/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2010 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 . *********************************************************************/ // This file is included in scene_opengl.cpp //#include "scene_opengl.h" #include EGLDisplay dpy; EGLConfig config; EGLSurface surface; EGLContext ctx; SceneOpenGL::SceneOpenGL( Workspace* ws ) : Scene( ws ) , init_ok( false ) , selfCheckDone( true ) { if( !initRenderingContext() ) return; initEGL(); if (!hasGLExtension("EGL_KHR_image_pixmap")) { kError(1212) << "Required extension EGL_KHR_image_pixmap not found, disabling compositing"; return; } initGL(); if (!hasGLExtension("GL_OES_EGL_image")) { kError(1212) << "Required extension GL_OES_EGL_image not found, disabling compositing"; return; } debug = qstrcmp( qgetenv( "KWIN_GL_DEBUG" ), "1" ) == 0; if (!ShaderManager::instance()->isValid()) { kError( 1212 ) << "Shaders not valid, ES compositing not possible"; return; } ShaderManager::instance()->pushShader(ShaderManager::SimpleShader); if( checkGLError( "Init" )) { kError( 1212 ) << "OpenGL compositing setup failed"; return; // error } init_ok = true; } SceneOpenGL::~SceneOpenGL() { foreach( Window* w, windows ) delete w; // do cleanup after initBuffer() eglMakeCurrent( dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT ); eglDestroyContext( dpy, ctx ); eglDestroySurface( dpy, surface ); eglTerminate( dpy ); eglReleaseThread(); SceneOpenGL::EffectFrame::cleanup(); checkGLError( "Cleanup" ); } bool SceneOpenGL::initTfp() { return false; } bool SceneOpenGL::initRenderingContext() { dpy = eglGetDisplay( display() ); if( dpy == EGL_NO_DISPLAY ) return false; EGLint major, minor; if( eglInitialize( dpy, &major, &minor ) == EGL_FALSE ) return false; eglBindAPI( EGL_OPENGL_ES_API ); initBufferConfigs(); if( !wspace->createOverlay() ) { kError( 1212 ) << "Could not get overlay window"; return false; } surface = eglCreateWindowSurface( dpy, config, wspace->overlayWindow(), 0 ); const EGLint context_attribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; ctx = eglCreateContext( dpy, config, EGL_NO_CONTEXT, context_attribs ); if( ctx == EGL_NO_CONTEXT ) return false; if( eglMakeCurrent( dpy, surface, surface, ctx ) == EGL_FALSE ) return false; kDebug( 1212 ) << "EGL version: " << major << "." << minor; EGLint error = eglGetError(); if( error != EGL_SUCCESS ) { kWarning( 1212 ) << "Error occurred while creating context " << error; return false; } return true; } bool SceneOpenGL::initBuffer() { return false; } bool SceneOpenGL::initBufferConfigs() { const EGLint config_attribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RED_SIZE, 1, EGL_GREEN_SIZE, 1, EGL_BLUE_SIZE, 1, EGL_ALPHA_SIZE, 0, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_CONFIG_CAVEAT, EGL_NONE, EGL_NONE, }; EGLint count; EGLConfig configs[1024]; eglChooseConfig(dpy, config_attribs, configs, 1024, &count); EGLint visualId = XVisualIDFromVisual((Visual*)QX11Info::appVisual()); config = configs[0]; for (int i = 0; i < count; i++) { EGLint val; eglGetConfigAttrib(dpy, configs[i], EGL_NATIVE_VISUAL_ID, &val); if (visualId == val) { config = configs[i]; break; } } return true; } bool SceneOpenGL::initDrawableConfigs() { return false; } void SceneOpenGL::selfCheckSetup() { // not used in EGL } bool SceneOpenGL::selfCheckFinish() { // not used in EGL return true; } // the entry function for painting void SceneOpenGL::paint( QRegion damage, ToplevelList toplevels ) { QTime t = QTime::currentTime(); foreach( Toplevel* c, toplevels ) { assert( windows.contains( c )); stacking_order.append( windows[ c ] ); } grabXServer(); int mask = 0; paintScreen( &mask, &damage ); // call generic implementation ungrabXServer(); // ungrab before flushBuffer(), it may wait for vsync if( wspace->overlayWindow()) // show the window only after the first pass, since wspace->showOverlay(); // that pass may take long lastRenderTime = t.elapsed(); flushBuffer( mask, damage ); // do cleanup stacking_order.clear(); checkGLError( "PostPaint" ); } void SceneOpenGL::waitSync() { // not used in EGL } void SceneOpenGL::flushBuffer( int mask, QRegion damage ) { glFlush(); if( mask & PAINT_SCREEN_REGION ) { // TODO: implement me properly eglSwapBuffers( dpy, surface ); } else { eglSwapBuffers( dpy, surface ); } eglWaitGL(); // TODO: remove for wayland XFlush( display()); } void SceneOpenGL::paintGenericScreen(int mask, ScreenPaintData data) { if (mask & PAINT_SCREEN_TRANSFORMED) { // apply screen transformations QMatrix4x4 screenTransformation; screenTransformation.translate(data.xTranslate, data.yTranslate, data.zTranslate); if (data.rotation) { screenTransformation.translate(data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint); // translate to rotation point, rotate, translate back qreal xAxis = 0.0; qreal yAxis = 0.0; qreal zAxis = 0.0; switch (data.rotation->axis) { case RotationData::XAxis: xAxis = 1.0; break; case RotationData::YAxis: yAxis = 1.0; break; case RotationData::ZAxis: zAxis = 1.0; break; } screenTransformation.rotate(data.rotation->angle, xAxis, yAxis, zAxis); screenTransformation.translate(-data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint); } screenTransformation.scale(data.xScale, data.yScale, data.zScale); GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader); shader->setUniform("screenTransformation", screenTransformation); } else if ((mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) || (mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS)) { GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader); shader->setUniform("screenTransformation", QMatrix4x4()); } Scene::paintGenericScreen(mask, data); if ((mask & PAINT_SCREEN_TRANSFORMED) || (mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) || (mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS)) { ShaderManager::instance()->popShader(); } } void SceneOpenGL::paintBackground(QRegion region) { PaintClipper pc(region); if (!PaintClipper::clip()) { glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); return; } if (pc.clip() && pc.paintArea().isEmpty()) return; // no background to paint QVector verts; for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) { QRect r = iterator.boundingRect(); verts << r.x() + r.width() << r.y(); verts << r.x() << r.y(); verts << r.x() << r.y() + r.height(); verts << r.x() << r.y() + r.height(); verts << r.x() + r.width() << r.y() + r.height(); verts << r.x() + r.width() << r.y(); } GLVertexBuffer vbo(GLVertexBuffer::Static); vbo.setUseColor(true); vbo.setUseShader(true); vbo.setData(verts.count() / 2, 2, verts.data(), NULL); ShaderManager::instance()->pushShader(ShaderManager::ColorShader); vbo.render(GL_TRIANGLES); ShaderManager::instance()->popShader(); } //**************************************** // SceneOpenGL::Texture //**************************************** void SceneOpenGL::Texture::init() { findTarget(); } void SceneOpenGL::Texture::release() { mTexture = None; } void SceneOpenGL::Texture::findTarget() { mTarget = GL_TEXTURE_2D; } bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size, int depth, QRegion region ) { Q_UNUSED(size) Q_UNUSED(depth) Q_UNUSED(region) if( mTexture == None ) { createTexture(); bind(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); const EGLint attribs[] = { EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, EGL_NONE }; EGLImageKHR image = eglCreateImageKHR(dpy, EGL_NO_CONTEXT, EGL_NATIVE_PIXMAP_KHR, (EGLClientBuffer)pix, attribs); glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image); eglDestroyImageKHR( dpy, image ); unbind(); checkGLError("load texture"); } return true; } void SceneOpenGL::Texture::bind() { GLTexture::bind(); } void SceneOpenGL::Texture::unbind() { GLTexture::unbind(); }