kwin/libkwineffects/kwinglutils.h
Martin Gräßlin f9a2ecbf33 Do not use ShaderManager::isValid to check for OpenGL2 compositing
The main usage of ShaderManager::isValid was to have OpenGL2 specific
code pathes. Now we have an actual OpenGL2Compositing type and we know
that the ShaderManager is valid if we have this compositing type and we
know that it is not valid on OpenGL1Compositing. This gives us a much
better check and allows us to use the isValid method just for where we
want to check whether the shaders compiled successfully.

In addition some effects require OpenGL2, so we do not need to check
again that the ShaderManager is valid. Such usages are removed.
2012-09-29 15:33:57 +02:00

593 lines
19 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006-2007 Rivo Laks <rivolaks@hot.ee>
Copyright (C) 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_GLUTILS_H
#define KWIN_GLUTILS_H
#include <kwinglutils_funcs.h>
#include <QtGui/QPixmap>
#include <QtGui/QImage>
#include <QtCore/QSize>
#include <QtCore/QSharedData>
#include <QtCore/QStack>
#include "kwingltexture.h"
/** @addtogroup kwineffects */
/** @{ */
class QVector2D;
class QVector3D;
class QVector4D;
class QMatrix4x4;
template< class K, class V > class QHash;
namespace KWin
{
class GLTexture;
class GLVertexBuffer;
class GLVertexBufferPrivate;
// Initializes GLX function pointers
void KWIN_EXPORT initGLX();
// Initializes OpenGL stuff. This includes resolving function pointers as
// well as checking for GL version and extensions
// Note that GL context has to be created by the time this function is called
void KWIN_EXPORT initGL();
// Initializes EGL function pointers
void KWIN_EXPORT initEGL();
// Cleans up all resources hold by the GL Context
void KWIN_EXPORT cleanupGL();
// Number of supported texture units
extern KWIN_EXPORT int glTextureUnitsCount;
bool KWIN_EXPORT hasGLVersion(int major, int minor, int release = 0);
bool KWIN_EXPORT hasGLXVersion(int major, int minor, int release = 0);
bool KWIN_EXPORT hasEGLVersion(int major, int minor, int release = 0);
// use for both OpenGL and GLX extensions
bool KWIN_EXPORT hasGLExtension(const QString& extension);
// detect OpenGL error (add to various places in code to pinpoint the place)
bool KWIN_EXPORT checkGLError(const char* txt);
inline bool KWIN_EXPORT isPowerOfTwo(int x)
{
return ((x & (x - 1)) == 0);
}
/**
* @return power of two integer _greater or equal to_ x.
* E.g. nearestPowerOfTwo(513) = nearestPowerOfTwo(800) = 1024
**/
int KWIN_EXPORT nearestPowerOfTwo(int x);
/**
* Push a new matrix on the GL matrix stack.
* In GLES this method is a noop. This method should be preferred over glPushMatrix
* as it also handles GLES.
* @since 4.7
**/
KWIN_EXPORT void pushMatrix();
/**
* Multiplies current matrix on GL stack with @p matrix and pushes the result on the matrix stack.
* This method is the same as pushMatrix followed by multiplyMatrix.
* In GLES this method is a noop. This method should be preferred over glPushMatrix
* as it also handles GLES.
* @param matrix The matrix the current matrix on the stack should be multiplied with.
* @see pushMatrix
* @see multiplyMatrix
* @since 4.7
**/
KWIN_EXPORT void pushMatrix(const QMatrix4x4 &matrix);
/**
* Multiplies the current matrix on GL stack with @p matrix.
* In GLES this method is a noop. This method should be preferred over glMultMatrix
* as it also handles GLES.
* @param matrix The matrix the current matrix on the stack should be multiplied with.
* @since 4.7
**/
KWIN_EXPORT void multiplyMatrix(const QMatrix4x4 &matrix);
/**
* Replaces the current matrix on GL stack with @p matrix.
* In GLES this method is a no-op. This method should be preferred over glLoadMatrix
* as it also handles GLES.
* @param matrix The new matrix to replace the existing one on the GL stack.
* @since 4.7
**/
KWIN_EXPORT void loadMatrix(const QMatrix4x4 &matrix);
/**
* Pops the current matrix from the GL matrix stack.
* In GLES this method is a noop. This method should be preferred over glPopMatrix
* as it also handles GLES.
* @since 4.7
**/
KWIN_EXPORT void popMatrix();
class KWIN_EXPORT GLShader
{
public:
GLShader(const QString& vertexfile, const QString& fragmentfile);
~GLShader();
bool isValid() const {
return mValid;
}
int uniformLocation(const char* name);
bool setUniform(const char* name, float value);
bool setUniform(const char* name, int value);
bool setUniform(const char* name, const QVector2D& value);
bool setUniform(const char* name, const QVector3D& value);
bool setUniform(const char* name, const QVector4D& value);
bool setUniform(const char* name, const QMatrix4x4& value);
bool setUniform(const char* name, const QColor& color);
bool setUniform(int location, float value);
bool setUniform(int location, int value);
bool setUniform(int location, const QVector2D &value);
bool setUniform(int location, const QVector3D &value);
bool setUniform(int location, const QVector4D &value);
bool setUniform(int location, const QMatrix4x4 &value);
bool setUniform(int location, const QColor &value);
int attributeLocation(const char* name);
bool setAttribute(const char* name, float value);
/**
* @return The value of the uniform as a matrix
* @since 4.7
**/
QMatrix4x4 getUniformMatrix4x4(const char* name);
enum MatrixUniform {
TextureMatrix = 0,
ProjectionMatrix,
ModelViewMatrix,
WindowTransformation,
ScreenTransformation,
MatrixCount
};
enum Vec2Uniform {
Offset,
Vec2UniformCount
};
enum Vec4Uniform {
ModulationConstant,
Vec4UniformCount
};
enum FloatUniform {
Saturation,
FloatUniformCount
};
enum IntUniform {
AlphaToOne,
IntUniformCount
};
bool setUniform(MatrixUniform uniform, const QMatrix4x4 &matrix);
bool setUniform(Vec2Uniform uniform, const QVector2D &value);
bool setUniform(Vec4Uniform uniform, const QVector4D &value);
bool setUniform(FloatUniform uniform, float value);
bool setUniform(IntUniform uniform, int value);
protected:
GLShader();
bool loadFromFiles(const QString& vertexfile, const QString& fragmentfile);
bool load(const QByteArray &vertexSource, const QByteArray &fragmentSource);
bool compile(GLuint program, GLenum shaderType, const QByteArray &sourceCode) const;
void bind();
void unbind();
void resolveLocations();
private:
unsigned int mProgram;
bool mValid:1;
bool mLocationsResolved:1;
int mMatrixLocation[MatrixCount];
int mVec2Location[Vec2UniformCount];
int mVec4Location[Vec4UniformCount];
int mFloatLocation[FloatUniformCount];
int mIntLocation[IntUniformCount];
friend class ShaderManager;
};
/**
* @short Manager for Shaders.
*
* This class provides some built-in shaders to be used by both compositing scene and effects.
* The ShaderManager provides methods to bind a built-in or a custom shader and keeps track of
* the shaders which have been bound. When a shader is unbound the previously bound shader
* will be rebound.
*
* @author Martin Gräßlin <kde@martin-graesslin.com>
* @since 4.7
**/
class KWIN_EXPORT ShaderManager
{
public:
/**
* Identifiers for built-in shaders available for effects and scene
**/
enum ShaderType {
/**
* An orthographic projection shader able to render textured geometries.
* Expects a @c vec2 uniform @c offset describing the offset from top-left corner
* and defaults to @c (0/0). Expects a @c vec2 uniform @c textureSize to calculate
* normalized texture coordinates. Defaults to @c (1.0/1.0). And expects a @c vec3
* uniform @c colorManiuplation, with @c x being opacity, @c y being brightness and
* @c z being saturation. All three values default to @c 1.0.
* The fragment shader takes a uniform @c u_forceAlpha to force the alpha component
* to @c 1.0 if it is set to a value not @c 0. This uniform is useful when rendering
* a RGB-only window and the alpha channel is required in a later step.
* The sampler uniform is @c sample and defaults to @c 0.
* The shader uses two vertex attributes @c vertex and @c texCoord.
**/
SimpleShader,
/**
* A generic shader able to render transformed, textured geometries.
* This shader is mostly needed by the scene and not of much interest for effects.
* Effects can influence this shader through @link ScreenPaintData and @link WindowPaintData.
* The shader expects four @c mat4 uniforms @c projection, @c modelview,
* @c screenTransformation and @c windowTransformation. The fragment shader expect the
* same uniforms as the SimpleShader and the same vertex attributes are used.
**/
GenericShader,
/**
* An orthographic shader to render simple colored geometries without texturing.
* Expects a @c vec2 uniform @c offset describing the offset from top-left corner
* and defaults to @c (0/0). The fragment shader expects a single @c vec4 uniform
* @c geometryColor, which defaults to fully opaque black.
* The Shader uses one vertex attribute @c vertex.
**/
ColorShader
};
/**
* @return The currently bound shader or @c null if no shader is bound.
**/
GLShader *getBoundShader() const;
/**
* @return @c true if a shader is bound, @c false otherwise
**/
bool isShaderBound() const;
/**
* Allows to query whether Shaders are supported by the compositor, that is
* whether the Shaders compiled successfully.
*
* With OpenGL 1 compositing this method will always return @c false.
*
* Do not use this method to check whether the compositor uses OpenGL 1 or 2,
* use @link EffectsHandler::compositingType instead.
* @return @c true if the built-in shaders are valid, @c false otherwise
**/
bool isValid() const;
/**
* Is @c true if the environment variable KWIN_GL_DEBUG is set to 1.
* In that case shaders are compiled with KWIN_SHADER_DEBUG defined.
* @returns @c true if shaders are compiled with debug information
* @since 4.8
**/
bool isShaderDebug() const;
/**
* Binds the shader of specified @p type.
* To unbind the shader use @link popShader. A previous bound shader will be rebound.
* @param type The built-in shader to bind
* @param reset Whether all uniforms should be reset to their default values
* @return The bound shader or @c NULL if shaders are not valid
* @see popShader
**/
GLShader *pushShader(ShaderType type, bool reset = false);
/**
* Binds the @p shader.
* To unbind the shader use @link popShader. A previous bound shader will be rebound.
* To bind a built-in shader use the more specific method.
* @param shader The shader to be bound
* @see popShader
**/
void pushShader(GLShader *shader);
/**
* Unbinds the currently bound shader and rebinds a previous stored shader.
* If there is no previous shader, no shader will be rebound.
* It is not safe to call this method if there is no bound shader.
* @see pushShader
* @see getBoundShader
**/
void popShader();
/**
* Resets all shaders to the default uniform values.
* Only built in shaders are changed.
* @since 4.8
**/
void resetAllShaders();
/**
* Creates a GLShader with a built-in vertex shader and a custom fragment shader.
* @param vertex The generic vertex shader
* @param fragmentFile The path to the source code of the fragment shader
* @return The created shader
**/
GLShader *loadFragmentShader(ShaderType vertex, const QString &fragmentFile);
/**
* Creates a GLShader with a built-in fragment shader and a custom vertex shader.
* @param fragment The generic fragment shader
* @param vertexFile The path to the source code of the vertex shader
* @return The created shader
**/
GLShader *loadVertexShader(ShaderType fragment, const QString &vertexFile);
/**
* Creates a GLShader with the specified sources.
* The difference to GLShader is that it does not need to be loaded from files.
* @param vertexSource The source code of the vertex shader
* @param fragmentSource The source code of the fragment shader.
* @return The created shader
**/
GLShader *loadShaderFromCode(const QByteArray &vertexSource, const QByteArray &fragmentSource);
/**
* @return a pointer to the ShaderManager instance
**/
static ShaderManager *instance();
/**
* @brief Ensures that the ShaderManager is disabled.
*
* Used only by an OpenGL 1 Scene which does not use OpenGL 2 Shaders.
*
* @internal
* @since 4.10
**/
static void disable();
/**
* @internal
**/
static void cleanup();
private:
ShaderManager();
~ShaderManager();
void initShaders();
void resetShader(ShaderType type);
QStack<GLShader*> m_boundShaders;
GLShader *m_orthoShader;
GLShader *m_genericShader;
GLShader *m_colorShader;
bool m_inited;
bool m_valid;
bool m_debug;
static ShaderManager *s_shaderManager;
};
/**
* @short Render target object
*
* Render target object enables you to render onto a texture. This texture can
* later be used to e.g. do post-processing of the scene.
*
* @author Rivo Laks <rivolaks@hot.ee>
**/
class KWIN_EXPORT GLRenderTarget
{
public:
/**
* Constructs a GLRenderTarget
* @param color texture where the scene will be rendered onto
**/
GLRenderTarget(const GLTexture& color);
~GLRenderTarget();
/**
* Enables this render target.
* All OpenGL commands from now on affect this render target until the
* @ref disable method is called
**/
bool enable();
/**
* Disables this render target, activating whichever target was active
* when @ref enable was called.
**/
bool disable();
/**
* Sets the target texture
* @param target texture where the scene will be rendered on
* @since 4.8
**/
void attachTexture(const GLTexture& target);
bool valid() const {
return mValid;
}
static void initStatic();
static bool supported() {
return sSupported;
}
static void pushRenderTarget(GLRenderTarget *target);
static GLRenderTarget *popRenderTarget();
static bool isRenderTargetBound();
/**
* Whether the GL_EXT_framebuffer_blit extension is supported.
* This functionality is not available in OpenGL ES 2.0.
*
* @returns whether framebuffer blitting is supported.
* @since 4.8
**/
static bool blitSupported();
/**
* Blits the content of the current draw framebuffer into the texture attached to this FBO.
*
* Be aware that framebuffer blitting may not be supported on all hardware. Use @link blitSupported to check whether
* it is supported.
* @param source Geometry in screen coordinates which should be blitted, if not specified complete framebuffer is used
* @param destination Geometry in attached texture, if not specified complete texture is used as destination
* @param filter The filter to use if blitted content needs to be scaled.
* @see blitSupported
* @since 4.8
**/
void blitFromFramebuffer(const QRect &source = QRect(), const QRect &destination = QRect(), GLenum filter = GL_LINEAR);
protected:
void initFBO();
private:
static bool sSupported;
static bool s_blitSupported;
static QStack<GLRenderTarget*> s_renderTargets;
static QSize s_oldViewport;
GLTexture mTexture;
bool mValid;
GLuint mFramebuffer;
};
/**
* @short Vertex Buffer Object
*
* This is a short helper class to use vertex buffer objects (VBO). A VBO can be used to buffer
* vertex data and to store them on graphics memory. It is the only allowed way to pass vertex
* data to the GPU in OpenGL ES 2 and OpenGL 3 with forward compatible mode.
*
* If VBOs are not supported on the used OpenGL profile this class falls back to legacy
* rendering using client arrays. Therefore this class should always be used for rendering geometries.
*
* @author Martin Gräßlin <kde@martin-graesslin.com>
* @since 4.6
*/
class KWIN_EXPORT GLVertexBuffer
{
public:
/**
* Enum to define how often the vertex data in the buffer object changes.
*/
enum UsageHint {
Dynamic, ///< frequent changes, but used several times for rendering
Static, ///< No changes to data
Stream ///< Data only used once for rendering, updated very frequently
};
GLVertexBuffer(UsageHint hint);
~GLVertexBuffer();
/**
* Sets the vertex data.
* @param numberVertices The number of vertices in the arrays
* @param dim The dimension of the vertices: 2 for x/y, 3 for x/y/z
* @param vertices The vertices, size must equal @a numberVertices * @a dim
* @param texcoords The texture coordinates for each vertex.
* Size must equal 2 * @a numberVertices.
*/
void setData(int numberVertices, int dim, const float* vertices, const float* texcoords);
/**
* Renders the vertex data in given @a primitiveMode.
* Please refer to OpenGL documentation of glDrawArrays or glDrawElements for allowed
* values for @a primitiveMode. Best is to use GL_TRIANGLES or similar to be future
* compatible.
*/
void render(GLenum primitiveMode);
/**
* Same as above restricting painting to @a region if @a hardwareClipping is true.
* It's within the caller's responsibility to enable GL_SCISSOR_TEST.
*/
void render(const QRegion& region, GLenum primitiveMode, bool hardwareClipping = false);
/**
* Sets the color the geometry will be rendered with.
* For legacy rendering glColor is used before rendering the geometry.
* For core shader a uniform "geometryColor" is expected and is set.
* @param color The color to render the geometry
* @param enableColor Whether the geometry should be rendered with a color or not
* @see setUseColor
* @see isUseColor
* @since 4.7
**/
void setColor(const QColor& color, bool enableColor = true);
/**
* @return @c true if geometry will be painted with a color, @c false otherwise
* @see setUseColor
* @see setColor
* @since 4.7
**/
bool isUseColor() const;
/**
* Enables/Disables rendering the geometry with a color.
* If no color is set an opaque, black color is used.
* @param enable Enable/Disable rendering with color
* @see isUseColor
* @see setColor
* @since 4.7
**/
void setUseColor(bool enable);
/**
* Resets the instance to default values.
* Useful for shared buffers.
* @since 4.7
**/
void reset();
/**
* @internal
*/
static void initStatic();
/**
* Returns true if VBOs are supported, it is save to use this class even if VBOs are not
* supported.
* @returns true if vertex buffer objects are supported
*/
static bool isSupported();
/**
* @return A shared VBO for streaming data
* @since 4.7
**/
static GLVertexBuffer *streamingBuffer();
private:
GLVertexBufferPrivate* const d;
};
} // namespace
/** @} */
#endif