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authorRichard Grenville <pyxlcy@gmail.com>2013-03-17 12:14:00 +0800
committerRichard Grenville <pyxlcy@gmail.com>2013-03-17 12:14:00 +0800
commit17f7d31a5282d55182aec8938d52e13379dcc2bb (patch)
treefd396115887adb289b7a763f38520b91cfbf6fdf /opengl.c
parent74792903de7a88eda20aad031ca1f36cb56e2c2b (diff)
downloadtdebase-17f7d31a5282d55182aec8938d52e13379dcc2bb.tar.gz
tdebase-17f7d31a5282d55182aec8938d52e13379dcc2bb.zip
Bug fix: GLX backend incompatibility with VirtualBox & others
- GLX backend: Fix a bug that window content does not get updated on VirtualBox, by rebinding texture when window content changes. This may have a negative effect on performance. - GLX backend: Add --glx-no-stencil to restore the old clipping method, just in case. - GLX backend: Apply stricter checks on texture-pixmap binding. - GLX backend: Fix a bug that glx_set_clip() behaves incorrectly when None is passed in. - GLX backend: Use glEnable()/glDisable() to toggle stencil tests, in hope to increase performance. - Move window pixmap/picture fetching to win_paint_win(), in hope to increase performance. - Intersect shadow painting region with its bounding rectangle, in hope to increase performance.
Diffstat (limited to 'opengl.c')
-rw-r--r--opengl.c30
1 files changed, 20 insertions, 10 deletions
diff --git a/opengl.c b/opengl.c
index 2ec0b3313..b32368e2f 100644
--- a/opengl.c
+++ b/opengl.c
@@ -71,7 +71,7 @@ glx_init(session_t *ps, bool need_render) {
// Ensure we have a stencil buffer. X Fixes does not guarantee rectangles
// in regions don't overlap, so we must use stencil buffer to make sure
// we don't paint a region for more than one time, I think?
- if (need_render) {
+ if (need_render && !ps->o.glx_no_stencil) {
GLint val = 0;
glGetIntegerv(GL_STENCIL_BITS, &val);
if (!val) {
@@ -110,11 +110,13 @@ glx_init(session_t *ps, bool need_render) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
- // Initialize stencil buffer
- glClear(GL_STENCIL_BUFFER_BIT);
- glEnable(GL_STENCIL_TEST);
- glStencilMask(0x1);
- glStencilFunc(GL_EQUAL, 0x1, 0x1);
+ if (!ps->o.glx_no_stencil) {
+ // Initialize stencil buffer
+ glClear(GL_STENCIL_BUFFER_BIT);
+ glDisable(GL_STENCIL_TEST);
+ glStencilMask(0x1);
+ glStencilFunc(GL_EQUAL, 0x1, 0x1);
+ }
// Clear screen
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
@@ -466,9 +468,14 @@ glx_release_pixmap(session_t *ps, glx_texture_t *ptex) {
*/
void
glx_set_clip(session_t *ps, XserverRegion reg) {
- glClear(GL_STENCIL_BUFFER_BIT);
+ // Quit if we aren't using stencils
+ if (ps->o.glx_no_stencil)
+ return;
if (reg) {
+ glEnable(GL_STENCIL_TEST);
+ glClear(GL_STENCIL_BUFFER_BIT);
+
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
@@ -504,6 +511,9 @@ glx_set_clip(session_t *ps, XserverRegion reg) {
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
}
+ else {
+ glDisable(GL_STENCIL_TEST);
+ }
}
/**
@@ -560,15 +570,15 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
printf_dbgf("(): Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n", x, y, width, height, dx, dy, ptex->width, ptex->height, z);
#endif
- /*
- if (reg_tgt) {
+ // On no-stencil mode, calculate painting region here instead of relying
+ // on stencil buffer
+ if (ps->o.glx_no_stencil && reg_tgt) {
reg_new = XFixesCreateRegion(ps->dpy, &rec_all, 1);
XFixesIntersectRegion(ps->dpy, reg_new, reg_new, reg_tgt);
nrects = 0;
rects = XFixesFetchRegion(ps->dpy, reg_new, &nrects);
}
- */
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ptex->texture);