24816cb67b
BUG: 171709 svn path=/trunk/KDE/kdebase/workspace/; revision=865220
1622 lines
58 KiB
C++
1622 lines
58 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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/*
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This is the OpenGL-based compositing code. It is the primary and most powerful
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compositing backend.
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Sources and other compositing managers:
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=======================================
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- http://opengl.org
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- documentation
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- OpenGL Redbook (http://opengl.org/documentation/red_book/ - note it's only version 1.1)
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- GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf)
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- extensions docs (http://www.opengl.org/registry/)
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- glcompmgr
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- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
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- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
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- simple and easy to understand
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- works even without texture_from_pixmap extension
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- claims to support several different gfx cards
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- compile with something like
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"gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib"
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- compiz
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- git clone git://anongit.freedesktop.org/git/xorg/app/compiz
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- the ultimate <whatever>
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- glxcompmgr
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- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
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- a rather old version of compiz, but also simpler and as such simpler
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to understand
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- beryl
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- a fork of Compiz
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- http://beryl-project.org
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- git clone git://anongit.beryl-project.org/beryl/beryl-core (or beryl-plugins etc. ,
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the full list should be at git://anongit.beryl-project.org/beryl/)
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- libcm (metacity)
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- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
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- not much idea about it, the model differs a lot from KWin/Compiz/Beryl
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- does not seem to be very powerful or with that much development going on
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*/
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#include "scene_opengl.h"
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#include <kxerrorhandler.h>
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#include "utils.h"
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#include "client.h"
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#include "deleted.h"
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#include "effects.h"
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#include <sys/ipc.h>
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#include <sys/shm.h>
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#include <math.h>
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// turns on checks for opengl errors in various places (for easier finding of them)
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// normally only few of them are enabled
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//#define CHECK_GL_ERROR
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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#include <X11/extensions/Xcomposite.h>
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#include <qpainter.h>
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namespace KWin
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{
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//****************************************
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// SceneOpenGL
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//****************************************
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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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bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap)
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bool SceneOpenGL::db; // destination drawable is double-buffered
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bool SceneOpenGL::shm_mode;
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#ifdef HAVE_XSHM
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XShmSegmentInfo SceneOpenGL::shm;
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#endif
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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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{
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if( !Extensions::glxAvailable())
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{
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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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{
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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( !hasGLExtension( "GL_ARB_texture_non_power_of_two" )
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&& !hasGLExtension( "GL_ARB_texture_rectangle" ))
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{
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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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{
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unsigned int sync;
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if( glXGetVideoSync( &sync ) == 0 )
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{
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if( glXWaitVideoSync( 1, 0, &sync ) == 0 )
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has_waitSync = true;
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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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{
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kError( 1212 ) << "OpenGL compositing setup failed";
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return; // error
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}
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if( !selfCheck())
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return;
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kDebug( 1212 ) << "DB:" << db << ", TFP:" << tfp_mode << ", SHM:" << shm_mode
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<< ", 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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{
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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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if( wspace->overlayWindow())
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{
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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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}
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else
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{
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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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if( shm_mode )
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cleanupShm();
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if( !tfp_mode && !shm_mode )
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{
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if( last_pixmap != None )
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glXDestroyPixmap( display(), last_pixmap );
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glXDestroyContext( display(), ctxdrawable );
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}
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glXMakeCurrent( display(), None, NULL );
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glXDestroyContext( display(), ctxbuffer );
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checkGLError( "Cleanup" );
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}
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bool SceneOpenGL::initFailed() const
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{
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return !init_ok;
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}
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bool SceneOpenGL::selectMode()
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{
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// select mode - try TFP first, then SHM, otherwise fallback mode
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shm_mode = false;
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tfp_mode = false;
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if( options->glMode == Options::GLTFP )
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{
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if( initTfp())
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tfp_mode = true;
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else if( initShm())
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shm_mode = true;
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}
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else if( options->glMode == Options::GLSHM )
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{
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if( initShm())
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shm_mode = true;
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else if( initTfp())
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tfp_mode = true;
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}
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if( !initDrawableConfigs())
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return false;
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return true;
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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::initShm()
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{
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#ifdef HAVE_XSHM
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int major, minor;
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Bool pixmaps;
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if( !XShmQueryVersion( display(), &major, &minor, &pixmaps ) || !pixmaps )
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return false;
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if( XShmPixmapFormat( display()) != ZPixmap )
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return false;
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const int MAXSIZE = 4096 * 2048 * 4; // TODO check there are not larger windows
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// TODO check that bytes_per_line doesn't involve padding?
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shm.readOnly = False;
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shm.shmid = shmget( IPC_PRIVATE, MAXSIZE, IPC_CREAT | 0600 );
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if( shm.shmid < 0 )
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return false;
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shm.shmaddr = ( char* ) shmat( shm.shmid, NULL, 0 );
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if( shm.shmaddr == ( void * ) -1 )
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{
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shmctl( shm.shmid, IPC_RMID, 0 );
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return false;
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}
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#ifdef __linux__
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// mark as deleted to automatically free the memory in case
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// of a crash (but this doesn't work e.g. on Solaris ... oh well)
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shmctl( shm.shmid, IPC_RMID, 0 );
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#endif
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KXErrorHandler errs;
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XShmAttach( display(), &shm );
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if( errs.error( true ))
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{
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#ifndef __linux__
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shmctl( shm.shmid, IPC_RMID, 0 );
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#endif
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shmdt( shm.shmaddr );
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return false;
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}
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return true;
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#else
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return false;
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#endif
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}
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void SceneOpenGL::cleanupShm()
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{
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#ifdef HAVE_XSHM
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shmdt( shm.shmaddr );
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#ifndef __linux__
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shmctl( shm.shmid, IPC_RMID, 0 );
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#endif
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#endif
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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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if( !tfp_mode && !shm_mode )
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direct_rendering = false; // fallback doesn't seem to work with direct rendering
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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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{
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if( !direct_rendering )
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{
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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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{
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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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if( !tfp_mode && !shm_mode )
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{
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ctxdrawable = glXCreateNewContext( display(), fbcdrawableinfo[ QX11Info::appDepth() ].fbconfig, GLX_RGBA_TYPE, ctxbuffer,
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direct_rendering ? GL_TRUE : GL_FALSE );
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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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}
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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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}
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else
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{
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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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{
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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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{
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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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{
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if( back_value > back )
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continue;
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}
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else
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{
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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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{
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kError( 1212 ) << "Couldn't find framebuffer configuration for buffer!";
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return false;
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}
|
|
for( int i = 0; i <= 32; i++ )
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{
|
|
if( fbcdrawableinfo[ i ].fbconfig == NULL )
|
|
continue;
|
|
int vis_drawable = 0;
|
|
glXGetFBConfigAttrib( display(), fbcdrawableinfo[ i ].fbconfig, GLX_VISUAL_ID, &vis_drawable );
|
|
kDebug( 1212 ) << "Drawable visual (depth " << i << "): 0x" << QString::number( vis_drawable, 16 );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// make a list of the best configs for windows by depth
|
|
bool SceneOpenGL::initDrawableConfigs()
|
|
{
|
|
int cnt;
|
|
GLXFBConfig *fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display() ), &cnt );
|
|
|
|
for( int i = 0; i <= 32; i++ )
|
|
{
|
|
int back, stencil, depth, caveat, alpha, mipmap, rgba;
|
|
back = INT_MAX;
|
|
stencil = INT_MAX;
|
|
depth = INT_MAX;
|
|
caveat = INT_MAX;
|
|
mipmap = 0;
|
|
rgba = 0;
|
|
fbcdrawableinfo[ i ].fbconfig = NULL;
|
|
fbcdrawableinfo[ i ].bind_texture_format = 0;
|
|
fbcdrawableinfo[ i ].y_inverted = 0;
|
|
fbcdrawableinfo[ i ].mipmap = 0;
|
|
for( int j = 0; j < cnt; j++ )
|
|
{
|
|
XVisualInfo *vi;
|
|
int visual_depth;
|
|
vi = glXGetVisualFromFBConfig( display(), fbconfigs[ j ] );
|
|
if( vi == NULL )
|
|
continue;
|
|
visual_depth = vi->depth;
|
|
XFree( vi );
|
|
if( visual_depth != i )
|
|
continue;
|
|
int value;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_ALPHA_SIZE, &alpha );
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_BUFFER_SIZE, &value );
|
|
if( value != i && ( value - alpha ) != i )
|
|
continue;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_RENDER_TYPE, &value );
|
|
if( !( value & GLX_RGBA_BIT ))
|
|
continue;
|
|
if( tfp_mode )
|
|
{
|
|
value = 0;
|
|
if( i == 32 )
|
|
{
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_BIND_TO_TEXTURE_RGBA_EXT, &value );
|
|
if( value )
|
|
{
|
|
// TODO I think this should be set only after the config passes all tests
|
|
rgba = 1;
|
|
fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGBA_EXT;
|
|
}
|
|
}
|
|
if( !value )
|
|
{
|
|
if( rgba )
|
|
continue;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_BIND_TO_TEXTURE_RGB_EXT, &value );
|
|
if( !value )
|
|
continue;
|
|
fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGB_EXT;
|
|
}
|
|
}
|
|
int back_value;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_DOUBLEBUFFER, &back_value );
|
|
if( back_value > back )
|
|
continue;
|
|
int stencil_value;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_STENCIL_SIZE, &stencil_value );
|
|
if( stencil_value > stencil )
|
|
continue;
|
|
int depth_value;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_DEPTH_SIZE, &depth_value );
|
|
if( depth_value > depth )
|
|
continue;
|
|
int mipmap_value = -1;
|
|
if( tfp_mode && GLTexture::framebufferObjectSupported())
|
|
{
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_BIND_TO_MIPMAP_TEXTURE_EXT, &mipmap_value );
|
|
if( mipmap_value < mipmap )
|
|
continue;
|
|
}
|
|
int caveat_value;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_CONFIG_CAVEAT, &caveat_value );
|
|
if( caveat_value > caveat )
|
|
continue;
|
|
// ok, config passed all tests, it's the best one so far
|
|
fbcdrawableinfo[ i ].fbconfig = fbconfigs[ j ];
|
|
caveat = caveat_value;
|
|
back = back_value;
|
|
stencil = stencil_value;
|
|
depth = depth_value;
|
|
mipmap = mipmap_value;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_Y_INVERTED_EXT, &value );
|
|
fbcdrawableinfo[ i ].y_inverted = value;
|
|
fbcdrawableinfo[ i ].mipmap = mipmap;
|
|
}
|
|
}
|
|
if( cnt )
|
|
XFree( fbconfigs );
|
|
if( fbcdrawableinfo[ DefaultDepth( display(), DefaultScreen( display())) ].fbconfig == NULL )
|
|
{
|
|
kError( 1212 ) << "Couldn't find framebuffer configuration for default depth!";
|
|
return false;
|
|
}
|
|
if( fbcdrawableinfo[ 32 ].fbconfig == NULL )
|
|
{
|
|
kError( 1212 ) << "Couldn't find framebuffer configuration for depth 32 (no ARGB GLX visual)!";
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Test if compositing actually _really_ works, by creating a texture from a testing
|
|
// window, drawing it on the screen, reading the contents back and comparing. This
|
|
// should test whether compositing really works.
|
|
// It would be still nice to check somehow if compositing is not awfully slow.
|
|
bool SceneOpenGL::selfCheck()
|
|
{
|
|
QImage img( 5, 1, QImage::Format_RGB32 );
|
|
img.setPixel( 0, 0, QColor( Qt::red ).rgb());
|
|
img.setPixel( 1, 0, QColor( Qt::green ).rgb());
|
|
img.setPixel( 2, 0, QColor( Qt::blue ).rgb());
|
|
img.setPixel( 3, 0, QColor( Qt::white ).rgb());
|
|
img.setPixel( 4, 0, QColor( Qt::black ).rgb());
|
|
QPixmap pix = QPixmap::fromImage( img );
|
|
QList< QPoint > points = selfCheckPoints();
|
|
QRegion reg;
|
|
foreach( const QPoint& p, points )
|
|
reg |= QRect( p, pix.size());
|
|
if( wspace->overlayWindow())
|
|
{ // avoid covering the whole screen too soon
|
|
wspace->setOverlayShape( reg );
|
|
wspace->showOverlay();
|
|
}
|
|
foreach( const QPoint& p, points )
|
|
{
|
|
XSetWindowAttributes wa;
|
|
wa.override_redirect = True;
|
|
::Window window = XCreateWindow( display(), rootWindow(), 0, 0, 5, 1, 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, CompositeRedirectManual );
|
|
Pixmap wpix = XCompositeNameWindowPixmap( display(), window );
|
|
glXWaitX();
|
|
Texture texture;
|
|
texture.load( wpix, QSize( 5, 1 ), QX11Info::appDepth());
|
|
texture.bind();
|
|
QRect rect( p.x(), p.y(), 5, 1 );
|
|
texture.render( infiniteRegion(), rect );
|
|
texture.unbind();
|
|
glXWaitGL();
|
|
XFreePixmap( display(), wpix );
|
|
XDestroyWindow( display(), window );
|
|
}
|
|
flushBuffer( PAINT_SCREEN_REGION, reg );
|
|
glXWaitGL();
|
|
bool ok = true;
|
|
foreach( const QPoint& p, points )
|
|
{
|
|
QPixmap pix = QPixmap::grabWindow( rootWindow(), p.x(), p.y(), 5, 1 );
|
|
QImage img = pix.toImage();
|
|
// kdDebug() << "P:" << QColor( img.pixel( 0, 0 )).name();
|
|
// kdDebug() << "P:" << QColor( img.pixel( 1, 0 )).name();
|
|
// kdDebug() << "P:" << QColor( img.pixel( 2, 0 )).name();
|
|
// kdDebug() << "P:" << QColor( img.pixel( 3, 0 )).name();
|
|
// kdDebug() << "P:" << QColor( img.pixel( 4, 0 )).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( 3, 0 ) != QColor( Qt::white ).rgb()
|
|
|| img.pixel( 4, 0 ) != QColor( Qt::black ).rgb())
|
|
{
|
|
kError( 1212 ) << "Compositing self-check failed, disabling compositing.";
|
|
ok = false;
|
|
break;
|
|
}
|
|
}
|
|
if( wspace->overlayWindow())
|
|
wspace->hideOverlay();
|
|
if( ok )
|
|
kDebug( 1212 ) << "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 )
|
|
{
|
|
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
|
|
flushBuffer( mask, damage );
|
|
// 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())
|
|
{
|
|
unsigned int sync;
|
|
|
|
glFlush();
|
|
glXGetVideoSync( &sync );
|
|
glXWaitVideoSync( 2, ( sync + 1 ) % 2, &sync );
|
|
}
|
|
}
|
|
|
|
// actually paint to the screen (double-buffer swap or copy from pixmap buffer)
|
|
void SceneOpenGL::flushBuffer( int mask, QRegion damage )
|
|
{
|
|
if( db )
|
|
{
|
|
if( mask & PAINT_SCREEN_REGION )
|
|
{
|
|
waitSync();
|
|
if( glXCopySubBuffer )
|
|
{
|
|
foreach( const QRect &r, damage.rects())
|
|
{
|
|
// convert to OpenGL coordinates
|
|
int y = displayHeight() - r.y() - r.height();
|
|
glXCopySubBuffer( display(), glxbuffer, r.x(), y, r.width(), r.height());
|
|
}
|
|
}
|
|
else
|
|
{ // no idea why glScissor() is used, but Compiz has it and it doesn't seem to hurt
|
|
glEnable( GL_SCISSOR_TEST );
|
|
glDrawBuffer( GL_FRONT );
|
|
int xpos = 0;
|
|
int ypos = 0;
|
|
foreach( const QRect &r, damage.rects())
|
|
{
|
|
// convert to OpenGL coordinates
|
|
int y = displayHeight() - r.y() - r.height();
|
|
// Move raster position relatively using glBitmap() rather
|
|
// than using glRasterPos2f() - the latter causes drawing
|
|
// artefacts at the bottom screen edge with some gfx cards
|
|
// glRasterPos2f( r.x(), r.y() + r.height());
|
|
glBitmap( 0, 0, 0, 0, r.x() - xpos, y - ypos, NULL );
|
|
xpos = r.x();
|
|
ypos = y;
|
|
glScissor( r.x(), y, r.width(), r.height());
|
|
glCopyPixels( r.x(), y, r.width(), r.height(), GL_COLOR );
|
|
}
|
|
glBitmap( 0, 0, 0, 0, -xpos, -ypos, NULL ); // move position back to 0,0
|
|
glDrawBuffer( GL_BACK );
|
|
glDisable( GL_SCISSOR_TEST );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
waitSync();
|
|
glXSwapBuffers( display(), glxbuffer );
|
|
}
|
|
glXWaitGL();
|
|
XFlush( display());
|
|
}
|
|
else
|
|
{
|
|
glFlush();
|
|
glXWaitGL();
|
|
waitSync();
|
|
if( mask & PAINT_SCREEN_REGION )
|
|
foreach( const QRect &r, damage.rects())
|
|
XCopyArea( display(), buffer, rootWindow(), gcroot, r.x(), r.y(), r.width(), r.height(), r.x(), r.y());
|
|
else
|
|
XCopyArea( display(), buffer, rootWindow(), gcroot, 0, 0, displayWidth(), displayHeight(), 0, 0 );
|
|
XFlush( display());
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::paintGenericScreen( int mask, ScreenPaintData data )
|
|
{
|
|
if( mask & PAINT_SCREEN_TRANSFORMED )
|
|
{ // apply screen transformations
|
|
glPushMatrix();
|
|
glTranslatef( data.xTranslate, data.yTranslate, data.zTranslate );
|
|
if( data.rotation )
|
|
{
|
|
// translate to rotation point, rotate, translate back
|
|
glTranslatef( data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint );
|
|
float xAxis = 0.0;
|
|
float yAxis = 0.0;
|
|
float 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;
|
|
}
|
|
glRotatef( data.rotation->angle, xAxis, yAxis, zAxis );
|
|
glTranslatef( -data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint );
|
|
}
|
|
glScalef( data.xScale, data.yScale, data.zScale );
|
|
}
|
|
Scene::paintGenericScreen( mask, data );
|
|
if( mask & PAINT_SCREEN_TRANSFORMED )
|
|
glPopMatrix();
|
|
}
|
|
|
|
void SceneOpenGL::paintBackground( QRegion region )
|
|
{
|
|
PaintClipper pc( region );
|
|
if( !PaintClipper::clip())
|
|
{
|
|
glPushAttrib( GL_COLOR_BUFFER_BIT );
|
|
glClearColor( 0, 0, 0, 1 ); // black
|
|
glClear( GL_COLOR_BUFFER_BIT );
|
|
glPopAttrib();
|
|
return;
|
|
}
|
|
if( pc.clip() && pc.paintArea().isEmpty())
|
|
return; // no background to paint
|
|
glPushAttrib( GL_CURRENT_BIT );
|
|
glColor4f( 0, 0, 0, 1 ); // black
|
|
for( PaintClipper::Iterator iterator;
|
|
!iterator.isDone();
|
|
iterator.next())
|
|
{
|
|
glBegin( GL_QUADS );
|
|
QRect r = iterator.boundingRect();
|
|
glVertex2i( r.x(), r.y());
|
|
glVertex2i( r.x() + r.width(), r.y());
|
|
glVertex2i( r.x() + r.width(), r.y() + r.height());
|
|
glVertex2i( r.x(), r.y() + r.height());
|
|
glEnd();
|
|
}
|
|
glPopAttrib();
|
|
}
|
|
|
|
void SceneOpenGL::windowAdded( Toplevel* c )
|
|
{
|
|
assert( !windows.contains( c ));
|
|
windows[ c ] = new Window( c );
|
|
c->effectWindow()->setSceneWindow( windows[ c ]);
|
|
}
|
|
|
|
void SceneOpenGL::windowClosed( Toplevel* c, Deleted* deleted )
|
|
{
|
|
assert( windows.contains( c ));
|
|
if( deleted != NULL )
|
|
{ // replace c with deleted
|
|
Window* w = windows.take( c );
|
|
w->updateToplevel( deleted );
|
|
windows[ deleted ] = w;
|
|
}
|
|
else
|
|
{
|
|
delete windows.take( c );
|
|
c->effectWindow()->setSceneWindow( NULL );
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::windowDeleted( Deleted* c )
|
|
{
|
|
assert( windows.contains( c ));
|
|
delete windows.take( c );
|
|
c->effectWindow()->setSceneWindow( NULL );
|
|
}
|
|
|
|
void SceneOpenGL::windowGeometryShapeChanged( Toplevel* c )
|
|
{
|
|
if( !windows.contains( c )) // this is ok, shape is not valid
|
|
return; // by default
|
|
Window* w = windows[ c ];
|
|
w->discardShape();
|
|
w->checkTextureSize();
|
|
}
|
|
|
|
void SceneOpenGL::windowOpacityChanged( Toplevel* )
|
|
{
|
|
#if 0 // not really needed, windows are painted on every repaint
|
|
// and opacity is used when applying texture, not when
|
|
// creating it
|
|
if( !windows.contains( c )) // this is ok, texture is created
|
|
return; // on demand
|
|
Window* w = windows[ c ];
|
|
w->discardTexture();
|
|
#endif
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Texture
|
|
//****************************************
|
|
|
|
SceneOpenGL::Texture::Texture() : GLTexture()
|
|
{
|
|
init();
|
|
}
|
|
|
|
SceneOpenGL::Texture::Texture( const Pixmap& pix, const QSize& size, int depth ) : GLTexture()
|
|
{
|
|
init();
|
|
load( pix, size, depth );
|
|
}
|
|
|
|
SceneOpenGL::Texture::~Texture()
|
|
{
|
|
discard();
|
|
}
|
|
|
|
void SceneOpenGL::Texture::init()
|
|
{
|
|
bound_glxpixmap = None;
|
|
}
|
|
|
|
void SceneOpenGL::Texture::createTexture()
|
|
{
|
|
glGenTextures( 1, &mTexture );
|
|
}
|
|
|
|
void SceneOpenGL::Texture::discard()
|
|
{
|
|
if( mTexture != None )
|
|
release();
|
|
GLTexture::discard();
|
|
}
|
|
|
|
void SceneOpenGL::Texture::release()
|
|
{
|
|
if( tfp_mode && bound_glxpixmap != None )
|
|
{
|
|
if( !options->glStrictBinding )
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
glXDestroyGLXPixmap( display(), bound_glxpixmap );
|
|
bound_glxpixmap = None;
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::Texture::findTarget()
|
|
{
|
|
unsigned int new_target = 0;
|
|
if( tfp_mode && glXQueryDrawable && bound_glxpixmap != None )
|
|
glXQueryDrawable( display(), bound_glxpixmap, GLX_TEXTURE_TARGET_EXT, &new_target );
|
|
// Hack for XGL - this should not be a fallback for glXQueryDrawable() but instead the case
|
|
// when glXQueryDrawable is not available. However this call fails with XGL, unless KWin
|
|
// is compiled statically with the libGL that Compiz is built against (without which neither
|
|
// Compiz works with XGL). Falling back to doing this manually makes this work.
|
|
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();
|
|
}
|
|
}
|
|
|
|
QRegion SceneOpenGL::Texture::optimizeBindDamage( const QRegion& reg, int limit )
|
|
{
|
|
if( reg.rects().count() <= 1 )
|
|
return reg;
|
|
// try to reduce the number of rects, as especially with SHM mode every rect
|
|
// causes X roundtrip, even for very small areas - so, when the size difference
|
|
// between all the areas and the bounding rectangle is small, simply use
|
|
// only the bounding rectangle
|
|
int size = 0;
|
|
foreach( const QRect &r, reg.rects())
|
|
size += r.width() * r.height();
|
|
if( reg.boundingRect().width() * reg.boundingRect().height() - size < limit )
|
|
return reg.boundingRect();
|
|
return reg;
|
|
}
|
|
|
|
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( tfp_mode )
|
|
{
|
|
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
|
|
if( tfp_mode )
|
|
{ // tfp mode, simply bind the pixmap to texture
|
|
if( mTexture == None )
|
|
createTexture();
|
|
// when the pixmap is bound to the texture, they share the same data, so the texture
|
|
// updates automatically - no need to do anything in such case
|
|
if( bound_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
|
|
};
|
|
// the GLXPixmap will reference the X pixmap, so it will be freed automatically
|
|
// when no longer needed
|
|
bound_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(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
|
|
}
|
|
}
|
|
else if( shm_mode )
|
|
{ // copy pixmap contents to a texture via shared memory
|
|
#ifdef HAVE_XSHM
|
|
GLenum pixfmt, type;
|
|
if( depth >= 24 )
|
|
{
|
|
pixfmt = GL_BGRA;
|
|
type = GL_UNSIGNED_BYTE;
|
|
}
|
|
else
|
|
{ // depth 16
|
|
pixfmt = GL_RGB;
|
|
type = GL_UNSIGNED_SHORT_5_6_5;
|
|
}
|
|
findTarget();
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "TextureLoadSHM1" );
|
|
#endif
|
|
if( mTexture == None )
|
|
{
|
|
createTexture();
|
|
glBindTexture( mTarget, mTexture );
|
|
y_inverted = false;
|
|
glTexImage2D( mTarget, 0, depth == 32 ? GL_RGBA : GL_RGB,
|
|
mSize.width(), mSize.height(), 0,
|
|
pixfmt, type, NULL );
|
|
}
|
|
else
|
|
glBindTexture( mTarget, mTexture );
|
|
if( !region.isEmpty())
|
|
{
|
|
XGCValues xgcv;
|
|
xgcv.graphics_exposures = False;
|
|
xgcv.subwindow_mode = IncludeInferiors;
|
|
GC gc = XCreateGC( display(), pix, GCGraphicsExposures | GCSubwindowMode, &xgcv );
|
|
Pixmap p = XShmCreatePixmap( display(), rootWindow(), shm.shmaddr, &shm,
|
|
mSize.width(), mSize.height(), depth );
|
|
QRegion damage = optimizeBindDamage( region, 100 * 100 );
|
|
glPixelStorei( GL_UNPACK_ROW_LENGTH, mSize.width());
|
|
foreach( const QRect &r, damage.rects())
|
|
{ // TODO for small areas it might be faster to not use SHM to avoid the XSync()
|
|
XCopyArea( display(), pix, p, gc, r.x(), r.y(), r.width(), r.height(), 0, 0 );
|
|
glXWaitX();
|
|
glTexSubImage2D( mTarget, 0,
|
|
r.x(), r.y(), r.width(), r.height(),
|
|
pixfmt, type, shm.shmaddr );
|
|
glXWaitGL();
|
|
}
|
|
glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
|
|
XFreePixmap( display(), p );
|
|
XFreeGC( display(), gc );
|
|
}
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "TextureLoadSHM2" );
|
|
#endif
|
|
y_inverted = true;
|
|
can_use_mipmaps = true;
|
|
#endif
|
|
}
|
|
else
|
|
{ // fallback, copy pixmap contents to a texture
|
|
// note that if depth is not QX11Info::appDepth(), this may
|
|
// not work (however, it does seem to work with nvidia)
|
|
findTarget();
|
|
GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawableinfo[ QX11Info::appDepth() ].fbconfig, pix, NULL );
|
|
glXMakeCurrent( display(), pixmap, ctxdrawable );
|
|
if( last_pixmap != None )
|
|
glXDestroyPixmap( display(), last_pixmap );
|
|
// workaround for ATI - it leaks/crashes when the pixmap is destroyed immediately
|
|
// here (http://lists.kde.org/?l=kwin&m=116353772208535&w=2)
|
|
last_pixmap = pixmap;
|
|
glReadBuffer( GL_FRONT );
|
|
glDrawBuffer( GL_FRONT );
|
|
if( mTexture == None )
|
|
{
|
|
createTexture();
|
|
glBindTexture( mTarget, mTexture );
|
|
y_inverted = false;
|
|
glCopyTexImage2D( mTarget, 0,
|
|
depth == 32 ? GL_RGBA : GL_RGB,
|
|
0, 0, mSize.width(), mSize.height(), 0 );
|
|
}
|
|
else
|
|
{
|
|
glBindTexture( mTarget, mTexture );
|
|
QRegion damage = optimizeBindDamage( region, 30 * 30 );
|
|
foreach( const QRect &r, damage.rects())
|
|
{
|
|
// convert to OpenGL coordinates (this is mapping
|
|
// the pixmap to a texture, this is not affected
|
|
// by using glOrtho() for the OpenGL scene)
|
|
int gly = mSize.height() - r.y() - r.height();
|
|
glCopyTexSubImage2D( mTarget, 0,
|
|
r.x(), gly, r.x(), gly, r.width(), r.height());
|
|
}
|
|
}
|
|
glXWaitGL();
|
|
if( db )
|
|
glDrawBuffer( GL_BACK );
|
|
glXMakeCurrent( display(), glxbuffer, ctxbuffer );
|
|
glBindTexture( mTarget, mTexture );
|
|
y_inverted = false;
|
|
can_use_mipmaps = true;
|
|
}
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "TextureLoad0" );
|
|
#endif
|
|
return true;
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size,
|
|
int depth )
|
|
{
|
|
return load( pix, size, depth,
|
|
QRegion( 0, 0, size.width(), size.height()));
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load( const QImage& image, GLenum target )
|
|
{
|
|
if( image.isNull())
|
|
return false;
|
|
return load( QPixmap::fromImage( image ), target );
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load( const QPixmap& pixmap, GLenum target )
|
|
{
|
|
Q_UNUSED( target ); // SceneOpenGL::Texture::findTarget() detects the target
|
|
if( pixmap.isNull())
|
|
return false;
|
|
return load( pixmap.handle(), pixmap.size(), pixmap.depth());
|
|
}
|
|
|
|
void SceneOpenGL::Texture::bind()
|
|
{
|
|
glEnable( mTarget );
|
|
glBindTexture( mTarget, mTexture );
|
|
if( tfp_mode && options->glStrictBinding )
|
|
{
|
|
assert( bound_glxpixmap != None );
|
|
glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
|
|
}
|
|
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( tfp_mode && options->glStrictBinding )
|
|
{
|
|
assert( bound_glxpixmap != None );
|
|
glBindTexture( mTarget, mTexture );
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
}
|
|
GLTexture::unbind();
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Window
|
|
//****************************************
|
|
|
|
SceneOpenGL::Window::Window( Toplevel* c )
|
|
: Scene::Window( c )
|
|
, texture()
|
|
{
|
|
}
|
|
|
|
SceneOpenGL::Window::~Window()
|
|
{
|
|
discardTexture();
|
|
}
|
|
|
|
// Bind the window pixmap to an OpenGL texture.
|
|
bool SceneOpenGL::Window::bindTexture()
|
|
{
|
|
if( texture.texture() != None && toplevel->damage().isEmpty())
|
|
{
|
|
// texture doesn't need updating, just bind it
|
|
glBindTexture( texture.target(), texture.texture());
|
|
return true;
|
|
}
|
|
// Get the pixmap with the window contents
|
|
Pixmap pix = toplevel->windowPixmap();
|
|
if( pix == None )
|
|
return false;
|
|
bool success = texture.load( pix, toplevel->size(), toplevel->depth(),
|
|
toplevel->damage());
|
|
if( success )
|
|
toplevel->resetDamage( toplevel->rect());
|
|
else
|
|
kDebug( 1212 ) << "Failed to bind window";
|
|
return success;
|
|
}
|
|
|
|
void SceneOpenGL::Window::discardTexture()
|
|
{
|
|
texture.discard();
|
|
}
|
|
|
|
// This call is used in SceneOpenGL::windowGeometryShapeChanged(),
|
|
// which originally called discardTexture(), however this was causing performance
|
|
// problems with the launch feedback icon - large number of texture rebinds.
|
|
// Since the launch feedback icon does not resize, only changes shape, it
|
|
// is not necessary to rebind the texture (with no strict binding), therefore
|
|
// discard the texture only if size changes.
|
|
void SceneOpenGL::Window::checkTextureSize()
|
|
{
|
|
if( texture.size() != size())
|
|
discardTexture();
|
|
}
|
|
|
|
// when the window's composite pixmap is discarded, undo binding it to the texture
|
|
void SceneOpenGL::Window::pixmapDiscarded()
|
|
{
|
|
texture.release();
|
|
}
|
|
|
|
// paint the window
|
|
void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintData data )
|
|
{
|
|
// check if there is something to paint (e.g. don't paint if the window
|
|
// is only opaque and only PAINT_WINDOW_TRANSLUCENT is requested)
|
|
bool opaque = isOpaque() && data.opacity == 1.0;
|
|
if( !( mask & ( PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT )))
|
|
{ // We are only painting either opaque OR translucent windows, not both
|
|
if( mask & PAINT_WINDOW_OPAQUE && !opaque )
|
|
return; // Only painting opaque and window is translucent
|
|
if( mask & PAINT_WINDOW_TRANSLUCENT && opaque )
|
|
return; // Only painting translucent and window is opaque
|
|
}
|
|
// paint only requested areas
|
|
if( region != infiniteRegion()) // avoid integer overflow
|
|
region.translate( -x(), -y());
|
|
if(( mask & ( PAINT_SCREEN_TRANSFORMED | PAINT_WINDOW_TRANSFORMED )) == 0 )
|
|
region &= shape();
|
|
if( region.isEmpty())
|
|
return;
|
|
if( !bindTexture())
|
|
return;
|
|
glPushMatrix();
|
|
// set texture filter
|
|
if( options->smoothScale != 0 ) // default to yes
|
|
{
|
|
if( mask & PAINT_WINDOW_TRANSFORMED )
|
|
filter = ImageFilterGood;
|
|
else if( mask & PAINT_SCREEN_TRANSFORMED )
|
|
filter = ImageFilterGood;
|
|
else
|
|
filter = ImageFilterFast;
|
|
}
|
|
else
|
|
filter = ImageFilterFast;
|
|
if( filter == ImageFilterGood )
|
|
{
|
|
// avoid unneeded mipmap generation by only using trilinear
|
|
// filtering when it actually makes a difference, that is with
|
|
// minification or changed vertices
|
|
if( options->smoothScale == 2
|
|
&& ( data.quads.smoothNeeded() || data.xScale < 1 || data.yScale < 1 ))
|
|
{
|
|
texture.setFilter( GL_LINEAR_MIPMAP_LINEAR );
|
|
}
|
|
else
|
|
texture.setFilter( GL_LINEAR );
|
|
}
|
|
else
|
|
texture.setFilter( GL_NEAREST );
|
|
// do required transformations
|
|
int x = toplevel->x();
|
|
int y = toplevel->y();
|
|
double z = 0.0;
|
|
if( mask & PAINT_WINDOW_TRANSFORMED )
|
|
{
|
|
x += data.xTranslate;
|
|
y += data.yTranslate;
|
|
z += data.zTranslate;
|
|
}
|
|
glTranslatef( x, y, z );
|
|
if(( mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 || data.zScale != 1 ))
|
|
glScalef( data.xScale, data.yScale, data.zScale );
|
|
if(( mask & PAINT_WINDOW_TRANSFORMED ) && data.rotation )
|
|
{
|
|
glTranslatef( data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint );
|
|
float xAxis = 0.0;
|
|
float yAxis = 0.0;
|
|
float 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;
|
|
}
|
|
glRotatef( data.rotation->angle, xAxis, yAxis, zAxis );
|
|
glTranslatef( -data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint );
|
|
}
|
|
region.translate( toplevel->x(), toplevel->y() ); // Back to screen coords
|
|
|
|
texture.bind();
|
|
texture.enableUnnormalizedTexCoords();
|
|
|
|
WindowQuadList decoration = data.quads.select( WindowQuadDecoration );
|
|
if( data.contents_opacity != data.decoration_opacity && !decoration.isEmpty())
|
|
{
|
|
prepareStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
|
|
renderQuads( mask, region, data.quads.select( WindowQuadContents ));
|
|
restoreStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
|
|
prepareStates( data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
|
|
renderQuads( mask, region, decoration );
|
|
restoreStates( data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
|
|
}
|
|
else
|
|
{
|
|
prepareStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
|
|
renderQuads( mask, region, data.quads.select( WindowQuadContents ));
|
|
renderQuads( mask, region, data.quads.select( WindowQuadDecoration ));
|
|
restoreStates( data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
|
|
}
|
|
|
|
texture.disableUnnormalizedTexCoords();
|
|
texture.unbind();
|
|
glPopMatrix();
|
|
}
|
|
|
|
void SceneOpenGL::Window::renderQuads( int, const QRegion& region, const WindowQuadList& quads )
|
|
{
|
|
if( quads.isEmpty())
|
|
return;
|
|
// Render geometry
|
|
float* vertices;
|
|
float* texcoords;
|
|
quads.makeArrays( &vertices, &texcoords );
|
|
renderGLGeometry( region, quads.count() * 4,
|
|
vertices, texcoords, NULL, 2, 0 );
|
|
delete[] vertices;
|
|
delete[] texcoords;
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareStates( double opacity, double brightness, double saturation, GLShader* shader )
|
|
{
|
|
if(shader)
|
|
prepareShaderRenderStates( opacity, brightness, saturation, shader );
|
|
else
|
|
prepareRenderStates( opacity, brightness, saturation );
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareShaderRenderStates( double opacity, double brightness, double saturation, GLShader* shader )
|
|
{
|
|
// setup blending of transparent windows
|
|
glPushAttrib( GL_ENABLE_BIT );
|
|
bool opaque = isOpaque() && opacity == 1.0;
|
|
if( !opaque )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
shader->setUniform("opacity", (float)opacity);
|
|
shader->setUniform("saturation", (float)saturation);
|
|
shader->setUniform("brightness", (float)brightness);
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareRenderStates( double opacity, double brightness, double saturation )
|
|
{
|
|
// setup blending of transparent windows
|
|
glPushAttrib( GL_ENABLE_BIT );
|
|
bool opaque = isOpaque() && opacity == 1.0;
|
|
if( !opaque )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
if( saturation != 1.0 && texture.saturationSupported())
|
|
{
|
|
// First we need to get the color from [0; 1] range to [0.5; 1] range
|
|
glActiveTexture( GL_TEXTURE0 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
|
|
const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5};
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant );
|
|
texture.bind();
|
|
|
|
// Then we take dot product of the result of previous pass and
|
|
// saturation_constant. This gives us completely unsaturated
|
|
// (greyscale) image
|
|
// Note that both operands have to be in range [0.5; 1] since opengl
|
|
// automatically substracts 0.5 from them
|
|
glActiveTexture( GL_TEXTURE1 );
|
|
float saturation_constant[] = { 0.5 + 0.5*0.30, 0.5 + 0.5*0.59, 0.5 + 0.5*0.11, saturation };
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
|
|
texture.bind();
|
|
|
|
// Finally we need to interpolate between the original image and the
|
|
// greyscale image to get wanted level of saturation
|
|
glActiveTexture( GL_TEXTURE2 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
|
|
// Also replace alpha by primary color's alpha here
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
|
|
// And make primary color contain the wanted opacity
|
|
glColor4f( opacity, opacity, opacity, opacity );
|
|
texture.bind();
|
|
|
|
if( toplevel->hasAlpha() || brightness != 1.0f )
|
|
{
|
|
glActiveTexture( GL_TEXTURE3 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
// The color has to be multiplied by both opacity and brightness
|
|
float opacityByBrightness = opacity * brightness;
|
|
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity );
|
|
if( toplevel->hasAlpha() )
|
|
{
|
|
// Multiply original texture's alpha by our opacity
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA );
|
|
}
|
|
else
|
|
{
|
|
// Alpha will be taken from previous stage
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
|
|
}
|
|
texture.bind();
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0 );
|
|
}
|
|
else if( opacity != 1.0 || brightness != 1.0 )
|
|
{
|
|
// the window is additionally configured to have its opacity adjusted,
|
|
// do it
|
|
float opacityByBrightness = opacity * brightness;
|
|
if( toplevel->hasAlpha())
|
|
{
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness,
|
|
opacity);
|
|
}
|
|
else
|
|
{
|
|
// Multiply color by brightness and replace alpha by opacity
|
|
float constant[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity };
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT );
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant );
|
|
}
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::Window::restoreStates( double opacity, double brightness, double saturation, GLShader* shader )
|
|
{
|
|
if(shader)
|
|
restoreShaderRenderStates( opacity, brightness, saturation, shader );
|
|
else
|
|
restoreRenderStates( opacity, brightness, saturation );
|
|
}
|
|
|
|
void SceneOpenGL::Window::restoreShaderRenderStates( double opacity, double brightness, double saturation, GLShader* shader )
|
|
{
|
|
Q_UNUSED( opacity );
|
|
Q_UNUSED( brightness );
|
|
Q_UNUSED( saturation );
|
|
Q_UNUSED( shader );
|
|
glPopAttrib(); // ENABLE_BIT
|
|
}
|
|
|
|
void SceneOpenGL::Window::restoreRenderStates( double opacity, double brightness, double saturation )
|
|
{
|
|
if( opacity != 1.0 || saturation != 1.0 || brightness != 1.0f )
|
|
{
|
|
if( saturation != 1.0 && texture.saturationSupported())
|
|
{
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glDisable( texture.target());
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glDisable( texture.target());
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glDisable( texture.target());
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
glColor4f( 0, 0, 0, 0 );
|
|
}
|
|
|
|
glPopAttrib(); // ENABLE_BIT
|
|
}
|
|
|
|
} // namespace
|
|
|
|
#endif
|