Ejemplo n.º 1
0
WindowPaintData::WindowPaintData(const WindowPaintData &other)
    : PaintData()
    , quads(other.quads)
    , shader(other.shader)
    , d(new WindowPaintDataPrivate())
{
    setXScale(other.xScale());
    setYScale(other.yScale());
    setZScale(other.zScale());
    translate(other.translation());
    setRotationOrigin(other.rotationOrigin());
    setRotationAxis(other.rotationAxis());
    setRotationAngle(other.rotationAngle());
    setOpacity(other.opacity());
    setDecorationOpacity(other.decorationOpacity());
    setSaturation(other.saturation());
    setBrightness(other.brightness());
}
Ejemplo n.º 2
0
WindowPaintData::WindowPaintData(const WindowPaintData &other)
    : PaintData()
    , quads(other.quads)
    , shader(other.shader)
    , d(new WindowPaintDataPrivate())
{
    setXScale(other.xScale());
    setYScale(other.yScale());
    setZScale(other.zScale());
    translate(other.translation());
    setRotationOrigin(other.rotationOrigin());
    setRotationAxis(other.rotationAxis());
    setRotationAngle(other.rotationAngle());
    setOpacity(other.opacity());
    setSaturation(other.saturation());
    setBrightness(other.brightness());
    setScreen(other.screen());
    setCrossFadeProgress(other.crossFadeProgress());
    setProjectionMatrix(other.projectionMatrix());
    setModelViewMatrix(other.modelViewMatrix());
    d->screenProjectionMatrix = other.d->screenProjectionMatrix;
}
Ejemplo n.º 3
0
void LanczosFilter::performPaint(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
{
    if (effects->compositingType() == KWin::OpenGLCompositing && (data.xScale() < 0.9 || data.yScale() < 0.9) &&
            KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects) {
        if (!m_inited)
            init();
        const QRect screenRect = Workspace::self()->clientArea(ScreenArea, w->screen(), w->desktop());
        // window geometry may not be bigger than screen geometry to fit into the FBO
        if (m_shader && w->width() <= screenRect.width() && w->height() <= screenRect.height()) {
            double left = 0;
            double top = 0;
            double right = w->width();
            double bottom = w->height();
            foreach (const WindowQuad & quad, data.quads) {
                // we need this loop to include the decoration padding
                left   = qMin(left, quad.left());
                top    = qMin(top, quad.top());
                right  = qMax(right, quad.right());
                bottom = qMax(bottom, quad.bottom());
            }
            double width = right - left;
            double height = bottom - top;
            if (width > screenRect.width() || height > screenRect.height()) {
                // window with padding does not fit into the framebuffer
                // so cut of the shadow
                left = 0;
                top = 0;
                width = w->width();
                height = w->height();
            }
            int tx = data.xTranslation() + w->x() + left * data.xScale();
            int ty = data.yTranslation() + w->y() + top * data.yScale();
            int tw = width * data.xScale();
            int th = height * data.yScale();
            const QRect textureRect(tx, ty, tw, th);
            const bool hardwareClipping = !(QRegion(textureRect)-region).isEmpty();

            int sw = width;
            int sh = height;

            GLTexture *cachedTexture = static_cast< GLTexture*>(w->data(LanczosCacheRole).value<void*>());
            if (cachedTexture) {
                if (cachedTexture->width() == tw && cachedTexture->height() == th) {
                    cachedTexture->bind();
                    if (hardwareClipping) {
                        glEnable(GL_SCISSOR_TEST);
                    }
                    if (ShaderManager::instance()->isValid()) {
                        glEnable(GL_BLEND);
                        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

                        const qreal rgb = data.brightness() * data.opacity();
                        const qreal a = data.opacity();

                        GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
                        shader->setUniform(GLShader::Offset, QVector2D(0, 0));
                        shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
                        shader->setUniform(GLShader::Saturation, data.saturation());
                        shader->setUniform(GLShader::AlphaToOne, 0);

                        cachedTexture->render(region, textureRect, hardwareClipping);

                        ShaderManager::instance()->popShader();
                        glDisable(GL_BLEND);
                    } else {
                        prepareRenderStates(cachedTexture, data.opacity(), data.brightness(), data.saturation());
                        cachedTexture->render(region, textureRect, hardwareClipping);
                        restoreRenderStates(cachedTexture, data.opacity(), data.brightness(), data.saturation());
                    }
                    if (hardwareClipping) {
                        glDisable(GL_SCISSOR_TEST);
                    }
                    cachedTexture->unbind();
                    m_timer.start(5000, this);
                    return;
                } else {
                    // offscreen texture not matching - delete
                    delete cachedTexture;
                    cachedTexture = 0;
                    w->setData(LanczosCacheRole, QVariant());
                }
            }

            WindowPaintData thumbData = data;
            thumbData.setXScale(1.0);
            thumbData.setYScale(1.0);
            thumbData.setXTranslation(-w->x() - left);
            thumbData.setYTranslation(-w->y() - top);
            thumbData.setBrightness(1.0);
            thumbData.setOpacity(1.0);
            thumbData.setSaturation(1.0);

            // Bind the offscreen FBO and draw the window on it unscaled
            updateOffscreenSurfaces();
            GLRenderTarget::pushRenderTarget(m_offscreenTarget);

            glClearColor(0.0, 0.0, 0.0, 0.0);
            glClear(GL_COLOR_BUFFER_BIT);
            w->sceneWindow()->performPaint(mask, infiniteRegion(), thumbData);

            // Create a scratch texture and copy the rendered window into it
            GLTexture tex(sw, sh);
            tex.setFilter(GL_LINEAR);
            tex.setWrapMode(GL_CLAMP_TO_EDGE);
            tex.bind();

            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, sw, sh);

            // Set up the shader for horizontal scaling
            float dx = sw / float(tw);
            int kernelSize;
            m_shader->createKernel(dx, &kernelSize);
            m_shader->createOffsets(kernelSize, sw, Qt::Horizontal);

            m_shader->bind();
            m_shader->setUniforms();

            // Draw the window back into the FBO, this time scaled horizontally
            glClear(GL_COLOR_BUFFER_BIT);
            QVector<float> verts;
            QVector<float> texCoords;
            verts.reserve(12);
            texCoords.reserve(12);

            texCoords << 1.0 << 0.0; verts << tw  << 0.0; // Top right
            texCoords << 0.0 << 0.0; verts << 0.0 << 0.0; // Top left
            texCoords << 0.0 << 1.0; verts << 0.0 << sh;  // Bottom left
            texCoords << 0.0 << 1.0; verts << 0.0 << sh;  // Bottom left
            texCoords << 1.0 << 1.0; verts << tw  << sh;  // Bottom right
            texCoords << 1.0 << 0.0; verts << tw  << 0.0; // Top right
            GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
            vbo->reset();
            vbo->setData(6, 2, verts.constData(), texCoords.constData());
            vbo->render(GL_TRIANGLES);

            // At this point we don't need the scratch texture anymore
            tex.unbind();
            tex.discard();

            // create scratch texture for second rendering pass
            GLTexture tex2(tw, sh);
            tex2.setFilter(GL_LINEAR);
            tex2.setWrapMode(GL_CLAMP_TO_EDGE);
            tex2.bind();

            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, tw, sh);

            // Set up the shader for vertical scaling
            float dy = sh / float(th);
            m_shader->createKernel(dy, &kernelSize);
            m_shader->createOffsets(kernelSize, m_offscreenTex->height(), Qt::Vertical);
            m_shader->setUniforms();

            // Now draw the horizontally scaled window in the FBO at the right
            // coordinates on the screen, while scaling it vertically and blending it.
            glClear(GL_COLOR_BUFFER_BIT);

            verts.clear();

            verts << tw  << 0.0; // Top right
            verts << 0.0 << 0.0; // Top left
            verts << 0.0 << th;  // Bottom left
            verts << 0.0 << th;  // Bottom left
            verts << tw  << th;  // Bottom right
            verts << tw  << 0.0; // Top right
            vbo->setData(6, 2, verts.constData(), texCoords.constData());
            vbo->render(GL_TRIANGLES);

            tex2.unbind();
            tex2.discard();
            m_shader->unbind();

            // create cache texture
            GLTexture *cache = new GLTexture(tw, th);

            cache->setFilter(GL_LINEAR);
            cache->setWrapMode(GL_CLAMP_TO_EDGE);
            cache->bind();
            glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - th, tw, th);
            GLRenderTarget::popRenderTarget();

            if (hardwareClipping) {
                glEnable(GL_SCISSOR_TEST);
            }
            if (ShaderManager::instance()->isValid()) {
                glEnable(GL_BLEND);
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

                const qreal rgb = data.brightness() * data.opacity();
                const qreal a = data.opacity();

                GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
                shader->setUniform(GLShader::Offset, QVector2D(0, 0));
                shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
                shader->setUniform(GLShader::Saturation, data.saturation());
                shader->setUniform(GLShader::AlphaToOne, 0);

                cache->render(region, textureRect, hardwareClipping);

                ShaderManager::instance()->popShader();
                glDisable(GL_BLEND);
            } else {
                prepareRenderStates(cache, data.opacity(), data.brightness(), data.saturation());
                cache->render(region, textureRect, hardwareClipping);
                restoreRenderStates(cache, data.opacity(), data.brightness(), data.saturation());
            }
            if (hardwareClipping) {
                glDisable(GL_SCISSOR_TEST);
            }

            cache->unbind();
            w->setData(LanczosCacheRole, QVariant::fromValue(static_cast<void*>(cache)));

            // Delete the offscreen surface after 5 seconds
            m_timer.start(5000, this);
            return;
        }
    } // if ( effects->compositingType() == KWin::OpenGLCompositing )
Ejemplo n.º 4
0
// paint the window
void SceneXrender::Window::performPaint(int mask, QRegion region, WindowPaintData data)
{
    setTransformedShape(QRegion());  // maybe nothing will be painted
    // check if there is something to paint
    bool opaque = isOpaque() && qFuzzyCompare(data.opacity(), 1.0);
    /* HACK: It seems this causes painting glitches, disable temporarily
    if (( mask & PAINT_WINDOW_OPAQUE ) ^ ( mask & PAINT_WINDOW_TRANSLUCENT ))
        { // We are only painting either opaque OR translucent windows, not both
        if ( mask & PAINT_WINDOW_OPAQUE && !opaque )
            return; // Only painting opaque and window is translucent
        if ( mask & PAINT_WINDOW_TRANSLUCENT && opaque )
            return; // Only painting translucent and window is opaque
        }*/
    // Intersect the clip region with the rectangle the window occupies on the screen
    if (!(mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED)))
        region &= toplevel->visibleRect();

    if (region.isEmpty())
        return;
    XRenderWindowPixmap *pixmap = windowPixmap<XRenderWindowPixmap>();
    if (!pixmap || !pixmap->isValid()) {
        return;
    }
    xcb_render_picture_t pic = pixmap->picture();
    if (pic == XCB_RENDER_PICTURE_NONE)   // The render format can be null for GL and/or Xv visuals
        return;
    toplevel->resetDamage();
    // set picture filter
    if (options->isXrenderSmoothScale()) { // only when forced, it's slow
        if (mask & PAINT_WINDOW_TRANSFORMED)
            filter = ImageFilterGood;
        else if (mask & PAINT_SCREEN_TRANSFORMED)
            filter = ImageFilterGood;
        else
            filter = ImageFilterFast;
    } else
        filter = ImageFilterFast;
    // do required transformations
    const QRect wr = mapToScreen(mask, data, QRect(0, 0, width(), height()));
    QRect cr = QRect(toplevel->clientPos(), toplevel->clientSize()); // Client rect (in the window)
    qreal xscale = 1;
    qreal yscale = 1;
    bool scaled = false;

    Client *client = dynamic_cast<Client*>(toplevel);
    Deleted *deleted = dynamic_cast<Deleted*>(toplevel);
    const QRect decorationRect = toplevel->decorationRect();
    if (((client && !client->noBorder()) || (deleted && !deleted->noBorder())) &&
                                                        true) {
        // decorated client
        transformed_shape = decorationRect;
        if (toplevel->shape()) {
            // "xeyes" + decoration
            transformed_shape -= cr;
            transformed_shape += shape();
        }
    } else {
        transformed_shape = shape();
    }
    if (toplevel->hasShadow())
        transformed_shape |= toplevel->shadow()->shadowRegion();

    xcb_render_transform_t xform = {
        DOUBLE_TO_FIXED(1), DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(0),
        DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(1), DOUBLE_TO_FIXED(0),
        DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(1)
    };
    static const xcb_render_transform_t identity = {
        DOUBLE_TO_FIXED(1), DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(0),
        DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(1), DOUBLE_TO_FIXED(0),
        DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(1)
    };

    if (mask & PAINT_WINDOW_TRANSFORMED) {
        xscale = data.xScale();
        yscale = data.yScale();
    }
    if (mask & PAINT_SCREEN_TRANSFORMED) {
        xscale *= screen_paint.xScale();
        yscale *= screen_paint.yScale();
    }
    if (!qFuzzyCompare(xscale, 1.0) || !qFuzzyCompare(yscale, 1.0)) {
        scaled = true;
        xform.matrix11 = DOUBLE_TO_FIXED(1.0 / xscale);
        xform.matrix22 = DOUBLE_TO_FIXED(1.0 / yscale);

        // transform the shape for clipping in paintTransformedScreen()
        QVector<QRect> rects = transformed_shape.rects();
        for (int i = 0; i < rects.count(); ++i) {
            QRect& r = rects[ i ];
            r.setRect(qRound(r.x() * xscale), qRound(r.y() * yscale),
                      qRound(r.width() * xscale), qRound(r.height() * yscale));
        }
        transformed_shape.setRects(rects.constData(), rects.count());
    }

    transformed_shape.translate(mapToScreen(mask, data, QPoint(0, 0)));
    PaintClipper pcreg(region);   // clip by the region to paint
    PaintClipper pc(transformed_shape);   // clip by window's shape

    const bool wantShadow = m_shadow && !m_shadow->shadowRegion().isEmpty();

    // In order to obtain a pixel perfect rescaling
    // we need to blit the window content togheter with
    // decorations in a temporary pixmap and scale
    // the temporary pixmap at the end.
    // We should do this only if there is scaling and
    // the window has border
    // This solves a number of glitches and on top of this
    // it optimizes painting quite a bit
    const bool blitInTempPixmap = xRenderOffscreen() || (data.crossFadeProgress() < 1.0 && !opaque) ||
                                 (scaled && (wantShadow || (client && !client->noBorder()) || (deleted && !deleted->noBorder())));

    xcb_render_picture_t renderTarget = m_scene->bufferPicture();
    if (blitInTempPixmap) {
        if (scene_xRenderOffscreenTarget()) {
            temp_visibleRect = toplevel->visibleRect().translated(-toplevel->pos());
            renderTarget = *scene_xRenderOffscreenTarget();
        } else {
            prepareTempPixmap();
            renderTarget = *s_tempPicture;
        }
    } else {
        xcb_render_set_picture_transform(connection(), pic, xform);
        if (filter == ImageFilterGood) {
            setPictureFilter(pic, KWin::Scene::ImageFilterGood);
        }

        //BEGIN OF STUPID RADEON HACK
        // This is needed to avoid hitting a fallback in the radeon driver.
        // The Render specification states that sampling pixels outside the
        // source picture results in alpha=0 pixels. This can be achieved by
        // setting the border color to transparent black, but since the border
        // color has the same format as the texture, it only works when the
        // texture has an alpha channel. So the driver falls back to software
        // when the repeat mode is RepeatNone, the picture has a non-identity
        // transformation matrix, and doesn't have an alpha channel.
        // Since we only scale the picture, we can work around this by setting
        // the repeat mode to RepeatPad.
        if (!window()->hasAlpha()) {
            const uint32_t values[] = {XCB_RENDER_REPEAT_PAD};
            xcb_render_change_picture(connection(), pic, XCB_RENDER_CP_REPEAT, values);
        }
        //END OF STUPID RADEON HACK
    }
#define MAP_RECT_TO_TARGET(_RECT_) \
        if (blitInTempPixmap) _RECT_.translate(-temp_visibleRect.topLeft()); else _RECT_ = mapToScreen(mask, data, _RECT_)

    //BEGIN deco preparations
    bool noBorder = true;
    xcb_render_picture_t left   = XCB_RENDER_PICTURE_NONE;
    xcb_render_picture_t top    = XCB_RENDER_PICTURE_NONE;
    xcb_render_picture_t right  = XCB_RENDER_PICTURE_NONE;
    xcb_render_picture_t bottom = XCB_RENDER_PICTURE_NONE;
    QRect dtr, dlr, drr, dbr;
    const SceneXRenderDecorationRenderer *renderer = nullptr;
    if (client) {
        if (client && !client->noBorder()) {
            if (client->isDecorated()) {
                SceneXRenderDecorationRenderer *r = static_cast<SceneXRenderDecorationRenderer*>(client->decoratedClient()->renderer());
                if (r) {
                    r->render();
                    renderer = r;
                }
            }
            noBorder = client->noBorder();
            client->layoutDecorationRects(dlr, dtr, drr, dbr);
        }
    }
    if (deleted && !deleted->noBorder()) {
        renderer = static_cast<const SceneXRenderDecorationRenderer*>(deleted->decorationRenderer());
        noBorder = deleted->noBorder();
        deleted->layoutDecorationRects(dlr, dtr, drr, dbr);
    }
    if (renderer) {
        left   = renderer->picture(SceneXRenderDecorationRenderer::DecorationPart::Left);
        top    = renderer->picture(SceneXRenderDecorationRenderer::DecorationPart::Top);
        right  = renderer->picture(SceneXRenderDecorationRenderer::DecorationPart::Right);
        bottom = renderer->picture(SceneXRenderDecorationRenderer::DecorationPart::Bottom);
    }
    if (!noBorder) {
        MAP_RECT_TO_TARGET(dtr);
        MAP_RECT_TO_TARGET(dlr);
        MAP_RECT_TO_TARGET(drr);
        MAP_RECT_TO_TARGET(dbr);
    }
    //END deco preparations

    //BEGIN shadow preparations
    QRect stlr, str, strr, srr, sbrr, sbr, sblr, slr;
    SceneXRenderShadow* m_xrenderShadow = static_cast<SceneXRenderShadow*>(m_shadow);

    if (wantShadow) {
        m_xrenderShadow->layoutShadowRects(str, strr, srr, sbrr, sbr, sblr, slr, stlr);
        MAP_RECT_TO_TARGET(stlr);
        MAP_RECT_TO_TARGET(str);
        MAP_RECT_TO_TARGET(strr);
        MAP_RECT_TO_TARGET(srr);
        MAP_RECT_TO_TARGET(sbrr);
        MAP_RECT_TO_TARGET(sbr);
        MAP_RECT_TO_TARGET(sblr);
        MAP_RECT_TO_TARGET(slr);
    }
    //BEGIN end preparations

    //BEGIN client preparations
    QRect dr = cr;
    if (blitInTempPixmap) {
        dr.translate(-temp_visibleRect.topLeft());
    } else {
        dr = mapToScreen(mask, data, dr); // Destination rect
        if (scaled) {
            cr.moveLeft(cr.x() * xscale);
            cr.moveTop(cr.y() * yscale);
        }
    }

    const int clientRenderOp = (opaque || blitInTempPixmap) ? XCB_RENDER_PICT_OP_SRC : XCB_RENDER_PICT_OP_OVER;
    //END client preparations

#undef MAP_RECT_TO_TARGET

    for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {

#define RENDER_SHADOW_TILE(_TILE_, _RECT_) \
xcb_render_composite(connection(), XCB_RENDER_PICT_OP_OVER, m_xrenderShadow->picture(SceneXRenderShadow::ShadowElement##_TILE_), \
                 shadowAlpha, renderTarget, 0, 0, 0, 0, _RECT_.x(), _RECT_.y(), _RECT_.width(), _RECT_.height())

        //shadow
        if (wantShadow) {
            xcb_render_picture_t shadowAlpha = XCB_RENDER_PICTURE_NONE;
            if (!opaque) {
                shadowAlpha = xRenderBlendPicture(data.opacity());
            }
            RENDER_SHADOW_TILE(TopLeft, stlr);
            RENDER_SHADOW_TILE(Top, str);
            RENDER_SHADOW_TILE(TopRight, strr);
            RENDER_SHADOW_TILE(Left, slr);
            RENDER_SHADOW_TILE(Right, srr);
            RENDER_SHADOW_TILE(BottomLeft, sblr);
            RENDER_SHADOW_TILE(Bottom, sbr);
            RENDER_SHADOW_TILE(BottomRight, sbrr);
        }
#undef RENDER_SHADOW_TILE

        // Paint the window contents
        if (!(client && client->isShade())) {
            xcb_render_picture_t clientAlpha = XCB_RENDER_PICTURE_NONE;
            if (!opaque) {
                clientAlpha = xRenderBlendPicture(data.opacity());
            }
            xcb_render_composite(connection(), clientRenderOp, pic, clientAlpha, renderTarget,
                                 cr.x(), cr.y(), 0, 0, dr.x(), dr.y(), dr.width(), dr.height());
            if (data.crossFadeProgress() < 1.0 && data.crossFadeProgress() > 0.0) {
                XRenderWindowPixmap *previous = previousWindowPixmap<XRenderWindowPixmap>();
                if (previous && previous != pixmap) {
                    static XRenderPicture cFadeAlpha(XCB_RENDER_PICTURE_NONE);
                    static xcb_render_color_t cFadeColor = {0, 0, 0, 0};
                    cFadeColor.alpha = uint16_t((1.0 - data.crossFadeProgress()) * 0xffff);
                    if (cFadeAlpha == XCB_RENDER_PICTURE_NONE) {
                        cFadeAlpha = xRenderFill(cFadeColor);
                    } else {
                        xcb_rectangle_t rect = {0, 0, 1, 1};
                        xcb_render_fill_rectangles(connection(), XCB_RENDER_PICT_OP_SRC, cFadeAlpha, cFadeColor , 1, &rect);
                    }
                    if (previous->size() != pixmap->size()) {
                        xcb_render_transform_t xform2 = {
                            DOUBLE_TO_FIXED(FIXED_TO_DOUBLE(xform.matrix11) * previous->size().width() / pixmap->size().width()), DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(0),
                            DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(FIXED_TO_DOUBLE(xform.matrix22) * previous->size().height() / pixmap->size().height()), DOUBLE_TO_FIXED(0),
                            DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(0), DOUBLE_TO_FIXED(1)
                            };
                        xcb_render_set_picture_transform(connection(), previous->picture(), xform2);
                    }

                    xcb_render_composite(connection(), opaque ? XCB_RENDER_PICT_OP_OVER : XCB_RENDER_PICT_OP_ATOP,
                                         previous->picture(), cFadeAlpha, renderTarget,
                                         cr.x(), cr.y(), 0, 0, dr.x(), dr.y(), dr.width(), dr.height());

                    if (previous->size() != pixmap->size()) {
                        xcb_render_set_picture_transform(connection(), previous->picture(), identity);
                    }
                }
            }
            if (!opaque)
                transformed_shape = QRegion();
        }

        if (client || deleted) {
            if (!noBorder) {
                xcb_render_picture_t decorationAlpha = xRenderBlendPicture(data.opacity());
                auto renderDeco = [decorationAlpha, renderTarget](xcb_render_picture_t deco, const QRect &rect) {
                    if (deco == XCB_RENDER_PICTURE_NONE) {
                        return;
                    }
                    xcb_render_composite(connection(), XCB_RENDER_PICT_OP_OVER, deco, decorationAlpha, renderTarget,
                                         0, 0, 0, 0, rect.x(), rect.y(), rect.width(), rect.height());
                };
                renderDeco(top, dtr);
                renderDeco(left, dlr);
                renderDeco(right, drr);
                renderDeco(bottom, dbr);
            }
        }

        if (data.brightness() != 1.0) {
            // fake brightness change by overlaying black
            const float alpha = (1 - data.brightness()) * data.opacity();
            xcb_rectangle_t rect;
            if (blitInTempPixmap) {
                rect.x = -temp_visibleRect.left();
                rect.y = -temp_visibleRect.top();
                rect.width = width();
                rect.height = height();
            } else {
                rect.x = wr.x();
                rect.y = wr.y();
                rect.width = wr.width();
                rect.height = wr.height();
            }
            xcb_render_fill_rectangles(connection(), XCB_RENDER_PICT_OP_OVER, renderTarget,
                                       preMultiply(data.brightness() < 1.0 ? QColor(0,0,0,255*alpha) : QColor(255,255,255,-alpha*255)),
                                       1, &rect);
        }
        if (blitInTempPixmap) {
            const QRect r = mapToScreen(mask, data, temp_visibleRect);
            xcb_render_set_picture_transform(connection(), *s_tempPicture, xform);
            setPictureFilter(*s_tempPicture, filter);
            xcb_render_composite(connection(), XCB_RENDER_PICT_OP_OVER, *s_tempPicture,
                                 XCB_RENDER_PICTURE_NONE, m_scene->bufferPicture(),
                                 0, 0, 0, 0, r.x(), r.y(), r.width(), r.height());
            xcb_render_set_picture_transform(connection(), *s_tempPicture, identity);
        }
    }
    if (scaled && !blitInTempPixmap) {
        xcb_render_set_picture_transform(connection(), pic, identity);
        if (filter == ImageFilterGood)
            setPictureFilter(pic, KWin::Scene::ImageFilterFast);
        if (!window()->hasAlpha()) {
            const uint32_t values[] = {XCB_RENDER_REPEAT_NONE};
            xcb_render_change_picture(connection(), pic, XCB_RENDER_CP_REPEAT, values);
        }
    }
    if (xRenderOffscreen())
        scene_setXRenderOffscreenTarget(*s_tempPicture);
}