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kwin/src/cursordelegate_opengl.cpp

74 lines
2.5 KiB
C++

/*
SPDX-FileCopyrightText: 2022 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
SPDX-License-Identifier: GPL-2.0-or-later
*/
#include "cursordelegate_opengl.h"
#include "composite.h"
#include "core/renderlayer.h"
#include "core/rendertarget.h"
#include "cursor.h"
#include "kwingltexture.h"
#include "kwinglutils.h"
#include "scene/cursorscene.h"
#include <cmath>
namespace KWin
{
CursorDelegateOpenGL::~CursorDelegateOpenGL()
{
}
void CursorDelegateOpenGL::paint(RenderTarget *renderTarget, const QRegion &region)
{
if (!region.intersects(layer()->mapToGlobal(layer()->rect()).toAlignedRect())) {
return;
}
// Render the cursor scene in an offscreen render target.
const QSize bufferSize = (Cursors::self()->currentCursor()->rect().size() * renderTarget->devicePixelRatio()).toSize();
if (!m_texture || m_texture->size() != bufferSize) {
m_texture = std::make_unique<GLTexture>(GL_RGBA8, bufferSize);
m_framebuffer = std::make_unique<GLFramebuffer>(m_texture.get());
}
RenderTarget offscreenRenderTarget(m_framebuffer.get());
offscreenRenderTarget.setDevicePixelRatio(renderTarget->devicePixelRatio());
RenderLayer renderLayer(layer()->loop());
renderLayer.setDelegate(std::make_unique<SceneDelegate>(Compositor::self()->cursorScene()));
renderLayer.delegate()->prePaint();
renderLayer.delegate()->paint(&offscreenRenderTarget, infiniteRegion());
renderLayer.delegate()->postPaint();
// Show the rendered cursor scene on the screen.
const QRectF cursorRect = layer()->mapToGlobal(layer()->rect());
const qreal scale = renderTarget->devicePixelRatio();
QMatrix4x4 mvp;
mvp.ortho(QRect(QPoint(0, 0), renderTarget->size()));
mvp.translate(std::round(cursorRect.x() * scale), std::round(cursorRect.y() * scale));
GLFramebuffer *fbo = std::get<GLFramebuffer *>(renderTarget->nativeHandle());
GLFramebuffer::pushFramebuffer(fbo);
// Don't need to call GLVertexBuffer::beginFrame() and GLVertexBuffer::endOfFrame() because
// the GLVertexBuffer::streamingBuffer() is not being used when painting cursor.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_texture->bind();
ShaderBinder binder(ShaderTrait::MapTexture);
binder.shader()->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
m_texture->render(region, cursorRect.size(), scale);
m_texture->unbind();
glDisable(GL_BLEND);
GLFramebuffer::popFramebuffer();
}
} // namespace KWin