kwin/libkwineffects/kwinglutils.h
David Edmundson 9cb666f469 Restore the backend set viewport when popping the final render target
Summary:
The backend is responsible for setting the viewport, the GLRenderTarget
should save and restore the viewport actually set by the backend.

Test Plan:
Ran Blur effect which uses this method, under scaling the viewport "restored"
differed from the one set by the backend.

Reviewers: #plasma

Subscribers: plasma-devel, kwin, #kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D4952
2017-04-28 10:23:14 +01:00

789 lines
24 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006-2007 Rivo Laks <rivolaks@hot.ee>
Copyright (C) 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
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/>.
*********************************************************************/
#ifndef KWIN_GLUTILS_H
#define KWIN_GLUTILS_H
// kwin
#include <kwinglutils_export.h>
#include "kwinglutils_funcs.h"
#include "kwingltexture.h"
// Qt
#include <QSize>
#include <QStack>
/** @addtogroup kwineffects */
/** @{ */
class QVector2D;
class QVector3D;
class QVector4D;
class QMatrix4x4;
template< class K, class V > class QHash;
namespace KWin
{
class GLVertexBuffer;
class GLVertexBufferPrivate;
// Initializes OpenGL stuff. This includes resolving function pointers as
// well as checking for GL version and extensions
// Note that GL context has to be created by the time this function is called
typedef void (*resolveFuncPtr)();
void KWINGLUTILS_EXPORT initGL(std::function<resolveFuncPtr(const char*)> resolveFunction);
// Cleans up all resources hold by the GL Context
void KWINGLUTILS_EXPORT cleanupGL();
bool KWINGLUTILS_EXPORT hasGLVersion(int major, int minor, int release = 0);
// use for both OpenGL and GLX extensions
bool KWINGLUTILS_EXPORT hasGLExtension(const QByteArray &extension);
// detect OpenGL error (add to various places in code to pinpoint the place)
bool KWINGLUTILS_EXPORT checkGLError(const char* txt);
QList<QByteArray> KWINGLUTILS_EXPORT openGLExtensions();
class KWINGLUTILS_EXPORT GLShader
{
public:
enum Flags {
NoFlags = 0,
ExplicitLinking = (1 << 0)
};
GLShader(const QString &vertexfile, const QString &fragmentfile, unsigned int flags = NoFlags);
~GLShader();
bool isValid() const {
return mValid;
}
void bindAttributeLocation(const char *name, int index);
void bindFragDataLocation(const char *name, int index);
bool link();
int uniformLocation(const char* name);
bool setUniform(const char* name, float value);
bool setUniform(const char* name, int value);
bool setUniform(const char* name, const QVector2D& value);
bool setUniform(const char* name, const QVector3D& value);
bool setUniform(const char* name, const QVector4D& value);
bool setUniform(const char* name, const QMatrix4x4& value);
bool setUniform(const char* name, const QColor& color);
bool setUniform(int location, float value);
bool setUniform(int location, int value);
bool setUniform(int location, const QVector2D &value);
bool setUniform(int location, const QVector3D &value);
bool setUniform(int location, const QVector4D &value);
bool setUniform(int location, const QMatrix4x4 &value);
bool setUniform(int location, const QColor &value);
int attributeLocation(const char* name);
bool setAttribute(const char* name, float value);
/**
* @return The value of the uniform as a matrix
* @since 4.7
**/
QMatrix4x4 getUniformMatrix4x4(const char* name);
enum MatrixUniform {
TextureMatrix = 0,
ProjectionMatrix,
ModelViewMatrix,
ModelViewProjectionMatrix,
WindowTransformation,
ScreenTransformation,
MatrixCount
};
enum Vec2Uniform {
Offset,
Vec2UniformCount
};
enum Vec4Uniform {
ModulationConstant,
Vec4UniformCount
};
enum FloatUniform {
Saturation,
FloatUniformCount
};
enum IntUniform {
AlphaToOne, ///< @deprecated no longer used
IntUniformCount
};
enum ColorUniform {
Color,
ColorUniformCount
};
bool setUniform(MatrixUniform uniform, const QMatrix4x4 &matrix);
bool setUniform(Vec2Uniform uniform, const QVector2D &value);
bool setUniform(Vec4Uniform uniform, const QVector4D &value);
bool setUniform(FloatUniform uniform, float value);
bool setUniform(IntUniform uniform, int value);
bool setUniform(ColorUniform uniform, const QVector4D &value);
bool setUniform(ColorUniform uniform, const QColor &value);
protected:
GLShader(unsigned int flags = NoFlags);
bool loadFromFiles(const QString& vertexfile, const QString& fragmentfile);
bool load(const QByteArray &vertexSource, const QByteArray &fragmentSource);
const QByteArray prepareSource(GLenum shaderType, const QByteArray &sourceCode) const;
bool compile(GLuint program, GLenum shaderType, const QByteArray &sourceCode) const;
void bind();
void unbind();
void resolveLocations();
private:
unsigned int mProgram;
bool mValid:1;
bool mLocationsResolved:1;
bool mExplicitLinking:1;
int mMatrixLocation[MatrixCount];
int mVec2Location[Vec2UniformCount];
int mVec4Location[Vec4UniformCount];
int mFloatLocation[FloatUniformCount];
int mIntLocation[IntUniformCount];
int mColorLocation[ColorUniformCount];
friend class ShaderManager;
};
enum class ShaderTrait {
MapTexture = (1 << 0),
UniformColor = (1 << 1),
Modulate = (1 << 2),
AdjustSaturation = (1 << 3),
};
Q_DECLARE_FLAGS(ShaderTraits, ShaderTrait)
/**
* @short Manager for Shaders.
*
* This class provides some built-in shaders to be used by both compositing scene and effects.
* The ShaderManager provides methods to bind a built-in or a custom shader and keeps track of
* the shaders which have been bound. When a shader is unbound the previously bound shader
* will be rebound.
*
* @author Martin Gräßlin <mgraesslin@kde.org>
* @since 4.7
**/
class KWINGLUTILS_EXPORT ShaderManager
{
public:
/**
* Returns a shader with the given traits, creating it if necessary.
*/
GLShader *shader(ShaderTraits traits);
/**
* @return The currently bound shader or @c null if no shader is bound.
**/
GLShader *getBoundShader() const;
/**
* @return @c true if a shader is bound, @c false otherwise
**/
bool isShaderBound() const;
/**
* Is @c true if the environment variable KWIN_GL_DEBUG is set to 1.
* In that case shaders are compiled with KWIN_SHADER_DEBUG defined.
* @returns @c true if shaders are compiled with debug information
* @since 4.8
**/
bool isShaderDebug() const;
/**
* Pushes the current shader onto the stack and binds a shader
* with the given traits.
*/
GLShader *pushShader(ShaderTraits traits);
/**
* Binds the @p shader.
* To unbind the shader use @link popShader. A previous bound shader will be rebound.
* To bind a built-in shader use the more specific method.
* @param shader The shader to be bound
* @see popShader
**/
void pushShader(GLShader *shader);
/**
* Unbinds the currently bound shader and rebinds a previous stored shader.
* If there is no previous shader, no shader will be rebound.
* It is not safe to call this method if there is no bound shader.
* @see pushShader
* @see getBoundShader
**/
void popShader();
/**
* Creates a GLShader with the specified sources.
* The difference to GLShader is that it does not need to be loaded from files.
* @param vertexSource The source code of the vertex shader
* @param fragmentSource The source code of the fragment shader.
* @return The created shader
**/
GLShader *loadShaderFromCode(const QByteArray &vertexSource, const QByteArray &fragmentSource);
/**
* Creates a custom shader with the given @p traits and custom @p vertexSource and or @p fragmentSource.
* If the @p vertexSource is empty a vertex shader with the given @p traits is generated.
* If it is not empty the @p vertexSource is used as the source for the vertex shader.
*
* The same applies for argument @p fragmentSource just for the fragment shader.
*
* So if both @p vertesSource and @p fragmentSource are provided the @p traits are ignored.
* If neither are provided a new shader following the @p traits is generated.
*
* @param traits The shader traits for generating the shader
* @param vertesSource optional vertex shader source code to be used instead of shader traits
* @param fragmentSource optional fragment shader source code to be used instead of shader traits
* @return new generated shader
* @since 5.6
**/
GLShader *generateCustomShader(ShaderTraits traits, const QByteArray &vertexSource = QByteArray(), const QByteArray &fragmentSource = QByteArray());
/**
* Creates a custom shader with the given @p traits and custom @p vertexFile and or @p fragmentFile.
* The file names specified in @p vertexFile and @p fragmentFile are relative paths to the shaders
* resource file shipped together with KWin. This means this method can only be used for built-in
* effects, for 3rd party effects @link {generateCustomShader} should be used.
*
* If the @p vertexFile is empty a vertex shader with the given @p traits is generated.
* If it is not empty the @p vertexFile is used as the source for the vertex shader.
*
* The same applies for argument @p fragmentFile just for the fragment shader.
*
* So if both @p vertexFile and @p fragmentFile are provided the @p traits are ignored.
* If neither are provided a new shader following the @p traits is generated.
*
* @param traits The shader traits for generating the shader
* @param vertexFile optional vertex shader source code to be used instead of shader traits
* @param fragmentFile optional fragment shader source code to be used instead of shader traits
* @return new generated shader
* @see generateCustomShader
* @since 5.6
**/
GLShader *generateShaderFromResources(ShaderTraits traits, const QString &vertexFile = QString(), const QString &fragmentFile = QString());
/**
* Compiles and tests the dynamically generated shaders.
* Returns true if successful and false otherwise.
*/
bool selfTest();
/**
* @return a pointer to the ShaderManager instance
**/
static ShaderManager *instance();
/**
* @internal
**/
static void cleanup();
private:
ShaderManager();
~ShaderManager();
void bindFragDataLocations(GLShader *shader);
void bindAttributeLocations(GLShader *shader) const;
QByteArray generateVertexSource(ShaderTraits traits) const;
QByteArray generateFragmentSource(ShaderTraits traits) const;
GLShader *generateShader(ShaderTraits traits);
QStack<GLShader*> m_boundShaders;
QHash<ShaderTraits, GLShader *> m_shaderHash;
bool m_debug;
QString m_resourcePath;
static ShaderManager *s_shaderManager;
};
/**
* An helper class to push a Shader on to ShaderManager's stack and ensuring that the Shader
* gets popped again from the stack automatically once the object goes out of life.
*
* How to use:
* @code
* {
* GLShader *myCustomShaderIWantToPush;
* ShaderBinder binder(myCustomShaderIWantToPush);
* // do stuff with the shader being pushed on the stack
* }
* // here the Shader is automatically popped as helper does no longer exist.
* @endcode
*
* @since 4.10
**/
class KWINGLUTILS_EXPORT ShaderBinder
{
public:
/**
* @brief Pushes the given @p shader to the ShaderManager's stack.
*
* @param shader The Shader to push on the stack
* @see ShaderManager::pushShader
**/
explicit ShaderBinder(GLShader *shader);
/**
* @brief Pushes the Shader with the given @p traits to the ShaderManager's stack.
*
* @param traits The traits describing the shader
* @see ShaderManager::pushShader
* @since 5.6
**/
explicit ShaderBinder(ShaderTraits traits);
~ShaderBinder();
/**
* @return The Shader pushed to the Stack.
**/
GLShader *shader();
private:
GLShader *m_shader;
};
inline
ShaderBinder::ShaderBinder(GLShader *shader)
: m_shader(shader)
{
ShaderManager::instance()->pushShader(shader);
}
inline
ShaderBinder::ShaderBinder(ShaderTraits traits)
: m_shader(nullptr)
{
m_shader = ShaderManager::instance()->pushShader(traits);
}
inline
ShaderBinder::~ShaderBinder()
{
ShaderManager::instance()->popShader();
}
inline
GLShader* ShaderBinder::shader()
{
return m_shader;
}
/**
* @short Render target object
*
* Render target object enables you to render onto a texture. This texture can
* later be used to e.g. do post-processing of the scene.
*
* @author Rivo Laks <rivolaks@hot.ee>
**/
class KWINGLUTILS_EXPORT GLRenderTarget
{
public:
/**
* Constructs a GLRenderTarget
* @param color texture where the scene will be rendered onto
**/
explicit GLRenderTarget(const GLTexture& color);
~GLRenderTarget();
/**
* Enables this render target.
* All OpenGL commands from now on affect this render target until the
* @ref disable method is called
**/
bool enable();
/**
* Disables this render target, activating whichever target was active
* when @ref enable was called.
**/
bool disable();
/**
* Sets the target texture
* @param target texture where the scene will be rendered on
* @since 4.8
**/
void attachTexture(const GLTexture& target);
bool valid() const {
return mValid;
}
static void initStatic();
static bool supported() {
return sSupported;
}
static void pushRenderTarget(GLRenderTarget *target);
static GLRenderTarget *popRenderTarget();
static bool isRenderTargetBound();
/**
* Whether the GL_EXT_framebuffer_blit extension is supported.
* This functionality is not available in OpenGL ES 2.0.
*
* @returns whether framebuffer blitting is supported.
* @since 4.8
**/
static bool blitSupported();
/**
* Blits the content of the current draw framebuffer into the texture attached to this FBO.
*
* Be aware that framebuffer blitting may not be supported on all hardware. Use @link blitSupported to check whether
* it is supported.
* @param source Geometry in screen coordinates which should be blitted, if not specified complete framebuffer is used
* @param destination Geometry in attached texture, if not specified complete texture is used as destination
* @param filter The filter to use if blitted content needs to be scaled.
* @see blitSupported
* @since 4.8
**/
void blitFromFramebuffer(const QRect &source = QRect(), const QRect &destination = QRect(), GLenum filter = GL_LINEAR);
/**
* Sets the virtual screen size to @p s.
* @since 5.2
**/
static void setVirtualScreenSize(const QSize &s) {
s_virtualScreenSize = s;
}
/**
* Sets the virtual screen geometry to @p g.
* This is the geometry of the OpenGL window currently being rendered to
* in the virtual geometry space the rendering geometries use.
* @see virtualScreenGeometry
* @since 5.9
**/
static void setVirtualScreenGeometry(const QRect &g) {
s_virtualScreenGeometry = g;
}
/**
* The geometry of the OpenGL window currently being rendered to
* in the virtual geometry space the rendering system uses.
* @see setVirtualScreenGeometry
* @since 5.9
**/
static QRect virtualScreenGeometry() {
return s_virtualScreenGeometry;
}
/**
* The scale of the OpenGL window currently being rendered to
*
* @returns the ratio between the virtual geometry space the rendering
* system uses and the target
* @since 5.10
*/
static void setVirtualScreenScale(qreal scale) {
s_virtualScreenScale = scale;
}
static qreal virtualScreenScale() {
return s_virtualScreenScale;
}
protected:
void initFBO();
private:
friend void KWin::cleanupGL();
static void cleanup();
static bool sSupported;
static bool s_blitSupported;
static QStack<GLRenderTarget*> s_renderTargets;
static QSize s_virtualScreenSize;
static QRect s_virtualScreenGeometry;
static qreal s_virtualScreenScale;
static GLint s_virtualScreenViewport[4];
GLTexture mTexture;
bool mValid;
GLuint mFramebuffer;
};
enum VertexAttributeType {
VA_Position = 0,
VA_TexCoord = 1,
VertexAttributeCount = 2
};
/**
* Describes the format of a vertex attribute stored in a buffer object.
*
* The attribute format consists of the attribute index, the number of
* vector components, the data type, and the offset of the first element
* relative to the start of the vertex data.
*/
struct GLVertexAttrib
{
int index; /** The attribute index */
int size; /** The number of components [1..4] */
GLenum type; /** The type (e.g. GL_FLOAT) */
int relativeOffset; /** The relative offset of the attribute */
};
/**
* @short Vertex Buffer Object
*
* This is a short helper class to use vertex buffer objects (VBO). A VBO can be used to buffer
* vertex data and to store them on graphics memory. It is the only allowed way to pass vertex
* data to the GPU in OpenGL ES 2 and OpenGL 3 with forward compatible mode.
*
* If VBOs are not supported on the used OpenGL profile this class falls back to legacy
* rendering using client arrays. Therefore this class should always be used for rendering geometries.
*
* @author Martin Gräßlin <mgraesslin@kde.org>
* @since 4.6
*/
class KWINGLUTILS_EXPORT GLVertexBuffer
{
public:
/**
* Enum to define how often the vertex data in the buffer object changes.
*/
enum UsageHint {
Dynamic, ///< frequent changes, but used several times for rendering
Static, ///< No changes to data
Stream ///< Data only used once for rendering, updated very frequently
};
explicit GLVertexBuffer(UsageHint hint);
~GLVertexBuffer();
/**
* Specifies how interleaved vertex attributes are laid out in
* the buffer object.
*
* Note that the attributes and the stride should be 32 bit aligned
* or a performance penalty may be incurred.
*
* For some hardware the optimal stride is a multiple of 32 bytes.
*
* Example:
*
* struct Vertex {
* QVector3D position;
* QVector2D texcoord;
* };
*
* const GLVertexAttrib attribs[] = {
* { VA_Position, 3, GL_FLOAT, offsetof(Vertex, position) },
* { VA_TexCoord, 2, GL_FLOAT, offsetof(Vertex, texcoord) }
* };
*
* Vertex vertices[6];
* vbo->setAttribLayout(attribs, 2, sizeof(Vertex));
* vbo->setData(vertices, sizeof(vertices));
*/
void setAttribLayout(const GLVertexAttrib *attribs, int count, int stride);
/**
* Uploads data into the buffer object's data store.
*/
void setData(const void *data, size_t sizeInBytes);
/**
* Sets the number of vertices that will be drawn by the render() method.
*/
void setVertexCount(int count);
/**
* Sets the vertex data.
* @param numberVertices The number of vertices in the arrays
* @param dim The dimension of the vertices: 2 for x/y, 3 for x/y/z
* @param vertices The vertices, size must equal @a numberVertices * @a dim
* @param texcoords The texture coordinates for each vertex.
* Size must equal 2 * @a numberVertices.
*/
void setData(int numberVertices, int dim, const float* vertices, const float* texcoords);
/**
* Maps an unused range of the data store into the client's address space.
*
* The data store will be reallocated if it is smaller than the given size.
*
* The buffer object is mapped for writing, not reading. Attempts to read from
* the mapped buffer range may result in system errors, including program
* termination. The data in the mapped region is undefined until it has been
* written to. If subsequent GL calls access unwritten memory, the results are
* undefined and system errors, including program termination, may occur.
*
* No GL calls that access the buffer object must be made while the buffer
* object is mapped. The returned pointer must not be passed as a parameter
* value to any GL function.
*
* It is assumed that the GL_ARRAY_BUFFER_BINDING will not be changed while
* the buffer object is mapped.
*/
GLvoid *map(size_t size);
/**
* Flushes the mapped buffer range and unmaps the buffer.
*/
void unmap();
/**
* Binds the vertex arrays to the context.
*/
void bindArrays();
/**
* Disables the vertex arrays.
*/
void unbindArrays();
/**
* Draws count vertices beginning with first.
*/
void draw(GLenum primitiveMode, int first, int count);
/**
* Draws count vertices beginning with first.
*/
void draw(const QRegion &region, GLenum primitiveMode, int first, int count, bool hardwareClipping = false);
/**
* Renders the vertex data in given @a primitiveMode.
* Please refer to OpenGL documentation of glDrawArrays or glDrawElements for allowed
* values for @a primitiveMode. Best is to use GL_TRIANGLES or similar to be future
* compatible.
*/
void render(GLenum primitiveMode);
/**
* Same as above restricting painting to @a region if @a hardwareClipping is true.
* It's within the caller's responsibility to enable GL_SCISSOR_TEST.
*/
void render(const QRegion& region, GLenum primitiveMode, bool hardwareClipping = false);
/**
* Sets the color the geometry will be rendered with.
* For legacy rendering glColor is used before rendering the geometry.
* For core shader a uniform "geometryColor" is expected and is set.
* @param color The color to render the geometry
* @param enableColor Whether the geometry should be rendered with a color or not
* @see setUseColor
* @see isUseColor
* @since 4.7
**/
void setColor(const QColor& color, bool enableColor = true);
/**
* @return @c true if geometry will be painted with a color, @c false otherwise
* @see setUseColor
* @see setColor
* @since 4.7
**/
bool isUseColor() const;
/**
* Enables/Disables rendering the geometry with a color.
* If no color is set an opaque, black color is used.
* @param enable Enable/Disable rendering with color
* @see isUseColor
* @see setColor
* @since 4.7
**/
void setUseColor(bool enable);
/**
* Resets the instance to default values.
* Useful for shared buffers.
* @since 4.7
**/
void reset();
/**
* Notifies the vertex buffer that we are done painting the frame.
*
* @internal
*/
void endOfFrame();
/**
* Notifies the vertex buffer that we have posted the frame.
*
* @internal
*/
void framePosted();
/**
* @internal
*/
static void initStatic();
/**
* @internal
*/
static void cleanup();
/**
* Returns true if indexed quad mode is supported, and false otherwise.
*/
static bool supportsIndexedQuads();
/**
* @return A shared VBO for streaming data
* @since 4.7
**/
static GLVertexBuffer *streamingBuffer();
/**
* Sets the virtual screen geometry to @p g.
* This is the geometry of the OpenGL window currently being rendered to
* in the virtual geometry space the rendering geometries use.
* @since 5.9
**/
static void setVirtualScreenGeometry(const QRect &g) {
s_virtualScreenGeometry = g;
}
private:
GLVertexBufferPrivate* const d;
static QRect s_virtualScreenGeometry;
};
} // namespace
Q_DECLARE_OPERATORS_FOR_FLAGS(KWin::ShaderTraits)
/** @} */
#endif