diff options
author | Richard Grenville <pyxlcy@gmail.com> | 2013-03-16 22:54:43 +0800 |
---|---|---|
committer | Richard Grenville <pyxlcy@gmail.com> | 2013-03-16 22:54:43 +0800 |
commit | 74792903de7a88eda20aad031ca1f36cb56e2c2b (patch) | |
tree | a0b126ca46f02d479f8e65db23d2e921a576ff44 /opengl.c | |
parent | f9f1e1f228ec21be08833f6aa86fe6ea2c64b625 (diff) | |
download | tdebase-74792903de7a88eda20aad031ca1f36cb56e2c2b.tar.gz tdebase-74792903de7a88eda20aad031ca1f36cb56e2c2b.zip |
Bug fix: GLX backend incompatibility with mesa & others
- Fix a bug that glx_bind_pixmap() doesn't work with mesa drivers.
Thanks to Janhouse and mkraemer for reporting. (#7)
- Use stencil buffer to attempt to eliminate potential double-paint
issue in glx_render(). X Fixes doesn't guarantee the rectangles in a
region do not overlap, and this may cause some regions to be painted
twice, which would be a problem if we are painting transparent things.
Now the target window must have a stencil buffer. Compiz uses its own
region implementation to deal with this, but as a lightweight
compositor we can't really do the same. It may have a positive or
negative effort over performance. Callgrind result indicates basically
no change in performance, but this may or may not be true.
- Correctly distinguish GL extensions and GLX extensions. Sorry. :-D
- Handle screen size. Thanks to tsmithe for reporting. (#7)
- Rename OpenGL backend to GLX backend, because, we might have a EGL
backend someday.
- Add configuration file option `backend` to specify backend. Add
`backend` to D-Bus `opts_get`.
- Add OpenGL shader compilation code, but currently unused.
- Minor adjustments.
- Known issue: Window content doesn't get updated in VirtualBox,
probably because its OpenGL implementation requires constant rebinding
of texture. But that's really slow...
- Known issue: Blur feature is still unimplemented in GLX backend.
Diffstat (limited to 'opengl.c')
-rw-r--r-- | opengl.c | 234 |
1 files changed, 211 insertions, 23 deletions
@@ -51,7 +51,7 @@ glx_init(session_t *ps, bool need_render) { } // Ensure GLX_EXT_texture_from_pixmap exists - if (need_render && !glx_hasext(ps, "GLX_EXT_texture_from_pixmap")) + if (need_render && !glx_hasglxext(ps, "GLX_EXT_texture_from_pixmap")) goto glx_init_end; // Get GLX context @@ -68,6 +68,24 @@ glx_init(session_t *ps, bool need_render) { goto glx_init_end; } + // 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) { + GLint val = 0; + glGetIntegerv(GL_STENCIL_BITS, &val); + if (!val) { + printf_errf("(): Target window doesn't have stencil buffer."); + goto glx_init_end; + } + } + + // Check GL_ARB_texture_non_power_of_two, requires a GLX context and + // must precede FBConfig fetching + if (need_render) + ps->glx_has_texture_non_power_of_two = glx_hasglext(ps, + "GL_ARB_texture_non_power_of_two"); + // Acquire function addresses if (need_render) { ps->glXBindTexImageProc = (f_BindTexImageEXT) @@ -85,24 +103,23 @@ glx_init(session_t *ps, bool need_render) { goto glx_init_end; if (need_render) { - // Adjust viewport - glViewport(0, 0, ps->root_width, ps->root_height); - - // Initialize settings, copied from dcompmgr - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(0, ps->root_width, ps->root_height, 0, -100.0, 100.0); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + glx_on_root_change(ps); + // glEnable(GL_DEPTH_TEST); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 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); + // Clear screen glClearColor(0.0f, 0.0f, 0.0f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glXSwapBuffers(ps->dpy, get_tgt_window(ps)); + // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + // glXSwapBuffers(ps->dpy, get_tgt_window(ps)); } success = true; @@ -141,6 +158,34 @@ glx_destroy(session_t *ps) { void glx_on_root_change(session_t *ps) { glViewport(0, 0, ps->root_width, ps->root_height); + + // Initialize matrix, copied from dcompmgr + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glOrtho(0, ps->root_width, ps->root_height, 0, -100.0, 100.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); +} + +/** + * Initialize GLX blur filter. + */ +bool +glx_init_blur(session_t *ps) { + printf_errf("(): Blur on GLX backend isn't implemented yet, sorry."); + return false; + +// #ifdef CONFIG_VSYNC_OPENGL_GLSL +// static const char *FRAG_SHADER_BLUR = ""; +// GLuint frag_shader = glx_create_shader(GL_FRAGMENT_SHADER, FRAG_SHADER_BLUR); +// if (!frag_shader) { +// printf_errf("(): Failed to create fragment shader for blurring."); +// return false; +// } +// #else +// printf_errf("(): GLSL support not compiled in. Cannot do blur with GLX backend."); +// return false; +// #endif } /** @@ -346,15 +391,28 @@ glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap, if (!ptex->glpixmap) { need_release = false; + // Determine texture target, copied from compiz + GLint tex_tgt = 0; + if (GLX_TEXTURE_2D_BIT_EXT & pcfg->texture_tgts + && ps->glx_has_texture_non_power_of_two) + tex_tgt = GLX_TEXTURE_2D_EXT; + else if (GLX_TEXTURE_RECTANGLE_BIT_EXT & pcfg->texture_tgts) + tex_tgt = GLX_TEXTURE_RECTANGLE_EXT; + else if (!(GLX_TEXTURE_2D_BIT_EXT & pcfg->texture_tgts)) + tex_tgt = GLX_TEXTURE_RECTANGLE_EXT; + else + tex_tgt = GLX_TEXTURE_2D_EXT; + #ifdef DEBUG_GLX - printf_dbgf("(): depth %d rgba %d\n", depth, (GLX_TEXTURE_FORMAT_RGBA_EXT == pcfg->texture_fmt)); + printf_dbgf("(): depth %d, tgt %#x, rgba %d\n", depth, tex_tgt, + (GLX_TEXTURE_FORMAT_RGBA_EXT == pcfg->texture_fmt)); #endif - int attrs[] = { + GLint attrs[] = { GLX_TEXTURE_FORMAT_EXT, pcfg->texture_fmt, - // GLX_TEXTURE_TARGET_EXT, - // , + GLX_TEXTURE_TARGET_EXT, + tex_tgt, 0, }; @@ -404,6 +462,51 @@ glx_release_pixmap(session_t *ps, glx_texture_t *ptex) { } /** + * Set clipping region on the target window. + */ +void +glx_set_clip(session_t *ps, XserverRegion reg) { + glClear(GL_STENCIL_BUFFER_BIT); + + if (reg) { + glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); + glDepthMask(GL_FALSE); + glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP); + + int nrects = 0; + XRectangle *rects = XFixesFetchRegion(ps->dpy, reg, &nrects); + + glBegin(GL_QUADS); + + for (int i = 0; i < nrects; ++i) { + GLint rx = rects[i].x; + GLint ry = rects[i].y; + GLint rxe = rx + rects[i].width; + GLint rye = ry + rects[i].height; + GLint z = 0; + +#ifdef DEBUG_GLX + printf_dbgf("(): Rect %d: %f, %f, %f, %f\n", i, rx, ry, rxe, rye); +#endif + + glVertex3i(rx, ry, z); + glVertex3i(rxe, ry, z); + glVertex3i(rxe, rye, z); + glVertex3i(rx, rye, z); + } + + glEnd(); + + if (rects) + XFree(rects); + + glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); + glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); + glDepthMask(GL_TRUE); + } +} + +/** * @brief Render a region with texture data. */ bool @@ -440,11 +543,6 @@ glx_render(session_t *ps, const glx_texture_t *ptex, } } - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, ptex->texture); - - glBegin(GL_QUADS); - { XserverRegion reg_new = None; @@ -459,9 +557,10 @@ glx_render(session_t *ps, const glx_texture_t *ptex, int nrects = 1; #ifdef DEBUG_GLX - 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); + 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) { reg_new = XFixesCreateRegion(ps->dpy, &rec_all, 1); XFixesIntersectRegion(ps->dpy, reg_new, reg_new, reg_tgt); @@ -469,6 +568,12 @@ glx_render(session_t *ps, const glx_texture_t *ptex, nrects = 0; rects = XFixesFetchRegion(ps->dpy, reg_new, &nrects); } + */ + + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, ptex->texture); + + glBegin(GL_QUADS); for (int i = 0; i < nrects; ++i) { GLfloat rx = (double) (rects[i].x - dx + x) / ptex->width; @@ -504,11 +609,12 @@ glx_render(session_t *ps, const glx_texture_t *ptex, glVertex3i(rdx, rdye, z); } + glEnd(); + if (rects && rects != &rec_all) XFree(rects); free_region(ps, ®_new); } - glEnd(); // Cleanup glBindTexture(GL_TEXTURE_2D, 0); @@ -519,3 +625,85 @@ glx_render(session_t *ps, const glx_texture_t *ptex, return true; } + +#ifdef CONFIG_VSYNC_OPENGL_GLSL +GLuint +glx_create_shader(GLenum shader_type, const char *shader_str) { + bool success = false; + GLuint shader = glCreateShader(shader_type); + if (!shader) { + printf_errf("(): Failed to create shader with type %d.", shader_type); + goto glx_create_shader_end; + } + glShaderSource(shader, 1, &shader_str, NULL); + glCompileShader(shader); + + // Get shader status + { + GLint status = GL_FALSE; + glGetShaderiv(shader, GL_COMPILE_STATUS, &status); + if (GL_FALSE == status) { + GLint log_len = 0; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len); + if (log_len) { + char log[log_len + 1]; + glGetShaderInfoLog(shader, log_len, NULL, log); + printf_errf("(): Failed to compile shader with type %d: %s", + shader_type, log); + } + goto glx_create_shader_end; + } + } + + success = true; + +glx_create_shader_end: + if (shader && !success) { + glDeleteShader(shader); + shader = 0; + } + + return shader; +} + +GLuint +glx_create_program(GLenum shader_type, const GLuint * const shaders, + int nshaders) { + bool success = false; + GLuint program = glCreateProgram(); + if (!program) { + printf_errf("(): Failed to create program."); + goto glx_create_program_end; + } + + for (int i = 0; i < nshaders; ++i) + glAttachShader(program, shaders[i]); + glLinkProgram(program); + + // Get program status + { + GLint status = GL_FALSE; + glGetProgramiv(program, GL_LINK_STATUS, &status); + if (GL_FALSE == status) { + GLint log_len = 0; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len); + if (log_len) { + char log[log_len + 1]; + glGetProgramInfoLog(program, log_len, NULL, log); + printf_errf("(): Failed to link program: %s", log); + } + goto glx_create_program_end; + } + } + success = true; + +glx_create_program_end: + if (program && !success) { + glDeleteProgram(program); + program = 0; + } + + return program; +} +#endif + |