mirror of
https://github.com/brl/mutter.git
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46c597a1f6
Move all Actor private API to a separate file.
743 lines
26 KiB
C
743 lines
26 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, see <http://www.gnu.org/licenses/>.
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*
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*
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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-profile.h"
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#include "clutter-actor-private.h"
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#include "clutter-debug.h"
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#include "clutter-event.h"
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#include "clutter-enum-types.h"
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#include "clutter-feature.h"
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#include "clutter-main.h"
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#include "clutter-private.h"
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#include "clutter-stage-private.h"
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#include "cogl/cogl.h"
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#include <GL/glx.h>
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#include <GL/gl.h>
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#include <sys/stat.h>
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#include <sys/ioctl.h>
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#include <fcntl.h>
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#include <errno.h>
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#ifdef HAVE_DRM
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#include <drm.h>
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#endif
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static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
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static ClutterStageWindowIface *clutter_stage_glx_parent_iface = NULL;
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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 (ClutterStageWindow *stage_window)
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{
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ClutterBackend *backend = clutter_get_default_backend ();
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ClutterBackendX11 *backend_x11 = CLUTTER_BACKEND_X11 (backend);
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (stage_window);
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
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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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clutter_x11_trap_x_errors ();
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if (stage_glx->glxwin != None)
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{
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glXDestroyWindow (backend_x11->xdpy, stage_glx->glxwin);
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stage_glx->glxwin = None;
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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 (backend_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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XSync (backend_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 gboolean
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clutter_stage_glx_realize (ClutterStageWindow *stage_window)
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{
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (stage_window);
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
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ClutterBackendX11 *backend_x11;
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ClutterBackendGLX *backend_glx;
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ClutterBackend *backend;
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int event_flags;
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CLUTTER_NOTE (ACTOR, "Realizing stage '%s' [%p]",
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G_OBJECT_TYPE_NAME (stage_window),
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stage_window);
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backend = clutter_get_default_backend ();
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backend_glx = CLUTTER_BACKEND_GLX (backend);
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backend_x11 = CLUTTER_BACKEND_X11 (backend);
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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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XVisualInfo *xvisinfo;
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gfloat width, height;
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CLUTTER_NOTE (MISC, "Creating stage X window");
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xvisinfo = clutter_backend_x11_get_visual_info (backend_x11);
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if (xvisinfo == NULL)
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{
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g_critical ("Unable to find suitable GL visual.");
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return FALSE;
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}
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/* window attributes */
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xattr.background_pixel = WhitePixel (backend_x11->xdpy,
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backend_x11->xscreen_num);
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xattr.border_pixel = 0;
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xattr.colormap = XCreateColormap (backend_x11->xdpy,
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backend_x11->xwin_root,
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xvisinfo->visual,
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AllocNone);
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mask = CWBorderPixel | CWColormap;
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/* Call get_size - this will either get the geometry size (which
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* before we create the window is set to 640x480), or if a size
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* is set, it will get that. This lets you set a size on the
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* stage before it's realized.
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*/
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clutter_actor_get_size (CLUTTER_ACTOR (stage_x11->wrapper),
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&width,
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&height);
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stage_x11->xwin_width = (gint)width;
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stage_x11->xwin_height = (gint)height;
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stage_x11->xwin = XCreateWindow (backend_x11->xdpy,
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backend_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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xvisinfo->depth,
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InputOutput,
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xvisinfo->visual,
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mask, &xattr);
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CLUTTER_NOTE (BACKEND, "Stage [%p], window: 0x%x, size: %dx%d",
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stage_window,
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(unsigned int) stage_x11->xwin,
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stage_x11->xwin_width,
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stage_x11->xwin_height);
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XFree (xvisinfo);
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}
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if (stage_glx->glxwin == None)
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{
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int major;
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int minor;
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GLXFBConfig config;
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/* Try and create a GLXWindow to use with extensions dependent on
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* GLX versions >= 1.3 that don't accept regular X Windows as GLX
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* drawables. */
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if (glXQueryVersion (backend_x11->xdpy, &major, &minor) &&
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major == 1 && minor >= 3 &&
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_clutter_backend_glx_get_fbconfig (backend_glx, &config))
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{
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stage_glx->glxwin = glXCreateWindow (backend_x11->xdpy,
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config,
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stage_x11->xwin,
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NULL);
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}
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}
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/* the masks for the events we want to select on a stage window;
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* KeyPressMask and KeyReleaseMask are necessary even with XI1
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* because key events are broken with that extension, and will
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* be fixed by XI2
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*/
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event_flags = StructureNotifyMask
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| FocusChangeMask
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| ExposureMask
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| PropertyChangeMask
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| EnterWindowMask
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| LeaveWindowMask
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| KeyPressMask
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| KeyReleaseMask;
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/* if we don't use XI1 then we also want core pointer events */
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if (!clutter_x11_has_xinput ())
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event_flags |= (ButtonPressMask | ButtonReleaseMask | PointerMotionMask);
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#ifdef HAVE_XINPUT
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else
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_clutter_x11_select_events (stage_x11->xwin);
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#endif
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/* we unconditionally select input events even with event retrieval
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* disabled because we need to guarantee that the Clutter internal
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* state is maintained when calling clutter_x11_handle_event() without
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* requiring applications or embedding toolkits to select events
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* themselves. if we did that, we'd have to document the events to be
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* selected, and also update applications and embedding toolkits each
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* time we added a new mask, or a new class of events.
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*
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* see: http://bugzilla.clutter-project.org/show_bug.cgi?id=998
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* for the rationale of why we did conditional selection. it is now
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* clear that a compositor should clear out the input region, since
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* it cannot assume a perfectly clean slate coming from us.
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*
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* see: http://bugzilla.clutter-project.org/show_bug.cgi?id=2228
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* for an example of things that break if we do conditional event
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* selection.
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*/
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XSelectInput (backend_x11->xdpy, stage_x11->xwin, event_flags);
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#ifdef GLX_INTEL_swap_event
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if (clutter_feature_available (CLUTTER_FEATURE_SWAP_EVENTS))
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{
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GLXDrawable drawable =
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stage_glx->glxwin ? stage_glx->glxwin : stage_x11->xwin;
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/* similarly to above, we unconditionally select this event
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* because we rely on it to advance the master clock, and
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* drive redraw/relayout, animations and event handling.
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*/
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glXSelectEvent (backend_x11->xdpy,
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drawable,
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GLX_BUFFER_SWAP_COMPLETE_INTEL_MASK);
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}
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#endif /* GLX_INTEL_swap_event */
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/* no user resize.. */
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clutter_stage_x11_fix_window_size (stage_x11,
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stage_x11->xwin_width,
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stage_x11->xwin_height);
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clutter_stage_x11_set_wm_protocols (stage_x11);
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CLUTTER_NOTE (BACKEND, "Successfully realized stage");
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/* chain up to the StageX11 implementation */
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return clutter_stage_glx_parent_iface->realize (stage_window);
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}
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static int
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clutter_stage_glx_get_pending_swaps (ClutterStageWindow *stage_window)
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{
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
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return stage_glx->pending_swaps;
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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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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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gobject_class->dispose = clutter_stage_glx_dispose;
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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 gboolean
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clutter_stage_glx_has_redraw_clips (ClutterStageWindow *stage_window)
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{
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
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/* NB: a degenerate clip means a full stage redraw is required */
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if (stage_glx->initialized_redraw_clip &&
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stage_glx->bounding_redraw_clip.width != 0)
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return TRUE;
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else
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return FALSE;
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}
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static gboolean
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clutter_stage_glx_ignoring_redraw_clips (ClutterStageWindow *stage_window)
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{
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
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/* NB: a degenerate clip means a full stage redraw is required */
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if (stage_glx->initialized_redraw_clip &&
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stage_glx->bounding_redraw_clip.width == 0)
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return TRUE;
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else
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return FALSE;
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}
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/* A redraw clip represents (in stage coordinates) the bounding box of
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* something that needs to be redraw. Typically they are added to the
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* StageWindow as a result of clutter_actor_queue_clipped_redraw() by
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* actors such as ClutterGLXTexturePixmap. All redraw clips are
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* discarded after the next paint.
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*
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* A NULL stage_clip means the whole stage needs to be redrawn.
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*
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* What we do with this information:
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* - we keep track of the bounding box for all redraw clips
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* - when we come to redraw; if the bounding box is smaller than the
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* stage we scissor the redraw to that box and use
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* GLX_MESA_copy_sub_buffer to present the redraw to the front
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* buffer. Some heuristics are used to decide when a clipped redraw
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* should be promoted into a full stage redraw.
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*
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* Currently we simply check that the bounding box height is < 300
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* pixels.
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*
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* XXX: we don't have any empirical data telling us what a sensible
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* thresholds is!
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*
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* TODO - we should use different heuristics depending on whether the
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* framebuffer is on screen and not redirected by a compositor VS
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* offscreen (either due to compositor redirection or because we are
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* rendering to a CoglOffscreen framebuffer)
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*
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* When not redirected glXCopySubBuffer (on intel hardware at least)
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* will block the GPU until the vertical trace is at the optimal point
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* so the copy can be done without tearing. In this case we don't want
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* to copy tall regions because they increase the average time spent
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* blocking the GPU.
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*
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* When rendering offscreen (CoglOffscreen or redirected by
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* compositor) then no extra synchronization is needed before the copy
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* can start.
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*
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* In all cases we need to consider that glXCopySubBuffer implies a
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* blit which may be avoided by promoting to a full stage redraw if:
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* - the framebuffer is redirected offscreen or a CoglOffscreen.
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* - the framebuffer is onscreen and fullscreen.
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* By promoting to a full stage redraw we trade off the cost involved
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* in rasterizing the extra pixels vs avoiding to use a blit to
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* present the back buffer.
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*
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*/
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static void
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clutter_stage_glx_add_redraw_clip (ClutterStageWindow *stage_window,
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ClutterGeometry *stage_clip)
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{
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
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/* If we are already forced to do a full stage redraw then bail early */
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if (clutter_stage_glx_ignoring_redraw_clips (stage_window))
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return;
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/* A NULL stage clip means a full stage redraw has been queued and
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* we keep track of this by setting a degenerate
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* stage_glx->bounding_redraw_clip */
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if (stage_clip == NULL)
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{
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stage_glx->bounding_redraw_clip.width = 0;
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stage_glx->initialized_redraw_clip = TRUE;
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return;
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}
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/* Ignore requests to add degenerate/empty clip rectangles */
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if (stage_clip->width == 0 || stage_clip->height == 0)
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return;
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if (!stage_glx->initialized_redraw_clip)
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{
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stage_glx->bounding_redraw_clip.x = stage_clip->x;
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stage_glx->bounding_redraw_clip.y = stage_clip->y;
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stage_glx->bounding_redraw_clip.width = stage_clip->width;
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stage_glx->bounding_redraw_clip.height = stage_clip->height;
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}
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else if (stage_glx->bounding_redraw_clip.width > 0)
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{
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clutter_geometry_union (&stage_glx->bounding_redraw_clip, stage_clip,
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&stage_glx->bounding_redraw_clip);
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}
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#if 0
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redraw_area = (stage_glx->bounding_redraw_clip.width *
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stage_glx->bounding_redraw_clip.height);
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stage_area = stage_x11->xwin_width * stage_x11->xwin_height;
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/* Redrawing and blitting >70% of the stage is assumed to be more
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* expensive than redrawing the additional 30% to avoid the blit.
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*
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* FIXME: This threshold was plucked out of thin air!
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*/
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if (redraw_area > (stage_area * 0.7f))
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{
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g_print ("DEBUG: clipped redraw too big, forcing full redraw\n");
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/* Set a degenerate clip to force a full redraw */
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stage_glx->bounding_redraw_clip.width = 0;
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}
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#endif
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stage_glx->initialized_redraw_clip = TRUE;
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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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clutter_stage_glx_parent_iface = g_type_interface_peek_parent (iface);
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iface->realize = clutter_stage_glx_realize;
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iface->unrealize = clutter_stage_glx_unrealize;
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iface->get_pending_swaps = clutter_stage_glx_get_pending_swaps;
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iface->add_redraw_clip = clutter_stage_glx_add_redraw_clip;
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iface->has_redraw_clips = clutter_stage_glx_has_redraw_clips;
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iface->ignoring_redraw_clips = clutter_stage_glx_ignoring_redraw_clips;
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/* the rest is inherited from ClutterStageX11 */
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}
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#ifdef HAVE_DRM
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static int
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drm_wait_vblank(int fd, drm_wait_vblank_t *vbl)
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{
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int ret, rc;
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do
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{
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ret = ioctl(fd, DRM_IOCTL_WAIT_VBLANK, vbl);
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vbl->request.type &= ~_DRM_VBLANK_RELATIVE;
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rc = errno;
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}
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while (ret && rc == EINTR);
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return rc;
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}
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#endif /* HAVE_DRM */
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static void
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wait_for_vblank (ClutterBackendGLX *backend_glx)
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{
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if (backend_glx->vblank_type == CLUTTER_VBLANK_NONE)
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return;
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|
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if (backend_glx->wait_video_sync)
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{
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unsigned int retraceCount;
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CLUTTER_NOTE (BACKEND, "Waiting for vblank (wait_video_sync)");
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backend_glx->get_video_sync (&retraceCount);
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backend_glx->wait_video_sync (2,
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(retraceCount + 1) % 2,
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&retraceCount);
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}
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else
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{
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#ifdef HAVE_DRM
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drm_wait_vblank_t blank;
|
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CLUTTER_NOTE (BACKEND, "Waiting for vblank (drm)");
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blank.request.type = _DRM_VBLANK_RELATIVE;
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blank.request.sequence = 1;
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blank.request.signal = 0;
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drm_wait_vblank (backend_glx->dri_fd, &blank);
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#else
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CLUTTER_NOTE (BACKEND, "No vblank mechanism found");
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#endif /* HAVE_DRM */
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}
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}
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|
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void
|
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_clutter_stage_glx_redraw (ClutterStageGLX *stage_glx,
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ClutterStage *stage)
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{
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ClutterBackend *backend;
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ClutterBackendX11 *backend_x11;
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ClutterBackendGLX *backend_glx;
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ClutterStageX11 *stage_x11;
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GLXDrawable drawable;
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unsigned int video_sync_count;
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gboolean may_use_clipped_redraw;
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gboolean use_clipped_redraw;
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CLUTTER_STATIC_TIMER (painting_timer,
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"Redrawing", /* parent */
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"Painting actors",
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"The time spent painting actors",
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0 /* no application private data */);
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CLUTTER_STATIC_TIMER (swapbuffers_timer,
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"Redrawing", /* parent */
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"glXSwapBuffers",
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"The time spent blocked by glXSwapBuffers",
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0 /* no application private data */);
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CLUTTER_STATIC_TIMER (blit_sub_buffer_timer,
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"Redrawing", /* parent */
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"glx_blit_sub_buffer",
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"The time spent in _glx_blit_sub_buffer",
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0 /* no application private data */);
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backend = clutter_get_default_backend ();
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backend_x11 = CLUTTER_BACKEND_X11 (backend);
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backend_glx = CLUTTER_BACKEND_GLX (backend);
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stage_x11 = CLUTTER_STAGE_X11 (stage_glx);
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CLUTTER_TIMER_START (_clutter_uprof_context, painting_timer);
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if (G_LIKELY (backend_glx->can_blit_sub_buffer) &&
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/* NB: a degenerate redraw clip width == full stage redraw */
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stage_glx->bounding_redraw_clip.width != 0 &&
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/* some drivers struggle to get going and produce some junk
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* frames when starting up... */
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G_LIKELY (stage_glx->frame_count > 3) &&
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/* While resizing a window clipped redraws are disabled to avoid
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* artefacts. See clutter-event-x11.c:event_translate for a
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* detailed explanation */
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G_LIKELY (stage_x11->clipped_redraws_cool_off == 0))
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may_use_clipped_redraw = TRUE;
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else
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may_use_clipped_redraw = FALSE;
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if (may_use_clipped_redraw &&
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G_LIKELY (!(clutter_paint_debug_flags &
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CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
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use_clipped_redraw = TRUE;
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else
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use_clipped_redraw = FALSE;
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if (use_clipped_redraw)
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{
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cogl_clip_push_window_rectangle (stage_glx->bounding_redraw_clip.x,
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stage_glx->bounding_redraw_clip.y,
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stage_glx->bounding_redraw_clip.width,
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stage_glx->bounding_redraw_clip.height);
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_clutter_stage_do_paint (stage, &stage_glx->bounding_redraw_clip);
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cogl_clip_pop ();
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}
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else
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_clutter_stage_do_paint (stage, NULL);
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if (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS &&
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may_use_clipped_redraw)
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{
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ClutterGeometry *clip = &stage_glx->bounding_redraw_clip;
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static CoglMaterial *outline = NULL;
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CoglHandle vbo;
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float x_1 = clip->x;
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float x_2 = clip->x + clip->width;
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float y_1 = clip->y;
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float y_2 = clip->y + clip->height;
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float quad[8] = {
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x_1, y_1,
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x_2, y_1,
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x_2, y_2,
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x_1, y_2
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};
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CoglMatrix modelview;
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if (outline == NULL)
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{
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outline = cogl_material_new ();
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cogl_material_set_color4ub (outline, 0xff, 0x00, 0x00, 0xff);
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}
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vbo = cogl_vertex_buffer_new (4);
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cogl_vertex_buffer_add (vbo,
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"gl_Vertex",
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2, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT,
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FALSE, /* normalized */
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0, /* stride */
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quad);
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cogl_vertex_buffer_submit (vbo);
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cogl_push_matrix ();
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cogl_matrix_init_identity (&modelview);
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_clutter_actor_apply_modelview_transform (CLUTTER_ACTOR (stage),
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&modelview);
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cogl_set_modelview_matrix (&modelview);
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cogl_set_source (outline);
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cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_LINE_LOOP,
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0 , 4);
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cogl_pop_matrix ();
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cogl_object_unref (vbo);
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}
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cogl_flush ();
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CLUTTER_TIMER_STOP (_clutter_uprof_context, painting_timer);
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if (stage_x11->xwin == None)
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return;
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drawable = stage_glx->glxwin ? stage_glx->glxwin : stage_x11->xwin;
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/* If we might ever use _clutter_backend_glx_blit_sub_buffer then we
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* always need to keep track of the video_sync_count so that we can
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* throttle blits.
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*
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* Note: we get the count *before* we issue any glXCopySubBuffer or
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* blit_sub_buffer request in case the count would go up before
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* returning control to us.
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*/
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if (backend_glx->can_blit_sub_buffer && backend_glx->get_video_sync)
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backend_glx->get_video_sync (&video_sync_count);
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/* push on the screen */
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if (use_clipped_redraw)
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{
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ClutterGeometry *clip = &stage_glx->bounding_redraw_clip;
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ClutterGeometry copy_area;
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CLUTTER_NOTE (BACKEND,
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"_glx_blit_sub_buffer (window: 0x%lx, "
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"x: %d, y: %d, "
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"width: %d, height: %d)",
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(unsigned long) drawable,
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stage_glx->bounding_redraw_clip.x,
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stage_glx->bounding_redraw_clip.y,
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stage_glx->bounding_redraw_clip.width,
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stage_glx->bounding_redraw_clip.height);
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/* XXX: It seems there will be a race here in that the stage
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* window may be resized before glXCopySubBufferMESA is handled
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* and so we may copy the wrong region. I can't really see how
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* we can handle this with the current state of X but at least
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* in this case a full redraw should be queued by the resize
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* anyway so it should only exhibit temporary artefacts.
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*/
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copy_area.y = clutter_actor_get_height (CLUTTER_ACTOR (stage))
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- clip->y - clip->height;
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copy_area.x = clip->x;
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copy_area.width = clip->width;
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copy_area.height = clip->height;
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/* glXCopySubBufferMESA and glBlitFramebuffer are not integrated
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* with the glXSwapIntervalSGI mechanism which we usually use to
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* throttle the Clutter framerate to the vertical refresh and so
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* we have to manually wait for the vblank period...
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*/
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/* Here 'is_synchronized' only means that the blit won't cause a
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* tear, ie it won't prevent multiple blits per retrace if they
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* can all be performed in the blanking period. If that's the
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* case then we still want to use the vblank sync menchanism but
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* we only need it to throttle redraws.
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*/
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if (!backend_glx->blit_sub_buffer_is_synchronized)
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{
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/* XXX: note that glXCopySubBuffer, at least for Intel, is
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* synchronized with the vblank but glBlitFramebuffer may
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* not be so we use the same scheme we do when calling
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* glXSwapBuffers without the swap_control extension and
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* call glFinish () before waiting for the vblank period.
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*
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* See where we call glXSwapBuffers for more details.
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*/
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glFinish ();
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wait_for_vblank (CLUTTER_BACKEND_GLX (backend));
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}
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else if (backend_glx->get_video_sync)
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{
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/* If we have the GLX_SGI_video_sync extension then we can
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* be a bit smarter about how we throttle blits by avoiding
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* any waits if we can see that the video sync count has
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* already progressed. */
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if (backend_glx->last_video_sync_count == video_sync_count)
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wait_for_vblank (CLUTTER_BACKEND_GLX (backend));
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}
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else
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wait_for_vblank (CLUTTER_BACKEND_GLX (backend));
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CLUTTER_TIMER_START (_clutter_uprof_context, blit_sub_buffer_timer);
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_clutter_backend_glx_blit_sub_buffer (backend_glx,
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drawable,
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copy_area.x,
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copy_area.y,
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copy_area.width,
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copy_area.height);
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CLUTTER_TIMER_STOP (_clutter_uprof_context, blit_sub_buffer_timer);
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}
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else
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{
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CLUTTER_NOTE (BACKEND, "glXSwapBuffers (display: %p, window: 0x%lx)",
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backend_x11->xdpy,
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(unsigned long) drawable);
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/* If we have GLX swap buffer events then glXSwapBuffers will return
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* immediately and we need to track that there is a swap in
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* progress... */
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if (clutter_feature_available (CLUTTER_FEATURE_SWAP_EVENTS))
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stage_glx->pending_swaps++;
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if (backend_glx->vblank_type != CLUTTER_VBLANK_GLX_SWAP &&
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backend_glx->vblank_type != CLUTTER_VBLANK_NONE)
|
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{
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/* If we are going to wait for VBLANK manually, we not only
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* need to flush out pending drawing to the GPU before we
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* sleep, we need to wait for it to finish. Otherwise, we
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* may end up with the situation:
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*
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* - We finish drawing - GPU drawing continues
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* - We go to sleep - GPU drawing continues
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* VBLANK - We call glXSwapBuffers - GPU drawing continues
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* - GPU drawing continues
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* - Swap buffers happens
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*
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* Producing a tear. Calling glFinish() first will cause us
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* to properly wait for the next VBLANK before we swap. This
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* obviously does not happen when we use _GLX_SWAP and let
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* the driver do the right thing
|
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*/
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glFinish ();
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wait_for_vblank (CLUTTER_BACKEND_GLX (backend));
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}
|
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CLUTTER_TIMER_START (_clutter_uprof_context, swapbuffers_timer);
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glXSwapBuffers (backend_x11->xdpy, drawable);
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CLUTTER_TIMER_STOP (_clutter_uprof_context, swapbuffers_timer);
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}
|
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backend_glx->last_video_sync_count = video_sync_count;
|
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|
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/* reset the redraw clipping for the next paint... */
|
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stage_glx->initialized_redraw_clip = FALSE;
|
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stage_glx->frame_count++;
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}
|
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|