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.
This commit is contained in:
232
src/opengl.c
232
src/opengl.c
@ -51,7 +51,7 @@ glx_init(session_t *ps, bool need_render) {
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}
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// Ensure GLX_EXT_texture_from_pixmap exists
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if (need_render && !glx_hasext(ps, "GLX_EXT_texture_from_pixmap"))
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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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@ -68,6 +68,24 @@ glx_init(session_t *ps, bool need_render) {
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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) {
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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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@ -85,24 +103,23 @@ glx_init(session_t *ps, bool need_render) {
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goto glx_init_end;
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if (need_render) {
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// Adjust viewport
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glViewport(0, 0, ps->root_width, ps->root_height);
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glx_on_root_change(ps);
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// Initialize settings, copied from dcompmgr
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0, ps->root_width, ps->root_height, 0, -100.0, 100.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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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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// Initialize stencil buffer
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glClear(GL_STENCIL_BUFFER_BIT);
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glEnable(GL_STENCIL_TEST);
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glStencilMask(0x1);
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glStencilFunc(GL_EQUAL, 0x1, 0x1);
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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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// 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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@ -141,6 +158,34 @@ glx_destroy(session_t *ps) {
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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, ps->root_height, 0, -100.0, 100.0);
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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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printf_errf("(): Blur on GLX backend isn't implemented yet, sorry.");
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return false;
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// #ifdef CONFIG_VSYNC_OPENGL_GLSL
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// static const char *FRAG_SHADER_BLUR = "";
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// GLuint frag_shader = glx_create_shader(GL_FRAGMENT_SHADER, FRAG_SHADER_BLUR);
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// if (!frag_shader) {
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// printf_errf("(): Failed to create fragment shader for blurring.");
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// return false;
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// }
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// #else
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// printf_errf("(): GLSL support not compiled in. Cannot do blur with GLX backend.");
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// return false;
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// #endif
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}
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/**
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@ -346,15 +391,28 @@ glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
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if (!ptex->glpixmap) {
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need_release = false;
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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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&& ps->glx_has_texture_non_power_of_two)
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tex_tgt = GLX_TEXTURE_2D_EXT;
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else if (GLX_TEXTURE_RECTANGLE_BIT_EXT & pcfg->texture_tgts)
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tex_tgt = GLX_TEXTURE_RECTANGLE_EXT;
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else if (!(GLX_TEXTURE_2D_BIT_EXT & pcfg->texture_tgts))
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tex_tgt = GLX_TEXTURE_RECTANGLE_EXT;
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else
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tex_tgt = GLX_TEXTURE_2D_EXT;
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#ifdef DEBUG_GLX
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printf_dbgf("(): depth %d rgba %d\n", depth, (GLX_TEXTURE_FORMAT_RGBA_EXT == pcfg->texture_fmt));
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printf_dbgf("(): depth %d, tgt %#x, rgba %d\n", depth, tex_tgt,
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(GLX_TEXTURE_FORMAT_RGBA_EXT == pcfg->texture_fmt));
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#endif
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int attrs[] = {
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GLint attrs[] = {
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GLX_TEXTURE_FORMAT_EXT,
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pcfg->texture_fmt,
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// GLX_TEXTURE_TARGET_EXT,
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// ,
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GLX_TEXTURE_TARGET_EXT,
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tex_tgt,
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0,
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};
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@ -403,6 +461,51 @@ glx_release_pixmap(session_t *ps, glx_texture_t *ptex) {
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}
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}
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/**
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* Set clipping region on the target window.
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*/
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void
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glx_set_clip(session_t *ps, XserverRegion reg) {
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glClear(GL_STENCIL_BUFFER_BIT);
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if (reg) {
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_FALSE);
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glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
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int nrects = 0;
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XRectangle *rects = XFixesFetchRegion(ps->dpy, reg, &nrects);
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glBegin(GL_QUADS);
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for (int i = 0; i < nrects; ++i) {
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GLint rx = rects[i].x;
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GLint ry = rects[i].y;
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GLint rxe = rx + rects[i].width;
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GLint rye = ry + rects[i].height;
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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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#endif
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glVertex3i(rx, ry, z);
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glVertex3i(rxe, ry, z);
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glVertex3i(rxe, rye, z);
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glVertex3i(rx, rye, z);
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}
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glEnd();
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if (rects)
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XFree(rects);
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_TRUE);
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}
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}
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/**
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* @brief Render a region with texture data.
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*/
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@ -440,11 +543,6 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
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}
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}
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, ptex->texture);
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glBegin(GL_QUADS);
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{
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XserverRegion reg_new = None;
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@ -459,9 +557,10 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
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int nrects = 1;
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#ifdef DEBUG_GLX
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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);
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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);
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#endif
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/*
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if (reg_tgt) {
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reg_new = XFixesCreateRegion(ps->dpy, &rec_all, 1);
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XFixesIntersectRegion(ps->dpy, reg_new, reg_new, reg_tgt);
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@ -469,6 +568,12 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
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nrects = 0;
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rects = XFixesFetchRegion(ps->dpy, reg_new, &nrects);
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}
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*/
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, ptex->texture);
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glBegin(GL_QUADS);
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for (int i = 0; i < nrects; ++i) {
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GLfloat rx = (double) (rects[i].x - dx + x) / ptex->width;
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@ -504,11 +609,12 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
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glVertex3i(rdx, rdye, z);
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}
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glEnd();
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if (rects && rects != &rec_all)
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XFree(rects);
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free_region(ps, ®_new);
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}
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glEnd();
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// Cleanup
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -519,3 +625,85 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
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return true;
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}
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#ifdef CONFIG_VSYNC_OPENGL_GLSL
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GLuint
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glx_create_shader(GLenum shader_type, const char *shader_str) {
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bool success = false;
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GLuint shader = glCreateShader(shader_type);
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if (!shader) {
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printf_errf("(): Failed to create shader with type %d.", shader_type);
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goto glx_create_shader_end;
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}
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glShaderSource(shader, 1, &shader_str, NULL);
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glCompileShader(shader);
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// Get shader status
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{
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GLint status = GL_FALSE;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (GL_FALSE == status) {
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GLint log_len = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
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if (log_len) {
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char log[log_len + 1];
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glGetShaderInfoLog(shader, log_len, NULL, log);
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printf_errf("(): Failed to compile shader with type %d: %s",
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shader_type, log);
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}
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goto glx_create_shader_end;
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}
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}
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success = true;
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glx_create_shader_end:
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if (shader && !success) {
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glDeleteShader(shader);
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shader = 0;
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}
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return shader;
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}
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GLuint
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glx_create_program(GLenum shader_type, const GLuint * const shaders,
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int nshaders) {
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bool success = false;
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GLuint program = glCreateProgram();
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if (!program) {
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printf_errf("(): Failed to create program.");
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goto glx_create_program_end;
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}
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for (int i = 0; i < nshaders; ++i)
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glAttachShader(program, shaders[i]);
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glLinkProgram(program);
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// Get program status
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{
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GLint status = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (GL_FALSE == status) {
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GLint log_len = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
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if (log_len) {
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char log[log_len + 1];
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glGetProgramInfoLog(program, log_len, NULL, log);
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printf_errf("(): Failed to link program: %s", log);
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}
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goto glx_create_program_end;
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}
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}
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success = true;
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glx_create_program_end:
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if (program && !success) {
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glDeleteProgram(program);
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program = 0;
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}
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return program;
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}
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#endif
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