Summary: If an effect renders a window into an offscreen texture, it's very important that the window ends up in the offscreen render target rather than the default framebuffer object. However, that might be not the case if the OpenGL decoration renderer needs to create a texture atlas since the renderer calls GLTexture::clear() method, which might clobber the current GL_DRAW_FRAMEBUFFER binding. Reviewers: #kwin, davidedmundson Reviewed By: #kwin, davidedmundson Subscribers: kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D25365
152 lines
4 KiB
C++
152 lines
4 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) 2006-2007 Rivo Laks <rivolaks@hot.ee>
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Copyright (C) 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
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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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#ifndef KWIN_GLTEXTURE_H
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#define KWIN_GLTEXTURE_H
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#include <kwinglutils_export.h>
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#include <QSize>
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#include <QRegion>
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#include <QSharedPointer>
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#include <QExplicitlySharedDataPointer>
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#include <QtGui/QMatrix4x4>
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#include <epoxy/gl.h>
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class QImage;
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class QPixmap;
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/** @addtogroup kwineffects */
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/** @{ */
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namespace KWin
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{
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class GLVertexBuffer;
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class GLTexturePrivate;
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enum TextureCoordinateType {
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NormalizedCoordinates = 0,
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UnnormalizedCoordinates
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};
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class KWINGLUTILS_EXPORT GLTexture
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{
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public:
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GLTexture();
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GLTexture(const GLTexture& tex);
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explicit GLTexture(const QImage& image, GLenum target = GL_TEXTURE_2D);
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explicit GLTexture(const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D);
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explicit GLTexture(const QString& fileName);
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GLTexture(GLenum internalFormat, int width, int height, int levels = 1);
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explicit GLTexture(GLenum internalFormat, const QSize &size, int levels = 1);
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virtual ~GLTexture();
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GLTexture & operator = (const GLTexture& tex);
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bool isNull() const;
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QSize size() const;
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int width() const;
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int height() const;
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/**
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* @since 4.7
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**/
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bool isYInverted() const;
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/**
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* @since 4.8
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**/
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void setYInverted(bool inverted);
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/**
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* Specifies which component of a texel is placed in each respective
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* component of the vector returned to the shader.
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*
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* Valid values are GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_ONE and GL_ZERO.
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*
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* @see swizzleSupported()
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* @since 5.2
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*/
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void setSwizzle(GLenum red, GLenum green, GLenum blue, GLenum alpha);
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/**
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* Returns a matrix that transforms texture coordinates of the given type,
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* taking the texture target and the y-inversion flag into account.
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*
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* @since 4.11
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*/
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QMatrix4x4 matrix(TextureCoordinateType type) const;
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void update(const QImage& image, const QPoint &offset = QPoint(0, 0), const QRect &src = QRect());
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virtual void discard();
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void bind();
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void unbind();
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void render(QRegion region, const QRect& rect, bool hardwareClipping = false);
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GLuint texture() const;
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GLenum target() const;
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GLenum filter() const;
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GLenum internalFormat() const;
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/** @short
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* Make the texture fully transparent
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*/
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void clear();
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bool isDirty() const;
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void setFilter(GLenum filter);
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void setWrapMode(GLenum mode);
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void setDirty();
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void generateMipmaps();
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static bool framebufferObjectSupported();
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/**
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* Returns true if texture swizzle is supported, and false otherwise
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*
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* Texture swizzle requires OpenGL 3.3, GL_ARB_texture_swizzle, or OpenGL ES 3.0.
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*
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* @since 5.2
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*/
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static bool supportsSwizzle();
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/**
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* Returns @c true if texture formats R* are supported, and @c false otherwise.
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*
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* This requires OpenGL 3.0, GL_ARB_texture_rg or OpenGL ES 3.0 or GL_EXT_texture_rg.
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*
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* @since 5.2.1
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**/
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static bool supportsFormatRG();
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protected:
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QExplicitlySharedDataPointer<GLTexturePrivate> d_ptr;
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GLTexture(GLTexturePrivate& dd);
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private:
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Q_DECLARE_PRIVATE(GLTexture)
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};
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} // namespace
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/** @} */
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#endif
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