kwin/scene_opengl_egl.cpp
Martin Gräßlin ae95ab0c43 Adding color to VBO.
A color can be specified to render the geometry of the VBO.
For legacy painting glColor is used, for shader a uniform is set.
In order to allow rendering without texcoords, it is possible to pass
a null pointer as texcoords.
Shader added to scene which just renders a colored geometry without texturing.
2011-01-30 14:11:58 +01:00

308 lines
8.8 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2010 Martin Gräßlin <kde@martin-graesslin.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
// This file is included in scene_opengl.cpp
//#include "scene_opengl.h"
#include <QX11Info>
EGLDisplay dpy;
EGLConfig config;
EGLSurface surface;
EGLContext ctx;
SceneOpenGL::SceneOpenGL( Workspace* ws )
: Scene( ws )
, init_ok( false )
, selfCheckDone( true )
, m_sceneShader( NULL )
, m_genericSceneShader( NULL )
, m_colorShader( NULL )
{
if( !initRenderingContext() )
return;
initGL();
debug = qstrcmp( qgetenv( "KWIN_GL_DEBUG" ), "1" ) == 0;
if (!setupSceneShaders()) {
kError( 1212 ) << "Shaders not valid, ES compositing not possible";
return;
}
if( checkGLError( "Init" ))
{
kError( 1212 ) << "OpenGL compositing setup failed";
return; // error
}
init_ok = true;
}
SceneOpenGL::~SceneOpenGL()
{
foreach( Window* w, windows )
delete w;
// do cleanup after initBuffer()
eglMakeCurrent( dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT );
eglDestroyContext( dpy, ctx );
eglDestroySurface( dpy, surface );
eglTerminate( dpy );
eglReleaseThread();
delete m_sceneShader;
SceneOpenGL::EffectFrame::cleanup();
checkGLError( "Cleanup" );
}
bool SceneOpenGL::initTfp()
{
return false;
}
bool SceneOpenGL::initRenderingContext()
{
dpy = eglGetDisplay( display() );
if( dpy == EGL_NO_DISPLAY )
return false;
EGLint major, minor;
if( eglInitialize( dpy, &major, &minor ) == EGL_FALSE )
return false;
eglBindAPI( EGL_OPENGL_ES_API );
initBufferConfigs();
if( !wspace->createOverlay() )
{
kError( 1212 ) << "Could not get overlay window";
return false;
}
surface = eglCreateWindowSurface( dpy, config, wspace->overlayWindow(), 0 );
const EGLint context_attribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
ctx = eglCreateContext( dpy, config, EGL_NO_CONTEXT, context_attribs );
if( ctx == EGL_NO_CONTEXT )
return false;
if( eglMakeCurrent( dpy, surface, surface, ctx ) == EGL_FALSE )
return false;
kDebug( 1212 ) << "EGL version: " << major << "." << minor;
EGLint error = eglGetError();
if( error != EGL_SUCCESS )
{
kWarning( 1212 ) << "Error occurred while creating context " << error;
return false;
}
return true;
}
bool SceneOpenGL::initBuffer()
{
return false;
}
bool SceneOpenGL::initBufferConfigs()
{
const EGLint config_attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RED_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_BLUE_SIZE, 1,
EGL_ALPHA_SIZE, 0,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_CONFIG_CAVEAT, EGL_NONE,
EGL_NONE,
};
EGLint count;
EGLConfig configs[1024];
eglChooseConfig(dpy, config_attribs, configs, 1024, &count);
EGLint visualId = XVisualIDFromVisual((Visual*)QX11Info::appVisual());
config = configs[0];
for (int i = 0; i < count; i++)
{
EGLint val;
eglGetConfigAttrib(dpy, configs[i], EGL_NATIVE_VISUAL_ID, &val);
if (visualId == val)
{
config = configs[i];
break;
}
}
return true;
}
bool SceneOpenGL::initDrawableConfigs()
{
return false;
}
void SceneOpenGL::selfCheckSetup()
{
// not used in EGL
}
bool SceneOpenGL::selfCheckFinish()
{
// not used in EGL
return true;
}
// the entry function for painting
void SceneOpenGL::paint( QRegion damage, ToplevelList toplevels )
{
QTime t = QTime::currentTime();
foreach( Toplevel* c, toplevels )
{
assert( windows.contains( c ));
stacking_order.append( windows[ c ] );
}
grabXServer();
int mask = 0;
paintScreen( &mask, &damage ); // call generic implementation
ungrabXServer(); // ungrab before flushBuffer(), it may wait for vsync
if( wspace->overlayWindow()) // show the window only after the first pass, since
wspace->showOverlay(); // that pass may take long
lastRenderTime = t.elapsed();
flushBuffer( mask, damage );
// do cleanup
stacking_order.clear();
checkGLError( "PostPaint" );
}
void SceneOpenGL::waitSync()
{
// not used in EGL
}
void SceneOpenGL::flushBuffer( int mask, QRegion damage )
{
glFlush();
if( mask & PAINT_SCREEN_REGION )
{
// TODO: implement me properly
eglSwapBuffers( dpy, surface );
}
else
{
eglSwapBuffers( dpy, surface );
}
eglWaitGL();
// TODO: remove for wayland
XFlush( display());
}
void SceneOpenGL::paintGenericScreen(int mask, ScreenPaintData data)
{
if (mask & PAINT_SCREEN_TRANSFORMED) {
// apply screen transformations
QMatrix4x4 screenTransformation;
screenTransformation.translate(data.xTranslate, data.yTranslate, data.zTranslate);
if (data.rotation) {
screenTransformation.translate(data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint);
// translate to rotation point, rotate, translate back
qreal xAxis = 0.0;
qreal yAxis = 0.0;
qreal zAxis = 0.0;
switch (data.rotation->axis) {
case RotationData::XAxis:
xAxis = 1.0;
break;
case RotationData::YAxis:
yAxis = 1.0;
break;
case RotationData::ZAxis:
zAxis = 1.0;
break;
}
screenTransformation.rotate(data.rotation->angle, xAxis, yAxis, zAxis);
screenTransformation.translate(-data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint);
}
screenTransformation.scale(data.xScale, data.yScale, data.zScale);
m_genericSceneShader->bind();
m_genericSceneShader->setUniform("screenTransformation", screenTransformation);
} else if ((mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS) || (mask & PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS)) {
m_genericSceneShader->bind();
m_genericSceneShader->setUniform("screenTransformation", QMatrix4x4());
}
Scene::paintGenericScreen(mask, data);
}
void SceneOpenGL::paintBackground( QRegion region )
{
// TODO: implement me
//glClearColor(0, 0, 0, 1);
//glClear(GL_COLOR_BUFFER_BIT);
}
//****************************************
// SceneOpenGL::Texture
//****************************************
void SceneOpenGL::Texture::init()
{
damaged = true;
findTarget();
}
void SceneOpenGL::Texture::release()
{
mTexture = None;
}
void SceneOpenGL::Texture::findTarget()
{
mTarget = GL_TEXTURE_2D;
}
bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size,
int depth, QRegion region )
{
if( mTexture == None )
{
createTexture();
bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
const EGLint attribs[] = {
EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
EGL_NONE
};
EGLImageKHR image = eglCreateImageKHR(dpy, EGL_NO_CONTEXT, EGL_NATIVE_PIXMAP_KHR,
(EGLClientBuffer)pix, attribs);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)image);
eglDestroyImageKHR( dpy, image );
unbind();
checkGLError("load texture");
}
return true;
}
void SceneOpenGL::Texture::bind()
{
GLTexture::bind();
}
void SceneOpenGL::Texture::unbind()
{
GLTexture::unbind();
}