mutter/clutter/glx/clutter-stage-glx.c
Matthew Allum c158a93a84 2008-04-01 Matthew Allum <mallum@openedhand.com>
* clutter/clutter-backend.c:
        * clutter/glx/clutter-backend-glx.c:
        * clutter/glx/clutter-stage-glx.c:
        Allow NULL to be passed to _clutter_backend_ensure_context
        which essentially clears GL context. This is hooked into stage
        unrealisation.  Isn't yet quite bulletproof.
        Fixes issues with gtk-embed crasher (thanks to Neil).
2008-04-01 14:04:46 +00:00

418 lines
13 KiB
C

/* Clutter.
* An OpenGL based 'interactive canvas' library.
* Authored By Matthew Allum <mallum@openedhand.com>
* Copyright (C) 2006-2007 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-backend-glx.h"
#include "clutter-stage-glx.h"
#include "clutter-glx.h"
#include "../clutter-main.h"
#include "../clutter-feature.h"
#include "../clutter-color.h"
#include "../clutter-util.h"
#include "../clutter-event.h"
#include "../clutter-enum-types.h"
#include "../clutter-private.h"
#include "../clutter-debug.h"
#include "../clutter-units.h"
#include "../clutter-shader.h"
#include "../clutter-group.h"
#include "../clutter-container.h"
#include "../clutter-stage.h"
#include "cogl.h"
#include <GL/glx.h>
#include <GL/gl.h>
#include <gdk-pixbuf-xlib/gdk-pixbuf-xlib.h>
G_DEFINE_TYPE (ClutterStageGLX, clutter_stage_glx, CLUTTER_TYPE_STAGE_X11);
static void
clutter_stage_glx_unrealize (ClutterActor *actor)
{
ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor);
ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (actor);
/* Note unrealize should free up any backend stage related resources */
gboolean was_offscreen;
CLUTTER_MARK();
g_object_get (actor, "offscreen", &was_offscreen, NULL);
/* Chain up so all children get unrealized, needed to move texture data
* across contexts
*/
CLUTTER_ACTOR_CLASS (clutter_stage_glx_parent_class)->unrealize (actor);
clutter_x11_trap_x_errors ();
/* Unrealize all shaders, since the GL context is going away */
clutter_shader_release_all ();
if (G_UNLIKELY (was_offscreen))
{
if (stage_glx->glxpixmap)
{
glXDestroyGLXPixmap (stage_x11->xdpy,stage_glx->glxpixmap);
stage_glx->glxpixmap = None;
}
if (stage_x11->xpixmap)
{
XFreePixmap (stage_x11->xdpy, stage_x11->xpixmap);
stage_x11->xpixmap = None;
}
}
else
{
if (!stage_x11->is_foreign_xwin && stage_x11->xwin != None)
{
XDestroyWindow (stage_x11->xdpy, stage_x11->xwin);
stage_x11->xwin = None;
}
else
stage_x11->xwin = None;
}
/* As unrealised the context will now get cleared */
clutter_stage_ensure_current (CLUTTER_STAGE(stage_glx));
XSync (stage_x11->xdpy, False);
clutter_x11_untrap_x_errors ();
CLUTTER_MARK ();
}
static void
clutter_stage_glx_realize (ClutterActor *actor)
{
ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor);
ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (actor);
ClutterBackendGLX *backend_glx;
gboolean is_offscreen;
CLUTTER_NOTE (MISC, "Realizing main stage");
g_object_get (actor, "offscreen", &is_offscreen, NULL);
backend_glx = CLUTTER_BACKEND_GLX(clutter_get_default_backend());
if (G_LIKELY (!is_offscreen))
{
int gl_attributes[] =
{
GLX_RGBA,
GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_STENCIL_SIZE, 1,
0
};
if (stage_x11->xvisinfo)
XFree (stage_x11->xvisinfo);
stage_x11->xvisinfo = NULL;
/* The following check seems strange */
if (stage_x11->xvisinfo == None)
stage_x11->xvisinfo = glXChooseVisual (stage_x11->xdpy,
stage_x11->xscreen,
gl_attributes);
if (!stage_x11->xvisinfo)
{
g_critical ("Unable to find suitable GL visual.");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
if (stage_x11->xwin == None)
{
XSetWindowAttributes xattr;
unsigned long mask;
CLUTTER_NOTE (MISC, "Creating stage X window");
/* window attributes */
xattr.background_pixel = WhitePixel (stage_x11->xdpy,
stage_x11->xscreen);
xattr.border_pixel = 0;
xattr.colormap = XCreateColormap (stage_x11->xdpy,
stage_x11->xwin_root,
stage_x11->xvisinfo->visual,
AllocNone);
mask = CWBackPixel | CWBorderPixel | CWColormap;
stage_x11->xwin = XCreateWindow (stage_x11->xdpy,
stage_x11->xwin_root,
0, 0,
stage_x11->xwin_width,
stage_x11->xwin_height,
0,
stage_x11->xvisinfo->depth,
InputOutput,
stage_x11->xvisinfo->visual,
mask, &xattr);
}
CLUTTER_NOTE (MISC, "XSelectInput");
XSelectInput (stage_x11->xdpy, stage_x11->xwin,
StructureNotifyMask |
FocusChangeMask |
ExposureMask |
/* FIXME: we may want to eplicity enable MotionMask */
PointerMotionMask |
KeyPressMask | KeyReleaseMask |
ButtonPressMask | ButtonReleaseMask |
PropertyChangeMask);
/* no user resize.. */
clutter_stage_x11_fix_window_size (stage_x11);
clutter_stage_x11_set_wm_protocols (stage_x11);
if (backend_glx->gl_context == None)
{
CLUTTER_NOTE (GL, "Creating GL Context");
backend_glx->gl_context = glXCreateContext (stage_x11->xdpy,
stage_x11->xvisinfo,
0,
True);
if (backend_glx->gl_context == None)
{
g_critical ("Unable to create suitable GL context.");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
}
CLUTTER_NOTE (GL, "glXMakeCurrent");
clutter_stage_ensure_current (CLUTTER_STAGE(stage_glx));
}
else
{
int gl_attributes[] = {
GLX_DEPTH_SIZE, 0,
GLX_ALPHA_SIZE, 0,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_USE_GL,
GLX_RGBA,
0
};
if (stage_x11->xvisinfo)
XFree (stage_x11->xvisinfo);
stage_x11->xvisinfo = NULL;
CLUTTER_NOTE (GL, "glXChooseVisual");
stage_x11->xvisinfo = glXChooseVisual (stage_x11->xdpy,
stage_x11->xscreen,
gl_attributes);
if (!stage_x11->xvisinfo)
{
g_critical ("Unable to find suitable GL visual.");
goto fail;
}
stage_x11->xpixmap = XCreatePixmap (stage_x11->xdpy,
stage_x11->xwin_root,
stage_x11->xwin_width,
stage_x11->xwin_height,
DefaultDepth (stage_x11->xdpy,
stage_x11->xscreen));
stage_glx->glxpixmap = glXCreateGLXPixmap (stage_x11->xdpy,
stage_x11->xvisinfo,
stage_x11->xpixmap);
if (backend_glx->gl_context == None)
{
CLUTTER_NOTE (GL, "Creating GL Context");
/* FIXME: we probably need a seperate offscreen context here
* - though it likely makes most sense to drop offscreen stages
* and rely on FBO's instead and GLXPixmaps seems mostly broken
* anyway..
*/
backend_glx->gl_context = glXCreateContext (stage_x11->xdpy,
stage_x11->xvisinfo,
0,
False);
if (backend_glx->gl_context == None)
{
g_critical ("Unable to create suitable GL context.");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
}
clutter_x11_trap_x_errors ();
/* below will call glxMakeCurrent */
clutter_stage_ensure_current (CLUTTER_STAGE(stage_glx));
if (clutter_x11_untrap_x_errors ())
{
g_critical ("Unable to set up offscreen context.");
goto fail;
}
}
/* Make sure the viewport gets set up correctly */
CLUTTER_SET_PRIVATE_FLAGS (actor, CLUTTER_ACTOR_SYNC_MATRICES);
return;
fail:
/* For one reason or another we cant realize the stage.. */
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
static void
snapshot_pixbuf_free (guchar *pixels,
gpointer data)
{
g_free (pixels);
}
static GdkPixbuf*
clutter_stage_glx_draw_to_pixbuf (ClutterStage *stage,
gint x,
gint y,
gint width,
gint height)
{
guchar *data;
GdkPixbuf *pixb;
ClutterActor *actor;
ClutterStageGLX *stage_glx;
ClutterStageX11 *stage_x11;
gboolean is_offscreen = FALSE;
stage_glx = CLUTTER_STAGE_GLX (stage);
stage_x11 = CLUTTER_STAGE_X11 (stage);
actor = CLUTTER_ACTOR (stage);
if (width < 0)
width = clutter_actor_get_width (actor);
if (height < 0)
height = clutter_actor_get_height (actor);
g_object_get (stage, "offscreen", &is_offscreen, NULL);
if (G_UNLIKELY (is_offscreen))
{
gdk_pixbuf_xlib_init (stage_x11->xdpy, stage_x11->xscreen);
pixb = gdk_pixbuf_xlib_get_from_drawable (NULL,
(Drawable) stage_x11->xpixmap,
DefaultColormap (stage_x11->xdpy,
stage_x11->xscreen),
stage_x11->xvisinfo->visual,
x, y,
0, 0,
width, height);
}
else
{
GdkPixbuf *tmp = NULL, *tmp2 = NULL;
gint stride;
stride = ((width * 4 + 3) &~ 3);
data = g_malloc0 (sizeof (guchar) * stride * height);
glReadPixels (x,
clutter_actor_get_height (actor) - y - height,
width,
height, GL_RGBA, GL_UNSIGNED_BYTE, data);
tmp = gdk_pixbuf_new_from_data (data,
GDK_COLORSPACE_RGB,
TRUE,
8,
width, height,
stride,
snapshot_pixbuf_free,
NULL);
tmp2 = gdk_pixbuf_flip (tmp, TRUE);
g_object_unref (tmp);
pixb = gdk_pixbuf_rotate_simple (tmp2, GDK_PIXBUF_ROTATE_UPSIDEDOWN);
g_object_unref (tmp2);
}
return pixb;
}
static void
clutter_stage_glx_dispose (GObject *gobject)
{
ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (gobject);
ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (gobject);
if (stage_x11->xwin)
clutter_actor_unrealize (CLUTTER_ACTOR (stage_glx));
G_OBJECT_CLASS (clutter_stage_glx_parent_class)->dispose (gobject);
}
static void
clutter_stage_glx_class_init (ClutterStageGLXClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
ClutterStageClass *stage_class = CLUTTER_STAGE_CLASS (klass);
gobject_class->dispose = clutter_stage_glx_dispose;
actor_class->realize = clutter_stage_glx_realize;
actor_class->unrealize = clutter_stage_glx_unrealize;
stage_class->draw_to_pixbuf = clutter_stage_glx_draw_to_pixbuf;
}
static void
clutter_stage_glx_init (ClutterStageGLX *stage)
{
;
}