22bbd02a03
Revert rev 1137490: it caused compositing not working with legacy NVIDIA drivers and might be responsible for freezes when changing config. It can be reverted as there is already a better fix for buggy drivers present in 4.5.1. Did I mention that I love drivers? CCBUG: 243991 CCBUG: 241402 svn path=/trunk/KDE/kdebase/workspace/; revision=1167909
1225 lines
34 KiB
C++
1225 lines
34 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) 2006-2007 Rivo Laks <rivolaks@hot.ee>
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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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#include "kwinglutils.h"
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#ifdef KWIN_HAVE_OPENGL
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#include "kwinglobals.h"
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#include "kwineffects.h"
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#include "kdebug.h"
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#include <kstandarddirs.h>
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#include <QPixmap>
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#include <QImage>
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#include <QHash>
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#include <QFile>
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#define DEBUG_GLRENDERTARGET 0
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#define MAKE_GL_VERSION(major, minor, release) ( ((major) << 16) | ((minor) << 8) | (release) )
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namespace KWin
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{
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// Variables
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// GL version, use MAKE_GL_VERSION() macro for comparing with a specific version
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static int glVersion;
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// GLX version, use MAKE_GL_VERSION() macro for comparing with a specific version
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static int glXVersion;
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// List of all supported GL and GLX extensions
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static QStringList glExtensions;
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static QStringList glxExtensions;
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int glTextureUnitsCount;
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// Functions
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void initGLX()
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{
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// Get GLX version
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int major, minor;
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glXQueryVersion( display(), &major, &minor );
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glXVersion = MAKE_GL_VERSION( major, minor, 0 );
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// Get list of supported GLX extensions
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glxExtensions = QString((const char*)glXQueryExtensionsString(
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display(), DefaultScreen( display()))).split(' ');
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glxResolveFunctions();
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}
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void initGL()
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{
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// Get OpenGL version
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QString glversionstring = QString((const char*)glGetString(GL_VERSION));
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QStringList glversioninfo = glversionstring.left(glversionstring.indexOf(' ')).split('.');
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glVersion = MAKE_GL_VERSION(glversioninfo[0].toInt(), glversioninfo[1].toInt(),
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glversioninfo.count() > 2 ? glversioninfo[2].toInt() : 0);
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// Get list of supported OpenGL extensions
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glExtensions = QString((const char*)glGetString(GL_EXTENSIONS)).split(' ');
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// handle OpenGL extensions functions
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glResolveFunctions();
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GLTexture::initStatic();
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GLShader::initStatic();
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GLRenderTarget::initStatic();
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GLVertexBuffer::initStatic();
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}
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bool hasGLVersion(int major, int minor, int release)
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{
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return glVersion >= MAKE_GL_VERSION(major, minor, release);
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}
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bool hasGLXVersion(int major, int minor, int release)
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{
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return glXVersion >= MAKE_GL_VERSION(major, minor, release);
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}
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bool hasGLExtension(const QString& extension)
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{
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return glExtensions.contains(extension) || glxExtensions.contains(extension);
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}
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static QString formatGLError( GLenum err )
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{
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switch ( err )
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{
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case GL_NO_ERROR: return "GL_NO_ERROR";
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case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
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case GL_INVALID_VALUE: return "GL_INVALID_VALUE";
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case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
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case GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW";
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case GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW";
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case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
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default: return QString( "0x" ) + QString::number( err, 16 );
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}
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}
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bool checkGLError( const char* txt )
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{
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GLenum err = glGetError();
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if( err != GL_NO_ERROR )
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{
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kWarning(1212) << "GL error (" << txt << "): " << formatGLError( err );
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return true;
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}
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return false;
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}
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int nearestPowerOfTwo( int x )
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{
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// This method had been copied from Qt's nearest_gl_texture_size()
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int n = 0, last = 0;
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for (int s = 0; s < 32; ++s) {
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if (((x>>s) & 1) == 1) {
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++n;
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last = s;
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}
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}
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if (n > 1)
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return 1 << (last+1);
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return 1 << last;
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}
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void renderGLGeometry( int count, const float* vertices, const float* texture, const float* color,
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int dim, int stride )
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{
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return renderGLGeometry( infiniteRegion(), count, vertices, texture, color, dim, stride );
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}
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void renderGLGeometry( const QRegion& region, int count,
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const float* vertices, const float* texture, const float* color,
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int dim, int stride )
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{
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// Using arrays only makes sense if we have larger number of vertices.
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// Otherwise overhead of enabling/disabling them is too big.
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bool use_arrays = (count > 5);
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if( use_arrays )
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{
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glPushAttrib( GL_ENABLE_BIT );
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glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
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// Enable arrays
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glEnableClientState( GL_VERTEX_ARRAY );
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glVertexPointer( dim, GL_FLOAT, stride, vertices );
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if( texture != NULL )
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{
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glTexCoordPointer( 2, GL_FLOAT, stride, texture );
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}
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if( color != NULL )
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{
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glEnableClientState( GL_COLOR_ARRAY );
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glColorPointer( 4, GL_FLOAT, stride, color );
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}
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}
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// Clip using scissoring
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PaintClipper pc( region );
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for( PaintClipper::Iterator iterator;
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!iterator.isDone();
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iterator.next())
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{
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if( use_arrays )
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glDrawArrays( GL_QUADS, 0, count );
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else
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renderGLGeometryImmediate( count, vertices, texture, color, dim, stride );
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}
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if( use_arrays )
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{
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glPopClientAttrib();
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glPopAttrib();
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}
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}
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void renderGLGeometryImmediate( int count, const float* vertices, const float* texture, const float* color,
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int dim, int stride )
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{
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// Find out correct glVertex*fv function according to dim parameter.
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void ( *glVertexFunc )( const float* ) = glVertex2fv;
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if( dim == 3 )
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glVertexFunc = glVertex3fv;
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else if( dim == 4 )
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glVertexFunc = glVertex4fv;
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// These are number of _floats_ per item, not _bytes_ per item as opengl uses.
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int vsize, tsize, csize;
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vsize = tsize = csize = stride / sizeof(float);
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if( !stride )
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{
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// 0 means that arrays are tightly packed. This gives us different
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// strides for different arrays
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vsize = dim;
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tsize = 2;
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csize = 4;
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}
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glBegin( GL_QUADS );
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// This sucks. But makes it faster.
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if( texture && color )
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{
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for( int i = 0; i < count; i++ )
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{
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glTexCoord2fv( texture + i*tsize );
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glColor4fv( color + i*csize );
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glVertexFunc( vertices + i*vsize );
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}
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}
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else if( texture )
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{
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for( int i = 0; i < count; i++ )
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{
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glTexCoord2fv( texture + i*tsize );
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glVertexFunc( vertices + i*vsize );
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}
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}
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else if( color )
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{
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for( int i = 0; i < count; i++ )
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{
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glColor4fv( color + i*csize );
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glVertexFunc( vertices + i*vsize );
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}
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}
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else
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{
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for( int i = 0; i < count; i++ )
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glVertexFunc( vertices + i*vsize );
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}
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glEnd();
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}
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void addQuadVertices(QVector<float>& verts, float x1, float y1, float x2, float y2)
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{
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verts << x1 << y1;
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verts << x1 << y2;
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verts << x2 << y2;
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verts << x2 << y1;
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}
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//****************************************
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// GLTexture
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//****************************************
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bool GLTexture::mNPOTTextureSupported = false;
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bool GLTexture::mFramebufferObjectSupported = false;
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bool GLTexture::mSaturationSupported = false;
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GLTexture::GLTexture()
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{
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init();
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}
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GLTexture::GLTexture( const QImage& image, GLenum target )
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{
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init();
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load( image, target );
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}
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GLTexture::GLTexture( const QPixmap& pixmap, GLenum target )
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{
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init();
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load( pixmap, target );
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}
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GLTexture::GLTexture( const QString& fileName )
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{
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init();
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load( fileName );
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}
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GLTexture::GLTexture( int width, int height )
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{
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init();
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if( NPOTTextureSupported() || ( isPowerOfTwo( width ) && isPowerOfTwo( height )))
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{
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mTarget = GL_TEXTURE_2D;
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mScale.setWidth( 1.0 / width);
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mScale.setHeight( 1.0 / height);
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mSize = QSize( width, height );
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can_use_mipmaps = true;
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glGenTextures( 1, &mTexture );
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bind();
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glTexImage2D( mTarget, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, 0);
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unbind();
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}
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}
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GLTexture::~GLTexture()
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{
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delete m_vbo;
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discard();
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assert( mUnnormalizeActive == 0 );
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assert( mNormalizeActive == 0 );
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}
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void GLTexture::init()
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{
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mTexture = None;
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mTarget = 0;
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mFilter = 0;
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y_inverted = false;
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can_use_mipmaps = false;
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has_valid_mipmaps = false;
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mUnnormalizeActive = 0;
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mNormalizeActive = 0;
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m_vbo = 0;
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}
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void GLTexture::initStatic()
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{
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mNPOTTextureSupported = hasGLExtension( "GL_ARB_texture_non_power_of_two" );
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mFramebufferObjectSupported = hasGLExtension( "GL_EXT_framebuffer_object" );
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mSaturationSupported = ((hasGLExtension("GL_ARB_texture_env_crossbar")
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&& hasGLExtension("GL_ARB_texture_env_dot3")) || hasGLVersion(1, 4))
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&& (glTextureUnitsCount >= 4) && glActiveTexture != NULL;
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}
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bool GLTexture::isNull() const
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{
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return mTexture == None;
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}
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QSize GLTexture::size() const
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{
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return mSize;
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}
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bool GLTexture::load( const QImage& image, GLenum target )
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{
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if( image.isNull())
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return false;
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QImage img = image;
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mTarget = target;
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if( mTarget != GL_TEXTURE_RECTANGLE_ARB )
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{
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if( !NPOTTextureSupported()
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&& ( !isPowerOfTwo( image.width()) || !isPowerOfTwo( image.height())))
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{ // non-rectangular target requires POT texture
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img = img.scaled( nearestPowerOfTwo( image.width()),
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nearestPowerOfTwo( image.height()));
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}
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mScale.setWidth( 1.0 / img.width());
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mScale.setHeight( 1.0 / img.height());
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can_use_mipmaps = true;
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}
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else
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{
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mScale.setWidth( 1.0 );
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mScale.setHeight( 1.0 );
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can_use_mipmaps = false;
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}
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setFilter( GL_LINEAR );
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mSize = img.size();
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y_inverted = false;
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img = convertToGLFormat( img );
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setDirty();
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if( isNull())
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glGenTextures( 1, &mTexture );
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bind();
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glTexImage2D( mTarget, 0, GL_RGBA8, img.width(), img.height(), 0,
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GL_BGRA, GL_UNSIGNED_BYTE, img.bits());
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unbind();
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return true;
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}
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bool GLTexture::load( const QPixmap& pixmap, GLenum target )
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{
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if( pixmap.isNull())
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return false;
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return load( pixmap.toImage(), target );
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}
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bool GLTexture::load( const QString& fileName )
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{
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if( fileName.isEmpty())
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return false;
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return load( QImage( fileName ));
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}
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void GLTexture::discard()
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{
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setDirty();
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if( mTexture != None )
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glDeleteTextures( 1, &mTexture );
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mTexture = None;
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}
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void GLTexture::bind()
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{
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glEnable( mTarget );
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glBindTexture( mTarget, mTexture );
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enableFilter();
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}
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void GLTexture::unbind()
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{
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glBindTexture( mTarget, 0 );
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glDisable( mTarget );
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}
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void GLTexture::render( QRegion region, const QRect& rect )
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{
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if( rect != m_cachedGeometry )
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{
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m_cachedGeometry = rect;
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if( !m_vbo )
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{
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m_vbo = new GLVertexBuffer( KWin::GLVertexBuffer::Static );
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}
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const float verts[ 4 * 2 ] =
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{
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rect.x(), rect.y(),
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rect.x(), rect.y() + rect.height(),
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rect.x() + rect.width(), rect.y(),
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rect.x() + rect.width(), rect.y() + rect.height()
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};
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const float texcoords[ 4 * 2 ] =
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{
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0.0f, y_inverted ? 0.0f : 1.0f, // y needs to be swapped (normalized coords)
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0.0f, y_inverted ? 1.0f : 0.0f,
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1.0f, y_inverted ? 0.0f : 1.0f,
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1.0f, y_inverted ? 1.0f : 0.0f
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};
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m_vbo->setData( 4, 2, verts, texcoords );
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}
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m_vbo->render( region, GL_TRIANGLE_STRIP );
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}
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void GLTexture::enableUnnormalizedTexCoords()
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{
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assert( mNormalizeActive == 0 );
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if( mUnnormalizeActive++ != 0 )
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return;
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// update texture matrix to handle GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE
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glMatrixMode( GL_TEXTURE );
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glPushMatrix();
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glLoadIdentity();
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glScalef( mScale.width(), mScale.height(), 1 );
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if( !y_inverted )
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{
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// Modify texture matrix so that we could always use non-opengl
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// coordinates for textures
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glScalef( 1, -1, 1 );
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glTranslatef( 0, -mSize.height(), 0 );
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}
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glMatrixMode( GL_MODELVIEW );
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}
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void GLTexture::disableUnnormalizedTexCoords()
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{
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if( --mUnnormalizeActive != 0 )
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return;
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// Restore texture matrix
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glMatrixMode( GL_TEXTURE );
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glPopMatrix();
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glMatrixMode( GL_MODELVIEW );
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}
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void GLTexture::enableNormalizedTexCoords()
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{
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assert( mUnnormalizeActive == 0 );
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if( mNormalizeActive++ != 0 )
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return;
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// update texture matrix to handle GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE
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glMatrixMode( GL_TEXTURE );
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glPushMatrix();
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glLoadIdentity();
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glScalef( mSize.width() * mScale.width(), mSize.height() * mScale.height(), 1 );
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if( y_inverted )
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{
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// Modify texture matrix so that we could always use non-opengl
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// coordinates for textures
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glScalef( 1, -1, 1 );
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glTranslatef( 0, -1, 0 );
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}
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glMatrixMode( GL_MODELVIEW );
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}
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void GLTexture::disableNormalizedTexCoords()
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{
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if( --mNormalizeActive != 0 )
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return;
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// Restore texture matrix
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glMatrixMode( GL_TEXTURE );
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glPopMatrix();
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glMatrixMode( GL_MODELVIEW );
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}
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GLuint GLTexture::texture() const
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{
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return mTexture;
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}
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GLenum GLTexture::target() const
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{
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return mTarget;
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}
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GLenum GLTexture::filter() const
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{
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return mFilter;
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}
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bool GLTexture::isDirty() const
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{
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return has_valid_mipmaps;
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}
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void GLTexture::setTexture( GLuint texture )
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{
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discard();
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mTexture = texture;
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}
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void GLTexture::setTarget( GLenum target )
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{
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mTarget = target;
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}
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void GLTexture::setFilter( GLenum filter )
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{
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mFilter = filter;
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}
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void GLTexture::setWrapMode( GLenum mode )
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{
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bind();
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glTexParameteri( mTarget, GL_TEXTURE_WRAP_S, mode );
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glTexParameteri( mTarget, GL_TEXTURE_WRAP_T, mode );
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unbind();
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}
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|
|
void GLTexture::setDirty()
|
|
{
|
|
has_valid_mipmaps = false;
|
|
}
|
|
|
|
|
|
void GLTexture::enableFilter()
|
|
{
|
|
if( mFilter == GL_LINEAR_MIPMAP_LINEAR )
|
|
{ // trilinear filtering requested, but is it possible?
|
|
if( NPOTTextureSupported()
|
|
&& framebufferObjectSupported()
|
|
&& can_use_mipmaps )
|
|
{
|
|
glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
|
|
glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
if( !has_valid_mipmaps )
|
|
{
|
|
glGenerateMipmap( mTarget );
|
|
has_valid_mipmaps = true;
|
|
}
|
|
}
|
|
else
|
|
{ // can't use trilinear, so use bilinear
|
|
setFilter( GL_LINEAR );
|
|
glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
}
|
|
}
|
|
else if( mFilter == GL_LINEAR )
|
|
{
|
|
glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
}
|
|
else
|
|
{ // if neither trilinear nor bilinear, default to fast filtering
|
|
setFilter( GL_NEAREST );
|
|
glTexParameteri( mTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
|
|
glTexParameteri( mTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
|
|
}
|
|
}
|
|
|
|
static void convertToGLFormatHelper(QImage &dst, const QImage &img, GLenum texture_format)
|
|
{ // Copied from Qt
|
|
Q_ASSERT(dst.size() == img.size());
|
|
Q_ASSERT(dst.depth() == 32);
|
|
Q_ASSERT(img.depth() == 32);
|
|
|
|
const int width = img.width();
|
|
const int height = img.height();
|
|
const uint *p = (const uint*) img.scanLine(img.height() - 1);
|
|
uint *q = (uint*) dst.scanLine(0);
|
|
|
|
if (texture_format == GL_BGRA) {
|
|
if (QSysInfo::ByteOrder == QSysInfo::BigEndian) {
|
|
// mirror + swizzle
|
|
for (int i=0; i < height; ++i) {
|
|
const uint *end = p + width;
|
|
while (p < end) {
|
|
*q = ((*p << 24) & 0xff000000)
|
|
| ((*p >> 24) & 0x000000ff)
|
|
| ((*p << 8) & 0x00ff0000)
|
|
| ((*p >> 8) & 0x0000ff00);
|
|
p++;
|
|
q++;
|
|
}
|
|
p -= 2 * width;
|
|
}
|
|
} else {
|
|
const uint bytesPerLine = img.bytesPerLine();
|
|
for (int i=0; i < height; ++i) {
|
|
memcpy(q, p, bytesPerLine);
|
|
q += width;
|
|
p -= width;
|
|
}
|
|
}
|
|
} else {
|
|
if (QSysInfo::ByteOrder == QSysInfo::BigEndian) {
|
|
for (int i=0; i < height; ++i) {
|
|
const uint *end = p + width;
|
|
while (p < end) {
|
|
*q = (*p << 8) | ((*p >> 24) & 0xFF);
|
|
p++;
|
|
q++;
|
|
}
|
|
p -= 2 * width;
|
|
}
|
|
} else {
|
|
for (int i=0; i < height; ++i) {
|
|
const uint *end = p + width;
|
|
while (p < end) {
|
|
*q = ((*p << 16) & 0xff0000) | ((*p >> 16) & 0xff) | (*p & 0xff00ff00);
|
|
p++;
|
|
q++;
|
|
}
|
|
p -= 2 * width;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
QImage GLTexture::convertToGLFormat( const QImage& img ) const
|
|
{ // Copied from Qt's QGLWidget::convertToGLFormat()
|
|
QImage res(img.size(), QImage::Format_ARGB32);
|
|
convertToGLFormatHelper(res, img.convertToFormat(QImage::Format_ARGB32), GL_BGRA);
|
|
return res;
|
|
}
|
|
|
|
//****************************************
|
|
// GLShader
|
|
//****************************************
|
|
|
|
bool GLShader::mFragmentShaderSupported = false;
|
|
bool GLShader::mVertexShaderSupported = false;
|
|
|
|
void GLShader::initStatic()
|
|
{
|
|
mFragmentShaderSupported = mVertexShaderSupported =
|
|
hasGLExtension("GL_ARB_shader_objects") && hasGLExtension("GL_ARB_shading_language_100");
|
|
mVertexShaderSupported &= hasGLExtension("GL_ARB_vertex_shader");
|
|
mFragmentShaderSupported &= hasGLExtension("GL_ARB_fragment_shader");
|
|
}
|
|
|
|
|
|
GLShader::GLShader(const QString& vertexfile, const QString& fragmentfile)
|
|
{
|
|
mValid = false;
|
|
mProgram = 0;
|
|
mTextureWidth = -1.0f;
|
|
mTextureHeight = -1.0f;
|
|
|
|
loadFromFiles(vertexfile, fragmentfile);
|
|
}
|
|
|
|
GLShader::~GLShader()
|
|
{
|
|
if(mProgram)
|
|
{
|
|
glDeleteProgram(mProgram);
|
|
}
|
|
}
|
|
|
|
bool GLShader::loadFromFiles(const QString& vertexfile, const QString& fragmentfile)
|
|
{
|
|
QFile vf(vertexfile);
|
|
if(!vf.open(QIODevice::ReadOnly))
|
|
{
|
|
kError(1212) << "Couldn't open '" << vertexfile << "' for reading!" << endl;
|
|
return false;
|
|
}
|
|
QString vertexsource(vf.readAll());
|
|
|
|
QFile ff(fragmentfile);
|
|
if(!ff.open(QIODevice::ReadOnly))
|
|
{
|
|
kError(1212) << "Couldn't open '" << fragmentfile << "' for reading!" << endl;
|
|
return false;
|
|
}
|
|
QString fragsource(ff.readAll());
|
|
|
|
return load(vertexsource, fragsource);
|
|
}
|
|
|
|
bool GLShader::load(const QString& vertexsource, const QString& fragmentsource)
|
|
{
|
|
// Make sure shaders are actually supported
|
|
if(( !vertexsource.isEmpty() && !vertexShaderSupported() ) ||
|
|
( !fragmentsource.isEmpty() && !fragmentShaderSupported() ))
|
|
{
|
|
kDebug(1212) << "Shaders not supported";
|
|
return false;
|
|
}
|
|
|
|
GLuint vertexshader;
|
|
GLuint fragmentshader;
|
|
|
|
GLsizei logsize, logarraysize;
|
|
char* log = 0;
|
|
|
|
// Create program object
|
|
mProgram = glCreateProgram();
|
|
if(!vertexsource.isEmpty())
|
|
{
|
|
// Create shader object
|
|
vertexshader = glCreateShader(GL_VERTEX_SHADER);
|
|
// Load it
|
|
const QByteArray& srcba = vertexsource.toLatin1();
|
|
const char* src = srcba.data();
|
|
glShaderSource(vertexshader, 1, &src, NULL);
|
|
// Compile the shader
|
|
glCompileShader(vertexshader);
|
|
// Make sure it compiled correctly
|
|
int compiled;
|
|
glGetShaderiv(vertexshader, GL_COMPILE_STATUS, &compiled);
|
|
// Get info log
|
|
glGetShaderiv(vertexshader, GL_INFO_LOG_LENGTH, &logarraysize);
|
|
log = new char[logarraysize];
|
|
glGetShaderInfoLog(vertexshader, logarraysize, &logsize, log);
|
|
if(!compiled)
|
|
{
|
|
kError(1212) << "Couldn't compile vertex shader! Log:" << endl << log << endl;
|
|
delete[] log;
|
|
return false;
|
|
}
|
|
else if(logsize > 0)
|
|
kDebug(1212) << "Vertex shader compilation log:"<< log;
|
|
// Attach the shader to the program
|
|
glAttachShader(mProgram, vertexshader);
|
|
// Delete shader
|
|
glDeleteShader(vertexshader);
|
|
delete[] log;
|
|
}
|
|
|
|
|
|
if(!fragmentsource.isEmpty())
|
|
{
|
|
fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
// Load it
|
|
const QByteArray& srcba = fragmentsource.toLatin1();
|
|
const char* src = srcba.data();
|
|
glShaderSource(fragmentshader, 1, &src, NULL);
|
|
//glShaderSource(fragmentshader, 1, &fragmentsrc.latin1(), NULL);
|
|
// Compile the shader
|
|
glCompileShader(fragmentshader);
|
|
// Make sure it compiled correctly
|
|
int compiled;
|
|
glGetShaderiv(fragmentshader, GL_COMPILE_STATUS, &compiled);
|
|
// Get info log
|
|
glGetShaderiv(fragmentshader, GL_INFO_LOG_LENGTH, &logarraysize);
|
|
log = new char[logarraysize];
|
|
glGetShaderInfoLog(fragmentshader, logarraysize, &logsize, log);
|
|
if(!compiled)
|
|
{
|
|
kError(1212) << "Couldn't compile fragment shader! Log:" << endl << log << endl;
|
|
delete[] log;
|
|
return false;
|
|
}
|
|
else if(logsize > 0)
|
|
kDebug(1212) << "Fragment shader compilation log:"<< log;
|
|
// Attach the shader to the program
|
|
glAttachShader(mProgram, fragmentshader);
|
|
// Delete shader
|
|
glDeleteShader(fragmentshader);
|
|
delete[] log;
|
|
}
|
|
|
|
|
|
// Link the program
|
|
glLinkProgram(mProgram);
|
|
// Make sure it linked correctly
|
|
int linked;
|
|
glGetProgramiv(mProgram, GL_LINK_STATUS, &linked);
|
|
// Get info log
|
|
glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &logarraysize);
|
|
log = new char[logarraysize];
|
|
glGetProgramInfoLog(mProgram, logarraysize, &logsize, log);
|
|
if(!linked)
|
|
{
|
|
kError(1212) << "Couldn't link the program! Log" << endl << log << endl;
|
|
delete[] log;
|
|
return false;
|
|
}
|
|
else if(logsize > 0)
|
|
kDebug(1212) << "Shader linking log:"<< log;
|
|
delete[] log;
|
|
|
|
mValid = true;
|
|
return true;
|
|
}
|
|
|
|
void GLShader::bind()
|
|
{
|
|
glUseProgram(mProgram);
|
|
}
|
|
|
|
void GLShader::unbind()
|
|
{
|
|
glUseProgram(0);
|
|
}
|
|
|
|
int GLShader::uniformLocation(const char* name)
|
|
{
|
|
int location = glGetUniformLocation(mProgram, name);
|
|
return location;
|
|
}
|
|
|
|
bool GLShader::setUniform(const char* name, float value)
|
|
{
|
|
int location = uniformLocation(name);
|
|
if(location >= 0)
|
|
{
|
|
glUniform1f(location, value);
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
bool GLShader::setUniform(const char* name, int value)
|
|
{
|
|
int location = uniformLocation(name);
|
|
if(location >= 0)
|
|
{
|
|
glUniform1i(location, value);
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
int GLShader::attributeLocation(const char* name)
|
|
{
|
|
int location = glGetAttribLocation(mProgram, name);
|
|
return location;
|
|
}
|
|
|
|
bool GLShader::setAttribute(const char* name, float value)
|
|
{
|
|
int location = attributeLocation(name);
|
|
if(location >= 0)
|
|
{
|
|
glVertexAttrib1f(location, value);
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
void GLShader::setTextureHeight(float height)
|
|
{
|
|
mTextureHeight = height;
|
|
}
|
|
|
|
void GLShader::setTextureWidth(float width)
|
|
{
|
|
mTextureWidth = width;
|
|
}
|
|
|
|
float GLShader::textureHeight()
|
|
{
|
|
return mTextureHeight;
|
|
}
|
|
|
|
float GLShader::textureWidth()
|
|
{
|
|
return mTextureWidth;
|
|
}
|
|
|
|
|
|
/*** GLRenderTarget ***/
|
|
bool GLRenderTarget::mSupported = false;
|
|
|
|
void GLRenderTarget::initStatic()
|
|
{
|
|
mSupported = hasGLExtension("GL_EXT_framebuffer_object") && glFramebufferTexture2D;
|
|
}
|
|
|
|
GLRenderTarget::GLRenderTarget(GLTexture* color)
|
|
{
|
|
// Reset variables
|
|
mValid = false;
|
|
|
|
mTexture = color;
|
|
|
|
// Make sure FBO is supported
|
|
if(mSupported && mTexture && !mTexture->isNull())
|
|
{
|
|
initFBO();
|
|
}
|
|
else
|
|
kError(1212) << "Render targets aren't supported!" << endl;
|
|
}
|
|
|
|
GLRenderTarget::~GLRenderTarget()
|
|
{
|
|
if(mValid)
|
|
{
|
|
glDeleteFramebuffers(1, &mFramebuffer);
|
|
}
|
|
}
|
|
|
|
bool GLRenderTarget::enable()
|
|
{
|
|
if(!valid())
|
|
{
|
|
kError(1212) << "Can't enable invalid render target!" << endl;
|
|
return false;
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER_EXT, mFramebuffer);
|
|
mTexture->setDirty();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GLRenderTarget::disable()
|
|
{
|
|
if(!valid())
|
|
{
|
|
kError(1212) << "Can't disable invalid render target!" << endl;
|
|
return false;
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
|
|
mTexture->setDirty();
|
|
|
|
return true;
|
|
}
|
|
|
|
static QString formatFramebufferStatus( GLenum status )
|
|
{
|
|
switch( status )
|
|
{
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
|
|
// An attachment is the wrong type / is invalid / has 0 width or height
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
|
|
// There are no images attached to the framebuffer
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
|
|
// Not all attached images have the same width and height
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT";
|
|
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
|
|
// A format or the combination of formats of the attachments is unsupported
|
|
return "GL_FRAMEBUFFER_UNSUPPORTED";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
|
|
// The color attachments don't have the same format
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT:
|
|
// The attachments don't have the same number of samples
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
|
|
// The draw buffer is missing
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
|
|
// The read buffer is missing
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER";
|
|
default:
|
|
return "Unknown (0x" + QString::number(status, 16) + ')';
|
|
}
|
|
}
|
|
|
|
void GLRenderTarget::initFBO()
|
|
{
|
|
#if DEBUG_GLRENDERTARGET
|
|
GLenum err = glGetError();
|
|
if( err != GL_NO_ERROR )
|
|
kError(1212) << "Error status when entering GLRenderTarget::initFBO: " << formatGLError( err );
|
|
#endif
|
|
|
|
glGenFramebuffers(1, &mFramebuffer);
|
|
|
|
#if DEBUG_GLRENDERTARGET
|
|
if( (err = glGetError()) != GL_NO_ERROR )
|
|
{
|
|
kError(1212) << "glGenFramebuffers failed: " << formatGLError( err );
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER_EXT, mFramebuffer);
|
|
|
|
#if DEBUG_GLRENDERTARGET
|
|
if( (err = glGetError()) != GL_NO_ERROR )
|
|
{
|
|
kError(1212) << "glBindFramebuffer failed: " << formatGLError( err );
|
|
glDeleteFramebuffers(1, &mFramebuffer);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
|
mTexture->target(), mTexture->texture(), 0);
|
|
|
|
#if DEBUG_GLRENDERTARGET
|
|
if( (err = glGetError()) != GL_NO_ERROR )
|
|
{
|
|
kError(1212) << "glFramebufferTexture2D failed: " << formatGLError( err );
|
|
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
|
|
glDeleteFramebuffers(1, &mFramebuffer);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
|
|
|
|
if( status != GL_FRAMEBUFFER_COMPLETE_EXT )
|
|
{ // We have an incomplete framebuffer, consider it invalid
|
|
if (status == 0)
|
|
kError(1212) << "glCheckFramebufferStatus failed: " << formatGLError( glGetError() );
|
|
else
|
|
kError(1212) << "Invalid framebuffer status: " << formatFramebufferStatus( status );
|
|
glDeleteFramebuffers(1, &mFramebuffer);
|
|
return;
|
|
}
|
|
|
|
mValid = true;
|
|
}
|
|
|
|
|
|
//*********************************
|
|
// GLVertexBufferPrivate
|
|
//*********************************
|
|
class GLVertexBufferPrivate
|
|
{
|
|
public:
|
|
GLVertexBufferPrivate( GLVertexBuffer::UsageHint usageHint )
|
|
: hint( usageHint )
|
|
, numberVertices( 0 )
|
|
, dimension( 2 )
|
|
{
|
|
if( GLVertexBufferPrivate::supported )
|
|
{
|
|
glGenBuffers( 2, buffers );
|
|
}
|
|
}
|
|
~GLVertexBufferPrivate()
|
|
{
|
|
if( GLVertexBufferPrivate::supported )
|
|
{
|
|
glDeleteBuffers( 2, buffers );
|
|
}
|
|
}
|
|
GLVertexBuffer::UsageHint hint;
|
|
GLuint buffers[2];
|
|
int numberVertices;
|
|
int dimension;
|
|
static bool supported;
|
|
QVector<float> legacyVertices;
|
|
QVector<float> legacyTexCoords;
|
|
|
|
void legacyPainting( QRegion region, GLenum primitiveMode );
|
|
};
|
|
bool GLVertexBufferPrivate::supported = false;
|
|
|
|
void GLVertexBufferPrivate::legacyPainting( QRegion region, GLenum primitiveMode )
|
|
{
|
|
// Enable arrays
|
|
glEnableClientState( GL_VERTEX_ARRAY );
|
|
glVertexPointer( dimension, GL_FLOAT, 0, legacyVertices.constData() );
|
|
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
glTexCoordPointer( 2, GL_FLOAT, 0, legacyTexCoords.constData() );
|
|
|
|
// Clip using scissoring
|
|
PaintClipper pc( region );
|
|
for( PaintClipper::Iterator iterator;
|
|
!iterator.isDone();
|
|
iterator.next())
|
|
{
|
|
glDrawArrays( primitiveMode, 0, numberVertices );
|
|
}
|
|
|
|
glDisableClientState( GL_VERTEX_ARRAY );
|
|
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
}
|
|
|
|
//*********************************
|
|
// GLVertexBuffer
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//*********************************
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GLVertexBuffer::GLVertexBuffer( UsageHint hint )
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: d( new GLVertexBufferPrivate( hint ) )
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{
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}
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GLVertexBuffer::~GLVertexBuffer()
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{
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delete d;
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}
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void GLVertexBuffer::setData( int numberVertices, int dim, const float* vertices, const float* texcoords )
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{
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d->numberVertices = numberVertices;
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d->dimension = dim;
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if( !GLVertexBufferPrivate::supported )
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{
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// legacy data
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d->legacyVertices.clear();
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d->legacyVertices.reserve( numberVertices * dim );
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for( int i=0; i<numberVertices*dim; ++i)
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{
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d->legacyVertices << vertices[i];
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}
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d->legacyTexCoords.clear();
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d->legacyTexCoords.reserve( numberVertices * 2 );
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for( int i=0; i<numberVertices*2; ++i)
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{
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d->legacyTexCoords << texcoords[i];
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}
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return;
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}
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GLenum hint;
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switch( d->hint )
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{
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case Dynamic:
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hint = GL_DYNAMIC_DRAW;
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break;
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case Static:
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hint = GL_STATIC_DRAW;
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break;
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case Stream:
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hint = GL_STREAM_DRAW;
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break;
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default:
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// just to make the compiler happy
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hint = GL_STREAM_DRAW;
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break;
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}
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glBindBuffer( GL_ARRAY_BUFFER, d->buffers[ 0 ] );
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glBufferData( GL_ARRAY_BUFFER, sizeof(GLfloat)*numberVertices*d->dimension, vertices, hint );
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glBindBuffer( GL_ARRAY_BUFFER, d->buffers[ 1 ] );
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glBufferData( GL_ARRAY_BUFFER, sizeof(GLfloat)*numberVertices*2, texcoords, hint );
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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glDisableClientState( GL_VERTEX_ARRAY );
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glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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}
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void GLVertexBuffer::render( GLenum primitiveMode )
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{
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render( infiniteRegion(), primitiveMode );
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}
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void GLVertexBuffer::render( const QRegion& region, GLenum primitiveMode )
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{
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if( !GLVertexBufferPrivate::supported )
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|
{
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d->legacyPainting( region, primitiveMode );
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return;
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}
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glBindBuffer( GL_ARRAY_BUFFER, d->buffers[ 0 ] );
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glVertexPointer( d->dimension, GL_FLOAT, 0, 0 );
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glBindBuffer( GL_ARRAY_BUFFER, d->buffers[ 1 ] );
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glTexCoordPointer( 2, GL_FLOAT, 0, 0 );
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// Clip using scissoring
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PaintClipper pc( region );
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for( PaintClipper::Iterator iterator;
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!iterator.isDone();
|
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iterator.next())
|
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{
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glDrawArrays( primitiveMode, 0, d->numberVertices );
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}
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glBindBuffer( GL_ARRAY_BUFFER, 0 );
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glDisableClientState( GL_VERTEX_ARRAY );
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glDisableClientState( GL_TEXTURE_COORD_ARRAY );
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}
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|
|
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bool GLVertexBuffer::isSupported()
|
|
{
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return GLVertexBufferPrivate::supported;
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}
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|
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void GLVertexBuffer::initStatic()
|
|
{
|
|
GLVertexBufferPrivate::supported = hasGLExtension( "GL_ARB_vertex_buffer_object" );
|
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}
|
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|
|
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} // namespace
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#endif
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