fc54bdfe89
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.
799 lines
30 KiB
C++
799 lines
30 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 Lubos Lunak <l.lunak@kde.org>
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Based on glcompmgr code by Felix Bellaby.
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Using code from Compiz and Beryl.
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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// This file is included in scene_opengl.cpp
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// the configs used for the destination
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GLXFBConfig SceneOpenGL::fbcbuffer_db;
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GLXFBConfig SceneOpenGL::fbcbuffer_nondb;
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// the configs used for windows
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SceneOpenGL::FBConfigInfo SceneOpenGL::fbcdrawableinfo[ 32 + 1 ];
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// GLX content
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GLXContext SceneOpenGL::ctxbuffer;
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GLXContext SceneOpenGL::ctxdrawable;
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// the destination drawable where the compositing is done
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GLXDrawable SceneOpenGL::glxbuffer = None;
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GLXDrawable SceneOpenGL::last_pixmap = None;
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SceneOpenGL::SceneOpenGL(Workspace* ws)
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: Scene(ws)
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, init_ok(false)
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, selfCheckDone(false)
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{
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if (!Extensions::glxAvailable()) {
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kDebug(1212) << "No glx extensions available";
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return; // error
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}
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initGLX();
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// check for FBConfig support
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if (!hasGLExtension("GLX_SGIX_fbconfig") || !glXGetFBConfigAttrib || !glXGetFBConfigs ||
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!glXGetVisualFromFBConfig || !glXCreatePixmap || !glXDestroyPixmap ||
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!glXCreateWindow || !glXDestroyWindow) {
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kError(1212) << "GLX_SGIX_fbconfig or required GLX functions missing";
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return; // error
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}
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if (!selectMode())
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return; // error
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if (!initBuffer()) // create destination buffer
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return; // error
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if (!initRenderingContext())
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return; // error
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// Initialize OpenGL
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initGL();
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if (QString((const char*)glGetString(GL_RENDERER)) == "Software Rasterizer") {
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kError(1212) << "OpenGL Software Rasterizer detected. Falling back to XRender.";
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QTimer::singleShot(0, Workspace::self(), SLOT(fallbackToXRenderCompositing()));
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return;
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}
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if (!hasGLExtension("GL_ARB_texture_non_power_of_two")
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&& !hasGLExtension("GL_ARB_texture_rectangle")) {
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kError(1212) << "GL_ARB_texture_non_power_of_two and GL_ARB_texture_rectangle missing";
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return; // error
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}
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if (db)
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glDrawBuffer(GL_BACK);
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// Check whether certain features are supported
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has_waitSync = false;
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if (glXGetVideoSync && glXIsDirect(display(), ctxbuffer) && options->glVSync) {
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unsigned int sync;
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if (glXGetVideoSync(&sync) == 0) {
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if (glXWaitVideoSync(1, 0, &sync) == 0)
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has_waitSync = true;
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else
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qWarning() << "NO VSYNC! glXWaitVideoSync(1,0,&uint) isn't 0 but" << glXWaitVideoSync(1, 0, &sync);
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} else
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qWarning() << "NO VSYNC! glXGetVideoSync(&uint) isn't 0 but" << glXGetVideoSync(&sync);
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}
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debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
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// scene shader setup
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if (GLPlatform::instance()->supports(GLSL)) {
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if (!ShaderManager::instance()->isValid()) {
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kDebug(1212) << "No Scene Shaders available";
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}
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}
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// OpenGL scene setup
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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float fovy = 60.0f;
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float aspect = 1.0f;
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float zNear = 0.1f;
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float zFar = 100.0f;
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float ymax = zNear * tan(fovy * M_PI / 360.0f);
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float ymin = -ymax;
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float xmin = ymin * aspect;
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float xmax = ymax * aspect;
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// swap top and bottom to have OpenGL coordinate system match X system
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glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
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glTranslatef(xmin * scaleFactor, ymax * scaleFactor, -1.1);
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glScalef((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001);
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if (checkGLError("Init")) {
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kError(1212) << "OpenGL compositing setup failed";
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return; // error
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}
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// selfcheck is broken (see Bug 253357)
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#if 0
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// Do self-check immediatelly during compositing setup only when it's not KWin startup
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// at the same time (in other words, only when activating compositing using the kcm).
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// Currently selfcheck causes bad flicker (due to X mapping the overlay window
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// for too long?) which looks bad during KDE startup.
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if (!initting) {
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if (!selfCheck())
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return;
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selfCheckDone = true;
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}
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#endif
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kDebug(1212) << "DB:" << db << ", Direct:" << bool(glXIsDirect(display(), ctxbuffer)) << endl;
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init_ok = true;
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}
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SceneOpenGL::~SceneOpenGL()
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{
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if (!init_ok) {
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// TODO this probably needs to clean up whatever has been created until the failure
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wspace->destroyOverlay();
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return;
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}
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foreach (Window * w, windows)
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delete w;
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// do cleanup after initBuffer()
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glXMakeCurrent(display(), None, NULL);
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glXDestroyContext(display(), ctxbuffer);
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if (wspace->overlayWindow()) {
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if (hasGLXVersion(1, 3))
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glXDestroyWindow(display(), glxbuffer);
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XDestroyWindow(display(), buffer);
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wspace->destroyOverlay();
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} else {
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glXDestroyPixmap(display(), glxbuffer);
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XFreeGC(display(), gcroot);
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XFreePixmap(display(), buffer);
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}
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SceneOpenGL::EffectFrame::cleanup();
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checkGLError("Cleanup");
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}
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bool SceneOpenGL::initTfp()
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{
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if (glXBindTexImageEXT == NULL || glXReleaseTexImageEXT == NULL)
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return false;
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return true;
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}
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bool SceneOpenGL::initRenderingContext()
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{
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bool direct_rendering = options->glDirect;
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KXErrorHandler errs1;
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ctxbuffer = glXCreateNewContext(display(), fbcbuffer, GLX_RGBA_TYPE, NULL,
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direct_rendering ? GL_TRUE : GL_FALSE);
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bool failed = (ctxbuffer == NULL || !glXMakeCurrent(display(), glxbuffer, ctxbuffer));
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if (errs1.error(true)) // always check for error( having it all in one if () could skip
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failed = true; // it due to evaluation short-circuiting
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if (failed) {
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if (!direct_rendering) {
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kDebug(1212).nospace() << "Couldn't initialize rendering context ("
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<< KXErrorHandler::errorMessage(errs1.errorEvent()) << ")";
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return false;
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}
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glXMakeCurrent(display(), None, NULL);
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if (ctxbuffer != NULL)
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glXDestroyContext(display(), ctxbuffer);
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direct_rendering = false; // try again
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KXErrorHandler errs2;
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ctxbuffer = glXCreateNewContext(display(), fbcbuffer, GLX_RGBA_TYPE, NULL, GL_FALSE);
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bool failed = (ctxbuffer == NULL || !glXMakeCurrent(display(), glxbuffer, ctxbuffer));
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if (errs2.error(true))
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failed = true;
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if (failed) {
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kDebug(1212).nospace() << "Couldn't initialize rendering context ("
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<< KXErrorHandler::errorMessage(errs2.errorEvent()) << ")";
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return false;
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}
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}
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return true;
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}
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// create destination buffer
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bool SceneOpenGL::initBuffer()
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{
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if (!initBufferConfigs())
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return false;
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if (fbcbuffer_db != NULL && wspace->createOverlay()) {
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// we have overlay, try to create double-buffered window in it
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fbcbuffer = fbcbuffer_db;
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XVisualInfo* visual = glXGetVisualFromFBConfig(display(), fbcbuffer);
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XSetWindowAttributes attrs;
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attrs.colormap = XCreateColormap(display(), rootWindow(), visual->visual, AllocNone);
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buffer = XCreateWindow(display(), wspace->overlayWindow(), 0, 0, displayWidth(), displayHeight(),
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0, visual->depth, InputOutput, visual->visual, CWColormap, &attrs);
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if (hasGLXVersion(1, 3))
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glxbuffer = glXCreateWindow(display(), fbcbuffer, buffer, NULL);
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else
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glxbuffer = buffer;
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wspace->setupOverlay(buffer);
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db = true;
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XFree(visual);
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} else if (fbcbuffer_nondb != NULL) {
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// cannot get any double-buffered drawable, will double-buffer using a pixmap
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fbcbuffer = fbcbuffer_nondb;
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XVisualInfo* visual = glXGetVisualFromFBConfig(display(), fbcbuffer);
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XGCValues gcattr;
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gcattr.subwindow_mode = IncludeInferiors;
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gcroot = XCreateGC(display(), rootWindow(), GCSubwindowMode, &gcattr);
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buffer = XCreatePixmap(display(), rootWindow(), displayWidth(), displayHeight(),
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visual->depth);
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glxbuffer = glXCreatePixmap(display(), fbcbuffer, buffer, NULL);
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db = false;
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XFree(visual);
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} else {
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kError(1212) << "Couldn't create output buffer (failed to create overlay window?) !";
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return false; // error
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}
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int vis_buffer;
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glXGetFBConfigAttrib(display(), fbcbuffer, GLX_VISUAL_ID, &vis_buffer);
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XVisualInfo* visinfo_buffer = glXGetVisualFromFBConfig(display(), fbcbuffer);
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kDebug(1212) << "Buffer visual (depth " << visinfo_buffer->depth << "): 0x" << QString::number(vis_buffer, 16);
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XFree(visinfo_buffer);
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return true;
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}
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// choose the best configs for the destination buffer
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bool SceneOpenGL::initBufferConfigs()
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{
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int cnt;
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GLXFBConfig *fbconfigs = glXGetFBConfigs(display(), DefaultScreen(display()), &cnt);
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fbcbuffer_db = NULL;
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fbcbuffer_nondb = NULL;
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for (int i = 0; i < 2; i++) {
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int back, stencil, depth, caveat, alpha;
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back = i > 0 ? INT_MAX : 1;
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stencil = INT_MAX;
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depth = INT_MAX;
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caveat = INT_MAX;
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alpha = 0;
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for (int j = 0; j < cnt; j++) {
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XVisualInfo *vi;
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int visual_depth;
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vi = glXGetVisualFromFBConfig(display(), fbconfigs[ j ]);
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if (vi == NULL)
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continue;
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visual_depth = vi->depth;
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XFree(vi);
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if (visual_depth != DefaultDepth(display(), DefaultScreen(display())))
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continue;
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int value;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_ALPHA_SIZE, &alpha);
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_BUFFER_SIZE, &value);
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if (value != visual_depth && (value - alpha) != visual_depth)
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continue;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_RENDER_TYPE, &value);
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if (!(value & GLX_RGBA_BIT))
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continue;
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int back_value;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_DOUBLEBUFFER, &back_value);
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if (i > 0) {
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if (back_value > back)
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continue;
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} else {
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if (back_value < back)
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continue;
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}
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int stencil_value;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_STENCIL_SIZE, &stencil_value);
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if (stencil_value > stencil)
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continue;
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int depth_value;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_DEPTH_SIZE, &depth_value);
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if (depth_value > depth)
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continue;
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int caveat_value;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_CONFIG_CAVEAT, &caveat_value);
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if (caveat_value > caveat)
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continue;
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back = back_value;
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stencil = stencil_value;
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depth = depth_value;
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caveat = caveat_value;
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if (i > 0)
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fbcbuffer_nondb = fbconfigs[ j ];
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else
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fbcbuffer_db = fbconfigs[ j ];
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}
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}
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if (cnt)
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XFree(fbconfigs);
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if (fbcbuffer_db == NULL && fbcbuffer_nondb == NULL) {
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kError(1212) << "Couldn't find framebuffer configuration for buffer!";
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return false;
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}
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for (int i = 0; i <= 32; i++) {
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if (fbcdrawableinfo[ i ].fbconfig == NULL)
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continue;
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int vis_drawable = 0;
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glXGetFBConfigAttrib(display(), fbcdrawableinfo[ i ].fbconfig, GLX_VISUAL_ID, &vis_drawable);
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kDebug(1212) << "Drawable visual (depth " << i << "): 0x" << QString::number(vis_drawable, 16);
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}
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return true;
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}
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// make a list of the best configs for windows by depth
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bool SceneOpenGL::initDrawableConfigs()
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{
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int cnt;
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GLXFBConfig *fbconfigs = glXGetFBConfigs(display(), DefaultScreen(display()), &cnt);
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for (int i = 0; i <= 32; i++) {
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int back, stencil, depth, caveat, alpha, mipmap, rgba;
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back = INT_MAX;
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stencil = INT_MAX;
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depth = INT_MAX;
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caveat = INT_MAX;
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mipmap = 0;
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rgba = 0;
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fbcdrawableinfo[ i ].fbconfig = NULL;
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fbcdrawableinfo[ i ].bind_texture_format = 0;
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fbcdrawableinfo[ i ].texture_targets = 0;
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fbcdrawableinfo[ i ].y_inverted = 0;
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fbcdrawableinfo[ i ].mipmap = 0;
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for (int j = 0; j < cnt; j++) {
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XVisualInfo *vi;
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int visual_depth;
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vi = glXGetVisualFromFBConfig(display(), fbconfigs[ j ]);
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if (vi == NULL)
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continue;
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visual_depth = vi->depth;
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XFree(vi);
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if (visual_depth != i)
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continue;
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int value;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_ALPHA_SIZE, &alpha);
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_BUFFER_SIZE, &value);
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if (value != i && (value - alpha) != i)
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continue;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_RENDER_TYPE, &value);
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if (!(value & GLX_RGBA_BIT))
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continue;
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value = 0;
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if (i == 32) {
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_BIND_TO_TEXTURE_RGBA_EXT, &value);
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if (value) {
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// TODO I think this should be set only after the config passes all tests
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rgba = 1;
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fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGBA_EXT;
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}
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}
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if (!value) {
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if (rgba)
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continue;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_BIND_TO_TEXTURE_RGB_EXT, &value);
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if (!value)
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continue;
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fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGB_EXT;
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}
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int back_value;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_DOUBLEBUFFER, &back_value);
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if (back_value > back)
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continue;
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int stencil_value;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_STENCIL_SIZE, &stencil_value);
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if (stencil_value > stencil)
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continue;
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int depth_value;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_DEPTH_SIZE, &depth_value);
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if (depth_value > depth)
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continue;
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int mipmap_value = -1;
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if (GLTexture::framebufferObjectSupported()) {
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_BIND_TO_MIPMAP_TEXTURE_EXT, &mipmap_value);
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if (mipmap_value < mipmap)
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continue;
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}
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int caveat_value;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_CONFIG_CAVEAT, &caveat_value);
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if (caveat_value > caveat)
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continue;
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// ok, config passed all tests, it's the best one so far
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fbcdrawableinfo[ i ].fbconfig = fbconfigs[ j ];
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caveat = caveat_value;
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back = back_value;
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stencil = stencil_value;
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depth = depth_value;
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mipmap = mipmap_value;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_BIND_TO_TEXTURE_TARGETS_EXT, &value);
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fbcdrawableinfo[ i ].texture_targets = value;
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glXGetFBConfigAttrib(display(), fbconfigs[ j ],
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GLX_Y_INVERTED_EXT, &value);
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fbcdrawableinfo[ i ].y_inverted = value;
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fbcdrawableinfo[ i ].mipmap = mipmap;
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}
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}
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if (cnt)
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XFree(fbconfigs);
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if (fbcdrawableinfo[ DefaultDepth(display(), DefaultScreen(display()))].fbconfig == NULL) {
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kError(1212) << "Couldn't find framebuffer configuration for default depth!";
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return false;
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}
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if (fbcdrawableinfo[ 32 ].fbconfig == NULL) {
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kError(1212) << "Couldn't find framebuffer configuration for depth 32 (no ARGB GLX visual)!";
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return false;
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}
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return true;
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}
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void SceneOpenGL::selfCheckSetup()
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{
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KXErrorHandler err;
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QImage img(selfCheckWidth(), selfCheckHeight(), QImage::Format_RGB32);
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img.setPixel(0, 0, QColor(Qt::red).rgb());
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img.setPixel(1, 0, QColor(Qt::green).rgb());
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img.setPixel(2, 0, QColor(Qt::blue).rgb());
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img.setPixel(0, 1, QColor(Qt::white).rgb());
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img.setPixel(1, 1, QColor(Qt::black).rgb());
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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();
|
|
}
|