ff4297a799
I really should start to add myself to the copyright when I commit large chunks to the files...
1778 lines
47 KiB
C++
1778 lines
47 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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#ifdef KWIN_HAVE_OPENGL
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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 <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_OPENGLES
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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()
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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();
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GLTexture::initStatic();
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GLRenderTarget::initStatic();
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GLVertexBuffer::initStatic();
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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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if (err != GL_NO_ERROR) {
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kWarning(1212) << "GL error (" << txt << "): " << formatGLError(err);
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return true;
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}
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return false;
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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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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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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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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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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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glPopMatrix();
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#endif
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}
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//****************************************
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// GLTexture
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//****************************************
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bool GLTexture::sNPOTTextureSupported = false;
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bool GLTexture::sFramebufferObjectSupported = false;
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bool GLTexture::sSaturationSupported = false;
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GLTexture::GLTexture()
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{
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init();
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}
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GLTexture::GLTexture(const QImage& image, GLenum target)
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{
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init();
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load(image, target);
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}
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GLTexture::GLTexture(const QPixmap& pixmap, GLenum target)
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{
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init();
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load(pixmap, target);
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}
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GLTexture::GLTexture(const QString& fileName)
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{
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init();
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load(fileName);
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}
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GLTexture::GLTexture(int width, int height)
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{
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init();
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if (NPOTTextureSupported() || (isPowerOfTwo(width) && isPowerOfTwo(height))) {
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mTarget = GL_TEXTURE_2D;
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mScale.setWidth(1.0 / width);
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mScale.setHeight(1.0 / height);
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mSize = QSize(width, height);
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can_use_mipmaps = true;
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glGenTextures(1, &mTexture);
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bind();
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#ifdef KWIN_HAVE_OPENGLES
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// format and internal format have to match in ES, GL_RGBA8 and GL_BGRA are not available
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// see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexImage2D.xml
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glTexImage2D(mTarget, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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#else
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glTexImage2D(mTarget, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, 0);
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#endif
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unbind();
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}
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}
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GLTexture::~GLTexture()
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{
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delete m_vbo;
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discard();
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assert(mUnnormalizeActive == 0);
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assert(mNormalizeActive == 0);
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}
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void GLTexture::init()
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{
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mTexture = None;
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mTarget = 0;
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mFilter = 0;
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y_inverted = false;
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can_use_mipmaps = false;
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has_valid_mipmaps = false;
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mUnnormalizeActive = 0;
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mNormalizeActive = 0;
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m_vbo = 0;
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}
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void GLTexture::initStatic()
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{
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#ifdef KWIN_HAVE_OPENGLES
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sNPOTTextureSupported = true;
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sFramebufferObjectSupported = true;
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sSaturationSupported = true;
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#else
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sNPOTTextureSupported = hasGLExtension("GL_ARB_texture_non_power_of_two");
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sFramebufferObjectSupported = hasGLExtension("GL_EXT_framebuffer_object");
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sSaturationSupported = ((hasGLExtension("GL_ARB_texture_env_crossbar")
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&& hasGLExtension("GL_ARB_texture_env_dot3")) || hasGLVersion(1, 4))
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&& (glTextureUnitsCount >= 4) && glActiveTexture != NULL;
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#endif
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}
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bool GLTexture::isNull() const
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{
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return mTexture == None;
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}
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QSize GLTexture::size() const
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{
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return mSize;
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}
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bool GLTexture::load(const QImage& image, GLenum target)
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{
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if (image.isNull())
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return false;
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QImage img = image;
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mTarget = target;
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#ifndef KWIN_HAVE_OPENGLES
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if (mTarget != GL_TEXTURE_RECTANGLE_ARB) {
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#endif
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if (!NPOTTextureSupported()
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&& (!isPowerOfTwo(image.width()) || !isPowerOfTwo(image.height()))) {
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// non-rectangular target requires POT texture
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img = img.scaled(nearestPowerOfTwo(image.width()),
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nearestPowerOfTwo(image.height()));
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}
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mScale.setWidth(1.0 / img.width());
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mScale.setHeight(1.0 / img.height());
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can_use_mipmaps = true;
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#ifndef KWIN_HAVE_OPENGLES
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} else {
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mScale.setWidth(1.0);
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mScale.setHeight(1.0);
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can_use_mipmaps = false;
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}
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#endif
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setFilter(GL_LINEAR);
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mSize = img.size();
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y_inverted = false;
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img = convertToGLFormat(img);
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setDirty();
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if (isNull())
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glGenTextures(1, &mTexture);
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bind();
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#ifdef KWIN_HAVE_OPENGLES
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// format and internal format have to match in ES, GL_RGBA8 and GL_BGRA are not available
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// see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexImage2D.xml
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glTexImage2D(mTarget, 0, GL_RGBA, img.width(), img.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img.bits());
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#else
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glTexImage2D(mTarget, 0, GL_RGBA8, img.width(), img.height(), 0,
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GL_BGRA, GL_UNSIGNED_BYTE, img.bits());
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#endif
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unbind();
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return true;
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}
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bool GLTexture::load(const QPixmap& pixmap, GLenum target)
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{
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if (pixmap.isNull())
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return false;
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return load(pixmap.toImage(), target);
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}
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bool GLTexture::load(const QString& fileName)
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{
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if (fileName.isEmpty())
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return false;
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return load(QImage(fileName));
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}
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void GLTexture::discard()
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{
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setDirty();
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if (mTexture != None)
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glDeleteTextures(1, &mTexture);
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mTexture = None;
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}
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void GLTexture::bind()
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{
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#ifndef KWIN_HAVE_OPENGLES
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glEnable(mTarget);
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#endif
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glBindTexture(mTarget, mTexture);
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enableFilter();
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}
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void GLTexture::unbind()
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{
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glBindTexture(mTarget, 0);
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#ifndef KWIN_HAVE_OPENGLES
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glDisable(mTarget);
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#endif
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}
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void GLTexture::render(QRegion region, const QRect& rect)
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{
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if (rect.size() != m_cachedSize) {
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m_cachedSize = rect.size();
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QRect r(rect);
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r.moveTo(0, 0);
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if (!m_vbo) {
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m_vbo = new GLVertexBuffer(KWin::GLVertexBuffer::Static);
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}
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const float verts[ 4 * 2 ] = {
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// NOTICE: r.x/y could be replaced by "0", but that would make it unreadable...
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r.x(), r.y(),
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r.x(), r.y() + rect.height(),
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r.x() + rect.width(), r.y(),
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r.x() + rect.width(), r.y() + rect.height()
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};
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const float texcoords[ 4 * 2 ] = {
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0.0f, y_inverted ? 0.0f : 1.0f, // y needs to be swapped (normalized coords)
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0.0f, y_inverted ? 1.0f : 0.0f,
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1.0f, y_inverted ? 0.0f : 1.0f,
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1.0f, y_inverted ? 1.0f : 0.0f
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};
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m_vbo->setData(4, 2, verts, texcoords);
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}
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QMatrix4x4 translation;
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translation.translate(rect.x(), rect.y());
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if (ShaderManager::instance()->isShaderBound()) {
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GLShader *shader = ShaderManager::instance()->getBoundShader();
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shader->setUniform(GLShader::Offset, QVector2D(rect.x(), rect.y()));
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shader->setUniform(GLShader::WindowTransformation, translation);
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shader->setUniform(GLShader::TextureWidth, 1.0f);
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shader->setUniform(GLShader::TextureHeight, 1.0f);
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} else {
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pushMatrix(translation);
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}
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m_vbo->render(region, GL_TRIANGLE_STRIP);
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if (ShaderManager::instance()->isShaderBound()) {
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GLShader *shader = ShaderManager::instance()->getBoundShader();
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shader->setUniform(GLShader::WindowTransformation, QMatrix4x4());
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} else {
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popMatrix();
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}
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}
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void GLTexture::enableUnnormalizedTexCoords()
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{
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#ifndef KWIN_HAVE_OPENGLES
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assert(mNormalizeActive == 0);
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if (mUnnormalizeActive++ != 0)
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return;
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// update texture matrix to handle GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glLoadIdentity();
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glScalef(mScale.width(), mScale.height(), 1);
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if (!y_inverted) {
|
|
// Modify texture matrix so that we could always use non-opengl
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// coordinates for textures
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glScalef(1, -1, 1);
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glTranslatef(0, -mSize.height(), 0);
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|
}
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|
glMatrixMode(GL_MODELVIEW);
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|
#endif
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|
}
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|
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void GLTexture::disableUnnormalizedTexCoords()
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|
{
|
|
#ifndef KWIN_HAVE_OPENGLES
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|
if (--mUnnormalizeActive != 0)
|
|
return;
|
|
// Restore texture matrix
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|
glMatrixMode(GL_TEXTURE);
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|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
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|
#endif
|
|
}
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|
|
|
void GLTexture::enableNormalizedTexCoords()
|
|
{
|
|
#ifndef KWIN_HAVE_OPENGLES
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|
assert(mUnnormalizeActive == 0);
|
|
if (mNormalizeActive++ != 0)
|
|
return;
|
|
// update texture matrix to handle GL_TEXTURE_2D and GL_TEXTURE_RECTANGLE
|
|
glMatrixMode(GL_TEXTURE);
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
glScalef(mSize.width() * mScale.width(), mSize.height() * mScale.height(), 1);
|
|
if (y_inverted) {
|
|
// Modify texture matrix so that we could always use non-opengl
|
|
// coordinates for textures
|
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glScalef(1, -1, 1);
|
|
glTranslatef(0, -1, 0);
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|
}
|
|
glMatrixMode(GL_MODELVIEW);
|
|
#endif
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|
}
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|
|
void GLTexture::disableNormalizedTexCoords()
|
|
{
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (--mNormalizeActive != 0)
|
|
return;
|
|
// Restore texture matrix
|
|
glMatrixMode(GL_TEXTURE);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
#endif
|
|
}
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|
|
GLuint GLTexture::texture() const
|
|
{
|
|
return mTexture;
|
|
}
|
|
|
|
GLenum GLTexture::target() const
|
|
{
|
|
return mTarget;
|
|
}
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|
|
GLenum GLTexture::filter() const
|
|
{
|
|
return mFilter;
|
|
}
|
|
|
|
bool GLTexture::isDirty() const
|
|
{
|
|
return has_valid_mipmaps;
|
|
}
|
|
|
|
void GLTexture::setTexture(GLuint texture)
|
|
{
|
|
discard();
|
|
mTexture = texture;
|
|
}
|
|
|
|
void GLTexture::setTarget(GLenum target)
|
|
{
|
|
mTarget = target;
|
|
}
|
|
|
|
void GLTexture::setFilter(GLenum filter)
|
|
{
|
|
mFilter = filter;
|
|
}
|
|
|
|
void GLTexture::setWrapMode(GLenum mode)
|
|
{
|
|
bind();
|
|
glTexParameteri(mTarget, GL_TEXTURE_WRAP_S, mode);
|
|
glTexParameteri(mTarget, GL_TEXTURE_WRAP_T, mode);
|
|
unbind();
|
|
}
|
|
|
|
void GLTexture::setDirty()
|
|
{
|
|
has_valid_mipmaps = false;
|
|
}
|
|
|
|
|
|
void GLTexture::enableFilter()
|
|
{
|
|
if (mFilter == GL_LINEAR_MIPMAP_LINEAR) {
|
|
// trilinear filtering requested, but is it possible?
|
|
if (NPOTTextureSupported()
|
|
&& framebufferObjectSupported()
|
|
&& can_use_mipmaps) {
|
|
glTexParameteri(mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
if (!has_valid_mipmaps) {
|
|
glGenerateMipmap(mTarget);
|
|
has_valid_mipmaps = true;
|
|
}
|
|
} else {
|
|
// can't use trilinear, so use bilinear
|
|
setFilter(GL_LINEAR);
|
|
glTexParameteri(mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
} else if (mFilter == GL_LINEAR) {
|
|
glTexParameteri(mTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(mTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
} else {
|
|
// if neither trilinear nor bilinear, default to fast filtering
|
|
setFilter(GL_NEAREST);
|
|
glTexParameteri(mTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(mTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
}
|
|
}
|
|
|
|
static void convertToGLFormatHelper(QImage &dst, const QImage &img, GLenum texture_format)
|
|
{
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
Q_UNUSED(texture_format)
|
|
#endif
|
|
// Copied from Qt
|
|
Q_ASSERT(dst.size() == img.size());
|
|
Q_ASSERT(dst.depth() == 32);
|
|
Q_ASSERT(img.depth() == 32);
|
|
|
|
const int width = img.width();
|
|
const int height = img.height();
|
|
const uint *p = (const uint*) img.scanLine(img.height() - 1);
|
|
uint *q = (uint*) dst.scanLine(0);
|
|
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (texture_format == GL_BGRA) {
|
|
if (QSysInfo::ByteOrder == QSysInfo::BigEndian) {
|
|
// mirror + swizzle
|
|
for (int i = 0; i < height; ++i) {
|
|
const uint *end = p + width;
|
|
while (p < end) {
|
|
*q = ((*p << 24) & 0xff000000)
|
|
| ((*p >> 24) & 0x000000ff)
|
|
| ((*p << 8) & 0x00ff0000)
|
|
| ((*p >> 8) & 0x0000ff00);
|
|
p++;
|
|
q++;
|
|
}
|
|
p -= 2 * width;
|
|
}
|
|
} else {
|
|
const uint bytesPerLine = img.bytesPerLine();
|
|
for (int i = 0; i < height; ++i) {
|
|
memcpy(q, p, bytesPerLine);
|
|
q += width;
|
|
p -= width;
|
|
}
|
|
}
|
|
} else {
|
|
#endif
|
|
if (QSysInfo::ByteOrder == QSysInfo::BigEndian) {
|
|
for (int i = 0; i < height; ++i) {
|
|
const uint *end = p + width;
|
|
while (p < end) {
|
|
*q = (*p << 8) | ((*p >> 24) & 0xFF);
|
|
p++;
|
|
q++;
|
|
}
|
|
p -= 2 * width;
|
|
}
|
|
} else {
|
|
for (int i = 0; i < height; ++i) {
|
|
const uint *end = p + width;
|
|
while (p < end) {
|
|
*q = ((*p << 16) & 0xff0000) | ((*p >> 16) & 0xff) | (*p & 0xff00ff00);
|
|
p++;
|
|
q++;
|
|
}
|
|
p -= 2 * width;
|
|
}
|
|
}
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
}
|
|
#endif
|
|
}
|
|
|
|
QImage GLTexture::convertToGLFormat(const QImage& img) const
|
|
{
|
|
// Copied from Qt's QGLWidget::convertToGLFormat()
|
|
QImage res(img.size(), QImage::Format_ARGB32);
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
convertToGLFormatHelper(res, img.convertToFormat(QImage::Format_ARGB32), GL_RGBA);
|
|
#else
|
|
convertToGLFormatHelper(res, img.convertToFormat(QImage::Format_ARGB32), GL_BGRA);
|
|
#endif
|
|
return res;
|
|
}
|
|
|
|
//****************************************
|
|
// GLShader
|
|
//****************************************
|
|
|
|
GLShader::GLShader()
|
|
: mProgram(0)
|
|
, mValid(false)
|
|
, mLocationsResolved(false)
|
|
, mTextureWidth(-1.0f)
|
|
, mTextureHeight(-1.0f)
|
|
{
|
|
}
|
|
|
|
GLShader::GLShader(const QString& vertexfile, const QString& fragmentfile)
|
|
: mProgram(0)
|
|
, mValid(false)
|
|
, mLocationsResolved(false)
|
|
, mTextureWidth(-1.0f)
|
|
, mTextureHeight(-1.0f)
|
|
{
|
|
loadFromFiles(vertexfile, fragmentfile);
|
|
}
|
|
|
|
GLShader::~GLShader()
|
|
{
|
|
if (mProgram) {
|
|
glDeleteProgram(mProgram);
|
|
}
|
|
}
|
|
|
|
bool GLShader::loadFromFiles(const QString &vertexFile, const QString &fragmentFile)
|
|
{
|
|
QFile vf(vertexFile);
|
|
if (!vf.open(QIODevice::ReadOnly)) {
|
|
kError(1212) << "Couldn't open" << vertexFile << "for reading!" << endl;
|
|
return false;
|
|
}
|
|
const QByteArray vertexSource = vf.readAll();
|
|
|
|
QFile ff(fragmentFile);
|
|
if (!ff.open(QIODevice::ReadOnly)) {
|
|
kError(1212) << "Couldn't open" << fragmentFile << "for reading!" << endl;
|
|
return false;
|
|
}
|
|
const QByteArray fragmentSource = ff.readAll();
|
|
|
|
return load(vertexSource, fragmentSource);
|
|
}
|
|
|
|
bool GLShader::compile(GLuint program, GLenum shaderType, const QByteArray &source) const
|
|
{
|
|
GLuint shader = glCreateShader(shaderType);
|
|
|
|
// Prepare the source code
|
|
QByteArray ba;
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
ba.append("#ifdef GL_ES\nprecision highp float;\n#endif\n");
|
|
#endif
|
|
ba.append(source);
|
|
|
|
const char* src = ba.constData();
|
|
glShaderSource(shader, 1, &src, NULL);
|
|
|
|
// Compile the shader
|
|
glCompileShader(shader);
|
|
|
|
// Get the shader info log
|
|
int maxLength, length;
|
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
QByteArray log(maxLength, 0);
|
|
glGetShaderInfoLog(shader, maxLength, &length, log.data());
|
|
|
|
// Check the status
|
|
int status;
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
|
|
|
if (status == 0) {
|
|
const char *typeName = (shaderType == GL_VERTEX_SHADER ? "vertex" : "fragment");
|
|
kError(1212) << "Failed to compile" << typeName << "shader:" << endl << log << endl;
|
|
} else if (length > 0)
|
|
kDebug(1212) << "Shader compile log:" << log;
|
|
|
|
if (status != 0)
|
|
glAttachShader(program, shader);
|
|
|
|
glDeleteShader(shader);
|
|
return status != 0;
|
|
}
|
|
|
|
bool GLShader::load(const QByteArray &vertexSource, const QByteArray &fragmentSource)
|
|
{
|
|
// Make sure shaders are actually supported
|
|
if (!GLPlatform::instance()->supports(GLSL)) {
|
|
kError(1212) << "Shaders are not supported";
|
|
return false;
|
|
}
|
|
|
|
// Create the shader program
|
|
mProgram = glCreateProgram();
|
|
|
|
// Compile the vertex shader
|
|
if (!vertexSource.isEmpty()) {
|
|
bool success = compile(mProgram, GL_VERTEX_SHADER, vertexSource);
|
|
|
|
if (!success) {
|
|
glDeleteProgram(mProgram);
|
|
mProgram = 0;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Compile the fragment shader
|
|
if (!fragmentSource.isEmpty()) {
|
|
bool success = compile(mProgram, GL_FRAGMENT_SHADER, fragmentSource);
|
|
|
|
if (!success) {
|
|
glDeleteProgram(mProgram);
|
|
mProgram = 0;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
glLinkProgram(mProgram);
|
|
|
|
// Get the program info log
|
|
int maxLength, length;
|
|
glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &maxLength);
|
|
|
|
QByteArray log(maxLength, 0);
|
|
glGetProgramInfoLog(mProgram, maxLength, &length, log.data());
|
|
|
|
// Make sure the program linked successfully
|
|
int status;
|
|
glGetProgramiv(mProgram, GL_LINK_STATUS, &status);
|
|
|
|
if (status == 0) {
|
|
kError(1212) << "Failed to link shader:" << endl << log << endl;
|
|
glDeleteProgram(mProgram);
|
|
mProgram = 0;
|
|
return false;
|
|
} else if (length > 0)
|
|
kDebug(1212) << "Shader link log:" << log;
|
|
|
|
mValid = true;
|
|
return true;
|
|
}
|
|
|
|
void GLShader::bind()
|
|
{
|
|
glUseProgram(mProgram);
|
|
}
|
|
|
|
void GLShader::unbind()
|
|
{
|
|
glUseProgram(0);
|
|
}
|
|
|
|
void GLShader::resolveLocations()
|
|
{
|
|
if (mLocationsResolved)
|
|
return;
|
|
|
|
mMatrixLocation[TextureMatrix] = uniformLocation("textureMatrix");
|
|
mMatrixLocation[ProjectionMatrix] = uniformLocation("projection");
|
|
mMatrixLocation[ModelViewMatrix] = uniformLocation("modelview");
|
|
mMatrixLocation[WindowTransformation] = uniformLocation("windowTransformation");
|
|
mMatrixLocation[ScreenTransformation] = uniformLocation("screenTransformation");
|
|
|
|
mVec2Location[Offset] = uniformLocation("offset");
|
|
|
|
mVec4Location[ModulationConstant] = uniformLocation("modulation");
|
|
|
|
mFloatLocation[Saturation] = uniformLocation("saturation");
|
|
mFloatLocation[TextureWidth] = uniformLocation("textureWidth");
|
|
mFloatLocation[TextureHeight] = uniformLocation("textureHeight");
|
|
|
|
mIntLocation[AlphaToOne] = uniformLocation("u_forceAlpha");
|
|
|
|
mLocationsResolved = true;
|
|
}
|
|
|
|
int GLShader::uniformLocation(const char *name)
|
|
{
|
|
const int location = glGetUniformLocation(mProgram, name);
|
|
return location;
|
|
}
|
|
|
|
bool GLShader::setUniform(GLShader::MatrixUniform uniform, const QMatrix4x4 &matrix)
|
|
{
|
|
resolveLocations();
|
|
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 < 4; ++i) {
|
|
for (int j = 0; j < 4; ++j) {
|
|
m[i*4+j] = data[j*4+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);
|
|
}
|
|
|
|
void GLShader::setTextureHeight(float height)
|
|
{
|
|
mTextureHeight = height;
|
|
}
|
|
|
|
void GLShader::setTextureWidth(float width)
|
|
{
|
|
mTextureWidth = width;
|
|
}
|
|
|
|
float GLShader::textureHeight()
|
|
{
|
|
return mTextureHeight;
|
|
}
|
|
|
|
float GLShader::textureWidth()
|
|
{
|
|
return mTextureWidth;
|
|
}
|
|
|
|
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[1], m[2], m[3],
|
|
m[4], m[5], m[6], m[7],
|
|
m[8], m[9], m[10], m[11],
|
|
m[12], m[13], m[14], 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();
|
|
}
|
|
return s_shaderManager;
|
|
}
|
|
|
|
void ShaderManager::cleanup()
|
|
{
|
|
delete s_shaderManager;
|
|
}
|
|
|
|
ShaderManager::ShaderManager()
|
|
: m_orthoShader(NULL)
|
|
, m_genericShader(NULL)
|
|
, m_colorShader(NULL)
|
|
, m_inited(false)
|
|
, m_valid(false)
|
|
{
|
|
initShaders();
|
|
m_inited = true;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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::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("debug", 0);
|
|
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);
|
|
|
|
// TODO: has to become textureSize
|
|
shader->setUniform(GLShader::TextureWidth, 1.0f);
|
|
shader->setUniform(GLShader::TextureHeight, 1.0f);
|
|
}
|
|
|
|
/*** GLRenderTarget ***/
|
|
bool GLRenderTarget::sSupported = false;
|
|
QStack<GLRenderTarget*> GLRenderTarget::s_renderTargets = QStack<GLRenderTarget*>();
|
|
|
|
void GLRenderTarget::initStatic()
|
|
{
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
sSupported = true;
|
|
#else
|
|
sSupported = hasGLExtension("GL_EXT_framebuffer_object") && glFramebufferTexture2D;
|
|
#endif
|
|
}
|
|
|
|
bool GLRenderTarget::isRenderTargetBound()
|
|
{
|
|
return !s_renderTargets.isEmpty();
|
|
}
|
|
|
|
void GLRenderTarget::pushRenderTarget(GLRenderTarget* target)
|
|
{
|
|
target->enable();
|
|
s_renderTargets.push(target);
|
|
}
|
|
|
|
GLRenderTarget* GLRenderTarget::popRenderTarget()
|
|
{
|
|
GLRenderTarget* ret = s_renderTargets.pop();
|
|
ret->disable();
|
|
if (!s_renderTargets.isEmpty())
|
|
s_renderTargets.top()->enable();
|
|
return ret;
|
|
}
|
|
|
|
GLRenderTarget::GLRenderTarget(GLTexture* color)
|
|
{
|
|
// Reset variables
|
|
mValid = false;
|
|
|
|
mTexture = color;
|
|
|
|
// Make sure FBO is supported
|
|
if (sSupported && mTexture && !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);
|
|
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;
|
|
}
|
|
|
|
|
|
//*********************************
|
|
// 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);
|
|
//! VBO and shaders are both supported
|
|
void corePainting(const QRegion& region, GLenum primitiveMode);
|
|
//! VBO is supported, but shaders are not supported
|
|
void fallbackPainting(const QRegion& region, GLenum primitiveMode);
|
|
};
|
|
bool GLVertexBufferPrivate::supported = false;
|
|
GLVertexBuffer *GLVertexBufferPrivate::streamingBuffer = NULL;
|
|
|
|
void GLVertexBufferPrivate::legacyPainting(QRegion region, GLenum primitiveMode)
|
|
{
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
Q_UNUSED(region)
|
|
Q_UNUSED(primitiveMode)
|
|
#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());
|
|
}
|
|
|
|
// Clip using scissoring
|
|
if (region != infiniteRegion()) {
|
|
PaintClipper pc(region);
|
|
for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
|
|
glDrawArrays(primitiveMode, 0, numberVertices);
|
|
}
|
|
} else {
|
|
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)
|
|
{
|
|
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);
|
|
}
|
|
|
|
// Clip using scissoring
|
|
if (region != infiniteRegion()) {
|
|
PaintClipper pc(region);
|
|
for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
|
|
glDrawArrays(primitiveMode, 0, numberVertices);
|
|
}
|
|
} else {
|
|
glDrawArrays(primitiveMode, 0, numberVertices);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
if (useTexCoords) {
|
|
glDisableVertexAttribArray(texAttrib);
|
|
}
|
|
glDisableVertexAttribArray(vertexAttrib);
|
|
}
|
|
|
|
void GLVertexBufferPrivate::fallbackPainting(const QRegion& region, GLenum primitiveMode)
|
|
{
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
Q_UNUSED(region)
|
|
Q_UNUSED(primitiveMode)
|
|
#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 (region != infiniteRegion()) {
|
|
PaintClipper pc(region);
|
|
for (PaintClipper::Iterator iterator; !iterator.isDone(); iterator.next()) {
|
|
glDrawArrays(primitiveMode, 0, numberVertices);
|
|
}
|
|
} else {
|
|
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);
|
|
}
|
|
|
|
void GLVertexBuffer::render(const QRegion& region, GLenum primitiveMode)
|
|
{
|
|
if (!GLVertexBufferPrivate::supported) {
|
|
d->legacyPainting(region, primitiveMode);
|
|
} else if (ShaderManager::instance()->isShaderBound()) {
|
|
d->corePainting(region, primitiveMode);
|
|
} else {
|
|
d->fallbackPainting(region, primitiveMode);
|
|
}
|
|
}
|
|
|
|
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
|
|
|
|
#endif
|