5faa397849
for use in effects (and not only). Now a list of window quads (=window areas) is created at the beginning of the paint pass, prepaint calls can modify the split itself (i.e. divide it into more parts). The actual paint calls can then modify these quads (i.e. transform their geometry). This will allow better control of how the split is done and also allow painting e.g. only the decoration differently. Still work in progress, but it works. Also pass data to prepaint functions in a struct, as there is already quite a number of them. svn path=/trunk/KDE/kdebase/workspace/; revision=684893
1375 lines
48 KiB
C++
1375 lines
48 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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|
|
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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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Using code from Compiz and Beryl.
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******************************************************************/
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/*
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This is the OpenGL-based compositing code. It is the primary and most powerful
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compositing backend.
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Sources and other compositing managers:
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=======================================
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- http://opengl.org
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- documentation
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- OpenGL Redbook (http://opengl.org/documentation/red_book/ - note it's only version 1.1)
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- GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf)
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- extensions docs (http://www.opengl.org/registry/)
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- glcompmgr
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- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
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- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
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- simple and easy to understand
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- works even without texture_from_pixmap extension
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- claims to support several different gfx cards
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- compile with something like
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"gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib"
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- compiz
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- git clone git://anongit.freedesktop.org/git/xorg/app/compiz
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- the ultimate <whatever>
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- glxcompmgr
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- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
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- a rather old version of compiz, but also simpler and as such simpler
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to understand
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|
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- beryl
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- a fork of Compiz
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- http://beryl-project.org
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- git clone git://anongit.beryl-project.org/beryl/beryl-core (or beryl-plugins etc. ,
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|
the full list should be at git://anongit.beryl-project.org/beryl/)
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|
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- libcm (metacity)
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- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
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- not much idea about it, the model differs a lot from KWin/Compiz/Beryl
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- does not seem to be very powerful or with that much development going on
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|
*/
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#include "scene_opengl.h"
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#include <kxerrorhandler.h>
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#include "utils.h"
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#include "client.h"
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#include "deleted.h"
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#include "effects.h"
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#include <sys/ipc.h>
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#include <sys/shm.h>
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#include <math.h>
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#ifdef HAVE_OPENGL
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namespace KWin
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{
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//****************************************
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// SceneOpenGL
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//****************************************
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// the configs used for the destination
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GLXFBConfig SceneOpenGL::fbcbuffer_db;
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GLXFBConfig SceneOpenGL::fbcbuffer_nondb;
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// the configs used for windows
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SceneOpenGL::FBConfigInfo SceneOpenGL::fbcdrawableinfo[ 32 + 1 ];
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// GLX content
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GLXContext SceneOpenGL::ctxbuffer;
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GLXContext SceneOpenGL::ctxdrawable;
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// the destination drawable where the compositing is done
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GLXDrawable SceneOpenGL::glxbuffer = None;
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GLXDrawable SceneOpenGL::last_pixmap = None;
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bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap)
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bool SceneOpenGL::db; // destination drawable is double-buffered
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bool SceneOpenGL::copy_buffer_hack; // workaround for nvidia < 1.0-9xxx drivers
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bool SceneOpenGL::shm_mode;
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#ifdef HAVE_XSHM
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XShmSegmentInfo SceneOpenGL::shm;
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#endif
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|
|
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SceneOpenGL::SceneOpenGL( Workspace* ws )
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|
: Scene( ws )
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|
, init_ok( false )
|
|
{
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|
if( !Extensions::glxAvailable())
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|
{
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kDebug( 1212 ) << "No glx extensions available" << endl;
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|
return; // error
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|
}
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|
initGLX();
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|
// check for FBConfig support
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|
if( !hasGLXVersion( 1, 3 ) && !hasGLExtension( "GLX_SGIX_fbconfig" ))
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{
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|
kDebug( 1212 ) << "GLX1.3 or GLX_SGIX_fbconfig missing" << endl;
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|
return; // error
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|
}
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|
if( !selectMode())
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|
return; // error
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|
if( !initBuffer()) // create destination buffer
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|
return; // error
|
|
if( !initRenderingContext())
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return; // error
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|
|
|
// Initialize OpenGL
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initGL();
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|
if( db )
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glDrawBuffer( GL_BACK );
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// Check whether certain features are supported
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has_waitSync = glXGetVideoSync ? true : false;
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int vis_buffer, vis_drawable;
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glXGetFBConfigAttrib( display(), fbcbuffer, GLX_VISUAL_ID, &vis_buffer );
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kDebug( 1212 ) << "Buffer visual (depth " << QX11Info::appDepth() << "): 0x" << QString::number( vis_buffer, 16 ) << endl;
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for( int i = 0; i <= 32; i++ )
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{
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|
if( fbcdrawableinfo[ i ].fbconfig == NULL )
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continue;
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glXGetFBConfigAttrib( display(), fbcdrawableinfo[ i ].fbconfig, GLX_VISUAL_ID, &vis_drawable );
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kDebug( 1212 ) << "Drawable visual (depth " << i << "): 0x" << QString::number( vis_drawable, 16 ) << endl;
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}
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// OpenGL scene setup
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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// swap top and bottom to have OpenGL coordinate system match X system
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glOrtho( 0, displayWidth(), displayHeight(), 0, 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( 1212 ) << "DB:" << db << ", TFP:" << tfp_mode << ", SHM:" << shm_mode
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<< ", Direct:" << bool( glXIsDirect( display(), ctxbuffer )) << endl;
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init_ok = true;
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}
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SceneOpenGL::~SceneOpenGL()
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{
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if( !init_ok )
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{
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// TODO this probably needs to clean up whatever has been created until the failure
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wspace->destroyOverlay();
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return;
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}
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foreach( Window* w, windows )
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delete w;
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// do cleanup after initBuffer()
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|
if( wspace->overlayWindow())
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|
{
|
|
if( hasGLXVersion( 1, 3 ))
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glXDestroyWindow( display(), glxbuffer );
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XDestroyWindow( display(), buffer );
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wspace->destroyOverlay();
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}
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else
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{
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glXDestroyPixmap( display(), glxbuffer );
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XFreeGC( display(), gcroot );
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XFreePixmap( display(), buffer );
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}
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if( shm_mode )
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cleanupShm();
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if( !tfp_mode && !shm_mode )
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{
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|
if( last_pixmap != None )
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glXDestroyPixmap( display(), last_pixmap );
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glXDestroyContext( display(), ctxdrawable );
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}
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glXDestroyContext( display(), ctxbuffer );
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checkGLError( "Cleanup" );
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}
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bool SceneOpenGL::initFailed() const
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{
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|
return !init_ok;
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}
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bool SceneOpenGL::selectMode()
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{
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// select mode - try TFP first, then SHM, otherwise fallback mode
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shm_mode = false;
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tfp_mode = false;
|
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if( options->glMode == Options::GLTFP )
|
|
{
|
|
if( initTfp())
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tfp_mode = true;
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else if( initShm())
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shm_mode = true;
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}
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else if( options->glMode == Options::GLSHM )
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{
|
|
if( initShm())
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shm_mode = true;
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else if( initTfp())
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tfp_mode = true;
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}
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if( !initDrawableConfigs())
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return false;
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|
// use copy buffer hack from glcompmgr (called COPY_BUFFER there) - nvidia drivers older than
|
|
// 1.0-9xxx don't update pixmaps properly, so do a copy first
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|
copy_buffer_hack = !tfp_mode && !shm_mode; // TODO detect that it's nvidia < 1.0-9xxx driver
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return true;
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|
}
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|
bool SceneOpenGL::initTfp()
|
|
{
|
|
if( glXBindTexImageEXT == NULL || glXReleaseTexImageEXT == NULL )
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return false;
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return true;
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}
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bool SceneOpenGL::initShm()
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{
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|
#ifdef HAVE_XSHM
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int major, minor;
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Bool pixmaps;
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if( !XShmQueryVersion( display(), &major, &minor, &pixmaps ) || !pixmaps )
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|
return false;
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|
if( XShmPixmapFormat( display()) != ZPixmap )
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return false;
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|
const int MAXSIZE = 4096 * 2048 * 4; // TODO check there are not larger windows
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// TODO check that bytes_per_line doesn't involve padding?
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shm.readOnly = False;
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shm.shmid = shmget( IPC_PRIVATE, MAXSIZE, IPC_CREAT | 0600 );
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if( shm.shmid < 0 )
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return false;
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shm.shmaddr = ( char* ) shmat( shm.shmid, NULL, 0 );
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if( shm.shmaddr == ( void * ) -1 )
|
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{
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|
shmctl( shm.shmid, IPC_RMID, 0 );
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return false;
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}
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#ifdef __linux__
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// mark as deleted to automatically free the memory in case
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// of a crash (but this doesn't work e.g. on Solaris ... oh well)
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shmctl( shm.shmid, IPC_RMID, 0 );
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#endif
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|
KXErrorHandler errs;
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XShmAttach( display(), &shm );
|
|
if( errs.error( true ))
|
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{
|
|
#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 errs;
|
|
ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL,
|
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direct_rendering ? GL_TRUE : GL_FALSE );
|
|
if( ctxbuffer == NULL || !glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer )
|
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|| errs.error( true ))
|
|
{ // failed
|
|
if( !direct_rendering )
|
|
return false;
|
|
glXDestroyContext( display(), ctxbuffer );
|
|
direct_rendering = false; // try again
|
|
ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL, GL_FALSE );
|
|
if( ctxbuffer == NULL || !glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer ))
|
|
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, QX11Info::appDepth(), 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;
|
|
db = false;
|
|
XGCValues gcattr;
|
|
gcattr.subwindow_mode = IncludeInferiors;
|
|
gcroot = XCreateGC( display(), rootWindow(), GCSubwindowMode, &gcattr );
|
|
buffer = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(),
|
|
QX11Info::appDepth());
|
|
glxbuffer = glXCreatePixmap( display(), fbcbuffer, buffer, NULL );
|
|
}
|
|
else
|
|
{
|
|
return false; // error
|
|
}
|
|
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;
|
|
if( i > 0 )
|
|
back = INT_MAX;
|
|
else
|
|
back = 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 != QX11Info::appDepth() )
|
|
continue;
|
|
int value;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_ALPHA_SIZE, &alpha );
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_BUFFER_SIZE, &value );
|
|
if( value != QX11Info::appDepth() && ( value - alpha ) != QX11Info::appDepth() )
|
|
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 )
|
|
{
|
|
kDebug( 1212 ) << "Couldn't find framebuffer configuration for buffer!" << endl;
|
|
return false;
|
|
}
|
|
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;
|
|
if( tfp_mode )
|
|
{
|
|
value = 0;
|
|
if( i == 32 )
|
|
{
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_BIND_TO_TEXTURE_RGBA_EXT, &value );
|
|
if( value )
|
|
{
|
|
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;
|
|
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[ QX11Info::appDepth() ].fbconfig == NULL )
|
|
{
|
|
kDebug( 1212 ) << "Couldn't find framebuffer configuration for default depth!" << endl;
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// 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;
|
|
paintScreen( &mask, &damage ); // call generic implementation
|
|
glPopMatrix();
|
|
ungrabXServer(); // ungrab before flushBuffer(), it may wait for vsync
|
|
flushBuffer( mask, damage );
|
|
// 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() && options->glVSync )
|
|
{
|
|
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( 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( 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( 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, 0 );
|
|
glScalef( data.xScale, data.yScale, 1 );
|
|
}
|
|
Scene::paintGenericScreen( mask, data );
|
|
if( mask & PAINT_SCREEN_TRANSFORMED )
|
|
glPopMatrix();
|
|
}
|
|
|
|
void SceneOpenGL::paintBackground( QRegion region )
|
|
{
|
|
if( region == infiniteRegion())
|
|
{
|
|
glClearColor( 1, 1, 1, 1 ); // white
|
|
glClear( GL_COLOR_BUFFER_BIT );
|
|
}
|
|
else
|
|
{
|
|
glColor4f( 1, 1, 1, 1 ); // white
|
|
glBegin( GL_QUADS );
|
|
foreach( QRect r, region.rects())
|
|
{
|
|
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();
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::windowAdded( Toplevel* c )
|
|
{
|
|
assert( !windows.contains( c ));
|
|
windows[ c ] = new Window( 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->discardTexture();
|
|
}
|
|
|
|
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()
|
|
{
|
|
init();
|
|
}
|
|
|
|
SceneOpenGL::Texture::Texture( const Pixmap& pix, const QSize& size, int depth )
|
|
{
|
|
init();
|
|
load( pix, size, depth );
|
|
}
|
|
|
|
SceneOpenGL::Texture::~Texture()
|
|
{
|
|
}
|
|
|
|
void SceneOpenGL::Texture::init()
|
|
{
|
|
bound_glxpixmap = None;
|
|
}
|
|
|
|
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:
|
|
assert( false );
|
|
}
|
|
}
|
|
|
|
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( 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 )
|
|
{
|
|
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();
|
|
}
|
|
|
|
if( tfp_mode )
|
|
{ // tfp mode, simply bind the pixmap to texture
|
|
if( mTexture == None )
|
|
glGenTextures( 1, &mTexture );
|
|
// 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 )
|
|
{
|
|
static const 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 );
|
|
findTarget();
|
|
y_inverted = fbcdrawableinfo[ depth ].y_inverted ? true : false;
|
|
can_use_mipmaps = fbcdrawableinfo[ depth ].mipmap ? true : false;
|
|
glBindTexture( mTarget, mTexture );
|
|
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();
|
|
if( mTexture == None )
|
|
{
|
|
glGenTextures( 1, &mTexture );
|
|
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( 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 );
|
|
}
|
|
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 );
|
|
glXMakeContextCurrent( display(), pixmap, 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 )
|
|
{
|
|
glGenTextures( 1, &mTexture );
|
|
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( 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 );
|
|
glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer );
|
|
glBindTexture( mTarget, mTexture );
|
|
y_inverted = false;
|
|
can_use_mipmaps = true;
|
|
}
|
|
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();
|
|
}
|
|
|
|
void SceneOpenGL::Texture::unbind()
|
|
{
|
|
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()
|
|
{
|
|
}
|
|
|
|
SceneOpenGL::Window::~Window()
|
|
{
|
|
discardTexture();
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareForPainting()
|
|
{
|
|
shader = NULL; // TODO
|
|
// We should also bind texture here so that effects could access it in the
|
|
// paint pass
|
|
}
|
|
|
|
// 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;
|
|
// HACK
|
|
// When a window uses ARGB visual and has a decoration, the decoration
|
|
// does use ARGB visual. When converting such window to a texture
|
|
// the alpha for the decoration part is broken for some reason (undefined?).
|
|
// I wasn't lucky converting KWin to use ARGB visuals for decorations,
|
|
// so instead simply set alpha in those parts to opaque.
|
|
// Without alpha_clear_copy the setting is done directly in the window
|
|
// pixmap, which seems to be ok, but let's not risk trouble right now.
|
|
// TODO check if this isn't a performance problem and how it can be done better
|
|
Client* c = dynamic_cast< Client* >( toplevel );
|
|
bool alpha_clear = c != NULL && c->hasAlpha() && !c->noBorder();
|
|
bool alpha_clear_copy = true;
|
|
bool copy_buffer = (( alpha_clear && alpha_clear_copy ) || copy_buffer_hack );
|
|
if( copy_buffer )
|
|
{
|
|
Pixmap p2 = XCreatePixmap( display(), pix, toplevel->width(), toplevel->height(), toplevel->depth());
|
|
GC gc = XCreateGC( display(), pix, 0, NULL );
|
|
XCopyArea( display(), pix, p2, gc, 0, 0, toplevel->width(), toplevel->height(), 0, 0 );
|
|
pix = p2;
|
|
XFreeGC( display(), gc );
|
|
}
|
|
if( alpha_clear )
|
|
{
|
|
XGCValues gcv;
|
|
gcv.foreground = 0xff000000;
|
|
gcv.plane_mask = 0xff000000;
|
|
GC gc = XCreateGC( display(), pix, GCPlaneMask | GCForeground, &gcv );
|
|
XFillRectangle( display(), pix, gc, 0, 0, c->width(), c->clientPos().y());
|
|
XFillRectangle( display(), pix, gc, 0, 0, c->clientPos().x(), c->height());
|
|
int tw = c->clientPos().x() + c->clientSize().width();
|
|
int th = c->clientPos().y() + c->clientSize().height();
|
|
XFillRectangle( display(), pix, gc, 0, th, c->width(), c->height() - th );
|
|
XFillRectangle( display(), pix, gc, tw, 0, c->width() - tw, c->height());
|
|
XFreeGC( display(), gc );
|
|
}
|
|
if( copy_buffer || alpha_clear )
|
|
{
|
|
glXWaitX();
|
|
texture.discard(); // it will be bound to the new temporary pixmap
|
|
}
|
|
|
|
bool success = texture.load( pix, toplevel->size(), toplevel->depth(),
|
|
toplevel->damage());
|
|
if( success )
|
|
toplevel->resetDamage( toplevel->rect());
|
|
else
|
|
kDebug( 1212 ) << "Failed to bind window" << endl;
|
|
// if using copy_buffer, the pixmap is no longer needed (either referenced
|
|
// by GLXPixmap in the tfp case or not needed at all in non-tfp cases)
|
|
if( copy_buffer )
|
|
XFreePixmap( display(), pix );
|
|
return success;
|
|
}
|
|
|
|
void SceneOpenGL::Window::discardTexture()
|
|
{
|
|
texture.discard();
|
|
}
|
|
|
|
// 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;
|
|
if( mask & ( PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT ))
|
|
{}
|
|
else if( mask & PAINT_WINDOW_OPAQUE )
|
|
{
|
|
if( !opaque )
|
|
return;
|
|
}
|
|
else if( mask & PAINT_WINDOW_TRANSLUCENT )
|
|
{
|
|
if( opaque )
|
|
return;
|
|
}
|
|
// paint only requested areas
|
|
if( region != infiniteRegion()) // avoid integer overflow
|
|
region.translate( -x(), -y());
|
|
if(( mask & ( PAINT_SCREEN_TRANSFORMED | PAINT_WINDOW_TRANSFORMED )) == 0 )
|
|
region &= shape();
|
|
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();
|
|
if( mask & PAINT_WINDOW_TRANSFORMED )
|
|
{
|
|
x += data.xTranslate;
|
|
y += data.yTranslate;
|
|
}
|
|
glTranslatef( x, y, 0 );
|
|
if(( mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 ))
|
|
glScalef( data.xScale, data.yScale, 1 );
|
|
|
|
if(shader)
|
|
prepareShaderRenderStates( mask, data );
|
|
else
|
|
prepareRenderStates( mask, data );
|
|
texture.bind();
|
|
texture.enableUnnormalizedTexCoords();
|
|
// Render geometry
|
|
region.translate( toplevel->x(), toplevel->y() ); // Back to screen coords
|
|
float* vertices;
|
|
float* texcoords;
|
|
data.quads.makeArrays( &vertices, &texcoords );
|
|
renderGLGeometry( mask, region, data.quads.count() * 4,
|
|
vertices, texcoords, NULL, 2, 0 );
|
|
delete[] vertices;
|
|
delete[] texcoords;
|
|
texture.disableUnnormalizedTexCoords();
|
|
glPopMatrix();
|
|
|
|
if(shader)
|
|
restoreShaderRenderStates( mask, data );
|
|
else
|
|
restoreRenderStates( mask, data );
|
|
texture.unbind();
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareShaderRenderStates( int mask, WindowPaintData data )
|
|
{
|
|
Q_UNUSED( mask );
|
|
// setup blending of transparent windows
|
|
glPushAttrib( GL_ENABLE_BIT );
|
|
bool opaque = isOpaque() && data.opacity == 1.0;
|
|
if( !opaque )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
shader->setUniform("opacity", (float)data.opacity);
|
|
shader->setUniform("saturation", (float)data.saturation);
|
|
shader->setUniform("brightness", (float)data.brightness);
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareRenderStates( int mask, WindowPaintData data )
|
|
{
|
|
Q_UNUSED( mask );
|
|
// setup blending of transparent windows
|
|
glPushAttrib( GL_ENABLE_BIT );
|
|
bool opaque = isOpaque() && data.opacity == 1.0;
|
|
if( !opaque )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
if( data.saturation != 1.0 && texture.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 );
|
|
texture.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, data.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 );
|
|
texture.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( data.opacity, data.opacity, data.opacity, data.opacity );
|
|
texture.bind();
|
|
|
|
if( toplevel->hasAlpha() || data.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 );
|
|
if( toplevel->hasAlpha() )
|
|
{
|
|
// The color has to be multiplied by both opacity and brightness
|
|
float opacityByBrightness = data.opacity * data.brightness;
|
|
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, data.opacity );
|
|
// Also 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
|
|
{
|
|
// Color has to be multiplied only by brightness
|
|
glColor4f( data.brightness, data.brightness, data.brightness, data.opacity );
|
|
// 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 );
|
|
}
|
|
texture.bind();
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0 );
|
|
}
|
|
else if( data.opacity != 1.0 || data.brightness != 1.0 )
|
|
{
|
|
// the window is additionally configured to have its opacity adjusted,
|
|
// do it
|
|
if( toplevel->hasAlpha())
|
|
{
|
|
float opacityByBrightness = data.opacity * data.brightness;
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness,
|
|
data.opacity);
|
|
}
|
|
else
|
|
{
|
|
// Multiply color by brightness and replace alpha by opacity
|
|
float constant[] = { data.brightness, data.brightness, data.brightness, data.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::restoreShaderRenderStates( int mask, WindowPaintData data )
|
|
{
|
|
Q_UNUSED( mask );
|
|
Q_UNUSED( data );
|
|
glPopAttrib(); // ENABLE_BIT
|
|
}
|
|
|
|
void SceneOpenGL::Window::restoreRenderStates( int mask, WindowPaintData data )
|
|
{
|
|
Q_UNUSED( mask );
|
|
if( data.opacity != 1.0 || data.saturation != 1.0 || data.brightness != 1.0f )
|
|
{
|
|
if( data.saturation != 1.0 && texture.saturationSupported())
|
|
{
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glDisable( texture.target());
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glDisable( texture.target());
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glDisable( texture.target());
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
glColor4f( 0, 0, 0, 0 );
|
|
}
|
|
|
|
glPopAttrib(); // ENABLE_BIT
|
|
}
|
|
|
|
} // namespace
|
|
|
|
#endif
|