d92d3a8165
describe the design, add links to external docs. Restructure COMPOSITE_TODO into sections and add sort of priorities. svn path=/branches/work/kwin_composite/; revision=600163
687 lines
23 KiB
C++
687 lines
23 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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Using code from Compiz and Beryl.
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******************************************************************/
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/*
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This is the OpenGL-based compositing code. It is the primary and most powerful
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compositing backend.
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Sources and other compositing managers:
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=======================================
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- http://opengl.org
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- documentation
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- OpenGL Redbook
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- GLX docs
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- extensions docs
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- glcompmgr
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- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
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- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
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- simple and easy to understand
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- works even without texture_from_pixmap extension
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- claims to support several different gfx cards
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- compiz
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- git clone git://anongit.freedesktop.org/git/xorg/app/compiz
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- the ultimate <whatever>
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- glxcompmgr
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- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
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- a rather old version of compiz, but also simpler and as such simpler
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to understand
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- beryl
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- the community fork of Compiz
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- http://beryl-project.org
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- svn co svn://metascape.afraid.org/svnroot/beryl
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- libcm (metacity)
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- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
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- not much idea about it, the model differs a lot from KWin/Compiz/Beryl
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- does not seem to be very powerful or with that much development going on
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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 "effects.h"
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#include <dlfcn.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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// the config used for windows
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GLXFBConfig SceneOpenGL::fbcdrawable;
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// GLX content
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GLXContext SceneOpenGL::context;
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// the destination drawable where the compositing is done
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GLXDrawable SceneOpenGL::glxroot;
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bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap)
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bool SceneOpenGL::root_db; // destination drawable is double-buffered
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bool SceneOpenGL::copy_buffer_hack; // workaround for nvidia < 1.0-9xxx drivers
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// finding of OpenGL extensions functions
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typedef void (*glXFuncPtr)();
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typedef glXFuncPtr (*glXGetProcAddress_func)( const GLubyte* );
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static glXFuncPtr getProcAddress( const char* name )
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{
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glXFuncPtr ret = NULL;
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if( glXGetProcAddress != NULL )
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ret = glXGetProcAddress( ( const GLubyte* ) name );
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if( ret == NULL )
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ret = ( glXFuncPtr ) dlsym( RTLD_DEFAULT, name );
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return ret;
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}
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// texture_from_pixmap extension functions
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typedef void (*glXBindTexImageEXT_func)( Display* dpy, GLXDrawable drawable,
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int buffer, const int* attrib_list );
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typedef void (*glXReleaseTexImageEXT_func)( Display* dpy, GLXDrawable drawable, int buffer );
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glXReleaseTexImageEXT_func glXReleaseTexImageEXT;
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glXGetProcAddress_func glXGetProcAddress;
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glXBindTexImageEXT_func glXBindTexImageEXT;
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// detect OpenGL error (add to various places in code to pinpoint the place)
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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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// attributes for finding a double-buffered root window config
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const int root_db_attrs[] =
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{
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GLX_DOUBLEBUFFER, True,
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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_WINDOW_BIT,
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None
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};
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// attributes for finding a non-double-buffered root window config
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static const int root_buffer_attrs[] =
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{
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GLX_DOUBLEBUFFER, False,
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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,
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None
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};
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// attributes for finding config for windows
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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,
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None
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};
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// attributes for finding config for windows when using tfp
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const int drawable_tfp_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,
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GLX_BIND_TO_TEXTURE_RGBA_EXT, True, // additional for tfp
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None
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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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// handle OpenGL extensions functions
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glXGetProcAddress = (glXGetProcAddress_func) getProcAddress( "glxGetProcAddress" );
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if( glXGetProcAddress == NULL )
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glXGetProcAddress = (glXGetProcAddress_func) getProcAddress( "glxGetProcAddressARB" );
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glXBindTexImageEXT = (glXBindTexImageEXT_func) getProcAddress( "glXBindTexImageEXT" );
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glXReleaseTexImageEXT = (glXReleaseTexImageEXT_func) getProcAddress( "glXReleaseTexImageEXT" );
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tfp_mode = ( glXBindTexImageEXT != NULL && glXReleaseTexImageEXT != NULL );
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// use copy buffer hack from glcompmgr (called COPY_BUFFER there) - nvidia drivers older than
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// 1.0-9xxx don't update pixmaps properly, so do a copy first
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copy_buffer_hack = !tfp_mode; // TODO detect that it's nvidia < 1.0-9xxx driver
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initBuffer(); // create destination buffer
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if( tfp_mode )
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{
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if( !findConfig( drawable_tfp_attrs, fbcdrawable ))
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{
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tfp_mode = false;
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if( !findConfig( drawable_attrs, fbcdrawable ))
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assert( false );
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}
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}
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else
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if( !findConfig( drawable_attrs, fbcdrawable ))
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assert( false );
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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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// OpenGL scene setup
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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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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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checkGLError( "Init" );
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kDebug() << "Root DB:" << root_db << ", TFP:" << tfp_mode << endl;
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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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if( root_db )
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glXDestroyWindow( display(), glxroot );
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else
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{
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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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}
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glXDestroyContext( display(), context );
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checkGLError( "Cleanup" );
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}
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// create destination buffer
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void SceneOpenGL::initBuffer()
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{
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XWindowAttributes attrs;
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XGetWindowAttributes( display(), rootWindow(), &attrs );
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if( findConfig( root_db_attrs, fbcroot, XVisualIDFromVisual( attrs.visual )))
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root_db = true;
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else
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{
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if( findConfig( root_buffer_attrs, fbcroot ))
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root_db = false;
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else
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assert( false );
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}
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if( root_db )
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{
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// root window is double-buffered, paint directly to it
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buffer = rootWindow();
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glxroot = glXCreateWindow( display(), fbcroot, buffer, NULL );
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glDrawBuffer( GL_BACK );
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}
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else
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{
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// no double-buffered root, paint to a buffer and copy to root window
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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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glxroot = glXCreatePixmap( display(), fbcroot, buffer, NULL );
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}
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}
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// print info about found configs
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static void debugFBConfig( GLXFBConfig* fbconfigs, int i, const int* attrs )
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{
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int pos = 0;
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while( attrs[ pos ] != (int)None )
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{
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int value;
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if( glXGetFBConfigAttrib( display(), fbconfigs[ i ], attrs[ pos ], &value )
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== Success )
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kDebug() << "ATTR: 0x" << QString::number( attrs[ pos ], 16 )
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<< ": 0x" << QString::number( attrs[ pos + 1 ], 16 )
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<< ": 0x" << QString::number( value, 16 ) << endl;
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else
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kDebug() << "ATTR FAIL: 0x" << QString::number( attrs[ pos ], 16 ) << endl;
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pos += 2;
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}
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}
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// find config matching the given attributes and possibly the given X visual
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bool SceneOpenGL::findConfig( const int* attrs, GLXFBConfig& config, VisualID visual )
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{
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int cnt;
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GLXFBConfig* fbconfigs = glXChooseFBConfig( display(), DefaultScreen( display()),
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attrs, &cnt );
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if( fbconfigs != NULL )
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{
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if( visual == None )
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{
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config = fbconfigs[ 0 ];
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kDebug() << "Found FBConfig" << endl;
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debugFBConfig( fbconfigs, 0, attrs );
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XFree( fbconfigs );
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return true;
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}
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else
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{
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for( int i = 0;
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i < cnt;
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++i )
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{
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int value;
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glXGetFBConfigAttrib( display(), fbconfigs[ i ], GLX_VISUAL_ID, &value );
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if( value == (int)visual )
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{
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kDebug() << "Found FBConfig" << endl;
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config = fbconfigs[ i ];
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debugFBConfig( fbconfigs, i, attrs );
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XFree( fbconfigs );
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return true;
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}
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}
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}
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}
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#if 0 // for debug
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fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display()), &cnt );
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for( int i = 0;
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i < cnt;
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++i )
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{
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kDebug() << "Listing FBConfig:" << i << endl;
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debugFBConfig( fbconfigs, i, attrs );
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}
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if( fbconfigs != NULL )
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XFree( fbconfigs );
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#endif
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return false;
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}
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// the entry function for painting
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void SceneOpenGL::paint( QRegion damage, ToplevelList toplevels )
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{
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foreach( Toplevel* c, toplevels )
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{
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assert( windows.contains( c ));
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stacking_order.append( &windows[ c ] );
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}
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grabXServer();
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glXWaitX();
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glPushMatrix();
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glClearColor( 0, 0, 0, 1 );
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glClear( GL_COLOR_BUFFER_BIT );
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// OpenGL has (0,0) in the bottom-left corner while X has it in the top-left corner,
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// which is annoying and confusing. Therefore flip the whole OpenGL scene upside down
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// and move it up, so that it actually uses the same coordinate system like X.
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glScalef( 1, -1, 1 );
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glTranslatef( 0, -displayHeight(), 0 );
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int mask = 0;
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paintScreen( &mask, &damage ); // call generic implementation
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glPopMatrix();
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// TODO only partial repaint for mask & PAINT_SCREEN_REGION
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if( root_db )
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glXSwapBuffers( display(), glxroot );
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else
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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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XFlush( display());
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}
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ungrabXServer();
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}
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void SceneOpenGL::paintGenericScreen( int mask, ScreenPaintData data )
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{
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if( mask & PAINT_SCREEN_TRANSFORMED )
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{ // apply screen transformations
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glPushMatrix();
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glTranslatef( data.xTranslate, data.yTranslate, 0 );
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}
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Scene::paintGenericScreen( mask, data );
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if( mask & PAINT_SCREEN_TRANSFORMED )
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glPopMatrix();
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}
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// the optimized case without any transformations at all
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void SceneOpenGL::paintSimpleScreen( int mask, QRegion region )
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{
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// TODO repaint only damaged areas (means also don't do glXSwapBuffers and similar)
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// For now always force redrawing of the whole area.
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region = QRegion( 0, 0, displayWidth(), displayHeight());
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Scene::paintSimpleScreen( mask, region );
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}
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void SceneOpenGL::paintBackground( QRegion )
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{
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// TODO?
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}
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void SceneOpenGL::postPaint()
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{
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checkGLError( "PostPaint" );
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Scene::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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//****************************************
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// SceneOpenGL::Window
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//****************************************
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SceneOpenGL::Window::Window( Toplevel* c )
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: Scene::Window( c )
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, texture( 0 )
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, texture_y_inverted( false )
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, bound_pixmap( None )
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, bound_glxpixmap( None )
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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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// Bind the window pixmap to an OpenGL texture.
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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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&& !tfp_mode ) // TODO interestingly this makes tfp slower with some gfx cards
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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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// Get the pixmap with the window contents
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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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bool alpha_clear_copy = true;
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bool copy_buffer = (( alpha_clear && alpha_clear_copy ) || copy_buffer_hack );
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if( copy_buffer )
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{
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Pixmap p2 = XCreatePixmap( display(), pix, toplevel->width(), toplevel->height(), toplevel->depth());
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GC gc = XCreateGC( display(), pix, 0, NULL );
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XCopyArea( display(), pix, p2, gc, 0, 0, toplevel->width(), toplevel->height(), 0, 0 );
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pix = p2;
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XFreeGC( display(), gc );
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}
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if( alpha_clear )
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{
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XGCValues gcv;
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gcv.foreground = 0xff000000;
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gcv.plane_mask = 0xff000000;
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GC gc = XCreateGC( display(), pix, GCPlaneMask | GCForeground, &gcv );
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XFillRectangle( display(), pix, gc, 0, 0, c->width(), c->clientPos().y());
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XFillRectangle( display(), pix, gc, 0, 0, c->clientPos().x(), c->height());
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int tw = c->clientPos().x() + c->clientSize().width();
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int th = c->clientPos().y() + c->clientSize().height();
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XFillRectangle( display(), pix, gc, 0, th, c->width(), c->height() - th );
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XFillRectangle( display(), pix, gc, tw, 0, c->width() - tw, c->height());
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XFreeGC( display(), gc );
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glXWaitX();
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}
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if( tfp_mode )
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{ // tfp mode, simply bind the pixmap to texture
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if( texture == None )
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glGenTextures( 1, &texture );
|
|
if( bound_pixmap != None )
|
|
{ // release old if needed
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
glXDestroyGLXPixmap( display(), bound_glxpixmap );
|
|
XFreePixmap( display(), bound_pixmap );
|
|
}
|
|
static const int attrs[] =
|
|
{
|
|
GLX_TEXTURE_FORMAT_EXT, GLX_TEXTURE_FORMAT_RGBA_EXT,
|
|
None
|
|
};
|
|
bound_pixmap = pix;
|
|
bound_glxpixmap = glXCreatePixmap( display(), fbcdrawable, pix, attrs );
|
|
int value;
|
|
glXGetFBConfigAttrib( display(), fbcdrawable, GLX_Y_INVERTED_EXT, &value );
|
|
texture_y_inverted = value ? true : false;
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
|
|
}
|
|
else
|
|
{ // non-tfp case, copy pixmap contents to a texture
|
|
GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawable, pix, NULL );
|
|
glXMakeContextCurrent( display(), pixmap, pixmap, context );
|
|
glReadBuffer( GL_FRONT );
|
|
glDrawBuffer( GL_FRONT );
|
|
if( texture == None )
|
|
{
|
|
glGenTextures( 1, &texture );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
texture_y_inverted = false;
|
|
glCopyTexImage2D( GL_TEXTURE_RECTANGLE_ARB, 0,
|
|
toplevel->hasAlpha() ? GL_RGBA : GL_RGB,
|
|
0, 0, toplevel->width(), toplevel->height(), 0 );
|
|
}
|
|
else
|
|
{
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
|
|
if( !toplevel->damage().isEmpty())
|
|
{
|
|
foreach( QRect r, toplevel->damage().rects())
|
|
{
|
|
// convert to OpenGL coordinates (this is mapping
|
|
// the pixmap to a texture, this is not affected
|
|
// by transforming the OpenGL scene)
|
|
int gly = toplevel->height() - r.y() - r.height();
|
|
texture_y_inverted = false;
|
|
glCopyTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0,
|
|
r.x(), gly, r.x(), gly, r.width(), r.height());
|
|
}
|
|
}
|
|
}
|
|
// the pixmap is no longer needed, the texture will be updated
|
|
// only when the window changes anyway, so no need to cache
|
|
// the pixmap
|
|
glXDestroyPixmap( display(), pixmap );
|
|
XFreePixmap( display(), pix );
|
|
if( root_db )
|
|
glDrawBuffer( GL_BACK );
|
|
glXMakeContextCurrent( display(), glxroot, glxroot, context );
|
|
}
|
|
if( copy_buffer )
|
|
XFreePixmap( display(), window_pix );
|
|
}
|
|
|
|
void SceneOpenGL::Window::discardTexture()
|
|
{
|
|
if( texture != 0 )
|
|
{
|
|
if( tfp_mode )
|
|
{
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
glXDestroyGLXPixmap( display(), bound_glxpixmap );
|
|
XFreePixmap( display(), bound_pixmap );
|
|
bound_pixmap = None;
|
|
bound_glxpixmap = None;
|
|
}
|
|
glDeleteTextures( 1, &texture );
|
|
}
|
|
texture = 0;
|
|
}
|
|
|
|
// paint a quad (rectangle), ty1/ty2 are texture coordinates (for handling
|
|
// swapped y coordinate, see below)
|
|
static void quadPaint( int x1, int y1, int x2, int y2, int ty1, int ty2 )
|
|
{
|
|
glTexCoord2i( x1, ty1 );
|
|
glVertex2i( x1, y1 );
|
|
glTexCoord2i( x2, ty1 );
|
|
glVertex2i( x2, y1 );
|
|
glTexCoord2i( x2, ty2 );
|
|
glVertex2i( x2, y2 );
|
|
glTexCoord2i( x1, ty2 );
|
|
glVertex2i( x1, y2 );
|
|
}
|
|
|
|
// paint the window
|
|
void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintData data )
|
|
{
|
|
// check if there is something to paint (e.g. don't paint if the window
|
|
// is only opaque and only PAINT_WINDOW_TRANSLUCENT is requested)
|
|
bool opaque = isOpaque() && data.opacity == 1.0;
|
|
if( mask & ( PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT ))
|
|
{}
|
|
else if( mask & PAINT_WINDOW_OPAQUE )
|
|
{
|
|
if( !opaque )
|
|
return;
|
|
}
|
|
else if( mask & PAINT_WINDOW_TRANSLUCENT )
|
|
{
|
|
if( opaque )
|
|
return;
|
|
}
|
|
// paint only requested areas
|
|
if( region != infiniteRegion()) // avoid integer overflow
|
|
region.translate( -x(), -y());
|
|
region &= shape();
|
|
if( region.isEmpty())
|
|
return;
|
|
bindTexture();
|
|
glPushMatrix();
|
|
// do required transformations
|
|
int x = toplevel->x();
|
|
int y = toplevel->y();
|
|
if( mask & PAINT_WINDOW_TRANSFORMED )
|
|
{
|
|
x += data.xTranslate;
|
|
y += data.yTranslate;
|
|
}
|
|
glTranslatef( x, y, 0 );
|
|
if(( mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 ))
|
|
glScalef( data.xScale, data.yScale, 1 );
|
|
// setup blending of transparent windows
|
|
bool was_blend = glIsEnabled( GL_BLEND );
|
|
if( !opaque )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
if( data.opacity != 1.0 )
|
|
{
|
|
// the window is additionally configured to have its opacity adjusted,
|
|
// do it
|
|
if( toplevel->hasAlpha())
|
|
{
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
glColor4f( data.opacity, data.opacity, data.opacity,
|
|
data.opacity);
|
|
}
|
|
else
|
|
{
|
|
float constant_alpha[] = { 0, 0, 0, data.opacity };
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_CONSTANT );
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant_alpha );
|
|
}
|
|
}
|
|
glEnable( GL_TEXTURE_RECTANGLE_ARB );
|
|
// actually paint the window
|
|
glBegin( GL_QUADS );
|
|
foreach( QRect r, region.rects())
|
|
{
|
|
int y1 = r.y();
|
|
int y2 = r.y() + r.height();
|
|
int ty1 = y1;
|
|
int ty2 = y2;
|
|
// tfp can result in the texture having y coordinate inverted (because
|
|
// of the internal format), so do the inversion if needed
|
|
if( !texture_y_inverted ) // "!" because of converting to OpenGL coords
|
|
{
|
|
ty1 = height() - y1;
|
|
ty2 = height() - y2;
|
|
}
|
|
quadPaint( r.x(), y1, r.x() + r.width(), y2, ty1, ty2 );
|
|
}
|
|
glEnd();
|
|
glPopMatrix();
|
|
if( data.opacity != 1.0 )
|
|
{
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
glColor4f( 0, 0, 0, 0 );
|
|
}
|
|
if( !was_blend )
|
|
glDisable( GL_BLEND );
|
|
glDisable( GL_TEXTURE_RECTANGLE_ARB );
|
|
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, 0 );
|
|
}
|
|
|
|
} // namespace
|