Finally found some way how to handle together ARGB windows

and RGB decorations, although there's probably a better
way than this.


svn path=/branches/work/kwin_composite/; revision=593446
icc-effect-5.14.5
Luboš Luňák 2006-10-07 21:16:38 +00:00
parent b1a526960f
commit db41dd99cd
1 changed files with 54 additions and 2 deletions

View File

@ -233,11 +233,59 @@ void SceneOpenGL::Window::bindTexture()
glBindTexture( GL_TEXTURE_RECTANGLE_ARB, texture );
return;
}
GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawable,
toplevel->windowPixmap(), NULL );
Pixmap pix = toplevel->windowPixmap();
// HACK
// When a window uses ARGB visual and has a decoration, the decoration
// does use ARGB visual. When converting such window to a texture
// the alpha for the decoration part is broken for some reason (undefined?).
// I wasn't lucky converting KWin to use ARGB visuals for decorations,
// so instead simply set alpha in those parts to opaque.
// Without ALPHA_CLEAR_COPY the setting is done directly in the window
// pixmap, which seems to be ok, but let's not risk trouble right now.
// TODO check if this isn't a performance problem and how it can be done better
Client* c = dynamic_cast< Client* >( toplevel );
bool alpha_clear = c != NULL && c->hasAlpha() && !c->noBorder();
#define ALPHA_CLEAR_COPY
#ifdef ALPHA_CLEAR_COPY
if( alpha_clear )
{
Pixmap p2 = XCreatePixmap( display(), pix, c->width(), c->height(), 32 );
GC gc = XCreateGC( display(), pix, 0, NULL );
XCopyArea( display(), pix, p2, gc, 0, 0, c->width(), c->height(), 0, 0 );
pix = p2;
XFreeGC( display(), gc );
}
#endif
GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawable, pix, NULL );
glXMakeContextCurrent( display(), pixmap, pixmap, context );
glReadBuffer( GL_FRONT );
glDrawBuffer( GL_FRONT );
if( alpha_clear )
{
glColor4f( 0, 0, 0, 1 );
glColorMask( 0, 0, 0, 1 );
glBegin( GL_QUADS );
// "c->height() - ..." is to convert to opengl coords
glVertex2i( 0, c->height() - 0 ); // left
glVertex2i( 0, c->height() - c->height());
glVertex2i( c->clientPos().x(), c->height() - c->height());
glVertex2i( c->clientPos().x(), c->height() - 0 );
glVertex2i( 0, c->height() - 0 ); // top
glVertex2i( 0, c->height() - c->clientPos().y());
glVertex2i( c->width(), c->height() - c->clientPos().y());
glVertex2i( c->width(), c->height() - 0 );
glVertex2i( c->width(), c->height() - c->height()); // right
glVertex2i( c->width(), c->height() - 0 );
glVertex2i( c->clientPos().x() + c->clientSize().width(), c->height() - 0 );
glVertex2i( c->clientPos().x() + c->clientSize().width(), c->height() - c->height());
glVertex2i( c->width(), c->height() - c->height()); // bottom
glVertex2i( c->width(), c->height() - ( c->clientPos().y() + c->clientSize().height()));
glVertex2i( 0, c->height() - ( c->clientPos().y() + c->clientSize().height()));
glVertex2i( 0, c->height() - c->height());
glEnd();
glColorMask( 1, 1, 1, 1 );
glColor4f( 1, 1, 1, 1 );
}
if( texture == None )
{
glGenTextures( 1, &texture );
@ -264,6 +312,10 @@ void SceneOpenGL::Window::bindTexture()
// the pixmap
glXDestroyPixmap( display(), pixmap );
toplevel->resetWindowPixmap();
#ifdef ALPHA_CLEAR_COPY
if( alpha_clear )
XFreePixmap( display(), pix );
#endif
}
void SceneOpenGL::Window::discardShape()