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:
Richard Grenville
2013-03-16 22:54:43 +08:00
parent 8ffcf1c1e8
commit 66be1f2fe1
8 changed files with 349 additions and 51 deletions

View File

@ -51,7 +51,7 @@ glx_init(session_t *ps, bool need_render) {
}
// Ensure GLX_EXT_texture_from_pixmap exists
if (need_render && !glx_hasext(ps, "GLX_EXT_texture_from_pixmap"))
if (need_render && !glx_hasglxext(ps, "GLX_EXT_texture_from_pixmap"))
goto glx_init_end;
// Get GLX context
@ -68,6 +68,24 @@ glx_init(session_t *ps, bool need_render) {
goto glx_init_end;
}
// Ensure we have a stencil buffer. X Fixes does not guarantee rectangles
// in regions don't overlap, so we must use stencil buffer to make sure
// we don't paint a region for more than one time, I think?
if (need_render) {
GLint val = 0;
glGetIntegerv(GL_STENCIL_BITS, &val);
if (!val) {
printf_errf("(): Target window doesn't have stencil buffer.");
goto glx_init_end;
}
}
// Check GL_ARB_texture_non_power_of_two, requires a GLX context and
// must precede FBConfig fetching
if (need_render)
ps->glx_has_texture_non_power_of_two = glx_hasglext(ps,
"GL_ARB_texture_non_power_of_two");
// Acquire function addresses
if (need_render) {
ps->glXBindTexImageProc = (f_BindTexImageEXT)
@ -85,24 +103,23 @@ glx_init(session_t *ps, bool need_render) {
goto glx_init_end;
if (need_render) {
// Adjust viewport
glViewport(0, 0, ps->root_width, ps->root_height);
glx_on_root_change(ps);
// Initialize settings, copied from dcompmgr
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, ps->root_width, ps->root_height, 0, -100.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// glEnable(GL_DEPTH_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
// Initialize stencil buffer
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilMask(0x1);
glStencilFunc(GL_EQUAL, 0x1, 0x1);
// Clear screen
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glXSwapBuffers(ps->dpy, get_tgt_window(ps));
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// glXSwapBuffers(ps->dpy, get_tgt_window(ps));
}
success = true;
@ -141,6 +158,34 @@ glx_destroy(session_t *ps) {
void
glx_on_root_change(session_t *ps) {
glViewport(0, 0, ps->root_width, ps->root_height);
// Initialize matrix, copied from dcompmgr
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, ps->root_width, ps->root_height, 0, -100.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/**
* Initialize GLX blur filter.
*/
bool
glx_init_blur(session_t *ps) {
printf_errf("(): Blur on GLX backend isn't implemented yet, sorry.");
return false;
// #ifdef CONFIG_VSYNC_OPENGL_GLSL
// static const char *FRAG_SHADER_BLUR = "";
// GLuint frag_shader = glx_create_shader(GL_FRAGMENT_SHADER, FRAG_SHADER_BLUR);
// if (!frag_shader) {
// printf_errf("(): Failed to create fragment shader for blurring.");
// return false;
// }
// #else
// printf_errf("(): GLSL support not compiled in. Cannot do blur with GLX backend.");
// return false;
// #endif
}
/**
@ -346,15 +391,28 @@ glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
if (!ptex->glpixmap) {
need_release = false;
// Determine texture target, copied from compiz
GLint tex_tgt = 0;
if (GLX_TEXTURE_2D_BIT_EXT & pcfg->texture_tgts
&& ps->glx_has_texture_non_power_of_two)
tex_tgt = GLX_TEXTURE_2D_EXT;
else if (GLX_TEXTURE_RECTANGLE_BIT_EXT & pcfg->texture_tgts)
tex_tgt = GLX_TEXTURE_RECTANGLE_EXT;
else if (!(GLX_TEXTURE_2D_BIT_EXT & pcfg->texture_tgts))
tex_tgt = GLX_TEXTURE_RECTANGLE_EXT;
else
tex_tgt = GLX_TEXTURE_2D_EXT;
#ifdef DEBUG_GLX
printf_dbgf("(): depth %d rgba %d\n", depth, (GLX_TEXTURE_FORMAT_RGBA_EXT == pcfg->texture_fmt));
printf_dbgf("(): depth %d, tgt %#x, rgba %d\n", depth, tex_tgt,
(GLX_TEXTURE_FORMAT_RGBA_EXT == pcfg->texture_fmt));
#endif
int attrs[] = {
GLint attrs[] = {
GLX_TEXTURE_FORMAT_EXT,
pcfg->texture_fmt,
// GLX_TEXTURE_TARGET_EXT,
// ,
GLX_TEXTURE_TARGET_EXT,
tex_tgt,
0,
};
@ -403,6 +461,51 @@ glx_release_pixmap(session_t *ps, glx_texture_t *ptex) {
}
}
/**
* Set clipping region on the target window.
*/
void
glx_set_clip(session_t *ps, XserverRegion reg) {
glClear(GL_STENCIL_BUFFER_BIT);
if (reg) {
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
int nrects = 0;
XRectangle *rects = XFixesFetchRegion(ps->dpy, reg, &nrects);
glBegin(GL_QUADS);
for (int i = 0; i < nrects; ++i) {
GLint rx = rects[i].x;
GLint ry = rects[i].y;
GLint rxe = rx + rects[i].width;
GLint rye = ry + rects[i].height;
GLint z = 0;
#ifdef DEBUG_GLX
printf_dbgf("(): Rect %d: %f, %f, %f, %f\n", i, rx, ry, rxe, rye);
#endif
glVertex3i(rx, ry, z);
glVertex3i(rxe, ry, z);
glVertex3i(rxe, rye, z);
glVertex3i(rx, rye, z);
}
glEnd();
if (rects)
XFree(rects);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
}
}
/**
* @brief Render a region with texture data.
*/
@ -440,11 +543,6 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
}
}
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ptex->texture);
glBegin(GL_QUADS);
{
XserverRegion reg_new = None;
@ -459,9 +557,10 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
int nrects = 1;
#ifdef DEBUG_GLX
printf_dbgf("(): Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d \n", x, y, width, height, dx, dy, ptex->width, ptex->height, z);
printf_dbgf("(): Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n", x, y, width, height, dx, dy, ptex->width, ptex->height, z);
#endif
/*
if (reg_tgt) {
reg_new = XFixesCreateRegion(ps->dpy, &rec_all, 1);
XFixesIntersectRegion(ps->dpy, reg_new, reg_new, reg_tgt);
@ -469,6 +568,12 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
nrects = 0;
rects = XFixesFetchRegion(ps->dpy, reg_new, &nrects);
}
*/
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ptex->texture);
glBegin(GL_QUADS);
for (int i = 0; i < nrects; ++i) {
GLfloat rx = (double) (rects[i].x - dx + x) / ptex->width;
@ -504,11 +609,12 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
glVertex3i(rdx, rdye, z);
}
glEnd();
if (rects && rects != &rec_all)
XFree(rects);
free_region(ps, &reg_new);
}
glEnd();
// Cleanup
glBindTexture(GL_TEXTURE_2D, 0);
@ -519,3 +625,85 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
return true;
}
#ifdef CONFIG_VSYNC_OPENGL_GLSL
GLuint
glx_create_shader(GLenum shader_type, const char *shader_str) {
bool success = false;
GLuint shader = glCreateShader(shader_type);
if (!shader) {
printf_errf("(): Failed to create shader with type %d.", shader_type);
goto glx_create_shader_end;
}
glShaderSource(shader, 1, &shader_str, NULL);
glCompileShader(shader);
// Get shader status
{
GLint status = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (GL_FALSE == status) {
GLint log_len = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
if (log_len) {
char log[log_len + 1];
glGetShaderInfoLog(shader, log_len, NULL, log);
printf_errf("(): Failed to compile shader with type %d: %s",
shader_type, log);
}
goto glx_create_shader_end;
}
}
success = true;
glx_create_shader_end:
if (shader && !success) {
glDeleteShader(shader);
shader = 0;
}
return shader;
}
GLuint
glx_create_program(GLenum shader_type, const GLuint * const shaders,
int nshaders) {
bool success = false;
GLuint program = glCreateProgram();
if (!program) {
printf_errf("(): Failed to create program.");
goto glx_create_program_end;
}
for (int i = 0; i < nshaders; ++i)
glAttachShader(program, shaders[i]);
glLinkProgram(program);
// Get program status
{
GLint status = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (GL_FALSE == status) {
GLint log_len = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
if (log_len) {
char log[log_len + 1];
glGetProgramInfoLog(program, log_len, NULL, log);
printf_errf("(): Failed to link program: %s", log);
}
goto glx_create_program_end;
}
}
success = true;
glx_create_program_end:
if (program && !success) {
glDeleteProgram(program);
program = 0;
}
return program;
}
#endif