a401558a43
The Egl backend is decoupled from the OpenGL ES build option which makes it possible to use it as a replacement for glx. To make this possible a new build flag is added when egl is available at compile time and any egl specific code is now ifdefed with this flag instead of the gles flag. In addition at runtime a windowing system enum value is passed to the various detect methods to have egl/glx specific detection for e.g. function pointer resolving. By default egl is used if compiled with OpenGL ES, otherwise glx is used. But in the non-gles case the windowing system can be selected through the new environment variable KWIN_OPENGL_INTERFACE. Setting this variable to "egl" the EglOnXBackend is used. REVIEW: 106632
1405 lines
38 KiB
C++
1405 lines
38 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) 2006-2007 Rivo Laks <rivolaks@hot.ee>
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Copyright (C) 2010, 2011 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 "kwinglutils.h"
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// need to call GLTexturePrivate::initStatic()
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#include "kwingltexture_p.h"
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#include "kwinglobals.h"
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#include "kwineffects.h"
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#include "kwinglplatform.h"
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#include "kdebug.h"
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#include <kstandarddirs.h>
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#include <KDE/KConfig>
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#include <KDE/KConfigGroup>
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#include <QPixmap>
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#include <QImage>
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#include <QHash>
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#include <QFile>
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#include <QVector2D>
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#include <QVector3D>
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#include <QVector4D>
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#include <QMatrix4x4>
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#include <math.h>
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#define DEBUG_GLRENDERTARGET 0
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#define MAKE_GL_VERSION(major, minor, release) ( ((major) << 16) | ((minor) << 8) | (release) )
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namespace KWin
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{
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// Variables
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// GL version, use MAKE_GL_VERSION() macro for comparing with a specific version
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static int glVersion;
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// GLX version, use MAKE_GL_VERSION() macro for comparing with a specific version
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static int glXVersion;
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// EGL version, use MAKE_GL_VERSION() macro for comparing with a specific version
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static int eglVersion;
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// List of all supported GL, EGL and GLX extensions
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static QStringList glExtensions;
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static QStringList glxExtensions;
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static QStringList eglExtension;
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int glTextureUnitsCount;
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// Functions
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void initGLX()
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{
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#ifndef KWIN_HAVE_OPENGLES
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// Get GLX version
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int major, minor;
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glXQueryVersion(display(), &major, &minor);
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glXVersion = MAKE_GL_VERSION(major, minor, 0);
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// Get list of supported GLX extensions
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glxExtensions = QString((const char*)glXQueryExtensionsString(
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display(), DefaultScreen(display()))).split(' ');
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glxResolveFunctions();
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#endif
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}
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void initEGL()
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{
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#ifdef KWIN_HAVE_EGL
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EGLDisplay dpy = eglGetCurrentDisplay();
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int major, minor;
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eglInitialize(dpy, &major, &minor);
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eglVersion = MAKE_GL_VERSION(major, minor, 0);
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eglExtension = QString((const char*)eglQueryString(dpy, EGL_EXTENSIONS)).split(' ');
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eglResolveFunctions();
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#endif
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}
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void initGL(OpenGLPlatformInterface platformInterface)
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{
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// Get OpenGL version
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QString glversionstring = QString((const char*)glGetString(GL_VERSION));
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QStringList glversioninfo = glversionstring.left(glversionstring.indexOf(' ')).split('.');
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while (glversioninfo.count() < 3)
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glversioninfo << "0";
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#ifndef KWIN_HAVE_OPENGLES
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glVersion = MAKE_GL_VERSION(glversioninfo[0].toInt(), glversioninfo[1].toInt(), glversioninfo[2].toInt());
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#endif
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// Get list of supported OpenGL extensions
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glExtensions = QString((const char*)glGetString(GL_EXTENSIONS)).split(' ');
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// handle OpenGL extensions functions
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glResolveFunctions(platformInterface);
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GLTexturePrivate::initStatic();
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GLRenderTarget::initStatic();
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GLVertexBuffer::initStatic();
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}
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void cleanupGL()
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{
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ShaderManager::cleanup();
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}
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bool hasGLVersion(int major, int minor, int release)
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{
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return glVersion >= MAKE_GL_VERSION(major, minor, release);
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}
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bool hasGLXVersion(int major, int minor, int release)
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{
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return glXVersion >= MAKE_GL_VERSION(major, minor, release);
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}
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bool hasEGLVersion(int major, int minor, int release)
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{
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return eglVersion >= MAKE_GL_VERSION(major, minor, release);
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}
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bool hasGLExtension(const QString& extension)
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{
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return glExtensions.contains(extension) || glxExtensions.contains(extension) || eglExtension.contains(extension);
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}
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static QString formatGLError(GLenum err)
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{
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switch(err) {
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case GL_NO_ERROR: return "GL_NO_ERROR";
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case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
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case GL_INVALID_VALUE: return "GL_INVALID_VALUE";
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case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
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#ifndef KWIN_HAVE_OPENGLES
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case GL_STACK_OVERFLOW: return "GL_STACK_OVERFLOW";
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case GL_STACK_UNDERFLOW: return "GL_STACK_UNDERFLOW";
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#endif
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case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
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default: return QString("0x") + QString::number(err, 16);
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}
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}
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bool checkGLError(const char* txt)
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{
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GLenum err = glGetError();
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bool hasError = false;
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while (err != GL_NO_ERROR) {
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kWarning(1212) << "GL error (" << txt << "): " << formatGLError(err);
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hasError = true;
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err = glGetError();
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}
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return hasError;
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}
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int nearestPowerOfTwo(int x)
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{
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// This method had been copied from Qt's nearest_gl_texture_size()
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int n = 0, last = 0;
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for (int s = 0; s < 32; ++s) {
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if (((x >> s) & 1) == 1) {
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++n;
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last = s;
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}
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}
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if (n > 1)
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return 1 << (last + 1);
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return 1 << last;
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}
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void pushMatrix()
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{
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#ifndef KWIN_HAVE_OPENGLES
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if (ShaderManager::instance()->isValid()) {
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return;
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}
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glPushMatrix();
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#endif
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}
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void pushMatrix(const QMatrix4x4 &matrix)
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{
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#ifdef KWIN_HAVE_OPENGLES
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Q_UNUSED(matrix)
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#else
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if (ShaderManager::instance()->isValid()) {
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return;
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}
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glPushMatrix();
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multiplyMatrix(matrix);
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#endif
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}
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void multiplyMatrix(const QMatrix4x4 &matrix)
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{
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#ifdef KWIN_HAVE_OPENGLES
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Q_UNUSED(matrix)
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#else
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if (ShaderManager::instance()->isValid()) {
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return;
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}
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GLfloat m[16];
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const qreal *data = matrix.constData();
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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m[i*4+j] = data[i*4+j];
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}
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}
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glMultMatrixf(m);
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#endif
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}
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void loadMatrix(const QMatrix4x4 &matrix)
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{
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#ifdef KWIN_HAVE_OPENGLES
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Q_UNUSED(matrix)
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#else
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if (ShaderManager::instance()->isValid()) {
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return;
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}
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GLfloat m[16];
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const qreal *data = matrix.constData();
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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m[i*4+j] = data[i*4+j];
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}
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}
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glLoadMatrixf(m);
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#endif
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}
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void popMatrix()
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{
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#ifndef KWIN_HAVE_OPENGLES
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if (ShaderManager::instance()->isValid()) {
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return;
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}
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glPopMatrix();
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#endif
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}
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//****************************************
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// GLShader
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//****************************************
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GLShader::GLShader()
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: mProgram(0)
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, mValid(false)
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, mLocationsResolved(false)
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{
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}
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GLShader::GLShader(const QString& vertexfile, const QString& fragmentfile)
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: mProgram(0)
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, mValid(false)
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, mLocationsResolved(false)
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{
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loadFromFiles(vertexfile, fragmentfile);
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}
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GLShader::~GLShader()
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{
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if (mProgram) {
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glDeleteProgram(mProgram);
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}
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}
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bool GLShader::loadFromFiles(const QString &vertexFile, const QString &fragmentFile)
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{
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QFile vf(vertexFile);
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if (!vf.open(QIODevice::ReadOnly)) {
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kError(1212) << "Couldn't open" << vertexFile << "for reading!" << endl;
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return false;
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}
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const QByteArray vertexSource = vf.readAll();
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QFile ff(fragmentFile);
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if (!ff.open(QIODevice::ReadOnly)) {
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kError(1212) << "Couldn't open" << fragmentFile << "for reading!" << endl;
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return false;
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}
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const QByteArray fragmentSource = ff.readAll();
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return load(vertexSource, fragmentSource);
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}
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bool GLShader::compile(GLuint program, GLenum shaderType, const QByteArray &source) const
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{
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GLuint shader = glCreateShader(shaderType);
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// Prepare the source code
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QByteArray ba;
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#ifdef KWIN_HAVE_OPENGLES
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ba.append("#ifdef GL_ES\nprecision highp float;\n#endif\n");
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#endif
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if (ShaderManager::instance()->isShaderDebug()) {
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ba.append("#define KWIN_SHADER_DEBUG 1\n");
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}
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ba.append(source);
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const char* src = ba.constData();
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glShaderSource(shader, 1, &src, NULL);
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// Compile the shader
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glCompileShader(shader);
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|
// Get the shader info log
|
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int maxLength, length;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
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QByteArray log(maxLength, 0);
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glGetShaderInfoLog(shader, maxLength, &length, log.data());
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|
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// Check the status
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int status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status == 0) {
|
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const char *typeName = (shaderType == GL_VERTEX_SHADER ? "vertex" : "fragment");
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kError(1212) << "Failed to compile" << typeName << "shader:" << endl << log << endl;
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} else if (length > 0)
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kDebug(1212) << "Shader compile log:" << log;
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if (status != 0)
|
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glAttachShader(program, shader);
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glDeleteShader(shader);
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return status != 0;
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}
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|
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bool GLShader::load(const QByteArray &vertexSource, const QByteArray &fragmentSource)
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{
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#ifndef KWIN_HAVE_OPENGLES
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// Make sure shaders are actually supported
|
|
if (!GLPlatform::instance()->supports(GLSL) || GLPlatform::instance()->supports(LimitedNPOT)) {
|
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kError(1212) << "Shaders are not supported";
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return false;
|
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}
|
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#endif
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|
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// Create the shader program
|
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mProgram = glCreateProgram();
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|
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// Compile the vertex shader
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if (!vertexSource.isEmpty()) {
|
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bool success = compile(mProgram, GL_VERTEX_SHADER, vertexSource);
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|
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if (!success) {
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glDeleteProgram(mProgram);
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mProgram = 0;
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return false;
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}
|
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}
|
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|
|
// Compile the fragment shader
|
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if (!fragmentSource.isEmpty()) {
|
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bool success = compile(mProgram, GL_FRAGMENT_SHADER, fragmentSource);
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|
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if (!success) {
|
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glDeleteProgram(mProgram);
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mProgram = 0;
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return false;
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}
|
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}
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|
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glLinkProgram(mProgram);
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|
|
// Get the program info log
|
|
int maxLength, length;
|
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glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &maxLength);
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|
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QByteArray log(maxLength, 0);
|
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glGetProgramInfoLog(mProgram, maxLength, &length, log.data());
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|
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// Make sure the program linked successfully
|
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int status;
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glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
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|
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if (status == 0) {
|
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kError(1212) << "Failed to link shader:" << endl << log << endl;
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glDeleteProgram(mProgram);
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mProgram = 0;
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return false;
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} else if (length > 0)
|
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kDebug(1212) << "Shader link log:" << log;
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|
|
mValid = true;
|
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return true;
|
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}
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|
|
void GLShader::bind()
|
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{
|
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glUseProgram(mProgram);
|
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}
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|
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void GLShader::unbind()
|
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{
|
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glUseProgram(0);
|
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}
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|
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void GLShader::resolveLocations()
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{
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if (mLocationsResolved)
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return;
|
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|
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mMatrixLocation[TextureMatrix] = uniformLocation("textureMatrix");
|
|
mMatrixLocation[ProjectionMatrix] = uniformLocation("projection");
|
|
mMatrixLocation[ModelViewMatrix] = uniformLocation("modelview");
|
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mMatrixLocation[WindowTransformation] = uniformLocation("windowTransformation");
|
|
mMatrixLocation[ScreenTransformation] = uniformLocation("screenTransformation");
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|
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mVec2Location[Offset] = uniformLocation("offset");
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|
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mVec4Location[ModulationConstant] = uniformLocation("modulation");
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|
|
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mFloatLocation[Saturation] = uniformLocation("saturation");
|
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|
|
mIntLocation[AlphaToOne] = uniformLocation("u_forceAlpha");
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|
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mLocationsResolved = true;
|
|
}
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|
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int GLShader::uniformLocation(const char *name)
|
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{
|
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const int location = glGetUniformLocation(mProgram, name);
|
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return location;
|
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}
|
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|
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bool GLShader::setUniform(GLShader::MatrixUniform uniform, const QMatrix4x4 &matrix)
|
|
{
|
|
resolveLocations();
|
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return setUniform(mMatrixLocation[uniform], matrix);
|
|
}
|
|
|
|
bool GLShader::setUniform(GLShader::Vec2Uniform uniform, const QVector2D &value)
|
|
{
|
|
resolveLocations();
|
|
return setUniform(mVec2Location[uniform], value);
|
|
}
|
|
|
|
bool GLShader::setUniform(GLShader::Vec4Uniform uniform, const QVector4D &value)
|
|
{
|
|
resolveLocations();
|
|
return setUniform(mVec4Location[uniform], value);
|
|
}
|
|
|
|
bool GLShader::setUniform(GLShader::FloatUniform uniform, float value)
|
|
{
|
|
resolveLocations();
|
|
return setUniform(mFloatLocation[uniform], value);
|
|
}
|
|
|
|
bool GLShader::setUniform(GLShader::IntUniform uniform, int value)
|
|
{
|
|
resolveLocations();
|
|
return setUniform(mIntLocation[uniform], value);
|
|
}
|
|
|
|
bool GLShader::setUniform(const char *name, float value)
|
|
{
|
|
const int location = uniformLocation(name);
|
|
return setUniform(location, value);
|
|
}
|
|
|
|
bool GLShader::setUniform(const char *name, int value)
|
|
{
|
|
const int location = uniformLocation(name);
|
|
return setUniform(location, value);
|
|
}
|
|
|
|
bool GLShader::setUniform(const char *name, const QVector2D& value)
|
|
{
|
|
const int location = uniformLocation(name);
|
|
return setUniform(location, value);
|
|
}
|
|
|
|
bool GLShader::setUniform(const char *name, const QVector3D& value)
|
|
{
|
|
const int location = uniformLocation(name);
|
|
return setUniform(location, value);
|
|
}
|
|
|
|
bool GLShader::setUniform(const char *name, const QVector4D& value)
|
|
{
|
|
const int location = uniformLocation(name);
|
|
return setUniform(location, value);
|
|
}
|
|
|
|
bool GLShader::setUniform(const char *name, const QMatrix4x4& value)
|
|
{
|
|
const int location = uniformLocation(name);
|
|
return setUniform(location, value);
|
|
}
|
|
|
|
bool GLShader::setUniform(const char *name, const QColor& color)
|
|
{
|
|
const int location = uniformLocation(name);
|
|
return setUniform(location, color);
|
|
}
|
|
|
|
bool GLShader::setUniform(int location, float value)
|
|
{
|
|
if (location >= 0) {
|
|
glUniform1f(location, value);
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
bool GLShader::setUniform(int location, int value)
|
|
{
|
|
if (location >= 0) {
|
|
glUniform1i(location, value);
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
bool GLShader::setUniform(int location, const QVector2D &value)
|
|
{
|
|
if (location >= 0) {
|
|
glUniform2fv(location, 1, (const GLfloat*)&value);
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
bool GLShader::setUniform(int location, const QVector3D &value)
|
|
{
|
|
if (location >= 0) {
|
|
glUniform3fv(location, 1, (const GLfloat*)&value);
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
bool GLShader::setUniform(int location, const QVector4D &value)
|
|
{
|
|
if (location >= 0) {
|
|
glUniform4fv(location, 1, (const GLfloat*)&value);
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
bool GLShader::setUniform(int location, const QMatrix4x4 &value)
|
|
{
|
|
if (location >= 0) {
|
|
GLfloat m[16];
|
|
const qreal *data = value.constData();
|
|
// i is column, j is row for m
|
|
for (int i = 0; i < 16; ++i) {
|
|
m[i] = data[i];
|
|
}
|
|
glUniformMatrix4fv(location, 1, GL_FALSE, m);
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
bool GLShader::setUniform(int location, const QColor &color)
|
|
{
|
|
if (location >= 0) {
|
|
glUniform4f(location, color.redF(), color.greenF(), color.blueF(), color.alphaF());
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
int GLShader::attributeLocation(const char* name)
|
|
{
|
|
int location = glGetAttribLocation(mProgram, name);
|
|
return location;
|
|
}
|
|
|
|
bool GLShader::setAttribute(const char* name, float value)
|
|
{
|
|
int location = attributeLocation(name);
|
|
if (location >= 0) {
|
|
glVertexAttrib1f(location, value);
|
|
}
|
|
return (location >= 0);
|
|
}
|
|
|
|
QMatrix4x4 GLShader::getUniformMatrix4x4(const char* name)
|
|
{
|
|
int location = uniformLocation(name);
|
|
if (location >= 0) {
|
|
GLfloat m[16];
|
|
glGetUniformfv(mProgram, location, m);
|
|
QMatrix4x4 matrix(m[0], m[4], m[8], m[12],
|
|
m[1], m[5], m[9], m[13],
|
|
m[2], m[6], m[10], m[14],
|
|
m[3], m[7], m[11], m[15]);
|
|
matrix.optimize();
|
|
return matrix;
|
|
} else {
|
|
return QMatrix4x4();
|
|
}
|
|
}
|
|
|
|
//****************************************
|
|
// ShaderManager
|
|
//****************************************
|
|
ShaderManager *ShaderManager::s_shaderManager = NULL;
|
|
|
|
ShaderManager *ShaderManager::instance()
|
|
{
|
|
if (!s_shaderManager) {
|
|
s_shaderManager = new ShaderManager();
|
|
s_shaderManager->initShaders();
|
|
s_shaderManager->m_inited = true;
|
|
}
|
|
return s_shaderManager;
|
|
}
|
|
|
|
void ShaderManager::disable()
|
|
{
|
|
// for safety do a Cleanup first
|
|
ShaderManager::cleanup();
|
|
// create a new ShaderManager and set it to inited without calling init
|
|
// that will ensure that the ShaderManager is not valid
|
|
s_shaderManager = new ShaderManager();
|
|
s_shaderManager->m_inited = true;
|
|
}
|
|
|
|
void ShaderManager::cleanup()
|
|
{
|
|
delete s_shaderManager;
|
|
s_shaderManager = NULL;
|
|
}
|
|
|
|
ShaderManager::ShaderManager()
|
|
: m_orthoShader(NULL)
|
|
, m_genericShader(NULL)
|
|
, m_colorShader(NULL)
|
|
, m_inited(false)
|
|
, m_valid(false)
|
|
{
|
|
m_debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
|
|
}
|
|
|
|
ShaderManager::~ShaderManager()
|
|
{
|
|
while (!m_boundShaders.isEmpty()) {
|
|
popShader();
|
|
}
|
|
delete m_orthoShader;
|
|
delete m_genericShader;
|
|
delete m_colorShader;
|
|
}
|
|
|
|
GLShader *ShaderManager::getBoundShader() const
|
|
{
|
|
if (m_boundShaders.isEmpty()) {
|
|
return NULL;
|
|
} else {
|
|
return m_boundShaders.top();
|
|
}
|
|
}
|
|
|
|
bool ShaderManager::isShaderBound() const
|
|
{
|
|
return !m_boundShaders.isEmpty();
|
|
}
|
|
|
|
bool ShaderManager::isValid() const
|
|
{
|
|
return m_valid;
|
|
}
|
|
|
|
bool ShaderManager::isShaderDebug() const
|
|
{
|
|
return m_debug;
|
|
}
|
|
|
|
GLShader *ShaderManager::pushShader(ShaderType type, bool reset)
|
|
{
|
|
if (m_inited && !m_valid) {
|
|
return NULL;
|
|
}
|
|
GLShader *shader;
|
|
switch(type) {
|
|
case SimpleShader:
|
|
shader = m_orthoShader;
|
|
break;
|
|
case GenericShader:
|
|
shader = m_genericShader;
|
|
break;
|
|
case ColorShader:
|
|
shader = m_colorShader;
|
|
break;
|
|
default:
|
|
return NULL;
|
|
}
|
|
|
|
pushShader(shader);
|
|
if (reset) {
|
|
resetShader(type);
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
void ShaderManager::resetAllShaders()
|
|
{
|
|
if (!m_inited || !m_valid) {
|
|
return;
|
|
}
|
|
pushShader(SimpleShader, true);
|
|
pushShader(GenericShader, true);
|
|
pushShader(ColorShader, true);
|
|
popShader();
|
|
popShader();
|
|
popShader();
|
|
}
|
|
|
|
|
|
void ShaderManager::pushShader(GLShader *shader)
|
|
{
|
|
// only bind shader if it is not already bound
|
|
if (shader != getBoundShader()) {
|
|
shader->bind();
|
|
}
|
|
m_boundShaders.push(shader);
|
|
}
|
|
|
|
void ShaderManager::popShader()
|
|
{
|
|
if (m_boundShaders.isEmpty()) {
|
|
return;
|
|
}
|
|
GLShader *shader = m_boundShaders.pop();
|
|
if (m_boundShaders.isEmpty()) {
|
|
// no more shader bound - unbind
|
|
shader->unbind();
|
|
} else if (shader != m_boundShaders.top()) {
|
|
// only rebind if a different shader is on top of stack
|
|
m_boundShaders.top()->bind();
|
|
}
|
|
}
|
|
|
|
GLShader *ShaderManager::loadFragmentShader(ShaderType vertex, const QString &fragmentFile)
|
|
{
|
|
QString vertexShader;
|
|
switch(vertex) {
|
|
case SimpleShader:
|
|
vertexShader = ":/resources/scene-vertex.glsl";
|
|
break;
|
|
case GenericShader:
|
|
vertexShader = ":/resources/scene-generic-vertex.glsl";
|
|
break;
|
|
case ColorShader:
|
|
vertexShader = ":/resources/scene-color-vertex.glsl";
|
|
break;
|
|
}
|
|
GLShader *shader = new GLShader(vertexShader, fragmentFile);
|
|
if (shader->isValid()) {
|
|
pushShader(shader);
|
|
resetShader(vertex);
|
|
popShader();
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
GLShader *ShaderManager::loadVertexShader(ShaderType fragment, const QString &vertexFile)
|
|
{
|
|
QString fragmentShader;
|
|
switch(fragment) {
|
|
// Simple and Generic Shader use same fragment Shader
|
|
case SimpleShader:
|
|
case GenericShader:
|
|
fragmentShader = ":/resources/scene-fragment.glsl";
|
|
break;
|
|
case ColorShader:
|
|
fragmentShader = ":/resources/scene-color-fragment.glsl";
|
|
break;
|
|
}
|
|
GLShader *shader = new GLShader(vertexFile, fragmentShader);
|
|
if (shader->isValid()) {
|
|
pushShader(shader);
|
|
resetShader(fragment);
|
|
popShader();
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
GLShader *ShaderManager::loadShaderFromCode(const QByteArray &vertexSource, const QByteArray &fragmentSource)
|
|
{
|
|
GLShader *shader = new GLShader();
|
|
shader->load(vertexSource, fragmentSource);
|
|
return shader;
|
|
}
|
|
|
|
void ShaderManager::initShaders()
|
|
{
|
|
m_orthoShader = new GLShader(":/resources/scene-vertex.glsl", ":/resources/scene-fragment.glsl");
|
|
if (m_orthoShader->isValid()) {
|
|
pushShader(SimpleShader, true);
|
|
popShader();
|
|
kDebug(1212) << "Ortho Shader is valid";
|
|
} else {
|
|
delete m_orthoShader;
|
|
m_orthoShader = NULL;
|
|
kDebug(1212) << "Orho Shader is not valid";
|
|
return;
|
|
}
|
|
m_genericShader = new GLShader(":/resources/scene-generic-vertex.glsl", ":/resources/scene-fragment.glsl");
|
|
if (m_genericShader->isValid()) {
|
|
pushShader(GenericShader, true);
|
|
popShader();
|
|
kDebug(1212) << "Generic Shader is valid";
|
|
} else {
|
|
delete m_genericShader;
|
|
m_genericShader = NULL;
|
|
delete m_orthoShader;
|
|
m_orthoShader = NULL;
|
|
kDebug(1212) << "Generic Shader is not valid";
|
|
return;
|
|
}
|
|
m_colorShader = new GLShader(":/resources/scene-color-vertex.glsl", ":/resources/scene-color-fragment.glsl");
|
|
if (m_colorShader->isValid()) {
|
|
pushShader(ColorShader, true);
|
|
popShader();
|
|
kDebug(1212) << "Color Shader is valid";
|
|
} else {
|
|
delete m_genericShader;
|
|
m_genericShader = NULL;
|
|
delete m_orthoShader;
|
|
m_orthoShader = NULL;
|
|
delete m_colorShader;
|
|
m_colorShader = NULL;
|
|
kDebug(1212) << "Color Scene Shader is not valid";
|
|
return;
|
|
}
|
|
m_valid = true;
|
|
}
|
|
|
|
void ShaderManager::resetShader(ShaderType type)
|
|
{
|
|
// resetShader is either called from init or from push, we know that a built-in shader is bound
|
|
const QMatrix4x4 identity;
|
|
|
|
QMatrix4x4 projection;
|
|
QMatrix4x4 modelView;
|
|
|
|
GLShader *shader = getBoundShader();
|
|
|
|
switch(type) {
|
|
case SimpleShader:
|
|
projection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535);
|
|
break;
|
|
|
|
case GenericShader: {
|
|
// Set up the projection matrix
|
|
float fovy = 60.0f;
|
|
float aspect = 1.0f;
|
|
float zNear = 0.1f;
|
|
float zFar = 100.0f;
|
|
float ymax = zNear * tan(fovy * M_PI / 360.0f);
|
|
float ymin = -ymax;
|
|
float xmin = ymin * aspect;
|
|
float xmax = ymax * aspect;
|
|
projection.frustum(xmin, xmax, ymin, ymax, zNear, zFar);
|
|
|
|
// Set up the model-view matrix
|
|
float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
|
|
modelView.translate(xmin * scaleFactor, ymax * scaleFactor, -1.1);
|
|
modelView.scale((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001);
|
|
break;
|
|
}
|
|
|
|
case ColorShader:
|
|
projection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535);
|
|
shader->setUniform("geometryColor", QVector4D(0, 0, 0, 1));
|
|
break;
|
|
}
|
|
|
|
shader->setUniform("sampler", 0);
|
|
|
|
shader->setUniform(GLShader::ProjectionMatrix, projection);
|
|
shader->setUniform(GLShader::ModelViewMatrix, modelView);
|
|
shader->setUniform(GLShader::ScreenTransformation, identity);
|
|
shader->setUniform(GLShader::WindowTransformation, identity);
|
|
|
|
shader->setUniform(GLShader::Offset, QVector2D(0, 0));
|
|
shader->setUniform(GLShader::ModulationConstant, QVector4D(1.0, 1.0, 1.0, 1.0));
|
|
|
|
shader->setUniform(GLShader::Saturation, 1.0f);
|
|
shader->setUniform(GLShader::AlphaToOne, 0);
|
|
}
|
|
|
|
/*** GLRenderTarget ***/
|
|
bool GLRenderTarget::sSupported = false;
|
|
bool GLRenderTarget::s_blitSupported = false;
|
|
QStack<GLRenderTarget*> GLRenderTarget::s_renderTargets = QStack<GLRenderTarget*>();
|
|
QSize GLRenderTarget::s_oldViewport;
|
|
|
|
void GLRenderTarget::initStatic()
|
|
{
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
sSupported = true;
|
|
s_blitSupported = false;
|
|
#else
|
|
sSupported = hasGLExtension("GL_EXT_framebuffer_object") && glFramebufferTexture2D;
|
|
s_blitSupported = hasGLExtension("GL_EXT_framebuffer_blit");
|
|
#endif
|
|
}
|
|
|
|
bool GLRenderTarget::isRenderTargetBound()
|
|
{
|
|
return !s_renderTargets.isEmpty();
|
|
}
|
|
|
|
bool GLRenderTarget::blitSupported()
|
|
{
|
|
return s_blitSupported;
|
|
}
|
|
|
|
void GLRenderTarget::pushRenderTarget(GLRenderTarget* target)
|
|
{
|
|
if (s_renderTargets.isEmpty()) {
|
|
GLint params[4];
|
|
glGetIntegerv(GL_VIEWPORT, params);
|
|
s_oldViewport = QSize(params[2], params[3]);
|
|
}
|
|
|
|
target->enable();
|
|
s_renderTargets.push(target);
|
|
}
|
|
|
|
GLRenderTarget* GLRenderTarget::popRenderTarget()
|
|
{
|
|
GLRenderTarget* ret = s_renderTargets.pop();
|
|
ret->disable();
|
|
if (!s_renderTargets.isEmpty()) {
|
|
s_renderTargets.top()->enable();
|
|
} else if (!s_oldViewport.isEmpty()) {
|
|
glViewport (0, 0, s_oldViewport.width(), s_oldViewport.height());
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
GLRenderTarget::GLRenderTarget(const GLTexture& color)
|
|
{
|
|
// Reset variables
|
|
mValid = false;
|
|
|
|
mTexture = color;
|
|
|
|
// Make sure FBO is supported
|
|
if (sSupported && !mTexture.isNull()) {
|
|
initFBO();
|
|
} else
|
|
kError(1212) << "Render targets aren't supported!" << endl;
|
|
}
|
|
|
|
GLRenderTarget::~GLRenderTarget()
|
|
{
|
|
if (mValid) {
|
|
glDeleteFramebuffers(1, &mFramebuffer);
|
|
}
|
|
}
|
|
|
|
bool GLRenderTarget::enable()
|
|
{
|
|
if (!valid()) {
|
|
kError(1212) << "Can't enable invalid render target!" << endl;
|
|
return false;
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
|
|
glViewport(0, 0, mTexture.width(), mTexture.height());
|
|
mTexture.setDirty();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GLRenderTarget::disable()
|
|
{
|
|
if (!valid()) {
|
|
kError(1212) << "Can't disable invalid render target!" << endl;
|
|
return false;
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
mTexture.setDirty();
|
|
|
|
return true;
|
|
}
|
|
|
|
static QString formatFramebufferStatus(GLenum status)
|
|
{
|
|
switch(status) {
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
|
|
// An attachment is the wrong type / is invalid / has 0 width or height
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
|
|
// There are no images attached to the framebuffer
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
|
|
case GL_FRAMEBUFFER_UNSUPPORTED:
|
|
// A format or the combination of formats of the attachments is unsupported
|
|
return "GL_FRAMEBUFFER_UNSUPPORTED";
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
|
|
// Not all attached images have the same width and height
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
|
|
// The color attachments don't have the same format
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT:
|
|
// The attachments don't have the same number of samples
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT:
|
|
// The draw buffer is missing
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT:
|
|
// The read buffer is missing
|
|
return "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER";
|
|
#endif
|
|
default:
|
|
return "Unknown (0x" + QString::number(status, 16) + ')';
|
|
}
|
|
}
|
|
|
|
void GLRenderTarget::initFBO()
|
|
{
|
|
#if DEBUG_GLRENDERTARGET
|
|
GLenum err = glGetError();
|
|
if (err != GL_NO_ERROR)
|
|
kError(1212) << "Error status when entering GLRenderTarget::initFBO: " << formatGLError(err);
|
|
#endif
|
|
|
|
glGenFramebuffers(1, &mFramebuffer);
|
|
|
|
#if DEBUG_GLRENDERTARGET
|
|
if ((err = glGetError()) != GL_NO_ERROR) {
|
|
kError(1212) << "glGenFramebuffers failed: " << formatGLError(err);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
|
|
|
|
#if DEBUG_GLRENDERTARGET
|
|
if ((err = glGetError()) != GL_NO_ERROR) {
|
|
kError(1212) << "glBindFramebuffer failed: " << formatGLError(err);
|
|
glDeleteFramebuffers(1, &mFramebuffer);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
mTexture.target(), mTexture.texture(), 0);
|
|
|
|
#if DEBUG_GLRENDERTARGET
|
|
if ((err = glGetError()) != GL_NO_ERROR) {
|
|
kError(1212) << "glFramebufferTexture2D failed: " << formatGLError(err);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glDeleteFramebuffers(1, &mFramebuffer);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
// We have an incomplete framebuffer, consider it invalid
|
|
if (status == 0)
|
|
kError(1212) << "glCheckFramebufferStatus failed: " << formatGLError(glGetError());
|
|
else
|
|
kError(1212) << "Invalid framebuffer status: " << formatFramebufferStatus(status);
|
|
glDeleteFramebuffers(1, &mFramebuffer);
|
|
return;
|
|
}
|
|
|
|
mValid = true;
|
|
}
|
|
|
|
void GLRenderTarget::blitFromFramebuffer(const QRect &source, const QRect &destination, GLenum filter)
|
|
{
|
|
if (!GLRenderTarget::blitSupported()) {
|
|
return;
|
|
}
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
Q_UNUSED(source)
|
|
Q_UNUSED(destination)
|
|
Q_UNUSED(filter)
|
|
#else
|
|
GLRenderTarget::pushRenderTarget(this);
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
|
|
const QRect s = source.isNull() ? QRect(0, 0, displayWidth(), displayHeight()) : source;
|
|
const QRect d = destination.isNull() ? QRect(0, 0, mTexture.width(), mTexture.height()) : destination;
|
|
|
|
glBlitFramebuffer(s.x(), displayHeight() - s.y() - s.height(), s.x() + s.width(), displayHeight() - s.y(),
|
|
d.x(), mTexture.height() - d.y() - d.height(), d.x() + d.width(), mTexture.height() - d.y(),
|
|
GL_COLOR_BUFFER_BIT, filter);
|
|
GLRenderTarget::popRenderTarget();
|
|
#endif
|
|
}
|
|
|
|
void GLRenderTarget::attachTexture(const GLTexture& target)
|
|
{
|
|
if (!mValid || mTexture.texture() == target.texture()) {
|
|
return;
|
|
}
|
|
|
|
pushRenderTarget(this);
|
|
|
|
mTexture = target;
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
mTexture.target(), mTexture.texture(), 0);
|
|
|
|
popRenderTarget();
|
|
}
|
|
|
|
//*********************************
|
|
// GLVertexBufferPrivate
|
|
//*********************************
|
|
class GLVertexBufferPrivate
|
|
{
|
|
public:
|
|
GLVertexBufferPrivate(GLVertexBuffer::UsageHint usageHint)
|
|
: hint(usageHint)
|
|
, numberVertices(0)
|
|
, dimension(2)
|
|
, useColor(false)
|
|
, useTexCoords(true)
|
|
, color(0, 0, 0, 255) {
|
|
if (GLVertexBufferPrivate::supported) {
|
|
glGenBuffers(2, buffers);
|
|
}
|
|
}
|
|
~GLVertexBufferPrivate() {
|
|
if (GLVertexBufferPrivate::supported) {
|
|
glDeleteBuffers(2, buffers);
|
|
}
|
|
}
|
|
GLVertexBuffer::UsageHint hint;
|
|
GLuint buffers[2];
|
|
int numberVertices;
|
|
int dimension;
|
|
static bool supported;
|
|
static GLVertexBuffer *streamingBuffer;
|
|
QVector<float> legacyVertices;
|
|
QVector<float> legacyTexCoords;
|
|
bool useColor;
|
|
bool useTexCoords;
|
|
QColor color;
|
|
|
|
//! VBO is not supported
|
|
void legacyPainting(QRegion region, GLenum primitiveMode, bool hardwareClipping);
|
|
//! VBO and shaders are both supported
|
|
void corePainting(const QRegion& region, GLenum primitiveMode, bool hardwareClipping);
|
|
//! VBO is supported, but shaders are not supported
|
|
void fallbackPainting(const QRegion& region, GLenum primitiveMode, bool hardwareClipping);
|
|
};
|
|
bool GLVertexBufferPrivate::supported = false;
|
|
GLVertexBuffer *GLVertexBufferPrivate::streamingBuffer = NULL;
|
|
|
|
void GLVertexBufferPrivate::legacyPainting(QRegion region, GLenum primitiveMode, bool hardwareClipping)
|
|
{
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
Q_UNUSED(region)
|
|
Q_UNUSED(primitiveMode)
|
|
Q_UNUSED(hardwareClipping)
|
|
#else
|
|
// Enable arrays
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(dimension, GL_FLOAT, 0, legacyVertices.constData());
|
|
if (!legacyTexCoords.isEmpty()) {
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, 0, legacyTexCoords.constData());
|
|
}
|
|
|
|
if (useColor) {
|
|
glColor4f(color.redF(), color.greenF(), color.blueF(), color.alphaF());
|
|
}
|
|
|
|
if (!hardwareClipping) {
|
|
glDrawArrays(primitiveMode, 0, numberVertices);
|
|
} else {
|
|
foreach (const QRect& r, region.rects()) {
|
|
glScissor(r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height());
|
|
glDrawArrays(primitiveMode, 0, numberVertices);
|
|
}
|
|
}
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
if (!legacyTexCoords.isEmpty()) {
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void GLVertexBufferPrivate::corePainting(const QRegion& region, GLenum primitiveMode, bool hardwareClipping)
|
|
{
|
|
GLShader *shader = ShaderManager::instance()->getBoundShader();
|
|
GLint vertexAttrib = shader->attributeLocation("vertex");
|
|
GLint texAttrib = shader->attributeLocation("texCoord");
|
|
|
|
glEnableVertexAttribArray(vertexAttrib);
|
|
if (useTexCoords) {
|
|
glEnableVertexAttribArray(texAttrib);
|
|
}
|
|
|
|
if (useColor) {
|
|
shader->setUniform("geometryColor", color);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, buffers[ 0 ]);
|
|
glVertexAttribPointer(vertexAttrib, dimension, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
|
if (texAttrib != -1 && useTexCoords) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, buffers[ 1 ]);
|
|
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
|
}
|
|
|
|
if (!hardwareClipping) {
|
|
glDrawArrays(primitiveMode, 0, numberVertices);
|
|
} else {
|
|
foreach (const QRect& r, region.rects()) {
|
|
glScissor(r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height());
|
|
glDrawArrays(primitiveMode, 0, numberVertices);
|
|
}
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
if (useTexCoords) {
|
|
glDisableVertexAttribArray(texAttrib);
|
|
}
|
|
glDisableVertexAttribArray(vertexAttrib);
|
|
}
|
|
|
|
void GLVertexBufferPrivate::fallbackPainting(const QRegion& region, GLenum primitiveMode, bool hardwareClipping)
|
|
{
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
Q_UNUSED(region)
|
|
Q_UNUSED(primitiveMode)
|
|
Q_UNUSED(hardwareClipping)
|
|
#else
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glBindBuffer(GL_ARRAY_BUFFER, buffers[ 0 ]);
|
|
glVertexPointer(dimension, GL_FLOAT, 0, 0);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, buffers[ 1 ]);
|
|
glTexCoordPointer(2, GL_FLOAT, 0, 0);
|
|
|
|
if (useColor) {
|
|
glColor4f(color.redF(), color.greenF(), color.blueF(), color.alphaF());
|
|
}
|
|
|
|
// Clip using scissoring
|
|
if (!hardwareClipping) {
|
|
glDrawArrays(primitiveMode, 0, numberVertices);
|
|
} else {
|
|
foreach (const QRect& r, region.rects()) {
|
|
glScissor(r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height());
|
|
glDrawArrays(primitiveMode, 0, numberVertices);
|
|
}
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
#endif
|
|
}
|
|
|
|
//*********************************
|
|
// GLVertexBuffer
|
|
//*********************************
|
|
GLVertexBuffer::GLVertexBuffer(UsageHint hint)
|
|
: d(new GLVertexBufferPrivate(hint))
|
|
{
|
|
}
|
|
|
|
GLVertexBuffer::~GLVertexBuffer()
|
|
{
|
|
delete d;
|
|
}
|
|
|
|
void GLVertexBuffer::setData(int numberVertices, int dim, const float* vertices, const float* texcoords)
|
|
{
|
|
d->numberVertices = numberVertices;
|
|
d->dimension = dim;
|
|
d->useTexCoords = (texcoords != NULL);
|
|
if (!GLVertexBufferPrivate::supported) {
|
|
// legacy data
|
|
d->legacyVertices.clear();
|
|
d->legacyVertices.reserve(numberVertices * dim);
|
|
for (int i = 0; i < numberVertices * dim; ++i) {
|
|
d->legacyVertices << vertices[i];
|
|
}
|
|
d->legacyTexCoords.clear();
|
|
if (d->useTexCoords) {
|
|
d->legacyTexCoords.reserve(numberVertices * 2);
|
|
for (int i = 0; i < numberVertices * 2; ++i) {
|
|
d->legacyTexCoords << texcoords[i];
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
GLenum hint;
|
|
switch(d->hint) {
|
|
case Dynamic:
|
|
hint = GL_DYNAMIC_DRAW;
|
|
break;
|
|
case Static:
|
|
hint = GL_STATIC_DRAW;
|
|
break;
|
|
case Stream:
|
|
hint = GL_STREAM_DRAW;
|
|
break;
|
|
default:
|
|
// just to make the compiler happy
|
|
hint = GL_STREAM_DRAW;
|
|
break;
|
|
}
|
|
glBindBuffer(GL_ARRAY_BUFFER, d->buffers[ 0 ]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*numberVertices * d->dimension, vertices, hint);
|
|
|
|
if (d->useTexCoords) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, d->buffers[ 1 ]);
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*numberVertices * 2, texcoords, hint);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void GLVertexBuffer::render(GLenum primitiveMode)
|
|
{
|
|
render(infiniteRegion(), primitiveMode, false);
|
|
}
|
|
|
|
void GLVertexBuffer::render(const QRegion& region, GLenum primitiveMode, bool hardwareClipping)
|
|
{
|
|
if (!GLVertexBufferPrivate::supported) {
|
|
d->legacyPainting(region, primitiveMode, hardwareClipping);
|
|
} else if (ShaderManager::instance()->isShaderBound()) {
|
|
d->corePainting(region, primitiveMode, hardwareClipping);
|
|
} else {
|
|
d->fallbackPainting(region, primitiveMode, hardwareClipping);
|
|
}
|
|
}
|
|
|
|
bool GLVertexBuffer::isSupported()
|
|
{
|
|
return GLVertexBufferPrivate::supported;
|
|
}
|
|
|
|
bool GLVertexBuffer::isUseColor() const
|
|
{
|
|
return d->useColor;
|
|
}
|
|
|
|
void GLVertexBuffer::setUseColor(bool enable)
|
|
{
|
|
d->useColor = enable;
|
|
}
|
|
|
|
void GLVertexBuffer::setColor(const QColor& color, bool enable)
|
|
{
|
|
d->useColor = enable;
|
|
d->color = color;
|
|
}
|
|
|
|
void GLVertexBuffer::reset()
|
|
{
|
|
d->useColor = false;
|
|
d->color = QColor(0, 0, 0, 255);
|
|
d->numberVertices = 0;
|
|
d->dimension = 2;
|
|
d->useTexCoords = true;
|
|
}
|
|
|
|
void GLVertexBuffer::initStatic()
|
|
{
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
GLVertexBufferPrivate::supported = true;
|
|
#else
|
|
GLVertexBufferPrivate::supported = hasGLExtension("GL_ARB_vertex_buffer_object");
|
|
#endif
|
|
GLVertexBufferPrivate::streamingBuffer = new GLVertexBuffer(GLVertexBuffer::Stream);
|
|
}
|
|
|
|
GLVertexBuffer *GLVertexBuffer::streamingBuffer()
|
|
{
|
|
return GLVertexBufferPrivate::streamingBuffer;
|
|
}
|
|
|
|
} // namespace
|