/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006-2007 Rivo Laks Copyright (C) 2010, 2011 Martin Gräßlin 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 . *********************************************************************/ #include "kwinglutils.h" // need to call GLTexturePrivate::initStatic() #include "kwingltexture_p.h" #include "kwinglcolorcorrection.h" #include "kwinglobals.h" #include "kwineffects.h" #include "kwinglplatform.h" #include "kdebug.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #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; int glTextureUnitsCount; // Functions void initGLX() { #ifndef KWIN_HAVE_OPENGLES // Get GLX version int major, minor; glXQueryVersion(display(), &major, &minor); glXVersion = MAKE_GL_VERSION(major, minor, 0); // Get list of supported GLX extensions glxExtensions = QString((const char*)glXQueryExtensionsString( display(), DefaultScreen(display()))).split(' '); glxResolveFunctions(); #endif } void initEGL() { #ifdef KWIN_HAVE_EGL 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(' '); eglResolveFunctions(); #endif } void initGL(OpenGLPlatformInterface platformInterface) { // Get OpenGL version QString glversionstring = QString((const char*)glGetString(GL_VERSION)); QStringList glversioninfo = glversionstring.left(glversionstring.indexOf(' ')).split('.'); while (glversioninfo.count() < 3) glversioninfo << "0"; #ifndef KWIN_HAVE_OPENGLES glVersion = MAKE_GL_VERSION(glversioninfo[0].toInt(), glversioninfo[1].toInt(), glversioninfo[2].toInt()); // Get list of supported OpenGL extensions if (hasGLVersion(3, 0)) { PFNGLGETSTRINGIPROC glGetStringi; #ifdef KWIN_HAVE_EGL if (platformInterface == EglPlatformInterface) glGetStringi = (PFNGLGETSTRINGIPROC) eglGetProcAddress("glGetStringi"); else #endif glGetStringi = (PFNGLGETSTRINGIPROC) glXGetProcAddress((const GLubyte *) "glGetStringi"); int count; glGetIntegerv(GL_NUM_EXTENSIONS, &count); for (int i = 0; i < count; i++) { const char *name = (const char *) glGetStringi(GL_EXTENSIONS, i); glExtensions << QString(name); } } else #endif glExtensions = QString((const char*)glGetString(GL_EXTENSIONS)).split(' '); // handle OpenGL extensions functions glResolveFunctions(platformInterface); GLTexturePrivate::initStatic(); GLRenderTarget::initStatic(); GLVertexBuffer::initStatic(); } void cleanupGL() { ShaderManager::cleanup(); } bool hasGLVersion(int major, int minor, int release) { return glVersion >= MAKE_GL_VERSION(major, minor, release); } bool hasGLXVersion(int major, int minor, int release) { return glXVersion >= MAKE_GL_VERSION(major, minor, release); } bool hasEGLVersion(int major, int minor, int release) { return eglVersion >= MAKE_GL_VERSION(major, minor, release); } bool hasGLExtension(const QString& extension) { return glExtensions.contains(extension) || glxExtensions.contains(extension) || eglExtension.contains(extension); } 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"; #ifndef KWIN_HAVE_OPENGLES case GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW"; case GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW"; #endif case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY"; default: return QString("0x") + QString::number(err, 16); } } bool checkGLError(const char* txt) { GLenum err = glGetError(); bool hasError = false; while (err != GL_NO_ERROR) { kWarning(1212) << "GL error (" << txt << "): " << formatGLError(err); hasError = true; err = glGetError(); } return hasError; } 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) { if (((x >> s) & 1) == 1) { ++n; last = s; } } if (n > 1) return 1 << (last + 1); return 1 << last; } void pushMatrix() { #ifdef KWIN_HAVE_OPENGL_1 if (ShaderManager::instance()->isValid()) { return; } glPushMatrix(); #endif } void pushMatrix(const QMatrix4x4 &matrix) { #ifndef KWIN_HAVE_OPENGL_1 Q_UNUSED(matrix) #else if (ShaderManager::instance()->isValid()) { return; } glPushMatrix(); multiplyMatrix(matrix); #endif } void multiplyMatrix(const QMatrix4x4 &matrix) { #ifndef KWIN_HAVE_OPENGL_1 Q_UNUSED(matrix) #else if (ShaderManager::instance()->isValid()) { return; } GLfloat m[16]; const qreal *data = matrix.constData(); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { m[i*4+j] = data[i*4+j]; } } glMultMatrixf(m); #endif } void loadMatrix(const QMatrix4x4 &matrix) { #ifndef KWIN_HAVE_OPENGL_1 Q_UNUSED(matrix) #else if (ShaderManager::instance()->isValid()) { return; } GLfloat m[16]; const qreal *data = matrix.constData(); for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { m[i*4+j] = data[i*4+j]; } } glLoadMatrixf(m); #endif } void popMatrix() { #ifdef KWIN_HAVE_OPENGL_1 if (ShaderManager::instance()->isValid()) { return; } glPopMatrix(); #endif } //**************************************** // GLShader //**************************************** bool GLShader::sColorCorrect = false; GLShader::GLShader(unsigned int flags) : mValid(false) , mLocationsResolved(false) , mExplicitLinking(flags & ExplicitLinking) { mProgram = glCreateProgram(); } GLShader::GLShader(const QString& vertexfile, const QString& fragmentfile, unsigned int flags) : mValid(false) , mLocationsResolved(false) , mExplicitLinking(flags & ExplicitLinking) { mProgram = glCreateProgram(); loadFromFiles(vertexfile, fragmentfile); } GLShader::~GLShader() { if (mProgram) { glDeleteProgram(mProgram); } } bool GLShader::loadFromFiles(const QString &vertexFile, const QString &fragmentFile) { QFile vf(vertexFile); if (!vf.open(QIODevice::ReadOnly)) { kError(1212) << "Couldn't open" << vertexFile << "for reading!" << endl; return false; } const QByteArray vertexSource = vf.readAll(); QFile ff(fragmentFile); if (!ff.open(QIODevice::ReadOnly)) { kError(1212) << "Couldn't open" << fragmentFile << "for reading!" << endl; return false; } const QByteArray fragmentSource = ff.readAll(); return load(vertexSource, fragmentSource); } bool GLShader::link() { // Be optimistic mValid = true; 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; mValid = false; } else if (length > 0) { kDebug(1212) << "Shader link log:" << log; } return mValid; } const QByteArray GLShader::prepareSource(GLenum shaderType, const QByteArray &source) const { // Prepare the source code QByteArray ba; #ifdef KWIN_HAVE_OPENGLES if (GLPlatform::instance()->glslVersion() < kVersionNumber(3, 0)) { ba.append("precision highp float;\n"); } #endif if (ShaderManager::instance()->isShaderDebug()) { ba.append("#define KWIN_SHADER_DEBUG 1\n"); } ba.append(source); #ifdef KWIN_HAVE_OPENGLES if (GLPlatform::instance()->glslVersion() >= kVersionNumber(3, 0)) { ba.replace("#version 140", "#version 300 es\n\nprecision highp float;\n"); } #endif // Inject color correction code for fragment shaders, if possible if (shaderType == GL_FRAGMENT_SHADER && sColorCorrect) ba = ColorCorrection::prepareFragmentShader(ba); return ba; } bool GLShader::compile(GLuint program, GLenum shaderType, const QByteArray &source) const { GLuint shader = glCreateShader(shaderType); QByteArray preparedSource = prepareSource(shaderType, source); const char* src = preparedSource.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) { #ifndef KWIN_HAVE_OPENGLES // Make sure shaders are actually supported if (!GLPlatform::instance()->supports(GLSL) || GLPlatform::instance()->supports(LimitedNPOT)) { kError(1212) << "Shaders are not supported"; return false; } #endif mValid = false; // Compile the vertex shader if (!vertexSource.isEmpty()) { bool success = compile(mProgram, GL_VERTEX_SHADER, vertexSource); if (!success) return false; } // Compile the fragment shader if (!fragmentSource.isEmpty()) { bool success = compile(mProgram, GL_FRAGMENT_SHADER, fragmentSource); if (!success) return false; } if (mExplicitLinking) return true; // link() sets mValid return link(); } void GLShader::bindAttributeLocation(const char *name, int index) { glBindAttribLocation(mProgram, index, name); } void GLShader::bindFragDataLocation(const char *name, int index) { #ifndef KWIN_HAVE_OPENGLES if (glBindFragDataLocation) glBindFragDataLocation(mProgram, index, name); #else Q_UNUSED(name) Q_UNUSED(index) #endif } void GLShader::bind() { glUseProgram(mProgram); } void GLShader::unbind() { glUseProgram(0); } 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"); mColorLocation[Color] = uniformLocation("geometryColor"); mLocationsResolved = true; } int GLShader::uniformLocation(const char *name) { const int location = glGetUniformLocation(mProgram, name); return location; } 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(GLShader::ColorUniform uniform, const QVector4D &value) { resolveLocations(); return setUniform(mColorLocation[uniform], value); } bool GLShader::setUniform(GLShader::ColorUniform uniform, const QColor &value) { resolveLocations(); return setUniform(mColorLocation[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) { if (location >= 0) { glUniform1f(location, value); } return (location >= 0); } bool GLShader::setUniform(int location, int value) { if (location >= 0) { glUniform1i(location, value); } return (location >= 0); } bool GLShader::setUniform(int location, const QVector2D &value) { if (location >= 0) { glUniform2fv(location, 1, (const GLfloat*)&value); } return (location >= 0); } bool GLShader::setUniform(int location, const QVector3D &value) { if (location >= 0) { glUniform3fv(location, 1, (const GLfloat*)&value); } return (location >= 0); } bool GLShader::setUniform(int location, const QVector4D &value) { if (location >= 0) { glUniform4fv(location, 1, (const GLfloat*)&value); } return (location >= 0); } bool GLShader::setUniform(int location, const QMatrix4x4 &value) { 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]; } glUniformMatrix4fv(location, 1, GL_FALSE, m); } return (location >= 0); } bool GLShader::setUniform(int location, const QColor &color) { if (location >= 0) { glUniform4f(location, color.redF(), color.greenF(), color.blueF(), color.alphaF()); } return (location >= 0); } int GLShader::attributeLocation(const char* name) { int location = glGetAttribLocation(mProgram, name); return location; } bool GLShader::setAttribute(const char* name, float value) { int location = attributeLocation(name); if (location >= 0) { glVertexAttrib1f(location, value); } return (location >= 0); } QMatrix4x4 GLShader::getUniformMatrix4x4(const char* name) { int location = uniformLocation(name); if (location >= 0) { GLfloat m[16]; glGetnUniformfv(mProgram, location, sizeof(m), 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::disable() { // for safety do a Cleanup first ShaderManager::cleanup(); // create a new ShaderManager and set it to inited without calling init // that will ensure that the ShaderManager is not valid s_shaderManager = new ShaderManager(); s_shaderManager->m_inited = true; } void ShaderManager::cleanup() { delete s_shaderManager; s_shaderManager = NULL; } ShaderManager::ShaderManager() : m_inited(false) , m_valid(false) { for (int i = 0; i < 3; i++) m_shader[i] = 0; m_debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0; } ShaderManager::~ShaderManager() { while (!m_boundShaders.isEmpty()) { popShader(); } for (int i = 0; i < 3; i++) delete m_shader[i]; } 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; } pushShader(m_shader[type]); if (reset) { resetShader(type); } return m_shader[type]; } void ShaderManager::resetAllShaders() { if (!m_inited || !m_valid) { return; } for (int i = 0; i < 3; i++) { pushShader(ShaderType(i), true); popShader(); } } 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(); } } void ShaderManager::bindFragDataLocations(GLShader *shader) { shader->bindFragDataLocation("fragColor", 0); } void ShaderManager::bindAttributeLocations(GLShader *shader) const { shader->bindAttributeLocation("vertex", VA_Position); shader->bindAttributeLocation("texCoord", VA_TexCoord); } GLShader *ShaderManager::loadFragmentShader(ShaderType vertex, const QString &fragmentFile) { const char *vertexFile[] = { "scene-vertex.glsl", "scene-generic-vertex.glsl", "scene-color-vertex.glsl" }; GLShader *shader = new GLShader(m_shaderDir + vertexFile[vertex], fragmentFile, GLShader::ExplicitLinking); bindAttributeLocations(shader); bindFragDataLocations(shader); shader->link(); if (shader->isValid()) { pushShader(shader); resetShader(vertex); popShader(); } return shader; } GLShader *ShaderManager::loadVertexShader(ShaderType fragment, const QString &vertexFile) { // The Simple and Generic shaders use same fragment shader const char *fragmentFile[] = { "scene-fragment.glsl", "scene-fragment.glsl", "scene-color-fragment.glsl" }; GLShader *shader = new GLShader(vertexFile, m_shaderDir + fragmentFile[fragment], GLShader::ExplicitLinking); bindAttributeLocations(shader); bindFragDataLocations(shader); shader->link(); if (shader->isValid()) { pushShader(shader); resetShader(fragment); popShader(); } return shader; } GLShader *ShaderManager::loadShaderFromCode(const QByteArray &vertexSource, const QByteArray &fragmentSource) { GLShader *shader = new GLShader(GLShader::ExplicitLinking); shader->load(vertexSource, fragmentSource); bindAttributeLocations(shader); bindFragDataLocations(shader); shader->link(); return shader; } void ShaderManager::initShaders() { const char *vertexFile[] = { "scene-vertex.glsl", "scene-generic-vertex.glsl", "scene-color-vertex.glsl", }; const char *fragmentFile[] = { "scene-fragment.glsl", "scene-fragment.glsl", "scene-color-fragment.glsl", }; #ifdef KWIN_HAVE_OPENGLES const qint64 coreVersionNumber = kVersionNumber(3, 0); #else const qint64 coreVersionNumber = kVersionNumber(1, 40); #endif if (GLPlatform::instance()->glslVersion() >= coreVersionNumber) m_shaderDir = ":/resources/shaders/1.40/"; else m_shaderDir = ":/resources/shaders/1.10/"; // Be optimistic m_valid = true; for (int i = 0; i < 3; i++) { m_shader[i] = new GLShader(m_shaderDir + vertexFile[i], m_shaderDir + fragmentFile[i], GLShader::ExplicitLinking); bindAttributeLocations(m_shader[i]); bindFragDataLocations(m_shader[i]); m_shader[i]->link(); if (!m_shader[i]->isValid()) { m_valid = false; break; } pushShader(m_shader[i]); resetShader(ShaderType(i)); popShader(); } if (!m_valid) { for (int i = 0; i < 3; i++) { delete m_shader[i]; m_shader[i] = 0; } } } 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(); 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 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); } /*** GLRenderTarget ***/ bool GLRenderTarget::sSupported = false; bool GLRenderTarget::s_blitSupported = false; QStack GLRenderTarget::s_renderTargets = QStack(); QSize GLRenderTarget::s_oldViewport; void GLRenderTarget::initStatic() { #ifdef KWIN_HAVE_OPENGLES sSupported = true; s_blitSupported = false; #else sSupported = hasGLVersion(3, 0) || hasGLExtension("GL_ARB_framebuffer_object") || hasGLExtension("GL_EXT_framebuffer_object"); s_blitSupported = hasGLVersion(3, 0) || hasGLExtension("GL_ARB_framebuffer_object") || hasGLExtension("GL_EXT_framebuffer_blit"); #endif } bool GLRenderTarget::isRenderTargetBound() { return !s_renderTargets.isEmpty(); } bool GLRenderTarget::blitSupported() { return s_blitSupported; } void GLRenderTarget::pushRenderTarget(GLRenderTarget* target) { if (s_renderTargets.isEmpty()) { GLint params[4]; glGetIntegerv(GL_VIEWPORT, params); s_oldViewport = QSize(params[2], params[3]); } target->enable(); s_renderTargets.push(target); } GLRenderTarget* GLRenderTarget::popRenderTarget() { GLRenderTarget* ret = s_renderTargets.pop(); ret->disable(); if (!s_renderTargets.isEmpty()) { s_renderTargets.top()->enable(); } else if (!s_oldViewport.isEmpty()) { glViewport (0, 0, s_oldViewport.width(), s_oldViewport.height()); } return ret; } GLRenderTarget::GLRenderTarget(const GLTexture& color) { // Reset variables mValid = false; mTexture = color; // Make sure FBO is supported if (sSupported && !mTexture.isNull()) { initFBO(); } else kError(1212) << "Render targets aren't supported!" << endl; } GLRenderTarget::~GLRenderTarget() { if (mValid) { glDeleteFramebuffers(1, &mFramebuffer); } } bool GLRenderTarget::enable() { if (!valid()) { kError(1212) << "Can't enable invalid render target!" << endl; return false; } glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); glViewport(0, 0, mTexture.width(), mTexture.height()); mTexture.setDirty(); return true; } bool GLRenderTarget::disable() { if (!valid()) { kError(1212) << "Can't disable invalid render target!" << endl; return false; } glBindFramebuffer(GL_FRAMEBUFFER, 0); mTexture.setDirty(); return true; } 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 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 default: return "Unknown (0x" + QString::number(status, 16) + ')'; } } void GLRenderTarget::initFBO() { #if DEBUG_GLRENDERTARGET GLenum err = glGetError(); if (err != GL_NO_ERROR) kError(1212) << "Error status when entering GLRenderTarget::initFBO: " << formatGLError(err); #endif glGenFramebuffers(1, &mFramebuffer); #if DEBUG_GLRENDERTARGET if ((err = glGetError()) != GL_NO_ERROR) { kError(1212) << "glGenFramebuffers failed: " << formatGLError(err); return; } #endif glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); #if DEBUG_GLRENDERTARGET if ((err = glGetError()) != GL_NO_ERROR) { kError(1212) << "glBindFramebuffer failed: " << formatGLError(err); glDeleteFramebuffers(1, &mFramebuffer); return; } #endif glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture.target(), mTexture.texture(), 0); #if DEBUG_GLRENDERTARGET if ((err = glGetError()) != GL_NO_ERROR) { kError(1212) << "glFramebufferTexture2D failed: " << formatGLError(err); glBindFramebuffer(GL_FRAMEBUFFER, 0); glDeleteFramebuffers(1, &mFramebuffer); return; } #endif const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindFramebuffer(GL_FRAMEBUFFER, 0); if (status != GL_FRAMEBUFFER_COMPLETE) { // We have an incomplete framebuffer, consider it invalid if (status == 0) kError(1212) << "glCheckFramebufferStatus failed: " << formatGLError(glGetError()); else kError(1212) << "Invalid framebuffer status: " << formatFramebufferStatus(status); glDeleteFramebuffers(1, &mFramebuffer); return; } mValid = true; } void GLRenderTarget::blitFromFramebuffer(const QRect &source, const QRect &destination, GLenum filter) { if (!GLRenderTarget::blitSupported()) { return; } #ifdef KWIN_HAVE_OPENGLES Q_UNUSED(source) Q_UNUSED(destination) Q_UNUSED(filter) #else 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 } void GLRenderTarget::attachTexture(const GLTexture& target) { if (!mValid || mTexture.texture() == target.texture()) { return; } pushRenderTarget(this); mTexture = target; glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, mTexture.target(), mTexture.texture(), 0); popRenderTarget(); } // ------------------------------------------------------------------ class BitRef { public: BitRef(uint32_t &bitfield, int bit) : m_bitfield(bitfield), m_mask(1 << bit) {} void operator = (bool val) { if (val) m_bitfield |= m_mask; else m_bitfield &= ~m_mask; } operator bool () const { return m_bitfield & m_mask; } private: uint32_t &m_bitfield; int const m_mask; }; // ------------------------------------------------------------------ class Bitfield { public: Bitfield() : m_bitfield(0) {} Bitfield(uint32_t bits) : m_bitfield(bits) {} void set(int i) { m_bitfield |= (1 << i); } void clear(int i) { m_bitfield &= ~(1 << i); } BitRef operator [] (int i) { return BitRef(m_bitfield, i); } operator uint32_t () const { return m_bitfield; } private: uint32_t m_bitfield; }; // ------------------------------------------------------------------ class BitfieldIterator { public: BitfieldIterator(uint32_t bitfield) : m_bitfield(bitfield) {} bool hasNext() const { return m_bitfield != 0; } int next() { const int bit = ffs(m_bitfield) - 1; m_bitfield ^= (1 << bit); return bit; } private: uint32_t m_bitfield; }; // ------------------------------------------------------------------ struct VertexAttrib { int size; GLenum type; int offset; }; //********************************* // GLVertexBufferPrivate //********************************* class GLVertexBufferPrivate { public: GLVertexBufferPrivate(GLVertexBuffer::UsageHint usageHint) : vertexCount(0) , useColor(false) , color(0, 0, 0, 255) , bufferSize(0) , mappedSize(0) , nextOffset(0) , baseAddress(0) { if (GLVertexBufferPrivate::supported) glGenBuffers(1, &buffer); switch(usageHint) { case GLVertexBuffer::Dynamic: usage = GL_DYNAMIC_DRAW; break; case GLVertexBuffer::Static: usage = GL_STATIC_DRAW; break; default: usage = GL_STREAM_DRAW; break; } } ~GLVertexBufferPrivate() { if (GLVertexBufferPrivate::supported) glDeleteBuffers(1, &buffer); } void interleaveArrays(float *array, int dim, const float *vertices, const float *texcoords, int count); void bindArrays(); void unbindArrays(); GLvoid *mapNextFreeRange(size_t size); GLuint buffer; GLenum usage; int stride; int vertexCount; static bool supported; static GLVertexBuffer *streamingBuffer; static bool hasMapBufferRange; QByteArray dataStore; bool useColor; QVector4D color; size_t bufferSize; size_t mappedSize; intptr_t nextOffset; intptr_t baseAddress; VertexAttrib attrib[VertexAttributeCount]; Bitfield enabledArrays; }; bool GLVertexBufferPrivate::supported = false; bool GLVertexBufferPrivate::hasMapBufferRange = false; GLVertexBuffer *GLVertexBufferPrivate::streamingBuffer = NULL; void GLVertexBufferPrivate::interleaveArrays(float *dst, int dim, const float *vertices, const float *texcoords, int count) { if (!texcoords) { memcpy((void *) dst, vertices, dim * sizeof(float) * count); return; } switch (dim) { case 2: for (int i = 0; i < count; i++) { *(dst++) = *(vertices++); *(dst++) = *(vertices++); *(dst++) = *(texcoords++); *(dst++) = *(texcoords++); } break; case 3: for (int i = 0; i < count; i++) { *(dst++) = *(vertices++); *(dst++) = *(vertices++); *(dst++) = *(vertices++); *(dst++) = *(texcoords++); *(dst++) = *(texcoords++); } break; default: for (int i = 0; i < count; i++) { for (int j = 0; j < dim; j++) *(dst++) = *(vertices++); *(dst++) = *(texcoords++); *(dst++) = *(texcoords++); } } } void GLVertexBufferPrivate::bindArrays() { #ifndef KWIN_HAVE_OPENGLES if (ShaderManager::instance()->isShaderBound()) { #endif if (useColor) { GLShader *shader = ShaderManager::instance()->getBoundShader(); shader->setUniform(GLShader::Color, color); } glBindBuffer(GL_ARRAY_BUFFER, buffer); BitfieldIterator it(enabledArrays); while (it.hasNext()) { const int index = it.next(); glVertexAttribPointer(index, attrib[index].size, attrib[index].type, GL_FALSE, stride, (const GLvoid *) (baseAddress + attrib[index].offset)); glEnableVertexAttribArray(index); } #ifndef KWIN_HAVE_OPENGLES } else { if (GLVertexBufferPrivate::supported) glBindBuffer(GL_ARRAY_BUFFER, buffer); // FIXME Is there any good reason to not leave this array permanently enabled? // When do we not use it in the GL 1.x path? glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(attrib[VA_Position].size, attrib[VA_Position].type, stride, (const GLvoid *) (baseAddress + attrib[VA_Position].offset)); if (enabledArrays[VA_TexCoord]) { glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(attrib[VA_TexCoord].size, attrib[VA_TexCoord].type, stride, (const GLvoid *) (baseAddress + attrib[VA_TexCoord].offset)); } if (useColor) glColor4f(color.x(), color.y(), color.z(), color.w()); } #endif } void GLVertexBufferPrivate::unbindArrays() { #ifndef KWIN_HAVE_OPENGLES if (ShaderManager::instance()->isShaderBound()) { #endif BitfieldIterator it(enabledArrays); while (it.hasNext()) glDisableVertexAttribArray(it.next()); #ifndef KWIN_HAVE_OPENGLES } else { // Assume that the conventional arrays were enabled glDisableClientState(GL_VERTEX_ARRAY); if (enabledArrays[VA_TexCoord]) glDisableClientState(GL_TEXTURE_COORD_ARRAY); } #endif } template T align(T value, int bytes) { return (value + bytes - 1) & ~T(bytes - 1); } GLvoid *GLVertexBufferPrivate::mapNextFreeRange(size_t size) { GLbitfield access = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT; if ((nextOffset + size) > bufferSize) { // Reallocate the data store if it's too small. if (size > bufferSize) { // Round the size up to 4 Kb for streaming/dynamic buffers. const size_t minSize = 32768; // Minimum size for streaming buffers const size_t alloc = usage != GL_STATIC_DRAW ? align(qMax(size, minSize), 4096) : size; glBufferData(GL_ARRAY_BUFFER, alloc, 0, usage); bufferSize = alloc; } else { access |= GL_MAP_INVALIDATE_BUFFER_BIT; access ^= GL_MAP_UNSYNCHRONIZED_BIT; } nextOffset = 0; } return glMapBufferRange(GL_ARRAY_BUFFER, nextOffset, size, access); } //********************************* // GLVertexBuffer //********************************* GLVertexBuffer::GLVertexBuffer(UsageHint hint) : d(new GLVertexBufferPrivate(hint)) { } GLVertexBuffer::~GLVertexBuffer() { delete d; } void GLVertexBuffer::setData(const void *data, size_t size) { GLvoid *ptr = map(size); memcpy(ptr, data, size); unmap(); } void GLVertexBuffer::setData(int vertexCount, int dim, const float* vertices, const float* texcoords) { const GLVertexAttrib layout[] = { { VA_Position, dim, GL_FLOAT, 0 }, { VA_TexCoord, 2, GL_FLOAT, int(dim * sizeof(float)) } }; int stride = (texcoords ? dim + 2 : dim) * sizeof(float); int attribCount = texcoords ? 2 : 1; setAttribLayout(layout, attribCount, stride); setVertexCount(vertexCount); GLvoid *ptr = map(vertexCount * stride); d->interleaveArrays((float *) ptr, dim, vertices, texcoords, vertexCount); unmap(); } GLvoid *GLVertexBuffer::map(size_t size) { d->mappedSize = size; if (GLVertexBufferPrivate::supported) glBindBuffer(GL_ARRAY_BUFFER, d->buffer); if (GLVertexBufferPrivate::hasMapBufferRange) return (GLvoid *) d->mapNextFreeRange(size); // If we can't map the buffer we allocate local memory to hold the // buffer data and return a pointer to it. The data will be submitted // to the actual buffer object when the user calls unmap(). if (size_t(d->dataStore.size()) < size) d->dataStore.resize(size); return (GLvoid *) d->dataStore.data(); } void GLVertexBuffer::unmap() { if (GLVertexBufferPrivate::hasMapBufferRange) { glUnmapBuffer(GL_ARRAY_BUFFER); d->baseAddress = d->nextOffset; d->nextOffset += align(d->mappedSize, 16); // Align to 16 bytes for SSE } else { if (GLVertexBufferPrivate::supported) { // Upload the data from local memory to the buffer object glBufferData(GL_ARRAY_BUFFER, d->mappedSize, d->dataStore.data(), d->usage); // Free the local memory buffer if it's unlikely to be used again if (d->usage == GL_STATIC_DRAW) d->dataStore = QByteArray(); d->baseAddress = 0; } else { // If buffer objects aren't supported we just need to update // the client memory pointer and we're done. d->baseAddress = intptr_t(d->dataStore.data()); } } d->mappedSize = 0; } void GLVertexBuffer::setVertexCount(int count) { d->vertexCount = count; } void GLVertexBuffer::setAttribLayout(const GLVertexAttrib *attribs, int count, int stride) { // Start by disabling all arrays d->enabledArrays = 0; for (int i = 0; i < count; i++) { const int index = attribs[i].index; assert(index >= 0 && index < VertexAttributeCount); assert(!d->enabledArrays[index]); d->attrib[index].size = attribs[i].size; d->attrib[index].type = attribs[i].type; d->attrib[index].offset = attribs[i].relativeOffset; d->enabledArrays[index] = true; } d->stride = stride; } void GLVertexBuffer::render(GLenum primitiveMode) { render(infiniteRegion(), primitiveMode, false); } void GLVertexBuffer::render(const QRegion& region, GLenum primitiveMode, bool hardwareClipping) { d->bindArrays(); draw(region, primitiveMode, 0, d->vertexCount, hardwareClipping); d->unbindArrays(); } void GLVertexBuffer::bindArrays() { d->bindArrays(); } void GLVertexBuffer::unbindArrays() { d->unbindArrays(); } void GLVertexBuffer::draw(const QRegion ®ion, GLenum primitiveMode, int first, int count, bool hardwareClipping) { if (!hardwareClipping) { glDrawArrays(primitiveMode, first, count); } else { // Clip using scissoring foreach (const QRect &r, region.rects()) { glScissor(r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height()); glDrawArrays(primitiveMode, first, count); } } } bool GLVertexBuffer::isSupported() { return GLVertexBufferPrivate::supported; } 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 = QVector4D(color.redF(), color.greenF(), color.blueF(), color.alphaF()); } void GLVertexBuffer::reset() { d->useColor = false; d->color = QVector4D(0, 0, 0, 1); d->vertexCount = 0; } void GLVertexBuffer::initStatic() { #ifdef KWIN_HAVE_OPENGLES GLVertexBufferPrivate::supported = true; GLVertexBufferPrivate::hasMapBufferRange = hasGLExtension("GL_EXT_map_buffer_range"); #else GLVertexBufferPrivate::supported = hasGLVersion(1, 5) || hasGLExtension("GL_ARB_vertex_buffer_object"); GLVertexBufferPrivate::hasMapBufferRange = hasGLVersion(3, 0) || hasGLExtension("GL_ARB_map_buffer_range"); #endif GLVertexBufferPrivate::streamingBuffer = new GLVertexBuffer(GLVertexBuffer::Stream); } GLVertexBuffer *GLVertexBuffer::streamingBuffer() { return GLVertexBufferPrivate::streamingBuffer; } } // namespace