faf27f481e
According to Pierre-Loup Griffais (Plagman on IRC) this is causing choppy VDPAU video playback when compositing is enabled. Removing these calls doesn't seem to cause any regressions, and the commit that added them doesn't give a reason. So let's just get rid of them for now. This commit should be cherry-picked to the stable branch if no one else notices any regressions. CCMAIL: kwin@kde.org
315 lines
8.9 KiB
C++
315 lines
8.9 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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int surfaceHasSubPost;
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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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{
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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") &&
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(!hasGLExtension("EGL_KHR_image_base") ||
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!hasGLExtension("EGL_KHR_image_pixmap"))) {
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kError(1212) << "Required support for binding pixmaps to EGLImages not found, disabling compositing";
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return;
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}
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GLPlatform *glPlatform = GLPlatform::instance();
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glPlatform->detect();
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glPlatform->printResults();
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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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// TODO: activate once this is resolved. currently the explicit invocation seems pointless
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#if 0
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// - internet rumors say: it doesn't work with TBDR
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// - eglSwapInterval has no impact on intel GMA chips
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has_waitSync = options->isGlVSync();
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if (has_waitSync) {
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has_waitSync = (eglSwapInterval(dpy, 1) == EGL_TRUE);
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if (!has_waitSync)
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kWarning(1212) << "Could not activate EGL v'sync on this system";
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}
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if (!has_waitSync)
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eglSwapInterval(dpy, 0); // deactivate syncing
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#endif
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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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m_overlayWindow->destroy();
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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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cleanupGL();
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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 (m_overlayWindow->window()) {
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m_overlayWindow->destroy();
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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 (!m_overlayWindow->create()) {
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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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m_overlayWindow->setup(None);
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}
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surface = eglCreateWindowSurface(dpy, config, m_overlayWindow->window(), 0);
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eglSurfaceAttrib(dpy, surface, EGL_SWAP_BEHAVIOR, EGL_BUFFER_PRESERVED);
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eglQuerySurface(dpy, surface, EGL_POST_SUB_BUFFER_SUPPORTED_NV, &surfaceHasSubPost);
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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|EGL_SWAP_BEHAVIOR_PRESERVED_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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// the entry function for painting
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int SceneOpenGL::paint(QRegion damage, ToplevelList toplevels)
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{
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if (!m_lastDamage.isEmpty())
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flushBuffer(m_lastMask, m_lastDamage);
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m_renderTimer.start();
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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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XSync(display(), false);
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int mask = 0;
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paintScreen(&mask, &damage); // call generic implementation
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m_lastMask = mask;
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m_lastDamage = damage;
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glFlush();
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if (m_overlayWindow->window()) // show the window only after the first pass, since
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m_overlayWindow->show(); // that pass may take long
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// do cleanup
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stacking_order.clear();
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checkGLError("PostPaint");
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return m_renderTimer.elapsed();
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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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if (mask & PAINT_SCREEN_REGION && surfaceHasSubPost && eglPostSubBufferNV) {
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QRect damageRect = damage.boundingRect();
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eglPostSubBufferNV(dpy, surface, damageRect.left(), displayHeight() - damageRect.bottom() - 1, damageRect.width(), damageRect.height());
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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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void SceneOpenGL::screenGeometryChanged(const QSize &size)
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{
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glViewport(0,0, size.width(), size.height());
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Scene::screenGeometryChanged(size);
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ShaderManager::instance()->resetAllShaders();
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}
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//****************************************
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// SceneOpenGL::Texture
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//****************************************
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SceneOpenGL::TexturePrivate::TexturePrivate()
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{
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m_target = GL_TEXTURE_2D;
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m_image = EGL_NO_IMAGE_KHR;
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}
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SceneOpenGL::TexturePrivate::~TexturePrivate()
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{
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if (m_image != EGL_NO_IMAGE_KHR) {
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eglDestroyImageKHR(dpy, m_image);
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}
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}
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void SceneOpenGL::Texture::findTarget()
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{
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Q_D(Texture);
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d->m_target = 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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// decrease the reference counter for the old texture
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d_ptr = new TexturePrivate();
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Q_D(Texture);
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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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glGenTextures(1, &d->m_texture);
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setWrapMode(GL_CLAMP_TO_EDGE);
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setFilter(GL_LINEAR);
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bind();
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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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d->m_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 == d->m_image) {
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kDebug(1212) << "failed to create egl image";
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unbind();
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discard();
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return false;
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}
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)d->m_image);
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unbind();
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checkGLError("load texture");
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setYInverted(true);
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d->m_size = size;
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return true;
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}
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void SceneOpenGL::TexturePrivate::onDamage()
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{
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if (options->isGlStrictBinding()) {
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// This is just implemented to be consistent with
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// the example in mesa/demos/src/egl/opengles1/texture_from_pixmap.c
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eglWaitNative(EGL_CORE_NATIVE_ENGINE);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES) m_image);
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}
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GLTexturePrivate::onDamage();
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}
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