#ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-backend-egl.h" #include "clutter-stage-egl.h" #include "clutter-eglx.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-container.h" #include "../clutter-stage.h" #include "../clutter-stage-window.h" static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface); G_DEFINE_TYPE_WITH_CODE (ClutterStageEGL, clutter_stage_egl, CLUTTER_TYPE_STAGE_X11, G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW, clutter_stage_window_iface_init)); static void clutter_stage_egl_unrealize (ClutterActor *actor) { ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (actor); ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor); gboolean was_offscreen; CLUTTER_MARK(); g_object_get (stage_x11->wrapper, "offscreen", &was_offscreen, NULL); CLUTTER_ACTOR_CLASS (clutter_stage_egl_parent_class)->unrealize (actor); clutter_x11_trap_x_errors (); if (G_UNLIKELY (was_offscreen)) { /* No support as yet for this */ } 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; } if (stage_egl->egl_surface) { eglDestroySurface (clutter_eglx_display (), stage_egl->egl_surface); stage_egl->egl_surface = EGL_NO_SURFACE; } XSync (stage_x11->xdpy, False); clutter_x11_untrap_x_errors (); CLUTTER_MARK (); } static void clutter_stage_egl_realize (ClutterActor *actor) { ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (actor); ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor); ClutterBackendEGL *backend_egl; ClutterBackendX11 *backend_x11; EGLConfig configs[2]; EGLint config_count; EGLBoolean status; gboolean is_offscreen = FALSE; CLUTTER_NOTE (BACKEND, "Realizing main stage"); g_object_get (stage_x11->wrapper, "offscreen", &is_offscreen, NULL); backend_egl = CLUTTER_BACKEND_EGL (clutter_get_default_backend ()); backend_x11 = CLUTTER_BACKEND_X11 (clutter_get_default_backend ()); if (G_LIKELY (!is_offscreen)) { int c; int num_configs; EGLConfig *all_configs; EGLint cfg_attribs[] = { EGL_BUFFER_SIZE, EGL_DONT_CARE, EGL_RED_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_BLUE_SIZE, 5, EGL_NONE }; status = eglGetConfigs (backend_egl->edpy, configs, 2, &config_count); eglGetConfigs (clutter_eglx_display (), NULL, 0, &num_configs); all_configs = g_malloc (num_configs * sizeof (EGLConfig)); eglGetConfigs (clutter_eglx_display (), all_configs, num_configs, &num_configs); for (c = 0; c < num_configs; ++c) { EGLint red = -1, green = -1, blue = -1, alpha = -1, stencil = -1; eglGetConfigAttrib (clutter_eglx_display (), all_configs[c], EGL_RED_SIZE, &red); eglGetConfigAttrib (clutter_eglx_display (), all_configs[c], EGL_GREEN_SIZE, &green); eglGetConfigAttrib (clutter_eglx_display (), all_configs[c], EGL_BLUE_SIZE, &blue); eglGetConfigAttrib (clutter_eglx_display (), all_configs[c], EGL_ALPHA_SIZE, &alpha); eglGetConfigAttrib (clutter_eglx_display (), all_configs[c], EGL_STENCIL_SIZE, &stencil); CLUTTER_NOTE (BACKEND, "EGLConfig == R:%d G:%d B:%d A:%d S:%d \n", red, green, blue, alpha, stencil); } g_free (all_configs); if (status != EGL_TRUE) { g_critical ("eglGetConfigs failed"); goto fail; } status = eglChooseConfig (backend_egl->edpy, cfg_attribs, configs, G_N_ELEMENTS (configs), &config_count); if (status != EGL_TRUE) { g_critical ("eglChooseConfig failed"); goto fail; } if (stage_x11->xwin == None) stage_x11->xwin = XCreateSimpleWindow (stage_x11->xdpy, stage_x11->xwin_root, 0, 0, stage_x11->xwin_width, stage_x11->xwin_height, 0, 0, WhitePixel (stage_x11->xdpy, stage_x11->xscreen)); if (clutter_x11_has_xinput()) { XSelectInput (stage_x11->xdpy, stage_x11->xwin, StructureNotifyMask | FocusChangeMask | ExposureMask | PropertyChangeMask); #ifdef USE_XINPUT _clutter_x11_select_events (stage_x11->xwin); #endif } else XSelectInput (stage_x11->xdpy, stage_x11->xwin, StructureNotifyMask | FocusChangeMask | ExposureMask | /* FIXME: we may want to eplicity enable MotionMask */ PointerMotionMask | KeyPressMask | KeyReleaseMask | ButtonPressMask | ButtonReleaseMask | PropertyChangeMask); /* FIXME, do these in a clutterstage_x11_realise? */ clutter_stage_x11_fix_window_size (stage_x11); clutter_stage_x11_set_wm_protocols (stage_x11); if (stage_egl->egl_surface != EGL_NO_SURFACE) { eglDestroySurface (backend_egl->edpy, stage_egl->egl_surface); stage_egl->egl_surface = EGL_NO_SURFACE; } stage_egl->egl_surface = eglCreateWindowSurface (backend_egl->edpy, configs[0], (NativeWindowType) stage_x11->xwin, NULL); if (stage_egl->egl_surface == EGL_NO_SURFACE) { g_critical ("Unable to create an EGL surface"); goto fail; } if (G_UNLIKELY (backend_egl->egl_context == None)) { CLUTTER_NOTE (GL, "Creating EGL Context"); backend_egl->egl_context = eglCreateContext (backend_egl->edpy, configs[0], EGL_NO_CONTEXT, NULL); if (backend_egl->egl_context == EGL_NO_CONTEXT) { g_critical ("Unable to create a suitable EGL context"); goto fail; } } CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REALIZED); } else { g_critical ("EGLX Backend does not support offscreen rendering"); goto fail; } /* 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_egl_parent_class)->realize (actor); return; fail: CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED); } static void clutter_stage_egl_dispose (GObject *gobject) { ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (gobject); ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (gobject); if (stage_x11->xwin) clutter_actor_unrealize (CLUTTER_ACTOR (stage_egl)); G_OBJECT_CLASS (clutter_stage_egl_parent_class)->dispose (gobject); } static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface) { /* the rest is inherited from ClutterStageX11 */ } static void clutter_stage_egl_class_init (ClutterStageEGLClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass); gobject_class->dispose = clutter_stage_egl_dispose; actor_class->realize = clutter_stage_egl_realize; actor_class->unrealize = clutter_stage_egl_unrealize; } static void clutter_stage_egl_init (ClutterStageEGL *stage) { }