#include #include "backend.h" #include "backend_common.h" #include "common.h" #include "x.h" /** * Generate a 1x1 Picture of a particular color. */ xcb_render_picture_t solid_picture(session_t *ps, bool argb, double a, double r, double g, double b) { xcb_pixmap_t pixmap; xcb_render_picture_t picture; xcb_render_create_picture_value_list_t pa; xcb_render_color_t col; xcb_rectangle_t rect; pixmap = x_create_pixmap(ps, argb ? 32 : 8, ps->root, 1, 1); if (!pixmap) return XCB_NONE; pa.repeat = 1; picture = x_create_picture_with_standard_and_pixmap( ps, argb ? XCB_PICT_STANDARD_ARGB_32 : XCB_PICT_STANDARD_A_8, pixmap, XCB_RENDER_CP_REPEAT, &pa); if (!picture) { xcb_free_pixmap(ps->c, pixmap); return XCB_NONE; } col.alpha = a * 0xffff; col.red = r * 0xffff; col.green = g * 0xffff; col.blue = b * 0xffff; rect.x = 0; rect.y = 0; rect.width = 1; rect.height = 1; xcb_render_fill_rectangles(ps->c, XCB_RENDER_PICT_OP_SRC, picture, col, 1, &rect); xcb_free_pixmap(ps->c, pixmap); return picture; } static xcb_image_t * make_shadow(xcb_connection_t *c, const conv *kernel, const double *shadow_sum, double opacity, int width, int height) { /* * We classify shadows into 4 kinds of regions * r = shadow radius * (0, 0) is the top left of the window itself * -r r width-r width+r * -r +-----+---------+-----+ * | 1 | 2 | 1 | * r +-----+---------+-----+ * | 2 | 3 | 2 | * height-r +-----+---------+-----+ * | 1 | 2 | 1 | * height+r +-----+---------+-----+ */ xcb_image_t *ximage; int d = kernel->size, r = d / 2; int swidth = width + r * 2, sheight = height + r * 2; assert(d % 2 == 1); assert(d > 0); ximage = xcb_image_create_native(c, swidth, sheight, XCB_IMAGE_FORMAT_Z_PIXMAP, 8, 0, 0, NULL); if (!ximage) { log_error("failed to create an X image"); return 0; } unsigned char *data = ximage->data; uint32_t sstride = ximage->stride; // If the window body is smaller than the kernel, we do convolution directly if (width < r * 2 && height < r * 2) { for (int y = 0; y < sheight; y++) { for (int x = 0; x < swidth; x++) { double sum = sum_kernel_normalized( kernel, d - x - 1, d - y - 1, width, height); data[y * sstride + x] = sum * 255.0; } } return ximage; } if (height < r * 2) { // If the window height is smaller than the kernel, we divide // the window like this: // -r r width-r width+r // +------+-------------+------+ // | | | | // +------+-------------+------+ for (int y = 0; y < sheight; y++) { for (int x = 0; x < r * 2; x++) { double sum = sum_kernel_normalized(kernel, d - x - 1, d - y - 1, d, height) * 255.0; data[y * sstride + x] = sum; data[y * sstride + swidth - x - 1] = sum; } } for (int y = 0; y < sheight; y++) { double sum = sum_kernel_normalized(kernel, 0, d - y - 1, d, height) * 255.0; memset(&data[y * sstride + r * 2], sum, width - 2 * r); } return ximage; } if (width < r * 2) { // Similarly, for width smaller than kernel for (int y = 0; y < r * 2; y++) { for (int x = 0; x < swidth; x++) { double sum = sum_kernel_normalized(kernel, d - x - 1, d - y - 1, width, d) * 255.0; data[y * sstride + x] = sum; data[(sheight - y - 1) * sstride + x] = sum; } } for (int x = 0; x < swidth; x++) { double sum = sum_kernel_normalized(kernel, d - x - 1, 0, width, d) * 255.0; for (int y = r * 2; y < height; y++) { data[y * sstride + x] = sum; } } return ximage; } // Fill part 3 for (int y = r; y < height + r; y++) { memset(data + sstride * y + r, 255, width); } // Part 1 for (int y = 0; y < r * 2; y++) { for (int x = 0; x < r * 2; x++) { double tmpsum = shadow_sum[y * d + x] * opacity * 255.0; data[y * sstride + x] = tmpsum; data[(sheight - y - 1) * sstride + x] = tmpsum; data[(sheight - y - 1) * sstride + (swidth - x - 1)] = tmpsum; data[y * sstride + (swidth - x - 1)] = tmpsum; } } // Part 2, top/bottom for (int y = 0; y < r * 2; y++) { double tmpsum = shadow_sum[d * y + d - 1] * opacity * 255.0; memset(&data[y * sstride + r * 2], tmpsum, width - r * 2); memset(&data[(sheight - y - 1) * sstride + r * 2], tmpsum, width - r * 2); } // Part 2, left/right for (int x = 0; x < r * 2; x++) { double tmpsum = shadow_sum[d * (d - 1) + x] * opacity * 255.0; for (int y = r * 2; y < height; y++) { data[y * sstride + x] = tmpsum; data[y * sstride + (swidth - x - 1)] = tmpsum; } } return ximage; } /** * Generate shadow Picture for a window. */ bool build_shadow(session_t *ps, double opacity, const int width, const int height, xcb_render_picture_t shadow_pixel, xcb_pixmap_t *pixmap, xcb_render_picture_t *pict) { xcb_image_t *shadow_image = NULL; xcb_pixmap_t shadow_pixmap = None, shadow_pixmap_argb = None; xcb_render_picture_t shadow_picture = None, shadow_picture_argb = None; xcb_gcontext_t gc = None; shadow_image = make_shadow(ps->c, ps->gaussian_map, ps->shadow_sum, opacity, width, height); if (!shadow_image) { log_error("Failed to make shadow"); return false; } shadow_pixmap = x_create_pixmap(ps, 8, ps->root, shadow_image->width, shadow_image->height); shadow_pixmap_argb = x_create_pixmap(ps, 32, ps->root, shadow_image->width, shadow_image->height); if (!shadow_pixmap || !shadow_pixmap_argb) { log_error("Failed to create shadow pixmaps"); goto shadow_picture_err; } shadow_picture = x_create_picture_with_standard_and_pixmap( ps, XCB_PICT_STANDARD_A_8, shadow_pixmap, 0, NULL); shadow_picture_argb = x_create_picture_with_standard_and_pixmap( ps, XCB_PICT_STANDARD_ARGB_32, shadow_pixmap_argb, 0, NULL); if (!shadow_picture || !shadow_picture_argb) goto shadow_picture_err; gc = xcb_generate_id(ps->c); xcb_create_gc(ps->c, gc, shadow_pixmap, 0, NULL); xcb_image_put(ps->c, shadow_pixmap, gc, shadow_image, 0, 0, 0); xcb_render_composite(ps->c, XCB_RENDER_PICT_OP_SRC, shadow_pixel, shadow_picture, shadow_picture_argb, 0, 0, 0, 0, 0, 0, shadow_image->width, shadow_image->height); *pixmap = shadow_pixmap_argb; *pict = shadow_picture_argb; xcb_free_gc(ps->c, gc); xcb_image_destroy(shadow_image); xcb_free_pixmap(ps->c, shadow_pixmap); xcb_render_free_picture(ps->c, shadow_picture); return true; shadow_picture_err: if (shadow_image) xcb_image_destroy(shadow_image); if (shadow_pixmap) xcb_free_pixmap(ps->c, shadow_pixmap); if (shadow_pixmap_argb) xcb_free_pixmap(ps->c, shadow_pixmap_argb); if (shadow_picture) xcb_render_free_picture(ps->c, shadow_picture); if (shadow_picture_argb) xcb_render_free_picture(ps->c, shadow_picture_argb); if (gc) xcb_free_gc(ps->c, gc); return false; } /// paint all windows void paint_all_new(session_t *ps, region_t *region, win *const t) { auto bi = backend_list[ps->o.backend]; assert(bi); #ifdef DEBUG_REPAINT static struct timespec last_paint = {0}; #endif // Ignore out-of-screen damages pixman_region32_intersect(region, region, &ps->screen_reg); region_t reg_tmp, *reg_paint; pixman_region32_init(®_tmp); if (t) { // Calculate the region upon which the root window (wallpaper) is to be // painted based on the ignore region of the lowest window, if available pixman_region32_subtract(®_tmp, region, t->reg_ignore); reg_paint = ®_tmp; } else { reg_paint = region; } if (bi->prepare) bi->prepare(ps->backend_data, ps, reg_paint); // Windows are sorted from bottom to top // Each window has a reg_ignore, which is the region obscured by all the windows // on top of that window. This is used to reduce the number of pixels painted. // // Whether this is beneficial is to be determined XXX for (win *w = t; w; w = w->prev_trans) { // Calculate the region based on the reg_ignore of the next (higher) // window and the bounding region // XXX XXX pixman_region32_subtract(®_tmp, region, w->reg_ignore); if (pixman_region32_not_empty(®_tmp)) { // Render window content // XXX do this in preprocess? bi->render_win(ps->backend_data, ps, w, w->win_data, ®_tmp); // Blur window background bool win_transparent = bi->is_win_transparent(ps->backend_data, w, w->win_data); bool frame_transparent = bi->is_frame_transparent(ps->backend_data, w, w->win_data); if (w->blur_background && (win_transparent || (ps->o.blur_background_frame && frame_transparent))) { // Minimize the region we try to blur, if the window // itself is not opaque, only the frame is. region_t reg_blur = win_get_bounding_shape_global_by_val(w); if (win_is_solid(ps, w)) { region_t reg_noframe; pixman_region32_init(®_noframe); win_get_region_noframe_local(w, ®_noframe); pixman_region32_translate(®_noframe, w->g.x, w->g.y); pixman_region32_subtract(®_blur, ®_blur, ®_noframe); pixman_region32_fini(®_noframe); } bi->blur(ps->backend_data, ps, (double)w->opacity / OPAQUE, ®_blur); pixman_region32_fini(®_blur); } // Draw window on target bi->compose(ps->backend_data, ps, w, w->win_data, w->g.x, w->g.y, ®_tmp); if (bi->finish_render_win) bi->finish_render_win(ps->backend_data, ps, w, w->win_data); } } // Free up all temporary regions pixman_region32_fini(®_tmp); if (bi->present) { // Present the rendered scene // Vsync is done here bi->present(ps->backend_data, ps); } #ifdef DEBUG_REPAINT print_timestamp(ps); struct timespec now = get_time_timespec(); struct timespec diff = {0}; timespec_subtract(&diff, &now, &last_paint); printf("[ %5ld:%09ld ] ", diff.tv_sec, diff.tv_nsec); last_paint = now; printf("paint:"); for (win *w = t; w; w = w->prev_trans) printf(" %#010lx", w->id); putchar('\n'); fflush(stdout); #endif // Check if fading is finished on all painted windows win *pprev = NULL; for (win *w = t; w; w = pprev) { pprev = w->prev_trans; win_check_fade_finished(ps, &w); } } // vim: set noet sw=8 ts=8 :