mutter/clutter/glx/clutter-glx-texture-pixmap.c

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/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Johan Bilien <johan.bilien@nokia.com>
* Matthew Allum <mallum@o-hand.com>
* Robert Bragg <bob@o-hand.com>
*
* Copyright (C) 2007 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/* TODO:
* - Automagically handle named pixmaps, and window resizes (i.e
* essentially handle window id's being passed in) ?
*/
/**
* SECTION:clutter-glx-texture-pixmap
* @short_description: A texture which displays the content of an X Pixmap.
*
* #ClutterGLXTexturePixmap is a class for displaying the content of an
* X Pixmap as a ClutterActor. Used together with the X Composite extension,
* it allows to display the content of X Windows inside Clutter.
*
* The class requires the GLX_EXT_texture_from_pixmap OpenGL extension
* (http://people.freedesktop.org/~davidr/GLX_EXT_texture_from_pixmap.txt)
*
* The GL_ARB_texture_non_power_of_two extension will be used if it is
* available. Otherwise it will try to use the
* GL_ARB_texture_rectangle extension. If both are available you can
* force it to prefer the rectangle extension by setting the
* CLUTTER_PIXMAP_TEXTURE_RECTANGLE to 'force'. To prevent it ever
* using the rectangle extension you can set it to 'disable'.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <string.h>
#include "../x11/clutter-x11-texture-pixmap.h"
#include "clutter-glx-texture-pixmap.h"
#include "clutter-glx.h"
#include "clutter-backend-glx.h"
#include "../clutter-util.h"
#include "../clutter-debug.h"
#include "cogl/cogl.h"
typedef void (*BindTexImage) (Display *display,
GLXDrawable drawable,
int buffer,
int *attribList);
typedef void (*ReleaseTexImage) (Display *display,
GLXDrawable drawable,
int buffer);
typedef void (*GenerateMipmap) (GLenum target);
typedef enum
{
CLUTTER_GLX_RECTANGLE_DISALLOW,
CLUTTER_GLX_RECTANGLE_ALLOW,
CLUTTER_GLX_RECTANGLE_FORCE
} RectangleState;
static BindTexImage _gl_bind_tex_image = NULL;
static ReleaseTexImage _gl_release_tex_image = NULL;
static GenerateMipmap _gl_generate_mipmap = NULL;
static gboolean _have_tex_from_pixmap_ext = FALSE;
static gboolean _ext_check_done = FALSE;
static gboolean _have_tex_rectangle = FALSE;
static RectangleState _rectangle_state = CLUTTER_GLX_RECTANGLE_ALLOW;
struct _ClutterGLXTexturePixmapPrivate
{
GLXPixmap glx_pixmap;
gboolean use_fallback;
gboolean bound;
gint can_mipmap;
gint mipmap_generate_queued;
gboolean using_rectangle;
};
static void
clutter_glx_texture_pixmap_update_area (ClutterX11TexturePixmap *texture,
gint x,
gint y,
gint width,
gint height);
static void
clutter_glx_texture_pixmap_create_glx_pixmap (ClutterGLXTexturePixmap *tex);
static ClutterX11TexturePixmapClass *parent_class = NULL;
G_DEFINE_TYPE (ClutterGLXTexturePixmap, \
clutter_glx_texture_pixmap, \
CLUTTER_X11_TYPE_TEXTURE_PIXMAP);
static gboolean
texture_bind (ClutterGLXTexturePixmap *tex)
{
GLuint handle = 0;
GLenum target = 0;
CoglHandle cogl_tex;
cogl_tex = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE(tex));
if (!cogl_texture_get_gl_texture (cogl_tex, &handle, &target))
return FALSE;
/* FIXME: fire off an error here? */
glBindTexture (target, handle);
return TRUE;
}
static void
on_glx_texture_pixmap_pre_paint (ClutterGLXTexturePixmap *texture,
gpointer user_data)
{
if (texture->priv->mipmap_generate_queued)
{
GLuint handle = 0;
GLenum target = 0;
CoglHandle cogl_tex;
cogl_tex = clutter_texture_get_cogl_texture
(CLUTTER_TEXTURE(texture));
texture_bind (texture);
cogl_texture_get_gl_texture (cogl_tex, &handle, &target);
_gl_generate_mipmap (target);
texture->priv->mipmap_generate_queued = 0;
}
[cogl] Move the texture filters to be a property of the material layer The texture filters are now a property of the material layer rather than the texture object. Whenever a texture is painted with a material it sets the filters on all of the GL textures in the Cogl texture. The filter is cached so that it won't be changed unnecessarily. The automatic mipmap generation has changed so that the mipmaps are only generated when the texture is painted instead of every time the data changes. Changing the texture sets a flag to mark that the mipmaps are dirty. This works better if the FBO extension is available because we can use glGenerateMipmap. If the extension is not available it will temporarily enable automatic mipmap generation and reupload the first pixel of each slice. This requires tracking the data for the first pixel. The COGL_TEXTURE_AUTO_MIPMAP flag has been replaced with COGL_TEXTURE_NO_AUTO_MIPMAP so that it will default to auto-mipmapping. The mipmap generation is now effectively free if you are not using a mipmap filter mode so you would only want to disable it if you had some special reason to generate your own mipmaps. ClutterTexture no longer has to store its own copy of the filter mode. Instead it stores it in the material and the property is directly set and read from that. This fixes problems with the filters getting out of sync when a cogl handle is set on the texture directly. It also avoids the mess of having to rerealize the texture if the filter quality changes to HIGH because Cogl will take of generating the mipmaps if needed.
2009-06-04 15:04:57 +00:00
/* Disable mipmaps if we can't support them */
if (clutter_texture_get_filter_quality (CLUTTER_TEXTURE (texture))
== CLUTTER_TEXTURE_QUALITY_HIGH
&& !texture->priv->can_mipmap)
{
CoglHandle material
= clutter_texture_get_cogl_material (CLUTTER_TEXTURE (texture));
cogl_material_set_layer_filters (material, 0,
COGL_MATERIAL_FILTER_LINEAR,
COGL_MATERIAL_FILTER_LINEAR);
}
}
static void
clutter_glx_texture_pixmap_init (ClutterGLXTexturePixmap *self)
{
ClutterGLXTexturePixmapPrivate *priv;
priv = self->priv =
G_TYPE_INSTANCE_GET_PRIVATE (self,
CLUTTER_GLX_TYPE_TEXTURE_PIXMAP,
ClutterGLXTexturePixmapPrivate);
g_signal_connect (CLUTTER_ACTOR(self),
"paint", G_CALLBACK (on_glx_texture_pixmap_pre_paint),
NULL);
if (_ext_check_done == FALSE)
{
const char *gl_extensions = NULL;
const gchar *glx_extensions = NULL;
const char *rect_env;
glx_extensions =
glXQueryExtensionsString (clutter_x11_get_default_display (),
clutter_x11_get_default_screen ());
/* Check for the texture from pixmap extension */
if (_cogl_check_extension ("GLX_EXT_texture_from_pixmap",
glx_extensions))
{
_gl_bind_tex_image =
(BindTexImage)cogl_get_proc_address ("glXBindTexImageEXT");
_gl_release_tex_image =
(ReleaseTexImage)cogl_get_proc_address ("glXReleaseTexImageEXT");
if (_gl_bind_tex_image && _gl_release_tex_image)
_have_tex_from_pixmap_ext = TRUE;
}
_gl_generate_mipmap =
(GenerateMipmap)cogl_get_proc_address ("glGenerateMipmapEXT");
gl_extensions = (char *) glGetString (GL_EXTENSIONS);
_have_tex_rectangle = _cogl_check_extension ("GL_ARB_texture_rectangle",
gl_extensions);
if ((rect_env = g_getenv ("CLUTTER_PIXMAP_TEXTURE_RECTANGLE")))
{
if (g_ascii_strcasecmp (rect_env, "force") == 0)
_rectangle_state = CLUTTER_GLX_RECTANGLE_FORCE;
else if (g_ascii_strcasecmp (rect_env, "disable") == 0)
_rectangle_state = CLUTTER_GLX_RECTANGLE_DISALLOW;
else if (rect_env[0])
g_warning ("Unknown value for CLUTTER_PIXMAP_TEXTURE_RECTANGLE, "
"should be 'force' or 'disable'");
}
_ext_check_done = TRUE;
}
}
static void
clutter_glx_texture_pixmap_free_rectangle (ClutterGLXTexturePixmap *texture)
{
ClutterGLXTexturePixmapPrivate *priv = texture->priv;
CoglHandle cogl_tex;
/* Cogl won't free the GL texture resource if it was created with
new_from_foreign so we need to free it manually */
if (priv->using_rectangle)
{
cogl_tex = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (texture));
if (cogl_tex != COGL_INVALID_HANDLE)
{
GLuint gl_handle;
GLenum gl_target;
cogl_texture_get_gl_texture (cogl_tex, &gl_handle, &gl_target);
if (gl_target == GL_TEXTURE_RECTANGLE_ARB)
glDeleteTextures (1, &gl_handle);
}
priv->using_rectangle = FALSE;
}
}
static void
clutter_glx_texture_pixmap_dispose (GObject *object)
{
ClutterGLXTexturePixmap *texture = CLUTTER_GLX_TEXTURE_PIXMAP (object);
ClutterGLXTexturePixmapPrivate *priv = texture->priv;
clutter_glx_texture_pixmap_free_rectangle (texture);
if (priv->glx_pixmap != None)
{
clutter_x11_trap_x_errors ();
glXDestroyPixmap (clutter_x11_get_default_display(),
priv->glx_pixmap);
XSync (clutter_x11_get_default_display(), FALSE);
clutter_x11_untrap_x_errors ();
priv->glx_pixmap = None;
}
G_OBJECT_CLASS (clutter_glx_texture_pixmap_parent_class)->dispose (object);
}
static void
clutter_glx_texture_pixmap_notify (GObject *object, GParamSpec *pspec)
{
if (g_str_equal (pspec->name, "pixmap"))
{
ClutterGLXTexturePixmap *texture = CLUTTER_GLX_TEXTURE_PIXMAP (object);
if (CLUTTER_ACTOR_IS_REALIZED (texture))
clutter_glx_texture_pixmap_create_glx_pixmap (texture);
}
}
static gboolean
should_use_rectangle (void)
{
/* Use the rectangle only if it is available and either:
the CLUTTER_PIXMAP_TEXTURE_RECTANGLE environment variable is
set to 'force'
*or*
the env var is set to 'allow' (which is the default) and NPOTs
textures are not available */
return _have_tex_rectangle
&& ((_rectangle_state == CLUTTER_GLX_RECTANGLE_ALLOW
&& !clutter_feature_available (CLUTTER_FEATURE_TEXTURE_NPOT))
|| _rectangle_state == CLUTTER_GLX_RECTANGLE_FORCE);
}
static gboolean
create_cogl_texture (ClutterTexture *texture,
guint width,
guint height)
{
ClutterGLXTexturePixmap *texture_glx = CLUTTER_GLX_TEXTURE_PIXMAP (texture);
ClutterGLXTexturePixmapPrivate *priv = texture_glx->priv;
CoglHandle handle;
gboolean using_rectangle;
GLint gl_format;
CoglPixelFormat cogl_format = COGL_PIXEL_FORMAT_RGBA_8888;
guint depth;
g_object_get (G_OBJECT (texture_glx), "pixmap-depth", &depth, NULL);
if (depth == 32)
{
gl_format = GL_RGBA;
cogl_format = COGL_PIXEL_FORMAT_RGBA_8888;
}
else if (depth == 24)
{
gl_format = GL_RGB;
cogl_format = COGL_PIXEL_FORMAT_RGB_888;
}
else
{
g_critical ("Can't create a TFP cogl texture for pixmap with depth < 24");
return FALSE;
}
/* We want to use the GL_ARB_texture_rectangle extension on some
chipsets because GL_ARB_texture_non_power_of_two is not always
supported or might be buggy */
if (should_use_rectangle ())
{
GLuint tex = 0;
using_rectangle = TRUE;
glGenTextures (1, &tex);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, tex);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0,
gl_format, width, height,
0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
handle = cogl_texture_new_from_foreign (tex, GL_TEXTURE_RECTANGLE_ARB,
width, height,
0, 0,
cogl_format | COGL_BGR_BIT |
COGL_PREMULT_BIT);
}
else
{
handle
= cogl_texture_new_with_size (width, height,
[cogl] Remove max_waste argument from Texture ctors The CoglTexture constructors expose the "max-waste" argument for controlling the maximum amount of wasted areas for slicing or, if set to -1, disables slicing. Slicing is really relevant only for large images that are never repeated, so it's a useful feature only in controlled use cases. Specifying the amount of wasted area is, on the other hand, just a way to mess up this feature; 99% the times, you either pull this number out of thin air, hoping it's right, or you try to do the right thing and you choose the wrong number anyway. Instead, we can use the CoglTextureFlags to control whether the texture should not be sliced (useful for Clutter-GST and for the texture-from-pixmap actors) and provide a reasonable value for enabling the slicing ourself. At some point, we might even provide a way to change the default at compile time or at run time, for particular platforms. Since max_waste is gone, the :tile-waste property of ClutterTexture becomes read-only, and it proxies the cogl_texture_get_max_waste() function. Inside Clutter, the only cases where the max_waste argument was not set to -1 are in the Pango glyph cache (which is a POT texture anyway) and inside the test cases where we want to force slicing; for the latter we can create larger textures that will be bigger than the threshold we set. Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com> Signed-off-by: Robert Bragg <robert@linux.intel.com> Signed-off-by: Neil Roberts <neil@linux.intel.com>
2009-05-23 18:18:18 +00:00
COGL_TEXTURE_NO_SLICING,
cogl_format | COGL_BGR_BIT |
COGL_PREMULT_BIT);
using_rectangle = FALSE;
}
if (handle)
{
clutter_glx_texture_pixmap_free_rectangle (texture_glx);
priv->using_rectangle = using_rectangle;
clutter_texture_set_cogl_texture (texture, handle);
cogl_texture_unref(handle);
return TRUE;
}
return FALSE;
}
static void
clutter_glx_texture_pixmap_realize (ClutterActor *actor)
{
ClutterGLXTexturePixmap *texture;
ClutterGLXTexturePixmapPrivate *priv;
texture = CLUTTER_GLX_TEXTURE_PIXMAP (actor);
priv = texture->priv;
clutter_glx_texture_pixmap_create_glx_pixmap (texture);
if (priv->use_fallback)
{
CLUTTER_ACTOR_CLASS (clutter_glx_texture_pixmap_parent_class)->
realize (actor);
return;
}
CLUTTER_NOTE (TEXTURE, "texture pixmap realised");
}
static void
clutter_glx_texture_pixmap_unrealize (ClutterActor *actor)
{
ClutterGLXTexturePixmap *texture = CLUTTER_GLX_TEXTURE_PIXMAP (actor);
ClutterGLXTexturePixmapPrivate *priv = texture->priv;
Display *dpy;
dpy = clutter_x11_get_default_display();
clutter_glx_texture_pixmap_free_rectangle (texture);
if (!_have_tex_from_pixmap_ext)
{
CLUTTER_ACTOR_CLASS (clutter_glx_texture_pixmap_parent_class)->
unrealize (actor);
return;
}
if (!CLUTTER_ACTOR_IS_REALIZED (actor))
return;
if (priv->glx_pixmap && priv->bound)
{
clutter_x11_trap_x_errors ();
(_gl_release_tex_image) (dpy,
priv->glx_pixmap,
GLX_FRONT_LEFT_EXT);
XSync (clutter_x11_get_default_display(), FALSE);
clutter_x11_untrap_x_errors ();
priv->bound = FALSE;
}
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
}
static GLXFBConfig *
get_fbconfig_for_depth (ClutterGLXTexturePixmap *texture, guint depth)
{
GLXFBConfig *fbconfigs, *ret = NULL;
int n_elements, i, found;
Display *dpy;
int db, stencil, alpha, mipmap, rgba, value;
static GLXFBConfig *cached_config = NULL;
static gboolean have_cached_config = FALSE;
static int cached_mipmap = 0;
if (have_cached_config)
{
texture->priv->can_mipmap = cached_mipmap;
return cached_config;
}
dpy = clutter_x11_get_default_display ();
fbconfigs = glXGetFBConfigs (dpy,
clutter_x11_get_default_screen (),
&n_elements);
db = G_MAXSHORT;
stencil = G_MAXSHORT;
mipmap = 0;
rgba = 0;
found = n_elements;
for (i = 0; i < n_elements; i++)
{
XVisualInfo *vi;
int visual_depth;
vi = glXGetVisualFromFBConfig (dpy,
fbconfigs[i]);
if (vi == NULL)
continue;
visual_depth = vi->depth;
XFree (vi);
if (visual_depth != depth)
continue;
glXGetFBConfigAttrib (dpy,
fbconfigs[i],
GLX_ALPHA_SIZE,
&alpha);
glXGetFBConfigAttrib (dpy,
fbconfigs[i],
GLX_BUFFER_SIZE,
&value);
if (value != depth && (value - alpha) != depth)
continue;
value = 0;
if (depth == 32)
{
glXGetFBConfigAttrib (dpy,
fbconfigs[i],
GLX_BIND_TO_TEXTURE_RGBA_EXT,
&value);
if (value)
rgba = 1;
}
if (!value)
{
if (rgba)
continue;
glXGetFBConfigAttrib (dpy,
fbconfigs[i],
GLX_BIND_TO_TEXTURE_RGB_EXT,
&value);
if (!value)
continue;
}
glXGetFBConfigAttrib (dpy,
fbconfigs[i],
GLX_DOUBLEBUFFER,
&value);
if (value > db)
continue;
db = value;
glXGetFBConfigAttrib (dpy,
fbconfigs[i],
GLX_STENCIL_SIZE,
&value);
if (value > stencil)
continue;
stencil = value;
if (_gl_generate_mipmap)
{
glXGetFBConfigAttrib (dpy,
fbconfigs[i],
GLX_BIND_TO_MIPMAP_TEXTURE_EXT,
&value);
if (value < mipmap)
continue;
mipmap = value;
}
found = i;
}
if (found != n_elements)
{
ret = g_malloc (sizeof (GLXFBConfig));
*ret = fbconfigs[found];
}
if (n_elements)
XFree (fbconfigs);
have_cached_config = TRUE;
cached_config = ret;
texture->priv->can_mipmap = cached_mipmap = mipmap;
return ret;
}
static void
clutter_glx_texture_pixmap_free_glx_pixmap (ClutterGLXTexturePixmap *texture)
{
ClutterGLXTexturePixmapPrivate *priv = texture->priv;
Display *dpy;
dpy = clutter_x11_get_default_display ();
if (priv->glx_pixmap &&
priv->bound)
{
texture_bind (texture);
clutter_x11_trap_x_errors ();
(_gl_release_tex_image) (dpy,
priv->glx_pixmap,
GLX_FRONT_LEFT_EXT);
XSync (clutter_x11_get_default_display(), FALSE);
if (clutter_x11_untrap_x_errors ())
CLUTTER_NOTE (TEXTURE, "Failed to release?");
CLUTTER_NOTE (TEXTURE, "Destroyed pxm: %li", priv->glx_pixmap);
priv->bound = FALSE;
}
clutter_x11_trap_x_errors ();
if (priv->glx_pixmap)
glXDestroyPixmap (dpy, priv->glx_pixmap);
XSync (dpy, FALSE);
clutter_x11_untrap_x_errors ();
priv->glx_pixmap = None;
}
static void
clutter_glx_texture_pixmap_create_glx_pixmap (ClutterGLXTexturePixmap *texture)
{
ClutterGLXTexturePixmapPrivate *priv = texture->priv;
GLXPixmap glx_pixmap = None;
int attribs[7], i = 0, mipmap = 0;
GLXFBConfig *fbconfig;
Display *dpy;
guint depth;
Pixmap pixmap = None;
guint pixmap_width = 0, pixmap_height = 0;
ClutterBackendGLX *backend_glx;
ClutterTextureQuality quality;
backend_glx = CLUTTER_BACKEND_GLX(clutter_get_default_backend ());
dpy = clutter_x11_get_default_display ();
if (!_have_tex_from_pixmap_ext)
goto cleanup;
g_object_get (texture,
"pixmap-width", &pixmap_width,
"pixmap-height", &pixmap_height,
"pixmap-depth", &depth,
"pixmap", &pixmap,
NULL);
if (!pixmap)
{
goto cleanup;
}
CLUTTER_NOTE (TEXTURE, "Creating GLXPixmap");
fbconfig = get_fbconfig_for_depth (texture, depth);
if (!fbconfig)
{
g_warning ("Could not find an FBConfig for selected pixmap");
goto cleanup;
}
attribs[i++] = GLX_TEXTURE_FORMAT_EXT;
if (depth == 24)
{
attribs[i++] = GLX_TEXTURE_FORMAT_RGB_EXT;
}
else if (depth == 32)
{
attribs[i++] = GLX_TEXTURE_FORMAT_RGBA_EXT;
}
else
{
g_warning ("Pixmap with depth below 24 are not supported");
goto cleanup;
}
quality = clutter_texture_get_filter_quality (CLUTTER_TEXTURE (texture));
if (quality == CLUTTER_TEXTURE_QUALITY_HIGH && priv->can_mipmap)
mipmap = priv->can_mipmap;
attribs[i++] = GLX_MIPMAP_TEXTURE_EXT;
attribs[i++] = mipmap;
attribs[i++] = GLX_TEXTURE_TARGET_EXT;
attribs[i++] = (should_use_rectangle ()
? GLX_TEXTURE_RECTANGLE_EXT : GLX_TEXTURE_2D_EXT);
attribs[i++] = None;
/* Note: some drivers (e.g. Nvidia) get upset if you effectivly create a glx
* pixmap for the same server side object, even though you might have unique
* client side names, we currently avoid hitting this problem by destroying
* the current glx pixmap first */
if (priv->glx_pixmap)
clutter_glx_texture_pixmap_free_glx_pixmap (texture);
clutter_x11_trap_x_errors ();
glx_pixmap = glXCreatePixmap (dpy,
*fbconfig,
pixmap,
attribs);
XSync (dpy, FALSE);
if (clutter_x11_untrap_x_errors ())
{
CLUTTER_NOTE (TEXTURE, "Failed to create GLXPixmap");
/* Make sure we don't think the call actually succeeded */
glx_pixmap = None;
}
if (!create_cogl_texture (CLUTTER_TEXTURE (texture),
pixmap_width, pixmap_height))
{
CLUTTER_NOTE (TEXTURE, "Unable to create texture for pixmap");
glXDestroyPixmap (dpy, glx_pixmap);
glx_pixmap = None;
goto cleanup;
}
cleanup:
if (priv->glx_pixmap)
clutter_glx_texture_pixmap_free_glx_pixmap (texture);
if (glx_pixmap != None)
{
priv->use_fallback = FALSE;
priv->glx_pixmap = glx_pixmap;
CLUTTER_NOTE (TEXTURE, "Created GLXPixmap");
clutter_glx_texture_pixmap_update_area (CLUTTER_X11_TEXTURE_PIXMAP (texture),
0, 0,
pixmap_width, pixmap_height);
/* Get ready to queue initial mipmap generation */
if (_gl_generate_mipmap
&& priv->can_mipmap
&& clutter_texture_get_filter_quality (CLUTTER_TEXTURE (texture))
== CLUTTER_TEXTURE_QUALITY_HIGH)
{
priv->mipmap_generate_queued++;
}
return;
}
else
{
if (pixmap)
CLUTTER_NOTE (TEXTURE, "Falling back to X11 manual mechansim");
priv->use_fallback = TRUE;
priv->glx_pixmap = None;
}
}
static void
clutter_glx_texture_pixmap_update_area (ClutterX11TexturePixmap *texture,
gint x,
gint y,
gint width,
gint height)
{
ClutterGLXTexturePixmap *texture_glx = CLUTTER_GLX_TEXTURE_PIXMAP (texture);
ClutterGLXTexturePixmapPrivate *priv = texture_glx->priv;
Display *dpy;
CLUTTER_NOTE (TEXTURE, "Updating texture pixmap");
dpy = clutter_x11_get_default_display();
if (!CLUTTER_ACTOR_IS_REALIZED (texture))
return;
if (priv->use_fallback)
{
CLUTTER_NOTE (TEXTURE, "Falling back to X11");
clutter_glx_texture_pixmap_free_rectangle (texture_glx);
parent_class->update_area (texture,
x, y,
width, height);
return;
}
if (priv->glx_pixmap == None)
return;
if (texture_bind (CLUTTER_GLX_TEXTURE_PIXMAP(texture)))
{
CLUTTER_NOTE (TEXTURE, "Really updating via GLX");
clutter_x11_trap_x_errors ();
(_gl_bind_tex_image) (dpy,
priv->glx_pixmap,
GLX_FRONT_LEFT_EXT,
NULL);
XSync (clutter_x11_get_default_display(), FALSE);
/* Note above fires X error for non name pixmaps - but
* things still seem to work - i.e pixmap updated
*/
if (clutter_x11_untrap_x_errors ())
CLUTTER_NOTE (TEXTURE, "Update bind_tex_image failed");
priv->bound = TRUE;
if (_gl_generate_mipmap
&& priv->can_mipmap
&& clutter_texture_get_filter_quality (CLUTTER_TEXTURE (texture))
== CLUTTER_TEXTURE_QUALITY_HIGH)
{
/* FIXME: It may make more sense to set a flag here and only
* generate the mipmap on a pre paint.. compressing need
* to call generate mipmap
* May break clones however..
*/
priv->mipmap_generate_queued++;
}
}
else
g_warning ("Failed to bind initial tex");
clutter_actor_queue_redraw (CLUTTER_ACTOR(texture));
}
static void
clutter_glx_texture_pixmap_class_init (ClutterGLXTexturePixmapClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
ClutterX11TexturePixmapClass *x11_texture_class =
CLUTTER_X11_TEXTURE_PIXMAP_CLASS (klass);
g_type_class_add_private (klass, sizeof (ClutterGLXTexturePixmapPrivate));
parent_class = g_type_class_peek_parent(klass);
object_class->dispose = clutter_glx_texture_pixmap_dispose;
object_class->notify = clutter_glx_texture_pixmap_notify;
actor_class->realize = clutter_glx_texture_pixmap_realize;
actor_class->unrealize = clutter_glx_texture_pixmap_unrealize;
x11_texture_class->update_area = clutter_glx_texture_pixmap_update_area;
}
/**
* clutter_glx_texture_pixmap_using_extension:
* @texture: A #ClutterGLXTexturePixmap
*
* Return value: A boolean indicating if the texture is using the
* GLX_EXT_texture_from_pixmap OpenGL extension or falling back to
* slower software mechanism.
*
* Since: 0.8
**/
gboolean
clutter_glx_texture_pixmap_using_extension (ClutterGLXTexturePixmap *texture)
{
ClutterGLXTexturePixmapPrivate *priv;
priv = CLUTTER_GLX_TEXTURE_PIXMAP (texture)->priv;
return (_have_tex_from_pixmap_ext && !priv->use_fallback);
/* Assume NPOT TFP's are supported even if regular NPOT isn't advertised
* but tfp is. Seemingly some Intel drivers do this ?
*/
/* && clutter_feature_available (COGL_FEATURE_TEXTURE_NPOT)); */
}
/**
* clutter_glx_texture_pixmap_new_with_pixmap:
* @pixmap: the X Pixmap to which this texture should be bound
*
* Return value: A new #ClutterGLXTexturePixmap bound to the given X Pixmap
*
* Since: 0.8
**/
ClutterActor*
clutter_glx_texture_pixmap_new_with_pixmap (Pixmap pixmap)
{
ClutterActor *actor;
actor = g_object_new (CLUTTER_GLX_TYPE_TEXTURE_PIXMAP,
"pixmap", pixmap,
NULL);
return actor;
}
/**
* clutter_glx_texture_pixmap_new_with_window:
* @window: the X window to which this texture should be bound
*
* Return value: A new #ClutterGLXTexturePixmap bound to the given X window
*
* Since: 0.8
**/
ClutterActor*
clutter_glx_texture_pixmap_new_with_window (Window window)
{
ClutterActor *actor;
actor = g_object_new (CLUTTER_GLX_TYPE_TEXTURE_PIXMAP,
"window", window,
NULL);
return actor;
}
/**
* clutter_glx_texture_pixmap_new:
*
* Return value: A new #ClutterGLXTexturePixmap
*
* Since: 0.8
**/
ClutterActor *
clutter_glx_texture_pixmap_new (void)
{
ClutterActor *actor;
actor = g_object_new (CLUTTER_GLX_TYPE_TEXTURE_PIXMAP, NULL);
return actor;
}