338adc9ad5
svn path=/branches/work/kwin_composite/; revision=595965
640 lines
20 KiB
C++
640 lines
20 KiB
C++
/*****************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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Based on glcompmgr code by Felix Bellaby.
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******************************************************************/
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#include "scene_opengl.h"
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#include "utils.h"
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#include "client.h"
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#include "effects.h"
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#include <dlfcn.h>
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namespace KWinInternal
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{
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//****************************************
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// SceneOpenGL
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//****************************************
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GLXFBConfig SceneOpenGL::fbcdrawable;
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GLXContext SceneOpenGL::context;
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GLXPixmap SceneOpenGL::glxroot;
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bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap)
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bool SceneOpenGL::root_db; // destination drawable is double-buffered
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typedef void (*glXBindTexImageEXT_func)( Display* dpy, GLXDrawable drawable,
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int buffer, const int* attrib_list );
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typedef void (*glXReleaseTexImageEXT_func)( Display* dpy, GLXDrawable drawable, int buffer );
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typedef void (*glXFuncPtr)();
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typedef glXFuncPtr (*glXGetProcAddress_func)( const GLubyte* );
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glXBindTexImageEXT_func glXBindTexImageEXT;
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glXReleaseTexImageEXT_func glXReleaseTexImageEXT;
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glXGetProcAddress_func glXGetProcAddress;
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static void checkGLError( const char* txt )
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{
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GLenum err = glGetError();
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if( err != GL_NO_ERROR )
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kWarning() << "GL error (" << txt << "): 0x" << QString::number( err, 16 ) << endl;
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}
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const int root_db_attrs[] =
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{
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GLX_DOUBLEBUFFER, True,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_ALPHA_SIZE, 1,
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
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None
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};
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static const int root_buffer_attrs[] =
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{
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GLX_DOUBLEBUFFER, False,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_ALPHA_SIZE, 1,
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT,
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None
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};
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const int drawable_attrs[] =
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{
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GLX_DOUBLEBUFFER, False,
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GLX_DEPTH_SIZE, 0,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_ALPHA_SIZE, 1,
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT,
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None
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};
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const int drawable_tfp_attrs[] =
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{
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GLX_DOUBLEBUFFER, False,
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GLX_DEPTH_SIZE, 0,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_ALPHA_SIZE, 1,
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT,
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GLX_BIND_TO_TEXTURE_RGBA_EXT, True, // additional for tfp
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None
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};
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static glXFuncPtr getProcAddress( const char* name )
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{
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glXFuncPtr ret = NULL;
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if( glXGetProcAddress != NULL )
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ret = glXGetProcAddress( ( const GLubyte* ) name );
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if( ret == NULL )
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ret = ( glXFuncPtr ) dlsym( RTLD_DEFAULT, name );
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return ret;
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}
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SceneOpenGL::SceneOpenGL( Workspace* ws )
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: Scene( ws )
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{
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// TODO add checks where needed
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int dummy;
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if( !glXQueryExtension( display(), &dummy, &dummy ))
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return;
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glXGetProcAddress = (glXGetProcAddress_func) getProcAddress( "glxGetProcAddress" );
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if( glXGetProcAddress == NULL )
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glXGetProcAddress = (glXGetProcAddress_func) getProcAddress( "glxGetProcAddressARB" );
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glXBindTexImageEXT = (glXBindTexImageEXT_func) getProcAddress( "glXBindTexImageEXT" );
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glXReleaseTexImageEXT = (glXReleaseTexImageEXT_func) getProcAddress( "glXReleaseTexImageEXT" );
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tfp_mode = ( glXBindTexImageEXT != NULL && glXReleaseTexImageEXT != NULL );
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initBuffer();
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if( tfp_mode )
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{
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if( !findConfig( drawable_tfp_attrs, fbcdrawable ))
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{
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tfp_mode = false;
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if( !findConfig( drawable_attrs, fbcdrawable ))
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assert( false );
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}
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}
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else
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if( !findConfig( drawable_attrs, fbcdrawable ))
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assert( false );
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context = glXCreateNewContext( display(), fbcroot, GLX_RGBA_TYPE, NULL, GL_FALSE );
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glXMakeContextCurrent( display(), glxroot, glxroot, context );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glOrtho( 0, displayWidth(), 0, displayHeight(), 0, 65535 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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checkGLError( "Init" );
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kDebug() << "Root DB:" << root_db << ", TFP:" << tfp_mode << endl;
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}
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SceneOpenGL::~SceneOpenGL()
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{
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for( QMap< Toplevel*, Window >::Iterator it = windows.begin();
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it != windows.end();
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++it )
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(*it).free();
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if( root_db )
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glXDestroyWindow( display(), glxroot );
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else
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{
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glXDestroyPixmap( display(), glxroot );
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XFreeGC( display(), gcroot );
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XFreePixmap( display(), buffer );
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}
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glXDestroyContext( display(), context );
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checkGLError( "Cleanup" );
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}
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void SceneOpenGL::initBuffer()
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{
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XWindowAttributes attrs;
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XGetWindowAttributes( display(), rootWindow(), &attrs );
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if( findConfig( root_db_attrs, fbcroot, XVisualIDFromVisual( attrs.visual )))
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root_db = true;
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else
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{
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if( findConfig( root_buffer_attrs, fbcroot ))
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root_db = false;
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else
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assert( false );
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}
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if( root_db )
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{
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buffer = rootWindow();
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glxroot = glXCreateWindow( display(), fbcroot, buffer, NULL );
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glDrawBuffer( GL_BACK );
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}
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else
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{
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XGCValues gcattr;
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gcattr.subwindow_mode = IncludeInferiors;
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gcroot = XCreateGC( display(), rootWindow(), GCSubwindowMode, &gcattr );
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buffer = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(),
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QX11Info::appDepth());
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glxroot = glXCreatePixmap( display(), fbcroot, buffer, NULL );
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}
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}
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static void debugFBConfig( GLXFBConfig* fbconfigs, int i, const int* attrs )
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{
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int pos = 0;
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while( attrs[ pos ] != (int)None )
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{
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int value;
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if( glXGetFBConfigAttrib( display(), fbconfigs[ i ], attrs[ pos ], &value )
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== Success )
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kDebug() << "ATTR: 0x" << QString::number( attrs[ pos ], 16 )
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<< ": 0x" << QString::number( attrs[ pos + 1 ], 16 )
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<< ": 0x" << QString::number( value, 16 ) << endl;
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else
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kDebug() << "ATTR FAIL: 0x" << QString::number( attrs[ pos ], 16 ) << endl;
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pos += 2;
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}
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}
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bool SceneOpenGL::findConfig( const int* attrs, GLXFBConfig& config, VisualID visual )
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{
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int cnt;
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GLXFBConfig* fbconfigs = glXChooseFBConfig( display(), DefaultScreen( display()),
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attrs, &cnt );
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if( fbconfigs != NULL )
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{
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if( visual == None )
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{
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config = fbconfigs[ 0 ];
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kDebug() << "Found FBConfig" << endl;
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debugFBConfig( fbconfigs, 0, attrs );
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XFree( fbconfigs );
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return true;
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}
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else
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{
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for( int i = 0;
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i < cnt;
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++i )
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{
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int value;
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glXGetFBConfigAttrib( display(), fbconfigs[ i ], GLX_VISUAL_ID, &value );
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if( value == (int)visual )
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{
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kDebug() << "Found FBConfig" << endl;
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config = fbconfigs[ i ];
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debugFBConfig( fbconfigs, i, attrs );
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XFree( fbconfigs );
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return true;
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}
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}
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}
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}
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#if 0 // for debug
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fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display()), &cnt );
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for( int i = 0;
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i < cnt;
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++i )
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{
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kDebug() << "Listing FBConfig:" << i << endl;
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debugFBConfig( fbconfigs, i, attrs );
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}
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if( fbconfigs != NULL )
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XFree( fbconfigs );
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#endif
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return false;
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}
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void SceneOpenGL::paint( QRegion damage, ToplevelList toplevels )
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{
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grabXServer();
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glXWaitX();
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glPushMatrix();
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glClearColor( 0, 0, 0, 1 );
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glClear( GL_COLOR_BUFFER_BIT );
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glScalef( 1, -1, 1 );
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glTranslatef( 0, -displayHeight(), 0 );
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foreach( Toplevel* c, toplevels )
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{
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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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ScreenPaintData data;
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WrapperEffect wrapper;
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effects->paintScreen( PAINT_REGION, damage, data, &wrapper );
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glPopMatrix();
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if( root_db )
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glXSwapBuffers( display(), glxroot );
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else
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{
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glFlush();
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glXWaitGL();
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XCopyArea( display(), buffer, rootWindow(), gcroot, 0, 0, displayWidth(), displayHeight(), 0, 0 );
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XFlush( display());
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}
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ungrabXServer();
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checkGLError( "PostPaint" );
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stacking_order.clear();
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}
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// the function that'll be eventually called by wrapper.peformPaintScreen() above
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void SceneOpenGL::WrapperEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
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{
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if( mask & PAINT_REGION )
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static_cast< SceneOpenGL* >( scene )->paintSimpleScreen( region );
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else
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static_cast< SceneOpenGL* >( scene )->paintGenericScreen();
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}
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// the generic painting code that should eventually handle even
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// transformations
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void SceneOpenGL::paintGenericScreen()
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{
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paintBackground( infiniteRegion());
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foreach( Window* w, stacking_order ) // bottom to top
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{
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if( !w->isVisible())
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continue;
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WindowPaintData data;
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// data.opacity = w->opacity();
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WrapperEffect wrapper;
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effects->paintWindow( w, PAINT_OPAQUE | PAINT_TRANSLUCENT, infiniteRegion(), data, &wrapper );
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}
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}
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// the optimized case without any transformations at all
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void SceneOpenGL::paintSimpleScreen( QRegion region )
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{
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QList< Phase2Data > phase2;
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// TODO repaint only damaged areas (means also don't do glXSwapBuffers and similar)
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region = QRegion( 0, 0, displayWidth(), displayHeight());
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for( int i = stacking_order.count() - 1; // top to bottom
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i >= 0;
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--i )
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{
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Window* w = stacking_order[ i ];
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if( !w->isVisible())
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continue;
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if( region.isEmpty()) // completely clipped
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continue;
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if( !w->isOpaque())
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{
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phase2.prepend( Phase2Data( w, region ));
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continue;
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}
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WindowPaintData data;
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// data.opacity = w->opacity();
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WrapperEffect wrapper;
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effects->paintWindow( w, PAINT_OPAQUE, region, data, &wrapper );
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// window is opaque, clip windows below
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region -= w->shape().translated( w->x(), w->y());
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}
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paintBackground( region );
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foreach( Phase2Data d, phase2 )
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{
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Window* w = d.window;
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WindowPaintData data;
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// data.opacity = w->opacity();
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WrapperEffect wrapper;
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effects->paintWindow( w, PAINT_TRANSLUCENT, d.region, data, &wrapper );
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}
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}
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// the function that'll be eventually called by wrapper.performPaintWindow() above
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void SceneOpenGL::WrapperEffect::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
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{
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static_cast< Window* >( w )->paint( region, mask );
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}
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void SceneOpenGL::paintBackground( QRegion )
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{
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// TODO?
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}
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void SceneOpenGL::windowAdded( Toplevel* c )
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{
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assert( !windows.contains( c ));
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windows[ c ] = Window( c );
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}
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void SceneOpenGL::windowDeleted( Toplevel* c )
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{
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assert( windows.contains( c ));
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windows[ c ].free();
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windows.remove( c );
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}
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void SceneOpenGL::windowGeometryShapeChanged( Toplevel* c )
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{
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if( !windows.contains( c )) // this is ok, shape is not valid
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return; // by default
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Window& w = windows[ c ];
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w.discardShape();
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w.discardTexture();
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}
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void SceneOpenGL::windowOpacityChanged( Toplevel* )
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{
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#if 0 // not really needed, windows are painted on every repaint
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// and opacity is used when applying texture, not when
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// creating it
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if( !windows.contains( c )) // this is ok, texture is created
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return; // on demand
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Window& w = windows[ c ];
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w.discardTexture();
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#endif
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}
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//****************************************
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// SceneOpenGL::Window
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//****************************************
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SceneOpenGL::Window::Window( Toplevel* c )
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: Scene::Window( c )
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, texture( 0 )
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, texture_y_inverted( false )
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, bound_pixmap( None )
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, bound_glxpixmap( None )
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{
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}
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void SceneOpenGL::Window::free()
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{
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discardTexture();
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}
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void SceneOpenGL::Window::bindTexture()
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{
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if( texture != 0 && toplevel->damage().isEmpty()
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&& !tfp_mode ) // interestingly this makes tfp slower
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{
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// texture doesn't need updating, just bind it
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glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
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return;
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}
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// TODO cache pixmaps here if possible
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Pixmap window_pix = toplevel->createWindowPixmap();
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Pixmap pix = window_pix;
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// HACK
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// When a window uses ARGB visual and has a decoration, the decoration
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// does use ARGB visual. When converting such window to a texture
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// the alpha for the decoration part is broken for some reason (undefined?).
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// I wasn't lucky converting KWin to use ARGB visuals for decorations,
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// so instead simply set alpha in those parts to opaque.
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// Without ALPHA_CLEAR_COPY the setting is done directly in the window
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// pixmap, which seems to be ok, but let's not risk trouble right now.
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// TODO check if this isn't a performance problem and how it can be done better
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Client* c = dynamic_cast< Client* >( toplevel );
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bool alpha_clear = c != NULL && c->hasAlpha() && !c->noBorder();
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#define ALPHA_CLEAR_COPY
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#ifdef ALPHA_CLEAR_COPY
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if( alpha_clear )
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{
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Pixmap p2 = XCreatePixmap( display(), pix, c->width(), c->height(), 32 );
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GC gc = XCreateGC( display(), pix, 0, NULL );
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XCopyArea( display(), pix, p2, gc, 0, 0, c->width(), c->height(), 0, 0 );
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pix = p2;
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XFreeGC( display(), gc );
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}
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#endif
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if( alpha_clear )
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{
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XGCValues gcv;
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gcv.foreground = 0xff000000;
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gcv.plane_mask = 0xff000000;
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GC gc = XCreateGC( display(), pix, GCPlaneMask | GCForeground, &gcv );
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XFillRectangle( display(), pix, gc, 0, 0, c->width(), c->clientPos().y());
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XFillRectangle( display(), pix, gc, 0, 0, c->clientPos().x(), c->height());
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int tw = c->clientPos().x() + c->clientSize().width();
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int th = c->clientPos().y() + c->clientSize().height();
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XFillRectangle( display(), pix, gc, 0, th, c->width(), c->height() - th );
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XFillRectangle( display(), pix, gc, tw, 0, c->width() - tw, c->height());
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XFreeGC( display(), gc );
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glXWaitX();
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}
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if( tfp_mode )
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{
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if( texture == None )
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glGenTextures( 1, &texture );
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if( bound_pixmap != None )
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{
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glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
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glXDestroyGLXPixmap( display(), bound_glxpixmap );
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XFreePixmap( display(), bound_pixmap );
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}
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static const int attrs[] =
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{
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GLX_TEXTURE_FORMAT_EXT, GLX_TEXTURE_FORMAT_RGBA_EXT,
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None
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};
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bound_pixmap = pix;
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bound_glxpixmap = glXCreatePixmap( display(), fbcdrawable, pix, attrs );
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int value;
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glXGetFBConfigAttrib( display(), fbcdrawable, GLX_Y_INVERTED_EXT, &value );
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// this is swapped in order to get a conversion of OpenGL coordinates
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// (binding to a texture is not affected by transforming the OpenGL scene)
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texture_y_inverted = value ? false : true;
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glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
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glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
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}
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else
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{
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GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawable, pix, NULL );
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glXMakeContextCurrent( display(), pixmap, pixmap, context );
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glReadBuffer( GL_FRONT );
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glDrawBuffer( GL_FRONT );
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if( texture == None )
|
|
{
|
|
glGenTextures( 1, &texture );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
texture_y_inverted = true; // conversion to OpenGL coordinates
|
|
glCopyTexImage2D( GL_TEXTURE_RECTANGLE_ARB, 0,
|
|
toplevel->hasAlpha() ? GL_RGBA : GL_RGB,
|
|
0, 0, toplevel->width(), toplevel->height(), 0 );
|
|
}
|
|
else
|
|
{
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
if( !toplevel->damage().isEmpty())
|
|
{
|
|
foreach( QRect r, toplevel->damage().rects())
|
|
{
|
|
// convert to OpenGL coordinates (this is mapping
|
|
// the pixmap to a texture, this is not affected
|
|
// by transforming the OpenGL scene)
|
|
int gly = toplevel->height() - r.y() - r.height();
|
|
texture_y_inverted = true;
|
|
glCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0,
|
|
r.x(), gly, r.x(), gly, r.width(), r.height());
|
|
}
|
|
}
|
|
}
|
|
// the pixmap is no longer needed, the texture will be updated
|
|
// only when the window changes anyway, so no need to cache
|
|
// the pixmap
|
|
glXDestroyPixmap( display(), pixmap );
|
|
XFreePixmap( display(), pix );
|
|
if( root_db )
|
|
glDrawBuffer( GL_BACK );
|
|
glXMakeContextCurrent( display(), glxroot, glxroot, context );
|
|
}
|
|
#ifdef ALPHA_CLEAR_COPY
|
|
if( alpha_clear )
|
|
XFreePixmap( display(), window_pix );
|
|
#endif
|
|
}
|
|
|
|
void SceneOpenGL::Window::discardTexture()
|
|
{
|
|
if( texture != 0 )
|
|
{
|
|
if( tfp_mode )
|
|
{
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
glXDestroyGLXPixmap( display(), bound_glxpixmap );
|
|
XFreePixmap( display(), bound_pixmap );
|
|
bound_pixmap = None;
|
|
bound_glxpixmap = None;
|
|
}
|
|
glDeleteTextures( 1, &texture );
|
|
}
|
|
texture = 0;
|
|
}
|
|
|
|
static void quadPaint( int x1, int y1, int x2, int y2, bool invert_y )
|
|
{
|
|
glTexCoord2i( x1, invert_y ? y2 : y1 );
|
|
glVertex2i( x1, y1 );
|
|
glTexCoord2i( x2, invert_y ? y2 : y1 );
|
|
glVertex2i( x2, y1 );
|
|
glTexCoord2i( x2, invert_y ? y1 : y2 );
|
|
glVertex2i( x2, y2 );
|
|
glTexCoord2i( x1, invert_y ? y1 : y2 );
|
|
glVertex2i( x1, y2 );
|
|
}
|
|
|
|
void SceneOpenGL::Window::paint( QRegion region, int mask )
|
|
{
|
|
if( mask & ( PAINT_OPAQUE | PAINT_TRANSLUCENT ))
|
|
{}
|
|
else if( mask & PAINT_OPAQUE )
|
|
{
|
|
if( !isOpaque())
|
|
return;
|
|
}
|
|
else if( mask & PAINT_TRANSLUCENT )
|
|
{
|
|
if( isOpaque())
|
|
return;
|
|
}
|
|
// paint only requested areas
|
|
if( region != infiniteRegion()) // avoid integer overflow
|
|
region.translate( -x(), -y());
|
|
region &= shape();
|
|
if( region.isEmpty())
|
|
return;
|
|
bindTexture();
|
|
glPushMatrix();
|
|
glTranslatef( x(), y(), 0 );
|
|
bool was_blend = glIsEnabled( GL_BLEND );
|
|
if( !isOpaque())
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
if( toplevel->opacity() != 1.0 )
|
|
{
|
|
if( toplevel->hasAlpha())
|
|
{
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
glColor4f( toplevel->opacity(), toplevel->opacity(), toplevel->opacity(),
|
|
toplevel->opacity());
|
|
}
|
|
else
|
|
{
|
|
float constant_alpha[] = { 0, 0, 0, toplevel->opacity() };
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_CONSTANT );
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant_alpha );
|
|
}
|
|
}
|
|
glEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glBegin( GL_QUADS );
|
|
foreach( QRect r, region.rects())
|
|
{
|
|
quadPaint( r.x(), r.y(), r.x() + r.width(), r.y() + r.height(),
|
|
texture_y_inverted );
|
|
}
|
|
glEnd();
|
|
glPopMatrix();
|
|
if( toplevel->opacity() != 1.0 )
|
|
{
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
glColor4f( 0, 0, 0, 0 );
|
|
}
|
|
if( !was_blend )
|
|
glDisable( GL_BLEND );
|
|
glDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, 0 );
|
|
}
|
|
|
|
} // namespace
|