kwin/scene_opengl.cpp

1906 lines
68 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Based on glcompmgr code by Felix Bellaby.
Using code from Compiz and Beryl.
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/>.
*********************************************************************/
/*
This is the OpenGL-based compositing code. It is the primary and most powerful
compositing backend.
Sources and other compositing managers:
=======================================
- http://opengl.org
- documentation
- OpenGL Redbook (http://opengl.org/documentation/red_book/ - note it's only version 1.1)
- GLX docs (http://opengl.org/documentation/specs/glx/glx1.4.pdf)
- extensions docs (http://www.opengl.org/registry/)
- glcompmgr
- http://lists.freedesktop.org/archives/xorg/2006-July/017006.html ,
- http://www.mail-archive.com/compiz%40lists.freedesktop.org/msg00023.html
- simple and easy to understand
- works even without texture_from_pixmap extension
- claims to support several different gfx cards
- compile with something like
"gcc -Wall glcompmgr-0.5.c `pkg-config --cflags --libs glib-2.0` -lGL -lXcomposite -lXdamage -L/usr/X11R6/lib"
- compiz
- git clone git://anongit.freedesktop.org/git/xorg/app/compiz
- the ultimate <whatever>
- glxcompmgr
- git clone git://anongit.freedesktop.org/git/xorg/app/glxcompgr
- a rather old version of compiz, but also simpler and as such simpler
to understand
- beryl
- a fork of Compiz
- http://beryl-project.org
- git clone git://anongit.beryl-project.org/beryl/beryl-core (or beryl-plugins etc. ,
the full list should be at git://anongit.beryl-project.org/beryl/)
- libcm (metacity)
- cvs -d :pserver:anonymous@anoncvs.gnome.org:/cvs/gnome co libcm
- not much idea about it, the model differs a lot from KWin/Compiz/Beryl
- does not seem to be very powerful or with that much development going on
*/
#include "scene_opengl.h"
#include <kxerrorhandler.h>
#include "utils.h"
#include "client.h"
#include "deleted.h"
#include "effects.h"
#include <sys/ipc.h>
#include <sys/shm.h>
#include <math.h>
// turns on checks for opengl errors in various places (for easier finding of them)
// normally only few of them are enabled
//#define CHECK_GL_ERROR
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
#include <X11/extensions/Xcomposite.h>
#include <qpainter.h>
namespace KWin
{
//****************************************
// SceneOpenGL
//****************************************
// the configs used for the destination
GLXFBConfig SceneOpenGL::fbcbuffer_db;
GLXFBConfig SceneOpenGL::fbcbuffer_nondb;
// the configs used for windows
SceneOpenGL::FBConfigInfo SceneOpenGL::fbcdrawableinfo[ 32 + 1 ];
// GLX content
GLXContext SceneOpenGL::ctxbuffer;
GLXContext SceneOpenGL::ctxdrawable;
// the destination drawable where the compositing is done
GLXDrawable SceneOpenGL::glxbuffer = None;
GLXDrawable SceneOpenGL::last_pixmap = None;
bool SceneOpenGL::tfp_mode; // using glXBindTexImageEXT (texture_from_pixmap)
bool SceneOpenGL::db; // destination drawable is double-buffered
bool SceneOpenGL::shm_mode;
#ifdef HAVE_XSHM
XShmSegmentInfo SceneOpenGL::shm;
#endif
SceneOpenGL::SceneOpenGL( Workspace* ws )
: Scene( ws )
, init_ok( false )
, selfCheckDone( false )
{
if( !Extensions::glxAvailable())
{
kDebug( 1212 ) << "No glx extensions available";
return; // error
}
initGLX();
// check for FBConfig support
if( !hasGLExtension( "GLX_SGIX_fbconfig" ) || !glXGetFBConfigAttrib || !glXGetFBConfigs ||
!glXGetVisualFromFBConfig || !glXCreatePixmap || !glXDestroyPixmap ||
!glXCreateWindow || !glXDestroyWindow )
{
kError( 1212 ) << "GLX_SGIX_fbconfig or required GLX functions missing";
return; // error
}
if( !selectMode())
return; // error
if( !initBuffer()) // create destination buffer
return; // error
if( !initRenderingContext())
return; // error
// Initialize OpenGL
initGL();
if( !hasGLExtension( "GL_ARB_texture_non_power_of_two" )
&& !hasGLExtension( "GL_ARB_texture_rectangle" ))
{
kError( 1212 ) << "GL_ARB_texture_non_power_of_two and GL_ARB_texture_rectangle missing";
return; // error
}
if( db )
glDrawBuffer( GL_BACK );
// Check whether certain features are supported
has_waitSync = false;
if( glXGetVideoSync && glXIsDirect( display(), ctxbuffer ) && options->glVSync )
{
unsigned int sync;
if( glXGetVideoSync( &sync ) == 0 )
{
if( glXWaitVideoSync( 1, 0, &sync ) == 0 )
has_waitSync = true;
}
}
// OpenGL scene setup
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
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;
// swap top and bottom to have OpenGL coordinate system match X system
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
float scaleFactor = 1.1 * tan( fovy * M_PI / 360.0f )/ymax;
glTranslatef( xmin*scaleFactor, ymax*scaleFactor, -1.1 );
glScalef( (xmax-xmin)*scaleFactor/displayWidth(), -(ymax-ymin)*scaleFactor/displayHeight(), 0.001 );
if( checkGLError( "Init" ))
{
kError( 1212 ) << "OpenGL compositing setup failed";
return; // error
}
// Do self-check immediatelly during compositing setup only when it's not KWin startup
// at the same time (in other words, only when activating compositing using the kcm).
// Currently selfcheck causes bad flicker (due to X mapping the overlay window
// for too long?) which looks bad during KDE startup.
if( !initting )
{
if( !selfCheck())
return;
selfCheckDone = true;
}
kDebug( 1212 ) << "DB:" << db << ", TFP:" << tfp_mode << ", SHM:" << shm_mode
<< ", Direct:" << bool( glXIsDirect( display(), ctxbuffer )) << endl;
init_ok = true;
}
SceneOpenGL::~SceneOpenGL()
{
if( !init_ok )
{
// TODO this probably needs to clean up whatever has been created until the failure
wspace->destroyOverlay();
return;
}
foreach( Window* w, windows )
delete w;
// do cleanup after initBuffer()
glXMakeCurrent( display(), None, NULL );
glXDestroyContext( display(), ctxbuffer );
if( wspace->overlayWindow())
{
if( hasGLXVersion( 1, 3 ))
glXDestroyWindow( display(), glxbuffer );
XDestroyWindow( display(), buffer );
wspace->destroyOverlay();
}
else
{
glXDestroyPixmap( display(), glxbuffer );
XFreeGC( display(), gcroot );
XFreePixmap( display(), buffer );
}
if( shm_mode )
cleanupShm();
if( !tfp_mode && !shm_mode )
{
if( last_pixmap != None )
glXDestroyPixmap( display(), last_pixmap );
glXDestroyContext( display(), ctxdrawable );
}
EffectFrame::cleanup();
checkGLError( "Cleanup" );
}
bool SceneOpenGL::initFailed() const
{
return !init_ok;
}
bool SceneOpenGL::selectMode()
{
// select mode - try TFP first, then SHM, otherwise fallback mode
shm_mode = false;
tfp_mode = false;
if( options->glMode == Options::GLTFP )
{
if( initTfp())
tfp_mode = true;
else if( initShm())
shm_mode = true;
}
else if( options->glMode == Options::GLSHM )
{
if( initShm())
shm_mode = true;
else if( initTfp())
tfp_mode = true;
}
if( !initDrawableConfigs())
return false;
return true;
}
bool SceneOpenGL::initTfp()
{
if( glXBindTexImageEXT == NULL || glXReleaseTexImageEXT == NULL )
return false;
return true;
}
bool SceneOpenGL::initShm()
{
#ifdef HAVE_XSHM
int major, minor;
Bool pixmaps;
if( !XShmQueryVersion( display(), &major, &minor, &pixmaps ) || !pixmaps )
return false;
if( XShmPixmapFormat( display()) != ZPixmap )
return false;
const int MAXSIZE = 4096 * 2048 * 4; // TODO check there are not larger windows
// TODO check that bytes_per_line doesn't involve padding?
shm.readOnly = False;
shm.shmid = shmget( IPC_PRIVATE, MAXSIZE, IPC_CREAT | 0600 );
if( shm.shmid < 0 )
return false;
shm.shmaddr = ( char* ) shmat( shm.shmid, NULL, 0 );
if( shm.shmaddr == ( void * ) -1 )
{
shmctl( shm.shmid, IPC_RMID, 0 );
return false;
}
#ifdef __linux__
// mark as deleted to automatically free the memory in case
// of a crash (but this doesn't work e.g. on Solaris ... oh well)
shmctl( shm.shmid, IPC_RMID, 0 );
#endif
KXErrorHandler errs;
XShmAttach( display(), &shm );
if( errs.error( true ))
{
#ifndef __linux__
shmctl( shm.shmid, IPC_RMID, 0 );
#endif
shmdt( shm.shmaddr );
return false;
}
return true;
#else
return false;
#endif
}
void SceneOpenGL::cleanupShm()
{
#ifdef HAVE_XSHM
shmdt( shm.shmaddr );
#ifndef __linux__
shmctl( shm.shmid, IPC_RMID, 0 );
#endif
#endif
}
bool SceneOpenGL::initRenderingContext()
{
bool direct_rendering = options->glDirect;
if( !tfp_mode && !shm_mode )
direct_rendering = false; // fallback doesn't seem to work with direct rendering
KXErrorHandler errs1;
ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL,
direct_rendering ? GL_TRUE : GL_FALSE );
bool failed = ( ctxbuffer == NULL || !glXMakeCurrent( display(), glxbuffer, ctxbuffer ));
if( errs1.error( true )) // always check for error( having it all in one if() could skip
failed = true; // it due to evaluation short-circuiting
if( failed )
{
if( !direct_rendering )
{
kDebug( 1212 ).nospace() << "Couldn't initialize rendering context ("
<< KXErrorHandler::errorMessage( errs1.errorEvent()) << ")";
return false;
}
glXMakeCurrent( display(), None, NULL );
if( ctxbuffer != NULL )
glXDestroyContext( display(), ctxbuffer );
direct_rendering = false; // try again
KXErrorHandler errs2;
ctxbuffer = glXCreateNewContext( display(), fbcbuffer, GLX_RGBA_TYPE, NULL, GL_FALSE );
bool failed = ( ctxbuffer == NULL || !glXMakeCurrent( display(), glxbuffer, ctxbuffer ));
if( errs2.error( true ))
failed = true;
if( failed )
{
kDebug( 1212 ).nospace() << "Couldn't initialize rendering context ("
<< KXErrorHandler::errorMessage( errs2.errorEvent()) << ")";
return false;
}
}
if( !tfp_mode && !shm_mode )
{
ctxdrawable = glXCreateNewContext( display(), fbcdrawableinfo[ QX11Info::appDepth() ].fbconfig, GLX_RGBA_TYPE, ctxbuffer,
direct_rendering ? GL_TRUE : GL_FALSE );
}
return true;
}
// create destination buffer
bool SceneOpenGL::initBuffer()
{
if( !initBufferConfigs())
return false;
if( fbcbuffer_db != NULL && wspace->createOverlay())
{ // we have overlay, try to create double-buffered window in it
fbcbuffer = fbcbuffer_db;
XVisualInfo* visual = glXGetVisualFromFBConfig( display(), fbcbuffer );
XSetWindowAttributes attrs;
attrs.colormap = XCreateColormap( display(), rootWindow(), visual->visual, AllocNone );
buffer = XCreateWindow( display(), wspace->overlayWindow(), 0, 0, displayWidth(), displayHeight(),
0, visual->depth, InputOutput, visual->visual, CWColormap, &attrs );
if( hasGLXVersion( 1, 3 ))
glxbuffer = glXCreateWindow( display(), fbcbuffer, buffer, NULL );
else
glxbuffer = buffer;
wspace->setupOverlay( buffer );
db = true;
XFree( visual );
}
else if( fbcbuffer_nondb != NULL )
{ // cannot get any double-buffered drawable, will double-buffer using a pixmap
fbcbuffer = fbcbuffer_nondb;
XVisualInfo* visual = glXGetVisualFromFBConfig( display(), fbcbuffer );
XGCValues gcattr;
gcattr.subwindow_mode = IncludeInferiors;
gcroot = XCreateGC( display(), rootWindow(), GCSubwindowMode, &gcattr );
buffer = XCreatePixmap( display(), rootWindow(), displayWidth(), displayHeight(),
visual->depth );
glxbuffer = glXCreatePixmap( display(), fbcbuffer, buffer, NULL );
db = false;
XFree( visual );
}
else
{
kError( 1212 ) << "Couldn't create output buffer (failed to create overlay window?) !";
return false; // error
}
int vis_buffer;
glXGetFBConfigAttrib( display(), fbcbuffer, GLX_VISUAL_ID, &vis_buffer );
XVisualInfo* visinfo_buffer = glXGetVisualFromFBConfig( display(), fbcbuffer );
kDebug( 1212 ) << "Buffer visual (depth " << visinfo_buffer->depth << "): 0x" << QString::number( vis_buffer, 16 );
XFree( visinfo_buffer );
return true;
}
// choose the best configs for the destination buffer
bool SceneOpenGL::initBufferConfigs()
{
int cnt;
GLXFBConfig *fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display() ), &cnt );
fbcbuffer_db = NULL;
fbcbuffer_nondb = NULL;
for( int i = 0; i < 2; i++ )
{
int back, stencil, depth, caveat, alpha;
back = i > 0 ? INT_MAX : 1;
stencil = INT_MAX;
depth = INT_MAX;
caveat = INT_MAX;
alpha = 0;
for( int j = 0; j < cnt; j++ )
{
XVisualInfo *vi;
int visual_depth;
vi = glXGetVisualFromFBConfig( display(), fbconfigs[ j ] );
if( vi == NULL )
continue;
visual_depth = vi->depth;
XFree( vi );
if( visual_depth != DefaultDepth( display(), DefaultScreen( display())))
continue;
int value;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_ALPHA_SIZE, &alpha );
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_BUFFER_SIZE, &value );
if( value != visual_depth && ( value - alpha ) != visual_depth )
continue;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_RENDER_TYPE, &value );
if( !( value & GLX_RGBA_BIT ))
continue;
int back_value;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_DOUBLEBUFFER, &back_value );
if( i > 0 )
{
if( back_value > back )
continue;
}
else
{
if( back_value < back )
continue;
}
int stencil_value;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_STENCIL_SIZE, &stencil_value );
if( stencil_value > stencil )
continue;
int depth_value;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_DEPTH_SIZE, &depth_value );
if( depth_value > depth )
continue;
int caveat_value;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_CONFIG_CAVEAT, &caveat_value );
if( caveat_value > caveat )
continue;
back = back_value;
stencil = stencil_value;
depth = depth_value;
caveat = caveat_value;
if( i > 0 )
fbcbuffer_nondb = fbconfigs[ j ];
else
fbcbuffer_db = fbconfigs[ j ];
}
}
if( cnt )
XFree( fbconfigs );
if( fbcbuffer_db == NULL && fbcbuffer_nondb == NULL )
{
kError( 1212 ) << "Couldn't find framebuffer configuration for buffer!";
return false;
}
for( int i = 0; i <= 32; i++ )
{
if( fbcdrawableinfo[ i ].fbconfig == NULL )
continue;
int vis_drawable = 0;
glXGetFBConfigAttrib( display(), fbcdrawableinfo[ i ].fbconfig, GLX_VISUAL_ID, &vis_drawable );
kDebug( 1212 ) << "Drawable visual (depth " << i << "): 0x" << QString::number( vis_drawable, 16 );
}
return true;
}
// make a list of the best configs for windows by depth
bool SceneOpenGL::initDrawableConfigs()
{
int cnt;
GLXFBConfig *fbconfigs = glXGetFBConfigs( display(), DefaultScreen( display() ), &cnt );
for( int i = 0; i <= 32; i++ )
{
int back, stencil, depth, caveat, alpha, mipmap, rgba;
back = INT_MAX;
stencil = INT_MAX;
depth = INT_MAX;
caveat = INT_MAX;
mipmap = 0;
rgba = 0;
fbcdrawableinfo[ i ].fbconfig = NULL;
fbcdrawableinfo[ i ].bind_texture_format = 0;
fbcdrawableinfo[ i ].y_inverted = 0;
fbcdrawableinfo[ i ].mipmap = 0;
for( int j = 0; j < cnt; j++ )
{
XVisualInfo *vi;
int visual_depth;
vi = glXGetVisualFromFBConfig( display(), fbconfigs[ j ] );
if( vi == NULL )
continue;
visual_depth = vi->depth;
XFree( vi );
if( visual_depth != i )
continue;
int value;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_ALPHA_SIZE, &alpha );
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_BUFFER_SIZE, &value );
if( value != i && ( value - alpha ) != i )
continue;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_RENDER_TYPE, &value );
if( !( value & GLX_RGBA_BIT ))
continue;
if( tfp_mode )
{
value = 0;
if( i == 32 )
{
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_BIND_TO_TEXTURE_RGBA_EXT, &value );
if( value )
{
// TODO I think this should be set only after the config passes all tests
rgba = 1;
fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGBA_EXT;
}
}
if( !value )
{
if( rgba )
continue;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_BIND_TO_TEXTURE_RGB_EXT, &value );
if( !value )
continue;
fbcdrawableinfo[ i ].bind_texture_format = GLX_TEXTURE_FORMAT_RGB_EXT;
}
}
int back_value;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_DOUBLEBUFFER, &back_value );
if( back_value > back )
continue;
int stencil_value;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_STENCIL_SIZE, &stencil_value );
if( stencil_value > stencil )
continue;
int depth_value;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_DEPTH_SIZE, &depth_value );
if( depth_value > depth )
continue;
int mipmap_value = -1;
if( tfp_mode && GLTexture::framebufferObjectSupported())
{
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_BIND_TO_MIPMAP_TEXTURE_EXT, &mipmap_value );
if( mipmap_value < mipmap )
continue;
}
int caveat_value;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_CONFIG_CAVEAT, &caveat_value );
if( caveat_value > caveat )
continue;
// ok, config passed all tests, it's the best one so far
fbcdrawableinfo[ i ].fbconfig = fbconfigs[ j ];
caveat = caveat_value;
back = back_value;
stencil = stencil_value;
depth = depth_value;
mipmap = mipmap_value;
glXGetFBConfigAttrib( display(), fbconfigs[ j ],
GLX_Y_INVERTED_EXT, &value );
fbcdrawableinfo[ i ].y_inverted = value;
fbcdrawableinfo[ i ].mipmap = mipmap;
}
}
if( cnt )
XFree( fbconfigs );
if( fbcdrawableinfo[ DefaultDepth( display(), DefaultScreen( display())) ].fbconfig == NULL )
{
kError( 1212 ) << "Couldn't find framebuffer configuration for default depth!";
return false;
}
if( fbcdrawableinfo[ 32 ].fbconfig == NULL )
{
kError( 1212 ) << "Couldn't find framebuffer configuration for depth 32 (no ARGB GLX visual)!";
return false;
}
return true;
}
// Test if compositing actually _really_ works, by creating a texture from a testing
// window, drawing it on the screen, reading the contents back and comparing. This
// should test whether compositing really works.
// This function does the whole selfcheck, it can be done also in two parts
// during actual drawing (to avoid flicker, see selfCheck() call from the ctor).
bool SceneOpenGL::selfCheck()
{
QRegion reg = selfCheckRegion();
if( wspace->overlayWindow())
{ // avoid covering the whole screen too soon
wspace->setOverlayShape( reg );
wspace->showOverlay();
}
selfCheckSetup();
flushBuffer( PAINT_SCREEN_REGION, reg );
bool ok = selfCheckFinish();
if( wspace->overlayWindow())
wspace->hideOverlay();
return ok;
}
void SceneOpenGL::selfCheckSetup()
{
KXErrorHandler err;
QImage img( selfCheckWidth(), selfCheckHeight(), QImage::Format_RGB32 );
img.setPixel( 0, 0, QColor( Qt::red ).rgb());
img.setPixel( 1, 0, QColor( Qt::green ).rgb());
img.setPixel( 2, 0, QColor( Qt::blue ).rgb());
img.setPixel( 0, 1, QColor( Qt::white ).rgb());
img.setPixel( 1, 1, QColor( Qt::black ).rgb());
img.setPixel( 2, 1, QColor( Qt::white ).rgb());
QPixmap pix = QPixmap::fromImage( img );
foreach( const QPoint& p, selfCheckPoints())
{
XSetWindowAttributes wa;
wa.override_redirect = True;
::Window window = XCreateWindow( display(), rootWindow(), 0, 0, selfCheckWidth(), selfCheckHeight(),
0, QX11Info::appDepth(), CopyFromParent, CopyFromParent, CWOverrideRedirect, &wa );
XSetWindowBackgroundPixmap( display(), window, pix.handle());
XClearWindow( display(), window );
XMapWindow( display(), window );
// move the window one down to where the result will be rendered too, just in case
// the render would fail completely and eventual check would try to read this window's contents
XMoveWindow( display(), window, p.x() + 1, p.y());
XCompositeRedirectWindow( display(), window, CompositeRedirectAutomatic );
Pixmap wpix = XCompositeNameWindowPixmap( display(), window );
glXWaitX();
Texture texture;
texture.load( wpix, QSize( selfCheckWidth(), selfCheckHeight()), QX11Info::appDepth());
texture.bind();
QRect rect( p.x(), p.y(), selfCheckWidth(), selfCheckHeight());
texture.render( infiniteRegion(), rect );
texture.unbind();
glXWaitGL();
XFreePixmap( display(), wpix );
XDestroyWindow( display(), window );
}
err.error( true ); // just sync and discard
}
bool SceneOpenGL::selfCheckFinish()
{
glXWaitGL();
KXErrorHandler err;
bool ok = true;
foreach( const QPoint& p, selfCheckPoints())
{
QPixmap pix = QPixmap::grabWindow( rootWindow(), p.x(), p.y(), selfCheckWidth(), selfCheckHeight());
QImage img = pix.toImage();
// kDebug(1212) << "P:" << QColor( img.pixel( 0, 0 )).name();
// kDebug(1212) << "P:" << QColor( img.pixel( 1, 0 )).name();
// kDebug(1212) << "P:" << QColor( img.pixel( 2, 0 )).name();
// kDebug(1212) << "P:" << QColor( img.pixel( 0, 1 )).name();
// kDebug(1212) << "P:" << QColor( img.pixel( 1, 1 )).name();
// kDebug(1212) << "P:" << QColor( img.pixel( 2, 1 )).name();
if( img.pixel( 0, 0 ) != QColor( Qt::red ).rgb()
|| img.pixel( 1, 0 ) != QColor( Qt::green ).rgb()
|| img.pixel( 2, 0 ) != QColor( Qt::blue ).rgb()
|| img.pixel( 0, 1 ) != QColor( Qt::white ).rgb()
|| img.pixel( 1, 1 ) != QColor( Qt::black ).rgb()
|| img.pixel( 2, 1 ) != QColor( Qt::white ).rgb())
{
kError( 1212 ) << "OpenGL compositing self-check failed, falling back to XRender.";
ok = false;
break;
}
}
if( err.error( true ))
ok = false;
if( ok )
kDebug( 1212 ) << "OpenGL compositing self-check passed.";
if( !ok && options->disableCompositingChecks )
{
kWarning( 1212 ) << "Compositing checks disabled, proceeding regardless of self-check failure.";
return true;
}
return ok;
}
// the entry function for painting
void SceneOpenGL::paint( QRegion damage, ToplevelList toplevels )
{
foreach( Toplevel* c, toplevels )
{
assert( windows.contains( c ));
stacking_order.append( windows[ c ] );
}
grabXServer();
glXWaitX();
glPushMatrix();
int mask = 0;
#ifdef CHECK_GL_ERROR
checkGLError( "Paint1" );
#endif
paintScreen( &mask, &damage ); // call generic implementation
#ifdef CHECK_GL_ERROR
checkGLError( "Paint2" );
#endif
glPopMatrix();
ungrabXServer(); // ungrab before flushBuffer(), it may wait for vsync
if( wspace->overlayWindow()) // show the window only after the first pass, since
wspace->showOverlay(); // that pass may take long
if( !selfCheckDone )
{
selfCheckSetup();
damage |= selfCheckRegion();
}
flushBuffer( mask, damage );
if( !selfCheckDone )
{
if( !selfCheckFinish())
QTimer::singleShot( 0, Workspace::self(), SLOT( fallbackToXRenderCompositing()));
selfCheckDone = true;
}
// do cleanup
stacking_order.clear();
checkGLError( "PostPaint" );
}
// wait for vblank signal before painting
void SceneOpenGL::waitSync()
{ // NOTE that vsync has no effect with indirect rendering
if( waitSyncAvailable())
{
unsigned int sync;
glFlush();
glXGetVideoSync( &sync );
glXWaitVideoSync( 2, ( sync + 1 ) % 2, &sync );
}
}
// actually paint to the screen (double-buffer swap or copy from pixmap buffer)
void SceneOpenGL::flushBuffer( int mask, QRegion damage )
{
if( db )
{
if( mask & PAINT_SCREEN_REGION )
{
waitSync();
if( glXCopySubBuffer )
{
foreach( const QRect &r, damage.rects())
{
// convert to OpenGL coordinates
int y = displayHeight() - r.y() - r.height();
glXCopySubBuffer( display(), glxbuffer, r.x(), y, r.width(), r.height());
}
}
else
{ // no idea why glScissor() is used, but Compiz has it and it doesn't seem to hurt
glEnable( GL_SCISSOR_TEST );
glDrawBuffer( GL_FRONT );
int xpos = 0;
int ypos = 0;
foreach( const QRect &r, damage.rects())
{
// convert to OpenGL coordinates
int y = displayHeight() - r.y() - r.height();
// Move raster position relatively using glBitmap() rather
// than using glRasterPos2f() - the latter causes drawing
// artefacts at the bottom screen edge with some gfx cards
// glRasterPos2f( r.x(), r.y() + r.height());
glBitmap( 0, 0, 0, 0, r.x() - xpos, y - ypos, NULL );
xpos = r.x();
ypos = y;
glScissor( r.x(), y, r.width(), r.height());
glCopyPixels( r.x(), y, r.width(), r.height(), GL_COLOR );
}
glBitmap( 0, 0, 0, 0, -xpos, -ypos, NULL ); // move position back to 0,0
glDrawBuffer( GL_BACK );
glDisable( GL_SCISSOR_TEST );
}
}
else
{
waitSync();
glXSwapBuffers( display(), glxbuffer );
}
glXWaitGL();
XFlush( display());
}
else
{
glFlush();
glXWaitGL();
waitSync();
if( mask & PAINT_SCREEN_REGION )
foreach( const QRect &r, damage.rects())
XCopyArea( display(), buffer, rootWindow(), gcroot, r.x(), r.y(), r.width(), r.height(), r.x(), r.y());
else
XCopyArea( display(), buffer, rootWindow(), gcroot, 0, 0, displayWidth(), displayHeight(), 0, 0 );
XFlush( display());
}
}
void SceneOpenGL::paintGenericScreen( int mask, ScreenPaintData data )
{
if( mask & PAINT_SCREEN_TRANSFORMED )
{ // apply screen transformations
glPushMatrix();
glTranslatef( data.xTranslate, data.yTranslate, data.zTranslate );
if( data.rotation )
{
// translate to rotation point, rotate, translate back
glTranslatef( data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint );
float xAxis = 0.0;
float yAxis = 0.0;
float zAxis = 0.0;
switch( data.rotation->axis )
{
case RotationData::XAxis:
xAxis = 1.0;
break;
case RotationData::YAxis:
yAxis = 1.0;
break;
case RotationData::ZAxis:
zAxis = 1.0;
break;
}
glRotatef( data.rotation->angle, xAxis, yAxis, zAxis );
glTranslatef( -data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint );
}
glScalef( data.xScale, data.yScale, data.zScale );
}
Scene::paintGenericScreen( mask, data );
if( mask & PAINT_SCREEN_TRANSFORMED )
glPopMatrix();
}
void SceneOpenGL::paintBackground( QRegion region )
{
PaintClipper pc( region );
if( !PaintClipper::clip())
{
glPushAttrib( GL_COLOR_BUFFER_BIT );
glClearColor( 0, 0, 0, 1 ); // black
glClear( GL_COLOR_BUFFER_BIT );
glPopAttrib();
return;
}
if( pc.clip() && pc.paintArea().isEmpty())
return; // no background to paint
glPushAttrib( GL_CURRENT_BIT );
glColor4f( 0, 0, 0, 1 ); // black
for( PaintClipper::Iterator iterator;
!iterator.isDone();
iterator.next())
{
glBegin( GL_QUADS );
QRect r = iterator.boundingRect();
glVertex2i( r.x(), r.y());
glVertex2i( r.x() + r.width(), r.y());
glVertex2i( r.x() + r.width(), r.y() + r.height());
glVertex2i( r.x(), r.y() + r.height());
glEnd();
}
glPopAttrib();
}
void SceneOpenGL::windowAdded( Toplevel* c )
{
assert( !windows.contains( c ));
windows[ c ] = new Window( c );
c->effectWindow()->setSceneWindow( windows[ c ]);
}
void SceneOpenGL::windowClosed( Toplevel* c, Deleted* deleted )
{
assert( windows.contains( c ));
if( deleted != NULL )
{ // replace c with deleted
Window* w = windows.take( c );
w->updateToplevel( deleted );
windows[ deleted ] = w;
}
else
{
delete windows.take( c );
c->effectWindow()->setSceneWindow( NULL );
}
}
void SceneOpenGL::windowDeleted( Deleted* c )
{
assert( windows.contains( c ));
delete windows.take( c );
c->effectWindow()->setSceneWindow( NULL );
}
void SceneOpenGL::windowGeometryShapeChanged( Toplevel* c )
{
if( !windows.contains( c )) // this is ok, shape is not valid
return; // by default
Window* w = windows[ c ];
w->discardShape();
w->checkTextureSize();
}
void SceneOpenGL::windowOpacityChanged( Toplevel* )
{
#if 0 // not really needed, windows are painted on every repaint
// and opacity is used when applying texture, not when
// creating it
if( !windows.contains( c )) // this is ok, texture is created
return; // on demand
Window* w = windows[ c ];
w->discardTexture();
#endif
}
//****************************************
// SceneOpenGL::Texture
//****************************************
SceneOpenGL::Texture::Texture() : GLTexture()
{
init();
}
SceneOpenGL::Texture::Texture( const Pixmap& pix, const QSize& size, int depth ) : GLTexture()
{
init();
load( pix, size, depth );
}
SceneOpenGL::Texture::~Texture()
{
discard();
}
void SceneOpenGL::Texture::init()
{
bound_glxpixmap = None;
}
void SceneOpenGL::Texture::createTexture()
{
glGenTextures( 1, &mTexture );
}
void SceneOpenGL::Texture::discard()
{
if( mTexture != None )
release();
GLTexture::discard();
}
void SceneOpenGL::Texture::release()
{
if( tfp_mode && bound_glxpixmap != None )
{
if( !options->glStrictBinding )
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
glXDestroyPixmap( display(), bound_glxpixmap );
bound_glxpixmap = None;
}
}
void SceneOpenGL::Texture::findTarget()
{
unsigned int new_target = 0;
if( tfp_mode && glXQueryDrawable && bound_glxpixmap != None )
glXQueryDrawable( display(), bound_glxpixmap, GLX_TEXTURE_TARGET_EXT, &new_target );
// Hack for XGL - this should not be a fallback for glXQueryDrawable() but instead the case
// when glXQueryDrawable is not available. However this call fails with XGL, unless KWin
// is compiled statically with the libGL that Compiz is built against (without which neither
// Compiz works with XGL). Falling back to doing this manually makes this work.
if( new_target == 0 )
{
if( NPOTTextureSupported() ||
( isPowerOfTwo( mSize.width()) && isPowerOfTwo( mSize.height())))
new_target = GLX_TEXTURE_2D_EXT;
else
new_target = GLX_TEXTURE_RECTANGLE_EXT;
}
switch( new_target )
{
case GLX_TEXTURE_2D_EXT:
mTarget = GL_TEXTURE_2D;
mScale.setWidth( 1.0f / mSize.width());
mScale.setHeight( 1.0f / mSize.height());
break;
case GLX_TEXTURE_RECTANGLE_EXT:
mTarget = GL_TEXTURE_RECTANGLE_ARB;
mScale.setWidth( 1.0f );
mScale.setHeight( 1.0f );
break;
default:
abort();
}
}
QRegion SceneOpenGL::Texture::optimizeBindDamage( const QRegion& reg, int limit )
{
if( reg.rects().count() <= 1 )
return reg;
// try to reduce the number of rects, as especially with SHM mode every rect
// causes X roundtrip, even for very small areas - so, when the size difference
// between all the areas and the bounding rectangle is small, simply use
// only the bounding rectangle
int size = 0;
foreach( const QRect &r, reg.rects())
size += r.width() * r.height();
if( reg.boundingRect().width() * reg.boundingRect().height() - size < limit )
return reg.boundingRect();
return reg;
}
bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size,
int depth, QRegion region )
{
#ifdef CHECK_GL_ERROR
checkGLError( "TextureLoad1" );
#endif
if( pix == None || size.isEmpty() || depth < 1 )
return false;
if( tfp_mode )
{
if( fbcdrawableinfo[ depth ].fbconfig == NULL )
{
kDebug( 1212 ) << "No framebuffer configuration for depth " << depth
<< "; not binding pixmap" << endl;
return false;
}
}
mSize = size;
if( mTexture == None || !region.isEmpty())
{ // new texture, or texture contents changed; mipmaps now invalid
setDirty();
}
#ifdef CHECK_GL_ERROR
checkGLError( "TextureLoad2" );
#endif
if( tfp_mode )
{ // tfp mode, simply bind the pixmap to texture
if( mTexture == None )
createTexture();
// when the pixmap is bound to the texture, they share the same data, so the texture
// updates automatically - no need to do anything in such case
if( bound_glxpixmap != None )
glBindTexture( mTarget, mTexture );
else
{
int attrs[] =
{
GLX_TEXTURE_FORMAT_EXT, fbcdrawableinfo[ depth ].bind_texture_format,
GLX_MIPMAP_TEXTURE_EXT, fbcdrawableinfo[ depth ].mipmap,
None
};
// the GLXPixmap will reference the X pixmap, so it will be freed automatically
// when no longer needed
bound_glxpixmap = glXCreatePixmap( display(), fbcdrawableinfo[ depth ].fbconfig, pix, attrs );
#ifdef CHECK_GL_ERROR
checkGLError( "TextureLoadTFP1" );
#endif
findTarget();
y_inverted = fbcdrawableinfo[ depth ].y_inverted ? true : false;
can_use_mipmaps = fbcdrawableinfo[ depth ].mipmap ? true : false;
glBindTexture( mTarget, mTexture );
#ifdef CHECK_GL_ERROR
checkGLError( "TextureLoadTFP2" );
#endif
if( !options->glStrictBinding )
glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
}
}
else if( shm_mode )
{ // copy pixmap contents to a texture via shared memory
#ifdef HAVE_XSHM
GLenum pixfmt, type;
if( depth >= 24 )
{
pixfmt = GL_BGRA;
type = GL_UNSIGNED_BYTE;
}
else
{ // depth 16
pixfmt = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
}
findTarget();
#ifdef CHECK_GL_ERROR
checkGLError( "TextureLoadSHM1" );
#endif
if( mTexture == None )
{
createTexture();
glBindTexture( mTarget, mTexture );
y_inverted = false;
glTexImage2D( mTarget, 0, depth == 32 ? GL_RGBA : GL_RGB,
mSize.width(), mSize.height(), 0,
pixfmt, type, NULL );
}
else
glBindTexture( mTarget, mTexture );
if( !region.isEmpty())
{
XGCValues xgcv;
xgcv.graphics_exposures = False;
xgcv.subwindow_mode = IncludeInferiors;
GC gc = XCreateGC( display(), pix, GCGraphicsExposures | GCSubwindowMode, &xgcv );
Pixmap p = XShmCreatePixmap( display(), rootWindow(), shm.shmaddr, &shm,
mSize.width(), mSize.height(), depth );
QRegion damage = optimizeBindDamage( region, 100 * 100 );
glPixelStorei( GL_UNPACK_ROW_LENGTH, mSize.width());
foreach( const QRect &r, damage.rects())
{ // TODO for small areas it might be faster to not use SHM to avoid the XSync()
XCopyArea( display(), pix, p, gc, r.x(), r.y(), r.width(), r.height(), 0, 0 );
glXWaitX();
glTexSubImage2D( mTarget, 0,
r.x(), r.y(), r.width(), r.height(),
pixfmt, type, shm.shmaddr );
glXWaitGL();
}
glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
XFreePixmap( display(), p );
XFreeGC( display(), gc );
}
#ifdef CHECK_GL_ERROR
checkGLError( "TextureLoadSHM2" );
#endif
y_inverted = true;
can_use_mipmaps = true;
#endif
}
else
{ // fallback, copy pixmap contents to a texture
// note that if depth is not QX11Info::appDepth(), this may
// not work (however, it does seem to work with nvidia)
findTarget();
GLXDrawable pixmap = glXCreatePixmap( display(), fbcdrawableinfo[ QX11Info::appDepth() ].fbconfig, pix, NULL );
glXMakeCurrent( display(), pixmap, ctxdrawable );
if( last_pixmap != None )
glXDestroyPixmap( display(), last_pixmap );
// workaround for ATI - it leaks/crashes when the pixmap is destroyed immediately
// here (http://lists.kde.org/?l=kwin&m=116353772208535&w=2)
last_pixmap = pixmap;
glReadBuffer( GL_FRONT );
glDrawBuffer( GL_FRONT );
if( mTexture == None )
{
createTexture();
glBindTexture( mTarget, mTexture );
y_inverted = false;
glCopyTexImage2D( mTarget, 0,
depth == 32 ? GL_RGBA : GL_RGB,
0, 0, mSize.width(), mSize.height(), 0 );
}
else
{
glBindTexture( mTarget, mTexture );
QRegion damage = optimizeBindDamage( region, 30 * 30 );
foreach( const QRect &r, damage.rects())
{
// convert to OpenGL coordinates (this is mapping
// the pixmap to a texture, this is not affected
// by using glOrtho() for the OpenGL scene)
int gly = mSize.height() - r.y() - r.height();
glCopyTexSubImage2D( mTarget, 0,
r.x(), gly, r.x(), gly, r.width(), r.height());
}
}
glXWaitGL();
if( db )
glDrawBuffer( GL_BACK );
glXMakeCurrent( display(), glxbuffer, ctxbuffer );
glBindTexture( mTarget, mTexture );
y_inverted = false;
can_use_mipmaps = true;
}
#ifdef CHECK_GL_ERROR
checkGLError( "TextureLoad0" );
#endif
return true;
}
bool SceneOpenGL::Texture::load( const Pixmap& pix, const QSize& size,
int depth )
{
return load( pix, size, depth,
QRegion( 0, 0, size.width(), size.height()));
}
bool SceneOpenGL::Texture::load( const QImage& image, GLenum target )
{
if( image.isNull())
return false;
return load( QPixmap::fromImage( image ), target );
}
bool SceneOpenGL::Texture::load( const QPixmap& pixmap, GLenum target )
{
Q_UNUSED( target ); // SceneOpenGL::Texture::findTarget() detects the target
if( pixmap.isNull())
return false;
return load( pixmap.handle(), pixmap.size(), pixmap.depth());
}
void SceneOpenGL::Texture::bind()
{
glEnable( mTarget );
glBindTexture( mTarget, mTexture );
if( tfp_mode && options->glStrictBinding )
{
assert( bound_glxpixmap != None );
glXBindTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT, NULL );
}
enableFilter();
if( hasGLVersion( 1, 4, 0 ))
{
// Lod bias makes the trilinear-filtered texture look a bit sharper
glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.0f );
}
}
void SceneOpenGL::Texture::unbind()
{
if( hasGLVersion( 1, 4, 0 ))
{
glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0.0f );
}
if( tfp_mode && options->glStrictBinding )
{
assert( bound_glxpixmap != None );
glBindTexture( mTarget, mTexture );
glXReleaseTexImageEXT( display(), bound_glxpixmap, GLX_FRONT_LEFT_EXT );
}
GLTexture::unbind();
}
//****************************************
// SceneOpenGL::Window
//****************************************
SceneOpenGL::Window::Window( Toplevel* c )
: Scene::Window( c )
, texture()
, topTexture()
, leftTexture()
, rightTexture()
, bottomTexture()
{
}
SceneOpenGL::Window::~Window()
{
discardTexture();
}
// Bind the window pixmap to an OpenGL texture.
bool SceneOpenGL::Window::bindTexture()
{
if( texture.texture() != None && toplevel->damage().isEmpty())
{
// texture doesn't need updating, just bind it
glBindTexture( texture.target(), texture.texture());
return true;
}
// Get the pixmap with the window contents
Pixmap pix = toplevel->windowPixmap();
if( pix == None )
return false;
bool success = texture.load( pix, toplevel->size(), toplevel->depth(),
toplevel->damage());
if( success )
toplevel->resetDamage( QRect( toplevel->clientPos(), toplevel->clientSize() ) );
else
kDebug( 1212 ) << "Failed to bind window";
return success;
}
void SceneOpenGL::Window::discardTexture()
{
texture.discard();
topTexture.discard();
leftTexture.discard();
rightTexture.discard();
bottomTexture.discard();
}
// This call is used in SceneOpenGL::windowGeometryShapeChanged(),
// which originally called discardTexture(), however this was causing performance
// problems with the launch feedback icon - large number of texture rebinds.
// Since the launch feedback icon does not resize, only changes shape, it
// is not necessary to rebind the texture (with no strict binding), therefore
// discard the texture only if size changes.
void SceneOpenGL::Window::checkTextureSize()
{
if( texture.size() != size())
discardTexture();
}
// when the window's composite pixmap is discarded, undo binding it to the texture
void SceneOpenGL::Window::pixmapDiscarded()
{
texture.release();
}
// paint the window
void SceneOpenGL::Window::performPaint( int mask, QRegion region, WindowPaintData data )
{
// check if there is something to paint (e.g. don't paint if the window
// is only opaque and only PAINT_WINDOW_TRANSLUCENT is requested)
/* HACK: It seems this causes painting glitches, disable temporarily
bool opaque = isOpaque() && data.opacity == 1.0;
if(( mask & PAINT_WINDOW_OPAQUE ) ^ ( mask & PAINT_WINDOW_TRANSLUCENT ))
{ // We are only painting either opaque OR translucent windows, not both
if( mask & PAINT_WINDOW_OPAQUE && !opaque )
return; // Only painting opaque and window is translucent
if( mask & PAINT_WINDOW_TRANSLUCENT && opaque )
return; // Only painting translucent and window is opaque
}*/
// paint only requested areas
if( region != infiniteRegion()) // avoid integer overflow
region.translate( -x(), -y());
if( region.isEmpty())
return;
if( !bindTexture())
return;
glPushMatrix();
// set texture filter
if( options->glSmoothScale != 0 ) // default to yes
{
if( mask & PAINT_WINDOW_TRANSFORMED )
filter = ImageFilterGood;
else if( mask & PAINT_SCREEN_TRANSFORMED )
filter = ImageFilterGood;
else
filter = ImageFilterFast;
}
else
filter = ImageFilterFast;
if( filter == ImageFilterGood )
{
// avoid unneeded mipmap generation by only using trilinear
// filtering when it actually makes a difference, that is with
// minification or changed vertices
if( options->glSmoothScale == 2
&& ( data.quads.smoothNeeded() || data.xScale < 1 || data.yScale < 1 ))
{
texture.setFilter( GL_LINEAR_MIPMAP_LINEAR );
}
else
texture.setFilter( GL_LINEAR );
}
else
texture.setFilter( GL_NEAREST );
// do required transformations
int x = toplevel->x();
int y = toplevel->y();
double z = 0.0;
if( mask & PAINT_WINDOW_TRANSFORMED )
{
x += data.xTranslate;
y += data.yTranslate;
z += data.zTranslate;
}
glTranslatef( x, y, z );
if(( mask & PAINT_WINDOW_TRANSFORMED ) && ( data.xScale != 1 || data.yScale != 1 || data.zScale != 1 ))
glScalef( data.xScale, data.yScale, data.zScale );
if(( mask & PAINT_WINDOW_TRANSFORMED ) && data.rotation )
{
glTranslatef( data.rotation->xRotationPoint, data.rotation->yRotationPoint, data.rotation->zRotationPoint );
float xAxis = 0.0;
float yAxis = 0.0;
float zAxis = 0.0;
switch( data.rotation->axis )
{
case RotationData::XAxis:
xAxis = 1.0;
break;
case RotationData::YAxis:
yAxis = 1.0;
break;
case RotationData::ZAxis:
zAxis = 1.0;
break;
}
glRotatef( data.rotation->angle, xAxis, yAxis, zAxis );
glTranslatef( -data.rotation->xRotationPoint, -data.rotation->yRotationPoint, -data.rotation->zRotationPoint );
}
region.translate( toplevel->x(), toplevel->y() ); // Back to screen coords
WindowQuadList decoration = data.quads.select( WindowQuadDecoration );
// decorations
Client *client = dynamic_cast<Client*>(toplevel);
Deleted *deleted = dynamic_cast<Deleted*>(toplevel);
if( client || deleted )
{
bool noBorder = true;
bool updateDeco = false;
const QPixmap *left = NULL;
const QPixmap *top = NULL;
const QPixmap *right = NULL;
const QPixmap *bottom = NULL;
QRect topRect, leftRect, rightRect, bottomRect;
if( client && !client->noBorder() )
{
noBorder = false;
updateDeco = client->decorationPixmapRequiresRepaint();
client->ensureDecorationPixmapsPainted();
client->layoutDecorationRects(leftRect, topRect, rightRect, bottomRect, Client::WindowRelative);
left = client->leftDecoPixmap();
top = client->topDecoPixmap();
right = client->rightDecoPixmap();
bottom = client->bottomDecoPixmap();
}
if( deleted && !deleted->noBorder() )
{
noBorder = false;
left = deleted->leftDecoPixmap();
top = deleted->topDecoPixmap();
right = deleted->rightDecoPixmap();
bottom = deleted->bottomDecoPixmap();
deleted->layoutDecorationRects(leftRect, topRect, rightRect, bottomRect);
}
if( !noBorder )
{
WindowQuadList topList, leftList, rightList, bottomList;
foreach( const WindowQuad& quad, decoration )
{
if( topRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
{
topList.append( quad );
continue;
}
if( bottomRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
{
bottomList.append( quad );
continue;
}
if( leftRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
{
leftList.append( quad );
continue;
}
if( rightRect.contains( QPoint( quad.originalLeft(), quad.originalTop() ) ) )
{
rightList.append( quad );
continue;
}
}
paintDecoration( top, DecorationTop, region, topRect, data, topList, updateDeco );
paintDecoration( left, DecorationLeft, region, leftRect, data, leftList, updateDeco );
paintDecoration( right, DecorationRight, region, rightRect, data, rightList, updateDeco );
paintDecoration( bottom, DecorationBottom, region, bottomRect, data, bottomList, updateDeco );
}
}
texture.bind();
texture.enableUnnormalizedTexCoords();
// paint the content
if ( !(mask & PAINT_DECORATION_ONLY) )
{
prepareStates( Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
renderQuads( mask, region, data.quads.select( WindowQuadContents ));
restoreStates( Content, data.opacity * data.contents_opacity, data.brightness, data.saturation, data.shader );
}
texture.disableUnnormalizedTexCoords();
texture.unbind();
glPopMatrix();
}
void SceneOpenGL::Window::paintDecoration( const QPixmap* decoration, TextureType decorationType, const QRegion& region, const QRect& rect, const WindowPaintData& data, const WindowQuadList& quads, bool updateDeco )
{
if( quads.isEmpty())
return;
SceneOpenGL::Texture* decorationTexture;
switch( decorationType )
{
case DecorationTop:
decorationTexture = &topTexture;
break;
case DecorationLeft:
decorationTexture = &leftTexture;
break;
case DecorationRight:
decorationTexture = &rightTexture;
break;
case DecorationBottom:
decorationTexture = &bottomTexture;
break;
default:
return;
}
if( decorationTexture->texture() != None && !updateDeco )
{
// texture doesn't need updating, just bind it
glBindTexture( decorationTexture->target(), decorationTexture->texture());
}
else if( !decoration->isNull() )
{
bool success = decorationTexture->load( decoration->handle(), decoration->size(), decoration->depth() );
if( !success )
{
kDebug( 1212 ) << "Failed to bind decoartion";
return;
}
}
else
return;
if( filter == ImageFilterGood )
{
// avoid unneeded mipmap generation by only using trilinear
// filtering when it actually makes a difference, that is with
// minification or changed vertices
if( options->glSmoothScale == 2
&& ( data.quads.smoothNeeded() || data.xScale < 1 || data.yScale < 1 ))
{
decorationTexture->setFilter( GL_LINEAR_MIPMAP_LINEAR );
}
else
decorationTexture->setFilter( GL_LINEAR );
}
else
decorationTexture->setFilter( GL_NEAREST );
decorationTexture->setWrapMode( GL_CLAMP_TO_EDGE );
decorationTexture->bind();
decorationTexture->enableUnnormalizedTexCoords();
prepareStates( decorationType, data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
float* vertices;
float* texcoords;
makeDecorationArrays( &vertices, &texcoords, quads, rect );
if( data.shader )
{
int texw = decoration->width();
int texh = decoration->height();
if( !GLTexture::NPOTTextureSupported() )
{
kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ;
texw = nearestPowerOfTwo(texw);
texh = nearestPowerOfTwo(texh);
}
data.shader->setUniform("textureWidth", (float)texw);
data.shader->setUniform("textureHeight", (float)texh);
}
renderGLGeometry( region, quads.count() * 4,
vertices, texcoords, NULL, 2, 0 );
delete[] vertices;
delete[] texcoords;
restoreStates( decorationType, data.opacity * data.decoration_opacity, data.brightness, data.saturation, data.shader );
decorationTexture->disableUnnormalizedTexCoords();
decorationTexture->unbind();
}
void SceneOpenGL::Window::makeDecorationArrays( float** vertices, float** texcoords, const WindowQuadList& quads, const QRect& rect ) const
{
*vertices = new float[ quads.count() * 4 * 2 ];
*texcoords = new float[ quads.count() * 4 * 2 ];
float* vpos = *vertices;
float* tpos = *texcoords;
foreach( const WindowQuad& quad, quads )
{
*vpos++ = quad[ 0 ].x();
*vpos++ = quad[ 0 ].y();
*vpos++ = quad[ 1 ].x();
*vpos++ = quad[ 1 ].y();
*vpos++ = quad[ 2 ].x();
*vpos++ = quad[ 2 ].y();
*vpos++ = quad[ 3 ].x();
*vpos++ = quad[ 3 ].y();
*tpos++ = quad.originalLeft()-rect.x();
*tpos++ = quad.originalTop()-rect.y();
*tpos++ = quad.originalRight()-rect.x();
*tpos++ = quad.originalTop()-rect.y();
*tpos++ = quad.originalRight()-rect.x();
*tpos++ = quad.originalBottom()-rect.y();
*tpos++ = quad.originalLeft()-rect.x();
*tpos++ = quad.originalBottom()-rect.y();
}
}
void SceneOpenGL::Window::renderQuads( int, const QRegion& region, const WindowQuadList& quads )
{
if( quads.isEmpty())
return;
// Render geometry
float* vertices;
float* texcoords;
quads.makeArrays( &vertices, &texcoords );
renderGLGeometry( region, quads.count() * 4,
vertices, texcoords, NULL, 2, 0 );
delete[] vertices;
delete[] texcoords;
}
void SceneOpenGL::Window::prepareStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
{
if(shader)
prepareShaderRenderStates( type, opacity, brightness, saturation, shader );
else
prepareRenderStates( type, opacity, brightness, saturation );
}
void SceneOpenGL::Window::prepareShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
{
// setup blending of transparent windows
glPushAttrib( GL_ENABLE_BIT );
bool opaque = isOpaque() && opacity == 1.0;
if( type != Content )
opaque = false;
if( !opaque )
{
glEnable( GL_BLEND );
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
}
shader->setUniform("opacity", (float)opacity);
shader->setUniform("saturation", (float)saturation);
shader->setUniform("brightness", (float)brightness);
// setting texture width and heiht stored in shader
// only set if it is set by an effect that is not negative
float texw = shader->textureWidth();
if( texw >= 0.0f )
shader->setUniform("textureWidth", texw);
float texh = shader->textureHeight();
if( texh >= 0.0f )
shader->setUniform("textureHeight", texh);
}
void SceneOpenGL::Window::prepareRenderStates( TextureType type, double opacity, double brightness, double saturation )
{
Texture* tex;
bool alpha = false;
bool opaque = true;
switch( type )
{
case Content:
tex = &texture;
alpha = toplevel->hasAlpha();
opaque = isOpaque() && opacity == 1.0;
break;
case DecorationTop:
tex = &topTexture;
alpha = true;
opaque = false;
break;
case DecorationLeft:
tex = &leftTexture;
alpha = true;
opaque = false;
break;
case DecorationRight:
tex = &rightTexture;
alpha = true;
opaque = false;
break;
case DecorationBottom:
tex = &bottomTexture;
alpha = true;
opaque = false;
break;
default:
return;
}
// setup blending of transparent windows
glPushAttrib( GL_ENABLE_BIT );
if( !opaque )
{
glEnable( GL_BLEND );
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
}
if( saturation != 1.0 && tex->saturationSupported())
{
// First we need to get the color from [0; 1] range to [0.5; 1] range
glActiveTexture( GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5};
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant );
tex->bind();
// Then we take dot product of the result of previous pass and
// saturation_constant. This gives us completely unsaturated
// (greyscale) image
// Note that both operands have to be in range [0.5; 1] since opengl
// automatically substracts 0.5 from them
glActiveTexture( GL_TEXTURE1 );
float saturation_constant[] = { 0.5 + 0.5*0.30, 0.5 + 0.5*0.59, 0.5 + 0.5*0.11, saturation };
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
tex->bind();
// Finally we need to interpolate between the original image and the
// greyscale image to get wanted level of saturation
glActiveTexture( GL_TEXTURE2 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
// Also replace alpha by primary color's alpha here
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
// And make primary color contain the wanted opacity
glColor4f( opacity, opacity, opacity, opacity );
tex->bind();
if( alpha || brightness != 1.0f )
{
glActiveTexture( GL_TEXTURE3 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
// The color has to be multiplied by both opacity and brightness
float opacityByBrightness = opacity * brightness;
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity );
if( alpha )
{
// Multiply original texture's alpha by our opacity
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0 );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA );
}
else
{
// Alpha will be taken from previous stage
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
}
tex->bind();
}
glActiveTexture(GL_TEXTURE0 );
}
else if( opacity != 1.0 || brightness != 1.0 )
{
// the window is additionally configured to have its opacity adjusted,
// do it
float opacityByBrightness = opacity * brightness;
if( alpha)
{
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness,
opacity);
}
else
{
// Multiply color by brightness and replace alpha by opacity
float constant[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity };
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT );
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant );
}
}
}
void SceneOpenGL::Window::restoreStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
{
if(shader)
restoreShaderRenderStates( type, opacity, brightness, saturation, shader );
else
restoreRenderStates( type, opacity, brightness, saturation );
}
void SceneOpenGL::Window::restoreShaderRenderStates( TextureType type, double opacity, double brightness, double saturation, GLShader* shader )
{
Q_UNUSED( type );
Q_UNUSED( opacity );
Q_UNUSED( brightness );
Q_UNUSED( saturation );
Q_UNUSED( shader );
glPopAttrib(); // ENABLE_BIT
}
void SceneOpenGL::Window::restoreRenderStates( TextureType type, double opacity, double brightness, double saturation )
{
Texture* tex;
switch( type )
{
case Content:
tex = &texture;
break;
case DecorationTop:
tex = &topTexture;
break;
case DecorationLeft:
tex = &leftTexture;
break;
case DecorationRight:
tex = &rightTexture;
break;
case DecorationBottom:
tex = &bottomTexture;
break;
default:
return;
}
if( opacity != 1.0 || saturation != 1.0 || brightness != 1.0f )
{
if( saturation != 1.0 && tex->saturationSupported())
{
glActiveTexture(GL_TEXTURE3);
glDisable( tex->target());
glActiveTexture(GL_TEXTURE2);
glDisable( tex->target());
glActiveTexture(GL_TEXTURE1);
glDisable( tex->target());
glActiveTexture(GL_TEXTURE0);
}
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
glColor4f( 0, 0, 0, 0 );
}
glPopAttrib(); // ENABLE_BIT
}
} // namespace
#endif