Commit e9af67af authored by Vlad Zahorodnii's avatar Vlad Zahorodnii
Browse files

kwineffects: Add GLTexture::render() overload that takes no scissor region

In many cases, we don't care about the scissor region. This change adds
a relevant overload to make code easier to read.
parent 52beb213
Pipeline #137666 passed with stage
in 15 minutes and 2 seconds
......@@ -135,7 +135,7 @@ void MagnifierEffect::paintScreen(int mask, const QRegion &region, ScreenPaintDa
mvp.ortho(0, size.width(), size.height(), 0, 0, 65535);
mvp.translate(area.x(), area.y());
s->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
m_texture->render(infiniteRegion(), area);
m_texture->render(area);
ShaderManager::instance()->popShader();
m_texture->unbind();
QVector<float> verts;
......
......@@ -94,7 +94,7 @@ void ScreenEdgeEffect::paintScreen(int mask, const QRegion &region, ScreenPaintD
QMatrix4x4 mvp = data.projectionMatrix();
mvp.translate((*it)->geometry.x(), (*it)->geometry.y());
binder.shader()->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
texture->render(infiniteRegion(), (*it)->geometry);
texture->render((*it)->geometry);
texture->unbind();
glDisable(GL_BLEND);
} else if (effects->compositingType() == QPainterCompositing) {
......
......@@ -141,7 +141,7 @@ void ScreenTransformEffect::paintScreen(int mask, const QRegion &region, KWin::S
shader->setUniform(GLShader::ModelViewProjectionMatrix, matrix);
state.m_texture->bind();
state.m_texture->render(infiniteRegion(), textureRect);
state.m_texture->render(textureRect);
state.m_texture->unbind();
}
effects->addRepaintFull();
......
......@@ -229,7 +229,7 @@ void ShowFpsEffect::paintGL(int fps, const QMatrix4x4 &projectionMatrix)
QMatrix4x4 mvp = projectionMatrix;
mvp.translate(fpsTextRect.x(), fpsTextRect.y());
binder.shader()->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
fpsText->render(infiniteRegion(), fpsTextRect);
fpsText->render(fpsTextRect);
fpsText->unbind();
effects->addRepaint(fpsTextRect);
}
......
......@@ -229,7 +229,7 @@ void StartupFeedbackEffect::paintScreen(int mask, const QRegion &region, ScreenP
QMatrix4x4 mvp = data.projectionMatrix();
mvp.translate(m_currentGeometry.x(), m_currentGeometry.y());
ShaderManager::instance()->getBoundShader()->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
texture->render(infiniteRegion(), m_currentGeometry);
texture->render(m_currentGeometry);
ShaderManager::instance()->popShader();
texture->unbind();
glDisable(GL_BLEND);
......
......@@ -119,7 +119,7 @@ void TrackMouseEffect::paintScreen(int mask, const QRegion &region, ScreenPaintD
mvp.translate(m_lastRect[i].x(), m_lastRect[i].y());
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
m_texture[i]->bind();
m_texture[i]->render(infiniteRegion(), m_lastRect[i]);
m_texture[i]->render(m_lastRect[i]);
m_texture[i]->unbind();
}
glDisable(GL_BLEND);
......
......@@ -344,7 +344,7 @@ void ZoomEffect::paintScreen(int mask, const QRegion &region, ScreenPaintData& d
QMatrix4x4 mvp = data.projectionMatrix();
mvp.translate(rect.x(), rect.y());
s->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
cursorTexture->render(infiniteRegion(), rect);
cursorTexture->render(rect);
ShaderManager::instance()->popShader();
cursorTexture->unbind();
glDisable(GL_BLEND);
......
......@@ -10,7 +10,7 @@
*/
#include "kwinconfig.h" // KWIN_HAVE_OPENGL
#include "kwineffects.h"
#include "kwinglplatform.h"
#include "kwinglutils_funcs.h"
#include "kwinglutils.h"
......@@ -496,6 +496,11 @@ void GLTexture::unbind()
glBindTexture(d->m_target, 0);
}
void GLTexture::render(const QRect &rect)
{
render(infiniteRegion(), rect, false);
}
void GLTexture::render(const QRegion &region, const QRect& rect, bool hardwareClipping)
{
Q_D(GLTexture);
......
......@@ -103,6 +103,7 @@ public:
virtual void discard();
void bind();
void unbind();
void render(const QRect &rect);
void render(const QRegion &region, const QRect& rect, bool hardwareClipping = false);
GLuint texture() const;
......
......@@ -58,7 +58,7 @@ void OutputScreenCastSource::render(GLRenderTarget *target)
GLRenderTarget::pushRenderTarget(target);
outputTexture->bind();
outputTexture->render(infiniteRegion(), geometry);
outputTexture->render(geometry);
outputTexture->unbind();
GLRenderTarget::popRenderTarget();
}
......
......@@ -427,7 +427,7 @@ void ScreenCastStream::recordFrame(const QRegion &damagedRegion)
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_cursor.texture->render(infiniteRegion(), cursorRect);
m_cursor.texture->render(cursorRect);
glDisable(GL_BLEND);
m_cursor.texture->unbind();
m_cursor.lastRect = cursorRect;
......
......@@ -164,7 +164,7 @@ void SceneOpenGL::paintCursor(AbstractOutput *output, const QRegion &rendered)
m_cursorTexture->bind();
ShaderBinder binder(ShaderTrait::MapTexture);
binder.shader()->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
m_cursorTexture->render(region, cursorRect);
m_cursorTexture->render(cursorRect);
m_cursorTexture->unbind();
glDisable(GL_BLEND);
}
......@@ -363,7 +363,7 @@ void SceneOpenGL::paintOffscreenQuickView(OffscreenQuickView *w)
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
t->bind();
t->render(QRegion(infiniteRegion()), w->geometry());
t->render(w->geometry());
t->unbind();
glDisable(GL_BLEND);
......@@ -944,8 +944,7 @@ void SceneOpenGL::EffectFrame::render(const QRegion &_region, double opacity, do
if (m_effectFrame->geometry().isEmpty())
return; // Nothing to display
Q_UNUSED(_region);
const QRegion region = infiniteRegion(); // TODO: Old region doesn't seem to work with OpenGL
Q_UNUSED(_region); // TODO: Old region doesn't seem to work with OpenGL
GLShader* shader = m_effectFrame->shader();
if (!shader) {
......@@ -1087,7 +1086,7 @@ void SceneOpenGL::EffectFrame::render(const QRegion &_region, double opacity, do
mvp.translate(pt.x(), pt.y());
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
m_unstyledVBO->render(region, GL_TRIANGLES);
m_unstyledVBO->render(GL_TRIANGLES);
m_unstyledTexture->unbind();
} else if (m_effectFrame->style() == EffectFrameStyled) {
if (!m_texture) // Lazy creation
......@@ -1106,7 +1105,7 @@ void SceneOpenGL::EffectFrame::render(const QRegion &_region, double opacity, do
mvp.translate(rect.x(), rect.y());
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
m_texture->render(region, rect);
m_texture->render(rect);
m_texture->unbind();
}
......@@ -1126,7 +1125,7 @@ void SceneOpenGL::EffectFrame::render(const QRegion &_region, double opacity, do
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
m_selectionTexture->bind();
m_selectionTexture->render(region, m_effectFrame->selection());
m_selectionTexture->render(m_effectFrame->selection());
m_selectionTexture->unbind();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
......@@ -1148,7 +1147,7 @@ void SceneOpenGL::EffectFrame::render(const QRegion &_region, double opacity, do
}
m_oldIconTexture->bind();
m_oldIconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize()));
m_oldIconTexture->render(QRect(topLeft, m_effectFrame->iconSize()));
m_oldIconTexture->unbind();
if (shader) {
const float a = opacity * m_effectFrame->crossFadeProgress();
......@@ -1165,7 +1164,7 @@ void SceneOpenGL::EffectFrame::render(const QRegion &_region, double opacity, do
m_iconTexture = new GLTexture(m_effectFrame->icon().pixmap(m_effectFrame->iconSize()));
}
m_iconTexture->bind();
m_iconTexture->render(region, QRect(topLeft, m_effectFrame->iconSize()));
m_iconTexture->render(QRect(topLeft, m_effectFrame->iconSize()));
m_iconTexture->unbind();
}
......@@ -1181,7 +1180,7 @@ void SceneOpenGL::EffectFrame::render(const QRegion &_region, double opacity, do
}
m_oldTextTexture->bind();
m_oldTextTexture->render(region, m_effectFrame->geometry());
m_oldTextTexture->render(m_effectFrame->geometry());
m_oldTextTexture->unbind();
if (shader) {
const float a = opacity * m_effectFrame->crossFadeProgress();
......@@ -1198,7 +1197,7 @@ void SceneOpenGL::EffectFrame::render(const QRegion &_region, double opacity, do
if (m_textTexture) {
m_textTexture->bind();
m_textTexture->render(region, m_effectFrame->geometry());
m_textTexture->render(m_effectFrame->geometry());
m_textTexture->unbind();
}
}
......
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