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153 lines
5.0 KiB
153 lines
5.0 KiB
/******************************************************************** |
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KWin - the KDE window manager |
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This file is part of the KDE project. |
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org> |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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*********************************************************************/ |
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#ifndef KWIN_SCENE_OPENGL_H |
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#define KWIN_SCENE_OPENGL_H |
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#include "scene.h" |
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#include "kwinglutils.h" |
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#ifdef HAVE_OPENGL |
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#ifdef HAVE_XSHM |
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#include <X11/extensions/XShm.h> |
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#endif |
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namespace KWin |
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{ |
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class SceneOpenGL |
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: public Scene |
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{ |
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public: |
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class Texture; |
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class Window; |
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SceneOpenGL( Workspace* ws ); |
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virtual ~SceneOpenGL(); |
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virtual bool initFailed() const; |
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virtual CompositingType compositingType() const { return OpenGLCompositing; } |
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virtual void paint( QRegion damage, ToplevelList windows ); |
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virtual void windowGeometryShapeChanged( Toplevel* ); |
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virtual void windowOpacityChanged( Toplevel* ); |
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virtual void windowAdded( Toplevel* ); |
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virtual void windowClosed( Toplevel*, Deleted* ); |
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virtual void windowDeleted( Deleted* ); |
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protected: |
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virtual void paintGenericScreen( int mask, ScreenPaintData data ); |
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virtual void paintBackground( QRegion region ); |
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private: |
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bool selectMode(); |
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bool initTfp(); |
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bool initShm(); |
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void cleanupShm(); |
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bool initBuffer(); |
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bool initRenderingContext(); |
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bool initBufferConfigs(); |
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bool initDrawableConfigs(); |
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void waitSync(); |
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void flushBuffer( int mask, QRegion damage ); |
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GC gcroot; |
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class FBConfigInfo |
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{ |
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public: |
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GLXFBConfig fbconfig; |
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int bind_texture_format; |
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int y_inverted; |
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int mipmap; |
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}; |
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Drawable buffer; |
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GLXFBConfig fbcbuffer; |
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static bool db; |
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static GLXFBConfig fbcbuffer_db; |
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static GLXFBConfig fbcbuffer_nondb; |
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static FBConfigInfo fbcdrawableinfo[ 32 + 1 ]; |
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static GLXDrawable glxbuffer; |
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static GLXContext ctxbuffer; |
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static GLXContext ctxdrawable; |
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static GLXDrawable last_pixmap; // for a workaround in bindTexture() |
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static bool tfp_mode; |
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static bool shm_mode; |
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QHash< Toplevel*, Window* > windows; |
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#ifdef HAVE_XSHM |
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static XShmSegmentInfo shm; |
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#endif |
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bool init_ok; |
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}; |
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class SceneOpenGL::Texture |
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: public GLTexture |
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{ |
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public: |
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Texture(); |
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Texture( const Pixmap& pix, const QSize& size, int depth ); |
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virtual ~Texture(); |
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using GLTexture::load; |
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virtual bool load( const Pixmap& pix, const QSize& size, int depth, |
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QRegion region ); |
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virtual bool load( const Pixmap& pix, const QSize& size, int depth ); |
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virtual bool load( const QImage& image, GLenum target = GL_TEXTURE_2D ); |
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virtual bool load( const QPixmap& pixmap, GLenum target = GL_TEXTURE_2D ); |
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virtual void discard(); |
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virtual void release(); // undo the tfp_mode binding |
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virtual void bind(); |
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virtual void unbind(); |
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protected: |
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void findTarget(); |
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QRegion optimizeBindDamage( const QRegion& reg, int limit ); |
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void createTexture(); |
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private: |
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void init(); |
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GLXPixmap bound_glxpixmap; // the glx pixmap the texture is bound to, only for tfp_mode |
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}; |
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class SceneOpenGL::Window |
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: public Scene::Window |
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{ |
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public: |
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Window( Toplevel* c ); |
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virtual ~Window(); |
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virtual void performPaint( int mask, QRegion region, WindowPaintData data ); |
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virtual void pixmapDiscarded(); |
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bool bindTexture(); |
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void discardTexture(); |
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protected: |
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void renderQuads( int mask, const QRegion& region, const WindowQuadList& quads ); |
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void prepareStates( double opacity, double brightness, double saturation, GLShader* shader ); |
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void prepareRenderStates( double opacity, double brightness, double saturation ); |
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void prepareShaderRenderStates( double opacity, double brightness, double saturation, GLShader* shader ); |
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void restoreStates( double opacity, double brightness, double saturation, GLShader* shader ); |
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void restoreRenderStates( double opacity, double brightness, double saturation ); |
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void restoreShaderRenderStates( double opacity, double brightness, double saturation, GLShader* shader ); |
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private: |
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Texture texture; |
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}; |
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} // namespace |
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#endif |
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#endif
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