12918d3ee8
With Intel drivers currently the self check at KWin startup fails (no idea why) and KWin falls back to XRender. This is probably an explanation for all the complaints about slow kwin in 4.5 and the missing effects. So let's fail and make it possible to restart compositing via systemsettings and alt+shift+f12. Nevertheless it would be nice to fix the the failing selfcheck... svn path=/trunk/KDE/kdebase/workspace/; revision=1148315
1915 lines
68 KiB
C++
1915 lines
68 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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Based on glcompmgr code by Felix Bellaby.
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Using code from Compiz and Beryl.
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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/*
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This is the OpenGL-based compositing code. It is the primary and most powerful
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compositing backend.
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Sources and other compositing managers:
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=======================================
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- http://opengl.org
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- documentation
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- OpenGL Redbook (http://opengl.org/documentation/red_book/ - note it's only version 1.1)
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- GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf)
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- extensions docs (http://www.opengl.org/registry/)
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- glcompmgr
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- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
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- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
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- simple and easy to understand
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- works even without texture_from_pixmap extension
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- claims to support several different gfx cards
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- compile with something like
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"gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib"
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- compiz
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- git clone git://anongit.freedesktop.org/git/xorg/app/compiz
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- the ultimate <whatever>
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- glxcompmgr
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- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
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- a rather old version of compiz, but also simpler and as such simpler
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to understand
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- beryl
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- a fork of Compiz
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- http://beryl-project.org
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- git clone git://anongit.beryl-project.org/beryl/beryl-core (or beryl-plugins etc. ,
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the full list should be at git://anongit.beryl-project.org/beryl/)
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- libcm (metacity)
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- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
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- not much idea about it, the model differs a lot from KWin/Compiz/Beryl
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- does not seem to be very powerful or with that much development going on
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*/
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#include "scene_opengl.h"
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#include <kxerrorhandler.h>
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#include "utils.h"
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#include "client.h"
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#include "deleted.h"
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#include "effects.h"
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#include <sys/ipc.h>
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#include <sys/shm.h>
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#include <math.h>
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// turns on checks for opengl errors in various places (for easier finding of them)
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// normally only few of them are enabled
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//#define CHECK_GL_ERROR
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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#include <X11/extensions/Xcomposite.h>
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#include <qpainter.h>
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namespace KWin
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{
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//****************************************
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// SceneOpenGL
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//****************************************
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// the configs used for the destination
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GLXFBConfig SceneOpenGL::fbcbuffer_db;
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GLXFBConfig SceneOpenGL::fbcbuffer_nondb;
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// the configs used for windows
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SceneOpenGL::FBConfigInfo SceneOpenGL::fbcdrawableinfo[ 32 + 1 ];
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// GLX content
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GLXContext SceneOpenGL::ctxbuffer;
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GLXContext SceneOpenGL::ctxdrawable;
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// the destination drawable where the compositing is done
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GLXDrawable SceneOpenGL::glxbuffer = None;
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GLXDrawable SceneOpenGL::last_pixmap = None;
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bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap)
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bool SceneOpenGL::db; // destination drawable is double-buffered
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bool SceneOpenGL::shm_mode;
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#ifdef HAVE_XSHM
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XShmSegmentInfo SceneOpenGL::shm;
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#endif
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SceneOpenGL::SceneOpenGL( Workspace* ws )
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: Scene( ws )
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, init_ok( false )
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, selfCheckDone( false )
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{
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if( !Extensions::glxAvailable())
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{
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kDebug( 1212 ) << "No glx extensions available";
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return; // error
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}
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initGLX();
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// check for FBConfig support
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if( !hasGLExtension( "GLX_SGIX_fbconfig" ) || !glXGetFBConfigAttrib || !glXGetFBConfigs ||
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!glXGetVisualFromFBConfig || !glXCreatePixmap || !glXDestroyPixmap ||
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!glXCreateWindow || !glXDestroyWindow )
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{
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kError( 1212 ) << "GLX_SGIX_fbconfig or required GLX functions missing";
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return; // error
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}
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if( !selectMode())
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return; // error
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if( !initBuffer()) // create destination buffer
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return; // error
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if( !initRenderingContext())
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return; // error
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// Initialize OpenGL
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initGL();
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if( !hasGLExtension( "GL_ARB_texture_non_power_of_two" )
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&& !hasGLExtension( "GL_ARB_texture_rectangle" ))
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{
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kError( 1212 ) << "GL_ARB_texture_non_power_of_two and GL_ARB_texture_rectangle missing";
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return; // error
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}
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if( db )
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glDrawBuffer( GL_BACK );
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// Check whether certain features are supported
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has_waitSync = false;
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if( glXGetVideoSync && glXIsDirect( display(), ctxbuffer ) && options->glVSync )
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{
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unsigned int sync;
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if( glXGetVideoSync( &sync ) == 0 )
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{
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if( glXWaitVideoSync( 1, 0, &sync ) == 0 )
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has_waitSync = true;
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}
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}
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// OpenGL scene setup
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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float fovy = 60.0f;
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float aspect = 1.0f;
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float zNear = 0.1f;
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float zFar = 100.0f;
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float ymax = zNear * tan( fovy * M_PI / 360.0f );
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float ymin = -ymax;
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float xmin = ymin * aspect;
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float xmax = ymax * aspect;
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// swap top and bottom to have OpenGL coordinate system match X system
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glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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float scaleFactor = 1.1 * tan( fovy * M_PI / 360.0f )/ymax;
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glTranslatef( xmin*scaleFactor, ymax*scaleFactor, -1.1 );
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glScalef( (xmax-xmin)*scaleFactor/displayWidth(), -(ymax-ymin)*scaleFactor/displayHeight(), 0.001 );
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if( checkGLError( "Init" ))
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{
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kError( 1212 ) << "OpenGL compositing setup failed";
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return; // error
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}
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// Do self-check immediatelly during compositing setup only when it's not KWin startup
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// at the same time (in other words, only when activating compositing using the kcm).
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// Currently selfcheck causes bad flicker (due to X mapping the overlay window
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// for too long?) which looks bad during KDE startup.
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if( !initting )
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{
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if( !selfCheck())
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return;
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selfCheckDone = true;
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}
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kDebug( 1212 ) << "DB:" << db << ", TFP:" << tfp_mode << ", SHM:" << shm_mode
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<< ", Direct:" << bool( glXIsDirect( display(), ctxbuffer )) << endl;
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init_ok = true;
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}
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SceneOpenGL::~SceneOpenGL()
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{
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if( !init_ok )
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{
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// TODO this probably needs to clean up whatever has been created until the failure
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wspace->destroyOverlay();
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return;
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}
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foreach( Window* w, windows )
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delete w;
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// do cleanup after initBuffer()
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glXMakeCurrent( display(), None, NULL );
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glXDestroyContext( display(), ctxbuffer );
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if( wspace->overlayWindow())
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{
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if( hasGLXVersion( 1, 3 ))
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glXDestroyWindow( display(), glxbuffer );
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XDestroyWindow( display(), buffer );
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wspace->destroyOverlay();
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}
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else
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{
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glXDestroyPixmap( display(), glxbuffer );
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XFreeGC( display(), gcroot );
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XFreePixmap( display(), buffer );
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}
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if( shm_mode )
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cleanupShm();
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if( !tfp_mode && !shm_mode )
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{
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if( last_pixmap != None )
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glXDestroyPixmap( display(), last_pixmap );
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glXDestroyContext( display(), ctxdrawable );
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}
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EffectFrame::cleanup();
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checkGLError( "Cleanup" );
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}
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bool SceneOpenGL::initFailed() const
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{
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return !init_ok;
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}
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bool SceneOpenGL::selectMode()
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{
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// select mode - try TFP first, then SHM, otherwise fallback mode
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shm_mode = false;
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tfp_mode = false;
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if( options->glMode == Options::GLTFP )
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{
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if( initTfp())
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tfp_mode = true;
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else if( initShm())
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shm_mode = true;
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}
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else if( options->glMode == Options::GLSHM )
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{
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if( initShm())
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shm_mode = true;
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else if( initTfp())
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tfp_mode = true;
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}
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if( !initDrawableConfigs())
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return false;
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return true;
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}
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bool SceneOpenGL::initTfp()
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{
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if( glXBindTexImageEXT == NULL || glXReleaseTexImageEXT == NULL )
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return false;
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return true;
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}
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bool SceneOpenGL::initShm()
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{
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#ifdef HAVE_XSHM
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int major, minor;
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Bool pixmaps;
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if( !XShmQueryVersion( display(), &major, &minor, &pixmaps ) || !pixmaps )
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return false;
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if( XShmPixmapFormat( display()) != ZPixmap )
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return false;
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const int MAXSIZE = 4096 * 2048 * 4; // TODO check there are not larger windows
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// TODO check that bytes_per_line doesn't involve padding?
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shm.readOnly = False;
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shm.shmid = shmget( IPC_PRIVATE, MAXSIZE, IPC_CREAT | 0600 );
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if( shm.shmid < 0 )
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return false;
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shm.shmaddr = ( char* ) shmat( shm.shmid, NULL, 0 );
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if( shm.shmaddr == ( void * ) -1 )
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{
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shmctl( shm.shmid, IPC_RMID, 0 );
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return false;
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}
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#ifdef __linux__
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// mark as deleted to automatically free the memory in case
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// of a crash (but this doesn't work e.g. on Solaris ... oh well)
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shmctl( shm.shmid, IPC_RMID, 0 );
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#endif
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KXErrorHandler errs;
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XShmAttach( display(), &shm );
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if( errs.error( true ))
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{
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#ifndef __linux__
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shmctl( shm.shmid, IPC_RMID, 0 );
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#endif
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shmdt( shm.shmaddr );
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return false;
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}
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return true;
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#else
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return false;
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#endif
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}
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void SceneOpenGL::cleanupShm()
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{
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#ifdef HAVE_XSHM
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shmdt( shm.shmaddr );
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#ifndef __linux__
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shmctl( shm.shmid, IPC_RMID, 0 );
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#endif
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#endif
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}
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bool SceneOpenGL::initRenderingContext()
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{
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bool direct_rendering = options->glDirect;
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if( !tfp_mode && !shm_mode )
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direct_rendering = false; // fallback doesn't seem to work with direct rendering
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KXErrorHandler errs1;
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ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL,
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direct_rendering ? GL_TRUE : GL_FALSE );
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bool failed = ( ctxbuffer == NULL || !glXMakeCurrent( display(), glxbuffer, ctxbuffer ));
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if( errs1.error( true )) // always check for error( having it all in one if() could skip
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failed = true; // it due to evaluation short-circuiting
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if( failed )
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{
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if( !direct_rendering )
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{
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kDebug( 1212 ).nospace() << "Couldn't initialize rendering context ("
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<< KXErrorHandler::errorMessage( errs1.errorEvent()) << ")";
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return false;
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}
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glXMakeCurrent( display(), None, NULL );
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if( ctxbuffer != NULL )
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glXDestroyContext( display(), ctxbuffer );
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direct_rendering = false; // try again
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KXErrorHandler errs2;
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ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL, GL_FALSE );
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bool failed = ( ctxbuffer == NULL || !glXMakeCurrent( display(), glxbuffer, ctxbuffer ));
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if( errs2.error( true ))
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failed = true;
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if( failed )
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{
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kDebug( 1212 ).nospace() << "Couldn't initialize rendering context ("
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<< KXErrorHandler::errorMessage( errs2.errorEvent()) << ")";
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return false;
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}
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}
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if( !tfp_mode && !shm_mode )
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{
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ctxdrawable = glXCreateNewContext( display(), fbcdrawableinfo[ QX11Info::appDepth() ].fbconfig, GLX_RGBA_TYPE, ctxbuffer,
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direct_rendering ? GL_TRUE : GL_FALSE );
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}
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return true;
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}
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// create destination buffer
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bool SceneOpenGL::initBuffer()
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{
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if( !initBufferConfigs())
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return false;
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if( fbcbuffer_db != NULL && wspace->createOverlay())
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{ // we have overlay, try to create double-buffered window in it
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fbcbuffer = fbcbuffer_db;
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XVisualInfo* visual = glXGetVisualFromFBConfig( display(), fbcbuffer );
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XSetWindowAttributes attrs;
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attrs.colormap = XCreateColormap( display(), rootWindow(), visual->visual, AllocNone );
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buffer = XCreateWindow( display(), wspace->overlayWindow(), 0, 0, displayWidth(), displayHeight(),
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0, visual->depth, InputOutput, visual->visual, CWColormap, &attrs );
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if( hasGLXVersion( 1, 3 ))
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glxbuffer = glXCreateWindow( display(), fbcbuffer, buffer, NULL );
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else
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glxbuffer = buffer;
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wspace->setupOverlay( buffer );
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db = true;
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XFree( visual );
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}
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else if( fbcbuffer_nondb != NULL )
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{ // cannot get any double-buffered drawable, will double-buffer using a pixmap
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fbcbuffer = fbcbuffer_nondb;
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XVisualInfo* visual = glXGetVisualFromFBConfig( display(), fbcbuffer );
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XGCValues gcattr;
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gcattr.subwindow_mode = IncludeInferiors;
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gcroot = XCreateGC( display(), rootWindow(), GCSubwindowMode, &gcattr );
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buffer = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(),
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visual->depth );
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glxbuffer = glXCreatePixmap( display(), fbcbuffer, buffer, NULL );
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db = false;
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XFree( visual );
|
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}
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else
|
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{
|
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kError( 1212 ) << "Couldn't create output buffer (failed to create overlay window?) !";
|
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return false; // error
|
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}
|
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int vis_buffer;
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glXGetFBConfigAttrib( display(), fbcbuffer, GLX_VISUAL_ID, &vis_buffer );
|
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XVisualInfo* visinfo_buffer = glXGetVisualFromFBConfig( display(), fbcbuffer );
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kDebug( 1212 ) << "Buffer visual (depth " << visinfo_buffer->depth << "): 0x" << QString::number( vis_buffer, 16 );
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XFree( visinfo_buffer );
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return true;
|
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}
|
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|
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// choose the best configs for the destination buffer
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bool SceneOpenGL::initBufferConfigs()
|
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{
|
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int cnt;
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GLXFBConfig *fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display() ), &cnt );
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fbcbuffer_db = NULL;
|
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fbcbuffer_nondb = NULL;
|
|
|
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for( int i = 0; i < 2; i++ )
|
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{
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int back, stencil, depth, caveat, alpha;
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back = i > 0 ? INT_MAX : 1;
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stencil = INT_MAX;
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depth = INT_MAX;
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caveat = INT_MAX;
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alpha = 0;
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for( int j = 0; j < cnt; j++ )
|
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{
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XVisualInfo *vi;
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int visual_depth;
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vi = glXGetVisualFromFBConfig( display(), fbconfigs[ j ] );
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if( vi == NULL )
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continue;
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visual_depth = vi->depth;
|
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XFree( vi );
|
|
if( visual_depth != DefaultDepth( display(), DefaultScreen( display())))
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continue;
|
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int value;
|
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_ALPHA_SIZE, &alpha );
|
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_BUFFER_SIZE, &value );
|
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if( value != visual_depth && ( value - alpha ) != visual_depth )
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continue;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
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GLX_RENDER_TYPE, &value );
|
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if( !( value & GLX_RGBA_BIT ))
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continue;
|
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int back_value;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_DOUBLEBUFFER, &back_value );
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if( i > 0 )
|
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{
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if( back_value > back )
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continue;
|
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}
|
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else
|
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{
|
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if( back_value < back )
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continue;
|
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}
|
|
int stencil_value;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_STENCIL_SIZE, &stencil_value );
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if( stencil_value > stencil )
|
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continue;
|
|
int depth_value;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
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GLX_DEPTH_SIZE, &depth_value );
|
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if( depth_value > depth )
|
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continue;
|
|
int caveat_value;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_CONFIG_CAVEAT, &caveat_value );
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if( caveat_value > caveat )
|
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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 ].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;
|
|
if( tfp_mode )
|
|
{
|
|
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 mipmap_value = -1;
|
|
if( tfp_mode && GLTexture::framebufferObjectSupported())
|
|
{
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_BIND_TO_MIPMAP_TEXTURE_EXT, &mipmap_value );
|
|
if( mipmap_value < mipmap )
|
|
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 = mipmap_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;
|
|
}
|
|
|
|
// Test if compositing actually _really_ works, by creating a texture from a testing
|
|
// window, drawing it on the screen, reading the contents back and comparing. This
|
|
// should test whether compositing really works.
|
|
// This function does the whole selfcheck, it can be done also in two parts
|
|
// during actual drawing (to avoid flicker, see selfCheck() call from the ctor).
|
|
bool SceneOpenGL::selfCheck()
|
|
{
|
|
QRegion reg = selfCheckRegion();
|
|
if( wspace->overlayWindow())
|
|
{ // avoid covering the whole screen too soon
|
|
wspace->setOverlayShape( reg );
|
|
wspace->showOverlay();
|
|
}
|
|
selfCheckSetup();
|
|
flushBuffer( PAINT_SCREEN_REGION, reg );
|
|
bool ok = selfCheckFinish();
|
|
if( wspace->overlayWindow())
|
|
wspace->hideOverlay();
|
|
return ok;
|
|
}
|
|
|
|
void SceneOpenGL::selfCheckSetup()
|
|
{
|
|
KXErrorHandler err;
|
|
QImage img( selfCheckWidth(), selfCheckHeight(), QImage::Format_RGB32 );
|
|
img.setPixel( 0, 0, QColor( Qt::red ).rgb());
|
|
img.setPixel( 1, 0, QColor( Qt::green ).rgb());
|
|
img.setPixel( 2, 0, QColor( Qt::blue ).rgb());
|
|
img.setPixel( 0, 1, QColor( Qt::white ).rgb());
|
|
img.setPixel( 1, 1, QColor( Qt::black ).rgb());
|
|
img.setPixel( 2, 1, QColor( Qt::white ).rgb());
|
|
QPixmap pix = QPixmap::fromImage( img );
|
|
foreach( const QPoint& p, selfCheckPoints())
|
|
{
|
|
XSetWindowAttributes wa;
|
|
wa.override_redirect = True;
|
|
::Window window = XCreateWindow( display(), rootWindow(), 0, 0, selfCheckWidth(), selfCheckHeight(),
|
|
0, QX11Info::appDepth(), CopyFromParent, CopyFromParent, CWOverrideRedirect, &wa );
|
|
XSetWindowBackgroundPixmap( display(), window, pix.handle());
|
|
XClearWindow( display(), window );
|
|
XMapWindow( display(), window );
|
|
// move the window one down to where the result will be rendered too, just in case
|
|
// the render would fail completely and eventual check would try to read this window's contents
|
|
XMoveWindow( display(), window, p.x() + 1, p.y());
|
|
XCompositeRedirectWindow( display(), window, CompositeRedirectAutomatic );
|
|
Pixmap wpix = XCompositeNameWindowPixmap( display(), window );
|
|
glXWaitX();
|
|
Texture texture;
|
|
texture.load( wpix, QSize( selfCheckWidth(), selfCheckHeight()), QX11Info::appDepth());
|
|
texture.bind();
|
|
QRect rect( p.x(), p.y(), selfCheckWidth(), selfCheckHeight());
|
|
texture.render( infiniteRegion(), rect );
|
|
texture.unbind();
|
|
glXWaitGL();
|
|
XFreePixmap( display(), wpix );
|
|
XDestroyWindow( display(), window );
|
|
}
|
|
err.error( true ); // just sync and discard
|
|
}
|
|
|
|
bool SceneOpenGL::selfCheckFinish()
|
|
{
|
|
glXWaitGL();
|
|
KXErrorHandler err;
|
|
bool ok = true;
|
|
foreach( const QPoint& p, selfCheckPoints())
|
|
{
|
|
QPixmap pix = QPixmap::grabWindow( rootWindow(), p.x(), p.y(), selfCheckWidth(), selfCheckHeight());
|
|
QImage img = pix.toImage();
|
|
// kDebug(1212) << "P:" << QColor( img.pixel( 0, 0 )).name();
|
|
// kDebug(1212) << "P:" << QColor( img.pixel( 1, 0 )).name();
|
|
// kDebug(1212) << "P:" << QColor( img.pixel( 2, 0 )).name();
|
|
// kDebug(1212) << "P:" << QColor( img.pixel( 0, 1 )).name();
|
|
// kDebug(1212) << "P:" << QColor( img.pixel( 1, 1 )).name();
|
|
// kDebug(1212) << "P:" << QColor( img.pixel( 2, 1 )).name();
|
|
if( img.pixel( 0, 0 ) != QColor( Qt::red ).rgb()
|
|
|| img.pixel( 1, 0 ) != QColor( Qt::green ).rgb()
|
|
|| img.pixel( 2, 0 ) != QColor( Qt::blue ).rgb()
|
|
|| img.pixel( 0, 1 ) != QColor( Qt::white ).rgb()
|
|
|| img.pixel( 1, 1 ) != QColor( Qt::black ).rgb()
|
|
|| img.pixel( 2, 1 ) != QColor( Qt::white ).rgb())
|
|
{
|
|
kError( 1212 ) << "OpenGL compositing self-check failed, disabling compositing.";
|
|
ok = false;
|
|
break;
|
|
}
|
|
}
|
|
if( err.error( true ))
|
|
ok = false;
|
|
if( ok )
|
|
kDebug( 1212 ) << "OpenGL compositing self-check passed.";
|
|
if( !ok && options->disableCompositingChecks )
|
|
{
|
|
kWarning( 1212 ) << "Compositing checks disabled, proceeding regardless of self-check failure.";
|
|
return true;
|
|
}
|
|
return ok;
|
|
}
|
|
|
|
// 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();
|
|
int mask = 0;
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "Paint1" );
|
|
#endif
|
|
paintScreen( &mask, &damage ); // call generic implementation
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "Paint2" );
|
|
#endif
|
|
glPopMatrix();
|
|
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
|
|
if( !selfCheckDone )
|
|
{
|
|
selfCheckSetup();
|
|
damage |= selfCheckRegion();
|
|
}
|
|
flushBuffer( mask, damage );
|
|
if( !selfCheckDone )
|
|
{
|
|
if( !selfCheckFinish())
|
|
QTimer::singleShot( 0, Workspace::self(), SLOT( fallbackToXRenderCompositing()));
|
|
selfCheckDone = true;
|
|
}
|
|
// do cleanup
|
|
stacking_order.clear();
|
|
checkGLError( "PostPaint" );
|
|
}
|
|
|
|
// wait for vblank signal before painting
|
|
void SceneOpenGL::waitSync()
|
|
{ // NOTE that vsync has no effect with indirect rendering
|
|
if( waitSyncAvailable())
|
|
{
|
|
unsigned int sync;
|
|
|
|
glFlush();
|
|
glXGetVideoSync( &sync );
|
|
glXWaitVideoSync( 2, ( sync + 1 ) % 2, &sync );
|
|
}
|
|
}
|
|
|
|
// 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
|
|
{ // 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 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
waitSync();
|
|
glXSwapBuffers( display(), glxbuffer );
|
|
}
|
|
glXWaitGL();
|
|
XFlush( display());
|
|
}
|
|
else
|
|
{
|
|
glFlush();
|
|
glXWaitGL();
|
|
waitSync();
|
|
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::paintGenericScreen( int mask, ScreenPaintData data )
|
|
{
|
|
if( mask & PAINT_SCREEN_TRANSFORMED )
|
|
{ // apply screen transformations
|
|
glPushMatrix();
|
|
glTranslatef( data.xTranslate, data.yTranslate, data.zTranslate );
|
|
if( data.rotation )
|
|
{
|
|
// translate to rotation point, rotate, translate back
|
|
glTranslatef( data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint );
|
|
float xAxis = 0.0;
|
|
float yAxis = 0.0;
|
|
float 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;
|
|
}
|
|
glRotatef( data.rotation->angle, xAxis, yAxis, zAxis );
|
|
glTranslatef( -data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint );
|
|
}
|
|
glScalef( data.xScale, data.yScale, data.zScale );
|
|
}
|
|
Scene::paintGenericScreen( mask, data );
|
|
if( mask & PAINT_SCREEN_TRANSFORMED )
|
|
glPopMatrix();
|
|
}
|
|
|
|
void SceneOpenGL::paintBackground( QRegion region )
|
|
{
|
|
PaintClipper pc( region );
|
|
if( !PaintClipper::clip())
|
|
{
|
|
glPushAttrib( GL_COLOR_BUFFER_BIT );
|
|
glClearColor( 0, 0, 0, 1 ); // black
|
|
glClear( GL_COLOR_BUFFER_BIT );
|
|
glPopAttrib();
|
|
return;
|
|
}
|
|
if( pc.clip() && pc.paintArea().isEmpty())
|
|
return; // no background to paint
|
|
glPushAttrib( GL_CURRENT_BIT );
|
|
glColor4f( 0, 0, 0, 1 ); // black
|
|
for( PaintClipper::Iterator iterator;
|
|
!iterator.isDone();
|
|
iterator.next())
|
|
{
|
|
glBegin( GL_QUADS );
|
|
QRect r = iterator.boundingRect();
|
|
glVertex2i( r.x(), r.y());
|
|
glVertex2i( r.x() + r.width(), r.y());
|
|
glVertex2i( r.x() + r.width(), r.y() + r.height());
|
|
glVertex2i( r.x(), r.y() + r.height());
|
|
glEnd();
|
|
}
|
|
glPopAttrib();
|
|
}
|
|
|
|
void SceneOpenGL::windowAdded( Toplevel* c )
|
|
{
|
|
assert( !windows.contains( c ));
|
|
windows[ c ] = new Window( c );
|
|
c->effectWindow()->setSceneWindow( windows[ c ]);
|
|
}
|
|
|
|
void SceneOpenGL::windowClosed( Toplevel* c, Deleted* deleted )
|
|
{
|
|
assert( windows.contains( c ));
|
|
if( deleted != NULL )
|
|
{ // replace c with deleted
|
|
Window* w = windows.take( c );
|
|
w->updateToplevel( deleted );
|
|
windows[ deleted ] = w;
|
|
}
|
|
else
|
|
{
|
|
delete windows.take( c );
|
|
c->effectWindow()->setSceneWindow( NULL );
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::windowDeleted( Deleted* c )
|
|
{
|
|
assert( windows.contains( c ));
|
|
delete windows.take( c );
|
|
c->effectWindow()->setSceneWindow( NULL );
|
|
}
|
|
|
|
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->checkTextureSize();
|
|
}
|
|
|
|
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::Texture
|
|
//****************************************
|
|
|
|
SceneOpenGL::Texture::Texture() : GLTexture()
|
|
{
|
|
init();
|
|
}
|
|
|
|
SceneOpenGL::Texture::Texture( const Pixmap& pix, const QSize& size, int depth ) : GLTexture()
|
|
{
|
|
init();
|
|
load( pix, size, depth );
|
|
}
|
|
|
|
SceneOpenGL::Texture::~Texture()
|
|
{
|
|
discard();
|
|
}
|
|
|
|
void SceneOpenGL::Texture::init()
|
|
{
|
|
bound_glxpixmap = None;
|
|
}
|
|
|
|
void SceneOpenGL::Texture::createTexture()
|
|
{
|
|
glGenTextures( 1, &mTexture );
|
|
}
|
|
|
|
void SceneOpenGL::Texture::discard()
|
|
{
|
|
if( mTexture != None )
|
|
release();
|
|
GLTexture::discard();
|
|
}
|
|
|
|
void SceneOpenGL::Texture::release()
|
|
{
|
|
if( tfp_mode && bound_glxpixmap != None )
|
|
{
|
|
if( !options->glStrictBinding )
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
glXDestroyPixmap( display(), bound_glxpixmap );
|
|
bound_glxpixmap = None;
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::Texture::findTarget()
|
|
{
|
|
unsigned int new_target = 0;
|
|
if( tfp_mode && glXQueryDrawable && bound_glxpixmap != None )
|
|
glXQueryDrawable( display(), bound_glxpixmap, GLX_TEXTURE_TARGET_EXT, &new_target );
|
|
// Hack for XGL - this should not be a fallback for glXQueryDrawable() but instead the case
|
|
// when glXQueryDrawable is not available. However this call fails with XGL, unless KWin
|
|
// is compiled statically with the libGL that Compiz is built against (without which neither
|
|
// Compiz works with XGL). Falling back to doing this manually makes this work.
|
|
if( new_target == 0 )
|
|
{
|
|
if( NPOTTextureSupported() ||
|
|
( isPowerOfTwo( mSize.width()) && isPowerOfTwo( mSize.height())))
|
|
new_target = GLX_TEXTURE_2D_EXT;
|
|
else
|
|
new_target = GLX_TEXTURE_RECTANGLE_EXT;
|
|
}
|
|
switch( new_target )
|
|
{
|
|
case GLX_TEXTURE_2D_EXT:
|
|
mTarget = GL_TEXTURE_2D;
|
|
mScale.setWidth( 1.0f / mSize.width());
|
|
mScale.setHeight( 1.0f / mSize.height());
|
|
break;
|
|
case GLX_TEXTURE_RECTANGLE_EXT:
|
|
mTarget = GL_TEXTURE_RECTANGLE_ARB;
|
|
mScale.setWidth( 1.0f );
|
|
mScale.setHeight( 1.0f );
|
|
break;
|
|
default:
|
|
abort();
|
|
}
|
|
}
|
|
|
|
QRegion SceneOpenGL::Texture::optimizeBindDamage( const QRegion& reg, int limit )
|
|
{
|
|
if( reg.rects().count() <= 1 )
|
|
return reg;
|
|
// try to reduce the number of rects, as especially with SHM mode every rect
|
|
// causes X roundtrip, even for very small areas - so, when the size difference
|
|
// between all the areas and the bounding rectangle is small, simply use
|
|
// only the bounding rectangle
|
|
int size = 0;
|
|
foreach( const QRect &r, reg.rects())
|
|
size += r.width() * r.height();
|
|
if( reg.boundingRect().width() * reg.boundingRect().height() - size < limit )
|
|
return reg.boundingRect();
|
|
return reg;
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size,
|
|
int depth, QRegion region )
|
|
{
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "TextureLoad1" );
|
|
#endif
|
|
if( pix == None || size.isEmpty() || depth < 1 )
|
|
return false;
|
|
if( tfp_mode )
|
|
{
|
|
if( fbcdrawableinfo[ depth ].fbconfig == NULL )
|
|
{
|
|
kDebug( 1212 ) << "No framebuffer configuration for depth " << depth
|
|
<< "; not binding pixmap" << endl;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
mSize = size;
|
|
if( mTexture == None || !region.isEmpty())
|
|
{ // new texture, or texture contents changed; mipmaps now invalid
|
|
setDirty();
|
|
}
|
|
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "TextureLoad2" );
|
|
#endif
|
|
if( tfp_mode )
|
|
{ // tfp mode, simply bind the pixmap to texture
|
|
if( mTexture == None )
|
|
createTexture();
|
|
// when the pixmap is bound to the texture, they share the same data, so the texture
|
|
// updates automatically - no need to do anything in such case
|
|
if( bound_glxpixmap != None )
|
|
glBindTexture( mTarget, mTexture );
|
|
else
|
|
{
|
|
int attrs[] =
|
|
{
|
|
GLX_TEXTURE_FORMAT_EXT, fbcdrawableinfo[ depth ].bind_texture_format,
|
|
GLX_MIPMAP_TEXTURE_EXT, fbcdrawableinfo[ depth ].mipmap,
|
|
None
|
|
};
|
|
// the GLXPixmap will reference the X pixmap, so it will be freed automatically
|
|
// when no longer needed
|
|
bound_glxpixmap = glXCreatePixmap( display(), fbcdrawableinfo[ depth ].fbconfig, pix, attrs );
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "TextureLoadTFP1" );
|
|
#endif
|
|
findTarget();
|
|
y_inverted = fbcdrawableinfo[ depth ].y_inverted ? true : false;
|
|
can_use_mipmaps = fbcdrawableinfo[ depth ].mipmap ? true : false;
|
|
glBindTexture( mTarget, mTexture );
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "TextureLoadTFP2" );
|
|
#endif
|
|
if( !options->glStrictBinding )
|
|
glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
|
|
}
|
|
}
|
|
else if( shm_mode )
|
|
{ // copy pixmap contents to a texture via shared memory
|
|
#ifdef HAVE_XSHM
|
|
GLenum pixfmt, type;
|
|
if( depth >= 24 )
|
|
{
|
|
pixfmt = GL_BGRA;
|
|
type = GL_UNSIGNED_BYTE;
|
|
}
|
|
else
|
|
{ // depth 16
|
|
pixfmt = GL_RGB;
|
|
type = GL_UNSIGNED_SHORT_5_6_5;
|
|
}
|
|
findTarget();
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "TextureLoadSHM1" );
|
|
#endif
|
|
if( mTexture == None )
|
|
{
|
|
createTexture();
|
|
glBindTexture( mTarget, mTexture );
|
|
y_inverted = false;
|
|
glTexImage2D( mTarget, 0, depth == 32 ? GL_RGBA : GL_RGB,
|
|
mSize.width(), mSize.height(), 0,
|
|
pixfmt, type, NULL );
|
|
}
|
|
else
|
|
glBindTexture( mTarget, mTexture );
|
|
if( !region.isEmpty())
|
|
{
|
|
XGCValues xgcv;
|
|
xgcv.graphics_exposures = False;
|
|
xgcv.subwindow_mode = IncludeInferiors;
|
|
GC gc = XCreateGC( display(), pix, GCGraphicsExposures | GCSubwindowMode, &xgcv );
|
|
Pixmap p = XShmCreatePixmap( display(), rootWindow(), shm.shmaddr, &shm,
|
|
mSize.width(), mSize.height(), depth );
|
|
QRegion damage = optimizeBindDamage( region, 100 * 100 );
|
|
glPixelStorei( GL_UNPACK_ROW_LENGTH, mSize.width());
|
|
foreach( const QRect &r, damage.rects())
|
|
{ // TODO for small areas it might be faster to not use SHM to avoid the XSync()
|
|
XCopyArea( display(), pix, p, gc, r.x(), r.y(), r.width(), r.height(), 0, 0 );
|
|
glXWaitX();
|
|
glTexSubImage2D( mTarget, 0,
|
|
r.x(), r.y(), r.width(), r.height(),
|
|
pixfmt, type, shm.shmaddr );
|
|
glXWaitGL();
|
|
}
|
|
glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
|
|
XFreePixmap( display(), p );
|
|
XFreeGC( display(), gc );
|
|
}
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "TextureLoadSHM2" );
|
|
#endif
|
|
y_inverted = true;
|
|
can_use_mipmaps = true;
|
|
#endif
|
|
}
|
|
else
|
|
{ // fallback, copy pixmap contents to a texture
|
|
// note that if depth is not QX11Info::appDepth(), this may
|
|
// not work (however, it does seem to work with nvidia)
|
|
findTarget();
|
|
GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawableinfo[ QX11Info::appDepth() ].fbconfig, pix, NULL );
|
|
glXMakeCurrent( display(), pixmap, ctxdrawable );
|
|
if( last_pixmap != None )
|
|
glXDestroyPixmap( display(), last_pixmap );
|
|
// workaround for ATI - it leaks/crashes when the pixmap is destroyed immediately
|
|
// here (http://lists.kde.org/?l=kwin&m=116353772208535&w=2)
|
|
last_pixmap = pixmap;
|
|
glReadBuffer( GL_FRONT );
|
|
glDrawBuffer( GL_FRONT );
|
|
if( mTexture == None )
|
|
{
|
|
createTexture();
|
|
glBindTexture( mTarget, mTexture );
|
|
y_inverted = false;
|
|
glCopyTexImage2D( mTarget, 0,
|
|
depth == 32 ? GL_RGBA : GL_RGB,
|
|
0, 0, mSize.width(), mSize.height(), 0 );
|
|
}
|
|
else
|
|
{
|
|
glBindTexture( mTarget, mTexture );
|
|
QRegion damage = optimizeBindDamage( region, 30 * 30 );
|
|
foreach( const QRect &r, damage.rects())
|
|
{
|
|
// convert to OpenGL coordinates (this is mapping
|
|
// the pixmap to a texture, this is not affected
|
|
// by using glOrtho() for the OpenGL scene)
|
|
int gly = mSize.height() - r.y() - r.height();
|
|
glCopyTexSubImage2D( mTarget, 0,
|
|
r.x(), gly, r.x(), gly, r.width(), r.height());
|
|
}
|
|
}
|
|
glXWaitGL();
|
|
if( db )
|
|
glDrawBuffer( GL_BACK );
|
|
glXMakeCurrent( display(), glxbuffer, ctxbuffer );
|
|
glBindTexture( mTarget, mTexture );
|
|
y_inverted = false;
|
|
can_use_mipmaps = true;
|
|
}
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "TextureLoad0" );
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size,
|
|
int depth )
|
|
{
|
|
return load( pix, size, depth,
|
|
QRegion( 0, 0, size.width(), size.height()));
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load( const QImage& image, GLenum target )
|
|
{
|
|
if( image.isNull())
|
|
return false;
|
|
return load( QPixmap::fromImage( image ), target );
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load( const QPixmap& pixmap, GLenum target )
|
|
{
|
|
Q_UNUSED( target ); // SceneOpenGL::Texture::findTarget() detects the target
|
|
if( pixmap.isNull())
|
|
return false;
|
|
return load( pixmap.handle(), pixmap.size(), pixmap.depth());
|
|
}
|
|
|
|
void SceneOpenGL::Texture::bind()
|
|
{
|
|
glEnable( mTarget );
|
|
glBindTexture( mTarget, mTexture );
|
|
if( tfp_mode && options->glStrictBinding )
|
|
{
|
|
assert( bound_glxpixmap != None );
|
|
glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
|
|
}
|
|
enableFilter();
|
|
if( hasGLVersion( 1, 4, 0 ))
|
|
{
|
|
// Lod bias makes the trilinear-filtered texture look a bit sharper
|
|
glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.0f );
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::Texture::unbind()
|
|
{
|
|
if( hasGLVersion( 1, 4, 0 ))
|
|
{
|
|
glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f );
|
|
}
|
|
if( tfp_mode && options->glStrictBinding )
|
|
{
|
|
assert( bound_glxpixmap != None );
|
|
glBindTexture( mTarget, mTexture );
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
}
|
|
GLTexture::unbind();
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Window
|
|
//****************************************
|
|
|
|
SceneOpenGL::Window::Window( Toplevel* c )
|
|
: Scene::Window( c )
|
|
, texture()
|
|
, topTexture()
|
|
, leftTexture()
|
|
, rightTexture()
|
|
, bottomTexture()
|
|
{
|
|
}
|
|
|
|
SceneOpenGL::Window::~Window()
|
|
{
|
|
discardTexture();
|
|
}
|
|
|
|
// Bind the window pixmap to an OpenGL texture.
|
|
bool SceneOpenGL::Window::bindTexture()
|
|
{
|
|
if( texture.texture() != None && toplevel->damage().isEmpty())
|
|
{
|
|
// texture doesn't need updating, just bind it
|
|
glBindTexture( texture.target(), texture.texture());
|
|
return true;
|
|
}
|
|
// Get the pixmap with the window contents
|
|
Pixmap pix = toplevel->windowPixmap();
|
|
if( pix == None )
|
|
return false;
|
|
bool success = texture.load( pix, toplevel->size(), toplevel->depth(),
|
|
toplevel->damage());
|
|
if( success )
|
|
toplevel->resetDamage( QRect( toplevel->clientPos(), toplevel->clientSize() ) );
|
|
else
|
|
kDebug( 1212 ) << "Failed to bind window";
|
|
return success;
|
|
}
|
|
|
|
void SceneOpenGL::Window::discardTexture()
|
|
{
|
|
texture.discard();
|
|
topTexture.discard();
|
|
leftTexture.discard();
|
|
rightTexture.discard();
|
|
bottomTexture.discard();
|
|
}
|
|
|
|
// This call is used in SceneOpenGL::windowGeometryShapeChanged(),
|
|
// which originally called discardTexture(), however this was causing performance
|
|
// problems with the launch feedback icon - large number of texture rebinds.
|
|
// Since the launch feedback icon does not resize, only changes shape, it
|
|
// is not necessary to rebind the texture (with no strict binding), therefore
|
|
// discard the texture only if size changes.
|
|
void SceneOpenGL::Window::checkTextureSize()
|
|
{
|
|
if( texture.size() != size())
|
|
discardTexture();
|
|
}
|
|
|
|
// when the window's composite pixmap is discarded, undo binding it to the texture
|
|
void SceneOpenGL::Window::pixmapDiscarded()
|
|
{
|
|
texture.release();
|
|
}
|
|
|
|
// 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)
|
|
/* HACK: It seems this causes painting glitches, disable temporarily
|
|
bool opaque = isOpaque() && data.opacity == 1.0;
|
|
if(( mask & PAINT_WINDOW_OPAQUE ) ^ ( mask & PAINT_WINDOW_TRANSLUCENT ))
|
|
{ // We are only painting either opaque OR translucent windows, not both
|
|
if( mask & PAINT_WINDOW_OPAQUE && !opaque )
|
|
return; // Only painting opaque and window is translucent
|
|
if( mask & PAINT_WINDOW_TRANSLUCENT && opaque )
|
|
return; // Only painting translucent and window is opaque
|
|
}*/
|
|
// paint only requested areas
|
|
if( region != infiniteRegion()) // avoid integer overflow
|
|
region.translate( -x(), -y());
|
|
if( region.isEmpty())
|
|
return;
|
|
if( !bindTexture())
|
|
return;
|
|
glPushMatrix();
|
|
// set texture filter
|
|
if( options->glSmoothScale != 0 ) // default to yes
|
|
{
|
|
if( mask & PAINT_WINDOW_TRANSFORMED )
|
|
filter = ImageFilterGood;
|
|
else if( mask & PAINT_SCREEN_TRANSFORMED )
|
|
filter = ImageFilterGood;
|
|
else
|
|
filter = ImageFilterFast;
|
|
}
|
|
else
|
|
filter = ImageFilterFast;
|
|
if( filter == ImageFilterGood )
|
|
{
|
|
// avoid unneeded mipmap generation by only using trilinear
|
|
// filtering when it actually makes a difference, that is with
|
|
// minification or changed vertices
|
|
if( options->glSmoothScale == 2
|
|
&& ( data.quads.smoothNeeded() || data.xScale < 1 || data.yScale < 1 ))
|
|
{
|
|
texture.setFilter( GL_LINEAR_MIPMAP_LINEAR );
|
|
}
|
|
else
|
|
texture.setFilter( GL_LINEAR );
|
|
}
|
|
else
|
|
texture.setFilter( GL_NEAREST );
|
|
// do required transformations
|
|
int x = toplevel->x();
|
|
int y = toplevel->y();
|
|
double z = 0.0;
|
|
if( mask & PAINT_WINDOW_TRANSFORMED )
|
|
{
|
|
x += data.xTranslate;
|
|
y += data.yTranslate;
|
|
z += data.zTranslate;
|
|
}
|
|
glTranslatef( x, y, z );
|
|
if(( mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 || data.zScale != 1 ))
|
|
glScalef( data.xScale, data.yScale, data.zScale );
|
|
if(( mask & PAINT_WINDOW_TRANSFORMED ) && data.rotation )
|
|
{
|
|
glTranslatef( data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint );
|
|
float xAxis = 0.0;
|
|
float yAxis = 0.0;
|
|
float 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;
|
|
}
|
|
glRotatef( data.rotation->angle, xAxis, yAxis, zAxis );
|
|
glTranslatef( -data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint );
|
|
}
|
|
region.translate( toplevel->x(), toplevel->y() ); // Back to screen coords
|
|
|
|
WindowQuadList decoration = data.quads.select( WindowQuadDecoration );
|
|
|
|
|
|
// decorations
|
|
Client *client = dynamic_cast<Client*>(toplevel);
|
|
Deleted *deleted = dynamic_cast<Deleted*>(toplevel);
|
|
if( client || deleted )
|
|
{
|
|
bool noBorder = true;
|
|
bool updateDeco = false;
|
|
const QPixmap *left = NULL;
|
|
const QPixmap *top = NULL;
|
|
const QPixmap *right = NULL;
|
|
const QPixmap *bottom = NULL;
|
|
QRect topRect, leftRect, rightRect, bottomRect;
|
|
if( client && !client->noBorder() )
|
|
{
|
|
noBorder = false;
|
|
updateDeco = client->decorationPixmapRequiresRepaint();
|
|
client->ensureDecorationPixmapsPainted();
|
|
|
|
client->layoutDecorationRects(leftRect, topRect, rightRect, bottomRect, Client::WindowRelative);
|
|
|
|
left = client->leftDecoPixmap();
|
|
top = client->topDecoPixmap();
|
|
right = client->rightDecoPixmap();
|
|
bottom = client->bottomDecoPixmap();
|
|
}
|
|
if( deleted && !deleted->noBorder() )
|
|
{
|
|
noBorder = false;
|
|
left = deleted->leftDecoPixmap();
|
|
top = deleted->topDecoPixmap();
|
|
right = deleted->rightDecoPixmap();
|
|
bottom = deleted->bottomDecoPixmap();
|
|
deleted->layoutDecorationRects(leftRect, topRect, rightRect, bottomRect);
|
|
}
|
|
if( !noBorder )
|
|
{
|
|
WindowQuadList topList, leftList, rightList, bottomList;
|
|
|
|
foreach( const WindowQuad& quad, decoration )
|
|
{
|
|
if( topRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
|
|
{
|
|
topList.append( quad );
|
|
continue;
|
|
}
|
|
if( bottomRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
|
|
{
|
|
bottomList.append( quad );
|
|
continue;
|
|
}
|
|
if( leftRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
|
|
{
|
|
leftList.append( quad );
|
|
continue;
|
|
}
|
|
if( rightRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
|
|
{
|
|
rightList.append( quad );
|
|
continue;
|
|
}
|
|
}
|
|
paintDecoration( top, DecorationTop, region, topRect, data, topList, updateDeco );
|
|
paintDecoration( left, DecorationLeft, region, leftRect, data, leftList, updateDeco );
|
|
paintDecoration( right, DecorationRight, region, rightRect, data, rightList, updateDeco );
|
|
paintDecoration( bottom, DecorationBottom, region, bottomRect, data, bottomList, updateDeco );
|
|
}
|
|
}
|
|
|
|
texture.bind();
|
|
texture.enableUnnormalizedTexCoords();
|
|
|
|
// paint the content
|
|
if ( !(mask & PAINT_DECORATION_ONLY) )
|
|
{
|
|
prepareStates( Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
|
|
renderQuads( mask, region, data.quads.select( WindowQuadContents ));
|
|
restoreStates( Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
|
|
}
|
|
|
|
texture.disableUnnormalizedTexCoords();
|
|
texture.unbind();
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
void SceneOpenGL::Window::paintDecoration( const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco )
|
|
{
|
|
if( quads.isEmpty())
|
|
return;
|
|
SceneOpenGL::Texture* decorationTexture;
|
|
switch( decorationType )
|
|
{
|
|
case DecorationTop:
|
|
decorationTexture = &topTexture;
|
|
break;
|
|
case DecorationLeft:
|
|
decorationTexture = &leftTexture;
|
|
break;
|
|
case DecorationRight:
|
|
decorationTexture = &rightTexture;
|
|
break;
|
|
case DecorationBottom:
|
|
decorationTexture = &bottomTexture;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
if( decorationTexture->texture() != None && !updateDeco )
|
|
{
|
|
// texture doesn't need updating, just bind it
|
|
glBindTexture( decorationTexture->target(), decorationTexture->texture());
|
|
}
|
|
else if( !decoration->isNull() )
|
|
{
|
|
bool success = decorationTexture->load( decoration->handle(), decoration->size(), decoration->depth() );
|
|
if( !success )
|
|
{
|
|
kDebug( 1212 ) << "Failed to bind decoartion";
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
return;
|
|
if( filter == ImageFilterGood )
|
|
{
|
|
// avoid unneeded mipmap generation by only using trilinear
|
|
// filtering when it actually makes a difference, that is with
|
|
// minification or changed vertices
|
|
if( options->glSmoothScale == 2
|
|
&& ( data.quads.smoothNeeded() || data.xScale < 1 || data.yScale < 1 ))
|
|
{
|
|
decorationTexture->setFilter( GL_LINEAR_MIPMAP_LINEAR );
|
|
}
|
|
else
|
|
decorationTexture->setFilter( GL_LINEAR );
|
|
}
|
|
else
|
|
decorationTexture->setFilter( GL_NEAREST );
|
|
decorationTexture->setWrapMode( GL_CLAMP_TO_EDGE );
|
|
decorationTexture->bind();
|
|
decorationTexture->enableUnnormalizedTexCoords();
|
|
|
|
prepareStates( decorationType, data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
|
|
float* vertices;
|
|
float* texcoords;
|
|
makeDecorationArrays( &vertices, &texcoords, quads, rect );
|
|
if( data.shader )
|
|
{
|
|
int texw = decoration->width();
|
|
int texh = decoration->height();
|
|
if( !GLTexture::NPOTTextureSupported() )
|
|
{
|
|
kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ;
|
|
texw = nearestPowerOfTwo(texw);
|
|
texh = nearestPowerOfTwo(texh);
|
|
}
|
|
data.shader->setUniform("textureWidth", (float)texw);
|
|
data.shader->setUniform("textureHeight", (float)texh);
|
|
}
|
|
renderGLGeometry( region, quads.count() * 4,
|
|
vertices, texcoords, NULL, 2, 0 );
|
|
delete[] vertices;
|
|
delete[] texcoords;
|
|
restoreStates( decorationType, data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
|
|
decorationTexture->disableUnnormalizedTexCoords();
|
|
decorationTexture->unbind();
|
|
}
|
|
|
|
void SceneOpenGL::Window::makeDecorationArrays( float** vertices, float** texcoords, const WindowQuadList& quads, const QRect& rect ) const
|
|
{
|
|
*vertices = new float[ quads.count() * 4 * 2 ];
|
|
*texcoords = new float[ quads.count() * 4 * 2 ];
|
|
float* vpos = *vertices;
|
|
float* tpos = *texcoords;
|
|
foreach( const WindowQuad& quad, quads )
|
|
{
|
|
*vpos++ = quad[ 0 ].x();
|
|
*vpos++ = quad[ 0 ].y();
|
|
*vpos++ = quad[ 1 ].x();
|
|
*vpos++ = quad[ 1 ].y();
|
|
*vpos++ = quad[ 2 ].x();
|
|
*vpos++ = quad[ 2 ].y();
|
|
*vpos++ = quad[ 3 ].x();
|
|
*vpos++ = quad[ 3 ].y();
|
|
|
|
*tpos++ = quad.originalLeft()-rect.x();
|
|
*tpos++ = quad.originalTop()-rect.y();
|
|
*tpos++ = quad.originalRight()-rect.x();
|
|
*tpos++ = quad.originalTop()-rect.y();
|
|
*tpos++ = quad.originalRight()-rect.x();
|
|
*tpos++ = quad.originalBottom()-rect.y();
|
|
*tpos++ = quad.originalLeft()-rect.x();
|
|
*tpos++ = quad.originalBottom()-rect.y();
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::Window::renderQuads( int, const QRegion& region, const WindowQuadList& quads )
|
|
{
|
|
if( quads.isEmpty())
|
|
return;
|
|
// Render geometry
|
|
float* vertices;
|
|
float* texcoords;
|
|
quads.makeArrays( &vertices, &texcoords );
|
|
renderGLGeometry( region, quads.count() * 4,
|
|
vertices, texcoords, NULL, 2, 0 );
|
|
delete[] vertices;
|
|
delete[] texcoords;
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
|
|
{
|
|
if(shader)
|
|
prepareShaderRenderStates( type, opacity, brightness, saturation, shader );
|
|
else
|
|
prepareRenderStates( type, opacity, brightness, saturation );
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
|
|
{
|
|
// setup blending of transparent windows
|
|
glPushAttrib( GL_ENABLE_BIT );
|
|
bool opaque = isOpaque() && opacity == 1.0;
|
|
if( type != Content )
|
|
opaque = false;
|
|
if( !opaque )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
shader->setUniform("opacity", (float)opacity);
|
|
shader->setUniform("saturation", (float)saturation);
|
|
shader->setUniform("brightness", (float)brightness);
|
|
|
|
// setting texture width and heiht stored in shader
|
|
// only set if it is set by an effect that is not negative
|
|
float texw = shader->textureWidth();
|
|
if( texw >= 0.0f )
|
|
shader->setUniform("textureWidth", texw);
|
|
float texh = shader->textureHeight();
|
|
if( texh >= 0.0f )
|
|
shader->setUniform("textureHeight", texh);
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareRenderStates( TextureType type, double opacity, double brightness, double saturation )
|
|
{
|
|
Texture* tex;
|
|
bool alpha = false;
|
|
bool opaque = true;
|
|
switch( type )
|
|
{
|
|
case Content:
|
|
tex = &texture;
|
|
alpha = toplevel->hasAlpha();
|
|
opaque = isOpaque() && opacity == 1.0;
|
|
break;
|
|
case DecorationTop:
|
|
tex = &topTexture;
|
|
alpha = true;
|
|
opaque = false;
|
|
break;
|
|
case DecorationLeft:
|
|
tex = &leftTexture;
|
|
alpha = true;
|
|
opaque = false;
|
|
break;
|
|
case DecorationRight:
|
|
tex = &rightTexture;
|
|
alpha = true;
|
|
opaque = false;
|
|
break;
|
|
case DecorationBottom:
|
|
tex = &bottomTexture;
|
|
alpha = true;
|
|
opaque = false;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
// setup blending of transparent windows
|
|
glPushAttrib( GL_ENABLE_BIT );
|
|
if( !opaque )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
if( saturation != 1.0 && tex->saturationSupported())
|
|
{
|
|
// 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 );
|
|
tex->bind();
|
|
|
|
// 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, 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 );
|
|
tex->bind();
|
|
|
|
// 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( opacity, opacity, opacity, opacity );
|
|
tex->bind();
|
|
|
|
if( alpha || 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 );
|
|
// The color has to be multiplied by both opacity and brightness
|
|
float opacityByBrightness = opacity * brightness;
|
|
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity );
|
|
if( alpha )
|
|
{
|
|
// 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
|
|
{
|
|
// 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 );
|
|
}
|
|
tex->bind();
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0 );
|
|
}
|
|
else if( opacity != 1.0 || brightness != 1.0 )
|
|
{
|
|
// the window is additionally configured to have its opacity adjusted,
|
|
// do it
|
|
float opacityByBrightness = opacity * brightness;
|
|
if( alpha)
|
|
{
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness,
|
|
opacity);
|
|
}
|
|
else
|
|
{
|
|
// Multiply color by brightness and replace alpha by opacity
|
|
float constant[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness, 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 );
|
|
}
|
|
}
|
|
else if( !alpha && opaque )
|
|
{
|
|
float constant[] = { 1.0, 1.0, 1.0, 1.0 };
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
|
|
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 );
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::Window::restoreStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
|
|
{
|
|
if(shader)
|
|
restoreShaderRenderStates( type, opacity, brightness, saturation, shader );
|
|
else
|
|
restoreRenderStates( type, opacity, brightness, saturation );
|
|
}
|
|
|
|
void SceneOpenGL::Window::restoreShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
|
|
{
|
|
Q_UNUSED( type );
|
|
Q_UNUSED( opacity );
|
|
Q_UNUSED( brightness );
|
|
Q_UNUSED( saturation );
|
|
Q_UNUSED( shader );
|
|
glPopAttrib(); // ENABLE_BIT
|
|
}
|
|
|
|
void SceneOpenGL::Window::restoreRenderStates( TextureType type, double opacity, double brightness, double saturation )
|
|
{
|
|
Texture* tex;
|
|
switch( type )
|
|
{
|
|
case Content:
|
|
tex = &texture;
|
|
break;
|
|
case DecorationTop:
|
|
tex = &topTexture;
|
|
break;
|
|
case DecorationLeft:
|
|
tex = &leftTexture;
|
|
break;
|
|
case DecorationRight:
|
|
tex = &rightTexture;
|
|
break;
|
|
case DecorationBottom:
|
|
tex = &bottomTexture;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
if( opacity != 1.0 || saturation != 1.0 || brightness != 1.0f )
|
|
{
|
|
if( saturation != 1.0 && tex->saturationSupported())
|
|
{
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glDisable( tex->target());
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glDisable( tex->target());
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glDisable( tex->target());
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
}
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
glColor4f( 0, 0, 0, 0 );
|
|
|
|
glPopAttrib(); // ENABLE_BIT
|
|
}
|
|
|
|
} // namespace
|
|
|
|
#endif
|