kwin/libkwineffects/kwinglutils.cpp
Fredrik Höglund 993b50cf1c kwin: Add a new GLVertexBuffer::draw() method
Expose bindArrays(), unbindArrays() and add a draw() method that takes
an offset and a count. This makes it possible to upload geometry, call
bindArrays(), and then call draw() multiple times to draw different
subsets of the uploaded geometry.
2013-06-05 00:41:23 +02:00

1675 lines
44 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006-2007 Rivo Laks <rivolaks@hot.ee>
Copyright (C) 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "kwinglutils.h"
// need to call GLTexturePrivate::initStatic()
#include "kwingltexture_p.h"
#include "kwinglcolorcorrection.h"
#include "kwinglobals.h"
#include "kwineffects.h"
#include "kwinglplatform.h"
#include "kdebug.h"
#include <kstandarddirs.h>
#include <KDE/KConfig>
#include <KDE/KConfigGroup>
#include <QPixmap>
#include <QImage>
#include <QHash>
#include <QFile>
#include <QVector2D>
#include <QVector3D>
#include <QVector4D>
#include <QMatrix4x4>
#include <QVarLengthArray>
#include <math.h>
#define DEBUG_GLRENDERTARGET 0
#define MAKE_GL_VERSION(major, minor, release) ( ((major) << 16) | ((minor) << 8) | (release) )
namespace KWin
{
// Variables
// GL version, use MAKE_GL_VERSION() macro for comparing with a specific version
static int glVersion;
// GLX version, use MAKE_GL_VERSION() macro for comparing with a specific version
static int glXVersion;
// EGL version, use MAKE_GL_VERSION() macro for comparing with a specific version
static int eglVersion;
// List of all supported GL, EGL and GLX extensions
static QStringList glExtensions;
static QStringList glxExtensions;
static QStringList eglExtension;
int glTextureUnitsCount;
// Functions
void initGLX()
{
#ifndef KWIN_HAVE_OPENGLES
// Get GLX version
int major, minor;
glXQueryVersion(display(), &major, &minor);
glXVersion = MAKE_GL_VERSION(major, minor, 0);
// Get list of supported GLX extensions
glxExtensions = QString((const char*)glXQueryExtensionsString(
display(), DefaultScreen(display()))).split(' ');
glxResolveFunctions();
#endif
}
void initEGL()
{
#ifdef KWIN_HAVE_EGL
EGLDisplay dpy = eglGetCurrentDisplay();
int major, minor;
eglInitialize(dpy, &major, &minor);
eglVersion = MAKE_GL_VERSION(major, minor, 0);
eglExtension = QString((const char*)eglQueryString(dpy, EGL_EXTENSIONS)).split(' ');
eglResolveFunctions();
#endif
}
void initGL(OpenGLPlatformInterface platformInterface)
{
// Get OpenGL version
QString glversionstring = QString((const char*)glGetString(GL_VERSION));
QStringList glversioninfo = glversionstring.left(glversionstring.indexOf(' ')).split('.');
while (glversioninfo.count() < 3)
glversioninfo << "0";
#ifndef KWIN_HAVE_OPENGLES
glVersion = MAKE_GL_VERSION(glversioninfo[0].toInt(), glversioninfo[1].toInt(), glversioninfo[2].toInt());
// Get list of supported OpenGL extensions
if (hasGLVersion(3, 0)) {
PFNGLGETSTRINGIPROC glGetStringi;
#ifdef KWIN_HAVE_EGL
if (platformInterface == EglPlatformInterface)
glGetStringi = (PFNGLGETSTRINGIPROC) eglGetProcAddress("glGetStringi");
else
#endif
glGetStringi = (PFNGLGETSTRINGIPROC) glXGetProcAddress((const GLubyte *) "glGetStringi");
int count;
glGetIntegerv(GL_NUM_EXTENSIONS, &count);
for (int i = 0; i < count; i++) {
const char *name = (const char *) glGetStringi(GL_EXTENSIONS, i);
glExtensions << QString(name);
}
} else
#endif
glExtensions = QString((const char*)glGetString(GL_EXTENSIONS)).split(' ');
// handle OpenGL extensions functions
glResolveFunctions(platformInterface);
GLTexturePrivate::initStatic();
GLRenderTarget::initStatic();
GLVertexBuffer::initStatic();
}
void cleanupGL()
{
ShaderManager::cleanup();
}
bool hasGLVersion(int major, int minor, int release)
{
return glVersion >= MAKE_GL_VERSION(major, minor, release);
}
bool hasGLXVersion(int major, int minor, int release)
{
return glXVersion >= MAKE_GL_VERSION(major, minor, release);
}
bool hasEGLVersion(int major, int minor, int release)
{
return eglVersion >= MAKE_GL_VERSION(major, minor, release);
}
bool hasGLExtension(const QString& extension)
{
return glExtensions.contains(extension) || glxExtensions.contains(extension) || eglExtension.contains(extension);
}
static QString formatGLError(GLenum err)
{
switch(err) {
case GL_NO_ERROR: return "GL_NO_ERROR";
case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
case GL_INVALID_VALUE: return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
#ifndef KWIN_HAVE_OPENGLES
case GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW";
case GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW";
#endif
case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
default: return QString("0x") + QString::number(err, 16);
}
}
bool checkGLError(const char* txt)
{
GLenum err = glGetError();
bool hasError = false;
while (err != GL_NO_ERROR) {
kWarning(1212) << "GL error (" << txt << "): " << formatGLError(err);
hasError = true;
err = glGetError();
}
return hasError;
}
int nearestPowerOfTwo(int x)
{
// This method had been copied from Qt's nearest_gl_texture_size()
int n = 0, last = 0;
for (int s = 0; s < 32; ++s) {
if (((x >> s) & 1) == 1) {
++n;
last = s;
}
}
if (n > 1)
return 1 << (last + 1);
return 1 << last;
}
void pushMatrix()
{
#ifdef KWIN_HAVE_OPENGL_1
if (ShaderManager::instance()->isValid()) {
return;
}
glPushMatrix();
#endif
}
void pushMatrix(const QMatrix4x4 &matrix)
{
#ifndef KWIN_HAVE_OPENGL_1
Q_UNUSED(matrix)
#else
if (ShaderManager::instance()->isValid()) {
return;
}
glPushMatrix();
multiplyMatrix(matrix);
#endif
}
void multiplyMatrix(const QMatrix4x4 &matrix)
{
#ifndef KWIN_HAVE_OPENGL_1
Q_UNUSED(matrix)
#else
if (ShaderManager::instance()->isValid()) {
return;
}
GLfloat m[16];
const qreal *data = matrix.constData();
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
m[i*4+j] = data[i*4+j];
}
}
glMultMatrixf(m);
#endif
}
void loadMatrix(const QMatrix4x4 &matrix)
{
#ifndef KWIN_HAVE_OPENGL_1
Q_UNUSED(matrix)
#else
if (ShaderManager::instance()->isValid()) {
return;
}
GLfloat m[16];
const qreal *data = matrix.constData();
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
m[i*4+j] = data[i*4+j];
}
}
glLoadMatrixf(m);
#endif
}
void popMatrix()
{
#ifdef KWIN_HAVE_OPENGL_1
if (ShaderManager::instance()->isValid()) {
return;
}
glPopMatrix();
#endif
}
//****************************************
// GLShader
//****************************************
bool GLShader::sColorCorrect = false;
GLShader::GLShader(unsigned int flags)
: mValid(false)
, mLocationsResolved(false)
, mExplicitLinking(flags & ExplicitLinking)
{
mProgram = glCreateProgram();
}
GLShader::GLShader(const QString& vertexfile, const QString& fragmentfile, unsigned int flags)
: mValid(false)
, mLocationsResolved(false)
, mExplicitLinking(flags & ExplicitLinking)
{
mProgram = glCreateProgram();
loadFromFiles(vertexfile, fragmentfile);
}
GLShader::~GLShader()
{
if (mProgram) {
glDeleteProgram(mProgram);
}
}
bool GLShader::loadFromFiles(const QString &vertexFile, const QString &fragmentFile)
{
QFile vf(vertexFile);
if (!vf.open(QIODevice::ReadOnly)) {
kError(1212) << "Couldn't open" << vertexFile << "for reading!" << endl;
return false;
}
const QByteArray vertexSource = vf.readAll();
QFile ff(fragmentFile);
if (!ff.open(QIODevice::ReadOnly)) {
kError(1212) << "Couldn't open" << fragmentFile << "for reading!" << endl;
return false;
}
const QByteArray fragmentSource = ff.readAll();
return load(vertexSource, fragmentSource);
}
bool GLShader::link()
{
// Be optimistic
mValid = true;
glLinkProgram(mProgram);
// Get the program info log
int maxLength, length;
glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &maxLength);
QByteArray log(maxLength, 0);
glGetProgramInfoLog(mProgram, maxLength, &length, log.data());
// Make sure the program linked successfully
int status;
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
if (status == 0) {
kError(1212) << "Failed to link shader:" << endl << log << endl;
mValid = false;
} else if (length > 0) {
kDebug(1212) << "Shader link log:" << log;
}
return mValid;
}
const QByteArray GLShader::prepareSource(GLenum shaderType, const QByteArray &source) const
{
// Prepare the source code
QByteArray ba;
#ifdef KWIN_HAVE_OPENGLES
if (GLPlatform::instance()->glslVersion() < kVersionNumber(3, 0)) {
ba.append("precision highp float;\n");
}
#endif
if (ShaderManager::instance()->isShaderDebug()) {
ba.append("#define KWIN_SHADER_DEBUG 1\n");
}
ba.append(source);
#ifdef KWIN_HAVE_OPENGLES
if (GLPlatform::instance()->glslVersion() >= kVersionNumber(3, 0)) {
ba.replace("#version 140", "#version 300 es\n\nprecision highp float;\n");
}
#endif
// Inject color correction code for fragment shaders, if possible
if (shaderType == GL_FRAGMENT_SHADER && sColorCorrect)
ba = ColorCorrection::prepareFragmentShader(ba);
return ba;
}
bool GLShader::compile(GLuint program, GLenum shaderType, const QByteArray &source) const
{
GLuint shader = glCreateShader(shaderType);
QByteArray preparedSource = prepareSource(shaderType, source);
const char* src = preparedSource.constData();
glShaderSource(shader, 1, &src, NULL);
// Compile the shader
glCompileShader(shader);
// Get the shader info log
int maxLength, length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
QByteArray log(maxLength, 0);
glGetShaderInfoLog(shader, maxLength, &length, log.data());
// Check the status
int status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
const char *typeName = (shaderType == GL_VERTEX_SHADER ? "vertex" : "fragment");
kError(1212) << "Failed to compile" << typeName << "shader:" << endl << log << endl;
} else if (length > 0)
kDebug(1212) << "Shader compile log:" << log;
if (status != 0)
glAttachShader(program, shader);
glDeleteShader(shader);
return status != 0;
}
bool GLShader::load(const QByteArray &vertexSource, const QByteArray &fragmentSource)
{
#ifndef KWIN_HAVE_OPENGLES
// Make sure shaders are actually supported
if (!GLPlatform::instance()->supports(GLSL) || GLPlatform::instance()->supports(LimitedNPOT)) {
kError(1212) << "Shaders are not supported";
return false;
}
#endif
mValid = false;
// Compile the vertex shader
if (!vertexSource.isEmpty()) {
bool success = compile(mProgram, GL_VERTEX_SHADER, vertexSource);
if (!success)
return false;
}
// Compile the fragment shader
if (!fragmentSource.isEmpty()) {
bool success = compile(mProgram, GL_FRAGMENT_SHADER, fragmentSource);
if (!success)
return false;
}
if (mExplicitLinking)
return true;
// link() sets mValid
return link();
}
void GLShader::bindAttributeLocation(const char *name, int index)
{
glBindAttribLocation(mProgram, index, name);
}
void GLShader::bindFragDataLocation(const char *name, int index)
{
#ifndef KWIN_HAVE_OPENGLES
if (glBindFragDataLocation)
glBindFragDataLocation(mProgram, index, name);
#else
Q_UNUSED(name)
Q_UNUSED(index)
#endif
}
void GLShader::bind()
{
glUseProgram(mProgram);
}
void GLShader::unbind()
{
glUseProgram(0);
}
void GLShader::resolveLocations()
{
if (mLocationsResolved)
return;
mMatrixLocation[TextureMatrix] = uniformLocation("textureMatrix");
mMatrixLocation[ProjectionMatrix] = uniformLocation("projection");
mMatrixLocation[ModelViewMatrix] = uniformLocation("modelview");
mMatrixLocation[WindowTransformation] = uniformLocation("windowTransformation");
mMatrixLocation[ScreenTransformation] = uniformLocation("screenTransformation");
mVec2Location[Offset] = uniformLocation("offset");
mVec4Location[ModulationConstant] = uniformLocation("modulation");
mFloatLocation[Saturation] = uniformLocation("saturation");
mColorLocation[Color] = uniformLocation("geometryColor");
mLocationsResolved = true;
}
int GLShader::uniformLocation(const char *name)
{
const int location = glGetUniformLocation(mProgram, name);
return location;
}
bool GLShader::setUniform(GLShader::MatrixUniform uniform, const QMatrix4x4 &matrix)
{
resolveLocations();
return setUniform(mMatrixLocation[uniform], matrix);
}
bool GLShader::setUniform(GLShader::Vec2Uniform uniform, const QVector2D &value)
{
resolveLocations();
return setUniform(mVec2Location[uniform], value);
}
bool GLShader::setUniform(GLShader::Vec4Uniform uniform, const QVector4D &value)
{
resolveLocations();
return setUniform(mVec4Location[uniform], value);
}
bool GLShader::setUniform(GLShader::FloatUniform uniform, float value)
{
resolveLocations();
return setUniform(mFloatLocation[uniform], value);
}
bool GLShader::setUniform(GLShader::IntUniform uniform, int value)
{
resolveLocations();
return setUniform(mIntLocation[uniform], value);
}
bool GLShader::setUniform(GLShader::ColorUniform uniform, const QVector4D &value)
{
resolveLocations();
return setUniform(mColorLocation[uniform], value);
}
bool GLShader::setUniform(GLShader::ColorUniform uniform, const QColor &value)
{
resolveLocations();
return setUniform(mColorLocation[uniform], value);
}
bool GLShader::setUniform(const char *name, float value)
{
const int location = uniformLocation(name);
return setUniform(location, value);
}
bool GLShader::setUniform(const char *name, int value)
{
const int location = uniformLocation(name);
return setUniform(location, value);
}
bool GLShader::setUniform(const char *name, const QVector2D& value)
{
const int location = uniformLocation(name);
return setUniform(location, value);
}
bool GLShader::setUniform(const char *name, const QVector3D& value)
{
const int location = uniformLocation(name);
return setUniform(location, value);
}
bool GLShader::setUniform(const char *name, const QVector4D& value)
{
const int location = uniformLocation(name);
return setUniform(location, value);
}
bool GLShader::setUniform(const char *name, const QMatrix4x4& value)
{
const int location = uniformLocation(name);
return setUniform(location, value);
}
bool GLShader::setUniform(const char *name, const QColor& color)
{
const int location = uniformLocation(name);
return setUniform(location, color);
}
bool GLShader::setUniform(int location, float value)
{
if (location >= 0) {
glUniform1f(location, value);
}
return (location >= 0);
}
bool GLShader::setUniform(int location, int value)
{
if (location >= 0) {
glUniform1i(location, value);
}
return (location >= 0);
}
bool GLShader::setUniform(int location, const QVector2D &value)
{
if (location >= 0) {
glUniform2fv(location, 1, (const GLfloat*)&value);
}
return (location >= 0);
}
bool GLShader::setUniform(int location, const QVector3D &value)
{
if (location >= 0) {
glUniform3fv(location, 1, (const GLfloat*)&value);
}
return (location >= 0);
}
bool GLShader::setUniform(int location, const QVector4D &value)
{
if (location >= 0) {
glUniform4fv(location, 1, (const GLfloat*)&value);
}
return (location >= 0);
}
bool GLShader::setUniform(int location, const QMatrix4x4 &value)
{
if (location >= 0) {
GLfloat m[16];
const qreal *data = value.constData();
// i is column, j is row for m
for (int i = 0; i < 16; ++i) {
m[i] = data[i];
}
glUniformMatrix4fv(location, 1, GL_FALSE, m);
}
return (location >= 0);
}
bool GLShader::setUniform(int location, const QColor &color)
{
if (location >= 0) {
glUniform4f(location, color.redF(), color.greenF(), color.blueF(), color.alphaF());
}
return (location >= 0);
}
int GLShader::attributeLocation(const char* name)
{
int location = glGetAttribLocation(mProgram, name);
return location;
}
bool GLShader::setAttribute(const char* name, float value)
{
int location = attributeLocation(name);
if (location >= 0) {
glVertexAttrib1f(location, value);
}
return (location >= 0);
}
QMatrix4x4 GLShader::getUniformMatrix4x4(const char* name)
{
int location = uniformLocation(name);
if (location >= 0) {
GLfloat m[16];
glGetnUniformfv(mProgram, location, sizeof(m), m);
QMatrix4x4 matrix(m[0], m[4], m[8], m[12],
m[1], m[5], m[9], m[13],
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15]);
matrix.optimize();
return matrix;
} else {
return QMatrix4x4();
}
}
//****************************************
// ShaderManager
//****************************************
ShaderManager *ShaderManager::s_shaderManager = NULL;
ShaderManager *ShaderManager::instance()
{
if (!s_shaderManager) {
s_shaderManager = new ShaderManager();
s_shaderManager->initShaders();
s_shaderManager->m_inited = true;
}
return s_shaderManager;
}
void ShaderManager::disable()
{
// for safety do a Cleanup first
ShaderManager::cleanup();
// create a new ShaderManager and set it to inited without calling init
// that will ensure that the ShaderManager is not valid
s_shaderManager = new ShaderManager();
s_shaderManager->m_inited = true;
}
void ShaderManager::cleanup()
{
delete s_shaderManager;
s_shaderManager = NULL;
}
ShaderManager::ShaderManager()
: m_inited(false)
, m_valid(false)
{
for (int i = 0; i < 3; i++)
m_shader[i] = 0;
m_debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
}
ShaderManager::~ShaderManager()
{
while (!m_boundShaders.isEmpty()) {
popShader();
}
for (int i = 0; i < 3; i++)
delete m_shader[i];
}
GLShader *ShaderManager::getBoundShader() const
{
if (m_boundShaders.isEmpty()) {
return NULL;
} else {
return m_boundShaders.top();
}
}
bool ShaderManager::isShaderBound() const
{
return !m_boundShaders.isEmpty();
}
bool ShaderManager::isValid() const
{
return m_valid;
}
bool ShaderManager::isShaderDebug() const
{
return m_debug;
}
GLShader *ShaderManager::pushShader(ShaderType type, bool reset)
{
if (m_inited && !m_valid) {
return NULL;
}
pushShader(m_shader[type]);
if (reset) {
resetShader(type);
}
return m_shader[type];
}
void ShaderManager::resetAllShaders()
{
if (!m_inited || !m_valid) {
return;
}
for (int i = 0; i < 3; i++) {
pushShader(ShaderType(i), true);
popShader();
}
}
void ShaderManager::pushShader(GLShader *shader)
{
// only bind shader if it is not already bound
if (shader != getBoundShader()) {
shader->bind();
}
m_boundShaders.push(shader);
}
void ShaderManager::popShader()
{
if (m_boundShaders.isEmpty()) {
return;
}
GLShader *shader = m_boundShaders.pop();
if (m_boundShaders.isEmpty()) {
// no more shader bound - unbind
shader->unbind();
} else if (shader != m_boundShaders.top()) {
// only rebind if a different shader is on top of stack
m_boundShaders.top()->bind();
}
}
void ShaderManager::bindFragDataLocations(GLShader *shader)
{
shader->bindFragDataLocation("fragColor", 0);
}
void ShaderManager::bindAttributeLocations(GLShader *shader) const
{
shader->bindAttributeLocation("vertex", VA_Position);
shader->bindAttributeLocation("texCoord", VA_TexCoord);
}
GLShader *ShaderManager::loadFragmentShader(ShaderType vertex, const QString &fragmentFile)
{
const char *vertexFile[] = {
"scene-vertex.glsl",
"scene-generic-vertex.glsl",
"scene-color-vertex.glsl"
};
GLShader *shader = new GLShader(m_shaderDir + vertexFile[vertex], fragmentFile, GLShader::ExplicitLinking);
bindAttributeLocations(shader);
bindFragDataLocations(shader);
shader->link();
if (shader->isValid()) {
pushShader(shader);
resetShader(vertex);
popShader();
}
return shader;
}
GLShader *ShaderManager::loadVertexShader(ShaderType fragment, const QString &vertexFile)
{
// The Simple and Generic shaders use same fragment shader
const char *fragmentFile[] = {
"scene-fragment.glsl",
"scene-fragment.glsl",
"scene-color-fragment.glsl"
};
GLShader *shader = new GLShader(vertexFile, m_shaderDir + fragmentFile[fragment], GLShader::ExplicitLinking);
bindAttributeLocations(shader);
bindFragDataLocations(shader);
shader->link();
if (shader->isValid()) {
pushShader(shader);
resetShader(fragment);
popShader();
}
return shader;
}
GLShader *ShaderManager::loadShaderFromCode(const QByteArray &vertexSource, const QByteArray &fragmentSource)
{
GLShader *shader = new GLShader(GLShader::ExplicitLinking);
shader->load(vertexSource, fragmentSource);
bindAttributeLocations(shader);
bindFragDataLocations(shader);
shader->link();
return shader;
}
void ShaderManager::initShaders()
{
const char *vertexFile[] = {
"scene-vertex.glsl",
"scene-generic-vertex.glsl",
"scene-color-vertex.glsl",
};
const char *fragmentFile[] = {
"scene-fragment.glsl",
"scene-fragment.glsl",
"scene-color-fragment.glsl",
};
#ifdef KWIN_HAVE_OPENGLES
const qint64 coreVersionNumber = kVersionNumber(3, 0);
#else
const qint64 coreVersionNumber = kVersionNumber(1, 40);
#endif
if (GLPlatform::instance()->glslVersion() >= coreVersionNumber)
m_shaderDir = ":/resources/shaders/1.40/";
else
m_shaderDir = ":/resources/shaders/1.10/";
// Be optimistic
m_valid = true;
for (int i = 0; i < 3; i++) {
m_shader[i] = new GLShader(m_shaderDir + vertexFile[i], m_shaderDir + fragmentFile[i],
GLShader::ExplicitLinking);
bindAttributeLocations(m_shader[i]);
bindFragDataLocations(m_shader[i]);
m_shader[i]->link();
if (!m_shader[i]->isValid()) {
m_valid = false;
break;
}
pushShader(m_shader[i]);
resetShader(ShaderType(i));
popShader();
}
if (!m_valid) {
for (int i = 0; i < 3; i++) {
delete m_shader[i];
m_shader[i] = 0;
}
}
}
void ShaderManager::resetShader(ShaderType type)
{
// resetShader is either called from init or from push, we know that a built-in shader is bound
const QMatrix4x4 identity;
QMatrix4x4 projection;
QMatrix4x4 modelView;
GLShader *shader = getBoundShader();
switch(type) {
case SimpleShader:
projection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535);
break;
case GenericShader: {
// Set up the projection matrix
float fovy = 60.0f;
float aspect = 1.0f;
float zNear = 0.1f;
float zFar = 100.0f;
float ymax = zNear * tan(fovy * M_PI / 360.0f);
float ymin = -ymax;
float xmin = ymin * aspect;
float xmax = ymax * aspect;
projection.frustum(xmin, xmax, ymin, ymax, zNear, zFar);
// Set up the model-view matrix
float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
modelView.translate(xmin * scaleFactor, ymax * scaleFactor, -1.1);
modelView.scale((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001);
break;
}
case ColorShader:
projection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535);
shader->setUniform("geometryColor", QVector4D(0, 0, 0, 1));
break;
}
shader->setUniform("sampler", 0);
shader->setUniform(GLShader::ProjectionMatrix, projection);
shader->setUniform(GLShader::ModelViewMatrix, modelView);
shader->setUniform(GLShader::ScreenTransformation, identity);
shader->setUniform(GLShader::WindowTransformation, identity);
shader->setUniform(GLShader::Offset, QVector2D(0, 0));
shader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
shader->setUniform(GLShader::Saturation, 1.0f);
}
/*** GLRenderTarget ***/
bool GLRenderTarget::sSupported = false;
bool GLRenderTarget::s_blitSupported = false;
QStack<GLRenderTarget*> GLRenderTarget::s_renderTargets = QStack<GLRenderTarget*>();
QSize GLRenderTarget::s_oldViewport;
void GLRenderTarget::initStatic()
{
#ifdef KWIN_HAVE_OPENGLES
sSupported = true;
s_blitSupported = false;
#else
sSupported = hasGLVersion(3, 0) || hasGLExtension("GL_ARB_framebuffer_object") || hasGLExtension("GL_EXT_framebuffer_object");
s_blitSupported = hasGLVersion(3, 0) || hasGLExtension("GL_ARB_framebuffer_object") || hasGLExtension("GL_EXT_framebuffer_blit");
#endif
}
bool GLRenderTarget::isRenderTargetBound()
{
return !s_renderTargets.isEmpty();
}
bool GLRenderTarget::blitSupported()
{
return s_blitSupported;
}
void GLRenderTarget::pushRenderTarget(GLRenderTarget* target)
{
if (s_renderTargets.isEmpty()) {
GLint params[4];
glGetIntegerv(GL_VIEWPORT, params);
s_oldViewport = QSize(params[2], params[3]);
}
target->enable();
s_renderTargets.push(target);
}
GLRenderTarget* GLRenderTarget::popRenderTarget()
{
GLRenderTarget* ret = s_renderTargets.pop();
ret->disable();
if (!s_renderTargets.isEmpty()) {
s_renderTargets.top()->enable();
} else if (!s_oldViewport.isEmpty()) {
glViewport (0, 0, s_oldViewport.width(), s_oldViewport.height());
}
return ret;
}
GLRenderTarget::GLRenderTarget(const GLTexture& color)
{
// Reset variables
mValid = false;
mTexture = color;
// Make sure FBO is supported
if (sSupported && !mTexture.isNull()) {
initFBO();
} else
kError(1212) << "Render targets aren't supported!" << endl;
}
GLRenderTarget::~GLRenderTarget()
{
if (mValid) {
glDeleteFramebuffers(1, &mFramebuffer);
}
}
bool GLRenderTarget::enable()
{
if (!valid()) {
kError(1212) << "Can't enable invalid render target!" << endl;
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
glViewport(0, 0, mTexture.width(), mTexture.height());
mTexture.setDirty();
return true;
}
bool GLRenderTarget::disable()
{
if (!valid()) {
kError(1212) << "Can't disable invalid render target!" << endl;
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
mTexture.setDirty();
return true;
}
static QString formatFramebufferStatus(GLenum status)
{
switch(status) {
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
// An attachment is the wrong type / is invalid / has 0 width or height
return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
// There are no images attached to the framebuffer
return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
case GL_FRAMEBUFFER_UNSUPPORTED:
// A format or the combination of formats of the attachments is unsupported
return "GL_FRAMEBUFFER_UNSUPPORTED";
#ifndef KWIN_HAVE_OPENGLES
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
// Not all attached images have the same width and height
return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT";
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
// The color attachments don't have the same format
return "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT";
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT:
// The attachments don't have the same number of samples
return "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
// The draw buffer is missing
return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER";
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
// The read buffer is missing
return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER";
#endif
default:
return "Unknown (0x" + QString::number(status, 16) + ')';
}
}
void GLRenderTarget::initFBO()
{
#if DEBUG_GLRENDERTARGET
GLenum err = glGetError();
if (err != GL_NO_ERROR)
kError(1212) << "Error status when entering GLRenderTarget::initFBO: " << formatGLError(err);
#endif
glGenFramebuffers(1, &mFramebuffer);
#if DEBUG_GLRENDERTARGET
if ((err = glGetError()) != GL_NO_ERROR) {
kError(1212) << "glGenFramebuffers failed: " << formatGLError(err);
return;
}
#endif
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
#if DEBUG_GLRENDERTARGET
if ((err = glGetError()) != GL_NO_ERROR) {
kError(1212) << "glBindFramebuffer failed: " << formatGLError(err);
glDeleteFramebuffers(1, &mFramebuffer);
return;
}
#endif
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
mTexture.target(), mTexture.texture(), 0);
#if DEBUG_GLRENDERTARGET
if ((err = glGetError()) != GL_NO_ERROR) {
kError(1212) << "glFramebufferTexture2D failed: " << formatGLError(err);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &mFramebuffer);
return;
}
#endif
const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (status != GL_FRAMEBUFFER_COMPLETE) {
// We have an incomplete framebuffer, consider it invalid
if (status == 0)
kError(1212) << "glCheckFramebufferStatus failed: " << formatGLError(glGetError());
else
kError(1212) << "Invalid framebuffer status: " << formatFramebufferStatus(status);
glDeleteFramebuffers(1, &mFramebuffer);
return;
}
mValid = true;
}
void GLRenderTarget::blitFromFramebuffer(const QRect &source, const QRect &destination, GLenum filter)
{
if (!GLRenderTarget::blitSupported()) {
return;
}
#ifdef KWIN_HAVE_OPENGLES
Q_UNUSED(source)
Q_UNUSED(destination)
Q_UNUSED(filter)
#else
GLRenderTarget::pushRenderTarget(this);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
const QRect s = source.isNull() ? QRect(0, 0, displayWidth(), displayHeight()) : source;
const QRect d = destination.isNull() ? QRect(0, 0, mTexture.width(), mTexture.height()) : destination;
glBlitFramebuffer(s.x(), displayHeight() - s.y() - s.height(), s.x() + s.width(), displayHeight() - s.y(),
d.x(), mTexture.height() - d.y() - d.height(), d.x() + d.width(), mTexture.height() - d.y(),
GL_COLOR_BUFFER_BIT, filter);
GLRenderTarget::popRenderTarget();
#endif
}
void GLRenderTarget::attachTexture(const GLTexture& target)
{
if (!mValid || mTexture.texture() == target.texture()) {
return;
}
pushRenderTarget(this);
mTexture = target;
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
mTexture.target(), mTexture.texture(), 0);
popRenderTarget();
}
// ------------------------------------------------------------------
class BitRef
{
public:
BitRef(uint32_t &bitfield, int bit) : m_bitfield(bitfield), m_mask(1 << bit) {}
void operator = (bool val) {
if (val)
m_bitfield |= m_mask;
else
m_bitfield &= ~m_mask;
}
operator bool () const { return m_bitfield & m_mask; }
private:
uint32_t &m_bitfield;
int const m_mask;
};
// ------------------------------------------------------------------
class Bitfield
{
public:
Bitfield() : m_bitfield(0) {}
Bitfield(uint32_t bits) : m_bitfield(bits) {}
void set(int i) { m_bitfield |= (1 << i); }
void clear(int i) { m_bitfield &= ~(1 << i); }
BitRef operator [] (int i) { return BitRef(m_bitfield, i); }
operator uint32_t () const { return m_bitfield; }
private:
uint32_t m_bitfield;
};
// ------------------------------------------------------------------
class BitfieldIterator
{
public:
BitfieldIterator(uint32_t bitfield) : m_bitfield(bitfield) {}
bool hasNext() const { return m_bitfield != 0; }
int next() {
const int bit = ffs(m_bitfield) - 1;
m_bitfield ^= (1 << bit);
return bit;
}
private:
uint32_t m_bitfield;
};
// ------------------------------------------------------------------
struct VertexAttrib
{
int size;
GLenum type;
int offset;
};
//*********************************
// GLVertexBufferPrivate
//*********************************
class GLVertexBufferPrivate
{
public:
GLVertexBufferPrivate(GLVertexBuffer::UsageHint usageHint)
: vertexCount(0)
, useColor(false)
, color(0, 0, 0, 255)
, bufferSize(0)
, mappedSize(0)
, nextOffset(0)
, baseAddress(0)
{
if (GLVertexBufferPrivate::supported)
glGenBuffers(1, &buffer);
switch(usageHint) {
case GLVertexBuffer::Dynamic:
usage = GL_DYNAMIC_DRAW;
break;
case GLVertexBuffer::Static:
usage = GL_STATIC_DRAW;
break;
default:
usage = GL_STREAM_DRAW;
break;
}
}
~GLVertexBufferPrivate() {
if (GLVertexBufferPrivate::supported)
glDeleteBuffers(1, &buffer);
}
void interleaveArrays(float *array, int dim, const float *vertices, const float *texcoords, int count);
void bindArrays();
void unbindArrays();
GLvoid *mapNextFreeRange(size_t size);
GLuint buffer;
GLenum usage;
int stride;
int vertexCount;
static bool supported;
static GLVertexBuffer *streamingBuffer;
static bool hasMapBufferRange;
QByteArray dataStore;
bool useColor;
QVector4D color;
size_t bufferSize;
size_t mappedSize;
intptr_t nextOffset;
intptr_t baseAddress;
VertexAttrib attrib[VertexAttributeCount];
Bitfield enabledArrays;
};
bool GLVertexBufferPrivate::supported = false;
bool GLVertexBufferPrivate::hasMapBufferRange = false;
GLVertexBuffer *GLVertexBufferPrivate::streamingBuffer = NULL;
void GLVertexBufferPrivate::interleaveArrays(float *dst, int dim,
const float *vertices, const float *texcoords,
int count)
{
if (!texcoords) {
memcpy((void *) dst, vertices, dim * sizeof(float) * count);
return;
}
switch (dim)
{
case 2:
for (int i = 0; i < count; i++) {
*(dst++) = *(vertices++);
*(dst++) = *(vertices++);
*(dst++) = *(texcoords++);
*(dst++) = *(texcoords++);
}
break;
case 3:
for (int i = 0; i < count; i++) {
*(dst++) = *(vertices++);
*(dst++) = *(vertices++);
*(dst++) = *(vertices++);
*(dst++) = *(texcoords++);
*(dst++) = *(texcoords++);
}
break;
default:
for (int i = 0; i < count; i++) {
for (int j = 0; j < dim; j++)
*(dst++) = *(vertices++);
*(dst++) = *(texcoords++);
*(dst++) = *(texcoords++);
}
}
}
void GLVertexBufferPrivate::bindArrays()
{
#ifndef KWIN_HAVE_OPENGLES
if (ShaderManager::instance()->isShaderBound()) {
#endif
if (useColor) {
GLShader *shader = ShaderManager::instance()->getBoundShader();
shader->setUniform(GLShader::Color, color);
}
glBindBuffer(GL_ARRAY_BUFFER, buffer);
BitfieldIterator it(enabledArrays);
while (it.hasNext()) {
const int index = it.next();
glVertexAttribPointer(index, attrib[index].size, attrib[index].type, GL_FALSE, stride,
(const GLvoid *) (baseAddress + attrib[index].offset));
glEnableVertexAttribArray(index);
}
#ifndef KWIN_HAVE_OPENGLES
} else {
if (GLVertexBufferPrivate::supported)
glBindBuffer(GL_ARRAY_BUFFER, buffer);
// FIXME Is there any good reason to not leave this array permanently enabled?
// When do we not use it in the GL 1.x path?
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(attrib[VA_Position].size, attrib[VA_Position].type, stride,
(const GLvoid *) (baseAddress + attrib[VA_Position].offset));
if (enabledArrays[VA_TexCoord]) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(attrib[VA_TexCoord].size, attrib[VA_TexCoord].type, stride,
(const GLvoid *) (baseAddress + attrib[VA_TexCoord].offset));
}
if (useColor)
glColor4f(color.x(), color.y(), color.z(), color.w());
}
#endif
}
void GLVertexBufferPrivate::unbindArrays()
{
#ifndef KWIN_HAVE_OPENGLES
if (ShaderManager::instance()->isShaderBound()) {
#endif
BitfieldIterator it(enabledArrays);
while (it.hasNext())
glDisableVertexAttribArray(it.next());
#ifndef KWIN_HAVE_OPENGLES
} else {
// Assume that the conventional arrays were enabled
glDisableClientState(GL_VERTEX_ARRAY);
if (enabledArrays[VA_TexCoord])
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
#endif
}
template <typename T>
T align(T value, int bytes)
{
return (value + bytes - 1) & ~T(bytes - 1);
}
GLvoid *GLVertexBufferPrivate::mapNextFreeRange(size_t size)
{
GLbitfield access = GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT;
if ((nextOffset + size) > bufferSize) {
// Reallocate the data store if it's too small.
if (size > bufferSize) {
// Round the size up to 4 Kb for streaming/dynamic buffers.
const size_t minSize = 32768; // Minimum size for streaming buffers
const size_t alloc = usage != GL_STATIC_DRAW ? align(qMax(size, minSize), 4096) : size;
glBufferData(GL_ARRAY_BUFFER, alloc, 0, usage);
bufferSize = alloc;
} else {
access |= GL_MAP_INVALIDATE_BUFFER_BIT;
access ^= GL_MAP_UNSYNCHRONIZED_BIT;
}
nextOffset = 0;
}
return glMapBufferRange(GL_ARRAY_BUFFER, nextOffset, size, access);
}
//*********************************
// GLVertexBuffer
//*********************************
GLVertexBuffer::GLVertexBuffer(UsageHint hint)
: d(new GLVertexBufferPrivate(hint))
{
}
GLVertexBuffer::~GLVertexBuffer()
{
delete d;
}
void GLVertexBuffer::setData(const void *data, size_t size)
{
GLvoid *ptr = map(size);
memcpy(ptr, data, size);
unmap();
}
void GLVertexBuffer::setData(int vertexCount, int dim, const float* vertices, const float* texcoords)
{
const GLVertexAttrib layout[] = {
{ VA_Position, dim, GL_FLOAT, 0 },
{ VA_TexCoord, 2, GL_FLOAT, int(dim * sizeof(float)) }
};
int stride = (texcoords ? dim + 2 : dim) * sizeof(float);
int attribCount = texcoords ? 2 : 1;
setAttribLayout(layout, attribCount, stride);
setVertexCount(vertexCount);
GLvoid *ptr = map(vertexCount * stride);
d->interleaveArrays((float *) ptr, dim, vertices, texcoords, vertexCount);
unmap();
}
GLvoid *GLVertexBuffer::map(size_t size)
{
d->mappedSize = size;
if (GLVertexBufferPrivate::supported)
glBindBuffer(GL_ARRAY_BUFFER, d->buffer);
if (GLVertexBufferPrivate::hasMapBufferRange)
return (GLvoid *) d->mapNextFreeRange(size);
// If we can't map the buffer we allocate local memory to hold the
// buffer data and return a pointer to it. The data will be submitted
// to the actual buffer object when the user calls unmap().
if (size_t(d->dataStore.size()) < size)
d->dataStore.resize(size);
return (GLvoid *) d->dataStore.data();
}
void GLVertexBuffer::unmap()
{
if (GLVertexBufferPrivate::hasMapBufferRange) {
glUnmapBuffer(GL_ARRAY_BUFFER);
d->baseAddress = d->nextOffset;
d->nextOffset += align(d->mappedSize, 16); // Align to 16 bytes for SSE
} else {
if (GLVertexBufferPrivate::supported) {
// Upload the data from local memory to the buffer object
glBufferData(GL_ARRAY_BUFFER, d->mappedSize, d->dataStore.data(), d->usage);
// Free the local memory buffer if it's unlikely to be used again
if (d->usage == GL_STATIC_DRAW)
d->dataStore = QByteArray();
d->baseAddress = 0;
} else {
// If buffer objects aren't supported we just need to update
// the client memory pointer and we're done.
d->baseAddress = intptr_t(d->dataStore.data());
}
}
d->mappedSize = 0;
}
void GLVertexBuffer::setVertexCount(int count)
{
d->vertexCount = count;
}
void GLVertexBuffer::setAttribLayout(const GLVertexAttrib *attribs, int count, int stride)
{
// Start by disabling all arrays
d->enabledArrays = 0;
for (int i = 0; i < count; i++) {
const int index = attribs[i].index;
assert(index >= 0 && index < VertexAttributeCount);
assert(!d->enabledArrays[index]);
d->attrib[index].size = attribs[i].size;
d->attrib[index].type = attribs[i].type;
d->attrib[index].offset = attribs[i].relativeOffset;
d->enabledArrays[index] = true;
}
d->stride = stride;
}
void GLVertexBuffer::render(GLenum primitiveMode)
{
render(infiniteRegion(), primitiveMode, false);
}
void GLVertexBuffer::render(const QRegion& region, GLenum primitiveMode, bool hardwareClipping)
{
d->bindArrays();
draw(region, primitiveMode, 0, d->vertexCount, hardwareClipping);
d->unbindArrays();
}
void GLVertexBuffer::bindArrays()
{
d->bindArrays();
}
void GLVertexBuffer::unbindArrays()
{
d->unbindArrays();
}
void GLVertexBuffer::draw(const QRegion &region, GLenum primitiveMode, int first, int count, bool hardwareClipping)
{
if (!hardwareClipping) {
glDrawArrays(primitiveMode, first, count);
} else {
// Clip using scissoring
foreach (const QRect &r, region.rects()) {
glScissor(r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height());
glDrawArrays(primitiveMode, first, count);
}
}
}
bool GLVertexBuffer::isSupported()
{
return GLVertexBufferPrivate::supported;
}
bool GLVertexBuffer::isUseColor() const
{
return d->useColor;
}
void GLVertexBuffer::setUseColor(bool enable)
{
d->useColor = enable;
}
void GLVertexBuffer::setColor(const QColor& color, bool enable)
{
d->useColor = enable;
d->color = QVector4D(color.redF(), color.greenF(), color.blueF(), color.alphaF());
}
void GLVertexBuffer::reset()
{
d->useColor = false;
d->color = QVector4D(0, 0, 0, 1);
d->vertexCount = 0;
}
void GLVertexBuffer::initStatic()
{
#ifdef KWIN_HAVE_OPENGLES
GLVertexBufferPrivate::supported = true;
GLVertexBufferPrivate::hasMapBufferRange = hasGLExtension("GL_EXT_map_buffer_range");
#else
GLVertexBufferPrivate::supported = hasGLVersion(1, 5) || hasGLExtension("GL_ARB_vertex_buffer_object");
GLVertexBufferPrivate::hasMapBufferRange = hasGLVersion(3, 0) || hasGLExtension("GL_ARB_map_buffer_range");
#endif
GLVertexBufferPrivate::streamingBuffer = new GLVertexBuffer(GLVertexBuffer::Stream);
}
GLVertexBuffer *GLVertexBuffer::streamingBuffer()
{
return GLVertexBufferPrivate::streamingBuffer;
}
} // namespace