Finally found some way how to handle together ARGB windows
and RGB decorations, although there's probably a better way than this. svn path=/branches/work/kwin_composite/; revision=593446
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1 changed files with 54 additions and 2 deletions
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@ -233,11 +233,59 @@ void SceneOpenGL::Window::bindTexture()
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glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
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return;
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}
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GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawable,
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toplevel->windowPixmap(), NULL );
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Pixmap pix = toplevel->windowPixmap();
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// HACK
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// When a window uses ARGB visual and has a decoration, the decoration
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// does use ARGB visual. When converting such window to a texture
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// the alpha for the decoration part is broken for some reason (undefined?).
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// I wasn't lucky converting KWin to use ARGB visuals for decorations,
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// so instead simply set alpha in those parts to opaque.
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// Without ALPHA_CLEAR_COPY the setting is done directly in the window
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// pixmap, which seems to be ok, but let's not risk trouble right now.
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// TODO check if this isn't a performance problem and how it can be done better
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Client* c = dynamic_cast< Client* >( toplevel );
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bool alpha_clear = c != NULL && c->hasAlpha() && !c->noBorder();
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#define ALPHA_CLEAR_COPY
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#ifdef ALPHA_CLEAR_COPY
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if( alpha_clear )
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{
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Pixmap p2 = XCreatePixmap( display(), pix, c->width(), c->height(), 32 );
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GC gc = XCreateGC( display(), pix, 0, NULL );
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XCopyArea( display(), pix, p2, gc, 0, 0, c->width(), c->height(), 0, 0 );
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pix = p2;
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XFreeGC( display(), gc );
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}
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#endif
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GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawable, pix, NULL );
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glXMakeContextCurrent( display(), pixmap, pixmap, context );
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glReadBuffer( GL_FRONT );
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glDrawBuffer( GL_FRONT );
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if( alpha_clear )
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{
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glColor4f( 0, 0, 0, 1 );
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glColorMask( 0, 0, 0, 1 );
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glBegin( GL_QUADS );
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// "c->height() - ..." is to convert to opengl coords
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glVertex2i( 0, c->height() - 0 ); // left
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glVertex2i( 0, c->height() - c->height());
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glVertex2i( c->clientPos().x(), c->height() - c->height());
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glVertex2i( c->clientPos().x(), c->height() - 0 );
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glVertex2i( 0, c->height() - 0 ); // top
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glVertex2i( 0, c->height() - c->clientPos().y());
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glVertex2i( c->width(), c->height() - c->clientPos().y());
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glVertex2i( c->width(), c->height() - 0 );
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glVertex2i( c->width(), c->height() - c->height()); // right
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glVertex2i( c->width(), c->height() - 0 );
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glVertex2i( c->clientPos().x() + c->clientSize().width(), c->height() - 0 );
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glVertex2i( c->clientPos().x() + c->clientSize().width(), c->height() - c->height());
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glVertex2i( c->width(), c->height() - c->height()); // bottom
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glVertex2i( c->width(), c->height() - ( c->clientPos().y() + c->clientSize().height()));
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glVertex2i( 0, c->height() - ( c->clientPos().y() + c->clientSize().height()));
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glVertex2i( 0, c->height() - c->height());
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glEnd();
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glColorMask( 1, 1, 1, 1 );
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glColor4f( 1, 1, 1, 1 );
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}
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if( texture == None )
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{
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glGenTextures( 1, &texture );
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@ -264,6 +312,10 @@ void SceneOpenGL::Window::bindTexture()
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// the pixmap
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glXDestroyPixmap( display(), pixmap );
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toplevel->resetWindowPixmap();
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#ifdef ALPHA_CLEAR_COPY
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if( alpha_clear )
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XFreePixmap( display(), pix );
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#endif
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}
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void SceneOpenGL::Window::discardShape()
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