kwin/scene_opengl_glx.cpp
Martin Gräßlin fc54bdfe89 Unbind shader before copying pixels to back buffer.
This solves the regression with NVIDIA drivers resulting in a black screen.
Apparently NVIDIA does not support glXCopySubBuffer and the copying of pixels
fails with a shader bound.

So unbinding the shader before copying the pixels and rebinding the shader
afterwards resolves the issue.

This allows to remove the temporary hack to make NVIDIA work, again.
2011-02-06 09:30:04 +01:00

799 lines
30 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Based on glcompmgr code by Felix Bellaby.
Using code from Compiz and Beryl.
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
// the configs used for the destination
GLXFBConfig SceneOpenGL::fbcbuffer_db;
GLXFBConfig SceneOpenGL::fbcbuffer_nondb;
// the configs used for windows
SceneOpenGL::FBConfigInfo SceneOpenGL::fbcdrawableinfo[ 32 + 1 ];
// GLX content
GLXContext SceneOpenGL::ctxbuffer;
GLXContext SceneOpenGL::ctxdrawable;
// the destination drawable where the compositing is done
GLXDrawable SceneOpenGL::glxbuffer = None;
GLXDrawable SceneOpenGL::last_pixmap = None;
SceneOpenGL::SceneOpenGL(Workspace* ws)
: Scene(ws)
, init_ok(false)
, selfCheckDone(false)
{
if (!Extensions::glxAvailable()) {
kDebug(1212) << "No glx extensions available";
return; // error
}
initGLX();
// check for FBConfig support
if (!hasGLExtension("GLX_SGIX_fbconfig") || !glXGetFBConfigAttrib || !glXGetFBConfigs ||
!glXGetVisualFromFBConfig || !glXCreatePixmap || !glXDestroyPixmap ||
!glXCreateWindow || !glXDestroyWindow) {
kError(1212) << "GLX_SGIX_fbconfig or required GLX functions missing";
return; // error
}
if (!selectMode())
return; // error
if (!initBuffer()) // create destination buffer
return; // error
if (!initRenderingContext())
return; // error
// Initialize OpenGL
initGL();
if (QString((const char*)glGetString(GL_RENDERER)) == "Software Rasterizer") {
kError(1212) << "OpenGL Software Rasterizer detected. Falling back to XRender.";
QTimer::singleShot(0, Workspace::self(), SLOT(fallbackToXRenderCompositing()));
return;
}
if (!hasGLExtension("GL_ARB_texture_non_power_of_two")
&& !hasGLExtension("GL_ARB_texture_rectangle")) {
kError(1212) << "GL_ARB_texture_non_power_of_two and GL_ARB_texture_rectangle missing";
return; // error
}
if (db)
glDrawBuffer(GL_BACK);
// Check whether certain features are supported
has_waitSync = false;
if (glXGetVideoSync && glXIsDirect(display(), ctxbuffer) && options->glVSync) {
unsigned int sync;
if (glXGetVideoSync(&sync) == 0) {
if (glXWaitVideoSync(1, 0, &sync) == 0)
has_waitSync = true;
else
qWarning() << "NO VSYNC! glXWaitVideoSync(1,0,&uint) isn't 0 but" << glXWaitVideoSync(1, 0, &sync);
} else
qWarning() << "NO VSYNC! glXGetVideoSync(&uint) isn't 0 but" << glXGetVideoSync(&sync);
}
debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
// scene shader setup
if (GLPlatform::instance()->supports(GLSL)) {
if (!ShaderManager::instance()->isValid()) {
kDebug(1212) << "No Scene Shaders available";
}
}
// OpenGL scene setup
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
float fovy = 60.0f;
float aspect = 1.0f;
float zNear = 0.1f;
float zFar = 100.0f;
float ymax = zNear * tan(fovy * M_PI / 360.0f);
float ymin = -ymax;
float xmin = ymin * aspect;
float xmax = ymax * aspect;
// swap top and bottom to have OpenGL coordinate system match X system
glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
glTranslatef(xmin * scaleFactor, ymax * scaleFactor, -1.1);
glScalef((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001);
if (checkGLError("Init")) {
kError(1212) << "OpenGL compositing setup failed";
return; // error
}
// selfcheck is broken (see Bug 253357)
#if 0
// Do self-check immediatelly during compositing setup only when it's not KWin startup
// at the same time (in other words, only when activating compositing using the kcm).
// Currently selfcheck causes bad flicker (due to X mapping the overlay window
// for too long?) which looks bad during KDE startup.
if (!initting) {
if (!selfCheck())
return;
selfCheckDone = true;
}
#endif
kDebug(1212) << "DB:" << db << ", Direct:" << bool(glXIsDirect(display(), ctxbuffer)) << endl;
init_ok = true;
}
SceneOpenGL::~SceneOpenGL()
{
if (!init_ok) {
// TODO this probably needs to clean up whatever has been created until the failure
wspace->destroyOverlay();
return;
}
foreach (Window * w, windows)
delete w;
// do cleanup after initBuffer()
glXMakeCurrent(display(), None, NULL);
glXDestroyContext(display(), ctxbuffer);
if (wspace->overlayWindow()) {
if (hasGLXVersion(1, 3))
glXDestroyWindow(display(), glxbuffer);
XDestroyWindow(display(), buffer);
wspace->destroyOverlay();
} else {
glXDestroyPixmap(display(), glxbuffer);
XFreeGC(display(), gcroot);
XFreePixmap(display(), buffer);
}
SceneOpenGL::EffectFrame::cleanup();
checkGLError("Cleanup");
}
bool SceneOpenGL::initTfp()
{
if (glXBindTexImageEXT == NULL || glXReleaseTexImageEXT == NULL)
return false;
return true;
}
bool SceneOpenGL::initRenderingContext()
{
bool direct_rendering = options->glDirect;
KXErrorHandler errs1;
ctxbuffer = glXCreateNewContext(display(), fbcbuffer, GLX_RGBA_TYPE, NULL,
direct_rendering ? GL_TRUE : GL_FALSE);
bool failed = (ctxbuffer == NULL || !glXMakeCurrent(display(), glxbuffer, ctxbuffer));
if (errs1.error(true)) // always check for error( having it all in one if () could skip
failed = true; // it due to evaluation short-circuiting
if (failed) {
if (!direct_rendering) {
kDebug(1212).nospace() << "Couldn't initialize rendering context ("
<< KXErrorHandler::errorMessage(errs1.errorEvent()) << ")";
return false;
}
glXMakeCurrent(display(), None, NULL);
if (ctxbuffer != NULL)
glXDestroyContext(display(), ctxbuffer);
direct_rendering = false; // try again
KXErrorHandler errs2;
ctxbuffer = glXCreateNewContext(display(), fbcbuffer, GLX_RGBA_TYPE, NULL, GL_FALSE);
bool failed = (ctxbuffer == NULL || !glXMakeCurrent(display(), glxbuffer, ctxbuffer));
if (errs2.error(true))
failed = true;
if (failed) {
kDebug(1212).nospace() << "Couldn't initialize rendering context ("
<< KXErrorHandler::errorMessage(errs2.errorEvent()) << ")";
return false;
}
}
return true;
}
// create destination buffer
bool SceneOpenGL::initBuffer()
{
if (!initBufferConfigs())
return false;
if (fbcbuffer_db != NULL && wspace->createOverlay()) {
// we have overlay, try to create double-buffered window in it
fbcbuffer = fbcbuffer_db;
XVisualInfo* visual = glXGetVisualFromFBConfig(display(), fbcbuffer);
XSetWindowAttributes attrs;
attrs.colormap = XCreateColormap(display(), rootWindow(), visual->visual, AllocNone);
buffer = XCreateWindow(display(), wspace->overlayWindow(), 0, 0, displayWidth(), displayHeight(),
0, visual->depth, InputOutput, visual->visual, CWColormap, &attrs);
if (hasGLXVersion(1, 3))
glxbuffer = glXCreateWindow(display(), fbcbuffer, buffer, NULL);
else
glxbuffer = buffer;
wspace->setupOverlay(buffer);
db = true;
XFree(visual);
} else if (fbcbuffer_nondb != NULL) {
// cannot get any double-buffered drawable, will double-buffer using a pixmap
fbcbuffer = fbcbuffer_nondb;
XVisualInfo* visual = glXGetVisualFromFBConfig(display(), fbcbuffer);
XGCValues gcattr;
gcattr.subwindow_mode = IncludeInferiors;
gcroot = XCreateGC(display(), rootWindow(), GCSubwindowMode, &gcattr);
buffer = XCreatePixmap(display(), rootWindow(), displayWidth(), displayHeight(),
visual->depth);
glxbuffer = glXCreatePixmap(display(), fbcbuffer, buffer, NULL);
db = false;
XFree(visual);
} else {
kError(1212) << "Couldn't create output buffer (failed to create overlay window?) !";
return false; // error
}
int vis_buffer;
glXGetFBConfigAttrib(display(), fbcbuffer, GLX_VISUAL_ID, &vis_buffer);
XVisualInfo* visinfo_buffer = glXGetVisualFromFBConfig(display(), fbcbuffer);
kDebug(1212) << "Buffer visual (depth " << visinfo_buffer->depth << "): 0x" << QString::number(vis_buffer, 16);
XFree(visinfo_buffer);
return true;
}
// choose the best configs for the destination buffer
bool SceneOpenGL::initBufferConfigs()
{
int cnt;
GLXFBConfig *fbconfigs = glXGetFBConfigs(display(), DefaultScreen(display()), &cnt);
fbcbuffer_db = NULL;
fbcbuffer_nondb = NULL;
for (int i = 0; i < 2; i++) {
int back, stencil, depth, caveat, alpha;
back = i > 0 ? INT_MAX : 1;
stencil = INT_MAX;
depth = INT_MAX;
caveat = INT_MAX;
alpha = 0;
for (int j = 0; j < cnt; j++) {
XVisualInfo *vi;
int visual_depth;
vi = glXGetVisualFromFBConfig(display(), fbconfigs[ j ]);
if (vi == NULL)
continue;
visual_depth = vi->depth;
XFree(vi);
if (visual_depth != DefaultDepth(display(), DefaultScreen(display())))
continue;
int value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_ALPHA_SIZE, &alpha);
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_BUFFER_SIZE, &value);
if (value != visual_depth && (value - alpha) != visual_depth)
continue;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_RENDER_TYPE, &value);
if (!(value & GLX_RGBA_BIT))
continue;
int back_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_DOUBLEBUFFER, &back_value);
if (i > 0) {
if (back_value > back)
continue;
} else {
if (back_value < back)
continue;
}
int stencil_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_STENCIL_SIZE, &stencil_value);
if (stencil_value > stencil)
continue;
int depth_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_DEPTH_SIZE, &depth_value);
if (depth_value > depth)
continue;
int caveat_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_CONFIG_CAVEAT, &caveat_value);
if (caveat_value > caveat)
continue;
back = back_value;
stencil = stencil_value;
depth = depth_value;
caveat = caveat_value;
if (i > 0)
fbcbuffer_nondb = fbconfigs[ j ];
else
fbcbuffer_db = fbconfigs[ j ];
}
}
if (cnt)
XFree(fbconfigs);
if (fbcbuffer_db == NULL && fbcbuffer_nondb == NULL) {
kError(1212) << "Couldn't find framebuffer configuration for buffer!";
return false;
}
for (int i = 0; i <= 32; i++) {
if (fbcdrawableinfo[ i ].fbconfig == NULL)
continue;
int vis_drawable = 0;
glXGetFBConfigAttrib(display(), fbcdrawableinfo[ i ].fbconfig, GLX_VISUAL_ID, &vis_drawable);
kDebug(1212) << "Drawable visual (depth " << i << "): 0x" << QString::number(vis_drawable, 16);
}
return true;
}
// make a list of the best configs for windows by depth
bool SceneOpenGL::initDrawableConfigs()
{
int cnt;
GLXFBConfig *fbconfigs = glXGetFBConfigs(display(), DefaultScreen(display()), &cnt);
for (int i = 0; i <= 32; i++) {
int back, stencil, depth, caveat, alpha, mipmap, rgba;
back = INT_MAX;
stencil = INT_MAX;
depth = INT_MAX;
caveat = INT_MAX;
mipmap = 0;
rgba = 0;
fbcdrawableinfo[ i ].fbconfig = NULL;
fbcdrawableinfo[ i ].bind_texture_format = 0;
fbcdrawableinfo[ i ].texture_targets = 0;
fbcdrawableinfo[ i ].y_inverted = 0;
fbcdrawableinfo[ i ].mipmap = 0;
for (int j = 0; j < cnt; j++) {
XVisualInfo *vi;
int visual_depth;
vi = glXGetVisualFromFBConfig(display(), fbconfigs[ j ]);
if (vi == NULL)
continue;
visual_depth = vi->depth;
XFree(vi);
if (visual_depth != i)
continue;
int value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_ALPHA_SIZE, &alpha);
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_BUFFER_SIZE, &value);
if (value != i && (value - alpha) != i)
continue;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_RENDER_TYPE, &value);
if (!(value & GLX_RGBA_BIT))
continue;
value = 0;
if (i == 32) {
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_BIND_TO_TEXTURE_RGBA_EXT, &value);
if (value) {
// TODO I think this should be set only after the config passes all tests
rgba = 1;
fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGBA_EXT;
}
}
if (!value) {
if (rgba)
continue;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_BIND_TO_TEXTURE_RGB_EXT, &value);
if (!value)
continue;
fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGB_EXT;
}
int back_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_DOUBLEBUFFER, &back_value);
if (back_value > back)
continue;
int stencil_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_STENCIL_SIZE, &stencil_value);
if (stencil_value > stencil)
continue;
int depth_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_DEPTH_SIZE, &depth_value);
if (depth_value > depth)
continue;
int mipmap_value = -1;
if (GLTexture::framebufferObjectSupported()) {
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_BIND_TO_MIPMAP_TEXTURE_EXT, &mipmap_value);
if (mipmap_value < mipmap)
continue;
}
int caveat_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_CONFIG_CAVEAT, &caveat_value);
if (caveat_value > caveat)
continue;
// ok, config passed all tests, it's the best one so far
fbcdrawableinfo[ i ].fbconfig = fbconfigs[ j ];
caveat = caveat_value;
back = back_value;
stencil = stencil_value;
depth = depth_value;
mipmap = mipmap_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_BIND_TO_TEXTURE_TARGETS_EXT, &value);
fbcdrawableinfo[ i ].texture_targets = value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_Y_INVERTED_EXT, &value);
fbcdrawableinfo[ i ].y_inverted = value;
fbcdrawableinfo[ i ].mipmap = mipmap;
}
}
if (cnt)
XFree(fbconfigs);
if (fbcdrawableinfo[ DefaultDepth(display(), DefaultScreen(display()))].fbconfig == NULL) {
kError(1212) << "Couldn't find framebuffer configuration for default depth!";
return false;
}
if (fbcdrawableinfo[ 32 ].fbconfig == NULL) {
kError(1212) << "Couldn't find framebuffer configuration for depth 32 (no ARGB GLX visual)!";
return false;
}
return true;
}
void SceneOpenGL::selfCheckSetup()
{
KXErrorHandler err;
QImage img(selfCheckWidth(), selfCheckHeight(), QImage::Format_RGB32);
img.setPixel(0, 0, QColor(Qt::red).rgb());
img.setPixel(1, 0, QColor(Qt::green).rgb());
img.setPixel(2, 0, QColor(Qt::blue).rgb());
img.setPixel(0, 1, QColor(Qt::white).rgb());
img.setPixel(1, 1, QColor(Qt::black).rgb());
img.setPixel(2, 1, QColor(Qt::white).rgb());
QPixmap pix = QPixmap::fromImage(img);
foreach (const QPoint & p, selfCheckPoints()) {
XSetWindowAttributes wa;
wa.override_redirect = True;
::Window window = XCreateWindow(display(), rootWindow(), 0, 0, selfCheckWidth(), selfCheckHeight(),
0, QX11Info::appDepth(), CopyFromParent, CopyFromParent, CWOverrideRedirect, &wa);
XSetWindowBackgroundPixmap(display(), window, pix.handle());
XClearWindow(display(), window);
XMapWindow(display(), window);
// move the window one down to where the result will be rendered too, just in case
// the render would fail completely and eventual check would try to read this window's contents
XMoveWindow(display(), window, p.x() + 1, p.y());
XCompositeRedirectWindow(display(), window, CompositeRedirectAutomatic);
Pixmap wpix = XCompositeNameWindowPixmap(display(), window);
glXWaitX();
Texture texture;
texture.load(wpix, QSize(selfCheckWidth(), selfCheckHeight()), QX11Info::appDepth());
texture.bind();
QRect rect(p.x(), p.y(), selfCheckWidth(), selfCheckHeight());
texture.render(infiniteRegion(), rect);
texture.unbind();
glXWaitGL();
XFreePixmap(display(), wpix);
XDestroyWindow(display(), window);
}
err.error(true); // just sync and discard
}
bool SceneOpenGL::selfCheckFinish()
{
glXWaitGL();
KXErrorHandler err;
bool ok = true;
foreach (const QPoint & p, selfCheckPoints()) {
QPixmap pix = QPixmap::grabWindow(rootWindow(), p.x(), p.y(), selfCheckWidth(), selfCheckHeight());
QImage img = pix.toImage();
// kDebug(1212) << "P:" << QColor( img.pixel( 0, 0 )).name();
// kDebug(1212) << "P:" << QColor( img.pixel( 1, 0 )).name();
// kDebug(1212) << "P:" << QColor( img.pixel( 2, 0 )).name();
// kDebug(1212) << "P:" << QColor( img.pixel( 0, 1 )).name();
// kDebug(1212) << "P:" << QColor( img.pixel( 1, 1 )).name();
// kDebug(1212) << "P:" << QColor( img.pixel( 2, 1 )).name();
if (img.pixel(0, 0) != QColor(Qt::red).rgb()
|| img.pixel(1, 0) != QColor(Qt::green).rgb()
|| img.pixel(2, 0) != QColor(Qt::blue).rgb()
|| img.pixel(0, 1) != QColor(Qt::white).rgb()
|| img.pixel(1, 1) != QColor(Qt::black).rgb()
|| img.pixel(2, 1) != QColor(Qt::white).rgb()) {
kError(1212) << "OpenGL compositing self-check failed, disabling compositing.";
ok = false;
break;
}
}
if (err.error(true))
ok = false;
if (ok)
kDebug(1212) << "OpenGL compositing self-check passed.";
if (!ok && options->disableCompositingChecks) {
kWarning(1212) << "Compositing checks disabled, proceeding regardless of self-check failure.";
return true;
}
return ok;
}
// 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();
glXWaitX();
glPushMatrix();
int mask = 0;
#ifdef CHECK_GL_ERROR
checkGLError("Paint1");
#endif
paintScreen(&mask, &damage); // call generic implementation
#ifdef CHECK_GL_ERROR
checkGLError("Paint2");
#endif
glPopMatrix();
ungrabXServer(); // ungrab before flushBuffer(), it may wait for vsync
if (wspace->overlayWindow()) // show the window only after the first pass, since
wspace->showOverlay(); // that pass may take long
// selfcheck is broken (see Bug 253357)
#if 0
if (!selfCheckDone) {
selfCheckSetup();
damage |= selfCheckRegion();
}
#endif
lastRenderTime = t.elapsed();
flushBuffer(mask, damage);
#if 0
if (!selfCheckDone) {
if (!selfCheckFinish())
QTimer::singleShot(0, Workspace::self(), SLOT(finishCompositing()));
selfCheckDone = true;
}
#endif
// do cleanup
stacking_order.clear();
checkGLError("PostPaint");
}
// wait for vblank signal before painting
void SceneOpenGL::waitSync()
{
// NOTE that vsync has no effect with indirect rendering
if (waitSyncAvailable()) {
uint sync;
glFlush();
glXGetVideoSync(&sync);
glXWaitVideoSync(2, (sync + 1) % 2, &sync);
}
}
// actually paint to the screen (double-buffer swap or copy from pixmap buffer)
void SceneOpenGL::flushBuffer(int mask, QRegion damage)
{
if (db) {
if (mask & PAINT_SCREEN_REGION) {
waitSync();
if (glXCopySubBuffer) {
foreach (const QRect & r, damage.rects()) {
// convert to OpenGL coordinates
int y = displayHeight() - r.y() - r.height();
glXCopySubBuffer(display(), glxbuffer, r.x(), y, r.width(), r.height());
}
} else {
// if a shader is bound, copy pixels results in a black screen
// therefore unbind the shader and restore after copying the pixels
GLint shader = 0;
if (ShaderManager::instance()->isShaderBound()) {
glGetIntegerv(GL_CURRENT_PROGRAM, &shader);
glUseProgram(0);
}
// no idea why glScissor() is used, but Compiz has it and it doesn't seem to hurt
glEnable(GL_SCISSOR_TEST);
glDrawBuffer(GL_FRONT);
int xpos = 0;
int ypos = 0;
foreach (const QRect & r, damage.rects()) {
// convert to OpenGL coordinates
int y = displayHeight() - r.y() - r.height();
// Move raster position relatively using glBitmap() rather
// than using glRasterPos2f() - the latter causes drawing
// artefacts at the bottom screen edge with some gfx cards
// glRasterPos2f( r.x(), r.y() + r.height());
glBitmap(0, 0, 0, 0, r.x() - xpos, y - ypos, NULL);
xpos = r.x();
ypos = y;
glScissor(r.x(), y, r.width(), r.height());
glCopyPixels(r.x(), y, r.width(), r.height(), GL_COLOR);
}
glBitmap(0, 0, 0, 0, -xpos, -ypos, NULL); // move position back to 0,0
glDrawBuffer(GL_BACK);
glDisable(GL_SCISSOR_TEST);
// rebind previously bound shader
if (ShaderManager::instance()->isShaderBound()) {
glUseProgram(shader);
}
}
} else {
waitSync();
glXSwapBuffers(display(), glxbuffer);
}
glXWaitGL();
XFlush(display());
} else {
glFlush();
glXWaitGL();
waitSync();
if (mask & PAINT_SCREEN_REGION)
foreach (const 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());
}
}
//****************************************
// SceneOpenGL::Texture
//****************************************
void SceneOpenGL::Texture::init()
{
glxpixmap = None;
}
void SceneOpenGL::Texture::release()
{
if (glxpixmap != None) {
if (!options->glStrictBinding) {
glXReleaseTexImageEXT(display(), glxpixmap, GLX_FRONT_LEFT_EXT);
}
glXDestroyPixmap(display(), glxpixmap);
glxpixmap = None;
}
}
void SceneOpenGL::Texture::findTarget()
{
unsigned int new_target = 0;
if (glXQueryDrawable && glxpixmap != None)
glXQueryDrawable(display(), glxpixmap, GLX_TEXTURE_TARGET_EXT, &new_target);
// HACK: this used to be a hack for Xgl.
// without this hack the NVIDIA blob aborts when trying to bind a texture from
// a pixmap icon
if (new_target == 0) {
if (NPOTTextureSupported() ||
(isPowerOfTwo(mSize.width()) && isPowerOfTwo(mSize.height()))) {
new_target = GLX_TEXTURE_2D_EXT;
} else {
new_target = GLX_TEXTURE_RECTANGLE_EXT;
}
}
switch(new_target) {
case GLX_TEXTURE_2D_EXT:
mTarget = GL_TEXTURE_2D;
mScale.setWidth(1.0f / mSize.width());
mScale.setHeight(1.0f / mSize.height());
break;
case GLX_TEXTURE_RECTANGLE_EXT:
mTarget = GL_TEXTURE_RECTANGLE_ARB;
mScale.setWidth(1.0f);
mScale.setHeight(1.0f);
break;
default:
abort();
}
}
bool SceneOpenGL::Texture::load(const Pixmap& pix, const QSize& size,
int depth, QRegion region)
{
#ifdef CHECK_GL_ERROR
checkGLError("TextureLoad1");
#endif
if (pix == None || size.isEmpty() || depth < 1)
return false;
if (fbcdrawableinfo[ depth ].fbconfig == NULL) {
kDebug(1212) << "No framebuffer configuration for depth " << depth
<< "; not binding pixmap" << endl;
return false;
}
mSize = size;
if (mTexture == None || !region.isEmpty()) {
// new texture, or texture contents changed; mipmaps now invalid
setDirty();
}
#ifdef CHECK_GL_ERROR
checkGLError("TextureLoad2");
#endif
// tfp mode, simply bind the pixmap to texture
if (mTexture == None)
createTexture();
// The GLX pixmap references the contents of the original pixmap, so it doesn't
// need to be recreated when the contents change.
// The texture may or may not use the same storage depending on the EXT_tfp
// implementation. When options->glStrictBinding is true, the texture uses
// a different storage and needs to be updated with a call to
// glXBindTexImageEXT() when the contents of the pixmap has changed.
if (glxpixmap != None)
glBindTexture(mTarget, mTexture);
else {
int attrs[] = {
GLX_TEXTURE_FORMAT_EXT, fbcdrawableinfo[ depth ].bind_texture_format,
GLX_MIPMAP_TEXTURE_EXT, fbcdrawableinfo[ depth ].mipmap,
None, None, None
};
// Specifying the texture target explicitly is reported to cause a performance
// regression with R300G (see bug #256654).
if (GLPlatform::instance()->driver() != Driver_R300G) {
if ((fbcdrawableinfo[ depth ].texture_targets & GLX_TEXTURE_2D_BIT_EXT) &&
(GLTexture::NPOTTextureSupported() ||
(isPowerOfTwo(size.width()) && isPowerOfTwo(size.height())))) {
attrs[ 4 ] = GLX_TEXTURE_TARGET_EXT;
attrs[ 5 ] = GLX_TEXTURE_2D_EXT;
} else if (fbcdrawableinfo[ depth ].texture_targets & GLX_TEXTURE_RECTANGLE_BIT_EXT) {
attrs[ 4 ] = GLX_TEXTURE_TARGET_EXT;
attrs[ 5 ] = GLX_TEXTURE_RECTANGLE_EXT;
}
}
glxpixmap = glXCreatePixmap(display(), fbcdrawableinfo[ depth ].fbconfig, pix, attrs);
#ifdef CHECK_GL_ERROR
checkGLError("TextureLoadTFP1");
#endif
findTarget();
y_inverted = fbcdrawableinfo[ depth ].y_inverted ? true : false;
can_use_mipmaps = fbcdrawableinfo[ depth ].mipmap ? true : false;
glBindTexture(mTarget, mTexture);
#ifdef CHECK_GL_ERROR
checkGLError("TextureLoadTFP2");
#endif
if (!options->glStrictBinding)
glXBindTexImageEXT(display(), glxpixmap, GLX_FRONT_LEFT_EXT, NULL);
}
if (options->glStrictBinding)
// Mark the texture as damaged so it will be updated on the next call to bind()
glXBindTexImageEXT(display(), glxpixmap, GLX_FRONT_LEFT_EXT, NULL);
#ifdef CHECK_GL_ERROR
checkGLError("TextureLoad0");
#endif
return true;
}
void SceneOpenGL::Texture::bind()
{
glEnable(mTarget);
glBindTexture(mTarget, mTexture);
if (options->glStrictBinding) {
assert(glxpixmap != None);
glXReleaseTexImageEXT(display(), glxpixmap, GLX_FRONT_LEFT_EXT);
glXBindTexImageEXT(display(), glxpixmap, GLX_FRONT_LEFT_EXT, NULL);
setDirty(); // Mipmaps have to be regenerated after updating the texture
}
enableFilter();
if (hasGLVersion(1, 4, 0)) {
// Lod bias makes the trilinear-filtered texture look a bit sharper
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.0f);
}
}
void SceneOpenGL::Texture::unbind()
{
if (hasGLVersion(1, 4, 0)) {
glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f);
}
if (options->glStrictBinding) {
assert(glxpixmap != None);
glBindTexture(mTarget, mTexture);
glXReleaseTexImageEXT(display(), glxpixmap, GLX_FRONT_LEFT_EXT);
}
GLTexture::unbind();
}