kwin/libkwineffects/kwinglutils.cpp
Fredrik Höglund 38678bb84f kwin: Don't unbind vertex array buffers
KWin always updates the array buffer binding before it calls GL functions
that reference it, so there is never any need to reset it.

This should eliminate half the calls to glBindBuffer() while painting
the scene.
2013-05-28 16:35:36 +02:00

1662 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();
if (!hardwareClipping) {
glDrawArrays(primitiveMode, 0, d->vertexCount);
} else {
// Clip using scissoring
foreach (const QRect &r, region.rects()) {
glScissor(r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height());
glDrawArrays(primitiveMode, 0, d->vertexCount);
}
}
d->unbindArrays();
}
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