2021-06-22 00:23:17 +00:00
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/*
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KWin - the KDE window manager
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This file is part of the KDE project.
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SPDX-FileCopyrightText: 2021 Xaver Hugl <xaver.hugl@gmail.com>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#include "shadowbuffer.h"
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#include "logging.h"
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#include "drm_output.h"
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namespace KWin
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{
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static const float vertices[] = {
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-1.0f, 1.0f,
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-1.0f, -1.0f,
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1.0f, -1.0f,
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-1.0f, 1.0f,
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1.0f, -1.0f,
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1.0f, 1.0f,
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};
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static const float texCoords[] = {
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,
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1.0f, 1.0f
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};
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ShadowBuffer::ShadowBuffer(const QSize &size)
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2021-05-25 22:05:17 +00:00
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: m_size(size)
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2021-06-22 00:23:17 +00:00
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{
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glGenFramebuffers(1, &m_framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
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GLRenderTarget::setKWinFramebuffer(m_framebuffer);
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glGenTextures(1, &m_texture);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size.width(), size.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0);
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if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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qCCritical(KWIN_DRM) << "Error: framebuffer not complete!";
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return;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLRenderTarget::setKWinFramebuffer(0);
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m_vbo.reset(new GLVertexBuffer(KWin::GLVertexBuffer::Static));
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m_vbo->setData(6, 2, vertices, texCoords);
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}
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ShadowBuffer::~ShadowBuffer()
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{
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glDeleteTextures(1, &m_texture);
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glDeleteFramebuffers(1, &m_framebuffer);
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}
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2021-07-26 23:11:50 +00:00
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void ShadowBuffer::render(DrmAbstractOutput *output)
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2021-06-22 00:23:17 +00:00
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{
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const auto size = output->modeSize();
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glViewport(0, 0, size.width(), size.height());
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auto shader = ShaderManager::instance()->pushShader(ShaderTrait::MapTexture);
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QMatrix4x4 mvpMatrix;
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switch (output->transform()) {
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case DrmOutput::Transform::Normal:
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case DrmOutput::Transform::Flipped:
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break;
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case DrmOutput::Transform::Rotated90:
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case DrmOutput::Transform::Flipped90:
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mvpMatrix.rotate(90, 0, 0, 1);
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break;
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case DrmOutput::Transform::Rotated180:
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case DrmOutput::Transform::Flipped180:
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mvpMatrix.rotate(180, 0, 0, 1);
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break;
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case DrmOutput::Transform::Rotated270:
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case DrmOutput::Transform::Flipped270:
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mvpMatrix.rotate(270, 0, 0, 1);
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break;
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}
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switch (output->transform()) {
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case DrmOutput::Transform::Flipped:
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case DrmOutput::Transform::Flipped90:
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case DrmOutput::Transform::Flipped180:
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case DrmOutput::Transform::Flipped270:
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mvpMatrix.scale(-1, 1);
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break;
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default:
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break;
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}
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shader->setUniform(GLShader::ModelViewProjectionMatrix, mvpMatrix);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLRenderTarget::setKWinFramebuffer(0);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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m_vbo->render(GL_TRIANGLES);
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ShaderManager::instance()->popShader();
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void ShadowBuffer::bind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer);
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GLRenderTarget::setKWinFramebuffer(m_framebuffer);
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}
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bool ShadowBuffer::isComplete() const
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{
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return m_texture && m_framebuffer && m_vbo;
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}
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int ShadowBuffer::texture() const
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{
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return m_texture;
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}
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2021-05-25 22:05:17 +00:00
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QSize ShadowBuffer::textureSize() const
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{
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return m_size;
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}
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2021-06-22 00:23:17 +00:00
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}
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