7fd5d5d10d
* clutter/clutter-backend.c: Add more debug messages * clutter/clutter-stage.h: * clutter/clutter-stage.c: (clutter_stage_is_default): Add a function to check if the stage is the default one. * clutter/glx/clutter-backend-glx.c: * clutter/glx/clutter-stage-glx.c: * clutter/x11/clutter-stage-x11.c: Keep the stage wrapper and implementation flags in sync, to ensure that the GL context is always set.
431 lines
14 KiB
C
431 lines
14 KiB
C
/* Clutter.
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* An OpenGL based 'interactive canvas' library.
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* Authored By Matthew Allum <mallum@openedhand.com>
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* Copyright (C) 2006-2007 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library 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 GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-backend-glx.h"
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#include "clutter-stage-glx.h"
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#include "clutter-glx.h"
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#include "../clutter-main.h"
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#include "../clutter-feature.h"
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#include "../clutter-color.h"
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#include "../clutter-util.h"
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#include "../clutter-event.h"
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#include "../clutter-enum-types.h"
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#include "../clutter-private.h"
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#include "../clutter-debug.h"
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#include "../clutter-units.h"
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#include "../clutter-shader.h"
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#include "../clutter-group.h"
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#include "../clutter-container.h"
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#include "../clutter-stage.h"
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#include "../clutter-stage-window.h"
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#include "cogl.h"
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#include <GL/glx.h>
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#include <GL/gl.h>
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#include <gdk-pixbuf-xlib/gdk-pixbuf-xlib.h>
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static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterStageGLX,
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clutter_stage_glx,
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CLUTTER_TYPE_STAGE_X11,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
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clutter_stage_window_iface_init));
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static void
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clutter_stage_glx_unrealize (ClutterActor *actor)
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{
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor);
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (actor);
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gboolean was_offscreen;
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/* Note unrealize should free up any backend stage related resources */
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CLUTTER_NOTE (BACKEND, "Unrealizing stage");
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g_object_get (stage_x11->wrapper, "offscreen", &was_offscreen, NULL);
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/* Chain up so all children get unrealized, needed to move texture data
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* across contexts
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*/
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CLUTTER_ACTOR_CLASS (clutter_stage_glx_parent_class)->unrealize (actor);
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clutter_x11_trap_x_errors ();
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/* Unrealize all shaders, since the GL context is going away */
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clutter_shader_release_all ();
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if (G_UNLIKELY (was_offscreen))
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{
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if (stage_glx->glxpixmap)
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{
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glXDestroyGLXPixmap (stage_x11->xdpy,stage_glx->glxpixmap);
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stage_glx->glxpixmap = None;
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}
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if (stage_x11->xpixmap)
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{
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XFreePixmap (stage_x11->xdpy, stage_x11->xpixmap);
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stage_x11->xpixmap = None;
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}
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}
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else
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{
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if (!stage_x11->is_foreign_xwin && stage_x11->xwin != None)
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{
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XDestroyWindow (stage_x11->xdpy, stage_x11->xwin);
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stage_x11->xwin = None;
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}
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else
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stage_x11->xwin = None;
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}
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/* As unrealised the context will now get cleared */
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clutter_stage_ensure_current (stage_x11->wrapper);
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XSync (stage_x11->xdpy, False);
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clutter_x11_untrap_x_errors ();
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CLUTTER_MARK ();
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}
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static void
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clutter_stage_glx_realize (ClutterActor *actor)
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{
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor);
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (actor);
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ClutterBackendGLX *backend_glx;
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gboolean is_offscreen;
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CLUTTER_NOTE (MISC, "Realizing main stage");
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g_object_get (stage_x11->wrapper, "offscreen", &is_offscreen, NULL);
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backend_glx = CLUTTER_BACKEND_GLX (clutter_get_default_backend ());
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if (G_LIKELY (!is_offscreen))
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{
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int gl_attributes[] =
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{
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GLX_RGBA,
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GLX_DOUBLEBUFFER,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_STENCIL_SIZE, 1,
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0
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};
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if (stage_x11->xvisinfo)
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{
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XFree (stage_x11->xvisinfo);
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stage_x11->xvisinfo = None;
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}
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/* The following check seems strange */
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if (stage_x11->xvisinfo == None)
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stage_x11->xvisinfo = glXChooseVisual (stage_x11->xdpy,
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stage_x11->xscreen,
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gl_attributes);
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if (!stage_x11->xvisinfo)
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{
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g_critical ("Unable to find suitable GL visual.");
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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return;
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}
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if (stage_x11->xwin == None)
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{
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XSetWindowAttributes xattr;
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unsigned long mask;
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CLUTTER_NOTE (MISC, "Creating stage X window");
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/* window attributes */
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xattr.background_pixel = WhitePixel (stage_x11->xdpy,
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stage_x11->xscreen);
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xattr.border_pixel = 0;
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xattr.colormap = XCreateColormap (stage_x11->xdpy,
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stage_x11->xwin_root,
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stage_x11->xvisinfo->visual,
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AllocNone);
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mask = CWBackPixel | CWBorderPixel | CWColormap;
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stage_x11->xwin = XCreateWindow (stage_x11->xdpy,
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stage_x11->xwin_root,
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0, 0,
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stage_x11->xwin_width,
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stage_x11->xwin_height,
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0,
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stage_x11->xvisinfo->depth,
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InputOutput,
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stage_x11->xvisinfo->visual,
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mask, &xattr);
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}
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CLUTTER_NOTE (MISC, "XSelectInput");
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XSelectInput (stage_x11->xdpy, stage_x11->xwin,
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StructureNotifyMask |
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FocusChangeMask |
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ExposureMask |
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/* FIXME: we may want to eplicity enable MotionMask */
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PointerMotionMask |
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KeyPressMask | KeyReleaseMask |
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ButtonPressMask | ButtonReleaseMask |
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PropertyChangeMask);
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/* no user resize.. */
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clutter_stage_x11_fix_window_size (stage_x11);
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clutter_stage_x11_set_wm_protocols (stage_x11);
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if (G_UNLIKELY (backend_glx->gl_context == None))
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{
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CLUTTER_NOTE (GL, "Creating GL Context");
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backend_glx->gl_context = glXCreateContext (stage_x11->xdpy,
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stage_x11->xvisinfo,
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0,
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True);
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if (backend_glx->gl_context == None)
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{
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g_critical ("Unable to create suitable GL context.");
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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return;
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}
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}
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/* this will make sure to set the current context */
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CLUTTER_NOTE (BACKEND, "Marking stage as realized and setting context");
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CLUTTER_ACTOR_SET_FLAGS (stage_x11->wrapper, CLUTTER_ACTOR_REALIZED);
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CLUTTER_ACTOR_SET_FLAGS (stage_x11, CLUTTER_ACTOR_REALIZED);
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clutter_stage_ensure_current (stage_x11->wrapper);
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}
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else
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{
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int gl_attributes[] = {
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GLX_DEPTH_SIZE, 0,
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GLX_ALPHA_SIZE, 0,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_USE_GL,
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GLX_RGBA,
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0
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};
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if (stage_x11->xvisinfo)
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XFree (stage_x11->xvisinfo);
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stage_x11->xvisinfo = NULL;
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CLUTTER_NOTE (GL, "glXChooseVisual");
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stage_x11->xvisinfo = glXChooseVisual (stage_x11->xdpy,
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stage_x11->xscreen,
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gl_attributes);
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if (!stage_x11->xvisinfo)
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{
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g_critical ("Unable to find suitable GL visual.");
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goto fail;
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}
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stage_x11->xpixmap = XCreatePixmap (stage_x11->xdpy,
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stage_x11->xwin_root,
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stage_x11->xwin_width,
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stage_x11->xwin_height,
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DefaultDepth (stage_x11->xdpy,
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stage_x11->xscreen));
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stage_glx->glxpixmap = glXCreateGLXPixmap (stage_x11->xdpy,
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stage_x11->xvisinfo,
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stage_x11->xpixmap);
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if (backend_glx->gl_context == None)
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{
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CLUTTER_NOTE (GL, "Creating GL Context");
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/* FIXME: we probably need a seperate offscreen context here
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* - though it likely makes most sense to drop offscreen stages
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* and rely on FBO's instead and GLXPixmaps seems mostly broken
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* anyway..
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*/
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backend_glx->gl_context = glXCreateContext (stage_x11->xdpy,
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stage_x11->xvisinfo,
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0,
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False);
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if (backend_glx->gl_context == None)
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{
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g_critical ("Unable to create suitable GL context.");
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CLUTTER_ACTOR_UNSET_FLAGS (stage_x11->wrapper, CLUTTER_ACTOR_REALIZED);
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CLUTTER_ACTOR_UNSET_FLAGS (stage_x11, CLUTTER_ACTOR_REALIZED);
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return;
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}
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}
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clutter_x11_trap_x_errors ();
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/* below will call glxMakeCurrent */
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CLUTTER_ACTOR_SET_FLAGS (stage_x11->wrapper, CLUTTER_ACTOR_REALIZED);
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CLUTTER_ACTOR_SET_FLAGS (stage_x11, CLUTTER_ACTOR_REALIZED);
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clutter_stage_ensure_current (stage_x11->wrapper);
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if (clutter_x11_untrap_x_errors ())
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{
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g_critical ("Unable to set up offscreen context.");
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goto fail;
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}
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}
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/* Make sure the viewport gets set up correctly */
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CLUTTER_SET_PRIVATE_FLAGS (stage_x11->wrapper, CLUTTER_ACTOR_SYNC_MATRICES);
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return;
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fail:
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/* For one reason or another we cant realize the stage.. */
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CLUTTER_ACTOR_UNSET_FLAGS (stage_x11->wrapper, CLUTTER_ACTOR_REALIZED);
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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}
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static void
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snapshot_pixbuf_free (guchar *pixels,
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gpointer data)
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{
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g_free (pixels);
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}
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static GdkPixbuf *
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clutter_stage_glx_draw_to_pixbuf (ClutterStageWindow *stage_window,
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gint x,
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gint y,
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gint width,
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gint height)
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{
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guchar *data;
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GdkPixbuf *pixb;
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ClutterActor *actor;
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ClutterStageGLX *stage_glx;
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ClutterStageX11 *stage_x11;
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gboolean is_offscreen = FALSE;
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stage_glx = CLUTTER_STAGE_GLX (stage_window);
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stage_x11 = CLUTTER_STAGE_X11 (stage_window);
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actor = CLUTTER_ACTOR (stage_window);
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if (width < 0)
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width = clutter_actor_get_width (actor);
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if (height < 0)
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height = clutter_actor_get_height (actor);
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g_object_get (stage_x11->wrapper, "offscreen", &is_offscreen, NULL);
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if (G_UNLIKELY (is_offscreen))
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{
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gdk_pixbuf_xlib_init (stage_x11->xdpy, stage_x11->xscreen);
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pixb = gdk_pixbuf_xlib_get_from_drawable (NULL,
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(Drawable) stage_x11->xpixmap,
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DefaultColormap (stage_x11->xdpy,
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stage_x11->xscreen),
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stage_x11->xvisinfo->visual,
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x, y,
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0, 0,
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width, height);
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}
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else
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{
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GdkPixbuf *tmp = NULL, *tmp2 = NULL;
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gint stride;
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stride = ((width * 4 + 3) &~ 3);
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data = g_malloc0 (sizeof (guchar) * stride * height);
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glReadPixels (x,
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clutter_actor_get_height (actor) - y - height,
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width,
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height, GL_RGBA, GL_UNSIGNED_BYTE, data);
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tmp = gdk_pixbuf_new_from_data (data,
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GDK_COLORSPACE_RGB,
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TRUE,
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8,
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width, height,
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stride,
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snapshot_pixbuf_free,
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NULL);
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tmp2 = gdk_pixbuf_flip (tmp, TRUE);
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g_object_unref (tmp);
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pixb = gdk_pixbuf_rotate_simple (tmp2, GDK_PIXBUF_ROTATE_UPSIDEDOWN);
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g_object_unref (tmp2);
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}
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return pixb;
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}
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static void
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clutter_stage_glx_dispose (GObject *gobject)
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{
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (gobject);
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (gobject);
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if (stage_x11->xwin)
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clutter_actor_unrealize (CLUTTER_ACTOR (stage_glx));
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G_OBJECT_CLASS (clutter_stage_glx_parent_class)->dispose (gobject);
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}
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static void
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clutter_stage_glx_class_init (ClutterStageGLXClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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gobject_class->dispose = clutter_stage_glx_dispose;
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actor_class->realize = clutter_stage_glx_realize;
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actor_class->unrealize = clutter_stage_glx_unrealize;
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}
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static void
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clutter_stage_glx_init (ClutterStageGLX *stage)
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{
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}
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static void
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clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
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{
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iface->draw_to_pixbuf = clutter_stage_glx_draw_to_pixbuf;
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/* the rest is inherited from ClutterStageX11 */
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}
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