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|
/* -*- 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>
#define COGL_ENABLE_EXPERIMENTAL_API
#include <cogl/cogl-texture-pixmap-x11.h>
#define CLUTTER_ENABLE_EXPERIMENTAL_API
#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 == COGL_SNIPPET_HOOK_VERTEX ||
hook == COGL_SNIPPET_HOOK_FRAGMENT)
cogl_pipeline_add_snippet (priv->pipeline, snippet);
else
cogl_pipeline_add_layer_snippet (priv->pipeline, 0, snippet);
cogl_object_unref (snippet);
}
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