a2e214d326
Need to disable clearing screen on EGL for that. With Mesa swapping buffer is sufficient, though a better solution will be required for other drivers
289 lines
7.7 KiB
C++
289 lines
7.7 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) 2010 Martin Gräßlin <kde@martin-graesslin.com>
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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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//#include "scene_opengl.h"
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#include <QX11Info>
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EGLDisplay dpy;
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EGLConfig config;
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EGLSurface surface;
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EGLContext ctx;
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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( true )
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, m_sceneShader( NULL )
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{
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if( !initRenderingContext() )
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return;
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initGL();
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debug = qstrcmp( qgetenv( "KWIN_GL_DEBUG" ), "1" ) == 0;
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m_sceneShader = new GLShader( ":/resources/scene-vertex.glsl", ":/resources/scene-fragment.glsl" );
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if( m_sceneShader->isValid() )
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{
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m_sceneShader->bind();
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m_sceneShader->setUniform( "sample", 0 );
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m_sceneShader->setUniform( "displaySize", QVector2D(displayWidth(), displayHeight()));
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m_sceneShader->setUniform( "debug", debug ? 1 : 0 );
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m_sceneShader->unbind();
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kDebug(1212) << "Scene Shader is valid";
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}
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else
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{
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delete m_sceneShader;
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m_sceneShader = NULL;
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kDebug(1212) << "Scene Shader is not valid";
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return;
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}
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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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init_ok = true;
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}
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SceneOpenGL::~SceneOpenGL()
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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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eglMakeCurrent( dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT );
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eglDestroyContext( dpy, ctx );
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eglDestroySurface( dpy, surface );
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eglTerminate( dpy );
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eglReleaseThread();
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delete m_sceneShader;
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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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return false;
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}
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bool SceneOpenGL::initRenderingContext()
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{
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dpy = eglGetDisplay( display() );
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if( dpy == EGL_NO_DISPLAY )
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return false;
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EGLint major, minor;
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if( eglInitialize( dpy, &major, &minor ) == EGL_FALSE )
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return false;
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eglBindAPI( EGL_OPENGL_ES_API );
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initBufferConfigs();
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if( !wspace->createOverlay() )
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{
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kError( 1212 ) << "Could not get overlay window";
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return false;
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}
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surface = eglCreateWindowSurface( dpy, config, wspace->overlayWindow(), 0 );
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const EGLint context_attribs[] = {
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE
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};
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ctx = eglCreateContext( dpy, config, EGL_NO_CONTEXT, context_attribs );
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if( ctx == EGL_NO_CONTEXT )
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return false;
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if( eglMakeCurrent( dpy, surface, surface, ctx ) == EGL_FALSE )
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return false;
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kDebug( 1212 ) << "EGL version: " << major << "." << minor;
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EGLint error = eglGetError();
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if( error != EGL_SUCCESS )
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{
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kWarning( 1212 ) << "Error occurred while creating context " << error;
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return false;
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}
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return true;
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}
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bool SceneOpenGL::initBuffer()
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{
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return false;
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}
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bool SceneOpenGL::initBufferConfigs()
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{
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const EGLint config_attribs[] = {
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RED_SIZE, 1,
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EGL_GREEN_SIZE, 1,
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EGL_BLUE_SIZE, 1,
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EGL_ALPHA_SIZE, 0,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_CONFIG_CAVEAT, EGL_NONE,
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EGL_NONE,
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};
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EGLint count;
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EGLConfig configs[1024];
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eglChooseConfig(dpy, config_attribs, configs, 1024, &count);
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EGLint visualId = XVisualIDFromVisual((Visual*)QX11Info::appVisual());
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config = configs[0];
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for (int i = 0; i < count; i++)
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{
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EGLint val;
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eglGetConfigAttrib(dpy, configs[i], EGL_NATIVE_VISUAL_ID, &val);
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if (visualId == val)
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{
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config = configs[i];
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break;
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}
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}
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return true;
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}
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bool SceneOpenGL::initDrawableConfigs()
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{
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return false;
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}
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void SceneOpenGL::selfCheckSetup()
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{
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// not used in EGL
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}
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bool SceneOpenGL::selfCheckFinish()
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{
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// not used in EGL
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return true;
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}
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// the entry function for painting
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void SceneOpenGL::paint( QRegion damage, ToplevelList toplevels )
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{
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QTime t = QTime::currentTime();
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foreach( Toplevel* c, toplevels )
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{
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assert( windows.contains( c ));
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stacking_order.append( windows[ c ] );
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}
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grabXServer();
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int mask = 0;
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paintScreen( &mask, &damage ); // call generic implementation
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ungrabXServer(); // ungrab before flushBuffer(), it may wait for vsync
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if( wspace->overlayWindow()) // show the window only after the first pass, since
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wspace->showOverlay(); // that pass may take long
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lastRenderTime = t.elapsed();
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flushBuffer( mask, damage );
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// do cleanup
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stacking_order.clear();
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checkGLError( "PostPaint" );
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}
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void SceneOpenGL::waitSync()
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{
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// not used in EGL
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}
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void SceneOpenGL::flushBuffer( int mask, QRegion damage )
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{
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glFlush();
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if( mask & PAINT_SCREEN_REGION )
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{
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// TODO: implement me properly
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eglSwapBuffers( dpy, surface );
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}
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else
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{
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eglSwapBuffers( dpy, surface );
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}
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eglWaitGL();
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// TODO: remove for wayland
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XFlush( display());
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}
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void SceneOpenGL::paintGenericScreen( int mask, ScreenPaintData data )
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{
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// TODO: setup shader for transformed geometry
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Scene::paintGenericScreen( mask, data );
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}
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void SceneOpenGL::paintBackground( QRegion region )
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{
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// TODO: implement me
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//glClearColor(0, 0, 0, 1);
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//glClear(GL_COLOR_BUFFER_BIT);
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}
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//****************************************
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// SceneOpenGL::Texture
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//****************************************
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void SceneOpenGL::Texture::init()
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{
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damaged = true;
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findTarget();
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}
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void SceneOpenGL::Texture::release()
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{
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mTexture = None;
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}
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void SceneOpenGL::Texture::findTarget()
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{
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mTarget = GL_TEXTURE_2D;
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}
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bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size,
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int depth, QRegion region )
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{
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if( mTexture == None )
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{
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createTexture();
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bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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const EGLint attribs[] = {
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EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
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EGL_NONE
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};
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EGLImageKHR image = eglCreateImageKHR(dpy, EGL_NO_CONTEXT, EGL_NATIVE_PIXMAP_KHR,
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(EGLClientBuffer)pix, attribs);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
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eglDestroyImageKHR( dpy, image );
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unbind();
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checkGLError("load texture");
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}
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return true;
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}
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void SceneOpenGL::Texture::bind()
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{
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GLTexture::bind();
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}
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void SceneOpenGL::Texture::unbind()
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{
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GLTexture::unbind();
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}
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