move the "copy pixels" code into its own function (it's used twice)

icc-effect-5.14.5
Ralf Jung 2013-03-22 12:17:58 +01:00
parent e8806dfe56
commit 0598e6363b
3 changed files with 51 additions and 79 deletions

View File

@ -391,54 +391,13 @@ void GlxBackend::present()
// convert to OpenGL coordinates
int y = displayHeight() - r.y() - r.height();
glXCopySubBuffer(display(), glxWindow, r.x(), y, r.width(), r.height());
}
} else { // Copy Pixels
// if a shader is bound or the texture unit is enabled, copy pixels results in a black screen
// therefore unbind the shader and restore after copying the pixels
GLint shader = 0;
if (ShaderManager::instance()->isShaderBound()) {
glGetIntegerv(GL_CURRENT_PROGRAM, &shader);
glUseProgram(0);
}
bool reenableTexUnit = false;
if (glIsEnabled(GL_TEXTURE_2D)) {
glDisable(GL_TEXTURE_2D);
reenableTexUnit = true;
}
// no idea why glScissor() is used, but Compiz has it and it doesn't seem to hurt
glEnable(GL_SCISSOR_TEST);
} else { // Copy Pixels (horribly slow on Mesa)
glDrawBuffer(GL_FRONT);
waitSync();
int xpos = 0;
int ypos = 0;
foreach (const QRect & r, lastDamage().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
SceneOpenGL::copyPixels(lastDamage());
glDrawBuffer(GL_BACK);
glDisable(GL_SCISSOR_TEST);
if (reenableTexUnit) {
glEnable(GL_TEXTURE_2D);
}
// rebind previously bound shader
if (ShaderManager::instance()->isShaderBound()) {
glUseProgram(shader);
}
}
glXWaitGL();
setLastDamage(QRegion());
XFlush(display());
}
void GlxBackend::screenGeometryChanged(const QSize &size)

View File

@ -254,6 +254,46 @@ bool SceneOpenGL::initFailed() const
return !init_ok;
}
#ifndef KWIN_HAVE_OPENGLES
void SceneOpenGL::copyPixels(const QRegion &region)
{
GLint shader = 0;
if (ShaderManager::instance()->isShaderBound()) {
glGetIntegerv(GL_CURRENT_PROGRAM, &shader);
glUseProgram(0);
}
bool reenableTexUnit = false;
if (glIsEnabled(GL_TEXTURE_2D)) {
glDisable(GL_TEXTURE_2D);
reenableTexUnit = true;
}
// no idea why glScissor() is used, but Compiz has it and it doesn't seem to hurt
glEnable(GL_SCISSOR_TEST);
int xpos = 0;
int ypos = 0;
foreach (const QRect &r, region.rects()) {
// convert to OpenGL coordinates
int y = displayHeight() - r.y() - r.height();
glBitmap(0, 0, 0, 0, r.x() - xpos, y - ypos, NULL); // not glRasterPos2f, see glxbackend.cpp
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
glDisable(GL_SCISSOR_TEST);
if (reenableTexUnit) {
glEnable(GL_TEXTURE_2D);
}
// rebind previously bound shader
if (ShaderManager::instance()->isShaderBound()) {
glUseProgram(shader);
}
}
#endif
int SceneOpenGL::paint(QRegion damage, ToplevelList toplevels)
{
// actually paint the frame, flushed with the NEXT frame
@ -269,48 +309,14 @@ int SceneOpenGL::paint(QRegion damage, ToplevelList toplevels)
checkGLError("Paint1");
#endif
const QRegion displayRegion(0, 0, displayWidth(), displayHeight());
paintScreen(&mask, &damage); // call generic implementation
#ifndef KWIN_HAVE_OPENGLES
const QRegion displayRegion(0, 0, displayWidth(), displayHeight());
// copy dirty parts from front to backbuffer
if (options->glPreferBufferSwap() == Options::CopyFrontBuffer && damage != displayRegion) {
GLint shader = 0;
if (ShaderManager::instance()->isShaderBound()) {
glGetIntegerv(GL_CURRENT_PROGRAM, &shader);
glUseProgram(0);
}
bool reenableTexUnit = false;
if (glIsEnabled(GL_TEXTURE_2D)) {
glDisable(GL_TEXTURE_2D);
reenableTexUnit = true;
}
// no idea why glScissor() is used, but Compiz has it and it doesn't seem to hurt
glEnable(GL_SCISSOR_TEST);
glReadBuffer(GL_FRONT);
int xpos = 0;
int ypos = 0;
const QRegion dirty = displayRegion - damage;
foreach (const QRect &r, dirty.rects()) {
// convert to OpenGL coordinates
int y = displayHeight() - r.y() - r.height();
glBitmap(0, 0, 0, 0, r.x() - xpos, y - ypos, NULL); // not glRasterPos2f, see glxbackend.cpp
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
copyPixels(displayRegion - damage);
glReadBuffer(GL_BACK);
glDisable(GL_SCISSOR_TEST);
if (reenableTexUnit) {
glEnable(GL_TEXTURE_2D);
}
// rebind previously bound shader
if (ShaderManager::instance()->isShaderBound()) {
glUseProgram(shader);
}
damage = displayRegion;
}
#endif

View File

@ -63,6 +63,13 @@ public:
Texture *createTexture();
Texture *createTexture(const QPixmap& pix, GLenum target = GL_TEXTURE_2D);
#ifndef KWIN_HAVE_OPENGLES
/**
* Copy a region of pixels from the current read to the current draw buffer
*/
static void copyPixels(const QRegion &region);
#endif
static SceneOpenGL *createScene();
protected: