kwin/scene_opengl_egl.cpp
Martin Gräßlin 990001c5d7 Drop GLVertexBuffer::useShader.
The vertex buffer implementation uses the shader manager to decide
whether core painting should be used or not. Shader manager is only
used by shaders using vertex attributes instead of gl_Vertex etc.
2011-01-30 14:12:02 +01:00

343 lines
10 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2010 Martin Gräßlin <kde@martin-graesslin.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
// This file is included in scene_opengl.cpp
//#include "scene_opengl.h"
#include <QX11Info>
EGLDisplay dpy;
EGLConfig config;
EGLSurface surface;
EGLContext ctx;
SceneOpenGL::SceneOpenGL( Workspace* ws )
: Scene( ws )
, init_ok( false )
, selfCheckDone( true )
{
if( !initRenderingContext() )
return;
initEGL();
if (!hasGLExtension("EGL_KHR_image_pixmap")) {
kError(1212) << "Required extension EGL_KHR_image_pixmap not found, disabling compositing";
return;
}
initGL();
if (!hasGLExtension("GL_OES_EGL_image")) {
kError(1212) << "Required extension GL_OES_EGL_image not found, disabling compositing";
return;
}
debug = qstrcmp( qgetenv( "KWIN_GL_DEBUG" ), "1" ) == 0;
if (!ShaderManager::instance()->isValid()) {
kError( 1212 ) << "Shaders not valid, ES compositing not possible";
return;
}
ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
if( checkGLError( "Init" ))
{
kError( 1212 ) << "OpenGL compositing setup failed";
return; // error
}
init_ok = true;
}
SceneOpenGL::~SceneOpenGL()
{
foreach( Window* w, windows )
delete w;
// do cleanup after initBuffer()
eglMakeCurrent( dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT );
eglDestroyContext( dpy, ctx );
eglDestroySurface( dpy, surface );
eglTerminate( dpy );
eglReleaseThread();
SceneOpenGL::EffectFrame::cleanup();
checkGLError( "Cleanup" );
}
bool SceneOpenGL::initTfp()
{
return false;
}
bool SceneOpenGL::initRenderingContext()
{
dpy = eglGetDisplay( display() );
if( dpy == EGL_NO_DISPLAY )
return false;
EGLint major, minor;
if( eglInitialize( dpy, &major, &minor ) == EGL_FALSE )
return false;
eglBindAPI( EGL_OPENGL_ES_API );
initBufferConfigs();
if( !wspace->createOverlay() )
{
kError( 1212 ) << "Could not get overlay window";
return false;
}
surface = eglCreateWindowSurface( dpy, config, wspace->overlayWindow(), 0 );
const EGLint context_attribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
ctx = eglCreateContext( dpy, config, EGL_NO_CONTEXT, context_attribs );
if( ctx == EGL_NO_CONTEXT )
return false;
if( eglMakeCurrent( dpy, surface, surface, ctx ) == EGL_FALSE )
return false;
kDebug( 1212 ) << "EGL version: " << major << "." << minor;
EGLint error = eglGetError();
if( error != EGL_SUCCESS )
{
kWarning( 1212 ) << "Error occurred while creating context " << error;
return false;
}
return true;
}
bool SceneOpenGL::initBuffer()
{
return false;
}
bool SceneOpenGL::initBufferConfigs()
{
const EGLint config_attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RED_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_BLUE_SIZE, 1,
EGL_ALPHA_SIZE, 0,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_CONFIG_CAVEAT, EGL_NONE,
EGL_NONE,
};
EGLint count;
EGLConfig configs[1024];
eglChooseConfig(dpy, config_attribs, configs, 1024, &count);
EGLint visualId = XVisualIDFromVisual((Visual*)QX11Info::appVisual());
config = configs[0];
for (int i = 0; i < count; i++)
{
EGLint val;
eglGetConfigAttrib(dpy, configs[i], EGL_NATIVE_VISUAL_ID, &val);
if (visualId == val)
{
config = configs[i];
break;
}
}
return true;
}
bool SceneOpenGL::initDrawableConfigs()
{
return false;
}
void SceneOpenGL::selfCheckSetup()
{
// not used in EGL
}
bool SceneOpenGL::selfCheckFinish()
{
// not used in EGL
return true;
}
// 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();
int mask = 0;
paintScreen( &mask, &damage ); // call generic implementation
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
lastRenderTime = t.elapsed();
flushBuffer( mask, damage );
// do cleanup
stacking_order.clear();
checkGLError( "PostPaint" );
}
void SceneOpenGL::waitSync()
{
// not used in EGL
}
void SceneOpenGL::flushBuffer( int mask, QRegion damage )
{
glFlush();
if( mask & PAINT_SCREEN_REGION )
{
// TODO: implement me properly
eglSwapBuffers( dpy, surface );
}
else
{
eglSwapBuffers( dpy, surface );
}
eglWaitGL();
// TODO: remove for wayland
XFlush( display());
}
void SceneOpenGL::paintGenericScreen(int mask, ScreenPaintData data)
{
if (mask & PAINT_SCREEN_TRANSFORMED) {
// apply screen transformations
QMatrix4x4 screenTransformation;
screenTransformation.translate(data.xTranslate, data.yTranslate, data.zTranslate);
if (data.rotation) {
screenTransformation.translate(data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint);
// translate to rotation point, rotate, translate back
qreal xAxis = 0.0;
qreal yAxis = 0.0;
qreal zAxis = 0.0;
switch (data.rotation->axis) {
case RotationData::XAxis:
xAxis = 1.0;
break;
case RotationData::YAxis:
yAxis = 1.0;
break;
case RotationData::ZAxis:
zAxis = 1.0;
break;
}
screenTransformation.rotate(data.rotation->angle, xAxis, yAxis, zAxis);
screenTransformation.translate(-data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint);
}
screenTransformation.scale(data.xScale, data.yScale, data.zScale);
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
shader->setUniform("screenTransformation", screenTransformation);
} else if ((mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) || (mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS)) {
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::GenericShader);
shader->setUniform("screenTransformation", QMatrix4x4());
}
Scene::paintGenericScreen(mask, data);
if ((mask & PAINT_SCREEN_TRANSFORMED) ||
(mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) ||
(mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS)) {
ShaderManager::instance()->popShader();
}
}
void SceneOpenGL::paintBackground(QRegion region)
{
PaintClipper pc(region);
if (!PaintClipper::clip()) {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
return;
}
if (pc.clip() && pc.paintArea().isEmpty())
return; // no background to paint
QVector<float> verts;
for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
QRect r = iterator.boundingRect();
verts << r.x() + r.width() << r.y();
verts << r.x() << r.y();
verts << r.x() << r.y() + r.height();
verts << r.x() << r.y() + r.height();
verts << r.x() + r.width() << r.y() + r.height();
verts << r.x() + r.width() << r.y();
}
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setUseColor(true);
vbo->setData(verts.count() / 2, 2, verts.data(), NULL);
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::ColorShader);
shader->setUniform("offset", QVector2D(0, 0));
vbo->render(GL_TRIANGLES);
ShaderManager::instance()->popShader();
}
//****************************************
// SceneOpenGL::Texture
//****************************************
void SceneOpenGL::Texture::init()
{
findTarget();
}
void SceneOpenGL::Texture::release()
{
mTexture = None;
}
void SceneOpenGL::Texture::findTarget()
{
mTarget = GL_TEXTURE_2D;
}
bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size,
int depth, QRegion region )
{
Q_UNUSED(size)
Q_UNUSED(depth)
Q_UNUSED(region)
if( mTexture == None )
{
createTexture();
bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
const EGLint attribs[] = {
EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
EGL_NONE
};
EGLImageKHR image = eglCreateImageKHR(dpy, EGL_NO_CONTEXT, EGL_NATIVE_PIXMAP_KHR,
(EGLClientBuffer)pix, attribs);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
eglDestroyImageKHR( dpy, image );
unbind();
checkGLError("load texture");
}
return true;
}
void SceneOpenGL::Texture::bind()
{
GLTexture::bind();
}
void SceneOpenGL::Texture::unbind()
{
GLTexture::unbind();
}