/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006-2007 Rivo Laks 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" #ifdef KWIN_HAVE_OPENGL #include "kwinglobals.h" #include "kwineffects.h" #include "kdebug.h" #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; // List of all supported GL and GLX extensions static QStringList glExtensions; static QStringList glxExtensions; int glTextureUnitsCount; // Functions void initGLX() { // 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(); } void initGL() { // Get OpenGL version QString glversionstring = QString((const char*)glGetString(GL_VERSION)); QStringList glversioninfo = glversionstring.left(glversionstring.indexOf(' ')).split('.'); glVersion = MAKE_GL_VERSION(glversioninfo[0].toInt(), glversioninfo[1].toInt(), glversioninfo.count() > 2 ? glversioninfo[2].toInt() : 0); // Get list of supported OpenGL extensions glExtensions = QString((const char*)glGetString(GL_EXTENSIONS)).split(' '); // handle OpenGL extensions functions glResolveFunctions(); GLTexture::initStatic(); GLShader::initStatic(); GLRenderTarget::initStatic(); GLVertexBuffer::initStatic(); } 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 hasGLExtension(const QString& extension) { return glExtensions.contains(extension) || glxExtensions.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"; case GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW"; case GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW"; 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(); if( err != GL_NO_ERROR ) { kWarning(1212) << "GL error (" << txt << "): " << formatGLError( err ); return true; } return false; } 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 renderGLGeometry( int count, const float* vertices, const float* texture, const float* color, int dim, int stride ) { return renderGLGeometry( infiniteRegion(), count, vertices, texture, color, dim, stride ); } void renderGLGeometry( const QRegion& region, int count, const float* vertices, const float* texture, const float* color, int dim, int stride ) { // Using arrays only makes sense if we have larger number of vertices. // Otherwise overhead of enabling/disabling them is too big. bool use_arrays = (count > 5); if( use_arrays ) { glPushAttrib( GL_ENABLE_BIT ); glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT ); // Enable arrays glEnableClientState( GL_VERTEX_ARRAY ); glVertexPointer( dim, GL_FLOAT, stride, vertices ); if( texture != NULL ) { glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer( 2, GL_FLOAT, stride, texture ); } if( color != NULL ) { glEnableClientState( GL_COLOR_ARRAY ); glColorPointer( 4, GL_FLOAT, stride, color ); } } // Clip using scissoring PaintClipper pc( region ); for( PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) { if( use_arrays ) glDrawArrays( GL_QUADS, 0, count ); else renderGLGeometryImmediate( count, vertices, texture, color, dim, stride ); } if( use_arrays ) { glPopClientAttrib(); glPopAttrib(); } } void renderGLGeometryImmediate( int count, const float* vertices, const float* texture, const float* color, int dim, int stride ) { // Find out correct glVertex*fv function according to dim parameter. void ( *glVertexFunc )( const float* ) = glVertex2fv; if( dim == 3 ) glVertexFunc = glVertex3fv; else if( dim == 4 ) glVertexFunc = glVertex4fv; // These are number of _floats_ per item, not _bytes_ per item as opengl uses. int vsize, tsize, csize; vsize = tsize = csize = stride / sizeof(float); if( !stride ) { // 0 means that arrays are tightly packed. This gives us different // strides for different arrays vsize = dim; tsize = 2; csize = 4; } glBegin( GL_QUADS ); // This sucks. But makes it faster. if( texture && color ) { for( int i = 0; i < count; i++ ) { glTexCoord2fv( texture + i*tsize ); glColor4fv( color + i*csize ); glVertexFunc( vertices + i*vsize ); } } else if( texture ) { for( int i = 0; i < count; i++ ) { glTexCoord2fv( texture + i*tsize ); glVertexFunc( vertices + i*vsize ); } } else if( color ) { for( int i = 0; i < count; i++ ) { glColor4fv( color + i*csize ); glVertexFunc( vertices + i*vsize ); } } else { for( int i = 0; i < count; i++ ) glVertexFunc( vertices + i*vsize ); } glEnd(); } void addQuadVertices(QVector& verts, float x1, float y1, float x2, float y2) { verts << x1 << y1; verts << x1 << y2; verts << x2 << y2; verts << x2 << y1; } //**************************************** // GLTexture //**************************************** bool GLTexture::mNPOTTextureSupported = false; bool GLTexture::mFramebufferObjectSupported = false; bool GLTexture::mSaturationSupported = false; GLTexture::GLTexture() { init(); } GLTexture::GLTexture( const QImage& image, GLenum target ) { init(); load( image, target ); } GLTexture::GLTexture( const QPixmap& pixmap, GLenum target ) { init(); load( pixmap, target ); } GLTexture::GLTexture( const QString& fileName ) { init(); load( fileName ); } GLTexture::GLTexture( int width, int height ) { init(); if( NPOTTextureSupported() || ( isPowerOfTwo( width ) && isPowerOfTwo( height ))) { mTarget = GL_TEXTURE_2D; mScale.setWidth( 1.0 / width); mScale.setHeight( 1.0 / height); mSize = QSize( width, height ); can_use_mipmaps = true; glGenTextures( 1, &mTexture ); bind(); glTexImage2D( mTarget, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, 0); unbind(); } } GLTexture::~GLTexture() { delete m_vbo; discard(); assert( mUnnormalizeActive == 0 ); assert( mNormalizeActive == 0 ); } void GLTexture::init() { mTexture = None; mTarget = 0; mFilter = 0; y_inverted = false; can_use_mipmaps = false; has_valid_mipmaps = false; mUnnormalizeActive = 0; mNormalizeActive = 0; m_vbo = 0; } void GLTexture::initStatic() { mNPOTTextureSupported = hasGLExtension( "GL_ARB_texture_non_power_of_two" ); mFramebufferObjectSupported = hasGLExtension( "GL_EXT_framebuffer_object" ); mSaturationSupported = ((hasGLExtension("GL_ARB_texture_env_crossbar") && hasGLExtension("GL_ARB_texture_env_dot3")) || hasGLVersion(1, 4)) && (glTextureUnitsCount >= 4) && glActiveTexture != NULL; } bool GLTexture::isNull() const { return mTexture == None; } QSize GLTexture::size() const { return mSize; } bool GLTexture::load( const QImage& image, GLenum target ) { if( image.isNull()) return false; QImage img = image; mTarget = target; if( mTarget != GL_TEXTURE_RECTANGLE_ARB ) { if( !NPOTTextureSupported() && ( !isPowerOfTwo( image.width()) || !isPowerOfTwo( image.height()))) { // non-rectangular target requires POT texture img = img.scaled( nearestPowerOfTwo( image.width()), nearestPowerOfTwo( image.height())); } mScale.setWidth( 1.0 / img.width()); mScale.setHeight( 1.0 / img.height()); can_use_mipmaps = true; } else { mScale.setWidth( 1.0 ); mScale.setHeight( 1.0 ); can_use_mipmaps = false; } setFilter( GL_LINEAR ); mSize = img.size(); y_inverted = false; img = convertToGLFormat( img ); setDirty(); if( isNull()) glGenTextures( 1, &mTexture ); bind(); glTexImage2D( mTarget, 0, GL_RGBA8, img.width(), img.height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, img.bits()); unbind(); return true; } bool GLTexture::load( const QPixmap& pixmap, GLenum target ) { if( pixmap.isNull()) return false; return load( pixmap.toImage(), target ); } bool GLTexture::load( const QString& fileName ) { if( fileName.isEmpty()) return false; return load( QImage( fileName )); } void GLTexture::discard() { setDirty(); if( mTexture != None ) glDeleteTextures( 1, &mTexture ); mTexture = None; } void GLTexture::bind() { glEnable( mTarget ); glBindTexture( mTarget, mTexture ); enableFilter(); } void GLTexture::unbind() { glBindTexture( mTarget, 0 ); glDisable( mTarget ); } void GLTexture::render( QRegion region, const QRect& rect ) { if( rect != m_cachedGeometry ) { m_cachedGeometry = rect; if( !m_vbo ) { m_vbo = new GLVertexBuffer( KWin::GLVertexBuffer::Static ); } const float verts[ 4 * 2 ] = { rect.x(), rect.y(), rect.x(), rect.y() + rect.height(), rect.x() + rect.width(), rect.y(), rect.x() + rect.width(), rect.y() + rect.height() }; const float texcoords[ 4 * 2 ] = { 0.0f, y_inverted ? 0.0f : 1.0f, // y needs to be swapped (normalized coords) 0.0f, y_inverted ? 1.0f : 0.0f, 1.0f, y_inverted ? 0.0f : 1.0f, 1.0f, y_inverted ? 1.0f : 0.0f }; m_vbo->setData( 4, 2, verts, texcoords ); } m_vbo->render( region, GL_TRIANGLE_STRIP ); } void GLTexture::enableUnnormalizedTexCoords() { assert( mNormalizeActive == 0 ); if( mUnnormalizeActive++ != 0 ) return; // update texture matrix to handle GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE glMatrixMode( GL_TEXTURE ); glPushMatrix(); glLoadIdentity(); glScalef( mScale.width(), mScale.height(), 1 ); if( !y_inverted ) { // Modify texture matrix so that we could always use non-opengl // coordinates for textures glScalef( 1, -1, 1 ); glTranslatef( 0, -mSize.height(), 0 ); } glMatrixMode( GL_MODELVIEW ); } void GLTexture::disableUnnormalizedTexCoords() { if( --mUnnormalizeActive != 0 ) return; // Restore texture matrix glMatrixMode( GL_TEXTURE ); glPopMatrix(); glMatrixMode( GL_MODELVIEW ); } void GLTexture::enableNormalizedTexCoords() { assert( mUnnormalizeActive == 0 ); if( mNormalizeActive++ != 0 ) return; // update texture matrix to handle GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE glMatrixMode( GL_TEXTURE ); glPushMatrix(); glLoadIdentity(); glScalef( mSize.width() * mScale.width(), mSize.height() * mScale.height(), 1 ); if( y_inverted ) { // Modify texture matrix so that we could always use non-opengl // coordinates for textures glScalef( 1, -1, 1 ); glTranslatef( 0, -1, 0 ); } glMatrixMode( GL_MODELVIEW ); } void GLTexture::disableNormalizedTexCoords() { if( --mNormalizeActive != 0 ) return; // Restore texture matrix glMatrixMode( GL_TEXTURE ); glPopMatrix(); glMatrixMode( GL_MODELVIEW ); } GLuint GLTexture::texture() const { return mTexture; } GLenum GLTexture::target() const { return mTarget; } GLenum GLTexture::filter() const { return mFilter; } bool GLTexture::isDirty() const { return has_valid_mipmaps; } void GLTexture::setTexture( GLuint texture ) { discard(); mTexture = texture; } void GLTexture::setTarget( GLenum target ) { mTarget = target; } void GLTexture::setFilter( GLenum filter ) { mFilter = filter; } void GLTexture::setWrapMode( GLenum mode ) { bind(); glTexParameteri( mTarget, GL_TEXTURE_WRAP_S, mode ); glTexParameteri( mTarget, GL_TEXTURE_WRAP_T, mode ); unbind(); } void GLTexture::setDirty() { has_valid_mipmaps = false; } void GLTexture::enableFilter() { if( mFilter == GL_LINEAR_MIPMAP_LINEAR ) { // trilinear filtering requested, but is it possible? if( NPOTTextureSupported() && framebufferObjectSupported() && can_use_mipmaps ) { glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); if( !has_valid_mipmaps ) { glGenerateMipmap( mTarget ); has_valid_mipmaps = true; } } else { // can't use trilinear, so use bilinear setFilter( GL_LINEAR ); glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); } } else if( mFilter == GL_LINEAR ) { glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); } else { // if neither trilinear nor bilinear, default to fast filtering setFilter( GL_NEAREST ); glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); } } static void convertToGLFormatHelper(QImage &dst, const QImage &img, GLenum texture_format) { // Copied from Qt Q_ASSERT(dst.size() == img.size()); Q_ASSERT(dst.depth() == 32); Q_ASSERT(img.depth() == 32); const int width = img.width(); const int height = img.height(); const uint *p = (const uint*) img.scanLine(img.height() - 1); uint *q = (uint*) dst.scanLine(0); if (texture_format == GL_BGRA) { if (QSysInfo::ByteOrder == QSysInfo::BigEndian) { // mirror + swizzle for (int i=0; i < height; ++i) { const uint *end = p + width; while (p < end) { *q = ((*p << 24) & 0xff000000) | ((*p >> 24) & 0x000000ff) | ((*p << 8) & 0x00ff0000) | ((*p >> 8) & 0x0000ff00); p++; q++; } p -= 2 * width; } } else { const uint bytesPerLine = img.bytesPerLine(); for (int i=0; i < height; ++i) { memcpy(q, p, bytesPerLine); q += width; p -= width; } } } else { if (QSysInfo::ByteOrder == QSysInfo::BigEndian) { for (int i=0; i < height; ++i) { const uint *end = p + width; while (p < end) { *q = (*p << 8) | ((*p >> 24) & 0xFF); p++; q++; } p -= 2 * width; } } else { for (int i=0; i < height; ++i) { const uint *end = p + width; while (p < end) { *q = ((*p << 16) & 0xff0000) | ((*p >> 16) & 0xff) | (*p & 0xff00ff00); p++; q++; } p -= 2 * width; } } } } QImage GLTexture::convertToGLFormat( const QImage& img ) const { // Copied from Qt's QGLWidget::convertToGLFormat() QImage res(img.size(), QImage::Format_ARGB32); convertToGLFormatHelper(res, img.convertToFormat(QImage::Format_ARGB32), GL_BGRA); return res; } //**************************************** // GLShader //**************************************** bool GLShader::mFragmentShaderSupported = false; bool GLShader::mVertexShaderSupported = false; void GLShader::initStatic() { mFragmentShaderSupported = mVertexShaderSupported = hasGLExtension("GL_ARB_shader_objects") && hasGLExtension("GL_ARB_shading_language_100"); mVertexShaderSupported &= hasGLExtension("GL_ARB_vertex_shader"); mFragmentShaderSupported &= hasGLExtension("GL_ARB_fragment_shader"); } GLShader::GLShader(const QString& vertexfile, const QString& fragmentfile) { mValid = false; mProgram = 0; mTextureWidth = -1.0f; mTextureHeight = -1.0f; 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; } QString vertexsource(vf.readAll()); QFile ff(fragmentfile); if(!ff.open(QIODevice::ReadOnly)) { kError(1212) << "Couldn't open '" << fragmentfile << "' for reading!" << endl; return false; } QString fragsource(ff.readAll()); return load(vertexsource, fragsource); } bool GLShader::load(const QString& vertexsource, const QString& fragmentsource) { // Make sure shaders are actually supported if(( !vertexsource.isEmpty() && !vertexShaderSupported() ) || ( !fragmentsource.isEmpty() && !fragmentShaderSupported() )) { kDebug(1212) << "Shaders not supported"; return false; } GLuint vertexshader; GLuint fragmentshader; GLsizei logsize, logarraysize; char* log = 0; // Create program object mProgram = glCreateProgram(); if(!vertexsource.isEmpty()) { // Create shader object vertexshader = glCreateShader(GL_VERTEX_SHADER); // Load it const QByteArray& srcba = vertexsource.toLatin1(); const char* src = srcba.data(); glShaderSource(vertexshader, 1, &src, NULL); // Compile the shader glCompileShader(vertexshader); // Make sure it compiled correctly int compiled; glGetShaderiv(vertexshader, GL_COMPILE_STATUS, &compiled); // Get info log glGetShaderiv(vertexshader, GL_INFO_LOG_LENGTH, &logarraysize); log = new char[logarraysize]; glGetShaderInfoLog(vertexshader, logarraysize, &logsize, log); if(!compiled) { kError(1212) << "Couldn't compile vertex shader! Log:" << endl << log << endl; delete[] log; return false; } else if(logsize > 0) kDebug(1212) << "Vertex shader compilation log:"<< log; // Attach the shader to the program glAttachShader(mProgram, vertexshader); // Delete shader glDeleteShader(vertexshader); delete[] log; } if(!fragmentsource.isEmpty()) { fragmentshader = glCreateShader(GL_FRAGMENT_SHADER); // Load it const QByteArray& srcba = fragmentsource.toLatin1(); const char* src = srcba.data(); glShaderSource(fragmentshader, 1, &src, NULL); //glShaderSource(fragmentshader, 1, &fragmentsrc.latin1(), NULL); // Compile the shader glCompileShader(fragmentshader); // Make sure it compiled correctly int compiled; glGetShaderiv(fragmentshader, GL_COMPILE_STATUS, &compiled); // Get info log glGetShaderiv(fragmentshader, GL_INFO_LOG_LENGTH, &logarraysize); log = new char[logarraysize]; glGetShaderInfoLog(fragmentshader, logarraysize, &logsize, log); if(!compiled) { kError(1212) << "Couldn't compile fragment shader! Log:" << endl << log << endl; delete[] log; return false; } else if(logsize > 0) kDebug(1212) << "Fragment shader compilation log:"<< log; // Attach the shader to the program glAttachShader(mProgram, fragmentshader); // Delete shader glDeleteShader(fragmentshader); delete[] log; } // Link the program glLinkProgram(mProgram); // Make sure it linked correctly int linked; glGetProgramiv(mProgram, GL_LINK_STATUS, &linked); // Get info log glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &logarraysize); log = new char[logarraysize]; glGetProgramInfoLog(mProgram, logarraysize, &logsize, log); if(!linked) { kError(1212) << "Couldn't link the program! Log" << endl << log << endl; delete[] log; return false; } else if(logsize > 0) kDebug(1212) << "Shader linking log:"<< log; delete[] log; mValid = true; return true; } void GLShader::bind() { glUseProgram(mProgram); } void GLShader::unbind() { glUseProgram(0); } int GLShader::uniformLocation(const char* name) { int location = glGetUniformLocation(mProgram, name); return location; } bool GLShader::setUniform(const char* name, float value) { int location = uniformLocation(name); if(location >= 0) { glUniform1f(location, value); } return (location >= 0); } bool GLShader::setUniform(const char* name, int value) { int location = uniformLocation(name); if(location >= 0) { glUniform1i(location, value); } 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); } void GLShader::setTextureHeight(float height) { mTextureHeight = height; } void GLShader::setTextureWidth(float width) { mTextureWidth = width; } float GLShader::textureHeight() { return mTextureHeight; } float GLShader::textureWidth() { return mTextureWidth; } /*** GLRenderTarget ***/ bool GLRenderTarget::mSupported = false; void GLRenderTarget::initStatic() { mSupported = hasGLExtension("GL_EXT_framebuffer_object") && glFramebufferTexture2D; } GLRenderTarget::GLRenderTarget(GLTexture* color) { // Reset variables mValid = false; mTexture = color; // Make sure FBO is supported if(mSupported && mTexture && !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_EXT, mFramebuffer); mTexture->setDirty(); return true; } bool GLRenderTarget::disable() { if(!valid()) { kError(1212) << "Can't disable invalid render target!" << endl; return false; } glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0); mTexture->setDirty(); return true; } static QString formatFramebufferStatus( GLenum status ) { switch( status ) { case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: // An attachment is the wrong type / is invalid / has 0 width or height return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT: // There are no images attached to the framebuffer return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"; 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_UNSUPPORTED_EXT: // A format or the combination of formats of the attachments is unsupported return "GL_FRAMEBUFFER_UNSUPPORTED"; 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"; 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_EXT, mFramebuffer); #if DEBUG_GLRENDERTARGET if( (err = glGetError()) != GL_NO_ERROR ) { kError(1212) << "glBindFramebuffer failed: " << formatGLError( err ); glDeleteFramebuffers(1, &mFramebuffer); return; } #endif glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, mTexture->target(), mTexture->texture(), 0); #if DEBUG_GLRENDERTARGET if( (err = glGetError()) != GL_NO_ERROR ) { kError(1212) << "glFramebufferTexture2D failed: " << formatGLError( err ); glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0); glDeleteFramebuffers(1, &mFramebuffer); return; } #endif const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT); glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0); if( status != GL_FRAMEBUFFER_COMPLETE_EXT ) { // 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; } //********************************* // GLVertexBufferPrivate //********************************* class GLVertexBufferPrivate { public: GLVertexBufferPrivate( GLVertexBuffer::UsageHint usageHint ) : hint( usageHint ) , numberVertices( 0 ) , dimension( 2 ) { 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; QVector legacyVertices; QVector legacyTexCoords; void legacyPainting( QRegion region, GLenum primitiveMode ); }; bool GLVertexBufferPrivate::supported = false; void GLVertexBufferPrivate::legacyPainting( QRegion region, GLenum primitiveMode ) { // Enable arrays glEnableClientState( GL_VERTEX_ARRAY ); glVertexPointer( dimension, GL_FLOAT, 0, legacyVertices.constData() ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer( 2, GL_FLOAT, 0, legacyTexCoords.constData() ); // Clip using scissoring PaintClipper pc( region ); for( PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) { glDrawArrays( primitiveMode, 0, numberVertices ); } glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); } //********************************* // GLVertexBuffer //********************************* GLVertexBuffer::GLVertexBuffer( UsageHint hint ) : d( new GLVertexBufferPrivate( hint ) ) { } GLVertexBuffer::~GLVertexBuffer() { delete d; } void GLVertexBuffer::setData( int numberVertices, int dim, const float* vertices, const float* texcoords ) { d->numberVertices = numberVertices; d->dimension = dim; if( !GLVertexBufferPrivate::supported ) { // legacy data d->legacyVertices.clear(); d->legacyVertices.reserve( numberVertices * dim ); for( int i=0; ilegacyVertices << vertices[i]; } d->legacyTexCoords.clear(); d->legacyTexCoords.reserve( numberVertices * 2 ); for( int i=0; ilegacyTexCoords << texcoords[i]; } return; } GLenum hint; 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; } glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glBindBuffer( GL_ARRAY_BUFFER, d->buffers[ 0 ] ); glBufferData( GL_ARRAY_BUFFER, sizeof(GLfloat)*numberVertices*d->dimension, vertices, hint ); glBindBuffer( GL_ARRAY_BUFFER, d->buffers[ 1 ] ); glBufferData( GL_ARRAY_BUFFER, sizeof(GLfloat)*numberVertices*2, texcoords, hint ); glBindBuffer( GL_ARRAY_BUFFER, 0 ); glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); } void GLVertexBuffer::render( GLenum primitiveMode ) { render( infiniteRegion(), primitiveMode ); } void GLVertexBuffer::render( const QRegion& region, GLenum primitiveMode ) { if( !GLVertexBufferPrivate::supported ) { d->legacyPainting( region, primitiveMode ); return; } glEnableClientState( GL_VERTEX_ARRAY ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glBindBuffer( GL_ARRAY_BUFFER, d->buffers[ 0 ] ); glVertexPointer( d->dimension, GL_FLOAT, 0, 0 ); glBindBuffer( GL_ARRAY_BUFFER, d->buffers[ 1 ] ); glTexCoordPointer( 2, GL_FLOAT, 0, 0 ); // Clip using scissoring PaintClipper pc( region ); for( PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) { glDrawArrays( primitiveMode, 0, d->numberVertices ); } glBindBuffer( GL_ARRAY_BUFFER, 0 ); glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); } bool GLVertexBuffer::isSupported() { return GLVertexBufferPrivate::supported; } void GLVertexBuffer::initStatic() { GLVertexBufferPrivate::supported = hasGLExtension( "GL_ARB_vertex_buffer_object" ); } } // namespace #endif