mutter/clutter/glx/clutter-stage-glx.c
Havoc Pennington 08932584b5 Virtualize GL matrix operations and use a client-side matrix when GL is indirect
This is useful because sometimes we need to get the current matrix, which
is too expensive when indirect rendering.

In addition, this virtualization makes it easier to clean up the API in
the future.
2009-03-12 18:32:45 +00:00

344 lines
11 KiB
C

/* Clutter.
* An OpenGL based 'interactive canvas' library.
* Authored By Matthew Allum <mallum@openedhand.com>
* 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 <GL/glx.h>
#include <GL/gl.h>
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 ();
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;
}
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;
ClutterBackendX11 *backend_x11;
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 ());
backend_x11 = CLUTTER_BACKEND_X11 (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 = 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);
}
if (clutter_x11_has_event_retrieval())
{
if (clutter_x11_has_xinput())
{
XSelectInput (stage_x11->xdpy, stage_x11->xwin,
StructureNotifyMask |
FocusChangeMask |
ExposureMask |
KeyPressMask | KeyReleaseMask |
EnterWindowMask | LeaveWindowMask |
PropertyChangeMask);
#ifdef USE_XINPUT
_clutter_x11_select_events (stage_x11->xwin);
#endif
}
else
XSelectInput (stage_x11->xdpy, stage_x11->xwin,
StructureNotifyMask |
FocusChangeMask |
ExposureMask |
PointerMotionMask |
KeyPressMask | KeyReleaseMask |
ButtonPressMask | ButtonReleaseMask |
EnterWindowMask | LeaveWindowMask |
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;
}
_cogl_set_indirect_context (!glXIsDirect (stage_x11->xdpy,
backend_glx->gl_context));
}
CLUTTER_NOTE (BACKEND, "Marking stage as realized");
CLUTTER_ACTOR_SET_FLAGS (stage_x11, CLUTTER_ACTOR_REALIZED);
}
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_NOTE (BACKEND, "Marking stage as realized");
CLUTTER_ACTOR_SET_FLAGS (stage_x11, CLUTTER_ACTOR_REALIZED);
}
/* we need to chain up to the X11 stage implementation in order to
* set the window state in case we set it before realizing the stage
*/
CLUTTER_ACTOR_CLASS (clutter_stage_glx_parent_class)->realize (actor);
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 */
}