kwin/scene_opengl.cpp
Luboš Luňák 4a18e30518 Use the X way of handling ARGB windows with decorations
here as well.


svn path=/branches/work/kwin_composite/; revision=593457
2006-10-07 21:22:24 +00:00

380 lines
12 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
Based on glcompmgr code by Felix Bellaby.
******************************************************************/
#include "scene_opengl.h"
#include "utils.h"
#include "client.h"
#include <X11/extensions/shape.h>
namespace KWinInternal
{
//****************************************
// SceneOpenGL
//****************************************
GLXFBConfig SceneOpenGL::fbcdrawable;
GLXContext SceneOpenGL::context;
GLXPixmap SceneOpenGL::glxroot;
const int root_attrs[] =
{
GLX_DOUBLEBUFFER, False,
GLX_DEPTH_SIZE, 16,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_ALPHA_SIZE, 1,
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT | GLX_WINDOW_BIT,
None
};
const int drawable_attrs[] =
{
GLX_DOUBLEBUFFER, False,
GLX_DEPTH_SIZE, 0,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_ALPHA_SIZE, 1,
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT | GLX_WINDOW_BIT,
None
};
static void checkGLError( const char* txt )
{
GLenum err = glGetError();
if( err != GL_NO_ERROR )
kWarning() << "GL error (" << txt << "): 0x" << QString::number( err, 16 ) << endl;
}
SceneOpenGL::SceneOpenGL( Workspace* ws )
: Scene( ws )
{
// TODO add checks where needed
int dummy;
if( !glXQueryExtension( display(), &dummy, &dummy ))
return;
XGCValues gcattr;
gcattr.subwindow_mode = IncludeInferiors;
gcroot = XCreateGC( display(), rootWindow(), GCSubwindowMode, &gcattr );
buffer = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(),
QX11Info::appDepth());
GLXFBConfig* fbconfigs = glXChooseFBConfig( display(), DefaultScreen( display()),
root_attrs, &dummy );
fbcroot = fbconfigs[ 0 ];
XFree( fbconfigs );
fbconfigs = glXChooseFBConfig( display(), DefaultScreen( display()),
drawable_attrs, &dummy );
fbcdrawable = fbconfigs[ 0 ];
XFree( fbconfigs );
glxroot = glXCreatePixmap( display(), fbcroot, buffer, NULL );
context = glXCreateNewContext( display(), fbcroot, GLX_RGBA_TYPE, NULL, GL_FALSE );
glXMakeContextCurrent( display(), glxroot, glxroot, context );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, displayWidth(), 0, displayHeight(), 0, 65535 );
glEnable( GL_DEPTH_TEST );
checkGLError( "Init" );
}
SceneOpenGL::~SceneOpenGL()
{
for( QMap< Toplevel*, Window >::Iterator it = windows.begin();
it != windows.end();
++it )
(*it).free();
glXDestroyPixmap( display(), glxroot );
XFreeGC( display(), gcroot );
XFreePixmap( display(), buffer );
glXDestroyContext( display(), context );
checkGLError( "Cleanup" );
}
static void quadDraw( int x, int y, int w, int h )
{
glTexCoord2i( x, y );
glVertex2i( x, y );
glTexCoord2i( x + w, y );
glVertex2i( x + w, y );
glTexCoord2i( x + w, y + h );
glVertex2i( x + w, y + h );
glTexCoord2i( x, y + h );
glVertex2i( x, y + h );
}
void SceneOpenGL::paint( QRegion, ToplevelList windows )
{
grabXServer();
glXWaitX();
glClearColor( 0, 0, 0, 1 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
int depth = 0;
QList< Window* > phase2;
for( int i = windows.count() - 1; // top to bottom
i >= 0;
--i )
{
Toplevel* c = windows[ i ];
assert( this->windows.contains( c ));
Window& w = this->windows[ c ];
w.setDepth( --depth );
if( !w.isVisible())
continue;
if( !w.isOpaque())
{
phase2.prepend( &w );
continue;
}
w.bindTexture();
w.draw();
}
foreach( Window* w2, phase2 )
{
Window& w = *w2;
w.bindTexture();
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
w.draw();
glDisable( GL_BLEND );
}
glFlush();
glXWaitGL();
XCopyArea( display(), buffer, rootWindow(), gcroot, 0, 0, displayWidth(), displayHeight(), 0, 0 );
ungrabXServer();
XFlush( display());
checkGLError( "PostPaint" );
}
void SceneOpenGL::windowAdded( Toplevel* c )
{
assert( !windows.contains( c ));
windows[ c ] = Window( c );
}
void SceneOpenGL::windowDeleted( Toplevel* c )
{
assert( windows.contains( c ));
windows[ c ].free();
windows.remove( c );
}
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::Window::Window( Toplevel* c )
: toplevel( c )
, texture( 0 )
, shape_valid( false )
, depth( 0 )
{
}
SceneOpenGL::Window::~Window()
{
}
void SceneOpenGL::Window::free()
{
discardTexture();
}
// for relative window positioning
void SceneOpenGL::Window::setDepth( int d )
{
depth = d;
}
void SceneOpenGL::Window::bindTexture()
{
if( texture != 0 && toplevel->damage().isEmpty())
{
// texture doesn't need updating, just bind it
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
return;
}
Pixmap window_pix = toplevel->createWindowPixmap();
Pixmap pix = window_pix;
// 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();
#define ALPHA_CLEAR_COPY
#ifdef ALPHA_CLEAR_COPY
if( alpha_clear )
{
Pixmap p2 = XCreatePixmap( display(), pix, c->width(), c->height(), 32 );
GC gc = XCreateGC( display(), pix, 0, NULL );
XCopyArea( display(), pix, p2, gc, 0, 0, c->width(), c->height(), 0, 0 );
pix = p2;
XFreeGC( display(), gc );
}
#endif
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 );
}
GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawable, pix, NULL );
glXMakeContextCurrent( display(), pixmap, pixmap, context );
glReadBuffer( GL_FRONT );
glDrawBuffer( GL_FRONT );
if( texture == None )
{
glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
glCopyTexImage2D( GL_TEXTURE_RECTANGLE_ARB, 0,
toplevel->hasAlpha() ? GL_RGBA : GL_RGB,
0, 0, toplevel->width(), toplevel->height(), 0 );
}
else
{
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
if( !toplevel->damage().isEmpty())
{
foreach( QRect r, toplevel->damage().rects())
{
int gly = height() - r.y() - r.height(); // to opengl coords
glCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0,
r.x(), gly, r.x(), gly, r.width(), r.height());
}
}
}
// the pixmap is no longer needed, the texture will be updated
// only when the window changes anyway, so no need to cache
// the pixmap
glXDestroyPixmap( display(), pixmap );
XFreePixmap( display(), pix );
#ifdef ALPHA_CLEAR_COPY
if( alpha_clear )
XFreePixmap( display(), window_pix );
#endif
}
void SceneOpenGL::Window::discardShape()
{
shape_valid = false;
}
QRegion SceneOpenGL::Window::shape() const
{
if( !shape_valid )
{
Client* c = dynamic_cast< Client* >( toplevel );
if( toplevel->shape() || ( c != NULL && !c->mask().isEmpty()))
{
int count, order;
XRectangle* rects = XShapeGetRectangles( display(), toplevel->handle(),
ShapeBounding, &count, &order );
if(rects)
{
shape_region = QRegion();
for( int i = 0;
i < count;
++i )
shape_region += QRegion( rects[ i ].x, rects[ i ].y,
rects[ i ].width, rects[ i ].height );
XFree(rects);
}
else
shape_region = QRegion( 0, 0, width(), height());
}
else
shape_region = QRegion( 0, 0, width(), height());
shape_valid = true;
}
return shape_region;
}
void SceneOpenGL::Window::draw()
{
// TODO for double-buffered root glDrawBuffer( GL_BACK );
glXMakeContextCurrent( display(), glxroot, glxroot, context );
glPushMatrix();
glTranslatef( glX(), glY(), depth );
if( toplevel->opacity() != 1.0 )
{
glEnable( GL_BLEND );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glColor4f( toplevel->opacity(), toplevel->opacity(), toplevel->opacity(),
toplevel->opacity());
}
glEnable( GL_TEXTURE_RECTANGLE_ARB );
glBegin( GL_QUADS );
foreach( QRect r, shape().rects())
quadDraw( r.x(), height() - r.y() - r.height(), r.width(), r.height());
glEnd();
glPopMatrix();
if( toplevel->opacity() != 1.0 )
{
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
glColor4f( 0, 0, 0, 0 );
glDisable( GL_BLEND );
}
glDisable( GL_TEXTURE_RECTANGLE_ARB );
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, 0 );
}
bool SceneOpenGL::Window::isVisible() const
{
// TODO mapping state?
return !toplevel->geometry()
.intersect( QRect( 0, 0, displayWidth(), displayHeight()))
.isEmpty();
}
bool SceneOpenGL::Window::isOpaque() const
{
return toplevel->opacity() == 1.0 && !toplevel->hasAlpha();
}
} // namespace