b168c35384
changes. svn path=/branches/work/kwin_composite/; revision=593453
391 lines
12 KiB
C++
391 lines
12 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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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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Based on glcompmgr code by Felix Bellaby.
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******************************************************************/
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#include "scene_opengl.h"
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#include "utils.h"
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#include "client.h"
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#include <X11/extensions/shape.h>
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namespace KWinInternal
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{
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//****************************************
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// SceneOpenGL
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//****************************************
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GLXFBConfig SceneOpenGL::fbcdrawable;
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GLXContext SceneOpenGL::context;
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GLXPixmap SceneOpenGL::glxroot;
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const int root_attrs[] =
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{
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GLX_DOUBLEBUFFER, False,
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GLX_DEPTH_SIZE, 16,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_ALPHA_SIZE, 1,
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT | GLX_WINDOW_BIT,
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None
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};
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const int drawable_attrs[] =
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{
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GLX_DOUBLEBUFFER, False,
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GLX_DEPTH_SIZE, 0,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_ALPHA_SIZE, 1,
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT | GLX_WINDOW_BIT,
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None
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};
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static void checkGLError( const char* txt )
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{
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GLenum err = glGetError();
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if( err != GL_NO_ERROR )
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kWarning() << "GL error (" << txt << "): 0x" << QString::number( err, 16 ) << endl;
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}
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SceneOpenGL::SceneOpenGL( Workspace* ws )
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: Scene( ws )
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{
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// TODO add checks where needed
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int dummy;
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if( !glXQueryExtension( display(), &dummy, &dummy ))
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return;
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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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QX11Info::appDepth());
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GLXFBConfig* fbconfigs = glXChooseFBConfig( display(), DefaultScreen( display()),
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root_attrs, &dummy );
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fbcroot = fbconfigs[ 0 ];
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XFree( fbconfigs );
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fbconfigs = glXChooseFBConfig( display(), DefaultScreen( display()),
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drawable_attrs, &dummy );
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fbcdrawable = fbconfigs[ 0 ];
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XFree( fbconfigs );
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glxroot = glXCreatePixmap( display(), fbcroot, buffer, NULL );
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context = glXCreateNewContext( display(), fbcroot, GLX_RGBA_TYPE, NULL, GL_FALSE );
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glXMakeContextCurrent( display(), glxroot, glxroot, context );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glOrtho( 0, displayWidth(), 0, displayHeight(), 0, 65535 );
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glEnable( GL_DEPTH_TEST );
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checkGLError( "Init" );
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}
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SceneOpenGL::~SceneOpenGL()
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{
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for( QMap< Toplevel*, Window >::Iterator it = windows.begin();
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it != windows.end();
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++it )
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(*it).free();
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glXDestroyPixmap( display(), glxroot );
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XFreeGC( display(), gcroot );
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XFreePixmap( display(), buffer );
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glXDestroyContext( display(), context );
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checkGLError( "Cleanup" );
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}
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static void quadDraw( int x, int y, int w, int h )
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{
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glTexCoord2i( x, y );
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glVertex2i( x, y );
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glTexCoord2i( x + w, y );
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glVertex2i( x + w, y );
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glTexCoord2i( x + w, y + h );
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glVertex2i( x + w, y + h );
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glTexCoord2i( x, y + h );
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glVertex2i( x, y + h );
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}
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void SceneOpenGL::paint( QRegion, ToplevelList windows )
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{
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grabXServer();
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glXWaitX();
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glClearColor( 0, 0, 0, 1 );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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int depth = 0;
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QList< Window* > phase2;
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for( int i = windows.count() - 1; // top to bottom
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i >= 0;
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--i )
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{
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Toplevel* c = windows[ i ];
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assert( this->windows.contains( c ));
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Window& w = this->windows[ c ];
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w.setDepth( --depth );
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if( !w.isVisible())
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continue;
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if( !w.isOpaque())
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{
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phase2.prepend( &w );
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continue;
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}
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w.bindTexture();
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w.draw();
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}
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foreach( Window* w2, phase2 )
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{
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Window& w = *w2;
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w.bindTexture();
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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w.draw();
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glDisable( GL_BLEND );
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}
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glFlush();
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glXWaitGL();
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XCopyArea( display(), buffer, rootWindow(), gcroot, 0, 0, displayWidth(), displayHeight(), 0, 0 );
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ungrabXServer();
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XFlush( display());
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checkGLError( "PostPaint" );
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}
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void SceneOpenGL::windowAdded( Toplevel* c )
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{
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assert( !windows.contains( c ));
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windows[ c ] = Window( c );
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}
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void SceneOpenGL::windowDeleted( Toplevel* c )
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{
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assert( windows.contains( c ));
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windows[ c ].free();
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windows.remove( c );
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}
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void SceneOpenGL::windowGeometryShapeChanged( Toplevel* c )
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{
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if( !windows.contains( c )) // this is ok, shape is not valid
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return; // by default
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Window& w = windows[ c ];
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w.discardShape();
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w.discardTexture();
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}
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void SceneOpenGL::windowOpacityChanged( Toplevel* )
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{
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#if 0 // not really needed, windows are painted on every repaint
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// and opacity is used when applying texture, not when
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// creating it
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if( !windows.contains( c )) // this is ok, texture is created
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return; // on demand
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Window& w = windows[ c ];
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w.discardTexture();
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#endif
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}
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SceneOpenGL::Window::Window( Toplevel* c )
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: toplevel( c )
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, texture( 0 )
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, shape_valid( false )
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, depth( 0 )
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{
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}
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SceneOpenGL::Window::~Window()
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{
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}
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void SceneOpenGL::Window::free()
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{
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discardTexture();
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}
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// for relative window positioning
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void SceneOpenGL::Window::setDepth( int d )
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{
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depth = d;
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}
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void SceneOpenGL::Window::bindTexture()
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{
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if( texture != 0 && toplevel->damage().isEmpty())
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{
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// texture doesn't need updating, just bind it
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glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
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return;
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}
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Pixmap window_pix = toplevel->createWindowPixmap();
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Pixmap pix = window_pix;
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// HACK
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// When a window uses ARGB visual and has a decoration, the decoration
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// does use ARGB visual. When converting such window to a texture
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// the alpha for the decoration part is broken for some reason (undefined?).
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// I wasn't lucky converting KWin to use ARGB visuals for decorations,
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// so instead simply set alpha in those parts to opaque.
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// Without ALPHA_CLEAR_COPY the setting is done directly in the window
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// pixmap, which seems to be ok, but let's not risk trouble right now.
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// TODO check if this isn't a performance problem and how it can be done better
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Client* c = dynamic_cast< Client* >( toplevel );
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bool alpha_clear = c != NULL && c->hasAlpha() && !c->noBorder();
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#define ALPHA_CLEAR_COPY
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#ifdef ALPHA_CLEAR_COPY
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if( alpha_clear )
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{
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Pixmap p2 = XCreatePixmap( display(), pix, c->width(), c->height(), 32 );
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GC gc = XCreateGC( display(), pix, 0, NULL );
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XCopyArea( display(), pix, p2, gc, 0, 0, c->width(), c->height(), 0, 0 );
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pix = p2;
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XFreeGC( display(), gc );
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}
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#endif
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GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawable, pix, NULL );
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glXMakeContextCurrent( display(), pixmap, pixmap, context );
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glReadBuffer( GL_FRONT );
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glDrawBuffer( GL_FRONT );
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if( alpha_clear )
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{
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glColor4f( 0, 0, 0, 1 );
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glColorMask( 0, 0, 0, 1 );
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glBegin( GL_QUADS );
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// "c->height() - ..." is to convert to opengl coords
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glVertex2i( 0, c->height() - 0 ); // left
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glVertex2i( 0, c->height() - c->height());
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glVertex2i( c->clientPos().x(), c->height() - c->height());
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glVertex2i( c->clientPos().x(), c->height() - 0 );
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glVertex2i( 0, c->height() - 0 ); // top
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glVertex2i( 0, c->height() - c->clientPos().y());
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glVertex2i( c->width(), c->height() - c->clientPos().y());
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glVertex2i( c->width(), c->height() - 0 );
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glVertex2i( c->width(), c->height() - c->height()); // right
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glVertex2i( c->width(), c->height() - 0 );
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glVertex2i( c->clientPos().x() + c->clientSize().width(), c->height() - 0 );
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glVertex2i( c->clientPos().x() + c->clientSize().width(), c->height() - c->height());
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glVertex2i( c->width(), c->height() - c->height()); // bottom
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glVertex2i( c->width(), c->height() - ( c->clientPos().y() + c->clientSize().height()));
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glVertex2i( 0, c->height() - ( c->clientPos().y() + c->clientSize().height()));
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glVertex2i( 0, c->height() - c->height());
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glEnd();
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glColorMask( 1, 1, 1, 1 );
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glColor4f( 1, 1, 1, 1 );
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}
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if( texture == None )
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{
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glGenTextures( 1, &texture );
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glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
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glCopyTexImage2D( GL_TEXTURE_RECTANGLE_ARB, 0,
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toplevel->hasAlpha() ? GL_RGBA : GL_RGB,
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0, 0, toplevel->width(), toplevel->height(), 0 );
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}
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else
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{
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glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
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if( !toplevel->damage().isEmpty())
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{
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foreach( QRect r, toplevel->damage().rects())
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{
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int gly = height() - r.y() - r.height(); // to opengl coords
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glCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0,
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r.x(), gly, r.x(), gly, r.width(), r.height());
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}
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}
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}
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// the pixmap is no longer needed, the texture will be updated
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// only when the window changes anyway, so no need to cache
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// the pixmap
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glXDestroyPixmap( display(), pixmap );
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XFreePixmap( display(), window_pix );
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#ifdef ALPHA_CLEAR_COPY
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if( alpha_clear )
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XFreePixmap( display(), pix );
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#endif
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}
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void SceneOpenGL::Window::discardShape()
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{
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shape_valid = false;
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}
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QRegion SceneOpenGL::Window::shape() const
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{
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if( !shape_valid )
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{
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if( toplevel->shape())
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{
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int count, order;
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XRectangle* rects = XShapeGetRectangles( display(), toplevel->handle(),
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ShapeBounding, &count, &order );
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if(rects)
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{
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shape_region = QRegion();
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for( int i = 0;
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i < count;
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++i )
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shape_region += QRegion( rects[ i ].x, rects[ i ].y,
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rects[ i ].width, rects[ i ].height );
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XFree(rects);
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}
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else
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shape_region = QRegion( 0, 0, width(), height());
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}
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else
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shape_region = QRegion( 0, 0, width(), height());
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shape_valid = true;
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}
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return shape_region;
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}
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void SceneOpenGL::Window::draw()
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{
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// TODO for double-buffered root glDrawBuffer( GL_BACK );
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glXMakeContextCurrent( display(), glxroot, glxroot, context );
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glPushMatrix();
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glTranslatef( glX(), glY(), depth );
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if( toplevel->opacity() != 1.0 )
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{
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glEnable( GL_BLEND );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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glColor4f( toplevel->opacity(), toplevel->opacity(), toplevel->opacity(),
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toplevel->opacity());
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}
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glEnable( GL_TEXTURE_RECTANGLE_ARB );
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glBegin( GL_QUADS );
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foreach( QRect r, shape().rects())
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quadDraw( r.x(), height() - r.y() - r.height(), r.width(), r.height());
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glEnd();
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glPopMatrix();
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if( toplevel->opacity() != 1.0 )
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{
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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glColor4f( 0, 0, 0, 0 );
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glDisable( GL_BLEND );
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}
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glDisable( GL_TEXTURE_RECTANGLE_ARB );
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glBindTexture( GL_TEXTURE_RECTANGLE_ARB, 0 );
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}
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bool SceneOpenGL::Window::isVisible() const
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{
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// TODO mapping state?
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return !toplevel->geometry()
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.intersect( QRect( 0, 0, displayWidth(), displayHeight()))
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.isEmpty();
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}
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bool SceneOpenGL::Window::isOpaque() const
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{
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return toplevel->opacity() == 1.0 && !toplevel->hasAlpha();
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}
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} // namespace
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