kwin/glxbackend.cpp
Martin Gräßlin 6152cc4fa5 Split out the windowing system related part of SceneOpenGL
The handling for creating and managing the OpenGL context is
split out of the SceneOpenGL into the abstract OpenGLBackend
and it's two subclasses GlxBackend and EglOnXBackend.

The backends take care of creating the OpenGL context on the
windowing system, e.g. on glx an OpenGL context on the overlay
window is created and in the egl case an EGL context is created.
This means that the SceneOpenGL itself does not have to care
about the specific underlying infrastructure.

Furthermore the backend provides the Textures for the specific
texture from pixmap operations. For that in each of the backend
files an additional subclass of the TexturePrivate is defined.
These subclasses hold the EglImage and GLXPixmap respectively.

The backend is able to create such a private texture and for
that the ctor of the Texture is changed to take the backend as
a parameter and the Scene provides a factory method for
creating Textures. To make this work inside Window the Textures
are now hold as pointers which seems a better choice anyway as
to the member functions pointers are passed.
2012-09-16 21:28:05 +02:00

684 lines
26 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2012 Martin Gräßlin <mgraesslin@kde.org>
Based on glcompmgr code by Felix Bellaby.
Using code from Compiz and Beryl.
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/>.
*********************************************************************/
// TODO: cmake magic
#ifndef KWIN_HAVE_OPENGLES
// own
#include "glxbackend.h"
// kwin
#include "options.h"
#include "utils.h"
#include "overlaywindow.h"
// kwin libs
#include <kwinglplatform.h>
// KDE
#include <KDE/KDebug>
#include <KDE/KXErrorHandler>
namespace KWin
{
GlxBackend::GlxBackend()
: OpenGLBackend()
, glxbuffer(None)
{
init();
}
GlxBackend::~GlxBackend()
{
// TODO: cleanup in error case
// do cleanup after initBuffer()
cleanupGL();
glXMakeCurrent(display(), None, NULL);
glXDestroyContext(display(), ctxbuffer);
if (overlayWindow()->window()) {
if (hasGLXVersion(1, 3))
glXDestroyWindow(display(), glxbuffer);
XDestroyWindow(display(), buffer);
overlayWindow()->destroy();
} else {
glXDestroyPixmap(display(), glxbuffer);
XFreeGC(display(), gcroot);
XFreePixmap(display(), buffer);
}
checkGLError("Cleanup");
}
void GlxBackend::init()
{
initGLX();
// check for FBConfig support
if (!hasGLExtension("GLX_SGIX_fbconfig") || !glXGetFBConfigAttrib || !glXGetFBConfigs ||
!glXGetVisualFromFBConfig || !glXCreatePixmap || !glXDestroyPixmap ||
!glXCreateWindow || !glXDestroyWindow) {
setFailed("GLX_SGIX_fbconfig or required GLX functions missing");
return; // error
}
if (!initDrawableConfigs()) {
setFailed("Could not initialize the drawable configs");
return;
}
if (!initBuffer()) {
setFailed("Could not initialize the buffer");
return;
}
if (!initRenderingContext()) {
setFailed("Could not initialize rendering context");
return;
}
// Initialize OpenGL
GLPlatform *glPlatform = GLPlatform::instance();
glPlatform->detect();
glPlatform->printResults();
initGL();
// Check whether certain features are supported
if (options->isGlVSync()) {
if (glXGetVideoSync && glXSwapInterval && glXIsDirect(display(), ctxbuffer)) {
unsigned int sync;
if (glXGetVideoSync(&sync) == 0) {
if (glXWaitVideoSync(1, 0, &sync) == 0) {
// NOTICE at this time we should actually check whether we can successfully
// deactivate the swapInterval "glXSwapInterval(0) == 0"
// (because we don't actually want it active unless we explicitly run a glXSwapBuffers)
// However mesa/dri will return a range error (6) because deactivating the
// swapinterval (as of today) seems completely unsupported
setHasWaitSync(true);
glXSwapInterval(0);
}
else
qWarning() << "NO VSYNC! glXWaitVideoSync(1,0,&uint) isn't 0 but" << glXWaitVideoSync(1, 0, &sync);
} else
qWarning() << "NO VSYNC! glXGetVideoSync(&uint) isn't 0 but" << glXGetVideoSync(&sync);
} else
qWarning() << "NO VSYNC! glXGetVideoSync, glXSwapInterval, glXIsDirect" <<
bool(glXGetVideoSync) << bool(glXSwapInterval) << glXIsDirect(display(), ctxbuffer);
}
setIsDirectRendering(bool(glXIsDirect(display(), ctxbuffer)));
kDebug(1212) << "DB:" << isDoubleBuffer() << ", Direct:" << isDirectRendering() << endl;
}
bool GlxBackend::initRenderingContext()
{
bool direct_rendering = options->isGlDirect();
KXErrorHandler errs1;
ctxbuffer = glXCreateNewContext(display(), fbcbuffer, GLX_RGBA_TYPE, NULL,
direct_rendering ? GL_TRUE : GL_FALSE);
bool failed = (ctxbuffer == NULL || !glXMakeCurrent(display(), glxbuffer, ctxbuffer));
if (errs1.error(true)) // always check for error( having it all in one if () could skip
failed = true; // it due to evaluation short-circuiting
if (failed) {
if (!direct_rendering) {
kDebug(1212).nospace() << "Couldn't initialize rendering context ("
<< KXErrorHandler::errorMessage(errs1.errorEvent()) << ")";
return false;
}
glXMakeCurrent(display(), None, NULL);
if (ctxbuffer != NULL)
glXDestroyContext(display(), ctxbuffer);
direct_rendering = false; // try again
KXErrorHandler errs2;
ctxbuffer = glXCreateNewContext(display(), fbcbuffer, GLX_RGBA_TYPE, NULL, GL_FALSE);
bool failed = (ctxbuffer == NULL || !glXMakeCurrent(display(), glxbuffer, ctxbuffer));
if (errs2.error(true))
failed = true;
if (failed) {
kDebug(1212).nospace() << "Couldn't initialize rendering context ("
<< KXErrorHandler::errorMessage(errs2.errorEvent()) << ")";
return false;
}
}
return true;
}
bool GlxBackend::initBuffer()
{
if (!initBufferConfigs())
return false;
if (fbcbuffer_db != NULL && overlayWindow()->create()) {
// we have overlay, try to create double-buffered window in it
fbcbuffer = fbcbuffer_db;
XVisualInfo* visual = glXGetVisualFromFBConfig(display(), fbcbuffer);
XSetWindowAttributes attrs;
attrs.colormap = XCreateColormap(display(), rootWindow(), visual->visual, AllocNone);
buffer = XCreateWindow(display(), overlayWindow()->window(), 0, 0, displayWidth(), displayHeight(),
0, visual->depth, InputOutput, visual->visual, CWColormap, &attrs);
if (hasGLXVersion(1, 3))
glxbuffer = glXCreateWindow(display(), fbcbuffer, buffer, NULL);
else
glxbuffer = buffer;
overlayWindow()->setup(buffer);
setDoubleBuffer(true);
XFree(visual);
} else if (fbcbuffer_nondb != NULL) {
// cannot get any double-buffered drawable, will double-buffer using a pixmap
fbcbuffer = fbcbuffer_nondb;
XVisualInfo* visual = glXGetVisualFromFBConfig(display(), fbcbuffer);
XGCValues gcattr;
gcattr.subwindow_mode = IncludeInferiors;
gcroot = XCreateGC(display(), rootWindow(), GCSubwindowMode, &gcattr);
buffer = XCreatePixmap(display(), rootWindow(), displayWidth(), displayHeight(),
visual->depth);
glxbuffer = glXCreatePixmap(display(), fbcbuffer, buffer, NULL);
setDoubleBuffer(false);
XFree(visual);
} else {
kError(1212) << "Couldn't create output buffer (failed to create overlay window?) !";
return false; // error
}
int vis_buffer;
glXGetFBConfigAttrib(display(), fbcbuffer, GLX_VISUAL_ID, &vis_buffer);
XVisualInfo* visinfo_buffer = glXGetVisualFromFBConfig(display(), fbcbuffer);
kDebug(1212) << "Buffer visual (depth " << visinfo_buffer->depth << "): 0x" << QString::number(vis_buffer, 16);
XFree(visinfo_buffer);
return true;
}
bool GlxBackend::initBufferConfigs()
{
int cnt;
GLXFBConfig *fbconfigs = glXGetFBConfigs(display(), DefaultScreen(display()), &cnt);
fbcbuffer_db = NULL;
fbcbuffer_nondb = NULL;
for (int i = 0; i < 2; i++) {
int back, stencil, depth, caveat, alpha;
back = i > 0 ? INT_MAX : 1;
stencil = INT_MAX;
depth = INT_MAX;
caveat = INT_MAX;
alpha = 0;
for (int j = 0; j < cnt; j++) {
XVisualInfo *vi;
int visual_depth;
vi = glXGetVisualFromFBConfig(display(), fbconfigs[ j ]);
if (vi == NULL)
continue;
visual_depth = vi->depth;
XFree(vi);
if (visual_depth != DefaultDepth(display(), DefaultScreen(display())))
continue;
int value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_ALPHA_SIZE, &alpha);
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_BUFFER_SIZE, &value);
if (value != visual_depth && (value - alpha) != visual_depth)
continue;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_RENDER_TYPE, &value);
if (!(value & GLX_RGBA_BIT))
continue;
int back_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_DOUBLEBUFFER, &back_value);
if (i > 0) {
if (back_value > back)
continue;
} else {
if (back_value < back)
continue;
}
int stencil_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_STENCIL_SIZE, &stencil_value);
if (stencil_value > stencil)
continue;
int depth_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_DEPTH_SIZE, &depth_value);
if (depth_value > depth)
continue;
int caveat_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_CONFIG_CAVEAT, &caveat_value);
if (caveat_value > caveat)
continue;
back = back_value;
stencil = stencil_value;
depth = depth_value;
caveat = caveat_value;
if (i > 0)
fbcbuffer_nondb = fbconfigs[ j ];
else
fbcbuffer_db = fbconfigs[ j ];
}
}
if (cnt)
XFree(fbconfigs);
if (fbcbuffer_db == NULL && fbcbuffer_nondb == NULL) {
kError(1212) << "Couldn't find framebuffer configuration for buffer!";
return false;
}
for (int i = 0; i <= 32; i++) {
if (fbcdrawableinfo[ i ].fbconfig == NULL)
continue;
int vis_drawable = 0;
glXGetFBConfigAttrib(display(), fbcdrawableinfo[ i ].fbconfig, GLX_VISUAL_ID, &vis_drawable);
kDebug(1212) << "Drawable visual (depth " << i << "): 0x" << QString::number(vis_drawable, 16);
}
return true;
}
bool GlxBackend::initDrawableConfigs()
{
int cnt;
GLXFBConfig *fbconfigs = glXGetFBConfigs(display(), DefaultScreen(display()), &cnt);
for (int i = 0; i <= 32; i++) {
int back, stencil, depth, caveat, alpha, mipmap, rgba;
back = INT_MAX;
stencil = INT_MAX;
depth = INT_MAX;
caveat = INT_MAX;
mipmap = 0;
rgba = 0;
fbcdrawableinfo[ i ].fbconfig = NULL;
fbcdrawableinfo[ i ].bind_texture_format = 0;
fbcdrawableinfo[ i ].texture_targets = 0;
fbcdrawableinfo[ i ].y_inverted = 0;
fbcdrawableinfo[ i ].mipmap = 0;
for (int j = 0; j < cnt; j++) {
XVisualInfo *vi;
int visual_depth;
vi = glXGetVisualFromFBConfig(display(), fbconfigs[ j ]);
if (vi == NULL)
continue;
visual_depth = vi->depth;
XFree(vi);
if (visual_depth != i)
continue;
int value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_ALPHA_SIZE, &alpha);
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_BUFFER_SIZE, &value);
if (value != i && (value - alpha) != i)
continue;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_RENDER_TYPE, &value);
if (!(value & GLX_RGBA_BIT))
continue;
value = 0;
if (i == 32) {
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_BIND_TO_TEXTURE_RGBA_EXT, &value);
if (value) {
// TODO I think this should be set only after the config passes all tests
rgba = 1;
fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGBA_EXT;
}
}
if (!value) {
if (rgba)
continue;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_BIND_TO_TEXTURE_RGB_EXT, &value);
if (!value)
continue;
fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGB_EXT;
}
int back_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_DOUBLEBUFFER, &back_value);
if (back_value > back)
continue;
int stencil_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_STENCIL_SIZE, &stencil_value);
if (stencil_value > stencil)
continue;
int depth_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_DEPTH_SIZE, &depth_value);
if (depth_value > depth)
continue;
int caveat_value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_CONFIG_CAVEAT, &caveat_value);
if (caveat_value > caveat)
continue;
// ok, config passed all tests, it's the best one so far
fbcdrawableinfo[ i ].fbconfig = fbconfigs[ j ];
caveat = caveat_value;
back = back_value;
stencil = stencil_value;
depth = depth_value;
mipmap = 0;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_BIND_TO_TEXTURE_TARGETS_EXT, &value);
fbcdrawableinfo[ i ].texture_targets = value;
glXGetFBConfigAttrib(display(), fbconfigs[ j ],
GLX_Y_INVERTED_EXT, &value);
fbcdrawableinfo[ i ].y_inverted = value;
fbcdrawableinfo[ i ].mipmap = mipmap;
}
}
if (cnt)
XFree(fbconfigs);
if (fbcdrawableinfo[ DefaultDepth(display(), DefaultScreen(display()))].fbconfig == NULL) {
kError(1212) << "Couldn't find framebuffer configuration for default depth!";
return false;
}
if (fbcdrawableinfo[ 32 ].fbconfig == NULL) {
kError(1212) << "Couldn't find framebuffer configuration for depth 32 (no ARGB GLX visual)!";
return false;
}
return true;
}
#define VSYNC_DEBUG 0
void GlxBackend::waitSync()
{
// NOTE that vsync has no effect with indirect rendering
if (waitSyncAvailable()) {
#if VSYNC_DEBUG
startRenderTimer();
#endif
uint sync;
#if 0
// TODO: why precisely is this important?
// the sync counter /can/ perform multiple steps during glXGetVideoSync & glXWaitVideoSync
// but this only leads to waiting for two frames??!?
glXGetVideoSync(&sync);
glXWaitVideoSync(2, (sync + 1) % 2, &sync);
#else
glXWaitVideoSync(1, 0, &sync);
#endif
#if VSYNC_DEBUG
static int waitTime = 0, waitCounter = 0, doubleSyncCounter = 0;
if (renderTime() > 11)
++doubleSyncCounter;
waitTime += renderTime();
++waitCounter;
if (waitCounter > 99)
{
qDebug() << "mean vsync wait time:" << float((float)waitTime / (float)waitCounter) << doubleSyncCounter << "/100";
doubleSyncCounter = waitTime = waitCounter = 0;
}
#endif
}
startRenderTimer(); // yes, the framerate shall be constant anyway.
}
#undef VSYNC_DEBUG
void GlxBackend::flushBuffer()
{
if (isDoubleBuffer()) {
if (lastMask() & Scene::PAINT_SCREEN_REGION) {
waitSync();
if (glXCopySubBuffer) {
foreach (const QRect & r, lastDamage().rects()) {
// convert to OpenGL coordinates
int y = displayHeight() - r.y() - r.height();
glXCopySubBuffer(display(), glxbuffer, r.x(), y, r.width(), r.height());
}
} else {
// if a shader is bound or the texture unit is enabled, copy pixels results in a black screen
// therefore unbind the shader and restore after copying the pixels
GLint shader = 0;
if (ShaderManager::instance()->isShaderBound()) {
glGetIntegerv(GL_CURRENT_PROGRAM, &shader);
glUseProgram(0);
}
bool reenableTexUnit = false;
if (glIsEnabled(GL_TEXTURE_2D)) {
glDisable(GL_TEXTURE_2D);
reenableTexUnit = true;
}
// no idea why glScissor() is used, but Compiz has it and it doesn't seem to hurt
glEnable(GL_SCISSOR_TEST);
glDrawBuffer(GL_FRONT);
int xpos = 0;
int ypos = 0;
foreach (const QRect & r, lastDamage().rects()) {
// convert to OpenGL coordinates
int y = displayHeight() - r.y() - r.height();
// Move raster position relatively using glBitmap() rather
// than using glRasterPos2f() - the latter causes drawing
// artefacts at the bottom screen edge with some gfx cards
// glRasterPos2f( r.x(), r.y() + r.height());
glBitmap(0, 0, 0, 0, r.x() - xpos, y - ypos, NULL);
xpos = r.x();
ypos = y;
glScissor(r.x(), y, r.width(), r.height());
glCopyPixels(r.x(), y, r.width(), r.height(), GL_COLOR);
}
glBitmap(0, 0, 0, 0, -xpos, -ypos, NULL); // move position back to 0,0
glDrawBuffer(GL_BACK);
glDisable(GL_SCISSOR_TEST);
if (reenableTexUnit) {
glEnable(GL_TEXTURE_2D);
}
// rebind previously bound shader
if (ShaderManager::instance()->isShaderBound()) {
glUseProgram(shader);
}
}
} else {
if (glXSwapInterval) {
glXSwapInterval(options->isGlVSync() ? 1 : 0);
glXSwapBuffers(display(), glxbuffer);
glXSwapInterval(0);
startRenderTimer(); // this is important so we don't assume to be loosing frames in the compositor timing calculation
} else {
waitSync();
glXSwapBuffers(display(), glxbuffer);
}
}
glXWaitGL();
} else {
glXWaitGL();
if (lastMask() & Scene::PAINT_SCREEN_REGION)
foreach (const QRect & r, lastDamage().rects())
XCopyArea(display(), buffer, rootWindow(), gcroot, r.x(), r.y(), r.width(), r.height(), r.x(), r.y());
else
XCopyArea(display(), buffer, rootWindow(), gcroot, 0, 0, displayWidth(), displayHeight(), 0, 0);
}
XFlush(display());
}
void GlxBackend::screenGeometryChanged(const QSize &size)
{
if (overlayWindow()->window() == None) {
glXMakeCurrent(display(), None, NULL);
glXDestroyPixmap(display(), glxbuffer);
XFreePixmap(display(), buffer);
XVisualInfo* visual = glXGetVisualFromFBConfig(display(), fbcbuffer);
buffer = XCreatePixmap(display(), rootWindow(), size.width(), size.height(), visual->depth);
XFree(visual);
glxbuffer = glXCreatePixmap(display(), fbcbuffer, buffer, NULL);
glXMakeCurrent(display(), glxbuffer, ctxbuffer);
// TODO: there seems some bug, some clients become black until an eg. un/remap - could be a general pixmap buffer issue, though
} else {
glXMakeCurrent(display(), None, NULL); // deactivate context ////
XMoveResizeWindow(display(), buffer, 0,0, size.width(), size.height());
overlayWindow()->setup(buffer);
XSync(display(), false); // ensure X11 stuff has applied ////
glXMakeCurrent(display(), glxbuffer, ctxbuffer); // reactivate context ////
glViewport(0,0, size.width(), size.height()); // adjust viewport last - should btw. be superfluous on the Pixmap buffer - iirc glXCreatePixmap sets the context anyway. ////
}
}
SceneOpenGL::TexturePrivate *GlxBackend::createBackendTexture(SceneOpenGL::Texture *texture)
{
return new GlxTexture(texture, this);
}
void GlxBackend::prepareRenderingFrame()
{
if (!lastDamage().isEmpty())
flushBuffer();
glXWaitX();
}
void GlxBackend::endRenderingFrame(int mask, const QRegion &damage)
{
setLastDamage(damage);
setLastMask(mask);
glFlush();
if (overlayWindow()->window()) // show the window only after the first pass,
overlayWindow()->show(); // since that pass may take long
}
/********************************************************
* GlxTexture
*******************************************************/
GlxTexture::GlxTexture(SceneOpenGL::Texture *texture, GlxBackend *backend)
: SceneOpenGL::TexturePrivate()
, q(texture)
, m_backend(backend)
, m_glxpixmap(None)
{
}
GlxTexture::~GlxTexture()
{
if (m_glxpixmap != None) {
if (!options->isGlStrictBinding()) {
glXReleaseTexImageEXT(display(), m_glxpixmap, GLX_FRONT_LEFT_EXT);
}
glXDestroyPixmap(display(), m_glxpixmap);
m_glxpixmap = None;
}
}
void GlxTexture::onDamage()
{
if (options->isGlStrictBinding() && m_glxpixmap) {
glXReleaseTexImageEXT(display(), m_glxpixmap, GLX_FRONT_LEFT_EXT);
glXBindTexImageEXT(display(), m_glxpixmap, GLX_FRONT_LEFT_EXT, NULL);
}
GLTexturePrivate::onDamage();
}
void GlxTexture::findTarget()
{
unsigned int new_target = 0;
if (glXQueryDrawable && m_glxpixmap != None)
glXQueryDrawable(display(), m_glxpixmap, GLX_TEXTURE_TARGET_EXT, &new_target);
// HACK: this used to be a hack for Xgl.
// without this hack the NVIDIA blob aborts when trying to bind a texture from
// a pixmap icon
if (new_target == 0) {
if (GLTexture::NPOTTextureSupported() ||
(isPowerOfTwo(m_size.width()) && isPowerOfTwo(m_size.height()))) {
new_target = GLX_TEXTURE_2D_EXT;
} else {
new_target = GLX_TEXTURE_RECTANGLE_EXT;
}
}
switch(new_target) {
case GLX_TEXTURE_2D_EXT:
m_target = GL_TEXTURE_2D;
m_scale.setWidth(1.0f / m_size.width());
m_scale.setHeight(1.0f / m_size.height());
break;
case GLX_TEXTURE_RECTANGLE_EXT:
m_target = GL_TEXTURE_RECTANGLE_ARB;
m_scale.setWidth(1.0f);
m_scale.setHeight(1.0f);
break;
default:
abort();
}
}
bool GlxTexture::loadTexture(const Pixmap& pix, const QSize& size, int depth)
{
#ifdef CHECK_GL_ERROR
checkGLError("TextureLoad1");
#endif
if (pix == None || size.isEmpty() || depth < 1)
return false;
if (m_backend->fbcdrawableinfo[ depth ].fbconfig == NULL) {
kDebug(1212) << "No framebuffer configuration for depth " << depth
<< "; not binding pixmap" << endl;
return false;
}
m_size = size;
// new texture, or texture contents changed; mipmaps now invalid
q->setDirty();
#ifdef CHECK_GL_ERROR
checkGLError("TextureLoad2");
#endif
// tfp mode, simply bind the pixmap to texture
glGenTextures(1, &m_texture);
// The GLX pixmap references the contents of the original pixmap, so it doesn't
// need to be recreated when the contents change.
// The texture may or may not use the same storage depending on the EXT_tfp
// implementation. When options->glStrictBinding is true, the texture uses
// a different storage and needs to be updated with a call to
// glXBindTexImageEXT() when the contents of the pixmap has changed.
int attrs[] = {
GLX_TEXTURE_FORMAT_EXT, m_backend->fbcdrawableinfo[ depth ].bind_texture_format,
GLX_MIPMAP_TEXTURE_EXT, m_backend->fbcdrawableinfo[ depth ].mipmap > 0,
None, None, None
};
// Specifying the texture target explicitly is reported to cause a performance
// regression with R300G (see bug #256654).
if (GLPlatform::instance()->driver() != Driver_R300G) {
if ((m_backend->fbcdrawableinfo[ depth ].texture_targets & GLX_TEXTURE_2D_BIT_EXT) &&
(GLTexture::NPOTTextureSupported() ||
(isPowerOfTwo(size.width()) && isPowerOfTwo(size.height())))) {
attrs[ 4 ] = GLX_TEXTURE_TARGET_EXT;
attrs[ 5 ] = GLX_TEXTURE_2D_EXT;
} else if (m_backend->fbcdrawableinfo[ depth ].texture_targets & GLX_TEXTURE_RECTANGLE_BIT_EXT) {
attrs[ 4 ] = GLX_TEXTURE_TARGET_EXT;
attrs[ 5 ] = GLX_TEXTURE_RECTANGLE_EXT;
}
}
m_glxpixmap = glXCreatePixmap(display(), m_backend->fbcdrawableinfo[ depth ].fbconfig, pix, attrs);
#ifdef CHECK_GL_ERROR
checkGLError("TextureLoadTFP1");
#endif
findTarget();
m_yInverted = m_backend->fbcdrawableinfo[ depth ].y_inverted ? true : false;
m_canUseMipmaps = m_backend->fbcdrawableinfo[ depth ].mipmap > 0;
q->setFilter(m_backend->fbcdrawableinfo[ depth ].mipmap > 0 ? GL_NEAREST_MIPMAP_LINEAR : GL_NEAREST);
glBindTexture(m_target, m_texture);
#ifdef CHECK_GL_ERROR
checkGLError("TextureLoadTFP2");
#endif
glXBindTexImageEXT(display(), m_glxpixmap, GLX_FRONT_LEFT_EXT, NULL);
#ifdef CHECK_GL_ERROR
checkGLError("TextureLoad0");
#endif
unbind();
return true;
}
OpenGLBackend *GlxTexture::backend()
{
return m_backend;
}
} // namespace
#endif