2133d56fb6
This fixes my issue that mouse events are eaten on R600G. I am a little bit surprised that it worked at all with nouveau. Now my issues are fixed and finally, finally my primary system uses the free driver stack (though only GLES).
284 lines
7.6 KiB
C++
284 lines
7.6 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) 2010 Martin Gräßlin <kde@martin-graesslin.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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// This file is included in scene_opengl.cpp
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//#include "scene_opengl.h"
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#include <QX11Info>
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EGLDisplay dpy;
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EGLConfig config;
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EGLSurface surface;
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EGLContext ctx;
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SceneOpenGL::SceneOpenGL(Workspace* ws)
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: Scene(ws)
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, init_ok(false)
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, selfCheckDone(true)
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{
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if (!initRenderingContext())
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return;
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initEGL();
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if (!hasGLExtension("EGL_KHR_image_pixmap")) {
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kError(1212) << "Required extension EGL_KHR_image_pixmap not found, disabling compositing";
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return;
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}
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initGL();
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if (!hasGLExtension("GL_OES_EGL_image")) {
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kError(1212) << "Required extension GL_OES_EGL_image not found, disabling compositing";
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return;
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}
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debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
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if (!ShaderManager::instance()->isValid()) {
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kError(1212) << "Shaders not valid, ES compositing not possible";
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return;
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}
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ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
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if (checkGLError("Init")) {
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kError(1212) << "OpenGL compositing setup failed";
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return; // error
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}
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init_ok = true;
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}
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SceneOpenGL::~SceneOpenGL()
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{
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if (!init_ok) {
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// TODO this probably needs to clean up whatever has been created until the failure
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wspace->destroyOverlay();
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return;
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}
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foreach (Window * w, windows)
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delete w;
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// do cleanup after initBuffer()
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eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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eglDestroyContext(dpy, ctx);
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eglDestroySurface(dpy, surface);
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eglTerminate(dpy);
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eglReleaseThread();
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SceneOpenGL::EffectFrame::cleanup();
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checkGLError("Cleanup");
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if (wspace->overlayWindow()) {
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wspace->destroyOverlay();
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}
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}
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bool SceneOpenGL::initTfp()
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{
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return false;
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}
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bool SceneOpenGL::initRenderingContext()
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{
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dpy = eglGetDisplay(display());
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if (dpy == EGL_NO_DISPLAY)
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return false;
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EGLint major, minor;
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if (eglInitialize(dpy, &major, &minor) == EGL_FALSE)
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return false;
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eglBindAPI(EGL_OPENGL_ES_API);
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initBufferConfigs();
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if (!wspace->createOverlay()) {
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kError(1212) << "Could not get overlay window";
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return false;
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} else {
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wspace->setupOverlay(None);
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}
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surface = eglCreateWindowSurface(dpy, config, wspace->overlayWindow(), 0);
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const EGLint context_attribs[] = {
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE
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};
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ctx = eglCreateContext(dpy, config, EGL_NO_CONTEXT, context_attribs);
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if (ctx == EGL_NO_CONTEXT)
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return false;
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if (eglMakeCurrent(dpy, surface, surface, ctx) == EGL_FALSE)
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return false;
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kDebug(1212) << "EGL version: " << major << "." << minor;
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EGLint error = eglGetError();
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if (error != EGL_SUCCESS) {
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kWarning(1212) << "Error occurred while creating context " << error;
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return false;
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}
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return true;
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}
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bool SceneOpenGL::initBuffer()
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{
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return false;
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}
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bool SceneOpenGL::initBufferConfigs()
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{
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const EGLint config_attribs[] = {
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RED_SIZE, 1,
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EGL_GREEN_SIZE, 1,
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EGL_BLUE_SIZE, 1,
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EGL_ALPHA_SIZE, 0,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_CONFIG_CAVEAT, EGL_NONE,
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EGL_NONE,
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};
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EGLint count;
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EGLConfig configs[1024];
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eglChooseConfig(dpy, config_attribs, configs, 1024, &count);
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EGLint visualId = XVisualIDFromVisual((Visual*)QX11Info::appVisual());
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config = configs[0];
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for (int i = 0; i < count; i++) {
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EGLint val;
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eglGetConfigAttrib(dpy, configs[i], EGL_NATIVE_VISUAL_ID, &val);
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if (visualId == val) {
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config = configs[i];
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break;
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}
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}
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return true;
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}
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bool SceneOpenGL::initDrawableConfigs()
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{
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return false;
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}
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void SceneOpenGL::selfCheckSetup()
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{
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// not used in EGL
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}
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bool SceneOpenGL::selfCheckFinish()
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{
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// not used in EGL
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return true;
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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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QTime t = QTime::currentTime();
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foreach (Toplevel * c, toplevels) {
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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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XSync(display(), false);
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int mask = 0;
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paintScreen(&mask, &damage); // call generic implementation
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ungrabXServer(); // ungrab before flushBuffer(), it may wait for vsync
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if (wspace->overlayWindow()) // show the window only after the first pass, since
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wspace->showOverlay(); // that pass may take long
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lastRenderTime = t.elapsed();
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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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void SceneOpenGL::waitSync()
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{
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// not used in EGL
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}
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void SceneOpenGL::flushBuffer(int mask, QRegion damage)
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{
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Q_UNUSED(damage)
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glFlush();
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if (mask & PAINT_SCREEN_REGION) {
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// TODO: implement me properly
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eglSwapBuffers(dpy, surface);
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} else {
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eglSwapBuffers(dpy, surface);
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}
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eglWaitGL();
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// TODO: remove for wayland
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XFlush(display());
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}
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//****************************************
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// SceneOpenGL::Texture
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//****************************************
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void SceneOpenGL::Texture::init()
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{
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findTarget();
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}
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void SceneOpenGL::Texture::release()
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{
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mTexture = None;
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}
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void SceneOpenGL::Texture::findTarget()
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{
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mTarget = GL_TEXTURE_2D;
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}
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bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
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int depth, QRegion region)
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{
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Q_UNUSED(size)
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Q_UNUSED(depth)
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Q_UNUSED(region)
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if (pix == None)
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return false;
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if (mTexture == None) {
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createTexture();
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bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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const EGLint attribs[] = {
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EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
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EGL_NONE
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};
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EGLImageKHR image = eglCreateImageKHR(dpy, EGL_NO_CONTEXT, EGL_NATIVE_PIXMAP_KHR,
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(EGLClientBuffer)pix, attribs);
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if (EGL_NO_IMAGE_KHR == image) {
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kDebug(1212) << "failed to create egl image";
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unbind();
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return false;
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}
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
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eglDestroyImageKHR(dpy, image);
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unbind();
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checkGLError("load texture");
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}
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return true;
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}
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void SceneOpenGL::Texture::bind()
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{
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GLTexture::bind();
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}
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void SceneOpenGL::Texture::unbind()
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{
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GLTexture::unbind();
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}
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