Bug fix: GLX: ARGB texture too dark & Jitter when resize & others
- GLX backend: Fix a bug that ARGB windows / shadows are rendered too dark. Thanks to derhass in FreeNode/##opengl for help. - GLX backend: Fix a problem that during window resize the content looks jittering, by letting compton fetch pixmap sizes with XGetGeometry() instead of relying on window width/height, which could be inaccurate during window resize. Negative effect on performance. Thanks to M4he for reporting. (#7) - Add .desktop file. Thanks to quequotion for providing it. (#97) - Avoid checking presence of window pixmap, because they may not exist with very old X Composite implementations. - Add workaround for a strange window restack issue when compton receieves a ConfigureNotify with non-existent new above window. - Add debugging function hexdump(). Extra sanity checks on various places.
This commit is contained in:
parent
b6a99334ce
commit
1a88e3d0c5
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@ -43,3 +43,4 @@ man/*.1
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doxygen/
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.clang_complete
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/src/backtrace-symbols.[ch]
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/compton*.trace
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@ -0,0 +1,10 @@
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[Desktop Entry]
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Version=1.0
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Type=Application
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Name=compton
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Comment=A X compositor
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Categories=Utility;
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TryExec=compton
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Exec=compton
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Icon=xcompmgr
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# Thanks to quequotion for providing this file!
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44
src/common.h
44
src/common.h
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@ -297,9 +297,9 @@ struct _glx_texture {
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GLuint texture;
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GLXPixmap glpixmap;
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Pixmap pixmap;
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int width;
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int height;
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int depth;
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unsigned width;
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unsigned height;
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unsigned depth;
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bool y_inverted;
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};
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#endif
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@ -1573,7 +1573,7 @@ glx_init_blur(session_t *ps);
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bool
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glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
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int width, int height, int depth);
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unsigned width, unsigned height, unsigned depth);
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void
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glx_release_pixmap(session_t *ps, glx_texture_t *ptex);
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@ -1686,3 +1686,39 @@ c2_match(session_t *ps, win *w, const c2_lptr_t *condlst,
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///@}
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#endif
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/**
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* @brief Dump raw bytes in HEX format.
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*
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* @param data pointer to raw data
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* @param len length of data
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*/
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static inline void
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hexdump(const char *data, int len) {
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static const int BYTE_PER_LN = 16;
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if (len <= 0)
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return;
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// Print header
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printf("%10s:", "Offset");
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for (int i = 0; i < BYTE_PER_LN; ++i)
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printf(" %2d", i);
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putchar('\n');
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// Dump content
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for (int offset = 0; offset < len; ++offset) {
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if (!(offset % BYTE_PER_LN))
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printf("0x%08x:", offset);
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printf(" %02hhx", data[offset]);
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if ((BYTE_PER_LN - 1) == offset % BYTE_PER_LN)
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putchar('\n');
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}
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if (len % BYTE_PER_LN)
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putchar('\n');
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fflush(stdout);
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}
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@ -474,6 +474,7 @@ win_build_shadow(session_t *ps, win *w, double opacity) {
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w->shadow_paint.pixmap = shadow_pixmap_argb;
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w->shadow_paint.pict = shadow_picture_argb;
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bool success = paint_bind_tex(ps, &w->shadow_paint, shadow_image->width, shadow_image->height, 32, true);
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XFreeGC(ps->dpy, gc);
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@ -863,8 +864,7 @@ get_root_tile(session_t *ps) {
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ps->root_tile_paint.pixmap = pixmap;
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#ifdef CONFIG_VSYNC_OPENGL
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if (BKEND_GLX == ps->o.backend)
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return glx_bind_pixmap(ps, &ps->root_tile_paint.ptex, ps->root_tile_paint.pixmap,
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ps->root_width, ps->root_height, ps->depth);
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return glx_bind_pixmap(ps, &ps->root_tile_paint.ptex, ps->root_tile_paint.pixmap, 0, 0, 0);
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#endif
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return true;
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@ -1437,8 +1437,10 @@ win_paint_win(session_t *ps, win *w, XserverRegion reg_paint) {
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}
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}
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// GLX: Build texture
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if (!paint_bind_tex(ps, &w->paint, w->widthb, w->heightb,
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w->pictfmt->depth, w->pixmap_damaged)) {
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// Let glx_bind_pixmap() determine pixmap size, because if the user
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// is resizing windows, the width and height we get may not be up-to-date,
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// causing the jittering issue M4he reported in #7.
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if (!paint_bind_tex(ps, &w->paint, 0, 0, 0, w->pixmap_damaged)) {
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printf_errf("(%#010lx): Failed to bind texture. Expect troubles.", w->id);
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}
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w->pixmap_damaged = false;
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@ -2633,21 +2635,33 @@ restack_win(session_t *ps, win *w, Window new_above) {
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}
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if (old_above != new_above) {
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win **prev;
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win **prev = NULL, **prev_old = NULL;
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/* unhook */
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// unhook
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for (prev = &ps->list; *prev; prev = &(*prev)->next) {
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if ((*prev) == w) break;
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}
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*prev = w->next;
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prev_old = prev;
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/* rehook */
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bool found = false;
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// rehook
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for (prev = &ps->list; *prev; prev = &(*prev)->next) {
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if ((*prev)->id == new_above && !(*prev)->destroyed)
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if ((*prev)->id == new_above && !(*prev)->destroyed) {
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found = true;
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break;
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}
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}
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if (!found) {
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printf_errf("(%#010lx, %#010lx): "
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"Failed to found new above window.", w->id, new_above);
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return;
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}
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*prev_old = w->next;
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w->next = *prev;
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*prev = w;
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@ -2668,7 +2682,9 @@ restack_win(session_t *ps, win *w, Window new_above) {
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desc = "";
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if (c->destroyed) desc = "(D) ";
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printf("%#010lx \"%s\" %s-> ", c->id, window_name, desc);
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printf("%#010lx \"%s\" %s", c->id, window_name, desc);
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if (c->next)
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printf("-> ");
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if (to_free) {
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XFree(window_name);
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@ -162,7 +162,9 @@ free_wincondlst(c2_lptr_t **pcondlst) {
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*/
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static inline bool
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paint_isvalid(session_t *ps, const paint_t *ppaint) {
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if (!ppaint || !ppaint->pixmap)
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// Don't check for presence of Pixmap here, because older X Composite doesn't
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// provide it
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if (!ppaint)
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return false;
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if (BKEND_XRENDER == ps->o.backend && !ppaint->pict)
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@ -179,13 +181,15 @@ paint_isvalid(session_t *ps, const paint_t *ppaint) {
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* Bind texture in paint_t if we are using GLX backend.
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*/
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static inline bool
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paint_bind_tex(session_t *ps, paint_t *ppaint, int wid, int hei, int depth,
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bool force) {
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paint_bind_tex(session_t *ps, paint_t *ppaint,
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unsigned wid, unsigned hei, unsigned depth, bool force) {
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#ifdef CONFIG_VSYNC_OPENGL
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// TODO: Make sure we have the same Pixmap binded?
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if (BKEND_GLX == ps->o.backend
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&& (force || !glx_tex_binded(ppaint->ptex, ppaint->pixmap))) {
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return glx_bind_pixmap(ps, &ppaint->ptex, ppaint->pixmap, wid, hei, depth);
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if (BKEND_GLX == ps->o.backend) {
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if (!ppaint->pixmap)
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return false;
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if (force || !glx_tex_binded(ppaint->ptex, ppaint->pixmap))
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return glx_bind_pixmap(ps, &ppaint->ptex, ppaint->pixmap, wid, hei, depth);
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}
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#endif
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61
src/opengl.c
61
src/opengl.c
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@ -107,7 +107,6 @@ glx_init(session_t *ps, bool need_render) {
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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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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable(GL_BLEND);
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if (!ps->o.glx_no_stencil) {
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@ -322,15 +321,10 @@ glx_cmp_fbconfig(session_t *ps,
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*/
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bool
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glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
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int width, int height, int depth) {
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if (depth > OPENGL_MAX_DEPTH) {
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printf_errf("(%d): Requested depth higher than %d.", depth,
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OPENGL_MAX_DEPTH);
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return false;
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}
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const glx_fbconfig_t *pcfg = ps->glx_fbconfigs[depth];
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if (!pcfg) {
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printf_errf("(%d): Couldn't find FBConfig with requested depth.", depth);
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unsigned width, unsigned height, unsigned depth) {
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if (!pixmap) {
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printf_errf("(%#010lx): Binding to an empty pixmap. This can't work.",
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pixmap);
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return false;
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}
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glEnable(target);
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// Release pixmap if parameters are inconsistent
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if (ptex->texture && !(width == ptex->width && height == ptex->height
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&& ptex->pixmap == pixmap && depth == ptex->depth)) {
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if (ptex->texture && ptex->pixmap != pixmap) {
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glx_release_pixmap(ps, ptex);
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}
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glBindTexture(target, 0);
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ptex->texture = texture;
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ptex->y_inverted = pcfg->y_inverted;
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}
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if (!ptex->texture) {
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printf_errf("(): Failed to allocate texture.");
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if (!ptex->glpixmap) {
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need_release = false;
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// Retrieve pixmap parameters, if they aren't provided
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if (!(width && height && depth)) {
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Window rroot = None;
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int rx = 0, ry = 0;
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unsigned rbdwid = 0;
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if (!XGetGeometry(ps->dpy, pixmap, &rroot, &rx, &ry,
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&width, &height, &rbdwid, &depth)) {
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printf_errf("(%#010lx): Failed to query Pixmap info.", pixmap);
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return false;
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}
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if (depth > OPENGL_MAX_DEPTH) {
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printf_errf("(%d): Requested depth higher than %d.", depth,
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OPENGL_MAX_DEPTH);
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return false;
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}
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}
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const glx_fbconfig_t *pcfg = ps->glx_fbconfigs[depth];
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if (!pcfg) {
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printf_errf("(%d): Couldn't find FBConfig with requested depth.", depth);
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return false;
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}
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// Determine texture target, copied from compiz
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GLint tex_tgt = 0;
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if (GLX_TEXTURE_2D_BIT_EXT & pcfg->texture_tgts
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};
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ptex->glpixmap = glXCreatePixmap(ps->dpy, pcfg->cfg, pixmap, attrs);
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ptex->pixmap = pixmap;
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ptex->width = width;
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ptex->height = height;
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ptex->depth = depth;
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ptex->y_inverted = pcfg->y_inverted;
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}
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if (!ptex->glpixmap) {
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printf_errf("(): Failed to allocate GLX pixmap.");
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glBindTexture(target, 0);
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glDisable(target);
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ptex->width = width;
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ptex->height = height;
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ptex->depth = depth;
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ptex->pixmap = pixmap;
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return true;
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}
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GLint z = 0;
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#ifdef DEBUG_GLX
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printf_dbgf("(): Rect %d: %f, %f, %f, %f\n", i, rx, ry, rxe, rye);
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printf_dbgf("(): Rect %d: %d, %d, %d, %d\n", i, rx, ry, rxe, rye);
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#endif
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glVertex3i(rx, ry, z);
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if (opacity < 1.0 || GLX_TEXTURE_FORMAT_RGBA_EXT ==
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ps->glx_fbconfigs[ptex->depth]->texture_fmt) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Needed for handling opacity of ARGB texture
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor4f(1.0f, 1.0f, 1.0f, opacity);
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// This is all weird, but X Render is using a strange ARGB format, and
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// we need to use those things to correct it. Thanks to derhass for help.
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(opacity, opacity, opacity, opacity);
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}
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// Color negation
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