/*
    KWin - the KDE window manager
    This file is part of the KDE project.

    SPDX-FileCopyrightText: 2006 Lubos Lunak <l.lunak@kde.org>

    SPDX-License-Identifier: GPL-2.0-or-later
*/

/*
 Design:

 When compositing is turned on, XComposite extension is used to redirect
 drawing of windows to pixmaps and XDamage extension is used to get informed
 about damage (changes) to window contents. This code is mostly in composite.cpp .

 Compositor::performCompositing() starts one painting pass. Painting is done
 by painting the screen, which in turn paints every window. Painting can be affected
 using effects, which are chained. E.g. painting a screen means that actually
 paintScreen() of the first effect is called, which possibly does modifications
 and calls next effect's paintScreen() and so on, until Scene::finalPaintScreen()
 is called.

 There are 3 phases of every paint (not necessarily done together):
 The pre-paint phase, the paint phase and the post-paint phase.

 The pre-paint phase is used to find out about how the painting will be actually
 done (i.e. what the effects will do). For example when only a part of the screen
 needs to be updated and no effect will do any transformation it is possible to use
 an optimized paint function. How the painting will be done is controlled
 by the mask argument, see PAINT_WINDOW_* and PAINT_SCREEN_* flags in scene.h .
 For example an effect that decides to paint a normal windows as translucent
 will need to modify the mask in its prePaintWindow() to include
 the PAINT_WINDOW_TRANSLUCENT flag. The paintWindow() function will then get
 the mask with this flag turned on and will also paint using transparency.

 The paint pass does the actual painting, based on the information collected
 using the pre-paint pass. After running through the effects' paintScreen()
 either paintGenericScreen() or optimized paintSimpleScreen() are called.
 Those call paintWindow() on windows (not necessarily all), possibly using
 clipping to optimize performance and calling paintWindow() first with only
 PAINT_WINDOW_OPAQUE to paint the opaque parts and then later
 with PAINT_WINDOW_TRANSLUCENT to paint the transparent parts. Function
 paintWindow() again goes through effects' paintWindow() until
 finalPaintWindow() is called, which calls the window's performPaint() to
 do the actual painting.

 The post-paint can be used for cleanups and is also used for scheduling
 repaints during the next painting pass for animations. Effects wanting to
 repaint certain parts can manually damage them during post-paint and repaint
 of these parts will be done during the next paint pass.

*/

#include "scene/workspacescene.h"
#include "compositor.h"
#include "core/output.h"
#include "core/pixelgrid.h"
#include "core/renderbackend.h"
#include "core/renderloop.h"
#include "core/renderviewport.h"
#include "cursoritem.h"
#include "effect/effecthandler.h"
#include "opengl/eglbackend.h"
#include "opengl/eglcontext.h"
#include "scene/decorationitem.h"
#include "scene/dndiconitem.h"
#include "scene/itemrenderer.h"
#include "scene/rootitem.h"
#include "scene/surfaceitem.h"
#include "scene/windowitem.h"
#include "wayland/seat.h"
#include "wayland_server.h"
#include "window.h"
#include "workspace.h"

#include <QtMath>

namespace KWin
{

//****************************************
// Scene
//****************************************

WorkspaceScene::WorkspaceScene(std::unique_ptr<ItemRenderer> renderer)
    : Scene(std::move(renderer))
    , m_containerItem(std::make_unique<RootItem>(this))
    , m_overlayItem(std::make_unique<RootItem>(this))
    , m_cursorItem(std::make_unique<CursorItem>(m_overlayItem.get()))
{
    setGeometry(workspace()->geometry());
    connect(workspace(), &Workspace::geometryChanged, this, [this]() {
        setGeometry(workspace()->geometry());
    });

    connect(waylandServer()->seat(), &SeatInterface::dragStarted, this, &WorkspaceScene::createDndIconItem);
    connect(waylandServer()->seat(), &SeatInterface::dragEnded, this, &WorkspaceScene::destroyDndIconItem);

    // make sure it's over the dnd icon
    m_cursorItem->setZ(1);
    connect(Cursors::self(), &Cursors::hiddenChanged, this, &WorkspaceScene::updateCursor);
    connect(Cursors::self(), &Cursors::positionChanged, this, &WorkspaceScene::updateCursor);
    updateCursor();
}

WorkspaceScene::~WorkspaceScene()
{
}

void WorkspaceScene::createDndIconItem()
{
    DragAndDropIcon *dragIcon = waylandServer()->seat()->dragIcon();
    if (!dragIcon) {
        return;
    }
    m_dndIcon = std::make_unique<DragAndDropIconItem>(dragIcon, m_overlayItem.get());

    auto updatePosition = [this]() {
        const auto position = waylandServer()->seat()->dragPosition();
        m_dndIcon->setPosition(position);
        m_dndIcon->setOutput(workspace()->outputAt(position));
    };

    updatePosition();
    connect(waylandServer()->seat(), &SeatInterface::dragMoved, m_dndIcon.get(), updatePosition);
}

void WorkspaceScene::destroyDndIconItem()
{
    m_dndIcon.reset();
}

void WorkspaceScene::updateCursor()
{
    if (Cursors::self()->isCursorHidden()) {
        m_cursorItem->setVisible(false);
    } else {
        m_cursorItem->setVisible(true);
        m_cursorItem->setPosition(Cursors::self()->currentCursor()->pos());
    }
}

Item *WorkspaceScene::containerItem() const
{
    return m_containerItem.get();
}

Item *WorkspaceScene::overlayItem() const
{
    return m_overlayItem.get();
}

Item *WorkspaceScene::cursorItem() const
{
    return m_cursorItem.get();
}

static bool regionActuallyContains(const QRegion &region, const QRect &rect)
{
    // QRegion::contains does **not** actually check if the region contains the rect
    // so this helper function has to be used instead...
    return (region & rect) == rect;
}

struct ClipCorner
{
    QRectF box;
    BorderRadius radius;
};

static void maybePushCorners(Item *item, QStack<ClipCorner> &corners)
{
    if (!item->borderRadius().isNull()) {
        corners.push({
            .box = item->rect(),
            .radius = item->borderRadius(),
        });
    } else if (!corners.isEmpty()) {
        const auto &top = corners.top();
        corners.push({
            .box = item->transform().inverted().mapRect(top.box.translated(-item->position())),
            .radius = top.radius,
        });
    }
}

static bool addCandidates(SceneView *delegate, Item *item, QList<SurfaceItem *> &candidates, ssize_t maxCount, QRegion &occluded, QStack<ClipCorner> &corners)
{
    if (item->opacity() != 1.0 || item->hasEffects()) {
        return false;
    }
    const QList<Item *> children = item->sortedChildItems();
    auto it = children.rbegin();
    for (; it != children.rend(); it++) {
        Item *const child = *it;
        if (child->z() < 0) {
            break;
        }
        if (!delegate->shouldRenderItem(child)) {
            continue;
        }
        if (child->isVisible() && !regionActuallyContains(occluded, child->mapToView(child->boundingRect(), delegate).toAlignedRect())) {
            if (!addCandidates(delegate, static_cast<SurfaceItem *>(child), candidates, maxCount, occluded, corners)) {
                return false;
            }
        }
    }
    if (regionActuallyContains(occluded, item->mapToView(item->boundingRect(), delegate).toAlignedRect())) {
        return true;
    }
    if (delegate->shouldRenderItem(item)) {
        if (auto surfaceItem = qobject_cast<SurfaceItem *>(item)) {
            candidates.push_back(surfaceItem);
            if (candidates.size() > maxCount) {
                return false;
            }
        } else {
            return false;
        }
    }

    maybePushCorners(item, corners);
    auto cleanupCorners = qScopeGuard([&corners]() {
        if (!corners.isEmpty()) {
            corners.pop();
        }
    });

    QRegion opaque = item->opaque();
    if (!corners.isEmpty()) {
        const auto &top = corners.top();
        opaque = top.radius.clip(opaque, top.box);
    }

    occluded += item->mapToView(opaque, delegate);
    for (; it != children.rend(); it++) {
        Item *const child = *it;
        if (!delegate->shouldRenderItem(child)) {
            continue;
        }
        if (child->isVisible() && !regionActuallyContains(occluded, child->mapToView(child->boundingRect(), delegate).toAlignedRect())) {
            if (!addCandidates(delegate, static_cast<SurfaceItem *>(child), candidates, maxCount, occluded, corners)) {
                return false;
            }
        }
    }
    return true;
}

QList<SurfaceItem *> WorkspaceScene::scanoutCandidates(ssize_t maxCount) const
{
    const auto overlayItems = m_overlayItem->childItems();
    const bool needsRendering = std::ranges::any_of(overlayItems, [this](Item *child) {
        return child->isVisible()
            && !child->boundingRect().isEmpty()
            && painted_delegate->shouldRenderItem(child);
    });
    if (needsRendering) {
        return {};
    }
    QList<SurfaceItem *> ret;
    if (!effects->blocksDirectScanout()) {
        QRegion occlusion;
        QStack<ClipCorner> corners;
        const auto items = m_containerItem->sortedChildItems();
        for (Item *item : items | std::views::reverse) {
            if (!item->isVisible() || !painted_delegate->shouldRenderItem(item) || !painted_delegate->viewport().intersects(item->mapToView(item->boundingRect(), painted_delegate))) {
                continue;
            }
            if (!addCandidates(painted_delegate, item, ret, maxCount, occlusion, corners)) {
                return {};
            }
            if (regionActuallyContains(occlusion, painted_screen->geometry())) {
                return ret;
            }
        }
    }
    return ret;
}

static QRect mapToDevice(SceneView *view, Item *item, const QRectF &itemLocal)
{
    const QRectF localLogical = item->mapToView(itemLocal, view).translated(-view->viewport().topLeft());
    return snapToPixelGridF(scaledRect(localLogical, view->scale())).toRect();
}

static QRegion mapToDevice(SceneView *view, Item *item, const QRegion &itemLocal)
{
    QRegion ret;
    for (const QRectF local : itemLocal) {
        ret |= mapToDevice(view, item, local);
    }
    return ret;
}

static bool findOverlayCandidates(SceneView *view, Item *item, ssize_t maxTotalCount, ssize_t maxOverlayCount, ssize_t maxUnderlayCount, QRegion &occupied, QRegion &opaque, QRegion &effected, QList<SurfaceItem *> &overlays, QList<SurfaceItem *> &underlays, QStack<ClipCorner> &corners)
{
    if (!item || !item->isVisible() || item->boundingRect().isEmpty() || !view->viewport().intersects(item->mapToView(item->boundingRect(), view))) {
        return true;
    }
    if (item->hasEffects()) {
        // can't put this item, any children on items below this one
        // on an overlay, as we don't know what the effect does
        effected += mapToDevice(view, item, item->boundingRect());
        return true;
    }
    maybePushCorners(item, corners);
    auto cleanupCorners = qScopeGuard([&corners]() {
        if (!corners.isEmpty()) {
            corners.pop();
        }
    });

    const QList<Item *> children = item->sortedChildItems();
    auto it = children.rbegin();
    for (; it != children.rend(); it++) {
        Item *const child = *it;
        if (child->z() < 0) {
            break;
        }
        if (!findOverlayCandidates(view, child, maxTotalCount, maxOverlayCount, maxUnderlayCount, occupied, opaque, effected, overlays, underlays, corners)) {
            return false;
        }
    }

    // for the Item to be possibly relevant for overlays, it needs to
    // - be a SurfaceItem (for now at least)
    // - not be empty
    // - be the topmost item in the relevant screen area
    // - regularly get updates
    // - use dmabufs
    // - not have any surface-wide opacity (for now)
    // - not be entirely covered by other opaque windows
    SurfaceItem *surfaceItem = dynamic_cast<SurfaceItem *>(item);
    const QRect deviceRect = mapToDevice(view, item, item->rect());
    if (surfaceItem
        && !surfaceItem->rect().isEmpty()
        && surfaceItem->frameTimeEstimation() <= std::chrono::nanoseconds(1'000'000'000) / 20
        && surfaceItem->buffer()->dmabufAttributes()
        // TODO make the compositor handle item opacity as well
        && surfaceItem->opacity() == 1.0
        && !regionActuallyContains(opaque, deviceRect)
        && !effected.intersects(deviceRect)) {
        if (occupied.intersects(deviceRect) || (!corners.isEmpty() && corners.top().radius.clips(item->rect(), corners.top().box))) {
            underlays.push_back(surfaceItem);
        } else {
            overlays.push_back(surfaceItem);
        }
        if (overlays.size() + underlays.size() > maxTotalCount
            || overlays.size() > maxOverlayCount
            || underlays.size() > maxUnderlayCount) {
            // If we have to repaint the primary plane anyways, it's not going to provide an efficiency
            // or latency improvement to put some but not all quickly updating surfaces on overlays,
            // at least not with the current way we use them.
            return false;
        }
    } else {
        occupied += deviceRect;
    }
    opaque += mapToDevice(view, item, item->opaque());

    for (; it != children.rend(); it++) {
        Item *const child = *it;
        if (!findOverlayCandidates(view, child, maxTotalCount, maxOverlayCount, maxUnderlayCount, occupied, opaque, effected, overlays, underlays, corners)) {
            return false;
        }
    }
    return true;
}

Scene::OverlayCandidates WorkspaceScene::overlayCandidates(ssize_t maxTotalCount, ssize_t maxOverlayCount, ssize_t maxUnderlayCount) const
{
    if (effects->blocksDirectScanout()) {
        return {};
    }
    QRegion occupied;
    QRegion opaque;
    QRegion effected;
    QList<SurfaceItem *> overlays;
    QList<SurfaceItem *> underlays;
    QStack<ClipCorner> cornerStack;
    const auto overlayItems = m_overlayItem->sortedChildItems();
    for (Item *item : overlayItems | std::views::reverse) {
        // the cursor is currently handled separately by the compositor
        if (item == cursorItem() && !painted_delegate->shouldRenderItem(item)) {
            continue;
        }
        if (!findOverlayCandidates(painted_delegate, item, maxTotalCount, maxOverlayCount, maxUnderlayCount, occupied, opaque, effected, overlays, underlays, cornerStack)) {
            return {};
        }
    }
    const auto items = m_containerItem->sortedChildItems();
    for (Item *item : items | std::views::reverse) {
        if (!findOverlayCandidates(painted_delegate, item, maxTotalCount, maxOverlayCount, maxUnderlayCount, occupied, opaque, effected, overlays, underlays, cornerStack)) {
            return {};
        }
    }
    return OverlayCandidates{
        .overlays = overlays,
        .underlays = underlays,
    };
}

static double getDesiredHdrHeadroom(Item *item)
{
    if (!item->isVisible()) {
        return 1;
    }
    double ret = 1;
    const auto children = item->childItems();
    for (const auto &child : children) {
        ret = std::max(ret, getDesiredHdrHeadroom(child));
    }
    const auto &color = item->colorDescription();
    if (color->maxHdrLuminance() && *color->maxHdrLuminance() > color->referenceLuminance()) {
        return std::max(ret, *color->maxHdrLuminance() / color->referenceLuminance());
    } else {
        return ret;
    }
}

double WorkspaceScene::desiredHdrHeadroom() const
{
    double maxHeadroom = 1;
    for (const auto &item : stacking_order) {
        if (!item->window()->frameGeometry().intersects(painted_delegate->viewport())) {
            continue;
        }
        maxHeadroom = std::max(maxHeadroom, getDesiredHdrHeadroom(item));
    }
    return maxHeadroom;
}

void WorkspaceScene::frame(SceneView *delegate, OutputFrame *frame)
{
    if (waylandServer()) {
        Output *output = delegate->output();
        const auto frameTime = std::chrono::duration_cast<std::chrono::milliseconds>(output->renderLoop()->lastPresentationTimestamp());
        m_containerItem->framePainted(delegate, output, frame, frameTime);
        if (m_overlayItem) {
            m_overlayItem->framePainted(delegate, output, frame, frameTime);
        }
    }
}

void WorkspaceScene::prePaint(SceneView *delegate)
{
    createStackingOrder();

    painted_delegate = delegate;
    painted_screen = painted_delegate->output();

    const RenderLoop *renderLoop = painted_screen->renderLoop();
    const std::chrono::milliseconds presentTime =
        std::chrono::duration_cast<std::chrono::milliseconds>(renderLoop->nextPresentationTimestamp());

    if (presentTime > m_expectedPresentTimestamp) {
        m_expectedPresentTimestamp = presentTime;
    }

    // preparation step
    effects->startPaint();

    ScreenPrePaintData prePaintData;
    prePaintData.mask = 0;
    prePaintData.screen = painted_screen;
    prePaintData.view = delegate;

    effects->makeOpenGLContextCurrent();
    Q_EMIT preFrameRender();

    effects->prePaintScreen(prePaintData, m_expectedPresentTimestamp);
    m_paintContext.damage = prePaintData.paint;
    m_paintContext.mask = prePaintData.mask;
    m_paintContext.phase2Data.clear();

    if (m_paintContext.mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) {
        preparePaintGenericScreen();
    } else {
        preparePaintSimpleScreen();
    }
}

static void resetRepaintsHelper(Item *item, SceneView *delegate)
{
    if (delegate->shouldRenderItem(item)) {
        item->resetRepaints(delegate);
    }

    const auto childItems = item->childItems();
    for (Item *childItem : childItems) {
        resetRepaintsHelper(childItem, delegate);
    }
}

static void accumulateRepaints(Item *item, SceneView *delegate, QRegion *repaints)
{
    if (delegate->shouldRenderItem(item)) {
        *repaints += item->takeRepaints(delegate);
    }

    const auto childItems = item->childItems();
    for (Item *childItem : childItems) {
        accumulateRepaints(childItem, delegate, repaints);
    }
}

void WorkspaceScene::preparePaintGenericScreen()
{
    for (WindowItem *windowItem : std::as_const(stacking_order)) {
        resetRepaintsHelper(windowItem, painted_delegate);

        WindowPrePaintData data;
        data.mask = m_paintContext.mask;
        data.paint = infiniteRegion(); // no clipping, so doesn't really matter

        effects->prePaintWindow(windowItem->effectWindow(), data, m_expectedPresentTimestamp);
        m_paintContext.phase2Data.append(Phase2Data{
            .item = windowItem,
            .region = infiniteRegion(),
            .opaque = data.opaque,
            .mask = data.mask,
        });
    }
}

void WorkspaceScene::preparePaintSimpleScreen()
{
    for (WindowItem *windowItem : std::as_const(stacking_order)) {
        Window *window = windowItem->window();
        WindowPrePaintData data;
        data.mask = m_paintContext.mask;

        // Clip out the decoration for opaque windows; the decoration is drawn in the second pass.
        if (window->opacity() == 1.0) {
            const SurfaceItem *surfaceItem = windowItem->surfaceItem();
            if (Q_LIKELY(surfaceItem)) {
                data.opaque = surfaceItem->mapToScene(surfaceItem->borderRadius().clip(surfaceItem->opaque(), surfaceItem->rect()));
            }

            const DecorationItem *decorationItem = windowItem->decorationItem();
            if (decorationItem) {
                data.opaque += decorationItem->mapToScene(decorationItem->borderRadius().clip(decorationItem->opaque(), decorationItem->rect()));
            }
        }

        effects->prePaintWindow(windowItem->effectWindow(), data, m_expectedPresentTimestamp);
        m_paintContext.phase2Data.append(Phase2Data{
            .item = windowItem,
            .region = data.paint,
            .opaque = data.opaque,
            .mask = data.mask,
        });
    }
}

QRegion WorkspaceScene::collectDamage()
{
    if (m_paintContext.mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) {
        resetRepaintsHelper(m_overlayItem.get(), painted_delegate);
        m_paintContext.damage = infiniteRegion();
        return infiniteRegion();
    } else {
        // Perform an occlusion cull pass, remove surface damage occluded by opaque windows.
        QRegion opaque;
        for (int i = m_paintContext.phase2Data.size() - 1; i >= 0; --i) {
            auto &paintData = m_paintContext.phase2Data[i];
            accumulateRepaints(paintData.item, painted_delegate, &paintData.region);
            m_paintContext.damage += paintData.region - opaque;
            if (!(paintData.mask & (PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_TRANSFORMED))) {
                opaque += paintData.opaque;
            }
        }

        accumulateRepaints(m_overlayItem.get(), painted_delegate, &m_paintContext.damage);

        // FIXME damage in logical coordinates may cause issues here
        // if the viewport is on a non-integer position!
        return m_paintContext.damage.translated(-painted_delegate->viewport().topLeft().toPoint());
    }
}

void WorkspaceScene::postPaint()
{
    for (WindowItem *w : std::as_const(stacking_order)) {
        effects->postPaintWindow(w->effectWindow());
    }

    effects->postPaintScreen();

    painted_delegate = nullptr;
    painted_screen = nullptr;
    clearStackingOrder();
}

void WorkspaceScene::paint(const RenderTarget &renderTarget, const QRegion &region)
{
    RenderViewport viewport(painted_delegate->viewport(), painted_delegate->scale(), renderTarget);

    m_renderer->beginFrame(renderTarget, viewport);

    effects->paintScreen(renderTarget, viewport, m_paintContext.mask, region, painted_screen);
    m_paintScreenCount = 0;

    if (m_overlayItem) {
        const QRegion repaint = region & m_overlayItem->mapToScene(m_overlayItem->boundingRect()).toRect();
        if (!repaint.isEmpty()) {
            m_renderer->renderItem(renderTarget, viewport, m_overlayItem.get(), PAINT_SCREEN_TRANSFORMED, repaint, WindowPaintData{}, [this](Item *item) {
                return !painted_delegate->shouldRenderItem(item);
            }, [this](Item *item) {
                return painted_delegate->shouldRenderHole(item);
            });
        }
    }

    Q_EMIT frameRendered();
    m_renderer->endFrame();
}

// the function that'll be eventually called by paintScreen() above
void WorkspaceScene::finalPaintScreen(const RenderTarget &renderTarget, const RenderViewport &viewport, int mask, const QRegion &region, Output *screen)
{
    m_paintScreenCount++;
    if (mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) {
        paintGenericScreen(renderTarget, viewport, mask, screen);
    } else {
        paintSimpleScreen(renderTarget, viewport, mask, region);
    }
}

// The generic painting code that can handle even transformations.
// It simply paints bottom-to-top.
void WorkspaceScene::paintGenericScreen(const RenderTarget &renderTarget, const RenderViewport &viewport, int, Output *screen)
{
    if (m_paintContext.mask & PAINT_SCREEN_BACKGROUND_FIRST) {
        if (m_paintScreenCount == 1) {
            m_renderer->renderBackground(renderTarget, viewport, infiniteRegion());
        }
    } else {
        m_renderer->renderBackground(renderTarget, viewport, infiniteRegion());
    }

    for (const Phase2Data &paintData : std::as_const(m_paintContext.phase2Data)) {
        paintWindow(renderTarget, viewport, paintData.item, paintData.mask, paintData.region);
    }
}

// The optimized case without any transformations at all.
// It can paint only the requested region and can use clipping
// to reduce painting and improve performance.
void WorkspaceScene::paintSimpleScreen(const RenderTarget &renderTarget, const RenderViewport &viewport, int, const QRegion &region)
{
    // This is the occlusion culling pass
    QRegion visible = region;
    for (int i = m_paintContext.phase2Data.size() - 1; i >= 0; --i) {
        Phase2Data *data = &m_paintContext.phase2Data[i];
        data->region = visible;

        if (!(data->mask & PAINT_WINDOW_TRANSFORMED)) {
            data->region &= data->item->mapToScene(data->item->boundingRect()).toAlignedRect();

            if (!(data->mask & PAINT_WINDOW_TRANSLUCENT)) {
                visible -= data->opaque;
            }
        }
    }

    m_renderer->renderBackground(renderTarget, viewport, visible);

    for (const Phase2Data &paintData : std::as_const(m_paintContext.phase2Data)) {
        paintWindow(renderTarget, viewport, paintData.item, paintData.mask, paintData.region);
    }
}

void WorkspaceScene::createStackingOrder()
{
    QList<Item *> items = m_containerItem->sortedChildItems();
    for (Item *item : std::as_const(items)) {
        WindowItem *windowItem = static_cast<WindowItem *>(item);
        if (windowItem->isVisible()) {
            stacking_order.append(windowItem);
        }
    }
}

void WorkspaceScene::clearStackingOrder()
{
    stacking_order.clear();
}

void WorkspaceScene::paintWindow(const RenderTarget &renderTarget, const RenderViewport &viewport, WindowItem *item, int mask, const QRegion &region)
{
    if (region.isEmpty()) { // completely clipped
        return;
    }

    WindowPaintData data;
    effects->paintWindow(renderTarget, viewport, item->effectWindow(), mask, region, data);
}

// the function that'll be eventually called by paintWindow() above
void WorkspaceScene::finalPaintWindow(const RenderTarget &renderTarget, const RenderViewport &viewport, EffectWindow *w, int mask, const QRegion &region, WindowPaintData &data)
{
    effects->drawWindow(renderTarget, viewport, w, mask, region, data);
}

// will be eventually called from drawWindow()
void WorkspaceScene::finalDrawWindow(const RenderTarget &renderTarget, const RenderViewport &viewport, EffectWindow *w, int mask, const QRegion &region, WindowPaintData &data)
{
    // TODO: Reconsider how the CrossFadeEffect captures the initial window contents to remove
    // null pointer delegate checks in "should render item" and "should render hole" checks.
    m_renderer->renderItem(renderTarget, viewport, w->windowItem(), mask, region, data, [this](Item *item) {
        return painted_delegate && !painted_delegate->shouldRenderItem(item);
    }, [this](Item *item) {
        return painted_delegate && painted_delegate->shouldRenderHole(item);
    });
}

EglContext *WorkspaceScene::openglContext() const
{
    if (auto eglBackend = qobject_cast<EglBackend *>(Compositor::self()->backend())) {
        return eglBackend->openglContext();
    }
    return nullptr;
}

bool WorkspaceScene::animationsSupported() const
{
    const auto context = openglContext();
    return context && !context->isSoftwareRenderer();
}

} // namespace

#include "moc_workspacescene.cpp"
