ae95ab0c43
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.
1048 lines
39 KiB
C++
1048 lines
39 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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Based on glcompmgr code by Felix Bellaby.
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Using code from Compiz and Beryl.
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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// This file is included in scene_opengl.cpp
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// the configs used for the destination
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GLXFBConfig SceneOpenGL::fbcbuffer_db;
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GLXFBConfig SceneOpenGL::fbcbuffer_nondb;
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// the configs used for windows
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SceneOpenGL::FBConfigInfo SceneOpenGL::fbcdrawableinfo[ 32 + 1 ];
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// GLX content
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GLXContext SceneOpenGL::ctxbuffer;
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GLXContext SceneOpenGL::ctxdrawable;
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// the destination drawable where the compositing is done
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GLXDrawable SceneOpenGL::glxbuffer = None;
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GLXDrawable SceneOpenGL::last_pixmap = None;
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SceneOpenGL::SceneOpenGL( Workspace* ws )
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: Scene( ws )
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, init_ok( false )
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, selfCheckDone( false )
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, m_sceneShader( NULL )
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, m_genericSceneShader( NULL )
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, m_colorShader( NULL )
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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( QString((const char*)glGetString( GL_RENDERER )) == "Software Rasterizer" )
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{
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kError( 1212 ) << "OpenGL Software Rasterizer detected. Falling back to XRender.";
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QTimer::singleShot( 0, Workspace::self(), SLOT( fallbackToXRenderCompositing()));
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return;
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}
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if( !hasGLExtension( "GL_ARB_texture_non_power_of_two" )
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&& !hasGLExtension( "GL_ARB_texture_rectangle" ))
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{
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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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else
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qWarning() << "NO VSYNC! glXWaitVideoSync(1,0,&uint) isn't 0 but" << glXWaitVideoSync( 1, 0, &sync );
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}
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else
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qWarning() << "NO VSYNC! glXGetVideoSync(&uint) isn't 0 but" << glXGetVideoSync( &sync );
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}
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debug = qstrcmp( qgetenv( "KWIN_GL_DEBUG" ), "1" ) == 0;
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// scene shader setup
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GLPlatform::instance()->detect();
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if( GLPlatform::instance()->supports( GLSL ) )
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{
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setupSceneShaders();
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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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// selfcheck is broken (see Bug 253357)
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#if 0
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// Do self-check immediatelly during compositing setup only when it's not KWin startup
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// at the same time (in other words, only when activating compositing using the kcm).
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// Currently selfcheck causes bad flicker (due to X mapping the overlay window
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// for too long?) which looks bad during KDE startup.
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if( !initting )
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{
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if( !selfCheck())
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return;
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selfCheckDone = true;
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}
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#endif
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kDebug( 1212 ) << "DB:" << db << ", 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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glXMakeCurrent( display(), None, NULL );
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glXDestroyContext( display(), ctxbuffer );
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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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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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if( glXBindTexImageEXT == NULL || glXReleaseTexImageEXT == NULL )
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return false;
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return true;
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}
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bool SceneOpenGL::initRenderingContext()
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{
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bool direct_rendering = options->glDirect;
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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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}
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for( int i = 0; i <= 32; i++ )
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{
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if( fbcdrawableinfo[ i ].fbconfig == NULL )
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continue;
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int vis_drawable = 0;
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glXGetFBConfigAttrib( display(), fbcdrawableinfo[ i ].fbconfig, GLX_VISUAL_ID, &vis_drawable );
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kDebug( 1212 ) << "Drawable visual (depth " << i << "): 0x" << QString::number( vis_drawable, 16 );
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}
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return true;
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}
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|
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// make a list of the best configs for windows by depth
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bool SceneOpenGL::initDrawableConfigs()
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{
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int cnt;
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GLXFBConfig *fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display() ), &cnt );
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for( int i = 0; i <= 32; i++ )
|
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{
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int back, stencil, depth, caveat, alpha, mipmap, rgba;
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back = INT_MAX;
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stencil = INT_MAX;
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depth = INT_MAX;
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caveat = INT_MAX;
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mipmap = 0;
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rgba = 0;
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fbcdrawableinfo[ i ].fbconfig = NULL;
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fbcdrawableinfo[ i ].bind_texture_format = 0;
|
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fbcdrawableinfo[ i ].texture_targets = 0;
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fbcdrawableinfo[ i ].y_inverted = 0;
|
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fbcdrawableinfo[ i ].mipmap = 0;
|
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for( int j = 0; j < cnt; j++ )
|
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{
|
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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 );
|
|
if( visual_depth != i )
|
|
continue;
|
|
int value;
|
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_ALPHA_SIZE, &alpha );
|
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
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GLX_BUFFER_SIZE, &value );
|
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if( value != i && ( value - alpha ) != i )
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continue;
|
|
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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if( tfp_mode )
|
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{
|
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value = 0;
|
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if( i == 32 )
|
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{
|
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
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GLX_BIND_TO_TEXTURE_RGBA_EXT, &value );
|
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if( value )
|
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{
|
|
// TODO I think this should be set only after the config passes all tests
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rgba = 1;
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fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGBA_EXT;
|
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}
|
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}
|
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if( !value )
|
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{
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|
if( rgba )
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|
continue;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_BIND_TO_TEXTURE_RGB_EXT, &value );
|
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if( !value )
|
|
continue;
|
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fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGB_EXT;
|
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}
|
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}
|
|
int back_value;
|
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
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GLX_DOUBLEBUFFER, &back_value );
|
|
if( back_value > back )
|
|
continue;
|
|
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;
|
|
int depth_value;
|
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
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GLX_DEPTH_SIZE, &depth_value );
|
|
if( depth_value > depth )
|
|
continue;
|
|
int mipmap_value = -1;
|
|
if( tfp_mode && GLTexture::framebufferObjectSupported())
|
|
{
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
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GLX_BIND_TO_MIPMAP_TEXTURE_EXT, &mipmap_value );
|
|
if( mipmap_value < mipmap )
|
|
continue;
|
|
}
|
|
int caveat_value;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
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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;
|
|
if ( tfp_mode )
|
|
{
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_BIND_TO_TEXTURE_TARGETS_EXT, &value );
|
|
fbcdrawableinfo[ i ].texture_targets = 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;
|
|
}
|
|
|
|
void SceneOpenGL::selfCheckSetup()
|
|
{
|
|
KXErrorHandler err;
|
|
QImage img( selfCheckWidth(), selfCheckHeight(), 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( 0, 1, QColor( Qt::white ).rgb());
|
|
img.setPixel( 1, 1, QColor( Qt::black ).rgb());
|
|
img.setPixel( 2, 1, QColor( Qt::white ).rgb());
|
|
QPixmap pix = QPixmap::fromImage( img );
|
|
foreach( const QPoint& p, selfCheckPoints())
|
|
{
|
|
XSetWindowAttributes wa;
|
|
wa.override_redirect = True;
|
|
::Window window = XCreateWindow( display(), rootWindow(), 0, 0, selfCheckWidth(), selfCheckHeight(),
|
|
0, QX11Info::appDepth(), CopyFromParent, CopyFromParent, CWOverrideRedirect, &wa );
|
|
XSetWindowBackgroundPixmap( display(), window, pix.handle());
|
|
XClearWindow( display(), window );
|
|
XMapWindow( display(), window );
|
|
// move the window one down to where the result will be rendered too, just in case
|
|
// the render would fail completely and eventual check would try to read this window's contents
|
|
XMoveWindow( display(), window, p.x() + 1, p.y());
|
|
XCompositeRedirectWindow( display(), window, CompositeRedirectAutomatic );
|
|
Pixmap wpix = XCompositeNameWindowPixmap( display(), window );
|
|
glXWaitX();
|
|
Texture texture;
|
|
texture.load( wpix, QSize( selfCheckWidth(), selfCheckHeight()), QX11Info::appDepth());
|
|
texture.bind();
|
|
QRect rect( p.x(), p.y(), selfCheckWidth(), selfCheckHeight());
|
|
texture.render( infiniteRegion(), rect );
|
|
texture.unbind();
|
|
glXWaitGL();
|
|
XFreePixmap( display(), wpix );
|
|
XDestroyWindow( display(), window );
|
|
}
|
|
err.error( true ); // just sync and discard
|
|
}
|
|
|
|
bool SceneOpenGL::selfCheckFinish()
|
|
{
|
|
glXWaitGL();
|
|
KXErrorHandler err;
|
|
bool ok = true;
|
|
foreach( const QPoint& p, selfCheckPoints())
|
|
{
|
|
QPixmap pix = QPixmap::grabWindow( rootWindow(), p.x(), p.y(), selfCheckWidth(), selfCheckHeight());
|
|
QImage img = pix.toImage();
|
|
// kDebug(1212) << "P:" << QColor( img.pixel( 0, 0 )).name();
|
|
// kDebug(1212) << "P:" << QColor( img.pixel( 1, 0 )).name();
|
|
// kDebug(1212) << "P:" << QColor( img.pixel( 2, 0 )).name();
|
|
// kDebug(1212) << "P:" << QColor( img.pixel( 0, 1 )).name();
|
|
// kDebug(1212) << "P:" << QColor( img.pixel( 1, 1 )).name();
|
|
// kDebug(1212) << "P:" << QColor( img.pixel( 2, 1 )).name();
|
|
if( img.pixel( 0, 0 ) != QColor( Qt::red ).rgb()
|
|
|| img.pixel( 1, 0 ) != QColor( Qt::green ).rgb()
|
|
|| img.pixel( 2, 0 ) != QColor( Qt::blue ).rgb()
|
|
|| img.pixel( 0, 1 ) != QColor( Qt::white ).rgb()
|
|
|| img.pixel( 1, 1 ) != QColor( Qt::black ).rgb()
|
|
|| img.pixel( 2, 1 ) != QColor( Qt::white ).rgb())
|
|
{
|
|
kError( 1212 ) << "OpenGL compositing self-check failed, disabling compositing.";
|
|
ok = false;
|
|
break;
|
|
}
|
|
}
|
|
if( err.error( true ))
|
|
ok = false;
|
|
if( ok )
|
|
kDebug( 1212 ) << "OpenGL compositing self-check passed.";
|
|
if( !ok && options->disableCompositingChecks )
|
|
{
|
|
kWarning( 1212 ) << "Compositing checks disabled, proceeding regardless of self-check failure.";
|
|
return true;
|
|
}
|
|
return ok;
|
|
}
|
|
|
|
// the entry function for painting
|
|
void SceneOpenGL::paint( QRegion damage, ToplevelList toplevels )
|
|
{
|
|
QTime t = QTime::currentTime();
|
|
foreach( Toplevel* c, toplevels )
|
|
{
|
|
assert( windows.contains( c ));
|
|
stacking_order.append( windows[ c ] );
|
|
}
|
|
grabXServer();
|
|
glXWaitX();
|
|
glPushMatrix();
|
|
int mask = 0;
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "Paint1" );
|
|
#endif
|
|
paintScreen( &mask, &damage ); // call generic implementation
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "Paint2" );
|
|
#endif
|
|
glPopMatrix();
|
|
ungrabXServer(); // ungrab before flushBuffer(), it may wait for vsync
|
|
if( wspace->overlayWindow()) // show the window only after the first pass, since
|
|
wspace->showOverlay(); // that pass may take long
|
|
// selfcheck is broken (see Bug 253357)
|
|
#if 0
|
|
if( !selfCheckDone )
|
|
{
|
|
selfCheckSetup();
|
|
damage |= selfCheckRegion();
|
|
}
|
|
#endif
|
|
lastRenderTime = t.elapsed();
|
|
flushBuffer( mask, damage );
|
|
#if 0
|
|
if( !selfCheckDone )
|
|
{
|
|
if( !selfCheckFinish())
|
|
QTimer::singleShot( 0, Workspace::self(), SLOT( finishCompositing()));
|
|
selfCheckDone = true;
|
|
}
|
|
#endif
|
|
// do cleanup
|
|
stacking_order.clear();
|
|
checkGLError( "PostPaint" );
|
|
}
|
|
|
|
// wait for vblank signal before painting
|
|
void SceneOpenGL::waitSync()
|
|
{ // NOTE that vsync has no effect with indirect rendering
|
|
if( waitSyncAvailable())
|
|
{
|
|
uint sync;
|
|
glFlush();
|
|
glXGetVideoSync( &sync );
|
|
glXWaitVideoSync( 2, ( sync + 1 ) % 2, &sync );
|
|
}
|
|
}
|
|
|
|
// actually paint to the screen (double-buffer swap or copy from pixmap buffer)
|
|
void SceneOpenGL::flushBuffer( int mask, QRegion damage )
|
|
{
|
|
if( db )
|
|
{
|
|
if( mask & PAINT_SCREEN_REGION )
|
|
{
|
|
waitSync();
|
|
if( glXCopySubBuffer )
|
|
{
|
|
foreach( const QRect &r, damage.rects())
|
|
{
|
|
// convert to OpenGL coordinates
|
|
int y = displayHeight() - r.y() - r.height();
|
|
glXCopySubBuffer( display(), glxbuffer, r.x(), y, r.width(), r.height());
|
|
}
|
|
}
|
|
else
|
|
{ // 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();
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Texture
|
|
//****************************************
|
|
|
|
void SceneOpenGL::Texture::init()
|
|
{
|
|
glxpixmap = None;
|
|
}
|
|
|
|
void SceneOpenGL::Texture::release()
|
|
{
|
|
if( tfp_mode && glxpixmap != None )
|
|
{
|
|
glXReleaseTexImageEXT( display(), glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
glXDestroyPixmap( display(), glxpixmap );
|
|
glxpixmap = None;
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::Texture::findTarget()
|
|
{
|
|
unsigned int new_target = 0;
|
|
if( tfp_mode && glXQueryDrawable && glxpixmap != None )
|
|
glXQueryDrawable( display(), 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();
|
|
}
|
|
}
|
|
|
|
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();
|
|
// The GLX pixmap references the contents of the original pixmap, so it doesn't
|
|
// need to be recreated when the contents change.
|
|
// The texture may or may not use the same storage depending on the EXT_tfp
|
|
// implementation. When options->glStrictBinding is true, the texture uses
|
|
// a different storage and needs to be updated with a call to
|
|
// glXBindTexImageEXT() when the contents of the pixmap has changed.
|
|
if( glxpixmap != None )
|
|
glBindTexture( mTarget, mTexture );
|
|
else
|
|
{
|
|
int attrs[] =
|
|
{
|
|
GLX_TEXTURE_FORMAT_EXT, fbcdrawableinfo[ depth ].bind_texture_format,
|
|
GLX_MIPMAP_TEXTURE_EXT, fbcdrawableinfo[ depth ].mipmap,
|
|
None, None, None
|
|
};
|
|
if ( ( fbcdrawableinfo[ depth ].texture_targets & GLX_TEXTURE_2D_BIT_EXT ) &&
|
|
( GLTexture::NPOTTextureSupported() ||
|
|
( isPowerOfTwo(size.width()) && isPowerOfTwo(size.height()) )))
|
|
{
|
|
attrs[ 4 ] = GLX_TEXTURE_TARGET_EXT;
|
|
attrs[ 5 ] = GLX_TEXTURE_2D_EXT;
|
|
}
|
|
else if ( fbcdrawableinfo[ depth ].texture_targets & GLX_TEXTURE_RECTANGLE_BIT_EXT )
|
|
{
|
|
attrs[ 4 ] = GLX_TEXTURE_TARGET_EXT;
|
|
attrs[ 5 ] = GLX_TEXTURE_RECTANGLE_EXT;
|
|
}
|
|
glxpixmap = glXCreatePixmap( display(), fbcdrawableinfo[ depth ].fbconfig, pix, attrs );
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "TextureLoadTFP1" );
|
|
#endif
|
|
findTarget();
|
|
y_inverted = fbcdrawableinfo[ depth ].y_inverted ? true : false;
|
|
can_use_mipmaps = fbcdrawableinfo[ depth ].mipmap ? true : false;
|
|
glBindTexture( mTarget, mTexture );
|
|
#ifdef CHECK_GL_ERROR
|
|
checkGLError( "TextureLoadTFP2" );
|
|
#endif
|
|
if( !options->glStrictBinding )
|
|
glXBindTexImageEXT( display(), glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
|
|
}
|
|
if( options->glStrictBinding )
|
|
// Mark the texture as damaged so it will be updated on the next call to bind()
|
|
damaged = true;
|
|
}
|
|
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;
|
|
}
|
|
|
|
void SceneOpenGL::Texture::bind()
|
|
{
|
|
glEnable( mTarget );
|
|
glBindTexture( mTarget, mTexture );
|
|
if( tfp_mode && options->glStrictBinding )
|
|
{
|
|
assert( glxpixmap != None );
|
|
glXReleaseTexImageEXT( display(), glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
glXBindTexImageEXT( display(), glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
|
|
setDirty(); // Mipmaps have to be regenerated after updating the texture
|
|
}
|
|
enableFilter();
|
|
if( hasGLVersion( 1, 4, 0 ))
|
|
{
|
|
// Lod bias makes the trilinear-filtered texture look a bit sharper
|
|
glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.0f );
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::Texture::unbind()
|
|
{
|
|
if( hasGLVersion( 1, 4, 0 ))
|
|
{
|
|
glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f );
|
|
}
|
|
if( tfp_mode && options->glStrictBinding )
|
|
{
|
|
assert( glxpixmap != None );
|
|
glBindTexture( mTarget, mTexture );
|
|
glXReleaseTexImageEXT( display(), glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
}
|
|
|
|
GLTexture::unbind();
|
|
}
|