2fa320c9b8
in the simple cases. Improves drawing performance. svn path=/branches/work/kwin_composite/; revision=608458
1052 lines
38 KiB
C++
1052 lines
38 KiB
C++
/*****************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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Based on glcompmgr code by Felix Bellaby.
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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/)
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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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- beryl
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- the community fork of Compiz
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- http://beryl-project.org
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- svn co http://svn.beryl-project.org/trunk/
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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 "effects.h"
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#include "glutils.h"
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#include <sys/ipc.h>
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#include <sys/shm.h>
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namespace KWinInternal
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{
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//****************************************
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// SceneOpenGL
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//****************************************
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// the config used for windows
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GLXFBConfig SceneOpenGL::fbcdrawable;
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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;
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GLXDrawable SceneOpenGL::last_pixmap;
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bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap)
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bool SceneOpenGL::strict_binding; // intended for AIGLX
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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::supports_saturation;
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bool SceneOpenGL::shm_mode;
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XShmSegmentInfo SceneOpenGL::shm;
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// detect OpenGL error (add to various places in code to pinpoint the place)
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static void checkGLError( const char* txt )
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{
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GLenum err = glGetError();
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if( err != GL_NO_ERROR )
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kWarning() << "GL error (" << txt << "): 0x" << QString::number( err, 16 ) << endl;
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}
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// attributes for finding a double-buffered destination window config
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static const int buffer_db_attrs[] =
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{
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GLX_CONFIG_CAVEAT, GLX_NONE,
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GLX_DOUBLEBUFFER, True,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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None
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};
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// attributes for finding a non-double-buffered destination pixmap config
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static const int buffer_nondb_attrs[] =
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{
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GLX_CONFIG_CAVEAT, GLX_NONE,
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GLX_DOUBLEBUFFER, False,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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None
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};
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// attributes for finding config for windows
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const int drawable_attrs[] =
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{
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GLX_CONFIG_CAVEAT, GLX_NONE,
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GLX_DOUBLEBUFFER, False,
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GLX_DEPTH_SIZE, 0,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_ALPHA_SIZE, 1,
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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None
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};
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// attributes for finding config for windows when using tfp
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const int drawable_tfp_attrs[] =
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{
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GLX_CONFIG_CAVEAT, GLX_NONE,
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GLX_DOUBLEBUFFER, False,
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GLX_DEPTH_SIZE, 0,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_ALPHA_SIZE, 1,
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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GLX_BIND_TO_TEXTURE_RGBA_EXT, True, // additional for tfp
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None
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};
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SceneOpenGL::SceneOpenGL( Workspace* ws )
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: Scene( ws )
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{
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// TODO add checks where needed
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int dummy;
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if( !glXQueryExtension( display(), &dummy, &dummy ))
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return;
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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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return;
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strict_binding = false; // not needed now
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selectMode();
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initBuffer(); // create destination buffer
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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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glXGetFBConfigAttrib( display(), fbcdrawable, GLX_VISUAL_ID, &vis_drawable );
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kDebug( 1212 ) << "Buffer visual: 0x" << QString::number( vis_buffer, 16 ) << ", drawable visual: 0x"
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<< QString::number( vis_drawable, 16 ) << endl;
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initRenderingContext();
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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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supports_saturation = ((hasGLExtension("GL_ARB_texture_env_crossbar")
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&& hasGLExtension("GL_ARB_texture_env_dot3")) || hasGLVersion(1, 4))
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&& (glTextureUnitsCount >= 4) && glActiveTexture != NULL;
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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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}
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SceneOpenGL::~SceneOpenGL()
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{
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for( QMap< Toplevel*, Window >::Iterator it = windows.begin();
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it != windows.end();
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++it )
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(*it).free();
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// do cleanup after initBuffer()
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if( wspace->overlayWindow())
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{
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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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void 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 )
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{
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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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{
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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( !tfp_mode && !findConfig( drawable_attrs, &fbcdrawable ))
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assert( false );
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// use copy buffer hack from glcompmgr (called COPY_BUFFER there) - nvidia drivers older than
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// 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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}
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bool SceneOpenGL::initTfp()
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{
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if( glXBindTexImageEXT == NULL || glXReleaseTexImageEXT == NULL )
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return false;
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if( !findConfig( drawable_tfp_attrs, &fbcdrawable ))
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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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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 );
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if( errs.error( true ))
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{
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#ifndef __linux__
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shmctl( shm.shmid, IPC_RMID, 0 );
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#endif
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shmdt( shm.shmaddr );
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return false;
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}
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return true;
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}
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void SceneOpenGL::cleanupShm()
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{
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shmdt( shm.shmaddr );
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#ifndef __linux__
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shmctl( shm.shmid, IPC_RMID, 0 );
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#endif
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}
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void SceneOpenGL::initRenderingContext()
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{
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bool direct_rendering = options->glDirect;
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if( !tfp_mode && !shm_mode )
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direct_rendering = false; // fallback doesn't seem to work with direct rendering
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KXErrorHandler errs;
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ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL,
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direct_rendering ? GL_TRUE : GL_FALSE );
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if( ctxbuffer == NULL || !glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer )
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|| errs.error( true ))
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{ // failed
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if( !direct_rendering )
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assert( false );
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glXDestroyContext( display(), ctxbuffer );
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direct_rendering = false; // try again
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ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL, GL_FALSE );
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if( ctxbuffer == NULL || !glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer ))
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assert( false );
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}
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if( !tfp_mode && !shm_mode )
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{
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ctxdrawable = glXCreateNewContext( display(), fbcdrawable, GLX_RGBA_TYPE, ctxbuffer,
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direct_rendering ? GL_TRUE : GL_FALSE );
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}
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}
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// create destination buffer
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void SceneOpenGL::initBuffer()
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{
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if( findConfig( buffer_db_attrs, &fbcbuffer ) && wspace->createOverlay())
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{ // we have overlay, try to create double-buffered window in it
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XVisualInfo* visual = glXGetVisualFromFBConfig( display(), fbcbuffer );
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XSetWindowAttributes attrs;
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attrs.colormap = XCreateColormap( display(), rootWindow(), visual->visual, AllocNone );
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buffer = XCreateWindow( display(), wspace->overlayWindow(), 0, 0, displayWidth(), displayHeight(),
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0, QX11Info::appDepth(), InputOutput, visual->visual, CWColormap, &attrs );
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if( hasGLXVersion( 1, 3 ))
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glxbuffer = glXCreateWindow( display(), fbcbuffer, buffer, NULL );
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else
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glxbuffer = buffer;
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wspace->setupOverlay( buffer );
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db = true;
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XFree( visual );
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}
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else if( findConfig( buffer_nondb_attrs, &fbcbuffer ))
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{ // cannot get any double-buffered drawable, will double-buffer using a pixmap
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db = false;
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XGCValues gcattr;
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gcattr.subwindow_mode = IncludeInferiors;
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gcroot = XCreateGC( display(), rootWindow(), GCSubwindowMode, &gcattr );
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buffer = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(),
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QX11Info::appDepth());
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glxbuffer = glXCreatePixmap( display(), fbcbuffer, buffer, NULL );
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}
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else
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assert( false );
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}
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// print info about found configs
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static void debugFBConfig( GLXFBConfig* fbconfigs, int i, const int* attrs )
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{
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int pos = 0;
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while( attrs[ pos ] != (int)None )
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{
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int value;
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if( glXGetFBConfigAttrib( display(), fbconfigs[ i ], attrs[ pos ], &value )
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== Success )
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kDebug( 1212 ) << "ATTR: 0x" << QString::number( attrs[ pos ], 16 )
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<< ": 0x" << QString::number( attrs[ pos + 1 ], 16 )
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<< ": 0x" << QString::number( value, 16 ) << endl;
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else
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kDebug( 1212 ) << "ATTR FAIL: 0x" << QString::number( attrs[ pos ], 16 ) << endl;
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pos += 2;
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}
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}
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// find config matching the given attributes and possibly the given X visual
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bool SceneOpenGL::findConfig( const int* attrs, GLXFBConfig* config, VisualID visual )
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{
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int cnt;
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GLXFBConfig* fbconfigs = glXChooseFBConfig( display(), DefaultScreen( display()),
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attrs, &cnt );
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if( fbconfigs != NULL )
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{
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if( visual == None )
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{
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*config = fbconfigs[ 0 ];
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kDebug( 1212 ) << "Found FBConfig" << endl;
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debugFBConfig( fbconfigs, 0, attrs );
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XFree( fbconfigs );
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return true;
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}
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else
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{
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for( int i = 0;
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i < cnt;
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++i )
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{
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int value;
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glXGetFBConfigAttrib( display(), fbconfigs[ i ], GLX_VISUAL_ID, &value );
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if( value == (int)visual )
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{
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kDebug( 1212 ) << "Found FBConfig" << endl;
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*config = fbconfigs[ i ];
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debugFBConfig( fbconfigs, i, attrs );
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XFree( fbconfigs );
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return true;
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}
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}
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}
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}
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#if 0 // for debug
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fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display()), &cnt );
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for( int i = 0;
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i < cnt;
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++i )
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{
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kDebug( 1212 ) << "Listing FBConfig:" << i << endl;
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debugFBConfig( fbconfigs, i, attrs );
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}
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if( fbconfigs != NULL )
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XFree( fbconfigs );
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#endif
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return false;
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}
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|
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// the entry function for painting
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void SceneOpenGL::paint( QRegion damage, ToplevelList toplevels )
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{
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foreach( Toplevel* c, toplevels )
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{
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assert( windows.contains( c ));
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stacking_order.append( &windows[ c ] );
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}
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grabXServer();
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glXWaitX();
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glPushMatrix();
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int mask = 0;
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paintScreen( &mask, &damage ); // call generic implementation
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glPopMatrix();
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ungrabXServer(); // ungrab before flushBuffer(), it may wait for vsync
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flushBuffer( mask, damage );
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// do cleanup
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stacking_order.clear();
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checkGLError( "PostPaint" );
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}
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|
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// wait for vblank signal before painting
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void SceneOpenGL::waitSync()
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{ // NOTE that vsync has no effect with indirect rendering
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bool vsync = options->glVSync;
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unsigned int sync;
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|
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if( !vsync )
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return;
|
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if( glXGetVideoSync )
|
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{
|
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glFlush();
|
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glXGetVideoSync( &sync );
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glXWaitVideoSync( 2, ( sync + 1 ) % 2, &sync );
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}
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}
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// actually paint to the screen (double-buffer swap or copy from pixmap buffer)
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void SceneOpenGL::flushBuffer( int mask, QRegion damage )
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{
|
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if( mask & PAINT_SCREEN_REGION )// make sure not to go outside visible screen
|
|
damage &= QRegion( 0, 0, displayWidth(), displayHeight());
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if( db )
|
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{
|
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if( mask & PAINT_SCREEN_REGION )
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{
|
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waitSync();
|
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if( glXCopySubBuffer )
|
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{
|
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foreach( QRect r, damage.rects())
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{
|
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// convert to OpenGL coordinates
|
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int y = displayHeight() - r.y() - r.height();
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glXCopySubBuffer( display(), glxbuffer, r.x(), y, r.width(), r.height());
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}
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}
|
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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 );
|
|
foreach( QRect r, damage.rects())
|
|
{
|
|
// convert to OpenGL coordinates
|
|
int y = displayHeight() - r.y() - r.height();
|
|
glRasterPos2f( r.x(), r.y() + r.height());
|
|
glScissor( r.x(), y, r.width(), r.height());
|
|
glCopyPixels( r.x(), y, r.width(), r.height(), GL_COLOR );
|
|
}
|
|
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 );
|
|
}
|
|
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 ] = 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
|
|
//****************************************
|
|
|
|
SceneOpenGL::Window::Window( Toplevel* c )
|
|
: Scene::Window( c )
|
|
, texture( 0 )
|
|
, texture_y_inverted( false )
|
|
, bound_pixmap( None )
|
|
, bound_glxpixmap( None )
|
|
{
|
|
}
|
|
|
|
void SceneOpenGL::Window::free()
|
|
{
|
|
discardTexture();
|
|
}
|
|
|
|
// Bind the window pixmap to an OpenGL texture.
|
|
void SceneOpenGL::Window::bindTexture()
|
|
{
|
|
if( texture != 0 && toplevel->damage().isEmpty()
|
|
&& !options->glAlwaysRebind ) // interestingly with some gfx cards always rebinding is faster
|
|
{
|
|
// texture doesn't need updating, just bind it
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
return;
|
|
}
|
|
// Get the pixmap with the window contents
|
|
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();
|
|
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();
|
|
if( shm_mode )
|
|
{ // non-tfp case, copy pixmap contents to a texture
|
|
if( texture == None )
|
|
{
|
|
glGenTextures( 1, &texture );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
texture_y_inverted = false;
|
|
glTexImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, toplevel->width(), toplevel->height(),
|
|
0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
|
|
// TODO hasAlpha() ?
|
|
// 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())
|
|
{
|
|
XGCValues xgcv;
|
|
xgcv.graphics_exposures = False;
|
|
xgcv.subwindow_mode = IncludeInferiors;
|
|
GC gc = XCreateGC( display(), pix, GCGraphicsExposures | GCSubwindowMode, &xgcv );
|
|
QRegion damage = optimizeBindDamage( toplevel->damage(), 100 * 100 );
|
|
foreach( QRect r, damage.rects())
|
|
{ // TODO for small areas it might be faster to not use SHM to avoid the XSync()
|
|
Pixmap p = XShmCreatePixmap( display(), rootWindow(), shm.shmaddr, &shm,
|
|
r.width(), r.height(), toplevel->depth());
|
|
XCopyArea( display(), pix, p, gc, r.x(), r.y(), r.width(), r.height(), 0, 0 );
|
|
XSync( display(), False );
|
|
glXWaitX();
|
|
glTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0,
|
|
r.x(), r.y(), r.width(), r.height(), GL_BGRA, GL_UNSIGNED_BYTE, shm.shmaddr );
|
|
glXWaitGL();
|
|
XFreePixmap( display(), p );
|
|
}
|
|
XFreeGC( display(), gc );
|
|
}
|
|
// the pixmap is no longer needed, the texture will be updated
|
|
// only when the window changes anyway, so no need to cache
|
|
// the pixmap
|
|
XFreePixmap( display(), pix );
|
|
texture_y_inverted = true;
|
|
toplevel->resetDamage( toplevel->rect());
|
|
}
|
|
else if( tfp_mode )
|
|
{ // tfp mode, simply bind the pixmap to texture
|
|
if( texture == None )
|
|
glGenTextures( 1, &texture );
|
|
if( bound_pixmap != None && !strict_binding ) // release old if needed
|
|
{
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
glXDestroyGLXPixmap( display(), bound_glxpixmap );
|
|
XFreePixmap( display(), bound_pixmap );
|
|
}
|
|
static const int attrs[] =
|
|
{
|
|
GLX_TEXTURE_FORMAT_EXT, GLX_TEXTURE_FORMAT_RGBA_EXT,
|
|
None
|
|
};
|
|
bound_pixmap = pix;
|
|
bound_glxpixmap = glXCreatePixmap( display(), fbcdrawable, pix, attrs );
|
|
int value;
|
|
glXGetFBConfigAttrib( display(), fbcdrawable, GLX_Y_INVERTED_EXT, &value );
|
|
texture_y_inverted = value ? true : false;
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
if( !strict_binding )
|
|
glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
|
|
toplevel->resetDamage( toplevel->rect());
|
|
}
|
|
else
|
|
{ // non-tfp case, copy pixmap contents to a texture
|
|
GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawable, 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( texture == None )
|
|
{
|
|
glGenTextures( 1, &texture );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
texture_y_inverted = false;
|
|
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 );
|
|
QRegion damage = optimizeBindDamage( toplevel->damage(), 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 = toplevel->height() - r.y() - r.height();
|
|
glCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0,
|
|
r.x(), gly, r.x(), gly, r.width(), r.height());
|
|
}
|
|
}
|
|
glXWaitGL();
|
|
// the pixmap is no longer needed, the texture will be updated
|
|
// only when the window changes anyway, so no need to cache
|
|
// the pixmap
|
|
XFreePixmap( display(), pix );
|
|
if( db )
|
|
glDrawBuffer( GL_BACK );
|
|
glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
texture_y_inverted = false;
|
|
toplevel->resetDamage( toplevel->rect());
|
|
}
|
|
if( copy_buffer )
|
|
XFreePixmap( display(), window_pix );
|
|
}
|
|
|
|
|
|
QRegion SceneOpenGL::Window::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;
|
|
}
|
|
|
|
void SceneOpenGL::Window::enableTexture()
|
|
{
|
|
glEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
if( tfp_mode && strict_binding )
|
|
{
|
|
assert( bound_pixmap != None );
|
|
glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::Window::disableTexture()
|
|
{
|
|
if( tfp_mode && strict_binding )
|
|
{
|
|
assert( bound_pixmap != None );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
}
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, 0 );
|
|
glDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
}
|
|
|
|
void SceneOpenGL::Window::discardTexture()
|
|
{
|
|
if( texture != 0 )
|
|
{
|
|
if( tfp_mode )
|
|
{
|
|
if( !strict_binding )
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
glXDestroyGLXPixmap( display(), bound_glxpixmap );
|
|
XFreePixmap( display(), bound_pixmap );
|
|
bound_pixmap = None;
|
|
bound_glxpixmap = None;
|
|
}
|
|
glDeleteTextures( 1, &texture );
|
|
}
|
|
texture = 0;
|
|
}
|
|
|
|
// paint a quad (rectangle), ty1/ty2 are texture coordinates (for handling
|
|
// swapped y coordinate, see below)
|
|
static void quadPaint( int x1, int y1, int x2, int y2, int ty1, int ty2 )
|
|
{
|
|
glTexCoord2i( x1, ty1 );
|
|
glVertex2i( x1, y1 );
|
|
glTexCoord2i( x2, ty1 );
|
|
glVertex2i( x2, y1 );
|
|
glTexCoord2i( x2, ty2 );
|
|
glVertex2i( x2, y2 );
|
|
glTexCoord2i( x1, ty2 );
|
|
glVertex2i( x1, y2 );
|
|
}
|
|
|
|
// 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());
|
|
region &= shape();
|
|
if( region.isEmpty())
|
|
return;
|
|
bindTexture();
|
|
glPushMatrix();
|
|
// 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 );
|
|
// setup blending of transparent windows
|
|
glPushAttrib( GL_ENABLE_BIT );
|
|
if( !opaque )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
if( data.saturation != 1.0 && supports_saturation )
|
|
{
|
|
// 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 );
|
|
enableTexture();
|
|
|
|
// 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 );
|
|
enableTexture();
|
|
|
|
// 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 );
|
|
enableTexture();
|
|
|
|
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 );
|
|
}
|
|
enableTexture();
|
|
}
|
|
|
|
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 );
|
|
}
|
|
}
|
|
enableTexture();
|
|
// actually paint the window
|
|
glBegin( GL_QUADS );
|
|
foreach( QRect r, region.rects())
|
|
{
|
|
int y1 = r.y();
|
|
int y2 = r.y() + r.height();
|
|
int ty1 = y1;
|
|
int ty2 = y2;
|
|
// tfp can result in the texture having y coordinate inverted (because
|
|
// of the internal format), so do the inversion if needed
|
|
if( !texture_y_inverted ) // "!" because of converting to OpenGL coords
|
|
{
|
|
ty1 = height() - y1;
|
|
ty2 = height() - y2;
|
|
}
|
|
quadPaint( r.x(), y1, r.x() + r.width(), y2, ty1, ty2 );
|
|
}
|
|
glEnd();
|
|
glPopMatrix();
|
|
if( data.opacity != 1.0 || data.saturation != 1.0 || data.brightness != 1.0f )
|
|
{
|
|
if( data.saturation != 1.0 && supports_saturation )
|
|
{
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
glColor4f( 0, 0, 0, 0 );
|
|
}
|
|
glPopAttrib();
|
|
disableTexture();
|
|
}
|
|
|
|
} // namespace
|