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/*
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* Compton - a compositor for X11
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*
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* Based on `xcompmgr` - Copyright (c) 2003, Keith Packard
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*
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* Copyright (c) 2011-2013, Christopher Jeffrey
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* See LICENSE for more information.
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*
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*/
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#include "opengl.h"
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/**
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* Initialize OpenGL.
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*/
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bool
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glx_init(session_t *ps, bool need_render) {
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bool success = false;
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XVisualInfo *pvis = NULL;
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// Check for GLX extension
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if (!ps->glx_exists) {
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if (glXQueryExtension(ps->dpy, &ps->glx_event, &ps->glx_error))
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ps->glx_exists = true;
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else {
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printf_errf("(): No GLX extension.");
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goto glx_init_end;
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}
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}
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// Get XVisualInfo
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pvis = get_visualinfo_from_visual(ps, ps->vis);
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if (!pvis) {
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printf_errf("(): Failed to acquire XVisualInfo for current visual.");
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goto glx_init_end;
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}
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// Ensure the visual is double-buffered
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if (need_render) {
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int value = 0;
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if (Success != glXGetConfig(ps->dpy, pvis, GLX_USE_GL, &value) || !value) {
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printf_errf("(): Root visual is not a GL visual.");
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goto glx_init_end;
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}
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if (Success != glXGetConfig(ps->dpy, pvis, GLX_DOUBLEBUFFER, &value)
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|| !value) {
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printf_errf("(): Root visual is not a double buffered GL visual.");
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goto glx_init_end;
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}
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}
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// Ensure GLX_EXT_texture_from_pixmap exists
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if (need_render && !glx_hasglxext(ps, "GLX_EXT_texture_from_pixmap"))
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goto glx_init_end;
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// Get GLX context
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ps->glx_context = glXCreateContext(ps->dpy, pvis, None, GL_TRUE);
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if (!ps->glx_context) {
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printf_errf("(): Failed to get GLX context.");
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goto glx_init_end;
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}
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// Attach GLX context
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if (!glXMakeCurrent(ps->dpy, get_tgt_window(ps), ps->glx_context)) {
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printf_errf("(): Failed to attach GLX context.");
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goto glx_init_end;
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}
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// Ensure we have a stencil buffer. X Fixes does not guarantee rectangles
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// in regions don't overlap, so we must use stencil buffer to make sure
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// we don't paint a region for more than one time, I think?
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if (need_render && !ps->o.glx_no_stencil) {
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GLint val = 0;
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glGetIntegerv(GL_STENCIL_BITS, &val);
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if (!val) {
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printf_errf("(): Target window doesn't have stencil buffer.");
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goto glx_init_end;
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}
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}
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// Check GL_ARB_texture_non_power_of_two, requires a GLX context and
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// must precede FBConfig fetching
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if (need_render)
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ps->glx_has_texture_non_power_of_two = glx_hasglext(ps,
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"GL_ARB_texture_non_power_of_two");
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// Acquire function addresses
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if (need_render) {
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ps->glXBindTexImageProc = (f_BindTexImageEXT)
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glXGetProcAddress((const GLubyte *) "glXBindTexImageEXT");
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ps->glXReleaseTexImageProc = (f_ReleaseTexImageEXT)
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glXGetProcAddress((const GLubyte *) "glXReleaseTexImageEXT");
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if (!ps->glXBindTexImageProc || !ps->glXReleaseTexImageProc) {
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printf_errf("(): Failed to acquire glXBindTexImageEXT() / glXReleaseTexImageEXT().");
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goto glx_init_end;
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}
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if (ps->o.glx_use_copysubbuffermesa) {
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ps->glXCopySubBufferProc = (f_CopySubBuffer)
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glXGetProcAddress((const GLubyte *) "glXCopySubBufferMESA");
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if (!ps->glXCopySubBufferProc) {
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printf_errf("(): Failed to acquire glXCopySubBufferMESA().");
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goto glx_init_end;
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}
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}
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}
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// Acquire FBConfigs
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if (need_render && !glx_update_fbconfig(ps))
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goto glx_init_end;
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if (need_render) {
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glx_on_root_change(ps);
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// glEnable(GL_DEPTH_TEST);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glDisable(GL_BLEND);
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if (!ps->o.glx_no_stencil) {
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// Initialize stencil buffer
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glClear(GL_STENCIL_BUFFER_BIT);
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glDisable(GL_STENCIL_TEST);
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glStencilMask(0x1);
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glStencilFunc(GL_EQUAL, 0x1, 0x1);
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}
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// Clear screen
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// glXSwapBuffers(ps->dpy, get_tgt_window(ps));
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}
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success = true;
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glx_init_end:
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cxfree(pvis);
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if (!success)
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glx_destroy(ps);
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return success;
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}
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/**
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* Destroy GLX related resources.
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*/
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void
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glx_destroy(session_t *ps) {
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#ifdef CONFIG_VSYNC_OPENGL_GLSL
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// Free GLSL shaders/programs
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if (ps->glx_frag_shader_blur)
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glDeleteShader(ps->glx_frag_shader_blur);
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if (ps->glx_prog_blur)
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glDeleteProgram(ps->glx_prog_blur);
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#endif
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// Free FBConfigs
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for (int i = 0; i <= OPENGL_MAX_DEPTH; ++i) {
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free(ps->glx_fbconfigs[i]);
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ps->glx_fbconfigs[i] = NULL;
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}
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// Destroy GLX context
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if (ps->glx_context) {
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glXDestroyContext(ps->dpy, ps->glx_context);
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ps->glx_context = NULL;
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}
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}
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/**
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* Callback to run on root window size change.
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*/
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void
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glx_on_root_change(session_t *ps) {
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glViewport(0, 0, ps->root_width, ps->root_height);
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// Initialize matrix, copied from dcompmgr
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, ps->root_width, 0, ps->root_height, -1000.0, 1000.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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/**
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* Initialize GLX blur filter.
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*/
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bool
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glx_init_blur(session_t *ps) {
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#ifdef CONFIG_VSYNC_OPENGL_GLSL
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if (ps->o.glx_no_stencil) {
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printf_errf("(): I'm afraid blur background won't work so well without "
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"stencil buffer support.");
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}
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// Build shader
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static const char *FRAG_SHADER_BLUR =
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"#version 110\n"
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"uniform float offset_x;\n"
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"uniform float offset_y;\n"
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|
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"uniform float factor_center;\n"
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"uniform sampler2D tex_scr;\n"
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"\n"
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"void main() {\n"
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" vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);\n"
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|
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x - offset_x, gl_TexCoord[0].y - offset_y));\n"
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x - offset_x, gl_TexCoord[0].y));\n"
|
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|
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x - offset_x, gl_TexCoord[0].y + offset_y));\n"
|
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|
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y - offset_y));\n"
|
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|
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y)) * factor_center;\n"
|
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|
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y + offset_y));\n"
|
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|
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x + offset_x, gl_TexCoord[0].y - offset_y));\n"
|
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|
|
" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x + offset_x, gl_TexCoord[0].y));\n"
|
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|
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x + offset_x, gl_TexCoord[0].y + offset_y));\n"
|
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|
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" gl_FragColor = sum / (factor_center + 8.0);\n"
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"}\n"
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;
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ps->glx_frag_shader_blur = glx_create_shader(GL_FRAGMENT_SHADER, FRAG_SHADER_BLUR);
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if (!ps->glx_frag_shader_blur) {
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printf_errf("(): Failed to create fragment shader.");
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return false;
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}
|
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ps->glx_prog_blur = glx_create_program(&ps->glx_frag_shader_blur, 1);
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|
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if (!ps->glx_prog_blur) {
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printf_errf("(): Failed to create GLSL program.");
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return false;
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|
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}
|
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|
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#define P_GET_UNIFM_LOC(name, target) { \
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ps->target = glGetUniformLocation(ps->glx_prog_blur, name); \
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if (ps->target < 0) { \
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printf_errf("(): Failed to get location of uniform '" name "'."); \
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return false; \
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|
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} \
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|
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}
|
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P_GET_UNIFM_LOC("factor_center", glx_prog_blur_unifm_factor_center);
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P_GET_UNIFM_LOC("offset_x", glx_prog_blur_unifm_offset_x);
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P_GET_UNIFM_LOC("offset_y", glx_prog_blur_unifm_offset_y);
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#undef P_GET_UNIFM_LOC
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return true;
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|
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#else
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|
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printf_errf("(): GLSL support not compiled in. Cannot do blur with GLX backend.");
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|
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return false;
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|
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#endif
|
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|
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}
|
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|
|
|
|
|
|
/**
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|
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* @brief Update the FBConfig of given depth.
|
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|
|
*/
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|
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static inline void
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glx_update_fbconfig_bydepth(session_t *ps, int depth, glx_fbconfig_t *pfbcfg) {
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|
|
// Make sure the depth is sane
|
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|
|
if (depth < 0 || depth > OPENGL_MAX_DEPTH)
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|
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return;
|
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|
|
|
|
|
|
// Compare new FBConfig with current one
|
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|
|
if (glx_cmp_fbconfig(ps, ps->glx_fbconfigs[depth], pfbcfg) < 0) {
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|
|
#ifdef DEBUG_GLX
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|
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printf_dbgf("(%d): %#x overrides %#x, target %#x.\n", depth, (unsigned) pfbcfg->cfg, (ps->glx_fbconfigs[depth] ? (unsigned) ps->glx_fbconfigs[depth]->cfg: 0), pfbcfg->texture_tgts);
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|
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#endif
|
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|
|
if (!ps->glx_fbconfigs[depth]) {
|
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|
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ps->glx_fbconfigs[depth] = malloc(sizeof(glx_fbconfig_t));
|
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|
|
allocchk(ps->glx_fbconfigs[depth]);
|
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|
|
}
|
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|
|
(*ps->glx_fbconfigs[depth]) = *pfbcfg;
|
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|
|
}
|
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|
|
}
|
|
|
|
|
|
|
|
/**
|
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|
|
* Get GLX FBConfigs for all depths.
|
|
|
|
*/
|
|
|
|
static bool
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|
|
glx_update_fbconfig(session_t *ps) {
|
|
|
|
// Acquire all FBConfigs and loop through them
|
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|
|
int nele = 0;
|
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|
|
GLXFBConfig* pfbcfgs = glXGetFBConfigs(ps->dpy, ps->scr, &nele);
|
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|
|
|
|
|
|
for (GLXFBConfig *pcur = pfbcfgs; pcur < pfbcfgs + nele; pcur++) {
|
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|
|
glx_fbconfig_t fbinfo = {
|
|
|
|
.cfg = *pcur,
|
|
|
|
.texture_fmt = 0,
|
|
|
|
.texture_tgts = 0,
|
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|
|
.y_inverted = false,
|
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|
|
};
|
|
|
|
int depth = 0, depth_alpha = 0, val = 0;
|
|
|
|
|
|
|
|
if (Success != glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BUFFER_SIZE, &depth)
|
|
|
|
|| Success != glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_ALPHA_SIZE, &depth_alpha)) {
|
|
|
|
printf_errf("(): Failed to retrieve buffer size and alpha size of FBConfig %d.", (int) (pcur - pfbcfgs));
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (Success != glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BIND_TO_TEXTURE_TARGETS_EXT, &fbinfo.texture_tgts)) {
|
|
|
|
printf_errf("(): Failed to retrieve BIND_TO_TEXTURE_TARGETS_EXT of FBConfig %d.", (int) (pcur - pfbcfgs));
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool rgb = false;
|
|
|
|
bool rgba = false;
|
|
|
|
|
|
|
|
if (depth >= 32 && depth_alpha && Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BIND_TO_TEXTURE_RGBA_EXT, &val) && val)
|
|
|
|
rgba = true;
|
|
|
|
|
|
|
|
if (Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BIND_TO_TEXTURE_RGB_EXT, &val) && val)
|
|
|
|
rgb = true;
|
|
|
|
|
|
|
|
if (Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_Y_INVERTED_EXT, &val))
|
|
|
|
fbinfo.y_inverted = val;
|
|
|
|
|
|
|
|
if ((depth - depth_alpha) < 32 && rgb) {
|
|
|
|
fbinfo.texture_fmt = GLX_TEXTURE_FORMAT_RGB_EXT;
|
|
|
|
glx_update_fbconfig_bydepth(ps, depth - depth_alpha, &fbinfo);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (rgba) {
|
|
|
|
fbinfo.texture_fmt = GLX_TEXTURE_FORMAT_RGBA_EXT;
|
|
|
|
glx_update_fbconfig_bydepth(ps, depth, &fbinfo);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
cxfree(pfbcfgs);
|
|
|
|
|
|
|
|
// Sanity checks
|
|
|
|
if (!ps->glx_fbconfigs[ps->depth]) {
|
|
|
|
printf_errf("(): No FBConfig found for default depth %d.", ps->depth);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!ps->glx_fbconfigs[32]) {
|
|
|
|
printf_errf("(): No FBConfig found for depth 32. Expect crazy things.");
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline int
|
|
|
|
glx_cmp_fbconfig_cmpattr(session_t *ps,
|
|
|
|
const glx_fbconfig_t *pfbc_a, const glx_fbconfig_t *pfbc_b,
|
|
|
|
int attr) {
|
|
|
|
int attr_a = 0, attr_b = 0;
|
|
|
|
|
|
|
|
// TODO: Error checking
|
|
|
|
glXGetFBConfigAttrib(ps->dpy, pfbc_a->cfg, attr, &attr_a);
|
|
|
|
glXGetFBConfigAttrib(ps->dpy, pfbc_b->cfg, attr, &attr_b);
|
|
|
|
|
|
|
|
return attr_a - attr_b;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Compare two GLX FBConfig's to find the preferred one.
|
|
|
|
*/
|
|
|
|
static int
|
|
|
|
glx_cmp_fbconfig(session_t *ps,
|
|
|
|
const glx_fbconfig_t *pfbc_a, const glx_fbconfig_t *pfbc_b) {
|
|
|
|
int result = 0;
|
|
|
|
|
|
|
|
if (!pfbc_a)
|
|
|
|
return -1;
|
|
|
|
if (!pfbc_b)
|
|
|
|
return 1;
|
|
|
|
|
|
|
|
#define P_CMPATTR_LT(attr) { if ((result = glx_cmp_fbconfig_cmpattr(ps, pfbc_a, pfbc_b, (attr)))) return -result; }
|
|
|
|
#define P_CMPATTR_GT(attr) { if ((result = glx_cmp_fbconfig_cmpattr(ps, pfbc_a, pfbc_b, (attr)))) return result; }
|
|
|
|
|
|
|
|
P_CMPATTR_LT(GLX_BIND_TO_TEXTURE_RGBA_EXT);
|
|
|
|
P_CMPATTR_LT(GLX_DOUBLEBUFFER);
|
|
|
|
P_CMPATTR_LT(GLX_STENCIL_SIZE);
|
|
|
|
P_CMPATTR_LT(GLX_DEPTH_SIZE);
|
|
|
|
P_CMPATTR_GT(GLX_BIND_TO_MIPMAP_TEXTURE_EXT);
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Bind a X pixmap to an OpenGL texture.
|
|
|
|
*/
|
|
|
|
bool
|
|
|
|
glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
|
|
|
|
unsigned width, unsigned height, unsigned depth) {
|
|
|
|
if (!pixmap) {
|
|
|
|
printf_errf("(%#010lx): Binding to an empty pixmap. This can't work.",
|
|
|
|
pixmap);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
glx_texture_t *ptex = *pptex;
|
|
|
|
bool need_release = true;
|
|
|
|
|
|
|
|
// Allocate structure
|
|
|
|
if (!ptex) {
|
|
|
|
static const glx_texture_t GLX_TEX_DEF = {
|
|
|
|
.texture = 0,
|
|
|
|
.glpixmap = 0,
|
|
|
|
.pixmap = 0,
|
|
|
|
.target = 0,
|
|
|
|
.width = 0,
|
|
|
|
.height = 0,
|
|
|
|
.depth = 0,
|
|
|
|
.y_inverted = false,
|
|
|
|
};
|
|
|
|
|
|
|
|
ptex = malloc(sizeof(glx_texture_t));
|
|
|
|
allocchk(ptex);
|
|
|
|
memcpy(ptex, &GLX_TEX_DEF, sizeof(glx_texture_t));
|
|
|
|
*pptex = ptex;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Release pixmap if parameters are inconsistent
|
|
|
|
if (ptex->texture && ptex->pixmap != pixmap) {
|
|
|
|
glx_release_pixmap(ps, ptex);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create GLX pixmap
|
|
|
|
if (!ptex->glpixmap) {
|
|
|
|
need_release = false;
|
|
|
|
|
|
|
|
// Retrieve pixmap parameters, if they aren't provided
|
|
|
|
if (!(width && height && depth)) {
|
|
|
|
Window rroot = None;
|
|
|
|
int rx = 0, ry = 0;
|
|
|
|
unsigned rbdwid = 0;
|
|
|
|
if (!XGetGeometry(ps->dpy, pixmap, &rroot, &rx, &ry,
|
|
|
|
&width, &height, &rbdwid, &depth)) {
|
|
|
|
printf_errf("(%#010lx): Failed to query Pixmap info.", pixmap);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (depth > OPENGL_MAX_DEPTH) {
|
|
|
|
printf_errf("(%d): Requested depth higher than %d.", depth,
|
|
|
|
OPENGL_MAX_DEPTH);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
const glx_fbconfig_t *pcfg = ps->glx_fbconfigs[depth];
|
|
|
|
if (!pcfg) {
|
|
|
|
printf_errf("(%d): Couldn't find FBConfig with requested depth.", depth);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Determine texture target, copied from compiz
|
|
|
|
// The assumption we made here is the target never changes based on any
|
|
|
|
// pixmap-specific parameters, and this may change in the future
|
|
|
|
GLenum 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, tgt %#x, rgba %d\n", depth, tex_tgt,
|
|
|
|
(GLX_TEXTURE_FORMAT_RGBA_EXT == pcfg->texture_fmt));
|
|
|
|
#endif
|
|
|
|
|
|
|
|
GLint attrs[] = {
|
|
|
|
GLX_TEXTURE_FORMAT_EXT,
|
|
|
|
pcfg->texture_fmt,
|
|
|
|
GLX_TEXTURE_TARGET_EXT,
|
|
|
|
tex_tgt,
|
|
|
|
0,
|
|
|
|
};
|
|
|
|
|
|
|
|
ptex->glpixmap = glXCreatePixmap(ps->dpy, pcfg->cfg, pixmap, attrs);
|
|
|
|
ptex->pixmap = pixmap;
|
|
|
|
ptex->target = (GLX_TEXTURE_2D_EXT == tex_tgt ? GL_TEXTURE_2D:
|
|
|
|
GL_TEXTURE_RECTANGLE);
|
|
|
|
ptex->width = width;
|
|
|
|
ptex->height = height;
|
|
|
|
ptex->depth = depth;
|
|
|
|
ptex->y_inverted = pcfg->y_inverted;
|
|
|
|
}
|
|
|
|
if (!ptex->glpixmap) {
|
|
|
|
printf_errf("(): Failed to allocate GLX pixmap.");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
glEnable(ptex->target);
|
|
|
|
|
|
|
|
// Create texture
|
|
|
|
if (!ptex->texture) {
|
|
|
|
need_release = false;
|
|
|
|
|
|
|
|
GLuint texture = 0;
|
|
|
|
glGenTextures(1, &texture);
|
|
|
|
glBindTexture(ptex->target, texture);
|
|
|
|
|
|
|
|
glTexParameteri(ptex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
glTexParameteri(ptex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
glTexParameteri(ptex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexParameteri(ptex->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
|
|
|
|
glBindTexture(ptex->target, 0);
|
|
|
|
|
|
|
|
ptex->texture = texture;
|
|
|
|
}
|
|
|
|
if (!ptex->texture) {
|
|
|
|
printf_errf("(): Failed to allocate texture.");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
glBindTexture(ptex->target, ptex->texture);
|
|
|
|
|
|
|
|
// The specification requires rebinding whenever the content changes...
|
|
|
|
// We can't follow this, too slow.
|
|
|
|
if (need_release)
|
|
|
|
ps->glXReleaseTexImageProc(ps->dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT);
|
|
|
|
|
|
|
|
ps->glXBindTexImageProc(ps->dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT, NULL);
|
|
|
|
|
|
|
|
// Cleanup
|
|
|
|
glBindTexture(ptex->target, 0);
|
|
|
|
glDisable(ptex->target);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @brief Release binding of a texture.
|
|
|
|
*/
|
|
|
|
void
|
|
|
|
glx_release_pixmap(session_t *ps, glx_texture_t *ptex) {
|
|
|
|
// Release binding
|
|
|
|
if (ptex->glpixmap && ptex->texture) {
|
|
|
|
glBindTexture(ptex->target, ptex->texture);
|
|
|
|
ps->glXReleaseTexImageProc(ps->dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT);
|
|
|
|
glBindTexture(ptex->target, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Free GLX Pixmap
|
|
|
|
if (ptex->glpixmap) {
|
|
|
|
glXDestroyPixmap(ps->dpy, ptex->glpixmap);
|
|
|
|
ptex->glpixmap = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Preprocess function before start painting.
|
|
|
|
*/
|
|
|
|
void
|
|
|
|
glx_paint_pre(session_t *ps, XserverRegion *preg) {
|
|
|
|
ps->glx_z = 0.0;
|
|
|
|
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
|
|
|
// OpenGL doesn't support partial repaint without GLX_MESA_copy_sub_buffer,
|
|
|
|
// we could redraw the whole screen or copy unmodified pixels from
|
|
|
|
// front buffer with --glx-copy-from-front.
|
|
|
|
if (ps->o.glx_use_copysubbuffermesa || !*preg) {
|
|
|
|
}
|
|
|
|
else if (!ps->o.glx_copy_from_front) {
|
|
|
|
free_region(ps, preg);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
{
|
|
|
|
XserverRegion reg_copy = XFixesCreateRegion(ps->dpy, NULL, 0);
|
|
|
|
XFixesSubtractRegion(ps->dpy, reg_copy, ps->screen_reg, *preg);
|
|
|
|
glx_set_clip(ps, reg_copy, NULL, 0);
|
|
|
|
free_region(ps, ®_copy);
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
GLfloat raster_pos[4];
|
|
|
|
glGetFloatv(GL_CURRENT_RASTER_POSITION, raster_pos);
|
|
|
|
glReadBuffer(GL_FRONT);
|
|
|
|
glRasterPos2f(0.0, 0.0);
|
|
|
|
glCopyPixels(0, 0, ps->root_width, ps->root_height, GL_COLOR);
|
|
|
|
glReadBuffer(GL_BACK);
|
|
|
|
glRasterPos4fv(raster_pos);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
glx_set_clip(ps, *preg, NULL, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Set clipping region on the target window.
|
|
|
|
*/
|
|
|
|
void
|
|
|
|
glx_set_clip(session_t *ps, XserverRegion reg,
|
|
|
|
const XRectangle * const cache_rects, const int cache_nrects) {
|
|
|
|
// Quit if we aren't using stencils
|
|
|
|
if (ps->o.glx_no_stencil)
|
|
|
|
return;
|
|
|
|
|
|
|
|
static XRectangle rect_blank = {
|
|
|
|
.x = 0, .y = 0, .width = 0, .height = 0
|
|
|
|
};
|
|
|
|
|
|
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
glDisable(GL_SCISSOR_TEST);
|
|
|
|
|
|
|
|
if (!reg)
|
|
|
|
return;
|
|
|
|
|
|
|
|
int nrects = cache_nrects;
|
|
|
|
XRectangle *rects_free = NULL;
|
|
|
|
const XRectangle *rects = cache_rects;
|
|
|
|
if (!rects) {
|
|
|
|
nrects = 0;
|
|
|
|
rects = rects_free = XFixesFetchRegion(ps->dpy, reg, &nrects);
|
|
|
|
}
|
|
|
|
if (!nrects) {
|
|
|
|
cxfree(rects_free);
|
|
|
|
rects_free = NULL;
|
|
|
|
nrects = 1;
|
|
|
|
rects = &rect_blank;
|
|
|
|
}
|
|
|
|
|
|
|
|
assert(nrects);
|
|
|
|
if (1 == nrects) {
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
glScissor(rects[0].x, ps->root_height - rects[0].y - rects[0].height,
|
|
|
|
rects[0].width, rects[0].height);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
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);
|
|
|
|
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
|
|
|
|
for (int i = 0; i < nrects; ++i) {
|
|
|
|
GLint rx = rects[i].x;
|
|
|
|
GLint ry = ps->root_height - 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: %d, %d, %d, %d\n", i, rx, ry, rxe, rye);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
glVertex3i(rx, ry, z);
|
|
|
|
glVertex3i(rxe, ry, z);
|
|
|
|
glVertex3i(rxe, rye, z);
|
|
|
|
glVertex3i(rx, rye, z);
|
|
|
|
}
|
|
|
|
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
|
|
}
|
|
|
|
|
|
|
|
cxfree(rects_free);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool
|
|
|
|
glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
|
|
|
|
GLfloat factor_center) {
|
|
|
|
// Read destination pixels into a texture
|
|
|
|
GLuint tex_scr = 0;
|
|
|
|
glGenTextures(1, &tex_scr);
|
|
|
|
if (!tex_scr) {
|
|
|
|
printf_errf("(): Failed to allocate texture.");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
GLenum tex_tgt = GL_TEXTURE_RECTANGLE;
|
|
|
|
if (ps->glx_has_texture_non_power_of_two)
|
|
|
|
tex_tgt = GL_TEXTURE_2D;
|
|
|
|
|
|
|
|
glEnable(tex_tgt);
|
|
|
|
glBindTexture(tex_tgt, tex_scr);
|
|
|
|
glTexParameteri(tex_tgt, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(tex_tgt, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexImage2D(tex_tgt, 0, GL_RGB, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
glCopyTexSubImage2D(tex_tgt, 0, 0, 0, dx, ps->root_height - dy - height, width, height);
|
|
|
|
|
|
|
|
#ifdef DEBUG_GLX
|
|
|
|
printf_dbgf("(): %d, %d, %d, %d\n", dx, ps->root_height - dy - height, width, height);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// Paint it back
|
|
|
|
// Color negation for testing...
|
|
|
|
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
|
|
// glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
|
|
|
|
// glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
|
|
|
|
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
#ifdef CONFIG_VSYNC_OPENGL_GLSL
|
|
|
|
glUseProgram(ps->glx_prog_blur);
|
|
|
|
glUniform1f(ps->glx_prog_blur_unifm_offset_x, 1.0f / width);
|
|
|
|
glUniform1f(ps->glx_prog_blur_unifm_offset_y, 1.0f / height);
|
|
|
|
glUniform1f(ps->glx_prog_blur_unifm_factor_center, factor_center);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
|
|
|
|
{
|
|
|
|
const GLfloat rx = 0.0;
|
|
|
|
const GLfloat ry = 1.0;
|
|
|
|
const GLfloat rxe = 1.0;
|
|
|
|
const GLfloat rye = 0.0;
|
|
|
|
const GLint rdx = dx;
|
|
|
|
const GLint rdy = ps->root_height - dy;
|
|
|
|
const GLint rdxe = rdx + width;
|
|
|
|
const GLint rdye = rdy - height;
|
|
|
|
|
|
|
|
#ifdef DEBUG_GLX
|
|
|
|
printf_dbgf("(): %f, %f, %f, %f -> %d, %d, %d, %d\n", rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
glTexCoord2f(rx, ry);
|
|
|
|
glVertex3f(rdx, rdy, z);
|
|
|
|
|
|
|
|
glTexCoord2f(rxe, ry);
|
|
|
|
glVertex3f(rdxe, rdy, z);
|
|
|
|
|
|
|
|
glTexCoord2f(rxe, rye);
|
|
|
|
glVertex3f(rdxe, rdye, z);
|
|
|
|
|
|
|
|
glTexCoord2f(rx, rye);
|
|
|
|
glVertex3f(rdx, rdye, z);
|
|
|
|
}
|
|
|
|
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
#ifdef CONFIG_VSYNC_OPENGL_GLSL
|
|
|
|
glUseProgram(0);
|
|
|
|
#endif
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
glBindTexture(tex_tgt, 0);
|
|
|
|
glDeleteTextures(1, &tex_scr);
|
|
|
|
glDisable(tex_tgt);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool
|
|
|
|
glx_dim_dst(session_t *ps, int dx, int dy, int width, int height, float z,
|
|
|
|
GLfloat factor) {
|
|
|
|
// It's possible to dim in glx_render(), but it would be over-complicated
|
|
|
|
// considering all those mess in color negation and modulation
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glColor4f(0.0f, 0.0f, 0.0f, factor);
|
|
|
|
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
|
|
|
|
{
|
|
|
|
GLint rdx = dx;
|
|
|
|
GLint rdy = ps->root_height - dy;
|
|
|
|
GLint rdxe = rdx + width;
|
|
|
|
GLint rdye = rdy - height;
|
|
|
|
|
|
|
|
glVertex3i(rdx, rdy, z);
|
|
|
|
glVertex3i(rdxe, rdy, z);
|
|
|
|
glVertex3i(rdxe, rdye, z);
|
|
|
|
glVertex3i(rdx, rdye, z);
|
|
|
|
}
|
|
|
|
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @brief Render a region with texture data.
|
|
|
|
*/
|
|
|
|
bool
|
|
|
|
glx_render(session_t *ps, const glx_texture_t *ptex,
|
|
|
|
int x, int y, int dx, int dy, int width, int height, int z,
|
|
|
|
double opacity, bool neg, XserverRegion reg_tgt) {
|
|
|
|
if (!ptex || !ptex->texture) {
|
|
|
|
printf_errf("(): Missing texture.");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
const bool argb = (GLX_TEXTURE_FORMAT_RGBA_EXT ==
|
|
|
|
ps->glx_fbconfigs[ptex->depth]->texture_fmt);
|
|
|
|
bool dual_texture = false;
|
|
|
|
|
|
|
|
// It's required by legacy versions of OpenGL to enable texture target
|
|
|
|
// before specifying environment. Thanks to madsy for telling me.
|
|
|
|
glEnable(ptex->target);
|
|
|
|
|
|
|
|
// Enable blending if needed
|
|
|
|
if (opacity < 1.0 || argb) {
|
|
|
|
|
|
|
|
glEnable(GL_BLEND);
|
|
|
|
|
|
|
|
// Needed for handling opacity of ARGB texture
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
|
|
|
|
// This is all weird, but X Render is using premultiplied ARGB format, and
|
|
|
|
// we need to use those things to correct it. Thanks to derhass for help.
|
|
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glColor4f(opacity, opacity, opacity, opacity);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Color negation
|
|
|
|
if (neg) {
|
|
|
|
// Simple color negation
|
|
|
|
if (!glIsEnabled(GL_BLEND)) {
|
|
|
|
glEnable(GL_COLOR_LOGIC_OP);
|
|
|
|
glLogicOp(GL_COPY_INVERTED);
|
|
|
|
}
|
|
|
|
// ARGB texture color negation
|
|
|
|
else if (argb) {
|
|
|
|
dual_texture = true;
|
|
|
|
|
|
|
|
// Use two texture stages because the calculation is too complicated,
|
|
|
|
// thanks to madsy for providing code
|
|
|
|
// Texture stage 0
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
|
|
|
// Negation for premultiplied color: color = A - C
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_ALPHA);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
|
|
|
|
|
|
// Pass texture alpha through
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
|
|
|
|
|
|
|
// Texture stage 1
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
|
|
glEnable(ptex->target);
|
|
|
|
glBindTexture(ptex->target, ptex->texture);
|
|
|
|
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
|
|
|
|
|
|
// Modulation with constant factor
|
|
|
|
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_ALPHA);
|
|
|
|
|
|
|
|
// Modulation with constant factor
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
|
|
|
|
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);
|
|
|
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
}
|
|
|
|
// RGB blend color negation
|
|
|
|
else {
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
|
|
|
|
|
|
// Modulation with constant factor
|
|
|
|
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_ONE_MINUS_SRC_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
|
|
|
|
|
|
// Modulation with constant factor
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
XserverRegion reg_new = None;
|
|
|
|
|
|
|
|
XRectangle rec_all = {
|
|
|
|
.x = dx,
|
|
|
|
.y = dy,
|
|
|
|
.width = width,
|
|
|
|
.height = height
|
|
|
|
};
|
|
|
|
|
|
|
|
XRectangle *rects = &rec_all;
|
|
|
|
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);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
}
|
|
|
|
|
|
|
|
glBindTexture(ptex->target, ptex->texture);
|
|
|
|
if (dual_texture) {
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
|
|
glBindTexture(ptex->target, ptex->texture);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
}
|
|
|
|
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
|
|
|
|
for (int i = 0; i < nrects; ++i) {
|
|
|
|
GLfloat rx = (double) (rects[i].x - dx + x) / ptex->width;
|
|
|
|
GLfloat ry = (double) (rects[i].y - dy + y) / ptex->height;
|
|
|
|
GLfloat rxe = rx + (double) rects[i].width / ptex->width;
|
|
|
|
GLfloat rye = ry + (double) rects[i].height / ptex->height;
|
|
|
|
GLint rdx = rects[i].x;
|
|
|
|
GLint rdy = ps->root_height - rects[i].y;
|
|
|
|
GLint rdxe = rdx + rects[i].width;
|
|
|
|
GLint rdye = rdy - rects[i].height;
|
|
|
|
|
|
|
|
// Invert Y if needed, this may not work as expected, though. I don't
|
|
|
|
// have such a FBConfig to test with.
|
|
|
|
if (!ptex->y_inverted) {
|
|
|
|
ry = 1.0 - ry;
|
|
|
|
rye = 1.0 - rye;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef DEBUG_GLX
|
|
|
|
printf_dbgf("(): Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d\n", i, rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#define P_TEXCOORD(cx, cy) { \
|
|
|
|
if (dual_texture) { \
|
|
|
|
glMultiTexCoord2f(GL_TEXTURE0, cx, cy); \
|
|
|
|
glMultiTexCoord2f(GL_TEXTURE1, cx, cy); \
|
|
|
|
} \
|
|
|
|
else glTexCoord2f(cx, cy); \
|
|
|
|
}
|
|
|
|
P_TEXCOORD(rx, ry);
|
|
|
|
glVertex3i(rdx, rdy, z);
|
|
|
|
|
|
|
|
P_TEXCOORD(rxe, ry);
|
|
|
|
glVertex3i(rdxe, rdy, z);
|
|
|
|
|
|
|
|
P_TEXCOORD(rxe, rye);
|
|
|
|
glVertex3i(rdxe, rdye, z);
|
|
|
|
|
|
|
|
P_TEXCOORD(rx, rye);
|
|
|
|
glVertex3i(rdx, rdye, z);
|
|
|
|
}
|
|
|
|
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
if (rects && rects != &rec_all)
|
|
|
|
cxfree(rects);
|
|
|
|
free_region(ps, ®_new);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Cleanup
|
|
|
|
glBindTexture(ptex->target, 0);
|
|
|
|
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glDisable(GL_COLOR_LOGIC_OP);
|
|
|
|
glDisable(ptex->target);
|
|
|
|
|
|
|
|
if (dual_texture) {
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
|
|
glBindTexture(ptex->target, 0);
|
|
|
|
glDisable(ptex->target);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Swap buffer with glXCopySubBufferMESA().
|
|
|
|
*/
|
|
|
|
void
|
|
|
|
glx_swap_copysubbuffermesa(session_t *ps, XserverRegion reg) {
|
|
|
|
int nrects = 0;
|
|
|
|
XRectangle *rects = XFixesFetchRegion(ps->dpy, reg, &nrects);
|
|
|
|
|
|
|
|
if (1 == nrects && rect_is_fullscreen(ps, rects[0].x, rects[0].y,
|
|
|
|
rects[0].width, rects[0].height)) {
|
|
|
|
glXSwapBuffers(ps->dpy, get_tgt_window(ps));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
glx_set_clip(ps, None, NULL, 0);
|
|
|
|
for (int i = 0; i < nrects; ++i) {
|
|
|
|
const int x = rects[i].x;
|
|
|
|
const int y = ps->root_height - rects[i].y - rects[i].height;
|
|
|
|
const int wid = rects[i].width;
|
|
|
|
const int hei = rects[i].height;
|
|
|
|
|
|
|
|
#ifdef DEBUG_GLX
|
|
|
|
printf_dbgf("(): %d, %d, %d, %d\n", x, y, wid, hei);
|
|
|
|
#endif
|
|
|
|
ps->glXCopySubBufferProc(ps->dpy, get_tgt_window(ps), x, y, wid, hei);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
cxfree(rects);
|
|
|
|
}
|
|
|
|
|
|
|
|
#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(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) {
|
|
|
|
for (int i = 0; i < nshaders; ++i)
|
|
|
|
glDetachShader(program, shaders[i]);
|
|
|
|
}
|
|
|
|
if (program && !success) {
|
|
|
|
glDeleteProgram(program);
|
|
|
|
program = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
return program;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|