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Unified Diff: compositor/xrender/xrender_visitor.cc

Issue 6793005: Add the xrender backend to the window manager. (Closed) Base URL: ssh://gitrw.chromium.org:9222/window_manager.git@master
Patch Set: Address first round of comments. Created 9 years, 9 months ago
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Index: compositor/xrender/xrender_visitor.cc
diff --git a/compositor/xrender/xrender_visitor.cc b/compositor/xrender/xrender_visitor.cc
new file mode 100644
index 0000000000000000000000000000000000000000..8bb8791a8730e11c39b97900a760c85f07e2321d
--- /dev/null
+++ b/compositor/xrender/xrender_visitor.cc
@@ -0,0 +1,282 @@
+// Copyright (c) 2011 The Chromium OS Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#include "window_manager/compositor/xrender/xrender_visitor.h"
+
+#include <X11/extensions/Xrender.h>
+
+#include "base/basictypes.h"
+#include "base/logging.h"
+#include "window_manager/image_container.h"
+#include "window_manager/image_enums.h"
+#include "window_manager/util.h"
+#include "window_manager/x11/x_connection.h"
+
+
+#ifndef COMPOSITOR_XRENDER
+#error Need COMPOSITOR_XRENDER defined to compile this file
+#endif
+
+namespace window_manager {
+
+const int kRGBPictureBitDepth = 24;
+const int kRGBAPictureBitDepth = 32;
+
+class XRenderPictureData : public TextureData {
+ public:
+ XRenderPictureData(XRenderDrawVisitor* visitor) {
+ pixmap_ = 0;
Daniel Erat 2011/04/04 21:16:35 move these to an initialization list? XRenderPict
marcheu 2011/04/05 00:23:40 Done.
+ set_texture(0);
+ xconn_ = visitor->xconn();
+ }
+ virtual ~XRenderPictureData() {
+ xconn_->RenderFreePicture(texture());
+ }
+
+ // Initialize our texture and make it contain the current contents of the
+ // passed-in pixmap. False is returned if the process fails (in
+ // which case this object should be thrown away).
+ bool Init(XPixmap pixmap, int bpp) {
+ XPicture r = xconn_->RenderCreatePicture(pixmap, bpp);
Daniel Erat 2011/04/04 21:16:35 nit: s/r/picture/
marcheu 2011/04/05 00:23:40 Done.
+ set_texture(r);
+ return (r != None);
+ }
+
+ private:
+ // The actor's X pixmap. Ownership of the pixmap remains with the caller.
+ XPixmap pixmap_;
+
+ XConnection* xconn_; // Not owned.
+};
+
+
+XRenderDrawVisitor::XRenderDrawVisitor(RealCompositor* compositor,
+ Compositor::StageActor* stage) {
+ xconn_ = compositor->x_conn();
Daniel Erat 2011/04/04 21:16:35 nit: move this to an initialization list. i'd als
marcheu 2011/04/05 00:23:40 Done.
+
+ // Check for the XRender extension.
+ CHECK(xconn_->RenderQueryExtension());
+
+ // Find root window geometry.
+ root_window = stage->GetStageXWindow();
+ xconn_->GetWindowGeometry(root_window, &root_geometry);
+
+ // Create back pixmap.
+ back_pixmap_ =
+ xconn_->CreatePixmap(
+ root_window,
+ Size(root_geometry.bounds.width, root_geometry.bounds.height),
Daniel Erat 2011/04/04 21:16:35 nit: root_geometry.bounds.size()
marcheu 2011/04/05 00:23:40 Done.
+ root_geometry.depth);
+
+ // Create back picture.
+ back_picture_ = xconn_->RenderCreatePicture(back_pixmap_,
+ kRGBPictureBitDepth);
+
+ // Create stage picture.
+ stage_picture_ = xconn_->RenderCreatePicture(root_window,
+ kRGBPictureBitDepth);
+}
+
+XRenderDrawVisitor::~XRenderDrawVisitor() {
+}
+
+void XRenderDrawVisitor::BindImage(const ImageContainer* container,
+ RealCompositor::ImageActor* actor) {
+ XPixmap pixmap = xconn_->CreatePixmapFromContainer(container);
+
+ XRenderPictureData* data = new XRenderPictureData(this);
Daniel Erat 2011/04/04 21:16:35 mind using scoped_ptr here and then data.release()
marcheu 2011/04/05 00:23:40 Done.
+ data->Init(pixmap, kRGBAPictureBitDepth);
+ actor->set_texture_data(data);
+}
+
+void XRenderDrawVisitor::VisitImage(RealCompositor::ImageActor* actor) {
+ if (!actor->IsVisible())
+ return;
+
+ // All ImageActors are also QuadActors, and so we let the
+ // QuadActor do all the actual drawing.
+ VisitQuad(actor);
+}
+
+void XRenderDrawVisitor::VisitTexturePixmap(
+ RealCompositor::TexturePixmapActor* actor) {
+ if (!actor->IsVisible())
+ return;
+
+ // Make sure we have an XRender pic for this pixmap
+ if (!actor->texture_data()) {
+ if (actor->pixmap()) {
+ XRenderPictureData* data = new XRenderPictureData(this);
Daniel Erat 2011/04/04 21:16:35 scoped_ptr here too please
marcheu 2011/04/05 00:23:40 Done.
+ data->Init(actor->pixmap(),
+ actor->pixmap_is_opaque() ?
+ kRGBPictureBitDepth : kRGBAPictureBitDepth);
+ actor->set_texture_data(data);
+ }
+ }
+
+ // All texture pixmaps are also QuadActors, and so we let the
+ // QuadActor do all the actual drawing.
+ VisitQuad(actor);
+}
+
+void XRenderDrawVisitor::VisitQuad(RealCompositor::QuadActor* actor) {
+ if (!actor->IsVisible())
+ return;
+
+#ifdef EXTRA_LOGGING
+ DLOG(INFO) << "Drawing quad " << actor->name() << ".";
+#endif
+
+ // Calculate the vertex colors, taking into account the actor color,
+ // opacity and the dimming gradient.
+ float actor_opacity = actor->is_opaque() ?
+ 1.f :
+ actor->opacity() * ancestor_opacity_;
+ float dimmed_transparency_begin = 1.f - actor->dimmed_opacity_begin();
+ float dimmed_transparency_end = 1.f - actor->dimmed_opacity_end();
+ float red = actor->color().red;
+ float green = actor->color().green;
+ float blue = actor->color().blue;
+ DCHECK_LE(actor_opacity, 1.f);
+ DCHECK_GE(actor_opacity, 0.f);
+ DCHECK_LE(dimmed_transparency_begin, 1.f);
+ DCHECK_GE(dimmed_transparency_begin, 0.f);
+ DCHECK_LE(dimmed_transparency_end, 1.f);
+ DCHECK_GE(dimmed_transparency_end, 0.f);
+ DCHECK_LE(red, 1.f);
+ DCHECK_GE(red, 0.f);
+ DCHECK_LE(green, 1.f);
+ DCHECK_GE(green, 0.f);
+ DCHECK_LE(blue, 1.f);
+ DCHECK_GE(blue, 0.f);
+
+ xconn_->RenderComposite(
+ !actor->is_opaque(),
+ static_cast<XPicture>(actor->texture_data()->texture()),
+ static_cast<XPicture>(None),
+ back_picture_,
+ Point(0, 0),
+ Point(0, 0),
+ actor->model_view(),
+ actor->GetBounds().size());
+}
+
+void XRenderDrawVisitor::VisitStage(RealCompositor::StageActor* actor) {
+ if (!actor->IsVisible())
+ return;
+
+ stage_ = actor;
+
+ if (actor->was_resized())
Daniel Erat 2011/04/04 21:16:35 don't you need to throw out your pictures and pixm
marcheu 2011/04/05 00:23:40 Done.
+ actor->unset_was_resized();
+
+ // If we don't have a full screen actor we do a fill with the stage color.
+ if (!has_fullscreen_actor_) {
+ const Compositor::Color& color = actor->stage_color();
+ xconn_->RenderFillRectangle(back_picture_,
+ color.red,
+ color.green,
+ color.blue,
+ Point(0, 0),
+ root_geometry.bounds.size());
+ }
+
+#ifdef EXTRA_LOGGING
+ DLOG(INFO) << "Starting Render pass.";
+#endif
+
+ ancestor_opacity_ = actor->opacity();
+
+ // Walk the actors and render them
+ VisitContainer(actor);
+
+#ifdef EXTRA_LOGGING
+ DLOG(INFO) << "Ending Render pass.";
+#endif
+
+ if (!damaged_region_.empty()) {
+ Matrix4 identity = Vectormath::Aos::Matrix4::identity();
Daniel Erat 2011/04/04 21:16:35 you can just use "Matrix4::identity()" here, right
marcheu 2011/04/05 00:23:40 Done.
+ identity[0][0] = damaged_region_.width;
+ identity[1][1] = damaged_region_.height;
+ identity[3][0] = damaged_region_.x;
+ identity[3][1] = root_geometry.bounds.height -
+ damaged_region_.y - damaged_region_.height;
+
+ xconn_->RenderComposite(false,
+ back_picture_,
+ None,
+ stage_picture_,
+ Point(damaged_region_.x,
+ root_geometry.bounds.height -
+ damaged_region_.y -
+ damaged_region_.height),
+ Point(0, 0),
+ identity,
+ damaged_region_.size());
+ } else {
+ Matrix4 identity = Vectormath::Aos::Matrix4::identity();
+ identity[0][0] = root_geometry.bounds.width;
+ identity[1][1] = root_geometry.bounds.height;
+ xconn_->RenderComposite(false,
+ back_picture_,
+ None,
+ stage_picture_,
+ Point(0, 0),
+ Point(0, 0),
+ identity,
+ root_geometry.bounds.size());
+ }
+
+ stage_ = NULL;
+}
+
+void XRenderDrawVisitor::VisitContainer(RealCompositor::ContainerActor* actor) {
+ if (!actor->IsVisible())
+ return;
+
+#ifdef EXTRA_LOGGING
+ DLOG(INFO) << "Drawing container " << actor->name() << ".";
+ DLOG(INFO) << " at: (" << actor->x() << ", " << actor->y()
+ << ", " << actor->z() << ") with scale: ("
+ << actor->scale_x() << ", " << actor->scale_y() << ") at size ("
+ << actor->width() << "x" << actor->height() << ")";
+#endif
+ RealCompositor::ActorVector children = actor->GetChildren();
+
+ float original_opacity = ancestor_opacity_;
+ ancestor_opacity_ *= actor->opacity();
+
+ // Walk backwards so we go back to front.
+ RealCompositor::ActorVector::const_reverse_iterator iterator;
+ for (iterator = children.rbegin(); iterator != children.rend();
+ ++iterator) {
+ RealCompositor::Actor* child = *iterator;
+
+ if (child->IsVisible()) {
+#ifdef EXTRA_LOGGING
+ DLOG(INFO) << "Drawing transparent child " << child->name()
Daniel Erat 2011/04/04 21:16:35 nit: transparent/opaque here and in the next log s
marcheu 2011/04/05 00:23:40 Done.
+ << " (visible: " << child->IsVisible()
+ << ", has_children: " << child->has_children()
+ << ", opacity: " << child->opacity()
+ << ", ancestor_opacity: " << ancestor_opacity_
+ << ", is_opaque: " << child->is_opaque() << ")";
+#endif
+ child->Accept(this);
+ } else {
+#ifdef EXTRA_LOGGING
+ DLOG(INFO) << "NOT drawing opaque child " << child->name()
+ << " (visible: " << child->IsVisible()
+ << ", has_children: " << child->has_children()
+ << ", opacity: " << child->opacity()
+ << ", ancestor_opacity: " << ancestor_opacity_
+ << ", is_opaque: " << child->is_opaque() << ")";
+#endif
+ }
+
+ // Reset ancestor opacity.
+ ancestor_opacity_ = original_opacity;
+ }
+}
+
+} // namespace window_manager

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