kwin/libkwineffects/kwinglutils.cpp

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/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006-2007 Rivo Laks <rivolaks@hot.ee>
Copyright (C) 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "kwinglutils.h"
// need to call GLTexturePrivate::initStatic()
#include "kwingltexture_p.h"
#include "kwinglobals.h"
#include "kwineffects.h"
#include "kwinglplatform.h"
#include "kdebug.h"
#include <kstandarddirs.h>
#include <KDE/KConfig>
#include <KDE/KConfigGroup>
#include <QPixmap>
#include <QImage>
#include <QHash>
#include <QFile>
#include <QVector2D>
#include <QVector3D>
#include <QVector4D>
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#include <QMatrix4x4>
#include <math.h>
#define DEBUG_GLRENDERTARGET 0
#define MAKE_GL_VERSION(major, minor, release) ( ((major) << 16) | ((minor) << 8) | (release) )
namespace KWin
{
// Variables
// GL version, use MAKE_GL_VERSION() macro for comparing with a specific version
static int glVersion;
// GLX version, use MAKE_GL_VERSION() macro for comparing with a specific version
static int glXVersion;
// EGL version, use MAKE_GL_VERSION() macro for comparing with a specific version
static int eglVersion;
// List of all supported GL, EGL and GLX extensions
static QStringList glExtensions;
static QStringList glxExtensions;
static QStringList eglExtension;
static bool legacyGl;
int glTextureUnitsCount;
// Functions
void initGLX()
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{
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#ifndef KWIN_HAVE_OPENGLES
// Get GLX version
int major, minor;
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glXQueryVersion(display(), &major, &minor);
glXVersion = MAKE_GL_VERSION(major, minor, 0);
// Get list of supported GLX extensions
glxExtensions = QString((const char*)glXQueryExtensionsString(
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display(), DefaultScreen(display()))).split(' ');
glxResolveFunctions();
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#endif
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}
void initEGL()
{
#ifdef KWIN_HAVE_OPENGLES
EGLDisplay dpy = eglGetCurrentDisplay();
int major, minor;
eglInitialize(dpy, &major, &minor);
eglVersion = MAKE_GL_VERSION(major, minor, 0);
eglExtension = QString((const char*)eglQueryString(dpy, EGL_EXTENSIONS)).split(' ');
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eglResolveFunctions();
#endif
}
void initGL()
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{
// Get OpenGL version
QString glversionstring = QString((const char*)glGetString(GL_VERSION));
QStringList glversioninfo = glversionstring.left(glversionstring.indexOf(' ')).split('.');
while (glversioninfo.count() < 3)
glversioninfo << "0";
#ifdef KWIN_HAVE_OPENGLES
legacyGl = false;
#else
KSharedConfig::Ptr kwinconfig = KSharedConfig::openConfig("kwinrc", KConfig::NoGlobals);
KConfigGroup config(kwinconfig, "Compositing");
legacyGl = config.readEntry<bool>("GLLegacy", false);
glVersion = MAKE_GL_VERSION(glversioninfo[0].toInt(), glversioninfo[1].toInt(), glversioninfo[2].toInt());
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#endif
// Get list of supported OpenGL extensions
glExtensions = QString((const char*)glGetString(GL_EXTENSIONS)).split(' ');
// handle OpenGL extensions functions
glResolveFunctions();
GLTexturePrivate::initStatic();
GLRenderTarget::initStatic();
GLVertexBuffer::initStatic();
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}
void cleanupGL()
{
ShaderManager::cleanup();
}
bool hasGLVersion(int major, int minor, int release)
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{
return glVersion >= MAKE_GL_VERSION(major, minor, release);
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}
bool hasGLXVersion(int major, int minor, int release)
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{
return glXVersion >= MAKE_GL_VERSION(major, minor, release);
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}
bool hasEGLVersion(int major, int minor, int release)
{
return eglVersion >= MAKE_GL_VERSION(major, minor, release);
}
bool hasGLExtension(const QString& extension)
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{
return glExtensions.contains(extension) || glxExtensions.contains(extension) || eglExtension.contains(extension);
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}
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static QString formatGLError(GLenum err)
{
switch(err) {
case GL_NO_ERROR: return "GL_NO_ERROR";
case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
case GL_INVALID_VALUE: return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
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#ifndef KWIN_HAVE_OPENGLES
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case GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW";
case GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW";
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#endif
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case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
default: return QString("0x") + QString::number(err, 16);
}
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}
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bool checkGLError(const char* txt)
{
GLenum err = glGetError();
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if (err != GL_NO_ERROR) {
kWarning(1212) << "GL error (" << txt << "): " << formatGLError(err);
return true;
}
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return false;
}
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int nearestPowerOfTwo(int x)
{
// This method had been copied from Qt's nearest_gl_texture_size()
int n = 0, last = 0;
for (int s = 0; s < 32; ++s) {
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if (((x >> s) & 1) == 1) {
++n;
last = s;
}
}
if (n > 1)
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return 1 << (last + 1);
return 1 << last;
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}
void pushMatrix()
{
#ifndef KWIN_HAVE_OPENGLES
glPushMatrix();
#endif
}
void pushMatrix(const QMatrix4x4 &matrix)
{
#ifdef KWIN_HAVE_OPENGLES
Q_UNUSED(matrix)
#else
glPushMatrix();
multiplyMatrix(matrix);
#endif
}
void multiplyMatrix(const QMatrix4x4 &matrix)
{
#ifdef KWIN_HAVE_OPENGLES
Q_UNUSED(matrix)
#else
GLfloat m[16];
const qreal *data = matrix.constData();
for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
m[i*4+j] = data[i*4+j];
}
}
glMultMatrixf(m);
#endif
}
void loadMatrix(const QMatrix4x4 &matrix)
{
#ifdef KWIN_HAVE_OPENGLES
Q_UNUSED(matrix)
#else
GLfloat m[16];
const qreal *data = matrix.constData();
for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
m[i*4+j] = data[i*4+j];
}
}
glLoadMatrixf(m);
#endif
}
void popMatrix()
{
#ifndef KWIN_HAVE_OPENGLES
glPopMatrix();
#endif
}
//****************************************
// GLShader
//****************************************
GLShader::GLShader()
: mProgram(0)
, mValid(false)
, mLocationsResolved(false)
{
}
GLShader::GLShader(const QString& vertexfile, const QString& fragmentfile)
: mProgram(0)
, mValid(false)
, mLocationsResolved(false)
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{
loadFromFiles(vertexfile, fragmentfile);
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}
GLShader::~GLShader()
{
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if (mProgram) {
glDeleteProgram(mProgram);
}
}
bool GLShader::loadFromFiles(const QString &vertexFile, const QString &fragmentFile)
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{
QFile vf(vertexFile);
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if (!vf.open(QIODevice::ReadOnly)) {
kError(1212) << "Couldn't open" << vertexFile << "for reading!" << endl;
return false;
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}
const QByteArray vertexSource = vf.readAll();
QFile ff(fragmentFile);
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if (!ff.open(QIODevice::ReadOnly)) {
kError(1212) << "Couldn't open" << fragmentFile << "for reading!" << endl;
return false;
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}
const QByteArray fragmentSource = ff.readAll();
return load(vertexSource, fragmentSource);
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}
bool GLShader::compile(GLuint program, GLenum shaderType, const QByteArray &source) const
{
GLuint shader = glCreateShader(shaderType);
// Prepare the source code
QByteArray ba;
#ifdef KWIN_HAVE_OPENGLES
ba.append("#ifdef GL_ES\nprecision highp float;\n#endif\n");
#endif
if (ShaderManager::instance()->isShaderDebug()) {
ba.append("#define KWIN_SHADER_DEBUG 1\n");
}
ba.append(source);
const char* src = ba.constData();
glShaderSource(shader, 1, &src, NULL);
// Compile the shader
glCompileShader(shader);
// Get the shader info log
int maxLength, length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
QByteArray log(maxLength, 0);
glGetShaderInfoLog(shader, maxLength, &length, log.data());
// Check the status
int status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
const char *typeName = (shaderType == GL_VERTEX_SHADER ? "vertex" : "fragment");
kError(1212) << "Failed to compile" << typeName << "shader:" << endl << log << endl;
} else if (length > 0)
kDebug(1212) << "Shader compile log:" << log;
if (status != 0)
glAttachShader(program, shader);
glDeleteShader(shader);
return status != 0;
}
bool GLShader::load(const QByteArray &vertexSource, const QByteArray &fragmentSource)
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{
#ifndef KWIN_HAVE_OPENGLES
// Make sure shaders are actually supported
if (!GLPlatform::instance()->supports(GLSL) || GLPlatform::instance()->supports(LimitedGLSL)) {
kError(1212) << "Shaders are not supported";
return false;
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}
#endif
// Create the shader program
mProgram = glCreateProgram();
// Compile the vertex shader
if (!vertexSource.isEmpty()) {
bool success = compile(mProgram, GL_VERTEX_SHADER, vertexSource);
if (!success) {
glDeleteProgram(mProgram);
mProgram = 0;
return false;
}
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}
// Compile the fragment shader
if (!fragmentSource.isEmpty()) {
bool success = compile(mProgram, GL_FRAGMENT_SHADER, fragmentSource);
if (!success) {
glDeleteProgram(mProgram);
mProgram = 0;
return false;
}
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}
glLinkProgram(mProgram);
// Get the program info log
int maxLength, length;
glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &maxLength);
QByteArray log(maxLength, 0);
glGetProgramInfoLog(mProgram, maxLength, &length, log.data());
// Make sure the program linked successfully
int status;
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
if (status == 0) {
kError(1212) << "Failed to link shader:" << endl << log << endl;
glDeleteProgram(mProgram);
mProgram = 0;
return false;
} else if (length > 0)
kDebug(1212) << "Shader link log:" << log;
mValid = true;
return true;
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}
void GLShader::bind()
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{
glUseProgram(mProgram);
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}
void GLShader::unbind()
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{
glUseProgram(0);
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}
void GLShader::resolveLocations()
{
if (mLocationsResolved)
return;
mMatrixLocation[TextureMatrix] = uniformLocation("textureMatrix");
mMatrixLocation[ProjectionMatrix] = uniformLocation("projection");
mMatrixLocation[ModelViewMatrix] = uniformLocation("modelview");
mMatrixLocation[WindowTransformation] = uniformLocation("windowTransformation");
mMatrixLocation[ScreenTransformation] = uniformLocation("screenTransformation");
mVec2Location[Offset] = uniformLocation("offset");
mVec4Location[ModulationConstant] = uniformLocation("modulation");
mFloatLocation[Saturation] = uniformLocation("saturation");
mIntLocation[AlphaToOne] = uniformLocation("u_forceAlpha");
mLocationsResolved = true;
}
int GLShader::uniformLocation(const char *name)
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{
const int location = glGetUniformLocation(mProgram, name);
return location;
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}
bool GLShader::setUniform(GLShader::MatrixUniform uniform, const QMatrix4x4 &matrix)
{
resolveLocations();
return setUniform(mMatrixLocation[uniform], matrix);
}
bool GLShader::setUniform(GLShader::Vec2Uniform uniform, const QVector2D &value)
{
resolveLocations();
return setUniform(mVec2Location[uniform], value);
}
bool GLShader::setUniform(GLShader::Vec4Uniform uniform, const QVector4D &value)
{
resolveLocations();
return setUniform(mVec4Location[uniform], value);
}
bool GLShader::setUniform(GLShader::FloatUniform uniform, float value)
{
resolveLocations();
return setUniform(mFloatLocation[uniform], value);
}
bool GLShader::setUniform(GLShader::IntUniform uniform, int value)
{
resolveLocations();
return setUniform(mIntLocation[uniform], value);
}
bool GLShader::setUniform(const char *name, float value)
{
const int location = uniformLocation(name);
return setUniform(location, value);
}
bool GLShader::setUniform(const char *name, int value)
{
const int location = uniformLocation(name);
return setUniform(location, value);
}
bool GLShader::setUniform(const char *name, const QVector2D& value)
{
const int location = uniformLocation(name);
return setUniform(location, value);
}
bool GLShader::setUniform(const char *name, const QVector3D& value)
{
const int location = uniformLocation(name);
return setUniform(location, value);
}
bool GLShader::setUniform(const char *name, const QVector4D& value)
{
const int location = uniformLocation(name);
return setUniform(location, value);
}
bool GLShader::setUniform(const char *name, const QMatrix4x4& value)
{
const int location = uniformLocation(name);
return setUniform(location, value);
}
bool GLShader::setUniform(const char *name, const QColor& color)
{
const int location = uniformLocation(name);
return setUniform(location, color);
}
bool GLShader::setUniform(int location, float value)
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{
if (location >= 0) {
glUniform1f(location, value);
}
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return (location >= 0);
}
bool GLShader::setUniform(int location, int value)
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{
if (location >= 0) {
glUniform1i(location, value);
}
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return (location >= 0);
}
bool GLShader::setUniform(int location, const QVector2D &value)
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{
if (location >= 0) {
glUniform2fv(location, 1, (const GLfloat*)&value);
}
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return (location >= 0);
}
bool GLShader::setUniform(int location, const QVector3D &value)
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{
if (location >= 0) {
glUniform3fv(location, 1, (const GLfloat*)&value);
}
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return (location >= 0);
}
bool GLShader::setUniform(int location, const QVector4D &value)
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{
if (location >= 0) {
glUniform4fv(location, 1, (const GLfloat*)&value);
}
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return (location >= 0);
}
bool GLShader::setUniform(int location, const QMatrix4x4 &value)
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{
if (location >= 0) {
GLfloat m[16];
const qreal *data = value.constData();
// i is column, j is row for m
for (int i = 0; i < 16; ++i) {
m[i] = data[i];
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}
glUniformMatrix4fv(location, 1, GL_FALSE, m);
}
return (location >= 0);
}
bool GLShader::setUniform(int location, const QColor &color)
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{
if (location >= 0) {
glUniform4f(location, color.redF(), color.greenF(), color.blueF(), color.alphaF());
}
return (location >= 0);
}
int GLShader::attributeLocation(const char* name)
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{
int location = glGetAttribLocation(mProgram, name);
return location;
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}
bool GLShader::setAttribute(const char* name, float value)
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{
int location = attributeLocation(name);
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if (location >= 0) {
glVertexAttrib1f(location, value);
}
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return (location >= 0);
}
QMatrix4x4 GLShader::getUniformMatrix4x4(const char* name)
{
int location = uniformLocation(name);
if (location >= 0) {
GLfloat m[16];
glGetUniformfv(mProgram, location, m);
QMatrix4x4 matrix(m[0], m[4], m[8], m[12],
m[1], m[5], m[9], m[13],
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15]);
matrix.optimize();
return matrix;
} else {
return QMatrix4x4();
}
}
//****************************************
// ShaderManager
//****************************************
ShaderManager *ShaderManager::s_shaderManager = NULL;
ShaderManager *ShaderManager::instance()
{
if (!s_shaderManager) {
s_shaderManager = new ShaderManager();
s_shaderManager->initShaders();
s_shaderManager->m_inited = true;
}
return s_shaderManager;
}
void ShaderManager::cleanup()
{
delete s_shaderManager;
s_shaderManager = NULL;
}
ShaderManager::ShaderManager()
: m_orthoShader(NULL)
, m_genericShader(NULL)
, m_colorShader(NULL)
, m_inited(false)
, m_valid(false)
{
m_debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
}
ShaderManager::~ShaderManager()
{
while (!m_boundShaders.isEmpty()) {
popShader();
}
delete m_orthoShader;
delete m_genericShader;
delete m_colorShader;
}
GLShader *ShaderManager::getBoundShader() const
{
if (m_boundShaders.isEmpty()) {
return NULL;
} else {
return m_boundShaders.top();
}
}
bool ShaderManager::isShaderBound() const
{
return !m_boundShaders.isEmpty();
}
bool ShaderManager::isValid() const
{
return m_valid;
}
bool ShaderManager::isShaderDebug() const
{
return m_debug;
}
GLShader *ShaderManager::pushShader(ShaderType type, bool reset)
{
if (m_inited && !m_valid) {
return NULL;
}
GLShader *shader;
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switch(type) {
case SimpleShader:
shader = m_orthoShader;
break;
case GenericShader:
shader = m_genericShader;
break;
case ColorShader:
shader = m_colorShader;
break;
default:
return NULL;
}
pushShader(shader);
if (reset) {
resetShader(type);
}
return shader;
}
void ShaderManager::pushShader(GLShader *shader)
{
// only bind shader if it is not already bound
if (shader != getBoundShader()) {
shader->bind();
}
m_boundShaders.push(shader);
}
void ShaderManager::popShader()
{
if (m_boundShaders.isEmpty()) {
return;
}
GLShader *shader = m_boundShaders.pop();
if (m_boundShaders.isEmpty()) {
// no more shader bound - unbind
shader->unbind();
} else if (shader != m_boundShaders.top()) {
// only rebind if a different shader is on top of stack
m_boundShaders.top()->bind();
}
}
GLShader *ShaderManager::loadFragmentShader(ShaderType vertex, const QString &fragmentFile)
{
QString vertexShader;
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switch(vertex) {
case SimpleShader:
vertexShader = ":/resources/scene-vertex.glsl";
break;
case GenericShader:
vertexShader = ":/resources/scene-generic-vertex.glsl";
break;
case ColorShader:
vertexShader = ":/resources/scene-color-vertex.glsl";
break;
}
GLShader *shader = new GLShader(vertexShader, fragmentFile);
if (shader->isValid()) {
pushShader(shader);
resetShader(vertex);
popShader();
}
return shader;
}
GLShader *ShaderManager::loadVertexShader(ShaderType fragment, const QString &vertexFile)
{
QString fragmentShader;
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switch(fragment) {
// Simple and Generic Shader use same fragment Shader
case SimpleShader:
case GenericShader:
fragmentShader = ":/resources/scene-fragment.glsl";
break;
case ColorShader:
fragmentShader = ":/resources/scene-color-fragment.glsl";
break;
}
GLShader *shader = new GLShader(vertexFile, fragmentShader);
if (shader->isValid()) {
pushShader(shader);
resetShader(fragment);
popShader();
}
return shader;
}
GLShader *ShaderManager::loadShaderFromCode(const QByteArray &vertexSource, const QByteArray &fragmentSource)
{
GLShader *shader = new GLShader();
shader->load(vertexSource, fragmentSource);
return shader;
}
void ShaderManager::initShaders()
{
if (legacyGl) {
kDebug(1212) << "OpenGL Shaders disabled by config option";
return;
}
m_orthoShader = new GLShader(":/resources/scene-vertex.glsl", ":/resources/scene-fragment.glsl");
if (m_orthoShader->isValid()) {
pushShader(SimpleShader, true);
popShader();
kDebug(1212) << "Ortho Shader is valid";
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} else {
delete m_orthoShader;
m_orthoShader = NULL;
kDebug(1212) << "Orho Shader is not valid";
return;
}
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m_genericShader = new GLShader(":/resources/scene-generic-vertex.glsl", ":/resources/scene-fragment.glsl");
if (m_genericShader->isValid()) {
pushShader(GenericShader, true);
popShader();
kDebug(1212) << "Generic Shader is valid";
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} else {
delete m_genericShader;
m_genericShader = NULL;
delete m_orthoShader;
m_orthoShader = NULL;
kDebug(1212) << "Generic Shader is not valid";
return;
}
m_colorShader = new GLShader(":/resources/scene-color-vertex.glsl", ":/resources/scene-color-fragment.glsl");
if (m_colorShader->isValid()) {
pushShader(ColorShader, true);
popShader();
kDebug(1212) << "Color Shader is valid";
} else {
delete m_genericShader;
m_genericShader = NULL;
delete m_orthoShader;
m_orthoShader = NULL;
delete m_colorShader;
m_colorShader = NULL;
kDebug(1212) << "Color Scene Shader is not valid";
return;
}
m_valid = true;
}
void ShaderManager::resetShader(ShaderType type)
{
// resetShader is either called from init or from push, we know that a built-in shader is bound
const QMatrix4x4 identity;
QMatrix4x4 projection;
QMatrix4x4 modelView;
GLShader *shader = getBoundShader();
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switch(type) {
case SimpleShader:
projection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535);
break;
case GenericShader: {
// Set up the projection matrix
float fovy = 60.0f;
float aspect = 1.0f;
float zNear = 0.1f;
float zFar = 100.0f;
float ymax = zNear * tan(fovy * M_PI / 360.0f);
float ymin = -ymax;
float xmin = ymin * aspect;
float xmax = ymax * aspect;
projection.frustum(xmin, xmax, ymin, ymax, zNear, zFar);
// Set up the model-view matrix
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float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
modelView.translate(xmin * scaleFactor, ymax * scaleFactor, -1.1);
modelView.scale((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001);
break;
}
case ColorShader:
projection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535);
shader->setUniform("geometryColor", QVector4D(0, 0, 0, 1));
break;
}
shader->setUniform("sampler", 0);
shader->setUniform(GLShader::ProjectionMatrix, projection);
shader->setUniform(GLShader::ModelViewMatrix, modelView);
shader->setUniform(GLShader::ScreenTransformation, identity);
shader->setUniform(GLShader::WindowTransformation, identity);
shader->setUniform(GLShader::Offset, QVector2D(0, 0));
shader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
shader->setUniform(GLShader::Saturation, 1.0f);
shader->setUniform(GLShader::AlphaToOne, 0);
}
/*** GLRenderTarget ***/
bool GLRenderTarget::sSupported = false;
bool GLRenderTarget::s_blitSupported = false;
QStack<GLRenderTarget*> GLRenderTarget::s_renderTargets = QStack<GLRenderTarget*>();
void GLRenderTarget::initStatic()
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{
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#ifdef KWIN_HAVE_OPENGLES
sSupported = true;
s_blitSupported = false;
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#else
sSupported = hasGLExtension("GL_EXT_framebuffer_object") && glFramebufferTexture2D;
s_blitSupported = hasGLExtension("GL_EXT_framebuffer_blit");
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#endif
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}
bool GLRenderTarget::isRenderTargetBound()
{
return !s_renderTargets.isEmpty();
}
bool GLRenderTarget::blitSupported()
{
return s_blitSupported;
}
void GLRenderTarget::pushRenderTarget(GLRenderTarget* target)
{
target->enable();
s_renderTargets.push(target);
}
GLRenderTarget* GLRenderTarget::popRenderTarget()
{
GLRenderTarget* ret = s_renderTargets.pop();
ret->disable();
if (!s_renderTargets.isEmpty())
s_renderTargets.top()->enable();
return ret;
}
GLRenderTarget::GLRenderTarget(GLTexture* color)
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{
// Reset variables
mValid = false;
mTexture = color;
// Make sure FBO is supported
if (sSupported && mTexture && !mTexture->isNull()) {
initFBO();
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} else
kError(1212) << "Render targets aren't supported!" << endl;
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}
GLRenderTarget::~GLRenderTarget()
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{
if (mValid) {
glDeleteFramebuffers(1, &mFramebuffer);
}
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}
bool GLRenderTarget::enable()
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{
if (!valid()) {
kError(1212) << "Can't enable invalid render target!" << endl;
return false;
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}
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
mTexture->setDirty();
return true;
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}
bool GLRenderTarget::disable()
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{
if (!valid()) {
kError(1212) << "Can't disable invalid render target!" << endl;
return false;
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}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
mTexture->setDirty();
return true;
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}
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static QString formatFramebufferStatus(GLenum status)
{
switch(status) {
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
// An attachment is the wrong type / is invalid / has 0 width or height
return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
// There are no images attached to the framebuffer
return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
case GL_FRAMEBUFFER_UNSUPPORTED:
// A format or the combination of formats of the attachments is unsupported
return "GL_FRAMEBUFFER_UNSUPPORTED";
#ifndef KWIN_HAVE_OPENGLES
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
// Not all attached images have the same width and height
return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT";
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
// The color attachments don't have the same format
return "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT";
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT:
// The attachments don't have the same number of samples
return "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
// The draw buffer is missing
return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER";
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
// The read buffer is missing
return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER";
#endif
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default:
return "Unknown (0x" + QString::number(status, 16) + ')';
}
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}
void GLRenderTarget::initFBO()
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{
#if DEBUG_GLRENDERTARGET
GLenum err = glGetError();
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if (err != GL_NO_ERROR)
kError(1212) << "Error status when entering GLRenderTarget::initFBO: " << formatGLError(err);
#endif
glGenFramebuffers(1, &mFramebuffer);
#if DEBUG_GLRENDERTARGET
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if ((err = glGetError()) != GL_NO_ERROR) {
kError(1212) << "glGenFramebuffers failed: " << formatGLError(err);
return;
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}
#endif
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
#if DEBUG_GLRENDERTARGET
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if ((err = glGetError()) != GL_NO_ERROR) {
kError(1212) << "glBindFramebuffer failed: " << formatGLError(err);
glDeleteFramebuffers(1, &mFramebuffer);
return;
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}
#endif
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
mTexture->target(), mTexture->texture(), 0);
#if DEBUG_GLRENDERTARGET
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if ((err = glGetError()) != GL_NO_ERROR) {
kError(1212) << "glFramebufferTexture2D failed: " << formatGLError(err);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &mFramebuffer);
return;
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}
#endif
const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
// We have an incomplete framebuffer, consider it invalid
if (status == 0)
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kError(1212) << "glCheckFramebufferStatus failed: " << formatGLError(glGetError());
else
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kError(1212) << "Invalid framebuffer status: " << formatFramebufferStatus(status);
glDeleteFramebuffers(1, &mFramebuffer);
return;
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}
mValid = true;
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}
void GLRenderTarget::blitFromFramebuffer(const QRect &source, const QRect &destination, GLenum filter)
{
if (!GLRenderTarget::blitSupported()) {
return;
}
#ifndef KWIN_HAVE_OPENGLES
GLRenderTarget::pushRenderTarget(this);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
const QRect s = source.isNull() ? QRect(0, 0, displayWidth(), displayHeight()) : source;
const QRect d = destination.isNull() ? QRect(0, 0, mTexture->width(), mTexture->height()) : destination;
glBlitFramebuffer(s.x(), displayHeight() - s.y() - s.height(), s.x() + s.width(), displayHeight() - s.y(),
d.x(), mTexture->height() - d.y() - d.height(), d.x() + d.width(), mTexture->height() - d.y(),
GL_COLOR_BUFFER_BIT, filter);
GLRenderTarget::popRenderTarget();
#endif
}
//*********************************
// GLVertexBufferPrivate
//*********************************
class GLVertexBufferPrivate
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{
public:
GLVertexBufferPrivate(GLVertexBuffer::UsageHint usageHint)
: hint(usageHint)
, numberVertices(0)
, dimension(2)
, useColor(false)
, useTexCoords(true)
, color(0, 0, 0, 255) {
if (GLVertexBufferPrivate::supported) {
glGenBuffers(2, buffers);
}
}
~GLVertexBufferPrivate() {
if (GLVertexBufferPrivate::supported) {
glDeleteBuffers(2, buffers);
}
}
GLVertexBuffer::UsageHint hint;
GLuint buffers[2];
int numberVertices;
int dimension;
static bool supported;
static GLVertexBuffer *streamingBuffer;
QVector<float> legacyVertices;
QVector<float> legacyTexCoords;
bool useColor;
bool useTexCoords;
QColor color;
//! VBO is not supported
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void legacyPainting(QRegion region, GLenum primitiveMode);
//! VBO and shaders are both supported
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void corePainting(const QRegion& region, GLenum primitiveMode);
//! VBO is supported, but shaders are not supported
void fallbackPainting(const QRegion& region, GLenum primitiveMode);
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};
bool GLVertexBufferPrivate::supported = false;
GLVertexBuffer *GLVertexBufferPrivate::streamingBuffer = NULL;
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void GLVertexBufferPrivate::legacyPainting(QRegion region, GLenum primitiveMode)
{
#ifdef KWIN_HAVE_OPENGLES
Q_UNUSED(primitiveMode)
#else
Q_UNUSED(region)
// Enable arrays
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glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(dimension, GL_FLOAT, 0, legacyVertices.constData());
if (!legacyTexCoords.isEmpty()) {
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, legacyTexCoords.constData());
}
if (useColor) {
glColor4f(color.redF(), color.greenF(), color.blueF(), color.alphaF());
}
glDrawArrays(primitiveMode, 0, numberVertices);
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glDisableClientState(GL_VERTEX_ARRAY);
if (!legacyTexCoords.isEmpty()) {
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
#endif
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}
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void GLVertexBufferPrivate::corePainting(const QRegion& region, GLenum primitiveMode)
{
Q_UNUSED(region)
GLShader *shader = ShaderManager::instance()->getBoundShader();
GLint vertexAttrib = shader->attributeLocation("vertex");
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GLint texAttrib = shader->attributeLocation("texCoord");
glEnableVertexAttribArray(vertexAttrib);
if (useTexCoords) {
glEnableVertexAttribArray(texAttrib);
}
if (useColor) {
shader->setUniform("geometryColor", color);
}
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glBindBuffer(GL_ARRAY_BUFFER, buffers[ 0 ]);
glVertexAttribPointer(vertexAttrib, dimension, GL_FLOAT, GL_FALSE, 0, 0);
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if (texAttrib != -1 && useTexCoords) {
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glBindBuffer(GL_ARRAY_BUFFER, buffers[ 1 ]);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
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}
glDrawArrays(primitiveMode, 0, numberVertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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if (useTexCoords) {
glDisableVertexAttribArray(texAttrib);
}
glDisableVertexAttribArray(vertexAttrib);
}
void GLVertexBufferPrivate::fallbackPainting(const QRegion& region, GLenum primitiveMode)
{
#ifdef KWIN_HAVE_OPENGLES
Q_UNUSED(primitiveMode)
#else
Q_UNUSED(region)
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, buffers[ 0 ]);
glVertexPointer(dimension, GL_FLOAT, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, buffers[ 1 ]);
glTexCoordPointer(2, GL_FLOAT, 0, 0);
if (useColor) {
glColor4f(color.redF(), color.greenF(), color.blueF(), color.alphaF());
}
// Clip using scissoring
glDrawArrays(primitiveMode, 0, numberVertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#endif
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}
//*********************************
// GLVertexBuffer
//*********************************
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GLVertexBuffer::GLVertexBuffer(UsageHint hint)
: d(new GLVertexBufferPrivate(hint))
{
}
GLVertexBuffer::~GLVertexBuffer()
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{
delete d;
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}
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void GLVertexBuffer::setData(int numberVertices, int dim, const float* vertices, const float* texcoords)
{
d->numberVertices = numberVertices;
d->dimension = dim;
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d->useTexCoords = (texcoords != NULL);
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if (!GLVertexBufferPrivate::supported) {
// legacy data
d->legacyVertices.clear();
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d->legacyVertices.reserve(numberVertices * dim);
for (int i = 0; i < numberVertices * dim; ++i) {
d->legacyVertices << vertices[i];
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}
d->legacyTexCoords.clear();
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if (d->useTexCoords) {
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d->legacyTexCoords.reserve(numberVertices * 2);
for (int i = 0; i < numberVertices * 2; ++i) {
d->legacyTexCoords << texcoords[i];
}
}
return;
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}
GLenum hint;
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switch(d->hint) {
case Dynamic:
hint = GL_DYNAMIC_DRAW;
break;
case Static:
hint = GL_STATIC_DRAW;
break;
case Stream:
hint = GL_STREAM_DRAW;
break;
default:
// just to make the compiler happy
hint = GL_STREAM_DRAW;
break;
}
glBindBuffer(GL_ARRAY_BUFFER, d->buffers[ 0 ]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*numberVertices * d->dimension, vertices, hint);
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if (d->useTexCoords) {
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glBindBuffer(GL_ARRAY_BUFFER, d->buffers[ 1 ]);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*numberVertices * 2, texcoords, hint);
}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
}
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void GLVertexBuffer::render(GLenum primitiveMode)
{
render(infiniteRegion(), primitiveMode);
}
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void GLVertexBuffer::render(const QRegion& region, GLenum primitiveMode)
{
if (!GLVertexBufferPrivate::supported) {
d->legacyPainting(region, primitiveMode);
} else if (ShaderManager::instance()->isShaderBound()) {
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d->corePainting(region, primitiveMode);
} else {
d->fallbackPainting(region, primitiveMode);
}
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}
bool GLVertexBuffer::isSupported()
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{
return GLVertexBufferPrivate::supported;
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}
bool GLVertexBuffer::isUseColor() const
{
return d->useColor;
}
void GLVertexBuffer::setUseColor(bool enable)
{
d->useColor = enable;
}
void GLVertexBuffer::setColor(const QColor& color, bool enable)
{
d->useColor = enable;
d->color = color;
}
void GLVertexBuffer::reset()
{
d->useColor = false;
d->color = QColor(0, 0, 0, 255);
d->numberVertices = 0;
d->dimension = 2;
d->useTexCoords = true;
}
void GLVertexBuffer::initStatic()
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{
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#ifdef KWIN_HAVE_OPENGLES
GLVertexBufferPrivate::supported = true;
#else
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GLVertexBufferPrivate::supported = hasGLExtension("GL_ARB_vertex_buffer_object");
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#endif
GLVertexBufferPrivate::streamingBuffer = new GLVertexBuffer(GLVertexBuffer::Stream);
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}
GLVertexBuffer *GLVertexBuffer::streamingBuffer()
{
return GLVertexBufferPrivate::streamingBuffer;
}
} // namespace