
{
MetaBackgroundActorPrivate *priv;
g_return_if_fail (META_IS_BACKGROUND_ACTOR (actor));
g_return_if_fail (uniform_length == n_components * count);
priv = actor->priv;
cogl_pipeline_set_uniform_float (priv->pipeline,
cogl_pipeline_get_uniform_location (priv->pipeline,
uniform_name),
n_components, count, uniform);
}