f52b8e48cd
svn path=/trunk/KDE/kdebase/workspace/; revision=659202
1403 lines
50 KiB
C++
1403 lines
50 KiB
C++
/*****************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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Based on glcompmgr code by Felix Bellaby.
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Using code from Compiz and Beryl.
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******************************************************************/
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/*
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This is the OpenGL-based compositing code. It is the primary and most powerful
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compositing backend.
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Sources and other compositing managers:
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=======================================
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- http://opengl.org
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- documentation
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- OpenGL Redbook (http://opengl.org/documentation/red_book/ - note it's only version 1.1)
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- GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf)
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- extensions docs (http://www.opengl.org/registry/)
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- glcompmgr
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- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
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- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
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- simple and easy to understand
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- works even without texture_from_pixmap extension
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- claims to support several different gfx cards
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- compile with something like
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"gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib"
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- compiz
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- git clone git://anongit.freedesktop.org/git/xorg/app/compiz
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- the ultimate <whatever>
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- glxcompmgr
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- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
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- a rather old version of compiz, but also simpler and as such simpler
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to understand
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- beryl
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- a fork of Compiz
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- http://beryl-project.org
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- git clone git://anongit.beryl-project.org/beryl/beryl-core (or beryl-plugins etc. ,
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the full list should be at git://anongit.beryl-project.org/beryl/)
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- libcm (metacity)
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- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
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- not much idea about it, the model differs a lot from KWin/Compiz/Beryl
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- does not seem to be very powerful or with that much development going on
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*/
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#include "scene_opengl.h"
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#include <kxerrorhandler.h>
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#include "utils.h"
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#include "client.h"
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#include "deleted.h"
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#include "effects.h"
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#include <sys/ipc.h>
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#include <sys/shm.h>
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#include <math.h>
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#ifdef HAVE_OPENGL
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namespace KWin
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{
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//****************************************
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// SceneOpenGL
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//****************************************
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// the configs used for the destination
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GLXFBConfig SceneOpenGL::fbcbuffer_db;
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GLXFBConfig SceneOpenGL::fbcbuffer_nondb;
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// the configs used for windows
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SceneOpenGL::FBConfigInfo SceneOpenGL::fbcdrawableinfo[ 32 + 1 ];
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// GLX content
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GLXContext SceneOpenGL::ctxbuffer;
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GLXContext SceneOpenGL::ctxdrawable;
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// the destination drawable where the compositing is done
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GLXDrawable SceneOpenGL::glxbuffer;
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GLXDrawable SceneOpenGL::last_pixmap;
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bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap)
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bool SceneOpenGL::strict_binding; // intended for AIGLX
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bool SceneOpenGL::db; // destination drawable is double-buffered
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bool SceneOpenGL::copy_buffer_hack; // workaround for nvidia < 1.0-9xxx drivers
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bool SceneOpenGL::shm_mode;
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#ifdef HAVE_XSHM
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XShmSegmentInfo SceneOpenGL::shm;
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#endif
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SceneOpenGL::SceneOpenGL( Workspace* ws )
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: Scene( ws )
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{
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// TODO add checks where needed
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int dummy;
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if( !glXQueryExtension( display(), &dummy, &dummy ))
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return;
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initGLX();
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// check for FBConfig support
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if( !hasGLXVersion( 1, 3 ) && !hasGLExtension( "GLX_SGIX_fbconfig" ))
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return;
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strict_binding = false; // not needed now
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selectMode();
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initBuffer(); // create destination buffer
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initRenderingContext();
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// Initialize OpenGL
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initGL();
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if( db )
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glDrawBuffer( GL_BACK );
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// Check whether certain features are supported
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has_waitSync = glXGetVideoSync ? true : false;
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if( !initDrawableConfigs())
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assert( false );
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int vis_buffer, vis_drawable;
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glXGetFBConfigAttrib( display(), fbcbuffer, GLX_VISUAL_ID, &vis_buffer );
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kDebug( 1212 ) << "Buffer visual (depth " << QX11Info::appDepth() << "): 0x" << QString::number( vis_buffer, 16 ) << endl;
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for( int i = 0; i <= 32; i++ )
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{
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if( fbcdrawableinfo[ i ].fbconfig == NULL )
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continue;
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glXGetFBConfigAttrib( display(), fbcdrawableinfo[ i ].fbconfig, GLX_VISUAL_ID, &vis_drawable );
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kDebug( 1212 ) << "Drawable visual (depth " << i << "): 0x" << QString::number( vis_drawable, 16 ) << endl;
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}
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// OpenGL scene setup
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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// swap top and bottom to have OpenGL coordinate system match X system
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glOrtho( 0, displayWidth(), displayHeight(), 0, 0, 65535 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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checkGLError( "Init" );
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kDebug( 1212 ) << "DB:" << db << ", TFP:" << tfp_mode << ", SHM:" << shm_mode
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<< ", Direct:" << bool( glXIsDirect( display(), ctxbuffer )) << endl;
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}
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SceneOpenGL::~SceneOpenGL()
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{
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foreach( Window* w, windows )
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delete w;
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// do cleanup after initBuffer()
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if( wspace->overlayWindow())
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{
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if( hasGLXVersion( 1, 3 ))
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glXDestroyWindow( display(), glxbuffer );
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XDestroyWindow( display(), buffer );
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wspace->destroyOverlay();
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}
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else
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{
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glXDestroyPixmap( display(), glxbuffer );
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XFreeGC( display(), gcroot );
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XFreePixmap( display(), buffer );
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}
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if( shm_mode )
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cleanupShm();
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if( !tfp_mode && !shm_mode )
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{
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if( last_pixmap != None )
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glXDestroyPixmap( display(), last_pixmap );
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glXDestroyContext( display(), ctxdrawable );
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}
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glXDestroyContext( display(), ctxbuffer );
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checkGLError( "Cleanup" );
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}
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void SceneOpenGL::selectMode()
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{
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// select mode - try TFP first, then SHM, otherwise fallback mode
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shm_mode = false;
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tfp_mode = false;
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if( options->glMode == Options::GLTFP )
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{
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if( initTfp())
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tfp_mode = true;
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else if( initShm())
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shm_mode = true;
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}
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else if( options->glMode == Options::GLSHM )
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{
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if( initShm())
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shm_mode = true;
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else if( initTfp())
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tfp_mode = true;
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}
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if( !initDrawableConfigs())
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assert( false );
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// use copy buffer hack from glcompmgr (called COPY_BUFFER there) - nvidia drivers older than
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// 1.0-9xxx don't update pixmaps properly, so do a copy first
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copy_buffer_hack = !tfp_mode && !shm_mode; // TODO detect that it's nvidia < 1.0-9xxx driver
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}
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bool SceneOpenGL::initTfp()
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{
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if( glXBindTexImageEXT == NULL || glXReleaseTexImageEXT == NULL )
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return false;
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if( !initDrawableConfigs())
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return false;
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return true;
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}
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bool SceneOpenGL::initShm()
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{
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#ifdef HAVE_XSHM
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int major, minor;
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Bool pixmaps;
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if( !XShmQueryVersion( display(), &major, &minor, &pixmaps ) || !pixmaps )
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return false;
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if( XShmPixmapFormat( display()) != ZPixmap )
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return false;
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const int MAXSIZE = 4096 * 2048 * 4; // TODO check there are not larger windows
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// TODO check that bytes_per_line doesn't involve padding?
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shm.readOnly = False;
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shm.shmid = shmget( IPC_PRIVATE, MAXSIZE, IPC_CREAT | 0600 );
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if( shm.shmid < 0 )
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return false;
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shm.shmaddr = ( char* ) shmat( shm.shmid, NULL, 0 );
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if( shm.shmaddr == ( void * ) -1 )
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{
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shmctl( shm.shmid, IPC_RMID, 0 );
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return false;
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}
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#ifdef __linux__
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// mark as deleted to automatically free the memory in case
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// of a crash (but this doesn't work e.g. on Solaris ... oh well)
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shmctl( shm.shmid, IPC_RMID, 0 );
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#endif
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KXErrorHandler errs;
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XShmAttach( display(), &shm );
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if( errs.error( true ))
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{
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#ifndef __linux__
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shmctl( shm.shmid, IPC_RMID, 0 );
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#endif
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shmdt( shm.shmaddr );
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return false;
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}
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return true;
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#else
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return false;
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#endif
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}
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void SceneOpenGL::cleanupShm()
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{
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#ifdef HAVE_XSHM
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shmdt( shm.shmaddr );
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#ifndef __linux__
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shmctl( shm.shmid, IPC_RMID, 0 );
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#endif
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#endif
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}
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void SceneOpenGL::initRenderingContext()
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{
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bool direct_rendering = options->glDirect;
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if( !tfp_mode && !shm_mode )
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direct_rendering = false; // fallback doesn't seem to work with direct rendering
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KXErrorHandler errs;
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ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL,
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direct_rendering ? GL_TRUE : GL_FALSE );
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if( ctxbuffer == NULL || !glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer )
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|| errs.error( true ))
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{ // failed
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if( !direct_rendering )
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assert( false );
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glXDestroyContext( display(), ctxbuffer );
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direct_rendering = false; // try again
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ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL, GL_FALSE );
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if( ctxbuffer == NULL || !glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer ))
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assert( false );
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}
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if( !tfp_mode && !shm_mode )
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{
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ctxdrawable = glXCreateNewContext( display(), fbcdrawableinfo[ QX11Info::appDepth() ].fbconfig, GLX_RGBA_TYPE, ctxbuffer,
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direct_rendering ? GL_TRUE : GL_FALSE );
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}
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}
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// create destination buffer
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void SceneOpenGL::initBuffer()
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{
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initBufferConfigs();
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if( fbcbuffer_db != NULL && wspace->createOverlay())
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{ // we have overlay, try to create double-buffered window in it
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fbcbuffer = fbcbuffer_db;
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XVisualInfo* visual = glXGetVisualFromFBConfig( display(), fbcbuffer );
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XSetWindowAttributes attrs;
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attrs.colormap = XCreateColormap( display(), rootWindow(), visual->visual, AllocNone );
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buffer = XCreateWindow( display(), wspace->overlayWindow(), 0, 0, displayWidth(), displayHeight(),
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0, QX11Info::appDepth(), InputOutput, visual->visual, CWColormap, &attrs );
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if( hasGLXVersion( 1, 3 ))
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glxbuffer = glXCreateWindow( display(), fbcbuffer, buffer, NULL );
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else
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glxbuffer = buffer;
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wspace->setupOverlay( buffer );
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db = true;
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XFree( visual );
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}
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else if( fbcbuffer_nondb != NULL )
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{ // cannot get any double-buffered drawable, will double-buffer using a pixmap
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fbcbuffer = fbcbuffer_nondb;
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db = false;
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XGCValues gcattr;
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gcattr.subwindow_mode = IncludeInferiors;
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gcroot = XCreateGC( display(), rootWindow(), GCSubwindowMode, &gcattr );
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buffer = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(),
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QX11Info::appDepth());
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glxbuffer = glXCreatePixmap( display(), fbcbuffer, buffer, NULL );
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}
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else
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assert( false );
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}
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// choose the best configs for the destination buffer
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bool SceneOpenGL::initBufferConfigs()
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{
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int cnt;
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GLXFBConfig *fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display() ), &cnt );
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fbcbuffer_db = NULL;
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fbcbuffer_nondb = NULL;
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for( int i = 0; i < 2; i++ )
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{
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int back, stencil, depth, caveat, alpha;
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if( i > 0 )
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back = INT_MAX;
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else
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back = 1;
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stencil = 0;
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depth = 0;
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caveat = INT_MAX;
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alpha = 0;
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for( int j = 0; j < cnt; j++ )
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{
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XVisualInfo *vi;
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int visual_depth;
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vi = glXGetVisualFromFBConfig( display(), fbconfigs[ j ] );
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if( vi == NULL )
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continue;
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visual_depth = vi->depth;
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XFree( vi );
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if( visual_depth != QX11Info::appDepth() )
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continue;
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int value;
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_ALPHA_SIZE, &alpha );
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_BUFFER_SIZE, &value );
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if( value != QX11Info::appDepth() && ( value - alpha ) != QX11Info::appDepth() )
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continue;
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_DOUBLEBUFFER, &value );
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if( i > 0 )
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{
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if( value > back )
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continue;
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}
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else
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{
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if( value < back )
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continue;
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}
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back = value;
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_STENCIL_SIZE, &value );
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if( value < stencil )
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continue;
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stencil = value;
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_DEPTH_SIZE, &value );
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if( value < depth )
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continue;
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depth = value;
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_CONFIG_CAVEAT, &value );
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if( value > caveat )
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continue;
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caveat = value;
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if( i > 0 )
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fbcbuffer_nondb = fbconfigs[ j ];
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else
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fbcbuffer_db = fbconfigs[ j ];
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}
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}
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if( cnt )
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XFree( fbconfigs );
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if( fbcbuffer_db == NULL && fbcbuffer_nondb == NULL )
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{
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kDebug( 1212 ) << "Couldn't find framebuffer configuration for buffer!" << endl;
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return false;
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}
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return true;
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}
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// make a list of the best configs for windows by depth
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bool SceneOpenGL::initDrawableConfigs()
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{
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int cnt;
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GLXFBConfig *fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display() ), &cnt );
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for( int i = 0; i <= 32; i++ )
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{
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int back, stencil, depth, caveat, alpha, mipmap, rgba;
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back = INT_MAX;
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stencil = INT_MAX;
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depth = INT_MAX;
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caveat = INT_MAX;
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mipmap = 0;
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rgba = 0;
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fbcdrawableinfo[ i ].fbconfig = NULL;
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fbcdrawableinfo[ i ].bind_texture_format = 0;
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fbcdrawableinfo[ i ].y_inverted = 0;
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fbcdrawableinfo[ i ].mipmap = 0;
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for( int j = 0; j < cnt; j++ )
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{
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XVisualInfo *vi;
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int visual_depth;
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vi = glXGetVisualFromFBConfig( display(), fbconfigs[ j ] );
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if( vi == NULL )
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continue;
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visual_depth = vi->depth;
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XFree( vi );
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if( visual_depth != i )
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continue;
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int value;
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_ALPHA_SIZE, &alpha );
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_BUFFER_SIZE, &value );
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if( value != i && ( value - alpha ) != i )
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continue;
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if( tfp_mode )
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{
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value = 0;
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if( i == 32 )
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{
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_BIND_TO_TEXTURE_RGBA_EXT, &value );
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if( value )
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{
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rgba = 1;
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fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGBA_EXT;
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}
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}
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if( !value )
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{
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if( rgba )
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continue;
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_BIND_TO_TEXTURE_RGB_EXT, &value );
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if( !value )
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continue;
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fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGB_EXT;
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}
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}
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_DOUBLEBUFFER, &value );
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if( value > back )
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continue;
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back = value;
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_STENCIL_SIZE, &value );
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if( value > stencil )
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continue;
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stencil = value;
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_DEPTH_SIZE, &value );
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if( value > depth )
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continue;
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depth = value;
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if( tfp_mode && GLTexture::framebufferObjectSupported())
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{
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_BIND_TO_MIPMAP_TEXTURE_EXT, &value );
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if( value < mipmap )
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continue;
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mipmap = value;
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}
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glXGetFBConfigAttrib( display(), fbconfigs[ j ],
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GLX_CONFIG_CAVEAT, &value );
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if( value > caveat )
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continue;
|
|
caveat = value;
|
|
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
|
|
GLX_Y_INVERTED_EXT, &value );
|
|
|
|
fbcdrawableinfo[ i ].fbconfig = fbconfigs[ j ];
|
|
fbcdrawableinfo[ i ].y_inverted = value;
|
|
fbcdrawableinfo[ i ].mipmap = mipmap;
|
|
}
|
|
}
|
|
if( cnt )
|
|
XFree( fbconfigs );
|
|
if( fbcdrawableinfo[ QX11Info::appDepth() ].fbconfig == NULL )
|
|
{
|
|
kDebug( 1212 ) << "Couldn't find framebuffer configuration for default depth!" << endl;
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// the entry function for painting
|
|
void SceneOpenGL::paint( QRegion damage, ToplevelList toplevels )
|
|
{
|
|
foreach( Toplevel* c, toplevels )
|
|
{
|
|
assert( windows.contains( c ));
|
|
stacking_order.append( windows[ c ] );
|
|
}
|
|
grabXServer();
|
|
glXWaitX();
|
|
glPushMatrix();
|
|
int mask = 0;
|
|
paintScreen( &mask, &damage ); // call generic implementation
|
|
glPopMatrix();
|
|
ungrabXServer(); // ungrab before flushBuffer(), it may wait for vsync
|
|
flushBuffer( mask, damage );
|
|
// do cleanup
|
|
stacking_order.clear();
|
|
checkGLError( "PostPaint" );
|
|
}
|
|
|
|
// wait for vblank signal before painting
|
|
void SceneOpenGL::waitSync()
|
|
{ // NOTE that vsync has no effect with indirect rendering
|
|
if( waitSyncAvailable() && options->glVSync )
|
|
{
|
|
unsigned int sync;
|
|
|
|
glFlush();
|
|
glXGetVideoSync( &sync );
|
|
glXWaitVideoSync( 2, ( sync + 1 ) % 2, &sync );
|
|
}
|
|
}
|
|
|
|
// actually paint to the screen (double-buffer swap or copy from pixmap buffer)
|
|
void SceneOpenGL::flushBuffer( int mask, QRegion damage )
|
|
{
|
|
if( db )
|
|
{
|
|
if( mask & PAINT_SCREEN_REGION )
|
|
{
|
|
waitSync();
|
|
if( glXCopySubBuffer )
|
|
{
|
|
foreach( QRect r, damage.rects())
|
|
{
|
|
// convert to OpenGL coordinates
|
|
int y = displayHeight() - r.y() - r.height();
|
|
glXCopySubBuffer( display(), glxbuffer, r.x(), y, r.width(), r.height());
|
|
}
|
|
}
|
|
else
|
|
{ // 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( QRect r, damage.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 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
waitSync();
|
|
glXSwapBuffers( display(), glxbuffer );
|
|
}
|
|
glXWaitGL();
|
|
XFlush( display());
|
|
}
|
|
else
|
|
{
|
|
glFlush();
|
|
glXWaitGL();
|
|
waitSync();
|
|
if( mask & PAINT_SCREEN_REGION )
|
|
foreach( QRect r, damage.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 SceneOpenGL::paintGenericScreen( int mask, ScreenPaintData data )
|
|
{
|
|
if( mask & PAINT_SCREEN_TRANSFORMED )
|
|
{ // apply screen transformations
|
|
glPushMatrix();
|
|
glTranslatef( data.xTranslate, data.yTranslate, 0 );
|
|
glScalef( data.xScale, data.yScale, 1 );
|
|
}
|
|
Scene::paintGenericScreen( mask, data );
|
|
if( mask & PAINT_SCREEN_TRANSFORMED )
|
|
glPopMatrix();
|
|
}
|
|
|
|
void SceneOpenGL::paintBackground( QRegion region )
|
|
{
|
|
if( region == infiniteRegion())
|
|
{
|
|
glClearColor( 1, 1, 1, 1 ); // white
|
|
glClear( GL_COLOR_BUFFER_BIT );
|
|
}
|
|
else
|
|
{
|
|
glColor4f( 1, 1, 1, 1 ); // white
|
|
glBegin( GL_QUADS );
|
|
foreach( QRect r, region.rects())
|
|
{
|
|
glVertex2i( r.x(), r.y());
|
|
glVertex2i( r.x() + r.width(), r.y());
|
|
glVertex2i( r.x() + r.width(), r.y() + r.height());
|
|
glVertex2i( r.x(), r.y() + r.height());
|
|
}
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::windowAdded( Toplevel* c )
|
|
{
|
|
assert( !windows.contains( c ));
|
|
windows[ c ] = new Window( c );
|
|
}
|
|
|
|
void SceneOpenGL::windowClosed( Toplevel* c, Deleted* deleted )
|
|
{
|
|
assert( windows.contains( c ));
|
|
if( deleted != NULL )
|
|
{ // replace c with deleted
|
|
Window* w = windows.take( c );
|
|
w->updateToplevel( deleted );
|
|
windows[ deleted ] = w;
|
|
}
|
|
else
|
|
{
|
|
delete windows.take( c );
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::windowDeleted( Deleted* c )
|
|
{
|
|
assert( windows.contains( c ));
|
|
delete windows.take( c );
|
|
}
|
|
|
|
void SceneOpenGL::windowGeometryShapeChanged( Toplevel* c )
|
|
{
|
|
if( !windows.contains( c )) // this is ok, shape is not valid
|
|
return; // by default
|
|
Window* w = windows[ c ];
|
|
w->discardShape();
|
|
w->discardTexture();
|
|
w->discardVertices();
|
|
}
|
|
|
|
void SceneOpenGL::windowOpacityChanged( Toplevel* )
|
|
{
|
|
#if 0 // not really needed, windows are painted on every repaint
|
|
// and opacity is used when applying texture, not when
|
|
// creating it
|
|
if( !windows.contains( c )) // this is ok, texture is created
|
|
return; // on demand
|
|
Window* w = windows[ c ];
|
|
w->discardTexture();
|
|
#endif
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Texture
|
|
//****************************************
|
|
|
|
SceneOpenGL::Texture::Texture()
|
|
{
|
|
init();
|
|
}
|
|
|
|
SceneOpenGL::Texture::Texture( const Pixmap& pix, const QSize& size, int depth )
|
|
{
|
|
init();
|
|
load( pix, size, depth );
|
|
}
|
|
|
|
SceneOpenGL::Texture::~Texture()
|
|
{
|
|
}
|
|
|
|
void SceneOpenGL::Texture::init()
|
|
{
|
|
bound_glxpixmap = None;
|
|
}
|
|
|
|
void SceneOpenGL::Texture::discard()
|
|
{
|
|
if( mTexture != None )
|
|
{
|
|
if( tfp_mode )
|
|
{
|
|
if( !strict_binding )
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
glXDestroyGLXPixmap( display(), bound_glxpixmap );
|
|
bound_glxpixmap = None;
|
|
}
|
|
}
|
|
GLTexture::discard();
|
|
}
|
|
|
|
void SceneOpenGL::Texture::findTarget()
|
|
{
|
|
unsigned int new_target = 0;
|
|
if( tfp_mode && glXQueryDrawable && bound_glxpixmap != None )
|
|
glXQueryDrawable( display(), bound_glxpixmap, GLX_TEXTURE_TARGET_EXT, &new_target );
|
|
else
|
|
{
|
|
if( NPOTTextureSupported() ||
|
|
( isPowerOfTwo( mSize.width()) && isPowerOfTwo( mSize.height())))
|
|
new_target = GLX_TEXTURE_2D_EXT;
|
|
else
|
|
new_target = GLX_TEXTURE_RECTANGLE_EXT;
|
|
}
|
|
switch( new_target )
|
|
{
|
|
case GLX_TEXTURE_2D_EXT:
|
|
mTarget = GL_TEXTURE_2D;
|
|
mScale.setWidth( 1.0f / mSize.width());
|
|
mScale.setHeight( 1.0f / mSize.height());
|
|
break;
|
|
case GLX_TEXTURE_RECTANGLE_EXT:
|
|
mTarget = GL_TEXTURE_RECTANGLE_ARB;
|
|
mScale.setWidth( 1.0f );
|
|
mScale.setHeight( 1.0f );
|
|
break;
|
|
default:
|
|
assert( false );
|
|
}
|
|
}
|
|
|
|
QRegion SceneOpenGL::Texture::optimizeBindDamage( const QRegion& reg, int limit )
|
|
{
|
|
if( reg.rects().count() <= 1 )
|
|
return reg;
|
|
// try to reduce the number of rects, as especially with SHM mode every rect
|
|
// causes X roundtrip, even for very small areas - so, when the size difference
|
|
// between all the areas and the bounding rectangle is small, simply use
|
|
// only the bounding rectangle
|
|
int size = 0;
|
|
foreach( QRect r, reg.rects())
|
|
size += r.width() * r.height();
|
|
if( reg.boundingRect().width() * reg.boundingRect().height() - size < limit )
|
|
return reg.boundingRect();
|
|
return reg;
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size,
|
|
int depth, QRegion region )
|
|
{
|
|
if( pix == None || size.isEmpty() || depth < 1 )
|
|
return false;
|
|
if( tfp_mode )
|
|
{
|
|
if( fbcdrawableinfo[ depth ].fbconfig == NULL )
|
|
{
|
|
kDebug( 1212 ) << "No framebuffer configuration for depth " << depth
|
|
<< "; not binding pixmap" << endl;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
mSize = size;
|
|
if( mTexture == None || !region.isEmpty())
|
|
{ // new texture, or texture contents changed; mipmaps now invalid
|
|
setDirty();
|
|
}
|
|
|
|
if( tfp_mode )
|
|
{ // tfp mode, simply bind the pixmap to texture
|
|
if( mTexture == None )
|
|
glGenTextures( 1, &mTexture );
|
|
if( bound_glxpixmap != None && !strict_binding ) // release old if needed
|
|
{
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
glXDestroyGLXPixmap( display(), bound_glxpixmap );
|
|
}
|
|
static const int attrs[] =
|
|
{
|
|
GLX_TEXTURE_FORMAT_EXT, fbcdrawableinfo[ depth ].bind_texture_format,
|
|
GLX_MIPMAP_TEXTURE_EXT, fbcdrawableinfo[ depth ].mipmap,
|
|
None
|
|
};
|
|
// the GLXPixmap will reference the X pixmap, so it will be freed automatically
|
|
// when no longer needed
|
|
bound_glxpixmap = glXCreatePixmap( display(), fbcdrawableinfo[ depth ].fbconfig, pix, attrs );
|
|
findTarget();
|
|
y_inverted = fbcdrawableinfo[ depth ].y_inverted ? true : false;
|
|
can_use_mipmaps = fbcdrawableinfo[ depth ].mipmap ? true : false;
|
|
glBindTexture( mTarget, mTexture );
|
|
if( !strict_binding )
|
|
glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
|
|
}
|
|
else if( shm_mode )
|
|
{ // copy pixmap contents to a texture via shared memory
|
|
#ifdef HAVE_XSHM
|
|
findTarget();
|
|
if( mTexture == None )
|
|
{
|
|
glGenTextures( 1, &mTexture );
|
|
glBindTexture( mTarget, mTexture );
|
|
y_inverted = false;
|
|
glTexImage2D( mTarget, 0, GL_RGBA, mSize.width(), mSize.height(),
|
|
0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
|
|
// TODO hasAlpha() ?
|
|
// glCopyTexImage2D( mTarget, 0,
|
|
// depth == 32 ? GL_RGBA : GL_RGB,
|
|
// 0, 0, mSize.width(), mSize.height(), 0 );
|
|
}
|
|
else
|
|
glBindTexture( mTarget, mTexture );
|
|
if( !region.isEmpty())
|
|
{
|
|
XGCValues xgcv;
|
|
xgcv.graphics_exposures = False;
|
|
xgcv.subwindow_mode = IncludeInferiors;
|
|
GC gc = XCreateGC( display(), pix, GCGraphicsExposures | GCSubwindowMode, &xgcv );
|
|
QRegion damage = optimizeBindDamage( region, 100 * 100 );
|
|
foreach( QRect r, damage.rects())
|
|
{ // TODO for small areas it might be faster to not use SHM to avoid the XSync()
|
|
Pixmap p = XShmCreatePixmap( display(), rootWindow(), shm.shmaddr, &shm,
|
|
r.width(), r.height(), depth );
|
|
XCopyArea( display(), pix, p, gc, r.x(), r.y(), r.width(), r.height(), 0, 0 );
|
|
XSync( display(), False );
|
|
glXWaitX();
|
|
glTexSubImage2D( mTarget, 0,
|
|
r.x(), r.y(), r.width(), r.height(), GL_BGRA, GL_UNSIGNED_BYTE, shm.shmaddr );
|
|
glXWaitGL();
|
|
XFreePixmap( display(), p );
|
|
}
|
|
XFreeGC( display(), gc );
|
|
}
|
|
y_inverted = true;
|
|
can_use_mipmaps = true;
|
|
#endif
|
|
}
|
|
else
|
|
{ // fallback, copy pixmap contents to a texture
|
|
// note that if depth is not QX11Info::appDepth(), this may
|
|
// not work (however, it does seem to work with nvidia)
|
|
findTarget();
|
|
GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawableinfo[ QX11Info::appDepth() ].fbconfig, pix, NULL );
|
|
glXMakeContextCurrent( display(), pixmap, pixmap, ctxdrawable );
|
|
if( last_pixmap != None )
|
|
glXDestroyPixmap( display(), last_pixmap );
|
|
// workaround for ATI - it leaks/crashes when the pixmap is destroyed immediately
|
|
// here (http://lists.kde.org/?l=kwin&m=116353772208535&w=2)
|
|
last_pixmap = pixmap;
|
|
glReadBuffer( GL_FRONT );
|
|
glDrawBuffer( GL_FRONT );
|
|
if( mTexture == None )
|
|
{
|
|
glGenTextures( 1, &mTexture );
|
|
glBindTexture( mTarget, mTexture );
|
|
y_inverted = false;
|
|
glCopyTexImage2D( mTarget, 0,
|
|
depth == 32 ? GL_RGBA : GL_RGB,
|
|
0, 0, mSize.width(), mSize.height(), 0 );
|
|
}
|
|
else
|
|
{
|
|
glBindTexture( mTarget, mTexture );
|
|
QRegion damage = optimizeBindDamage( region, 30 * 30 );
|
|
foreach( QRect r, damage.rects())
|
|
{
|
|
// convert to OpenGL coordinates (this is mapping
|
|
// the pixmap to a texture, this is not affected
|
|
// by using glOrtho() for the OpenGL scene)
|
|
int gly = mSize.height() - r.y() - r.height();
|
|
glCopyTexSubImage2D( mTarget, 0,
|
|
r.x(), gly, r.x(), gly, r.width(), r.height());
|
|
}
|
|
}
|
|
glXWaitGL();
|
|
if( db )
|
|
glDrawBuffer( GL_BACK );
|
|
glXMakeContextCurrent( display(), glxbuffer, glxbuffer, ctxbuffer );
|
|
glBindTexture( mTarget, mTexture );
|
|
y_inverted = false;
|
|
can_use_mipmaps = true;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size,
|
|
int depth )
|
|
{
|
|
return load( pix, size, depth,
|
|
QRegion( 0, 0, size.width(), size.height()));
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load( const QImage& image, GLenum target )
|
|
{
|
|
if( image.isNull())
|
|
return false;
|
|
return load( QPixmap::fromImage( image ), target );
|
|
}
|
|
|
|
bool SceneOpenGL::Texture::load( const QPixmap& pixmap, GLenum target )
|
|
{
|
|
Q_UNUSED( target ); // SceneOpenGL::Texture::findTarget() detects the target
|
|
if( pixmap.isNull())
|
|
return false;
|
|
return load( pixmap.handle(), pixmap.size(), pixmap.depth());
|
|
}
|
|
|
|
void SceneOpenGL::Texture::bind()
|
|
{
|
|
glEnable( mTarget );
|
|
glBindTexture( mTarget, mTexture );
|
|
if( tfp_mode && strict_binding )
|
|
{
|
|
assert( bound_glxpixmap != None );
|
|
glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
|
|
}
|
|
enableFilter();
|
|
}
|
|
|
|
void SceneOpenGL::Texture::unbind()
|
|
{
|
|
if( tfp_mode && strict_binding )
|
|
{
|
|
assert( bound_glxpixmap != None );
|
|
glBindTexture( mTarget, mTexture );
|
|
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
|
|
}
|
|
GLTexture::unbind();
|
|
}
|
|
|
|
//****************************************
|
|
// SceneOpenGL::Window
|
|
//****************************************
|
|
|
|
SceneOpenGL::Window::Window( Toplevel* c )
|
|
: Scene::Window( c )
|
|
, texture()
|
|
, currentXResolution( -1 )
|
|
, currentYResolution( -1 )
|
|
, requestedXResolution( 0 )
|
|
, requestedYResolution( 0 )
|
|
, verticesDirty( false )
|
|
{
|
|
}
|
|
|
|
SceneOpenGL::Window::~Window()
|
|
{
|
|
discardTexture();
|
|
discardVertices();
|
|
}
|
|
|
|
void SceneOpenGL::Window::requestVertexGrid(int maxquadsize)
|
|
{
|
|
requestedXResolution = (requestedXResolution <= 0) ? maxquadsize : qMin(maxquadsize, requestedXResolution);
|
|
requestedYResolution = (requestedYResolution <= 0) ? maxquadsize : qMin(maxquadsize, requestedYResolution);
|
|
}
|
|
|
|
void SceneOpenGL::Window::createVertexGrid(int xres, int yres)
|
|
{
|
|
int oldcount = verticeslist.count();
|
|
verticeslist.clear();
|
|
foreach( QRect r, shape().rects())
|
|
{
|
|
// First calculate number of columns/rows that this rect will be
|
|
// divided into
|
|
int cols = (xres <= 0) ? 1 : (int)ceilf( r.width() / (float)xres );
|
|
int rows = (yres <= 0) ? 1 : (int)ceilf( r.height() / (float)yres );
|
|
// Now calculate actual size of each cell
|
|
int cellw = r.width() / cols;
|
|
int cellh = r.height() / rows;
|
|
int maxx = r.x() + r.width();
|
|
int maxy = r.y() + r.height();
|
|
for( int x1 = r.x(); x1 < maxx; x1 += cellw )
|
|
{
|
|
int x2 = qMin(x1 + cellw, maxx);
|
|
for( int y1 = r.y(); y1 < maxy; y1 += cellh )
|
|
{
|
|
int y2 = qMin(y1 + cellh, maxy);
|
|
// Add this quad to vertices' list
|
|
verticeslist.append( Vertex( x1, y1 ));
|
|
verticeslist.append( Vertex( x1, y2 ));
|
|
verticeslist.append( Vertex( x2, y2 ));
|
|
verticeslist.append( Vertex( x2, y1 ));
|
|
}
|
|
}
|
|
}
|
|
Client* c = qobject_cast<Client *>(window());
|
|
kDebug( 1212 ) << k_funcinfo << "'" << (c ? c->caption() : "") << "': Resized vertex grid from " <<
|
|
oldcount/4 << " quads (minreso: " << currentXResolution << "x" << currentYResolution <<
|
|
") to " << verticeslist.count()/4 << " quads (minreso: " << xres << "x" << yres << ")" << endl;
|
|
|
|
currentXResolution = xres;
|
|
currentYResolution = yres;
|
|
verticesDirty = false;
|
|
}
|
|
|
|
void SceneOpenGL::Window::resetVertices()
|
|
{
|
|
// This assumes that texcoords of the vertices are unchanged. If they are,
|
|
// we need to do this in some other way (or maybe the effects should then
|
|
// clean things up themselves)
|
|
for(int i = 0; i < verticeslist.count(); i++)
|
|
{
|
|
verticeslist[i].pos[0] = verticeslist[i].texcoord[0];
|
|
verticeslist[i].pos[1] = verticeslist[i].texcoord[1];
|
|
}
|
|
verticesDirty = false;
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareVertices()
|
|
{
|
|
if( requestedXResolution != currentXResolution || requestedYResolution != currentYResolution )
|
|
createVertexGrid( requestedXResolution, requestedYResolution );
|
|
else if( verticesDirty )
|
|
resetVertices();
|
|
|
|
// Reset requests for the next painting
|
|
requestedXResolution = 0;
|
|
requestedYResolution = 0;
|
|
|
|
// Reset shader. If effect wants to use shader, it has to set it in paint pass
|
|
shader = 0;
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareForPainting()
|
|
{
|
|
prepareVertices();
|
|
// We should also bind texture here so that effects could access it in the
|
|
// paint pass
|
|
}
|
|
|
|
// Bind the window pixmap to an OpenGL texture.
|
|
bool SceneOpenGL::Window::bindTexture()
|
|
{
|
|
if( texture.texture() != None && toplevel->damage().isEmpty()
|
|
&& !options->glAlwaysRebind ) // interestingly with some gfx cards always rebinding is faster
|
|
{
|
|
// texture doesn't need updating, just bind it
|
|
glBindTexture( texture.target(), texture.texture());
|
|
return true;
|
|
}
|
|
// Get the pixmap with the window contents
|
|
Pixmap pix = toplevel->windowPixmap();
|
|
if( pix == None )
|
|
return false;
|
|
// HACK
|
|
// When a window uses ARGB visual and has a decoration, the decoration
|
|
// does use ARGB visual. When converting such window to a texture
|
|
// the alpha for the decoration part is broken for some reason (undefined?).
|
|
// I wasn't lucky converting KWin to use ARGB visuals for decorations,
|
|
// so instead simply set alpha in those parts to opaque.
|
|
// Without alpha_clear_copy the setting is done directly in the window
|
|
// pixmap, which seems to be ok, but let's not risk trouble right now.
|
|
// TODO check if this isn't a performance problem and how it can be done better
|
|
Client* c = dynamic_cast< Client* >( toplevel );
|
|
bool alpha_clear = c != NULL && c->hasAlpha() && !c->noBorder();
|
|
bool alpha_clear_copy = true;
|
|
bool copy_buffer = (( alpha_clear && alpha_clear_copy ) || copy_buffer_hack );
|
|
if( copy_buffer )
|
|
{
|
|
Pixmap p2 = XCreatePixmap( display(), pix, toplevel->width(), toplevel->height(), toplevel->depth());
|
|
GC gc = XCreateGC( display(), pix, 0, NULL );
|
|
XCopyArea( display(), pix, p2, gc, 0, 0, toplevel->width(), toplevel->height(), 0, 0 );
|
|
pix = p2;
|
|
XFreeGC( display(), gc );
|
|
}
|
|
if( alpha_clear )
|
|
{
|
|
XGCValues gcv;
|
|
gcv.foreground = 0xff000000;
|
|
gcv.plane_mask = 0xff000000;
|
|
GC gc = XCreateGC( display(), pix, GCPlaneMask | GCForeground, &gcv );
|
|
XFillRectangle( display(), pix, gc, 0, 0, c->width(), c->clientPos().y());
|
|
XFillRectangle( display(), pix, gc, 0, 0, c->clientPos().x(), c->height());
|
|
int tw = c->clientPos().x() + c->clientSize().width();
|
|
int th = c->clientPos().y() + c->clientSize().height();
|
|
XFillRectangle( display(), pix, gc, 0, th, c->width(), c->height() - th );
|
|
XFillRectangle( display(), pix, gc, tw, 0, c->width() - tw, c->height());
|
|
XFreeGC( display(), gc );
|
|
}
|
|
if( copy_buffer || alpha_clear )
|
|
glXWaitX();
|
|
|
|
bool success = texture.load( pix, toplevel->size(), toplevel->depth(),
|
|
toplevel->damage());
|
|
if( success )
|
|
toplevel->resetDamage( toplevel->rect());
|
|
else
|
|
kDebug( 1212 ) << "Failed to bind window" << endl;
|
|
// if using copy_buffer, the pixmap is no longer needed (either referenced
|
|
// by GLXPixmap in the tfp case or not needed at all in non-tfp cases)
|
|
if( copy_buffer )
|
|
XFreePixmap( display(), pix );
|
|
return success;
|
|
}
|
|
|
|
void SceneOpenGL::Window::discardTexture()
|
|
{
|
|
texture.discard();
|
|
}
|
|
|
|
void SceneOpenGL::Window::discardVertices()
|
|
{
|
|
// Causes list of vertices to be recreated before next rendering pass
|
|
currentXResolution = -1;
|
|
currentYResolution = -1;
|
|
}
|
|
|
|
// paint the window
|
|
void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintData data )
|
|
{
|
|
// check if there is something to paint (e.g. don't paint if the window
|
|
// is only opaque and only PAINT_WINDOW_TRANSLUCENT is requested)
|
|
bool opaque = isOpaque() && data.opacity == 1.0;
|
|
if( mask & ( PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT ))
|
|
{}
|
|
else if( mask & PAINT_WINDOW_OPAQUE )
|
|
{
|
|
if( !opaque )
|
|
return;
|
|
}
|
|
else if( mask & PAINT_WINDOW_TRANSLUCENT )
|
|
{
|
|
if( opaque )
|
|
return;
|
|
}
|
|
// paint only requested areas
|
|
if( region != infiniteRegion()) // avoid integer overflow
|
|
region.translate( -x(), -y());
|
|
if(( mask & ( PAINT_SCREEN_TRANSFORMED | PAINT_WINDOW_TRANSFORMED )) == 0 )
|
|
region &= shape();
|
|
if( region.isEmpty())
|
|
return;
|
|
if( !bindTexture())
|
|
return;
|
|
glPushMatrix();
|
|
// set texture filter
|
|
if( options->smoothScale != 0 ) // default to yes
|
|
{
|
|
if( mask & PAINT_WINDOW_TRANSFORMED )
|
|
filter = ImageFilterGood;
|
|
else if( mask & PAINT_SCREEN_TRANSFORMED )
|
|
filter = ImageFilterGood;
|
|
else
|
|
filter = ImageFilterFast;
|
|
}
|
|
else
|
|
filter = ImageFilterFast;
|
|
if( filter == ImageFilterGood )
|
|
{
|
|
// avoid unneeded mipmap generation by only using trilinear
|
|
// filtering when it actually makes a difference, that is with
|
|
// minification or changed vertices
|
|
if( options->smoothScale == 2
|
|
&& ( verticesDirty || data.xScale < 1 || data.yScale < 1 ))
|
|
{
|
|
texture.setFilter( GL_LINEAR_MIPMAP_LINEAR );
|
|
}
|
|
else
|
|
texture.setFilter( GL_LINEAR );
|
|
}
|
|
else
|
|
texture.setFilter( GL_NEAREST );
|
|
// do required transformations
|
|
int x = toplevel->x();
|
|
int y = toplevel->y();
|
|
if( mask & PAINT_WINDOW_TRANSFORMED )
|
|
{
|
|
x += data.xTranslate;
|
|
y += data.yTranslate;
|
|
}
|
|
glTranslatef( x, y, 0 );
|
|
if(( mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 ))
|
|
glScalef( data.xScale, data.yScale, 1 );
|
|
|
|
if(shader)
|
|
prepareShaderRenderStates( mask, data );
|
|
else
|
|
prepareRenderStates( mask, data );
|
|
texture.bind();
|
|
texture.enableUnnormalizedTexCoords();
|
|
|
|
// Render geometry
|
|
region.translate( toplevel->x(), toplevel->y() ); // Back to screen coords
|
|
renderGLGeometry( mask, region, verticeslist[ 0 ].pos, verticeslist[ 0 ].texcoord,
|
|
verticeslist.count(), 3, sizeof( Vertex ));
|
|
|
|
texture.disableUnnormalizedTexCoords();
|
|
glPopMatrix();
|
|
|
|
if(shader)
|
|
restoreShaderRenderStates( mask, data );
|
|
else
|
|
restoreRenderStates( mask, data );
|
|
texture.unbind();
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareShaderRenderStates( int mask, WindowPaintData data )
|
|
{
|
|
Q_UNUSED( mask );
|
|
// setup blending of transparent windows
|
|
glPushAttrib( GL_ENABLE_BIT );
|
|
bool opaque = isOpaque() && data.opacity == 1.0;
|
|
if( !opaque )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
shader->setUniform("opacity", (float)data.opacity);
|
|
shader->setUniform("saturation", (float)data.saturation);
|
|
shader->setUniform("brightness", (float)data.brightness);
|
|
}
|
|
|
|
void SceneOpenGL::Window::prepareRenderStates( int mask, WindowPaintData data )
|
|
{
|
|
Q_UNUSED( mask );
|
|
// setup blending of transparent windows
|
|
glPushAttrib( GL_ENABLE_BIT );
|
|
bool opaque = isOpaque() && data.opacity == 1.0;
|
|
if( !opaque )
|
|
{
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
}
|
|
if( data.saturation != 1.0 && texture.saturationSupported())
|
|
{
|
|
// First we need to get the color from [0; 1] range to [0.5; 1] range
|
|
glActiveTexture( GL_TEXTURE0 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
|
|
const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5};
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant );
|
|
texture.bind();
|
|
|
|
// Then we take dot product of the result of previous pass and
|
|
// saturation_constant. This gives us completely unsaturated
|
|
// (greyscale) image
|
|
// Note that both operands have to be in range [0.5; 1] since opengl
|
|
// automatically substracts 0.5 from them
|
|
glActiveTexture( GL_TEXTURE1 );
|
|
float saturation_constant[] = { 0.5 + 0.5*0.30, 0.5 + 0.5*0.59, 0.5 + 0.5*0.11, data.saturation };
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
|
|
texture.bind();
|
|
|
|
// Finally we need to interpolate between the original image and the
|
|
// greyscale image to get wanted level of saturation
|
|
glActiveTexture( GL_TEXTURE2 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
|
|
// Also replace alpha by primary color's alpha here
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
|
|
// And make primary color contain the wanted opacity
|
|
glColor4f( data.opacity, data.opacity, data.opacity, data.opacity );
|
|
texture.bind();
|
|
|
|
if( toplevel->hasAlpha() || data.brightness != 1.0f )
|
|
{
|
|
glActiveTexture( GL_TEXTURE3 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
if( toplevel->hasAlpha() )
|
|
{
|
|
// The color has to be multiplied by both opacity and brightness
|
|
float opacityByBrightness = data.opacity * data.brightness;
|
|
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, data.opacity );
|
|
// Also multiply original texture's alpha by our opacity
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0 );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA );
|
|
}
|
|
else
|
|
{
|
|
// Color has to be multiplied only by brightness
|
|
glColor4f( data.brightness, data.brightness, data.brightness, data.opacity );
|
|
// Alpha will be taken from previous stage
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
|
|
}
|
|
texture.bind();
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0 );
|
|
}
|
|
else if( data.opacity != 1.0 || data.brightness != 1.0 )
|
|
{
|
|
// the window is additionally configured to have its opacity adjusted,
|
|
// do it
|
|
if( toplevel->hasAlpha())
|
|
{
|
|
float opacityByBrightness = data.opacity * data.brightness;
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness,
|
|
data.opacity);
|
|
}
|
|
else
|
|
{
|
|
// Multiply color by brightness and replace alpha by opacity
|
|
float constant[] = { data.brightness, data.brightness, data.brightness, data.opacity };
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT );
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant );
|
|
}
|
|
}
|
|
}
|
|
|
|
void SceneOpenGL::Window::restoreShaderRenderStates( int mask, WindowPaintData data )
|
|
{
|
|
Q_UNUSED( mask );
|
|
Q_UNUSED( data );
|
|
glPopAttrib(); // ENABLE_BIT
|
|
}
|
|
|
|
void SceneOpenGL::Window::restoreRenderStates( int mask, WindowPaintData data )
|
|
{
|
|
Q_UNUSED( mask );
|
|
if( data.opacity != 1.0 || data.saturation != 1.0 || data.brightness != 1.0f )
|
|
{
|
|
if( data.saturation != 1.0 && texture.saturationSupported())
|
|
{
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glDisable( texture.target());
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glDisable( texture.target());
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glDisable( texture.target());
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
glColor4f( 0, 0, 0, 0 );
|
|
}
|
|
|
|
glPopAttrib(); // ENABLE_BIT
|
|
}
|
|
|
|
} // namespace
|
|
|
|
#endif
|