/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak Based on glcompmgr code by Felix Bellaby. Using code from Compiz and Beryl. 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 // the configs used for the destination GLXFBConfig SceneOpenGL::fbcbuffer_db; GLXFBConfig SceneOpenGL::fbcbuffer_nondb; // the configs used for windows SceneOpenGL::FBConfigInfo SceneOpenGL::fbcdrawableinfo[ 32 + 1 ]; // GLX content GLXContext SceneOpenGL::ctxbuffer; GLXContext SceneOpenGL::ctxdrawable; // the destination drawable where the compositing is done GLXDrawable SceneOpenGL::glxbuffer = None; GLXDrawable SceneOpenGL::last_pixmap = None; SceneOpenGL::SceneOpenGL(Workspace* ws) : Scene(ws) , m_resetModelViewProjectionMatrix(true) , init_ok(false) { initGLX(); // check for FBConfig support if (!hasGLExtension("GLX_SGIX_fbconfig") || !glXGetFBConfigAttrib || !glXGetFBConfigs || !glXGetVisualFromFBConfig || !glXCreatePixmap || !glXDestroyPixmap || !glXCreateWindow || !glXDestroyWindow) { kError(1212) << "GLX_SGIX_fbconfig or required GLX functions missing"; return; // error } if (!selectMode()) return; // error if (!initBuffer()) // create destination buffer return; // error if (!initRenderingContext()) return; // error // Initialize OpenGL GLPlatform *glPlatform = GLPlatform::instance(); glPlatform->detect(); glPlatform->printResults(); initGL(); if (glPlatform->isSoftwareEmulation()) { kError(1212) << "OpenGL Software Rasterizer detected. Falling back to XRender."; QTimer::singleShot(0, Workspace::self(), SLOT(fallbackToXRenderCompositing())); return; } if (!hasGLExtension("GL_ARB_texture_non_power_of_two") && !hasGLExtension("GL_ARB_texture_rectangle")) { kError(1212) << "GL_ARB_texture_non_power_of_two and GL_ARB_texture_rectangle missing"; return; // error } if (glPlatform->isMesaDriver() && glPlatform->mesaVersion() < kVersionNumber(7, 10)) { kError(1212) << "KWin requires at least Mesa 7.10 for OpenGL compositing."; return; } if (db) glDrawBuffer(GL_BACK); // Check whether certain features are supported has_waitSync = false; if (options->isGlVSync()) { if (glXGetVideoSync && glXSwapInterval && glXIsDirect(display(), ctxbuffer)) { unsigned int sync; if (glXGetVideoSync(&sync) == 0) { if (glXWaitVideoSync(1, 0, &sync) == 0) { // NOTICE at this time we should actually check whether we can successfully // deactivate the swapInterval "glXSwapInterval(0) == 0" // (because we don't actually want it active unless we explicitly run a glXSwapBuffers) // However mesa/dri will return a range error (6) because deactivating the // swapinterval (as of today) seems completely unsupported has_waitSync = true; glXSwapInterval(0); } else qWarning() << "NO VSYNC! glXWaitVideoSync(1,0,&uint) isn't 0 but" << glXWaitVideoSync(1, 0, &sync); } else qWarning() << "NO VSYNC! glXGetVideoSync(&uint) isn't 0 but" << glXGetVideoSync(&sync); } else qWarning() << "NO VSYNC! glXGetVideoSync, glXSwapInterval, glXIsDirect" << bool(glXGetVideoSync) << bool(glXSwapInterval) << glXIsDirect(display(), ctxbuffer); } debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0; // scene shader setup if (GLPlatform::instance()->supports(GLSL)) { if (!ShaderManager::instance()->isValid()) { kDebug(1212) << "No Scene Shaders available"; } else { // push one shader on the stack so that one is always bound // consistency with GLES ShaderManager::instance()->pushShader(ShaderManager::SimpleShader); } } // OpenGL scene setup setupModelViewProjectionMatrix(); if (checkGLError("Init")) { kError(1212) << "OpenGL compositing setup failed"; return; // error } // set strict binding if (options->isGlStrictBindingFollowsDriver()) { options->setGlStrictBinding(!glPlatform->supports(LooseBinding)); } kDebug(1212) << "DB:" << db << ", Direct:" << bool(glXIsDirect(display(), ctxbuffer)) << endl; init_ok = true; } SceneOpenGL::~SceneOpenGL() { if (!init_ok) { // TODO this probably needs to clean up whatever has been created until the failure m_overlayWindow->destroy(); return; } foreach (Window * w, windows) delete w; // do cleanup after initBuffer() cleanupGL(); glXMakeCurrent(display(), None, NULL); glXDestroyContext(display(), ctxbuffer); if (m_overlayWindow->window()) { if (hasGLXVersion(1, 3)) glXDestroyWindow(display(), glxbuffer); XDestroyWindow(display(), buffer); m_overlayWindow->destroy(); } else { glXDestroyPixmap(display(), glxbuffer); XFreeGC(display(), gcroot); XFreePixmap(display(), buffer); } SceneOpenGL::EffectFrame::cleanup(); checkGLError("Cleanup"); } void SceneOpenGL::setupModelViewProjectionMatrix() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); 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; // swap top and bottom to have OpenGL coordinate system match X system glFrustum(xmin, xmax, ymin, ymax, zNear, zFar); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax; glTranslatef(xmin * scaleFactor, ymax * scaleFactor, -1.1); glScalef((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001); m_resetModelViewProjectionMatrix = false; } bool SceneOpenGL::initTfp() { if (glXBindTexImageEXT == NULL || glXReleaseTexImageEXT == NULL) return false; return true; } bool SceneOpenGL::initRenderingContext() { bool direct_rendering = options->isGlDirect(); KXErrorHandler errs1; ctxbuffer = glXCreateNewContext(display(), fbcbuffer, GLX_RGBA_TYPE, NULL, direct_rendering ? GL_TRUE : GL_FALSE); bool failed = (ctxbuffer == NULL || !glXMakeCurrent(display(), glxbuffer, ctxbuffer)); if (errs1.error(true)) // always check for error( having it all in one if () could skip failed = true; // it due to evaluation short-circuiting if (failed) { if (!direct_rendering) { kDebug(1212).nospace() << "Couldn't initialize rendering context (" << KXErrorHandler::errorMessage(errs1.errorEvent()) << ")"; return false; } glXMakeCurrent(display(), None, NULL); if (ctxbuffer != NULL) glXDestroyContext(display(), ctxbuffer); direct_rendering = false; // try again KXErrorHandler errs2; ctxbuffer = glXCreateNewContext(display(), fbcbuffer, GLX_RGBA_TYPE, NULL, GL_FALSE); bool failed = (ctxbuffer == NULL || !glXMakeCurrent(display(), glxbuffer, ctxbuffer)); if (errs2.error(true)) failed = true; if (failed) { kDebug(1212).nospace() << "Couldn't initialize rendering context (" << KXErrorHandler::errorMessage(errs2.errorEvent()) << ")"; return false; } } return true; } // create destination buffer bool SceneOpenGL::initBuffer() { if (!initBufferConfigs()) return false; if (fbcbuffer_db != NULL && m_overlayWindow->create()) { // we have overlay, try to create double-buffered window in it fbcbuffer = fbcbuffer_db; XVisualInfo* visual = glXGetVisualFromFBConfig(display(), fbcbuffer); XSetWindowAttributes attrs; attrs.colormap = XCreateColormap(display(), rootWindow(), visual->visual, AllocNone); buffer = XCreateWindow(display(), m_overlayWindow->window(), 0, 0, displayWidth(), displayHeight(), 0, visual->depth, InputOutput, visual->visual, CWColormap, &attrs); if (hasGLXVersion(1, 3)) glxbuffer = glXCreateWindow(display(), fbcbuffer, buffer, NULL); else glxbuffer = buffer; m_overlayWindow->setup(buffer); db = true; XFree(visual); } else if (fbcbuffer_nondb != NULL) { // cannot get any double-buffered drawable, will double-buffer using a pixmap fbcbuffer = fbcbuffer_nondb; XVisualInfo* visual = glXGetVisualFromFBConfig(display(), fbcbuffer); XGCValues gcattr; gcattr.subwindow_mode = IncludeInferiors; gcroot = XCreateGC(display(), rootWindow(), GCSubwindowMode, &gcattr); buffer = XCreatePixmap(display(), rootWindow(), displayWidth(), displayHeight(), visual->depth); glxbuffer = glXCreatePixmap(display(), fbcbuffer, buffer, NULL); db = false; XFree(visual); } else { kError(1212) << "Couldn't create output buffer (failed to create overlay window?) !"; return false; // error } int vis_buffer; glXGetFBConfigAttrib(display(), fbcbuffer, GLX_VISUAL_ID, &vis_buffer); XVisualInfo* visinfo_buffer = glXGetVisualFromFBConfig(display(), fbcbuffer); kDebug(1212) << "Buffer visual (depth " << visinfo_buffer->depth << "): 0x" << QString::number(vis_buffer, 16); XFree(visinfo_buffer); return true; } // choose the best configs for the destination buffer bool SceneOpenGL::initBufferConfigs() { int cnt; GLXFBConfig *fbconfigs = glXGetFBConfigs(display(), DefaultScreen(display()), &cnt); fbcbuffer_db = NULL; fbcbuffer_nondb = NULL; for (int i = 0; i < 2; i++) { int back, stencil, depth, caveat, alpha; back = i > 0 ? INT_MAX : 1; stencil = INT_MAX; depth = INT_MAX; caveat = INT_MAX; alpha = 0; for (int j = 0; j < cnt; j++) { XVisualInfo *vi; int visual_depth; vi = glXGetVisualFromFBConfig(display(), fbconfigs[ j ]); if (vi == NULL) continue; visual_depth = vi->depth; XFree(vi); if (visual_depth != DefaultDepth(display(), DefaultScreen(display()))) continue; int value; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_ALPHA_SIZE, &alpha); glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_BUFFER_SIZE, &value); if (value != visual_depth && (value - alpha) != visual_depth) continue; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_RENDER_TYPE, &value); if (!(value & GLX_RGBA_BIT)) continue; int back_value; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_DOUBLEBUFFER, &back_value); if (i > 0) { if (back_value > back) continue; } else { if (back_value < back) continue; } int stencil_value; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_STENCIL_SIZE, &stencil_value); if (stencil_value > stencil) continue; int depth_value; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_DEPTH_SIZE, &depth_value); if (depth_value > depth) continue; int caveat_value; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_CONFIG_CAVEAT, &caveat_value); if (caveat_value > caveat) continue; back = back_value; stencil = stencil_value; depth = depth_value; caveat = caveat_value; if (i > 0) fbcbuffer_nondb = fbconfigs[ j ]; else fbcbuffer_db = fbconfigs[ j ]; } } if (cnt) XFree(fbconfigs); if (fbcbuffer_db == NULL && fbcbuffer_nondb == NULL) { kError(1212) << "Couldn't find framebuffer configuration for buffer!"; return false; } for (int i = 0; i <= 32; i++) { if (fbcdrawableinfo[ i ].fbconfig == NULL) continue; int vis_drawable = 0; glXGetFBConfigAttrib(display(), fbcdrawableinfo[ i ].fbconfig, GLX_VISUAL_ID, &vis_drawable); kDebug(1212) << "Drawable visual (depth " << i << "): 0x" << QString::number(vis_drawable, 16); } return true; } // make a list of the best configs for windows by depth bool SceneOpenGL::initDrawableConfigs() { int cnt; GLXFBConfig *fbconfigs = glXGetFBConfigs(display(), DefaultScreen(display()), &cnt); for (int i = 0; i <= 32; i++) { int back, stencil, depth, caveat, alpha, mipmap, rgba; back = INT_MAX; stencil = INT_MAX; depth = INT_MAX; caveat = INT_MAX; mipmap = 0; rgba = 0; fbcdrawableinfo[ i ].fbconfig = NULL; fbcdrawableinfo[ i ].bind_texture_format = 0; fbcdrawableinfo[ i ].texture_targets = 0; fbcdrawableinfo[ i ].y_inverted = 0; fbcdrawableinfo[ i ].mipmap = 0; for (int j = 0; j < cnt; j++) { XVisualInfo *vi; int visual_depth; vi = glXGetVisualFromFBConfig(display(), fbconfigs[ j ]); if (vi == NULL) continue; visual_depth = vi->depth; XFree(vi); if (visual_depth != i) continue; int value; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_ALPHA_SIZE, &alpha); glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_BUFFER_SIZE, &value); if (value != i && (value - alpha) != i) continue; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_RENDER_TYPE, &value); if (!(value & GLX_RGBA_BIT)) continue; value = 0; if (i == 32) { glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_BIND_TO_TEXTURE_RGBA_EXT, &value); if (value) { // TODO I think this should be set only after the config passes all tests rgba = 1; fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGBA_EXT; } } if (!value) { if (rgba) continue; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_BIND_TO_TEXTURE_RGB_EXT, &value); if (!value) continue; fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGB_EXT; } int back_value; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_DOUBLEBUFFER, &back_value); if (back_value > back) continue; int stencil_value; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_STENCIL_SIZE, &stencil_value); if (stencil_value > stencil) continue; int depth_value; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_DEPTH_SIZE, &depth_value); if (depth_value > depth) continue; int caveat_value; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_CONFIG_CAVEAT, &caveat_value); if (caveat_value > caveat) continue; // ok, config passed all tests, it's the best one so far fbcdrawableinfo[ i ].fbconfig = fbconfigs[ j ]; caveat = caveat_value; back = back_value; stencil = stencil_value; depth = depth_value; mipmap = 0; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_BIND_TO_TEXTURE_TARGETS_EXT, &value); fbcdrawableinfo[ i ].texture_targets = value; glXGetFBConfigAttrib(display(), fbconfigs[ j ], GLX_Y_INVERTED_EXT, &value); fbcdrawableinfo[ i ].y_inverted = value; fbcdrawableinfo[ i ].mipmap = mipmap; } } if (cnt) XFree(fbconfigs); if (fbcdrawableinfo[ DefaultDepth(display(), DefaultScreen(display()))].fbconfig == NULL) { kError(1212) << "Couldn't find framebuffer configuration for default depth!"; return false; } if (fbcdrawableinfo[ 32 ].fbconfig == NULL) { kError(1212) << "Couldn't find framebuffer configuration for depth 32 (no ARGB GLX visual)!"; return false; } return true; } // the entry function for painting int SceneOpenGL::paint(QRegion damage, ToplevelList toplevels) { if (!m_lastDamage.isEmpty()) flushBuffer(m_lastMask, m_lastDamage); // actually paint the frame, flushed with the NEXT frame foreach (Toplevel * c, toplevels) { assert(windows.contains(c)); stacking_order.append(windows[ c ]); } glXWaitX(); if (m_resetModelViewProjectionMatrix) { // reset model view projection matrix if required setupModelViewProjectionMatrix(); } int mask = 0; #ifdef CHECK_GL_ERROR checkGLError("Paint1"); #endif paintScreen(&mask, &damage); // call generic implementation m_lastMask = mask; m_lastDamage = damage; #ifdef CHECK_GL_ERROR checkGLError("Paint2"); #endif glFlush(); if (m_overlayWindow->window()) // show the window only after the first pass, m_overlayWindow->show(); // since that pass may take long // do cleanup stacking_order.clear(); checkGLError("PostPaint"); return m_renderTimer.elapsed(); } #define VSYNC_DEBUG 0 // wait for vblank signal before painting void SceneOpenGL::waitSync() { // NOTE that vsync has no effect with indirect rendering if (waitSyncAvailable()) { #if VSYNC_DEBUG m_renderTimer.start(); #endif uint sync; #if 0 // TODO: why precisely is this important? // the sync counter /can/ perform multiple steps during glXGetVideoSync & glXWaitVideoSync // but this only leads to waiting for two frames??!? glXGetVideoSync(&sync); glXWaitVideoSync(2, (sync + 1) % 2, &sync); #else glXWaitVideoSync(1, 0, &sync); #endif #if VSYNC_DEBUG static int waitTime = 0, waitCounter = 0, doubleSyncCounter = 0; if (m_renderTimer.elapsed() > 11) ++doubleSyncCounter; waitTime += m_renderTimer.elapsed(); ++waitCounter; if (waitCounter > 99) { qDebug() << "mean vsync wait time:" << float((float)waitTime / (float)waitCounter) << doubleSyncCounter << "/100"; doubleSyncCounter = waitTime = waitCounter = 0; } #endif } m_renderTimer.start(); // yes, the framerate shall be constant anyway. } #undef VSYNC_DEBUG // actually paint to the screen (double-buffer swap or copy from pixmap buffer) void SceneOpenGL::flushBuffer(int mask, QRegion damage) { if (db) { if (mask & PAINT_SCREEN_REGION) { waitSync(); if (glXCopySubBuffer) { foreach (const QRect & r, damage.rects()) { // convert to OpenGL coordinates int y = displayHeight() - r.y() - r.height(); glXCopySubBuffer(display(), glxbuffer, r.x(), y, r.width(), r.height()); } } else { // if a shader is bound or the texture unit is enabled, copy pixels results in a black screen // therefore unbind the shader and restore after copying the pixels GLint shader = 0; if (ShaderManager::instance()->isShaderBound()) { glGetIntegerv(GL_CURRENT_PROGRAM, &shader); glUseProgram(0); } bool reenableTexUnit = false; if (glIsEnabled(GL_TEXTURE_2D)) { glDisable(GL_TEXTURE_2D); reenableTexUnit = true; } // no idea why glScissor() is used, but Compiz has it and it doesn't seem to hurt glEnable(GL_SCISSOR_TEST); glDrawBuffer(GL_FRONT); int xpos = 0; int ypos = 0; foreach (const QRect & r, damage.rects()) { // convert to OpenGL coordinates int y = displayHeight() - r.y() - r.height(); // Move raster position relatively using glBitmap() rather // than using glRasterPos2f() - the latter causes drawing // artefacts at the bottom screen edge with some gfx cards // glRasterPos2f( r.x(), r.y() + r.height()); glBitmap(0, 0, 0, 0, r.x() - xpos, y - ypos, NULL); xpos = r.x(); ypos = y; glScissor(r.x(), y, r.width(), r.height()); glCopyPixels(r.x(), y, r.width(), r.height(), GL_COLOR); } glBitmap(0, 0, 0, 0, -xpos, -ypos, NULL); // move position back to 0,0 glDrawBuffer(GL_BACK); glDisable(GL_SCISSOR_TEST); if (reenableTexUnit) { glEnable(GL_TEXTURE_2D); } // rebind previously bound shader if (ShaderManager::instance()->isShaderBound()) { glUseProgram(shader); } } } else { if (glXSwapInterval) { glXSwapInterval(options->isGlVSync() ? 1 : 0); glXSwapBuffers(display(), glxbuffer); glXSwapInterval(0); m_renderTimer.start(); // this is important so we don't assume to be loosing frames in the compositor timing calculation } else { waitSync(); glXSwapBuffers(display(), glxbuffer); } } glXWaitGL(); } else { glXWaitGL(); if (mask & PAINT_SCREEN_REGION) foreach (const QRect & r, damage.rects()) XCopyArea(display(), buffer, rootWindow(), gcroot, r.x(), r.y(), r.width(), r.height(), r.x(), r.y()); else XCopyArea(display(), buffer, rootWindow(), gcroot, 0, 0, displayWidth(), displayHeight(), 0, 0); } XFlush(display()); } void SceneOpenGL::screenGeometryChanged(const QSize &size) { Scene::screenGeometryChanged(size); glViewport(0,0, size.width(), size.height()); if (m_overlayWindow->window() == None) { glXMakeCurrent(display(), None, NULL); glXDestroyPixmap(display(), glxbuffer); XFreePixmap(display(), buffer); XVisualInfo* visual = glXGetVisualFromFBConfig(display(), fbcbuffer); buffer = XCreatePixmap(display(), rootWindow(), size.width(), size.height(), visual->depth); XFree(visual); glxbuffer = glXCreatePixmap(display(), fbcbuffer, buffer, NULL); glXMakeCurrent(display(), glxbuffer, ctxbuffer); // TODO: there seems some bug, some clients become black until an eg. un/remap - could be a general pixmap buffer issue, though } else { glXMakeCurrent(display(), None, NULL); // deactivate context //// XMoveResizeWindow(display(), buffer, 0,0, size.width(), size.height()); m_overlayWindow->setup(buffer); XSync(display(), false); // ensure X11 stuff has applied //// glXMakeCurrent(display(), glxbuffer, ctxbuffer); // reactivate context //// glViewport(0,0, size.width(), size.height()); // adjust viewport last - should btw. be superfluous on the Pixmap buffer - iirc glXCreatePixmap sets the context anyway. //// } ShaderManager::instance()->resetAllShaders(); m_resetModelViewProjectionMatrix = true; } //**************************************** // SceneOpenGL::Texture //**************************************** SceneOpenGL::TexturePrivate::TexturePrivate() { m_glxpixmap = None; } SceneOpenGL::TexturePrivate::~TexturePrivate() { if (m_glxpixmap != None) { if (!options->isGlStrictBinding()) { glXReleaseTexImageEXT(display(), m_glxpixmap, GLX_FRONT_LEFT_EXT); } glXDestroyPixmap(display(), m_glxpixmap); m_glxpixmap = None; } } void SceneOpenGL::Texture::findTarget() { Q_D(Texture); unsigned int new_target = 0; if (glXQueryDrawable && d->m_glxpixmap != None) glXQueryDrawable(display(), d->m_glxpixmap, GLX_TEXTURE_TARGET_EXT, &new_target); // HACK: this used to be a hack for Xgl. // without this hack the NVIDIA blob aborts when trying to bind a texture from // a pixmap icon if (new_target == 0) { if (NPOTTextureSupported() || (isPowerOfTwo(d->m_size.width()) && isPowerOfTwo(d->m_size.height()))) { new_target = GLX_TEXTURE_2D_EXT; } else { new_target = GLX_TEXTURE_RECTANGLE_EXT; } } switch(new_target) { case GLX_TEXTURE_2D_EXT: d->m_target = GL_TEXTURE_2D; d->m_scale.setWidth(1.0f / d->m_size.width()); d->m_scale.setHeight(1.0f / d->m_size.height()); break; case GLX_TEXTURE_RECTANGLE_EXT: d->m_target = GL_TEXTURE_RECTANGLE_ARB; d->m_scale.setWidth(1.0f); d->m_scale.setHeight(1.0f); break; default: abort(); } } bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size, int depth, QRegion region) { Q_UNUSED(region) // decrease the reference counter for the old texture d_ptr = new TexturePrivate(); Q_D(Texture); #ifdef CHECK_GL_ERROR checkGLError("TextureLoad1"); #endif if (pix == None || size.isEmpty() || depth < 1) return false; if (fbcdrawableinfo[ depth ].fbconfig == NULL) { kDebug(1212) << "No framebuffer configuration for depth " << depth << "; not binding pixmap" << endl; return false; } d->m_size = size; // new texture, or texture contents changed; mipmaps now invalid setDirty(); #ifdef CHECK_GL_ERROR checkGLError("TextureLoad2"); #endif // tfp mode, simply bind the pixmap to texture glGenTextures(1, &d->m_texture); // The GLX pixmap references the contents of the original pixmap, so it doesn't // need to be recreated when the contents change. // The texture may or may not use the same storage depending on the EXT_tfp // implementation. When options->glStrictBinding is true, the texture uses // a different storage and needs to be updated with a call to // glXBindTexImageEXT() when the contents of the pixmap has changed. int attrs[] = { GLX_TEXTURE_FORMAT_EXT, fbcdrawableinfo[ depth ].bind_texture_format, GLX_MIPMAP_TEXTURE_EXT, fbcdrawableinfo[ depth ].mipmap > 0, None, None, None }; // Specifying the texture target explicitly is reported to cause a performance // regression with R300G (see bug #256654). if (GLPlatform::instance()->driver() != Driver_R300G) { if ((fbcdrawableinfo[ depth ].texture_targets & GLX_TEXTURE_2D_BIT_EXT) && (GLTexture::NPOTTextureSupported() || (isPowerOfTwo(size.width()) && isPowerOfTwo(size.height())))) { attrs[ 4 ] = GLX_TEXTURE_TARGET_EXT; attrs[ 5 ] = GLX_TEXTURE_2D_EXT; } else if (fbcdrawableinfo[ depth ].texture_targets & GLX_TEXTURE_RECTANGLE_BIT_EXT) { attrs[ 4 ] = GLX_TEXTURE_TARGET_EXT; attrs[ 5 ] = GLX_TEXTURE_RECTANGLE_EXT; } } d->m_glxpixmap = glXCreatePixmap(display(), fbcdrawableinfo[ depth ].fbconfig, pix, attrs); #ifdef CHECK_GL_ERROR checkGLError("TextureLoadTFP1"); #endif findTarget(); d->m_yInverted = fbcdrawableinfo[ depth ].y_inverted ? true : false; d->m_canUseMipmaps = fbcdrawableinfo[ depth ].mipmap > 0; setFilter(fbcdrawableinfo[ depth ].mipmap > 0 ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST); glBindTexture(d->m_target, d->m_texture); #ifdef CHECK_GL_ERROR checkGLError("TextureLoadTFP2"); #endif glXBindTexImageEXT(display(), d->m_glxpixmap, GLX_FRONT_LEFT_EXT, NULL); #ifdef CHECK_GL_ERROR checkGLError("TextureLoad0"); #endif unbind(); return true; } void SceneOpenGL::TexturePrivate::onDamage() { if (options->isGlStrictBinding() && m_glxpixmap) { glXReleaseTexImageEXT(display(), m_glxpixmap, GLX_FRONT_LEFT_EXT); glXBindTexImageEXT(display(), m_glxpixmap, GLX_FRONT_LEFT_EXT, NULL); } GLTexturePrivate::onDamage(); }