/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. Based on glcompmgr code by Felix Bellaby. ******************************************************************/ #include "scene_opengl.h" #include "utils.h" #include "client.h" #include "effects.h" #include namespace KWinInternal { //**************************************** // SceneOpenGL //**************************************** GLXFBConfig SceneOpenGL::fbcdrawable; GLXContext SceneOpenGL::context; GLXPixmap SceneOpenGL::glxroot; bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap) bool SceneOpenGL::root_db; // destination drawable is double-buffered bool SceneOpenGL::copy_buffer_hack; // workaround for nvidia < 1.0-9xxx drivers typedef void (*glXBindTexImageEXT_func)( Display* dpy, GLXDrawable drawable, int buffer, const int* attrib_list ); typedef void (*glXReleaseTexImageEXT_func)( Display* dpy, GLXDrawable drawable, int buffer ); typedef void (*glXFuncPtr)(); typedef glXFuncPtr (*glXGetProcAddress_func)( const GLubyte* ); glXBindTexImageEXT_func glXBindTexImageEXT; glXReleaseTexImageEXT_func glXReleaseTexImageEXT; glXGetProcAddress_func glXGetProcAddress; static void checkGLError( const char* txt ) { GLenum err = glGetError(); if( err != GL_NO_ERROR ) kWarning() << "GL error (" << txt << "): 0x" << QString::number( err, 16 ) << endl; } const int root_db_attrs[] = { GLX_DOUBLEBUFFER, True, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_ALPHA_SIZE, 1, GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT, None }; static const int root_buffer_attrs[] = { GLX_DOUBLEBUFFER, False, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_ALPHA_SIZE, 1, GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT, None }; const int drawable_attrs[] = { GLX_DOUBLEBUFFER, False, GLX_DEPTH_SIZE, 0, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_ALPHA_SIZE, 1, GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT, None }; const int drawable_tfp_attrs[] = { GLX_DOUBLEBUFFER, False, GLX_DEPTH_SIZE, 0, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_ALPHA_SIZE, 1, GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT, GLX_BIND_TO_TEXTURE_RGBA_EXT, True, // additional for tfp None }; static glXFuncPtr getProcAddress( const char* name ) { glXFuncPtr ret = NULL; if( glXGetProcAddress != NULL ) ret = glXGetProcAddress( ( const GLubyte* ) name ); if( ret == NULL ) ret = ( glXFuncPtr ) dlsym( RTLD_DEFAULT, name ); return ret; } SceneOpenGL::SceneOpenGL( Workspace* ws ) : Scene( ws ) { // TODO add checks where needed int dummy; if( !glXQueryExtension( display(), &dummy, &dummy )) return; glXGetProcAddress = (glXGetProcAddress_func) getProcAddress( "glxGetProcAddress" ); if( glXGetProcAddress == NULL ) glXGetProcAddress = (glXGetProcAddress_func) getProcAddress( "glxGetProcAddressARB" ); glXBindTexImageEXT = (glXBindTexImageEXT_func) getProcAddress( "glXBindTexImageEXT" ); glXReleaseTexImageEXT = (glXReleaseTexImageEXT_func) getProcAddress( "glXReleaseTexImageEXT" ); tfp_mode = ( glXBindTexImageEXT != NULL && glXReleaseTexImageEXT != NULL ); // use copy buffer hack from glcompmgr (called COPY_BUFFER there) - nvidia drivers older than // 1.0-9xxx don't update pixmaps properly, so do a copy first copy_buffer_hack = !tfp_mode; // TODO detect that it's nvidia < 1.0-9xxx driver initBuffer(); if( tfp_mode ) { if( !findConfig( drawable_tfp_attrs, fbcdrawable )) { tfp_mode = false; if( !findConfig( drawable_attrs, fbcdrawable )) assert( false ); } } else if( !findConfig( drawable_attrs, fbcdrawable )) assert( false ); context = glXCreateNewContext( display(), fbcroot, GLX_RGBA_TYPE, NULL, GL_FALSE ); glXMakeContextCurrent( display(), glxroot, glxroot, context ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho( 0, displayWidth(), 0, displayHeight(), 0, 65535 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); checkGLError( "Init" ); kDebug() << "Root DB:" << root_db << ", TFP:" << tfp_mode << endl; } SceneOpenGL::~SceneOpenGL() { for( QMap< Toplevel*, Window >::Iterator it = windows.begin(); it != windows.end(); ++it ) (*it).free(); if( root_db ) glXDestroyWindow( display(), glxroot ); else { glXDestroyPixmap( display(), glxroot ); XFreeGC( display(), gcroot ); XFreePixmap( display(), buffer ); } glXDestroyContext( display(), context ); checkGLError( "Cleanup" ); } void SceneOpenGL::initBuffer() { XWindowAttributes attrs; XGetWindowAttributes( display(), rootWindow(), &attrs ); if( findConfig( root_db_attrs, fbcroot, XVisualIDFromVisual( attrs.visual ))) root_db = true; else { if( findConfig( root_buffer_attrs, fbcroot )) root_db = false; else assert( false ); } if( root_db ) { buffer = rootWindow(); glxroot = glXCreateWindow( display(), fbcroot, buffer, NULL ); glDrawBuffer( GL_BACK ); } else { XGCValues gcattr; gcattr.subwindow_mode = IncludeInferiors; gcroot = XCreateGC( display(), rootWindow(), GCSubwindowMode, &gcattr ); buffer = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(), QX11Info::appDepth()); glxroot = glXCreatePixmap( display(), fbcroot, buffer, NULL ); } } static void debugFBConfig( GLXFBConfig* fbconfigs, int i, const int* attrs ) { int pos = 0; while( attrs[ pos ] != (int)None ) { int value; if( glXGetFBConfigAttrib( display(), fbconfigs[ i ], attrs[ pos ], &value ) == Success ) kDebug() << "ATTR: 0x" << QString::number( attrs[ pos ], 16 ) << ": 0x" << QString::number( attrs[ pos + 1 ], 16 ) << ": 0x" << QString::number( value, 16 ) << endl; else kDebug() << "ATTR FAIL: 0x" << QString::number( attrs[ pos ], 16 ) << endl; pos += 2; } } bool SceneOpenGL::findConfig( const int* attrs, GLXFBConfig& config, VisualID visual ) { int cnt; GLXFBConfig* fbconfigs = glXChooseFBConfig( display(), DefaultScreen( display()), attrs, &cnt ); if( fbconfigs != NULL ) { if( visual == None ) { config = fbconfigs[ 0 ]; kDebug() << "Found FBConfig" << endl; debugFBConfig( fbconfigs, 0, attrs ); XFree( fbconfigs ); return true; } else { for( int i = 0; i < cnt; ++i ) { int value; glXGetFBConfigAttrib( display(), fbconfigs[ i ], GLX_VISUAL_ID, &value ); if( value == (int)visual ) { kDebug() << "Found FBConfig" << endl; config = fbconfigs[ i ]; debugFBConfig( fbconfigs, i, attrs ); XFree( fbconfigs ); return true; } } } } #if 0 // for debug fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display()), &cnt ); for( int i = 0; i < cnt; ++i ) { kDebug() << "Listing FBConfig:" << i << endl; debugFBConfig( fbconfigs, i, attrs ); } if( fbconfigs != NULL ) XFree( fbconfigs ); #endif return false; } void SceneOpenGL::paint( QRegion damage, ToplevelList toplevels ) { foreach( Toplevel* c, toplevels ) { assert( windows.contains( c )); stacking_order.append( &windows[ c ] ); } grabXServer(); glXWaitX(); glPushMatrix(); glClearColor( 0, 0, 0, 1 ); glClear( GL_COLOR_BUFFER_BIT ); glScalef( 1, -1, 1 ); glTranslatef( 0, -displayHeight(), 0 ); int mask = ( damage == QRegion( 0, 0, displayWidth(), displayHeight())) ? 0 : PAINT_SCREEN_REGION; WrapperEffect wrapper; // preparation step effects->prePaintScreen( &mask, &damage, &wrapper ); if( mask & ( PAINT_SCREEN_TRANSFORMED | PAINT_WINDOW_TRANSFORMED )) mask &= ~PAINT_SCREEN_REGION; // TODO call also prePaintWindow() for all windows ScreenPaintData data; effects->paintScreen( mask, damage, data, &wrapper ); stacking_order.clear(); glPopMatrix(); // TODO only partial repaint for mask & PAINT_SCREEN_REGION if( root_db ) glXSwapBuffers( display(), glxroot ); else { glFlush(); glXWaitGL(); XCopyArea( display(), buffer, rootWindow(), gcroot, 0, 0, displayWidth(), displayHeight(), 0, 0 ); XFlush( display()); } ungrabXServer(); checkGLError( "PostPaint" ); } void SceneOpenGL::paintGenericScreen( int mask, ScreenPaintData data ) { if( mask & PAINT_SCREEN_TRANSFORMED ) { glPushMatrix(); glTranslatef( data.xTranslate, data.yTranslate, 0 ); } Scene::paintGenericScreen( mask, data ); if( mask & PAINT_SCREEN_TRANSFORMED ) glPopMatrix(); } // the optimized case without any transformations at all void SceneOpenGL::paintSimpleScreen( int mask, QRegion region ) { // TODO repaint only damaged areas (means also don't do glXSwapBuffers and similar) region = QRegion( 0, 0, displayWidth(), displayHeight()); Scene::paintSimpleScreen( mask, region ); } void SceneOpenGL::paintBackground( QRegion ) { // TODO? } void SceneOpenGL::windowAdded( Toplevel* c ) { assert( !windows.contains( c )); windows[ c ] = Window( c ); } void SceneOpenGL::windowDeleted( Toplevel* c ) { assert( windows.contains( c )); windows[ c ].free(); windows.remove( c ); } void SceneOpenGL::windowGeometryShapeChanged( Toplevel* c ) { if( !windows.contains( c )) // this is ok, shape is not valid return; // by default Window& w = windows[ c ]; w.discardShape(); w.discardTexture(); } void SceneOpenGL::windowOpacityChanged( Toplevel* ) { #if 0 // not really needed, windows are painted on every repaint // and opacity is used when applying texture, not when // creating it if( !windows.contains( c )) // this is ok, texture is created return; // on demand Window& w = windows[ c ]; w.discardTexture(); #endif } //**************************************** // SceneOpenGL::Window //**************************************** SceneOpenGL::Window::Window( Toplevel* c ) : Scene::Window( c ) , texture( 0 ) , texture_y_inverted( false ) , bound_pixmap( None ) , bound_glxpixmap( None ) { } void SceneOpenGL::Window::free() { discardTexture(); } void SceneOpenGL::Window::bindTexture() { if( texture != 0 && toplevel->damage().isEmpty() && !tfp_mode ) // interestingly this makes tfp slower { // texture doesn't need updating, just bind it glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture ); return; } // TODO cache pixmaps here if possible Pixmap window_pix = toplevel->createWindowPixmap(); Pixmap pix = window_pix; // HACK // When a window uses ARGB visual and has a decoration, the decoration // does use ARGB visual. When converting such window to a texture // the alpha for the decoration part is broken for some reason (undefined?). // I wasn't lucky converting KWin to use ARGB visuals for decorations, // so instead simply set alpha in those parts to opaque. // Without alpha_clear_copy the setting is done directly in the window // pixmap, which seems to be ok, but let's not risk trouble right now. // TODO check if this isn't a performance problem and how it can be done better Client* c = dynamic_cast< Client* >( toplevel ); bool alpha_clear = c != NULL && c->hasAlpha() && !c->noBorder(); bool alpha_clear_copy = true; bool copy_buffer = (( alpha_clear && alpha_clear_copy ) || copy_buffer_hack ); if( copy_buffer ) { Pixmap p2 = XCreatePixmap( display(), pix, c->width(), c->height(), toplevel->depth()); GC gc = XCreateGC( display(), pix, 0, NULL ); XCopyArea( display(), pix, p2, gc, 0, 0, c->width(), c->height(), 0, 0 ); pix = p2; XFreeGC( display(), gc ); } if( alpha_clear ) { XGCValues gcv; gcv.foreground = 0xff000000; gcv.plane_mask = 0xff000000; GC gc = XCreateGC( display(), pix, GCPlaneMask | GCForeground, &gcv ); XFillRectangle( display(), pix, gc, 0, 0, c->width(), c->clientPos().y()); XFillRectangle( display(), pix, gc, 0, 0, c->clientPos().x(), c->height()); int tw = c->clientPos().x() + c->clientSize().width(); int th = c->clientPos().y() + c->clientSize().height(); XFillRectangle( display(), pix, gc, 0, th, c->width(), c->height() - th ); XFillRectangle( display(), pix, gc, tw, 0, c->width() - tw, c->height()); XFreeGC( display(), gc ); glXWaitX(); } if( tfp_mode ) { if( texture == None ) glGenTextures( 1, &texture ); if( bound_pixmap != None ) { glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT ); glXDestroyGLXPixmap( display(), bound_glxpixmap ); XFreePixmap( display(), bound_pixmap ); } static const int attrs[] = { GLX_TEXTURE_FORMAT_EXT, GLX_TEXTURE_FORMAT_RGBA_EXT, None }; bound_pixmap = pix; bound_glxpixmap = glXCreatePixmap( display(), fbcdrawable, pix, attrs ); int value; glXGetFBConfigAttrib( display(), fbcdrawable, GLX_Y_INVERTED_EXT, &value ); texture_y_inverted = value ? true : false; glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture ); glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL ); } else { GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawable, pix, NULL ); glXMakeContextCurrent( display(), pixmap, pixmap, context ); glReadBuffer( GL_FRONT ); glDrawBuffer( GL_FRONT ); if( texture == None ) { glGenTextures( 1, &texture ); glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture ); texture_y_inverted = false; glCopyTexImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, toplevel->hasAlpha() ? GL_RGBA : GL_RGB, 0, 0, toplevel->width(), toplevel->height(), 0 ); } else { glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture ); if( !toplevel->damage().isEmpty()) { foreach( QRect r, toplevel->damage().rects()) { // convert to OpenGL coordinates (this is mapping // the pixmap to a texture, this is not affected // by transforming the OpenGL scene) int gly = toplevel->height() - r.y() - r.height(); texture_y_inverted = false; glCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, r.x(), gly, r.x(), gly, r.width(), r.height()); } } } // the pixmap is no longer needed, the texture will be updated // only when the window changes anyway, so no need to cache // the pixmap glXDestroyPixmap( display(), pixmap ); XFreePixmap( display(), pix ); if( root_db ) glDrawBuffer( GL_BACK ); glXMakeContextCurrent( display(), glxroot, glxroot, context ); } if( copy_buffer ) XFreePixmap( display(), window_pix ); } void SceneOpenGL::Window::discardTexture() { if( texture != 0 ) { if( tfp_mode ) { glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT ); glXDestroyGLXPixmap( display(), bound_glxpixmap ); XFreePixmap( display(), bound_pixmap ); bound_pixmap = None; bound_glxpixmap = None; } glDeleteTextures( 1, &texture ); } texture = 0; } static void quadPaint( int x1, int y1, int x2, int y2, int ty1, int ty2 ) { glTexCoord2i( x1, ty1 ); glVertex2i( x1, y1 ); glTexCoord2i( x2, ty1 ); glVertex2i( x2, y1 ); glTexCoord2i( x2, ty2 ); glVertex2i( x2, y2 ); glTexCoord2i( x1, ty2 ); glVertex2i( x1, y2 ); } void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintData data ) { bool opaque = isOpaque() && data.opacity == 1.0; if( mask & ( PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT )) {} else if( mask & PAINT_WINDOW_OPAQUE ) { if( !opaque ) return; } else if( mask & PAINT_WINDOW_TRANSLUCENT ) { if( opaque ) return; } // paint only requested areas if( region != infiniteRegion()) // avoid integer overflow region.translate( -x(), -y()); region &= shape(); if( region.isEmpty()) return; bindTexture(); glPushMatrix(); int x = toplevel->x(); int y = toplevel->y(); if( mask & PAINT_WINDOW_TRANSFORMED ) { x += data.xTranslate; y += data.yTranslate; glScalef( data.xScale, data.yScale, 1 ); } glTranslatef( x, y, 0 ); bool was_blend = glIsEnabled( GL_BLEND ); if( !opaque ) { glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); } if( data.opacity != 1.0 ) { if( toplevel->hasAlpha()) { glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); glColor4f( data.opacity, data.opacity, data.opacity, data.opacity); } else { float constant_alpha[] = { 0, 0, 0, data.opacity }; glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE ); glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE ); glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_CONSTANT ); glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant_alpha ); } } glEnable( GL_TEXTURE_RECTANGLE_ARB ); glBegin( GL_QUADS ); foreach( QRect r, region.rects()) { int y1 = r.y(); int y2 = r.y() + r.height(); int ty1 = y1; int ty2 = y2; if( !texture_y_inverted ) // "!" because of converting to OpenGL coords { ty1 = height() - y1; ty2 = height() - y2; } quadPaint( r.x(), y1, r.x() + r.width(), y2, ty1, ty2 ); } glEnd(); glPopMatrix(); if( data.opacity != 1.0 ) { glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); glColor4f( 0, 0, 0, 0 ); } if( !was_blend ) glDisable( GL_BLEND ); glDisable( GL_TEXTURE_RECTANGLE_ARB ); glBindTexture( GL_TEXTURE_RECTANGLE_ARB, 0 ); } } // namespace