kwin/scene_opengl_egl.cpp
Martin Gräßlin 6e15c0c208 Change timers to QElapsedTimers
Instead of calculating the elapsed time from epoch clock, using
a QElapsedTimer as well as reusing the timer object instead of
creating a new one in the scene each frame.

REVIEW: 102473
2011-08-29 06:48:44 +02:00

281 lines
7.6 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2010 Martin Gräßlin <kde@martin-graesslin.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
// This file is included in scene_opengl.cpp
//#include "scene_opengl.h"
#include <QX11Info>
EGLDisplay dpy;
EGLConfig config;
EGLSurface surface;
EGLContext ctx;
SceneOpenGL::SceneOpenGL(Workspace* ws)
: Scene(ws)
, init_ok(false)
{
if (!initRenderingContext())
return;
initEGL();
if (!hasGLExtension("EGL_KHR_image_pixmap")) {
kError(1212) << "Required extension EGL_KHR_image_pixmap not found, disabling compositing";
return;
}
initGL();
if (!hasGLExtension("GL_OES_EGL_image")) {
kError(1212) << "Required extension GL_OES_EGL_image not found, disabling compositing";
return;
}
debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
if (!ShaderManager::instance()->isValid()) {
kError(1212) << "Shaders not valid, ES compositing not possible";
return;
}
ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
if (checkGLError("Init")) {
kError(1212) << "OpenGL compositing setup failed";
return; // error
}
init_ok = true;
}
SceneOpenGL::~SceneOpenGL()
{
if (!init_ok) {
// TODO this probably needs to clean up whatever has been created until the failure
m_overlayWindow->destroy();
return;
}
foreach (Window * w, windows)
delete w;
// do cleanup after initBuffer()
cleanupGL();
eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroyContext(dpy, ctx);
eglDestroySurface(dpy, surface);
eglTerminate(dpy);
eglReleaseThread();
SceneOpenGL::EffectFrame::cleanup();
checkGLError("Cleanup");
if (m_overlayWindow->window()) {
m_overlayWindow->destroy();
}
}
bool SceneOpenGL::initTfp()
{
return false;
}
bool SceneOpenGL::initRenderingContext()
{
dpy = eglGetDisplay(display());
if (dpy == EGL_NO_DISPLAY)
return false;
EGLint major, minor;
if (eglInitialize(dpy, &major, &minor) == EGL_FALSE)
return false;
eglBindAPI(EGL_OPENGL_ES_API);
initBufferConfigs();
if (!m_overlayWindow->create()) {
kError(1212) << "Could not get overlay window";
return false;
} else {
m_overlayWindow->setup(None);
}
surface = eglCreateWindowSurface(dpy, config, m_overlayWindow->window(), 0);
const EGLint context_attribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
ctx = eglCreateContext(dpy, config, EGL_NO_CONTEXT, context_attribs);
if (ctx == EGL_NO_CONTEXT)
return false;
if (eglMakeCurrent(dpy, surface, surface, ctx) == EGL_FALSE)
return false;
kDebug(1212) << "EGL version: " << major << "." << minor;
EGLint error = eglGetError();
if (error != EGL_SUCCESS) {
kWarning(1212) << "Error occurred while creating context " << error;
return false;
}
return true;
}
bool SceneOpenGL::initBuffer()
{
return false;
}
bool SceneOpenGL::initBufferConfigs()
{
const EGLint config_attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RED_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_BLUE_SIZE, 1,
EGL_ALPHA_SIZE, 0,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_CONFIG_CAVEAT, EGL_NONE,
EGL_NONE,
};
EGLint count;
EGLConfig configs[1024];
eglChooseConfig(dpy, config_attribs, configs, 1024, &count);
EGLint visualId = XVisualIDFromVisual((Visual*)QX11Info::appVisual());
config = configs[0];
for (int i = 0; i < count; i++) {
EGLint val;
eglGetConfigAttrib(dpy, configs[i], EGL_NATIVE_VISUAL_ID, &val);
if (visualId == val) {
config = configs[i];
break;
}
}
return true;
}
bool SceneOpenGL::initDrawableConfigs()
{
return false;
}
// the entry function for painting
void SceneOpenGL::paint(QRegion damage, ToplevelList toplevels)
{
m_renderTimer.restart();
foreach (Toplevel * c, toplevels) {
assert(windows.contains(c));
stacking_order.append(windows[ c ]);
}
grabXServer();
XSync(display(), false);
int mask = 0;
paintScreen(&mask, &damage); // call generic implementation
ungrabXServer(); // ungrab before flushBuffer(), it may wait for vsync
if (m_overlayWindow->window()) // show the window only after the first pass, since
m_overlayWindow->show(); // that pass may take long
lastRenderTime = m_renderTimer.elapsed();
m_renderTimer.invalidate();
flushBuffer(mask, damage);
// do cleanup
stacking_order.clear();
checkGLError("PostPaint");
}
void SceneOpenGL::waitSync()
{
// not used in EGL
}
void SceneOpenGL::flushBuffer(int mask, QRegion damage)
{
Q_UNUSED(damage)
glFlush();
if (mask & PAINT_SCREEN_REGION) {
// TODO: implement me properly
eglSwapBuffers(dpy, surface);
} else {
eglSwapBuffers(dpy, surface);
}
eglWaitGL();
// TODO: remove for wayland
XFlush(display());
}
//****************************************
// SceneOpenGL::Texture
//****************************************
SceneOpenGL::TexturePrivate::TexturePrivate()
{
m_target = GL_TEXTURE_2D;
}
SceneOpenGL::TexturePrivate::~TexturePrivate()
{
}
void SceneOpenGL::Texture::findTarget()
{
Q_D(Texture);
d->m_target = GL_TEXTURE_2D;
}
void SceneOpenGL::TexturePrivate::release()
{
}
bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
int depth, QRegion region)
{
// decrease the reference counter for the old texture
d_ptr = new TexturePrivate();
Q_D(Texture);
Q_UNUSED(depth)
Q_UNUSED(region)
if (pix == None)
return false;
glGenTextures(1, &d->m_texture);
bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
const EGLint attribs[] = {
EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
EGL_NONE
};
EGLImageKHR image = eglCreateImageKHR(dpy, EGL_NO_CONTEXT, EGL_NATIVE_PIXMAP_KHR,
(EGLClientBuffer)pix, attribs);
if (EGL_NO_IMAGE_KHR == image) {
kDebug(1212) << "failed to create egl image";
unbind();
return false;
}
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
eglDestroyImageKHR(dpy, image);
unbind();
checkGLError("load texture");
setYInverted(true);
d->m_size = size;
return true;
}
void SceneOpenGL::TexturePrivate::bind()
{
GLTexturePrivate::bind();
}
void SceneOpenGL::TexturePrivate::unbind()
{
GLTexturePrivate::unbind();
}