kwin/scene_opengl.cpp
Fredrik Höglund 8bba7aed7d Make it possible for the decorations to paint outside the window frame
when compositing is enabled, by letting them add additional padding
to the sides of the frame.

svn path=/trunk/KDE/kdebase/workspace/; revision=963586
2009-05-04 22:35:33 +00:00

1878 lines
67 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Based on glcompmgr code by Felix Bellaby.
Using code from Compiz and Beryl.
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 is the OpenGL-based compositing code. It is the primary and most powerful
compositing backend.
Sources and other compositing managers:
=======================================
- http://opengl.org
- documentation
- OpenGL Redbook (http://opengl.org/documentation/red_book/ - note it's only version 1.1)
- GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf)
- extensions docs (http://www.opengl.org/registry/)
- glcompmgr
- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
- simple and easy to understand
- works even without texture_from_pixmap extension
- claims to support several different gfx cards
- compile with something like
"gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib"
- compiz
- git clone git://anongit.freedesktop.org/git/xorg/app/compiz
- the ultimate <whatever>
- glxcompmgr
- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
- a rather old version of compiz, but also simpler and as such simpler
to understand
- beryl
- a fork of Compiz
- http://beryl-project.org
- git clone git://anongit.beryl-project.org/beryl/beryl-core (or beryl-plugins etc. ,
the full list should be at git://anongit.beryl-project.org/beryl/)
- libcm (metacity)
- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
- not much idea about it, the model differs a lot from KWin/Compiz/Beryl
- does not seem to be very powerful or with that much development going on
*/
#include "scene_opengl.h"
#include <kxerrorhandler.h>
#include "utils.h"
#include "client.h"
#include "deleted.h"
#include "effects.h"
#include <sys/ipc.h>
#include <sys/shm.h>
#include <math.h>
// turns on checks for opengl errors in various places (for easier finding of them)
// normally only few of them are enabled
//#define CHECK_GL_ERROR
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
#include <X11/extensions/Xcomposite.h>
#include <qpainter.h>
namespace KWin
{
//****************************************
// SceneOpenGL
//****************************************
// the configs used for the destination
GLXFBConfig SceneOpenGL::fbcbuffer_db;
GLXFBConfig SceneOpenGL::fbcbuffer_nondb;
// the configs used for windows
SceneOpenGL::FBConfigInfo SceneOpenGL::fbcdrawableinfo[ 32 + 1 ];
// GLX content
GLXContext SceneOpenGL::ctxbuffer;
GLXContext SceneOpenGL::ctxdrawable;
// the destination drawable where the compositing is done
GLXDrawable SceneOpenGL::glxbuffer = None;
GLXDrawable SceneOpenGL::last_pixmap = None;
bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap)
bool SceneOpenGL::db; // destination drawable is double-buffered
bool SceneOpenGL::shm_mode;
#ifdef HAVE_XSHM
XShmSegmentInfo SceneOpenGL::shm;
#endif
SceneOpenGL::SceneOpenGL( Workspace* ws )
: Scene( ws )
, init_ok( false )
{
if( !Extensions::glxAvailable())
{
kDebug( 1212 ) << "No glx extensions available";
return; // error
}
initGLX();
// check for FBConfig support
if( !hasGLExtension( "GLX_SGIX_fbconfig" ) || !glXGetFBConfigAttrib || !glXGetFBConfigs ||
!glXGetVisualFromFBConfig || !glXCreatePixmap || !glXDestroyPixmap ||
!glXCreateWindow || !glXDestroyWindow )
{
kError( 1212 ) << "GLX_SGIX_fbconfig or required GLX functions missing";
return; // error
}
if( !selectMode())
return; // error
if( !initBuffer()) // create destination buffer
return; // error
if( !initRenderingContext())
return; // error
// Initialize OpenGL
initGL();
if( !hasGLExtension( "GL_ARB_texture_non_power_of_two" )
&& !hasGLExtension( "GL_ARB_texture_rectangle" ))
{
kError( 1212 ) << "GL_ARB_texture_non_power_of_two and GL_ARB_texture_rectangle missing";
return; // error
}
if( db )
glDrawBuffer( GL_BACK );
// Check whether certain features are supported
has_waitSync = false;
if( glXGetVideoSync && glXIsDirect( display(), ctxbuffer ) && options->glVSync )
{
unsigned int sync;
if( glXGetVideoSync( &sync ) == 0 )
{
if( glXWaitVideoSync( 1, 0, &sync ) == 0 )
has_waitSync = true;
}
}
// OpenGL scene setup
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
float fovy = 60.0f;
float aspect = 1.0f;
float zNear = 0.1f;
float zFar = 100.0f;
float ymax = zNear * tan( fovy * M_PI / 360.0f );
float ymin = -ymax;
float xmin = ymin * aspect;
float xmax = ymax * aspect;
// swap top and bottom to have OpenGL coordinate system match X system
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
float scaleFactor = 1.1 * tan( fovy * M_PI / 360.0f )/ymax;
glTranslatef( xmin*scaleFactor, ymax*scaleFactor, -1.1 );
glScalef( (xmax-xmin)*scaleFactor/displayWidth(), -(ymax-ymin)*scaleFactor/displayHeight(), 0.001 );
if( checkGLError( "Init" ))
{
kError( 1212 ) << "OpenGL compositing setup failed";
return; // error
}
// Do self-check immediatelly during compositing setup only when it's not KWin startup
// at the same time (in other words, only when activating compositing using the kcm).
// Currently selfcheck causes bad flicker (due to X mapping the overlay window
// for too long?) which looks bad during KDE startup.
if( !initting )
{
if( !selfCheck())
return;
selfCheckDone = true;
}
kDebug( 1212 ) << "DB:" << db << ", TFP:" << tfp_mode << ", SHM:" << shm_mode
<< ", Direct:" << bool( glXIsDirect( display(), ctxbuffer )) << endl;
init_ok = true;
}
SceneOpenGL::~SceneOpenGL()
{
if( !init_ok )
{
// TODO this probably needs to clean up whatever has been created until the failure
wspace->destroyOverlay();
return;
}
foreach( Window* w, windows )
delete w;
// do cleanup after initBuffer()
glXMakeCurrent( display(), None, NULL );
glXDestroyContext( display(), ctxbuffer );
if( wspace->overlayWindow())
{
if( hasGLXVersion( 1, 3 ))
glXDestroyWindow( display(), glxbuffer );
XDestroyWindow( display(), buffer );
wspace->destroyOverlay();
}
else
{
glXDestroyPixmap( display(), glxbuffer );
XFreeGC( display(), gcroot );
XFreePixmap( display(), buffer );
}
if( shm_mode )
cleanupShm();
if( !tfp_mode && !shm_mode )
{
if( last_pixmap != None )
glXDestroyPixmap( display(), last_pixmap );
glXDestroyContext( display(), ctxdrawable );
}
checkGLError( "Cleanup" );
}
bool SceneOpenGL::initFailed() const
{
return !init_ok;
}
bool SceneOpenGL::selectMode()
{
// select mode - try TFP first, then SHM, otherwise fallback mode
shm_mode = false;
tfp_mode = false;
if( options->glMode == Options::GLTFP )
{
if( initTfp())
tfp_mode = true;
else if( initShm())
shm_mode = true;
}
else if( options->glMode == Options::GLSHM )
{
if( initShm())
shm_mode = true;
else if( initTfp())
tfp_mode = true;
}
if( !initDrawableConfigs())
return false;
return true;
}
bool SceneOpenGL::initTfp()
{
if( glXBindTexImageEXT == NULL || glXReleaseTexImageEXT == NULL )
return false;
return true;
}
bool SceneOpenGL::initShm()
{
#ifdef HAVE_XSHM
int major, minor;
Bool pixmaps;
if( !XShmQueryVersion( display(), &major, &minor, &pixmaps ) || !pixmaps )
return false;
if( XShmPixmapFormat( display()) != ZPixmap )
return false;
const int MAXSIZE = 4096 * 2048 * 4; // TODO check there are not larger windows
// TODO check that bytes_per_line doesn't involve padding?
shm.readOnly = False;
shm.shmid = shmget( IPC_PRIVATE, MAXSIZE, IPC_CREAT | 0600 );
if( shm.shmid < 0 )
return false;
shm.shmaddr = ( char* ) shmat( shm.shmid, NULL, 0 );
if( shm.shmaddr == ( void * ) -1 )
{
shmctl( shm.shmid, IPC_RMID, 0 );
return false;
}
#ifdef __linux__
// mark as deleted to automatically free the memory in case
// of a crash (but this doesn't work e.g. on Solaris ... oh well)
shmctl( shm.shmid, IPC_RMID, 0 );
#endif
KXErrorHandler errs;
XShmAttach( display(), &shm );
if( errs.error( true ))
{
#ifndef __linux__
shmctl( shm.shmid, IPC_RMID, 0 );
#endif
shmdt( shm.shmaddr );
return false;
}
return true;
#else
return false;
#endif
}
void SceneOpenGL::cleanupShm()
{
#ifdef HAVE_XSHM
shmdt( shm.shmaddr );
#ifndef __linux__
shmctl( shm.shmid, IPC_RMID, 0 );
#endif
#endif
}
bool SceneOpenGL::initRenderingContext()
{
bool direct_rendering = options->glDirect;
if( !tfp_mode && !shm_mode )
direct_rendering = false; // fallback doesn't seem to work with direct rendering
KXErrorHandler errs1;
ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL,
direct_rendering ? GL_TRUE : GL_FALSE );
bool failed = ( ctxbuffer == NULL || !glXMakeCurrent( display(), glxbuffer, ctxbuffer ));
if( errs1.error( true )) // always check for error( having it all in one if() could skip
failed = true; // it due to evaluation short-circuiting
if( failed )
{
if( !direct_rendering )
{
kDebug( 1212 ).nospace() << "Couldn't initialize rendering context ("
<< KXErrorHandler::errorMessage( errs1.errorEvent()) << ")";
return false;
}
glXMakeCurrent( display(), None, NULL );
if( ctxbuffer != NULL )
glXDestroyContext( display(), ctxbuffer );
direct_rendering = false; // try again
KXErrorHandler errs2;
ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL, GL_FALSE );
bool failed = ( ctxbuffer == NULL || !glXMakeCurrent( display(), glxbuffer, ctxbuffer ));
if( errs2.error( true ))
failed = true;
if( failed )
{
kDebug( 1212 ).nospace() << "Couldn't initialize rendering context ("
<< KXErrorHandler::errorMessage( errs2.errorEvent()) << ")";
return false;
}
}
if( !tfp_mode && !shm_mode )
{
ctxdrawable = glXCreateNewContext( display(), fbcdrawableinfo[ QX11Info::appDepth() ].fbconfig, GLX_RGBA_TYPE, ctxbuffer,
direct_rendering ? GL_TRUE : GL_FALSE );
}
return true;
}
// create destination buffer
bool SceneOpenGL::initBuffer()
{
if( !initBufferConfigs())
return false;
if( fbcbuffer_db != NULL && wspace->createOverlay())
{ // we have overlay, try to create double-buffered window in it
fbcbuffer = fbcbuffer_db;
XVisualInfo* visual = glXGetVisualFromFBConfig( display(), fbcbuffer );
XSetWindowAttributes attrs;
attrs.colormap = XCreateColormap( display(), rootWindow(), visual->visual, AllocNone );
buffer = XCreateWindow( display(), wspace->overlayWindow(), 0, 0, displayWidth(), displayHeight(),
0, visual->depth, InputOutput, visual->visual, CWColormap, &attrs );
if( hasGLXVersion( 1, 3 ))
glxbuffer = glXCreateWindow( display(), fbcbuffer, buffer, NULL );
else
glxbuffer = buffer;
wspace->setupOverlay( buffer );
db = true;
XFree( visual );
}
else if( fbcbuffer_nondb != NULL )
{ // cannot get any double-buffered drawable, will double-buffer using a pixmap
fbcbuffer = fbcbuffer_nondb;
XVisualInfo* visual = glXGetVisualFromFBConfig( display(), fbcbuffer );
XGCValues gcattr;
gcattr.subwindow_mode = IncludeInferiors;
gcroot = XCreateGC( display(), rootWindow(), GCSubwindowMode, &gcattr );
buffer = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(),
visual->depth );
glxbuffer = glXCreatePixmap( display(), fbcbuffer, buffer, NULL );
db = false;
XFree( visual );
}
else
{
kError( 1212 ) << "Couldn't create output buffer (failed to create overlay window?) !";
return false; // error
}
int vis_buffer;
glXGetFBConfigAttrib( display(), fbcbuffer, GLX_VISUAL_ID, &vis_buffer );
XVisualInfo* visinfo_buffer = glXGetVisualFromFBConfig( display(), fbcbuffer );
kDebug( 1212 ) << "Buffer visual (depth " << visinfo_buffer->depth << "): 0x" << QString::number( vis_buffer, 16 );
XFree( visinfo_buffer );
return true;
}
// choose the best configs for the destination buffer
bool SceneOpenGL::initBufferConfigs()
{
int cnt;
GLXFBConfig *fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display() ), &cnt );
fbcbuffer_db = NULL;
fbcbuffer_nondb = NULL;
for( int i = 0; i < 2; i++ )
{
int back, stencil, depth, caveat, alpha;
back = i > 0 ? INT_MAX : 1;
stencil = INT_MAX;
depth = INT_MAX;
caveat = INT_MAX;
alpha = 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 != DefaultDepth( display(), DefaultScreen( display())))
continue;
int value;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_ALPHA_SIZE, &alpha );
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_BUFFER_SIZE, &value );
if( value != visual_depth && ( value - alpha ) != visual_depth )
continue;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_RENDER_TYPE, &value );
if( !( value & GLX_RGBA_BIT ))
continue;
int back_value;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_DOUBLEBUFFER, &back_value );
if( i > 0 )
{
if( back_value > back )
continue;
}
else
{
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 caveat_value;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_CONFIG_CAVEAT, &caveat_value );
if( caveat_value > caveat )
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 ) << "Compositing self-check failed, disabling compositing.";
ok = false;
break;
}
}
if( err.error( true ))
ok = false;
if( ok )
kDebug( 1212 ) << "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( finishCompositing()));
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 );
glXDestroyGLXPixmap( 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)
bool opaque = isOpaque() && data.opacity == 1.0;
/* HACK: It seems this causes painting glitches, disable temporarily
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->smoothScale != 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->smoothScale == 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
texture.bind();
texture.enableUnnormalizedTexCoords();
WindowQuadList decoration = data.quads.select( WindowQuadDecoration );
// paint the content
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();
// decorations
if( Client *client = dynamic_cast<Client*>(toplevel) )
{
if (!client->noBorder())
{
bool updateDeco = client->decorationPixmapRequiresRepaint();
client->ensureDecorationPixmapsPainted();
const QPixmap *left = client->leftDecoPixmap();
const QPixmap *top = client->topDecoPixmap();
const QPixmap *right = client->rightDecoPixmap();
const QPixmap *bottom = client->bottomDecoPixmap();
WindowQuadList topList, leftList, rightList, bottomList;
QRect topRect, leftRect, rightRect, bottomRect;
client->layoutDecorationRects(leftRect, topRect, rightRect, bottomRect, Client::WindowRelative);
foreach( 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 );
}
}
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( decorationTexture->texture() != None )
decorationTexture->release();
bool success = decorationTexture->load( decoration->handle(), decoration->size(), decoration->depth() );
if( success )
toplevel->resetDamage( rect );
else
{
kDebug( 1212 ) << "Failed to bind decoartion";
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->smoothScale == 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->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( 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 );
}
}
}
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