kwin/scene_opengl_glx.cpp
Fredrik Höglund 8bc99e68c0 Don't specify the texture target explicitly with r300g.
This is reported to cause a performance regression.

FIXED-IN: 4.6.0
BUG: 256654

svn path=/branches/KDE/4.6/kdebase/workspace/; revision=1215519
2011-01-30 15:24:31 +01:00

840 lines
31 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
{ // 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 );
}
}
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 )
{
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 );
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();
}