/* Clutter. * An OpenGL based 'interactive canvas' library. * Authored By Matthew Allum * Copyright (C) 2006-2007 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. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-backend-glx.h" #include "clutter-stage-glx.h" #include "clutter-glx.h" #include "../clutter-main.h" #include "../clutter-feature.h" #include "../clutter-color.h" #include "../clutter-util.h" #include "../clutter-event.h" #include "../clutter-enum-types.h" #include "../clutter-private.h" #include "../clutter-debug.h" #include "../clutter-units.h" #include "../clutter-shader.h" #include "../clutter-group.h" #include "../clutter-container.h" #include "../clutter-stage.h" #include "../clutter-stage-window.h" #include "cogl/cogl.h" #include #include static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface); G_DEFINE_TYPE_WITH_CODE (ClutterStageGLX, clutter_stage_glx, CLUTTER_TYPE_STAGE_X11, G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW, clutter_stage_window_iface_init)); static void clutter_stage_glx_unrealize (ClutterActor *actor) { ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor); ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (actor); gboolean was_offscreen; /* Note unrealize should free up any backend stage related resources */ CLUTTER_NOTE (BACKEND, "Unrealizing stage"); g_object_get (stage_x11->wrapper, "offscreen", &was_offscreen, NULL); /* Chain up so all children get unrealized, needed to move texture data * across contexts */ CLUTTER_ACTOR_CLASS (clutter_stage_glx_parent_class)->unrealize (actor); clutter_x11_trap_x_errors (); /* Unrealize all shaders, since the GL context is going away */ _clutter_shader_release_all (); if (G_UNLIKELY (was_offscreen)) { if (stage_glx->glxpixmap) { glXDestroyGLXPixmap (stage_x11->xdpy,stage_glx->glxpixmap); stage_glx->glxpixmap = None; } if (stage_x11->xpixmap) { XFreePixmap (stage_x11->xdpy, stage_x11->xpixmap); stage_x11->xpixmap = None; } } else { if (!stage_x11->is_foreign_xwin && stage_x11->xwin != None) { XDestroyWindow (stage_x11->xdpy, stage_x11->xwin); stage_x11->xwin = None; } else stage_x11->xwin = None; } /* As unrealised the context will now get cleared */ clutter_stage_ensure_current (stage_x11->wrapper); XSync (stage_x11->xdpy, False); clutter_x11_untrap_x_errors (); CLUTTER_MARK (); } static void clutter_stage_glx_realize (ClutterActor *actor) { ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor); ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (actor); ClutterBackendGLX *backend_glx; gboolean is_offscreen; CLUTTER_NOTE (MISC, "Realizing main stage"); g_object_get (stage_x11->wrapper, "offscreen", &is_offscreen, NULL); backend_glx = CLUTTER_BACKEND_GLX (clutter_get_default_backend ()); if (G_LIKELY (!is_offscreen)) { int gl_attributes[] = { GLX_RGBA, GLX_DOUBLEBUFFER, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_STENCIL_SIZE, 1, 0 }; if (stage_x11->xvisinfo) { XFree (stage_x11->xvisinfo); stage_x11->xvisinfo = None; } /* The following check seems strange */ if (stage_x11->xvisinfo == None) stage_x11->xvisinfo = glXChooseVisual (stage_x11->xdpy, stage_x11->xscreen, gl_attributes); if (!stage_x11->xvisinfo) { g_critical ("Unable to find suitable GL visual."); goto fail; } if (stage_x11->xwin == None) { XSetWindowAttributes xattr; unsigned long mask; CLUTTER_NOTE (MISC, "Creating stage X window"); /* window attributes */ xattr.background_pixel = WhitePixel (stage_x11->xdpy, stage_x11->xscreen); xattr.border_pixel = 0; xattr.colormap = XCreateColormap (stage_x11->xdpy, stage_x11->xwin_root, stage_x11->xvisinfo->visual, AllocNone); mask = CWBackPixel | CWBorderPixel | CWColormap; stage_x11->xwin = XCreateWindow (stage_x11->xdpy, stage_x11->xwin_root, 0, 0, stage_x11->xwin_width, stage_x11->xwin_height, 0, stage_x11->xvisinfo->depth, InputOutput, stage_x11->xvisinfo->visual, mask, &xattr); } CLUTTER_NOTE (MISC, "XSelectInput"); XSelectInput (stage_x11->xdpy, stage_x11->xwin, StructureNotifyMask | FocusChangeMask | ExposureMask | /* FIXME: we may want to eplicity enable MotionMask */ PointerMotionMask | KeyPressMask | KeyReleaseMask | ButtonPressMask | ButtonReleaseMask | PropertyChangeMask); /* no user resize.. */ clutter_stage_x11_fix_window_size (stage_x11); clutter_stage_x11_set_wm_protocols (stage_x11); if (G_UNLIKELY (backend_glx->gl_context == None)) { CLUTTER_NOTE (GL, "Creating GL Context"); backend_glx->gl_context = glXCreateContext (stage_x11->xdpy, stage_x11->xvisinfo, 0, True); if (backend_glx->gl_context == None) { g_critical ("Unable to create suitable GL context."); goto fail; } } /* this will make sure to set the current context */ CLUTTER_NOTE (BACKEND, "Marking stage as realized and setting context"); CLUTTER_ACTOR_SET_FLAGS (stage_x11->wrapper, CLUTTER_ACTOR_REALIZED); CLUTTER_ACTOR_SET_FLAGS (stage_x11, CLUTTER_ACTOR_REALIZED); clutter_stage_ensure_current (stage_x11->wrapper); } else { int gl_attributes[] = { GLX_DEPTH_SIZE, 0, GLX_ALPHA_SIZE, 0, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_USE_GL, GLX_RGBA, 0 }; if (stage_x11->xvisinfo) XFree (stage_x11->xvisinfo); stage_x11->xvisinfo = NULL; CLUTTER_NOTE (GL, "glXChooseVisual"); stage_x11->xvisinfo = glXChooseVisual (stage_x11->xdpy, stage_x11->xscreen, gl_attributes); if (!stage_x11->xvisinfo) { g_critical ("Unable to find suitable GL visual."); goto fail; } stage_x11->xpixmap = XCreatePixmap (stage_x11->xdpy, stage_x11->xwin_root, stage_x11->xwin_width, stage_x11->xwin_height, DefaultDepth (stage_x11->xdpy, stage_x11->xscreen)); stage_glx->glxpixmap = glXCreateGLXPixmap (stage_x11->xdpy, stage_x11->xvisinfo, stage_x11->xpixmap); if (backend_glx->gl_context == None) { CLUTTER_NOTE (GL, "Creating GL Context"); /* FIXME: we probably need a seperate offscreen context here * - though it likely makes most sense to drop offscreen stages * and rely on FBO's instead and GLXPixmaps seems mostly broken * anyway.. */ backend_glx->gl_context = glXCreateContext (stage_x11->xdpy, stage_x11->xvisinfo, 0, False); if (backend_glx->gl_context == None) { g_critical ("Unable to create suitable GL context."); goto fail; } } clutter_x11_trap_x_errors (); /* below will call glxMakeCurrent */ CLUTTER_ACTOR_SET_FLAGS (stage_x11->wrapper, CLUTTER_ACTOR_REALIZED); CLUTTER_ACTOR_SET_FLAGS (stage_x11, CLUTTER_ACTOR_REALIZED); clutter_stage_ensure_current (stage_x11->wrapper); if (clutter_x11_untrap_x_errors ()) { g_critical ("Unable to set up offscreen context."); goto fail; } } return; fail: CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED); } static void clutter_stage_glx_dispose (GObject *gobject) { ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (gobject); ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (gobject); if (stage_x11->xwin) clutter_actor_unrealize (CLUTTER_ACTOR (stage_glx)); G_OBJECT_CLASS (clutter_stage_glx_parent_class)->dispose (gobject); } static void clutter_stage_glx_class_init (ClutterStageGLXClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass); gobject_class->dispose = clutter_stage_glx_dispose; actor_class->realize = clutter_stage_glx_realize; actor_class->unrealize = clutter_stage_glx_unrealize; } static void clutter_stage_glx_init (ClutterStageGLX *stage) { } static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface) { /* the rest is inherited from ClutterStageX11 */ }