kwin/scene_opengl_egl.cpp
Arthur Arlt d8072be54d Move OverlayWindow from Workspace to its own class
All the functionality of Overlay Window is moved to its own class
OverlayWindow. It is created and owned by class Scene, since almost
all function calls are called from this class.

REVIEW: 101866
2011-07-09 19:08:48 +02:00

274 lines
7.5 KiB
C++

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