234ec644d2
With raster a QPixmap is no longer a XPixmap which fails all code which assumes that an QPixmap is an XPixmap. Depending on were in the codebase we either convert such pixmaps to images (OpenGL) or create a XPixmap and use QPixmap::fromX11Pixmap to get a "real" pixmap. It is possible that there are more code pathes were we would need a XPixmap. Currently tested is basic functionality of no-compositing, XRender compositing, OpenGl/GLX and OpenGL ES/EGL compositing. For OpenGL compositing raster might result in performance improvements, for XRender it is possible that there are regressions when using raster. By default KWin uses whatever is the default of the system, so we just no longer enforce native. Of course it is a bad idea to use graphicssystem OpenGL. As that is broken anyways in Qt, we do not check for it. Many thanks to Philipp Knechtges for bringing up the issue, convincing me that we need it and providing most of the patch. REVIEW: 101132 CCMAIL: Philipp.Knechtges@rwth-aachen.de
274 lines
7.4 KiB
C++
274 lines
7.4 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) 2010 Martin Gräßlin <kde@martin-graesslin.com>
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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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// This file is included in scene_opengl.cpp
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//#include "scene_opengl.h"
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#include <QX11Info>
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EGLDisplay dpy;
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EGLConfig config;
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EGLSurface surface;
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EGLContext ctx;
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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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{
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if (!initRenderingContext())
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return;
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initEGL();
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if (!hasGLExtension("EGL_KHR_image_pixmap")) {
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kError(1212) << "Required extension EGL_KHR_image_pixmap not found, disabling compositing";
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return;
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}
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initGL();
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if (!hasGLExtension("GL_OES_EGL_image")) {
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kError(1212) << "Required extension GL_OES_EGL_image not found, disabling compositing";
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return;
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}
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debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
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if (!ShaderManager::instance()->isValid()) {
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kError(1212) << "Shaders not valid, ES compositing not possible";
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return;
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}
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ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
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if (checkGLError("Init")) {
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kError(1212) << "OpenGL compositing setup failed";
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return; // error
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}
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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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// 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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cleanupGL();
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eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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eglDestroyContext(dpy, ctx);
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eglDestroySurface(dpy, surface);
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eglTerminate(dpy);
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eglReleaseThread();
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SceneOpenGL::EffectFrame::cleanup();
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checkGLError("Cleanup");
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if (wspace->overlayWindow()) {
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wspace->destroyOverlay();
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}
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}
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bool SceneOpenGL::initTfp()
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{
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return false;
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}
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bool SceneOpenGL::initRenderingContext()
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{
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dpy = eglGetDisplay(display());
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if (dpy == EGL_NO_DISPLAY)
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return false;
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EGLint major, minor;
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if (eglInitialize(dpy, &major, &minor) == EGL_FALSE)
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return false;
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eglBindAPI(EGL_OPENGL_ES_API);
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initBufferConfigs();
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if (!wspace->createOverlay()) {
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kError(1212) << "Could not get overlay window";
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return false;
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} else {
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wspace->setupOverlay(None);
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}
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surface = eglCreateWindowSurface(dpy, config, wspace->overlayWindow(), 0);
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const EGLint context_attribs[] = {
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE
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};
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ctx = eglCreateContext(dpy, config, EGL_NO_CONTEXT, context_attribs);
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if (ctx == EGL_NO_CONTEXT)
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return false;
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if (eglMakeCurrent(dpy, surface, surface, ctx) == EGL_FALSE)
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return false;
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kDebug(1212) << "EGL version: " << major << "." << minor;
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EGLint error = eglGetError();
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if (error != EGL_SUCCESS) {
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kWarning(1212) << "Error occurred while creating context " << error;
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return false;
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}
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return true;
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}
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bool SceneOpenGL::initBuffer()
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{
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return false;
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}
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bool SceneOpenGL::initBufferConfigs()
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{
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const EGLint config_attribs[] = {
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RED_SIZE, 1,
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EGL_GREEN_SIZE, 1,
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EGL_BLUE_SIZE, 1,
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EGL_ALPHA_SIZE, 0,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_CONFIG_CAVEAT, EGL_NONE,
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EGL_NONE,
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};
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EGLint count;
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EGLConfig configs[1024];
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eglChooseConfig(dpy, config_attribs, configs, 1024, &count);
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EGLint visualId = XVisualIDFromVisual((Visual*)QX11Info::appVisual());
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config = configs[0];
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for (int i = 0; i < count; i++) {
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EGLint val;
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eglGetConfigAttrib(dpy, configs[i], EGL_NATIVE_VISUAL_ID, &val);
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if (visualId == val) {
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config = configs[i];
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break;
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}
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}
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return true;
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}
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bool SceneOpenGL::initDrawableConfigs()
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{
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return false;
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}
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// the entry function for painting
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void SceneOpenGL::paint(QRegion damage, ToplevelList toplevels)
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{
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QTime t = QTime::currentTime();
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foreach (Toplevel * c, toplevels) {
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assert(windows.contains(c));
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stacking_order.append(windows[ c ]);
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}
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grabXServer();
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XSync(display(), false);
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int mask = 0;
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paintScreen(&mask, &damage); // call generic implementation
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ungrabXServer(); // ungrab before flushBuffer(), it may wait for vsync
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if (wspace->overlayWindow()) // show the window only after the first pass, since
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wspace->showOverlay(); // that pass may take long
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lastRenderTime = t.elapsed();
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flushBuffer(mask, damage);
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// do cleanup
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stacking_order.clear();
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checkGLError("PostPaint");
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}
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void SceneOpenGL::waitSync()
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{
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// not used in EGL
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}
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void SceneOpenGL::flushBuffer(int mask, QRegion damage)
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{
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Q_UNUSED(damage)
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glFlush();
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if (mask & PAINT_SCREEN_REGION) {
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// TODO: implement me properly
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eglSwapBuffers(dpy, surface);
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} else {
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eglSwapBuffers(dpy, surface);
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}
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eglWaitGL();
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// TODO: remove for wayland
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XFlush(display());
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}
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//****************************************
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// SceneOpenGL::Texture
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//****************************************
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void SceneOpenGL::Texture::init()
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{
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findTarget();
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}
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void SceneOpenGL::Texture::release()
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{
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mTexture = None;
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}
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void SceneOpenGL::Texture::findTarget()
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{
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mTarget = GL_TEXTURE_2D;
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}
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bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
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int depth, QRegion region)
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{
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Q_UNUSED(size)
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Q_UNUSED(depth)
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Q_UNUSED(region)
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if (pix == None)
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return false;
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if (mTexture == None) {
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createTexture();
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bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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const EGLint attribs[] = {
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EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
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EGL_NONE
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};
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EGLImageKHR image = eglCreateImageKHR(dpy, EGL_NO_CONTEXT, EGL_NATIVE_PIXMAP_KHR,
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(EGLClientBuffer)pix, attribs);
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if (EGL_NO_IMAGE_KHR == image) {
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kDebug(1212) << "failed to create egl image";
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unbind();
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return false;
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}
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
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eglDestroyImageKHR(dpy, image);
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unbind();
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checkGLError("load texture");
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setYInverted(true);
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}
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return true;
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}
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void SceneOpenGL::Texture::bind()
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{
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GLTexture::bind();
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}
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void SceneOpenGL::Texture::unbind()
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{
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GLTexture::unbind();
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}
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