001ddfacbd
ATI seems to be buggy and it doesn't seem to be really necessary. svn path=/branches/work/kwin_composite/; revision=603922
820 lines
30 KiB
C++
820 lines
30 KiB
C++
/*****************************************************************
|
|
KWin - the KDE window manager
|
|
This file is part of the KDE project.
|
|
|
|
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
|
|
|
|
You can Freely distribute this program under the GNU General Public
|
|
License. See the file "COPYING" for the exact licensing terms.
|
|
|
|
Based on glcompmgr code by Felix Bellaby.
|
|
Using code from Compiz and Beryl.
|
|
******************************************************************/
|
|
|
|
/*
|
|
This is the OpenGL-based compositing code. It is the primary and most powerful
|
|
compositing backend.
|
|
|
|
Sources and other compositing managers:
|
|
=======================================
|
|
|
|
- http://opengl.org
|
|
- documentation
|
|
- OpenGL Redbook (http://opengl.org/documentation/red_book/)
|
|
- GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf)
|
|
- extensions docs (http://www.opengl.org/registry/)
|
|
|
|
- glcompmgr
|
|
- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
|
|
- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
|
|
- simple and easy to understand
|
|
- works even without texture_from_pixmap extension
|
|
- claims to support several different gfx cards
|
|
- compile with something like
|
|
"gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib"
|
|
|
|
- compiz
|
|
- git clone git://anongit.freedesktop.org/git/xorg/app/compiz
|
|
- the ultimate <whatever>
|
|
- glxcompmgr
|
|
- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
|
|
- a rather old version of compiz, but also simpler and as such simpler
|
|
to understand
|
|
|
|
- beryl
|
|
- the community fork of Compiz
|
|
- http://beryl-project.org
|
|
- svn co http://svn.beryl-project.org/trunk/
|
|
|
|
- libcm (metacity)
|
|
- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
|
|
- not much idea about it, the model differs a lot from KWin/Compiz/Beryl
|
|
- does not seem to be very powerful or with that much development going on
|
|
|
|
*/
|
|
|
|
#include "scene_opengl.h"
|
|
|
|
#include "utils.h"
|
|
#include "client.h"
|
|
#include "effects.h"
|
|
#include "glutils.h"
|
|
|
|
namespace KWinInternal
|
|
{
|
|
|
|
//****************************************
|
|
// SceneOpenGL
|
|
//****************************************
|
|
|
|
// the config used for windows
|
|
GLXFBConfig SceneOpenGL::fbcdrawable;
|
|
// GLX content
|
|
GLXContext SceneOpenGL::ctxbuffer;
|
|
// the destination drawable where the compositing is done
|
|
GLXDrawable SceneOpenGL::glxbuffer;
|
|
bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap)
|
|
bool SceneOpenGL::db; // destination drawable is double-buffered
|
|
bool SceneOpenGL::copy_buffer_hack; // workaround for nvidia < 1.0-9xxx drivers
|
|
bool SceneOpenGL::supports_saturation;
|
|
|
|
|
|
|
|
// detect OpenGL error (add to various places in code to pinpoint the place)
|
|
static void checkGLError( const char* txt )
|
|
{
|
|
GLenum err = glGetError();
|
|
if( err != GL_NO_ERROR )
|
|
kWarning() << "GL error (" << txt << "): 0x" << QString::number( err, 16 ) << endl;
|
|
}
|
|
|
|
// attributes for finding a double-buffered root window config
|
|
const int root_db_attrs[] =
|
|
{
|
|
GLX_CONFIG_CAVEAT, GLX_NONE,
|
|
GLX_DOUBLEBUFFER, True,
|
|
GLX_RED_SIZE, 1,
|
|
GLX_GREEN_SIZE, 1,
|
|
GLX_BLUE_SIZE, 1,
|
|
GLX_RENDER_TYPE, GLX_RGBA_BIT,
|
|
None
|
|
};
|
|
|
|
// attributes for finding a double-buffered destination window config
|
|
static const int buffer_db_attrs[] =
|
|
{
|
|
GLX_CONFIG_CAVEAT, GLX_NONE,
|
|
GLX_DOUBLEBUFFER, True,
|
|
GLX_RED_SIZE, 1,
|
|
GLX_GREEN_SIZE, 1,
|
|
GLX_BLUE_SIZE, 1,
|
|
GLX_RENDER_TYPE, GLX_RGBA_BIT,
|
|
None
|
|
};
|
|
|
|
// attributes for finding a non-double-buffered destination pixmap config
|
|
static const int buffer_nondb_attrs[] =
|
|
{
|
|
GLX_CONFIG_CAVEAT, GLX_NONE,
|
|
GLX_DOUBLEBUFFER, False,
|
|
GLX_RED_SIZE, 1,
|
|
GLX_GREEN_SIZE, 1,
|
|
GLX_BLUE_SIZE, 1,
|
|
GLX_RENDER_TYPE, GLX_RGBA_BIT,
|
|
None
|
|
};
|
|
|
|
// attributes for finding config for windows
|
|
const int drawable_attrs[] =
|
|
{
|
|
GLX_CONFIG_CAVEAT, GLX_NONE,
|
|
GLX_DOUBLEBUFFER, False,
|
|
GLX_DEPTH_SIZE, 0,
|
|
GLX_RED_SIZE, 1,
|
|
GLX_GREEN_SIZE, 1,
|
|
GLX_BLUE_SIZE, 1,
|
|
GLX_ALPHA_SIZE, 1,
|
|
GLX_RENDER_TYPE, GLX_RGBA_BIT,
|
|
None
|
|
};
|
|
|
|
// attributes for finding config for windows when using tfp
|
|
const int drawable_tfp_attrs[] =
|
|
{
|
|
GLX_CONFIG_CAVEAT, GLX_NONE,
|
|
GLX_DOUBLEBUFFER, False,
|
|
GLX_DEPTH_SIZE, 0,
|
|
GLX_RED_SIZE, 1,
|
|
GLX_GREEN_SIZE, 1,
|
|
GLX_BLUE_SIZE, 1,
|
|
GLX_ALPHA_SIZE, 1,
|
|
GLX_RENDER_TYPE, GLX_RGBA_BIT,
|
|
GLX_BIND_TO_TEXTURE_RGBA_EXT, True, // additional for tfp
|
|
None
|
|
};
|
|
|
|
SceneOpenGL::SceneOpenGL( Workspace* ws )
|
|
: Scene( ws )
|
|
{
|
|
// TODO add checks where needed
|
|
int dummy;
|
|
if( !glXQueryExtension( display(), &dummy, &dummy ))
|
|
return;
|
|
initGLX();
|
|
tfp_mode = ( glXBindTexImageEXT != NULL && glXReleaseTexImageEXT != NULL );
|
|
// use copy buffer hack from glcompmgr (called COPY_BUFFER there) - nvidia drivers older than
|
|
// 1.0-9xxx don't update pixmaps properly, so do a copy first
|
|
copy_buffer_hack = !tfp_mode; // TODO detect that it's nvidia < 1.0-9xxx driver
|
|
initBuffer(); // create destination buffer
|
|
if( tfp_mode )
|
|
{
|
|
if( !findConfig( drawable_tfp_attrs, &fbcdrawable ))
|
|
{
|
|
tfp_mode = false;
|
|
if( !findConfig( drawable_attrs, &fbcdrawable ))
|
|
assert( false );
|
|
}
|
|
}
|
|
else
|
|
if( !findConfig( drawable_attrs, &fbcdrawable ))
|
|
assert( false );
|
|
int vis_buffer, vis_drawable;
|
|
glXGetFBConfigAttrib( display(), fbcbuffer, GLX_VISUAL_ID, &vis_buffer );
|
|
glXGetFBConfigAttrib( display(), fbcdrawable, GLX_VISUAL_ID, &vis_drawable );
|
|
kDebug() << "Buffer visual: 0x" << QString::number( vis_buffer, 16 ) << ", drawable visual: 0x"
|
|
<< QString::number( vis_drawable, 16 ) << endl;
|
|
ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL, GL_FALSE );
|
|
if( !glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer ) )
|
|
assert( false );
|
|
|
|
// Initialize OpenGL
|
|
initGL();
|
|
if( db )
|
|
glDrawBuffer( GL_BACK );
|
|
|
|
// Check whether certain features are supported
|
|
supports_saturation = ((hasGLExtension("GL_ARB_texture_env_crossbar")
|
|
&& hasGLExtension("GL_ARB_texture_env_dot3")) || hasGLVersion(1, 4))
|
|
&& (glTextureUnitsCount >= 4) && glActiveTexture != NULL;
|
|
|
|
// OpenGL scene setup
|
|
glMatrixMode( GL_PROJECTION );
|
|
glLoadIdentity();
|
|
glOrtho( 0, displayWidth(), 0, displayHeight(), 0, 65535 );
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glLoadIdentity();
|
|
checkGLError( "Init" );
|
|
kDebug() << "DB:" << db << ", TFP:" << tfp_mode << endl;
|
|
}
|
|
|
|
SceneOpenGL::~SceneOpenGL()
|
|
{
|
|
for( QMap< Toplevel*, Window >::Iterator it = windows.begin();
|
|
it != windows.end();
|
|
++it )
|
|
(*it).free();
|
|
// do cleanup after initBuffer()
|
|
if( buffer == rootWindow())
|
|
glXDestroyWindow( display(), glxbuffer );
|
|
else if( wspace->overlayWindow())
|
|
{
|
|
glXDestroyWindow( display(), glxbuffer );
|
|
XDestroyWindow( display(), buffer );
|
|
wspace->destroyOverlay();
|
|
}
|
|
else
|
|
{
|
|
glXDestroyPixmap( display(), glxbuffer );
|
|
XFreeGC( display(), gcroot );
|
|
XFreePixmap( display(), buffer );
|
|
}
|
|
glXDestroyContext( display(), ctxbuffer );
|
|
checkGLError( "Cleanup" );
|
|
}
|
|
|
|
// create destination buffer
|
|
void SceneOpenGL::initBuffer()
|
|
{
|
|
XWindowAttributes attrs;
|
|
XGetWindowAttributes( display(), rootWindow(), &attrs );
|
|
if( false && findConfig( root_db_attrs, &fbcbuffer, XVisualIDFromVisual( attrs.visual )))
|
|
{
|
|
// root window is double-buffered, paint directly to it
|
|
// TODO no need to use overlay?
|
|
db = true;
|
|
buffer = rootWindow();
|
|
glxbuffer = glXCreateWindow( display(), fbcbuffer, buffer, NULL );
|
|
}
|
|
else if( false && findConfig( buffer_db_attrs, &fbcbuffer ) && wspace->createOverlay())
|
|
{ // we have overlay, try to create double-buffered window in it
|
|
XVisualInfo* visual = glXGetVisualFromFBConfig( display(), fbcbuffer );
|
|
kDebug() << "Using overlay visual 0x" << QString::number( visual->visualid ) << endl;
|
|
XSetWindowAttributes attrs;
|
|
attrs.colormap = XCreateColormap( display(), rootWindow(), visual->visual, AllocNone );
|
|
buffer = XCreateWindow( display(), wspace->overlayWindow(), 0, 0, displayWidth(), displayHeight(),
|
|
0, QX11Info::appDepth(), InputOutput, visual->visual, CWColormap, &attrs );
|
|
glxbuffer = glXCreateWindow( display(), fbcbuffer, buffer, NULL );
|
|
wspace->setupOverlay( buffer );
|
|
db = true;
|
|
XFree( visual );
|
|
}
|
|
else if( findConfig( buffer_nondb_attrs, &fbcbuffer ))
|
|
{ // cannot get any double-buffered drawable, will double-buffer using a pixmap
|
|
db = false;
|
|
XGCValues gcattr;
|
|
gcattr.subwindow_mode = IncludeInferiors;
|
|
gcroot = XCreateGC( display(), rootWindow(), GCSubwindowMode, &gcattr );
|
|
buffer = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(),
|
|
QX11Info::appDepth());
|
|
glxbuffer = glXCreatePixmap( display(), fbcbuffer, buffer, NULL );
|
|
}
|
|
else
|
|
assert( false );
|
|
}
|
|
|
|
// print info about found configs
|
|
static void debugFBConfig( GLXFBConfig* fbconfigs, int i, const int* attrs )
|
|
{
|
|
int pos = 0;
|
|
while( attrs[ pos ] != (int)None )
|
|
{
|
|
int value;
|
|
if( glXGetFBConfigAttrib( display(), fbconfigs[ i ], attrs[ pos ], &value )
|
|
== Success )
|
|
kDebug() << "ATTR: 0x" << QString::number( attrs[ pos ], 16 )
|
|
<< ": 0x" << QString::number( attrs[ pos + 1 ], 16 )
|
|
<< ": 0x" << QString::number( value, 16 ) << endl;
|
|
else
|
|
kDebug() << "ATTR FAIL: 0x" << QString::number( attrs[ pos ], 16 ) << endl;
|
|
pos += 2;
|
|
}
|
|
}
|
|
|
|
// find config matching the given attributes and possibly the given X visual
|
|
bool SceneOpenGL::findConfig( const int* attrs, GLXFBConfig* config, VisualID visual )
|
|
{
|
|
int cnt;
|
|
GLXFBConfig* fbconfigs = glXChooseFBConfig( display(), DefaultScreen( display()),
|
|
attrs, &cnt );
|
|
if( fbconfigs != NULL )
|
|
{
|
|
if( visual == None )
|
|
{
|
|
*config = fbconfigs[ 0 ];
|
|
kDebug() << "Found FBConfig" << endl;
|
|
debugFBConfig( fbconfigs, 0, attrs );
|
|
XFree( fbconfigs );
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
for( int i = 0;
|
|
i < cnt;
|
|
++i )
|
|
{
|
|
int value;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ i ], GLX_VISUAL_ID, &value );
|
|
if( value == (int)visual )
|
|
{
|
|
kDebug() << "Found FBConfig" << endl;
|
|
*config = fbconfigs[ i ];
|
|
debugFBConfig( fbconfigs, i, attrs );
|
|
XFree( fbconfigs );
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#if 0 // for debug
|
|
fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display()), &cnt );
|
|
for( int i = 0;
|
|
i < cnt;
|
|
++i )
|
|
{
|
|
kDebug() << "Listing FBConfig:" << i << endl;
|
|
debugFBConfig( fbconfigs, i, attrs );
|
|
}
|
|
if( fbconfigs != NULL )
|
|
XFree( fbconfigs );
|
|
#endif
|
|
return false;
|
|
}
|
|
|
|
// the entry function for painting
|
|
void SceneOpenGL::paint( QRegion damage, ToplevelList toplevels )
|
|
{
|
|
foreach( Toplevel* c, toplevels )
|
|
{
|
|
assert( windows.contains( c ));
|
|
stacking_order.append( &windows[ c ] );
|
|
}
|
|
grabXServer();
|
|
glXWaitX();
|
|
glPushMatrix();
|
|
glClearColor( 0, 0, 0, 1 );
|
|
glClear( GL_COLOR_BUFFER_BIT );
|
|
// OpenGL has (0,0) in the bottom-left corner while X has it in the top-left corner,
|
|
// which is annoying and confusing. Therefore flip the whole OpenGL scene upside down
|
|
// and move it up, so that it actually uses the same coordinate system like X.
|
|
glScalef( 1, -1, 1 );
|
|
glTranslatef( 0, -displayHeight(), 0 );
|
|
int mask = 0;
|
|
paintScreen( &mask, &damage ); // call generic implementation
|
|
glPopMatrix();
|
|
// TODO only partial repaint for mask & PAINT_SCREEN_REGION
|
|
if( db )
|
|
{
|
|
glXSwapBuffers( display(), glxbuffer );
|
|
glXWaitGL();
|
|
XFlush( display());
|
|
}
|
|
else
|
|
{
|
|
glFlush();
|
|
glXWaitGL();
|
|
XCopyArea( display(), buffer, rootWindow(), gcroot, 0, 0, displayWidth(), displayHeight(), 0, 0 );
|
|
XFlush( display());
|
|
}
|
|
ungrabXServer();
|
|
}
|
|
|
|
void SceneOpenGL::paintGenericScreen( int mask, ScreenPaintData data )
|
|
{
|
|
if( mask & PAINT_SCREEN_TRANSFORMED )
|
|
{ // apply screen transformations
|
|
glPushMatrix();
|
|
glTranslatef( data.xTranslate, data.yTranslate, 0 );
|
|
}
|
|
Scene::paintGenericScreen( mask, data );
|
|
if( mask & PAINT_SCREEN_TRANSFORMED )
|
|
glPopMatrix();
|
|
}
|
|
|
|
// the optimized case without any transformations at all
|
|
void SceneOpenGL::paintSimpleScreen( int mask, QRegion region )
|
|
{
|
|
// TODO repaint only damaged areas (means also don't do glXSwapBuffers and similar)
|
|
// For now always force redrawing of the whole area.
|
|
region = QRegion( 0, 0, displayWidth(), displayHeight());
|
|
Scene::paintSimpleScreen( mask, region );
|
|
}
|
|
|
|
void SceneOpenGL::paintBackground( QRegion )
|
|
{
|
|
// TODO?
|
|
}
|
|
|
|
void SceneOpenGL::postPaint()
|
|
{
|
|
checkGLError( "PostPaint" );
|
|
Scene::postPaint();
|
|
}
|
|
|
|
void SceneOpenGL::windowAdded( Toplevel* c )
|
|
{
|
|
assert( !windows.contains( c ));
|
|
windows[ c ] = Window( c );
|
|
}
|
|
|
|
void SceneOpenGL::windowDeleted( Toplevel* c )
|
|
{
|
|
assert( windows.contains( c ));
|
|
windows[ c ].free();
|
|
windows.remove( c );
|
|
}
|
|
|
|
void SceneOpenGL::windowGeometryShapeChanged( Toplevel* c )
|
|
{
|
|
if( !windows.contains( c )) // this is ok, shape is not valid
|
|
return; // by default
|
|
Window& w = windows[ c ];
|
|
w.discardShape();
|
|
w.discardTexture();
|
|
}
|
|
|
|
void SceneOpenGL::windowOpacityChanged( Toplevel* )
|
|
{
|
|
#if 0 // not really needed, windows are painted on every repaint
|
|
// and opacity is used when applying texture, not when
|
|
// creating it
|
|
if( !windows.contains( c )) // this is ok, texture is created
|
|
return; // on demand
|
|
Window& w = windows[ c ];
|
|
w.discardTexture();
|
|
#endif
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Window
|
|
//****************************************
|
|
|
|
SceneOpenGL::Window::Window( Toplevel* c )
|
|
: Scene::Window( c )
|
|
, texture( 0 )
|
|
, texture_y_inverted( false )
|
|
, bound_pixmap( None )
|
|
, bound_glxpixmap( None )
|
|
{
|
|
}
|
|
|
|
void SceneOpenGL::Window::free()
|
|
{
|
|
discardTexture();
|
|
}
|
|
|
|
// Bind the window pixmap to an OpenGL texture.
|
|
void SceneOpenGL::Window::bindTexture()
|
|
{
|
|
if( texture != 0 && toplevel->damage().isEmpty()
|
|
&& !tfp_mode ) // TODO interestingly this makes tfp slower with some gfx cards
|
|
{
|
|
// texture doesn't need updating, just bind it
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
return;
|
|
}
|
|
// Get the pixmap with the window contents
|
|
Pixmap window_pix = toplevel->createWindowPixmap();
|
|
Pixmap pix = window_pix;
|
|
// HACK
|
|
// When a window uses ARGB visual and has a decoration, the decoration
|
|
// does use ARGB visual. When converting such window to a texture
|
|
// the alpha for the decoration part is broken for some reason (undefined?).
|
|
// I wasn't lucky converting KWin to use ARGB visuals for decorations,
|
|
// so instead simply set alpha in those parts to opaque.
|
|
// Without alpha_clear_copy the setting is done directly in the window
|
|
// pixmap, which seems to be ok, but let's not risk trouble right now.
|
|
// TODO check if this isn't a performance problem and how it can be done better
|
|
Client* c = dynamic_cast< Client* >( toplevel );
|
|
bool alpha_clear = c != NULL && c->hasAlpha() && !c->noBorder();
|
|
bool alpha_clear_copy = true;
|
|
bool copy_buffer = (( alpha_clear && alpha_clear_copy ) || copy_buffer_hack );
|
|
if( copy_buffer )
|
|
{
|
|
Pixmap p2 = XCreatePixmap( display(), pix, toplevel->width(), toplevel->height(), toplevel->depth());
|
|
GC gc = XCreateGC( display(), pix, 0, NULL );
|
|
XCopyArea( display(), pix, p2, gc, 0, 0, toplevel->width(), toplevel->height(), 0, 0 );
|
|
pix = p2;
|
|
XFreeGC( display(), gc );
|
|
}
|
|
if( alpha_clear )
|
|
{
|
|
XGCValues gcv;
|
|
gcv.foreground = 0xff000000;
|
|
gcv.plane_mask = 0xff000000;
|
|
GC gc = XCreateGC( display(), pix, GCPlaneMask | GCForeground, &gcv );
|
|
XFillRectangle( display(), pix, gc, 0, 0, c->width(), c->clientPos().y());
|
|
XFillRectangle( display(), pix, gc, 0, 0, c->clientPos().x(), c->height());
|
|
int tw = c->clientPos().x() + c->clientSize().width();
|
|
int th = c->clientPos().y() + c->clientSize().height();
|
|
XFillRectangle( display(), pix, gc, 0, th, c->width(), c->height() - th );
|
|
XFillRectangle( display(), pix, gc, tw, 0, c->width() - tw, c->height());
|
|
XFreeGC( display(), gc );
|
|
}
|
|
if( copy_buffer || alpha_clear )
|
|
glXWaitX();
|
|
if( tfp_mode )
|
|
{ // tfp mode, simply bind the pixmap to texture
|
|
if( texture == None )
|
|
glGenTextures( 1, &texture );
|
|
if( bound_pixmap != None )
|
|
{ // release old if needed
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
glXDestroyGLXPixmap( display(), bound_glxpixmap );
|
|
XFreePixmap( display(), bound_pixmap );
|
|
}
|
|
static const int attrs[] =
|
|
{
|
|
GLX_TEXTURE_FORMAT_EXT, GLX_TEXTURE_FORMAT_RGBA_EXT,
|
|
None
|
|
};
|
|
bound_pixmap = pix;
|
|
bound_glxpixmap = glXCreatePixmap( display(), fbcdrawable, pix, attrs );
|
|
int value;
|
|
glXGetFBConfigAttrib( display(), fbcdrawable, GLX_Y_INVERTED_EXT, &value );
|
|
texture_y_inverted = value ? true : false;
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
|
|
}
|
|
else
|
|
{ // non-tfp case, copy pixmap contents to a texture
|
|
GLXContext ctxdrawable = glXCreateNewContext( display(), fbcdrawable, GLX_RGBA_TYPE, ctxbuffer, GL_FALSE );
|
|
GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawable, pix, NULL );
|
|
glXMakeContextCurrent( display(), pixmap, pixmap, ctxdrawable );
|
|
glReadBuffer( GL_FRONT );
|
|
glDrawBuffer( GL_FRONT );
|
|
if( texture == None )
|
|
{
|
|
glGenTextures( 1, &texture );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
texture_y_inverted = false;
|
|
glCopyTexImage2D( GL_TEXTURE_RECTANGLE_ARB, 0,
|
|
toplevel->hasAlpha() ? GL_RGBA : GL_RGB,
|
|
0, 0, toplevel->width(), toplevel->height(), 0 );
|
|
}
|
|
else
|
|
{
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
if( !toplevel->damage().isEmpty())
|
|
{
|
|
foreach( QRect r, toplevel->damage().rects())
|
|
{
|
|
// convert to OpenGL coordinates (this is mapping
|
|
// the pixmap to a texture, this is not affected
|
|
// by transforming the OpenGL scene)
|
|
int gly = toplevel->height() - r.y() - r.height();
|
|
texture_y_inverted = false;
|
|
glCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0,
|
|
r.x(), gly, r.x(), gly, r.width(), r.height());
|
|
}
|
|
}
|
|
}
|
|
// the pixmap is no longer needed, the texture will be updated
|
|
// only when the window changes anyway, so no need to cache
|
|
// the pixmap
|
|
glXWaitGL();
|
|
glXDestroyPixmap( display(), pixmap );
|
|
glXDestroyContext( display(), ctxdrawable );
|
|
XFreePixmap( display(), pix );
|
|
if( db )
|
|
glDrawBuffer( GL_BACK );
|
|
glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
}
|
|
if( copy_buffer )
|
|
XFreePixmap( display(), window_pix );
|
|
}
|
|
|
|
void SceneOpenGL::Window::discardTexture()
|
|
{
|
|
if( texture != 0 )
|
|
{
|
|
if( tfp_mode )
|
|
{
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
glXDestroyGLXPixmap( display(), bound_glxpixmap );
|
|
XFreePixmap( display(), bound_pixmap );
|
|
bound_pixmap = None;
|
|
bound_glxpixmap = None;
|
|
}
|
|
glDeleteTextures( 1, &texture );
|
|
}
|
|
texture = 0;
|
|
}
|
|
|
|
// paint a quad (rectangle), ty1/ty2 are texture coordinates (for handling
|
|
// swapped y coordinate, see below)
|
|
static void quadPaint( int x1, int y1, int x2, int y2, int ty1, int ty2 )
|
|
{
|
|
glTexCoord2i( x1, ty1 );
|
|
glVertex2i( x1, y1 );
|
|
glTexCoord2i( x2, ty1 );
|
|
glVertex2i( x2, y1 );
|
|
glTexCoord2i( x2, ty2 );
|
|
glVertex2i( x2, y2 );
|
|
glTexCoord2i( x1, ty2 );
|
|
glVertex2i( x1, y2 );
|
|
}
|
|
|
|
// paint the window
|
|
void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintData data )
|
|
{
|
|
// check if there is something to paint (e.g. don't paint if the window
|
|
// is only opaque and only PAINT_WINDOW_TRANSLUCENT is requested)
|
|
bool opaque = isOpaque() && data.opacity == 1.0;
|
|
if( mask & ( PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT ))
|
|
{}
|
|
else if( mask & PAINT_WINDOW_OPAQUE )
|
|
{
|
|
if( !opaque )
|
|
return;
|
|
}
|
|
else if( mask & PAINT_WINDOW_TRANSLUCENT )
|
|
{
|
|
if( opaque )
|
|
return;
|
|
}
|
|
// paint only requested areas
|
|
if( region != infiniteRegion()) // avoid integer overflow
|
|
region.translate( -x(), -y());
|
|
region &= shape();
|
|
if( region.isEmpty())
|
|
return;
|
|
bindTexture();
|
|
glPushMatrix();
|
|
// do required transformations
|
|
int x = toplevel->x();
|
|
int y = toplevel->y();
|
|
if( mask & PAINT_WINDOW_TRANSFORMED )
|
|
{
|
|
x += data.xTranslate;
|
|
y += data.yTranslate;
|
|
}
|
|
glTranslatef( x, y, 0 );
|
|
if(( mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 ))
|
|
glScalef( data.xScale, data.yScale, 1 );
|
|
// setup blending of transparent windows
|
|
bool was_blend = glIsEnabled( GL_BLEND );
|
|
if( !opaque )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
if( data.saturation != 1.0 && supports_saturation )
|
|
{
|
|
// First we need to get the color from [0; 1] range to [0.5; 1] range
|
|
glActiveTexture( GL_TEXTURE0 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
|
|
const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5};
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant );
|
|
glEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
|
|
// Then we take dot product of the result of previous pass and
|
|
// saturation_constant. This gives us completely unsaturated
|
|
// (greyscale) image
|
|
// Note that both operands have to be in range [0.5; 1] since opengl
|
|
// automatically substracts 0.5 from them
|
|
glActiveTexture( GL_TEXTURE1 );
|
|
float saturation_constant[] = { 0.5 + 0.5*0.30, 0.5 + 0.5*0.59, 0.5 + 0.5*0.11, data.saturation };
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
|
|
glEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
|
|
// Finally we need to interpolate between the original image and the
|
|
// greyscale image to get wanted level of saturation
|
|
glActiveTexture( GL_TEXTURE2 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
|
|
// Also replace alpha by primary color's alpha here
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
|
|
// And make primary color contain the wanted opacity
|
|
glColor4f( data.opacity, data.opacity, data.opacity, data.opacity );
|
|
glEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
|
|
if( toplevel->hasAlpha() || data.brightness != 1.0f )
|
|
{
|
|
glActiveTexture( GL_TEXTURE3 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
if( toplevel->hasAlpha() )
|
|
{
|
|
// The color has to be multiplied by both opacity and brightness
|
|
float opacityByBrightness = data.opacity * data.brightness;
|
|
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, data.opacity );
|
|
// Also multiply original texture's alpha by our opacity
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA );
|
|
}
|
|
else
|
|
{
|
|
// Color has to be multiplied only by brightness
|
|
glColor4f( data.brightness, data.brightness, data.brightness, data.opacity );
|
|
// Alpha will be taken from previous stage
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
|
|
}
|
|
glEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0 );
|
|
}
|
|
else if( data.opacity != 1.0 || data.brightness != 1.0 )
|
|
{
|
|
// the window is additionally configured to have its opacity adjusted,
|
|
// do it
|
|
if( toplevel->hasAlpha())
|
|
{
|
|
float opacityByBrightness = data.opacity * data.brightness;
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness,
|
|
data.opacity);
|
|
}
|
|
else
|
|
{
|
|
// Multiply color by brightness and replace alpha by opacity
|
|
float constant[] = { data.brightness, data.brightness, data.brightness, data.opacity };
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT );
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant );
|
|
}
|
|
}
|
|
glEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
// actually paint the window
|
|
glBegin( GL_QUADS );
|
|
foreach( QRect r, region.rects())
|
|
{
|
|
int y1 = r.y();
|
|
int y2 = r.y() + r.height();
|
|
int ty1 = y1;
|
|
int ty2 = y2;
|
|
// tfp can result in the texture having y coordinate inverted (because
|
|
// of the internal format), so do the inversion if needed
|
|
if( !texture_y_inverted ) // "!" because of converting to OpenGL coords
|
|
{
|
|
ty1 = height() - y1;
|
|
ty2 = height() - y2;
|
|
}
|
|
quadPaint( r.x(), y1, r.x() + r.width(), y2, ty1, ty2 );
|
|
}
|
|
glEnd();
|
|
glPopMatrix();
|
|
if( data.opacity != 1.0 || data.saturation != 1.0 || data.brightness != 1.0f )
|
|
{
|
|
if( data.saturation != 1.0 && supports_saturation )
|
|
{
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
glColor4f( 0, 0, 0, 0 );
|
|
}
|
|
if( !was_blend )
|
|
glDisable( GL_BLEND );
|
|
glDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, 0 );
|
|
}
|
|
|
|
} // namespace
|