600b3e3b91
Noticed this one during test compile against Qt5 as QX11Info is no longer exposing appVisual. Using the visual from root window which works just fine for this use case. REVIEW: 109411
317 lines
9 KiB
C++
317 lines
9 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) 2010, 2012 Martin Gräßlin <mgraesslin@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "eglonxbackend.h"
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// kwin
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#include "options.h"
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#include "overlaywindow.h"
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#include "xcbutils.h"
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// kwin libs
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#include <kwinglplatform.h>
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namespace KWin
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{
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EglOnXBackend::EglOnXBackend()
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: OpenGLBackend()
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, surfaceHasSubPost(0)
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{
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init();
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// Egl is always direct rendering
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setIsDirectRendering(true);
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// Egl is always double buffered
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setDoubleBuffer(true);
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}
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EglOnXBackend::~EglOnXBackend()
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{
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cleanupGL();
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eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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eglDestroyContext(dpy, ctx);
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eglDestroySurface(dpy, surface);
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eglTerminate(dpy);
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eglReleaseThread();
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if (overlayWindow()->window()) {
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overlayWindow()->destroy();
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}
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}
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void EglOnXBackend::init()
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{
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if (!initRenderingContext()) {
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setFailed("Could not initialize rendering context");
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return;
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}
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initEGL();
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if (!hasGLExtension("EGL_KHR_image") &&
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(!hasGLExtension("EGL_KHR_image_base") ||
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!hasGLExtension("EGL_KHR_image_pixmap"))) {
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setFailed("Required support for binding pixmaps to EGLImages not found, disabling compositing");
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return;
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}
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GLPlatform *glPlatform = GLPlatform::instance();
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glPlatform->detect(EglPlatformInterface);
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glPlatform->printResults();
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initGL(EglPlatformInterface);
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if (!hasGLExtension("GL_OES_EGL_image")) {
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setFailed("Required extension GL_OES_EGL_image not found, disabling compositing");
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return;
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}
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// TODO: activate once this is resolved. currently the explicit invocation seems pointless
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#if 0
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// - internet rumors say: it doesn't work with TBDR
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// - eglSwapInterval has no impact on intel GMA chips
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has_waitSync = options->isGlVSync();
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if (has_waitSync) {
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has_waitSync = (eglSwapInterval(dpy, 1) == EGL_TRUE);
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if (!has_waitSync)
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kWarning(1212) << "Could not activate EGL v'sync on this system";
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}
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if (!has_waitSync)
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eglSwapInterval(dpy, 0); // deactivate syncing
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#endif
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}
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bool EglOnXBackend::initRenderingContext()
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{
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dpy = eglGetDisplay(display());
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if (dpy == EGL_NO_DISPLAY)
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return false;
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EGLint major, minor;
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if (eglInitialize(dpy, &major, &minor) == EGL_FALSE)
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return false;
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#ifdef KWIN_HAVE_OPENGLES
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eglBindAPI(EGL_OPENGL_ES_API);
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#else
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if (eglBindAPI(EGL_OPENGL_API) == EGL_FALSE) {
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kError(1212) << "bind OpenGL API failed";
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return false;
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}
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#endif
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initBufferConfigs();
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if (!overlayWindow()->create()) {
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kError(1212) << "Could not get overlay window";
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return false;
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} else {
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overlayWindow()->setup(None);
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}
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surface = eglCreateWindowSurface(dpy, config, overlayWindow()->window(), 0);
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eglSurfaceAttrib(dpy, surface, EGL_SWAP_BEHAVIOR, EGL_BUFFER_PRESERVED);
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if (eglQuerySurface(dpy, surface, EGL_POST_SUB_BUFFER_SUPPORTED_NV, &surfaceHasSubPost) == EGL_FALSE) {
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EGLint error = eglGetError();
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if (error != EGL_SUCCESS && error != EGL_BAD_ATTRIBUTE) {
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kError(1212) << "query surface failed";
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return false;
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} else {
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surfaceHasSubPost = EGL_FALSE;
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}
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}
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const EGLint context_attribs[] = {
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#ifdef KWIN_HAVE_OPENGLES
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EGL_CONTEXT_CLIENT_VERSION, 2,
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#endif
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EGL_NONE
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};
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ctx = eglCreateContext(dpy, config, EGL_NO_CONTEXT, context_attribs);
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if (ctx == EGL_NO_CONTEXT) {
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kError(1212) << "Create Context failed";
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return false;
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}
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if (eglMakeCurrent(dpy, surface, surface, ctx) == EGL_FALSE) {
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kError(1212) << "Make Context Current failed";
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return false;
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}
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kDebug(1212) << "EGL version: " << major << "." << minor;
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EGLint error = eglGetError();
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if (error != EGL_SUCCESS) {
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kWarning(1212) << "Error occurred while creating context " << error;
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return false;
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}
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return true;
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}
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bool EglOnXBackend::initBufferConfigs()
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{
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const EGLint config_attribs[] = {
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT|EGL_SWAP_BEHAVIOR_PRESERVED_BIT,
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EGL_RED_SIZE, 1,
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EGL_GREEN_SIZE, 1,
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EGL_BLUE_SIZE, 1,
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EGL_ALPHA_SIZE, 0,
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#ifdef KWIN_HAVE_OPENGLES
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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#else
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EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
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#endif
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EGL_CONFIG_CAVEAT, EGL_NONE,
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EGL_NONE,
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};
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EGLint count;
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EGLConfig configs[1024];
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if (eglChooseConfig(dpy, config_attribs, configs, 1024, &count) == EGL_FALSE) {
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kError(1212) << "choose config failed";
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return false;
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}
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Xcb::WindowAttributes attribs(rootWindow());
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if (!attribs) {
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kError(1212) << "Failed to get window attributes of root window";
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return false;
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}
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config = configs[0];
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for (int i = 0; i < count; i++) {
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EGLint val;
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if (eglGetConfigAttrib(dpy, configs[i], EGL_NATIVE_VISUAL_ID, &val) == EGL_FALSE) {
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kError(1212) << "egl get config attrib failed";
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}
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if (uint32_t(val) == attribs->visual) {
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config = configs[i];
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break;
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}
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}
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return true;
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}
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void EglOnXBackend::present()
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{
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const QRegion displayRegion(0, 0, displayWidth(), displayHeight());
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const bool fullRepaint = (lastDamage() == displayRegion);
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if (fullRepaint || !(surfaceHasSubPost && eglPostSubBufferNV)) {
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eglSwapBuffers(dpy, surface);
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} else {
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const QRect damageRect = lastDamage().boundingRect();
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eglPostSubBufferNV(dpy, surface, damageRect.left(), displayHeight() - damageRect.bottom() - 1, damageRect.width(), damageRect.height());
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}
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eglWaitGL();
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xcb_flush(connection());
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}
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void EglOnXBackend::screenGeometryChanged(const QSize &size)
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{
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Q_UNUSED(size)
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// no backend specific code needed
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// TODO: base implementation in OpenGLBackend
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}
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SceneOpenGL::TexturePrivate *EglOnXBackend::createBackendTexture(SceneOpenGL::Texture *texture)
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{
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return new EglTexture(texture, this);
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}
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void EglOnXBackend::prepareRenderingFrame()
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{
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if (!lastDamage().isEmpty())
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present();
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startRenderTimer();
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}
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void EglOnXBackend::endRenderingFrame(const QRegion &damage)
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{
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setLastDamage(damage);
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glFlush();
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if (overlayWindow()->window()) // show the window only after the first pass,
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overlayWindow()->show(); // since that pass may take long
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}
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/************************************************
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* EglTexture
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************************************************/
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EglTexture::EglTexture(KWin::SceneOpenGL::Texture *texture, KWin::EglOnXBackend *backend)
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: SceneOpenGL::TexturePrivate()
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, q(texture)
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, m_backend(backend)
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, m_image(EGL_NO_IMAGE_KHR)
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{
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m_target = GL_TEXTURE_2D;
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}
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EglTexture::~EglTexture()
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{
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if (m_image != EGL_NO_IMAGE_KHR) {
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eglDestroyImageKHR(m_backend->dpy, m_image);
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}
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}
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OpenGLBackend *EglTexture::backend()
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{
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return m_backend;
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}
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void EglTexture::findTarget()
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{
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if (m_target != GL_TEXTURE_2D) {
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m_target = GL_TEXTURE_2D;
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}
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}
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bool EglTexture::loadTexture(const Pixmap &pix, const QSize &size, int depth)
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{
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Q_UNUSED(depth)
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if (pix == None)
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return false;
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glGenTextures(1, &m_texture);
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q->setWrapMode(GL_CLAMP_TO_EDGE);
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q->setFilter(GL_LINEAR);
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q->bind();
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const EGLint attribs[] = {
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EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
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EGL_NONE
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};
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m_image = eglCreateImageKHR(m_backend->dpy, EGL_NO_CONTEXT, EGL_NATIVE_PIXMAP_KHR,
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(EGLClientBuffer)pix, attribs);
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if (EGL_NO_IMAGE_KHR == m_image) {
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kDebug(1212) << "failed to create egl image";
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q->unbind();
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q->discard();
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return false;
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}
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)m_image);
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q->unbind();
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checkGLError("load texture");
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q->setYInverted(true);
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m_size = size;
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return true;
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}
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void KWin::EglTexture::onDamage()
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{
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if (options->isGlStrictBinding()) {
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// This is just implemented to be consistent with
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// the example in mesa/demos/src/egl/opengles1/texture_from_pixmap.c
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eglWaitNative(EGL_CORE_NATIVE_ENGINE);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES) m_image);
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}
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GLTexturePrivate::onDamage();
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}
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} // namespace
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