4f58590a42
Tested by naddy@, jsg@ & kettenis@
347 lines
9.4 KiB
C
347 lines
9.4 KiB
C
/*
|
|
* Copyright © 2013 Intel Corporation
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
* copy of this software and associated documentation files (the "Software"),
|
|
* to deal in the Software without restriction, including without limitation
|
|
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
|
* and/or sell copies of the Software, and to permit persons to whom the
|
|
* Software is furnished to do so, subject to the following conditions:
|
|
*
|
|
* The above copyright notice and this permission notice (including the next
|
|
* paragraph) shall be included in all copies or substantial portions of the
|
|
* Software.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
|
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
|
* IN THE SOFTWARE.
|
|
*/
|
|
|
|
/** @file ephyr_glamor_glx.c
|
|
*
|
|
* Separate file for hiding Xlib and GLX-using parts of xephyr from
|
|
* the rest of the server-struct-aware build.
|
|
*/
|
|
|
|
#include <stdlib.h>
|
|
#include <X11/Xlib.h>
|
|
#include <X11/Xlibint.h>
|
|
#undef Xcalloc
|
|
#undef Xrealloc
|
|
#undef Xfree
|
|
#include <X11/Xlib-xcb.h>
|
|
#include <xcb/xcb_aux.h>
|
|
#include <pixman.h>
|
|
#include <epoxy/glx.h>
|
|
#include "ephyr_glamor_glx.h"
|
|
#include "os.h"
|
|
#include <X11/Xproto.h>
|
|
|
|
/** @{
|
|
*
|
|
* global state for Xephyr with glamor.
|
|
*
|
|
* Xephyr can render with multiple windows, but all the windows have
|
|
* to be on the same X connection and all have to have the same
|
|
* visual.
|
|
*/
|
|
static Display *dpy;
|
|
static XVisualInfo *visual_info;
|
|
static GLXFBConfig fb_config;
|
|
/** @} */
|
|
|
|
/**
|
|
* Per-screen state for Xephyr with glamor.
|
|
*/
|
|
struct ephyr_glamor {
|
|
GLXContext ctx;
|
|
Window win;
|
|
GLXWindow glx_win;
|
|
|
|
GLuint tex;
|
|
|
|
GLuint texture_shader;
|
|
GLuint texture_shader_position_loc;
|
|
GLuint texture_shader_texcoord_loc;
|
|
|
|
/* Size of the window that we're rendering to. */
|
|
unsigned width, height;
|
|
};
|
|
|
|
static GLint
|
|
ephyr_glamor_compile_glsl_prog(GLenum type, const char *source)
|
|
{
|
|
GLint ok;
|
|
GLint prog;
|
|
|
|
prog = glCreateShader(type);
|
|
glShaderSource(prog, 1, (const GLchar **) &source, NULL);
|
|
glCompileShader(prog);
|
|
glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
|
|
if (!ok) {
|
|
GLchar *info;
|
|
GLint size;
|
|
|
|
glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
|
|
info = malloc(size);
|
|
if (info) {
|
|
glGetShaderInfoLog(prog, size, NULL, info);
|
|
ErrorF("Failed to compile %s: %s\n",
|
|
type == GL_FRAGMENT_SHADER ? "FS" : "VS", info);
|
|
ErrorF("Program source:\n%s", source);
|
|
free(info);
|
|
}
|
|
else
|
|
ErrorF("Failed to get shader compilation info.\n");
|
|
FatalError("GLSL compile failure\n");
|
|
}
|
|
|
|
return prog;
|
|
}
|
|
|
|
static GLuint
|
|
ephyr_glamor_build_glsl_prog(GLuint vs, GLuint fs)
|
|
{
|
|
GLint ok;
|
|
GLuint prog;
|
|
|
|
prog = glCreateProgram();
|
|
glAttachShader(prog, vs);
|
|
glAttachShader(prog, fs);
|
|
|
|
glLinkProgram(prog);
|
|
glGetProgramiv(prog, GL_LINK_STATUS, &ok);
|
|
if (!ok) {
|
|
GLchar *info;
|
|
GLint size;
|
|
|
|
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size);
|
|
info = malloc(size);
|
|
|
|
glGetProgramInfoLog(prog, size, NULL, info);
|
|
ErrorF("Failed to link: %s\n", info);
|
|
FatalError("GLSL link failure\n");
|
|
}
|
|
|
|
return prog;
|
|
}
|
|
|
|
static void
|
|
ephyr_glamor_setup_texturing_shader(struct ephyr_glamor *glamor)
|
|
{
|
|
const char *vs_source =
|
|
"attribute vec2 texcoord;\n"
|
|
"attribute vec2 position;\n"
|
|
"varying vec2 t;\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" t = texcoord;\n"
|
|
" gl_Position = vec4(position, 0, 1);\n"
|
|
"}\n";
|
|
|
|
const char *fs_source =
|
|
"varying vec2 t;\n"
|
|
"uniform sampler2D s; /* initially 0 */\n"
|
|
"\n"
|
|
"void main()\n"
|
|
"{\n"
|
|
" gl_FragColor = texture2D(s, t);\n"
|
|
"}\n";
|
|
|
|
GLuint fs, vs, prog;
|
|
|
|
vs = ephyr_glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source);
|
|
fs = ephyr_glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, fs_source);
|
|
prog = ephyr_glamor_build_glsl_prog(vs, fs);
|
|
|
|
glamor->texture_shader = prog;
|
|
glamor->texture_shader_position_loc = glGetAttribLocation(prog, "position");
|
|
assert(glamor->texture_shader_position_loc != -1);
|
|
glamor->texture_shader_texcoord_loc = glGetAttribLocation(prog, "texcoord");
|
|
assert(glamor->texture_shader_texcoord_loc != -1);
|
|
}
|
|
|
|
xcb_connection_t *
|
|
ephyr_glamor_connect(void)
|
|
{
|
|
dpy = XOpenDisplay(NULL);
|
|
if (!dpy)
|
|
return NULL;
|
|
|
|
XSetEventQueueOwner(dpy, XCBOwnsEventQueue);
|
|
|
|
return XGetXCBConnection(dpy);
|
|
}
|
|
|
|
void
|
|
ephyr_glamor_set_texture(struct ephyr_glamor *glamor, uint32_t tex)
|
|
{
|
|
glamor->tex = tex;
|
|
}
|
|
|
|
void
|
|
ephyr_glamor_damage_redisplay(struct ephyr_glamor *glamor,
|
|
struct pixman_region16 *damage)
|
|
{
|
|
/* Redraw the whole screen, since glXSwapBuffers leaves the back
|
|
* buffer undefined.
|
|
*/
|
|
static const float position[] = {
|
|
-1, -1,
|
|
1, -1,
|
|
1, 1,
|
|
-1, 1,
|
|
};
|
|
static const float texcoords[] = {
|
|
0, 1,
|
|
1, 1,
|
|
1, 0,
|
|
0, 0,
|
|
};
|
|
|
|
glXMakeCurrent(dpy, glamor->glx_win, glamor->ctx);
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
glUseProgram(glamor->texture_shader);
|
|
glViewport(0, 0, glamor->width, glamor->height);
|
|
|
|
glVertexAttribPointer(glamor->texture_shader_position_loc,
|
|
2, GL_FLOAT, FALSE, 0, position);
|
|
glVertexAttribPointer(glamor->texture_shader_texcoord_loc,
|
|
2, GL_FLOAT, FALSE, 0, texcoords);
|
|
glEnableVertexAttribArray(glamor->texture_shader_position_loc);
|
|
glEnableVertexAttribArray(glamor->texture_shader_texcoord_loc);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, glamor->tex);
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
|
|
glDisableVertexAttribArray(glamor->texture_shader_position_loc);
|
|
glDisableVertexAttribArray(glamor->texture_shader_texcoord_loc);
|
|
|
|
glXSwapBuffers(dpy, glamor->glx_win);
|
|
}
|
|
|
|
/**
|
|
* Xlib-based handling of xcb events for glamor.
|
|
*
|
|
* We need to let the Xlib event filtering run on the event so that
|
|
* Mesa's dri2_glx.c userspace event mangling gets run, and we
|
|
* correctly get our invalidate events propagated into the driver.
|
|
*/
|
|
void
|
|
ephyr_glamor_process_event(xcb_generic_event_t *xev)
|
|
{
|
|
|
|
uint32_t response_type = xev->response_type & 0x7f;
|
|
/* Note the types on wire_to_event: there's an Xlib XEvent (with
|
|
* the broken types) that it returns, and a protocol xEvent that
|
|
* it inspects.
|
|
*/
|
|
Bool (*wire_to_event)(Display *dpy, XEvent *ret, xEvent *event);
|
|
|
|
XLockDisplay(dpy);
|
|
/* Set the event handler to NULL to get access to the current one. */
|
|
wire_to_event = XESetWireToEvent(dpy, response_type, NULL);
|
|
if (wire_to_event) {
|
|
XEvent processed_event;
|
|
|
|
/* OK they had an event handler. Plug it back in, and call
|
|
* through to it.
|
|
*/
|
|
XESetWireToEvent(dpy, response_type, wire_to_event);
|
|
xev->sequence = LastKnownRequestProcessed(dpy);
|
|
wire_to_event(dpy, &processed_event, (xEvent *)xev);
|
|
}
|
|
XUnlockDisplay(dpy);
|
|
}
|
|
|
|
struct ephyr_glamor *
|
|
ephyr_glamor_glx_screen_init(xcb_window_t win)
|
|
{
|
|
GLXContext ctx;
|
|
struct ephyr_glamor *glamor;
|
|
GLXWindow glx_win;
|
|
|
|
glamor = calloc(1, sizeof(struct ephyr_glamor));
|
|
if (!glamor) {
|
|
FatalError("malloc");
|
|
return NULL;
|
|
}
|
|
|
|
glx_win = glXCreateWindow(dpy, fb_config, win, NULL);
|
|
|
|
ctx = glXCreateContext(dpy, visual_info, NULL, True);
|
|
if (ctx == NULL)
|
|
FatalError("glXCreateContext failed\n");
|
|
|
|
if (!glXMakeCurrent(dpy, glx_win, ctx))
|
|
FatalError("glXMakeCurrent failed\n");
|
|
|
|
glamor->ctx = ctx;
|
|
glamor->win = win;
|
|
glamor->glx_win = glx_win;
|
|
ephyr_glamor_setup_texturing_shader(glamor);
|
|
|
|
return glamor;
|
|
}
|
|
|
|
void
|
|
ephyr_glamor_glx_screen_fini(struct ephyr_glamor *glamor)
|
|
{
|
|
glXMakeCurrent(dpy, None, NULL);
|
|
glXDestroyContext(dpy, glamor->ctx);
|
|
glXDestroyWindow(dpy, glamor->glx_win);
|
|
|
|
free(glamor);
|
|
}
|
|
|
|
xcb_visualtype_t *
|
|
ephyr_glamor_get_visual(void)
|
|
{
|
|
xcb_screen_t *xscreen =
|
|
xcb_aux_get_screen(XGetXCBConnection(dpy), DefaultScreen(dpy));
|
|
int attribs[] = {
|
|
GLX_RENDER_TYPE, GLX_RGBA_BIT,
|
|
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
|
|
GLX_RED_SIZE, 1,
|
|
GLX_GREEN_SIZE, 1,
|
|
GLX_BLUE_SIZE, 1,
|
|
GLX_DOUBLEBUFFER, 1,
|
|
None
|
|
};
|
|
int event_base = 0, error_base = 0, nelements;
|
|
GLXFBConfig *fbconfigs;
|
|
|
|
if (!glXQueryExtension (dpy, &error_base, &event_base))
|
|
FatalError("Couldn't find GLX extension\n");
|
|
|
|
fbconfigs = glXChooseFBConfig(dpy, DefaultScreen(dpy), attribs, &nelements);
|
|
if (!nelements)
|
|
FatalError("Couldn't choose an FBConfig\n");
|
|
fb_config = fbconfigs[0];
|
|
free(fbconfigs);
|
|
|
|
visual_info = glXGetVisualFromFBConfig(dpy, fb_config);
|
|
if (visual_info == NULL)
|
|
FatalError("Couldn't get RGB visual\n");
|
|
|
|
return xcb_aux_find_visual_by_id(xscreen, visual_info->visualid);
|
|
}
|
|
|
|
void
|
|
ephyr_glamor_set_window_size(struct ephyr_glamor *glamor,
|
|
unsigned width, unsigned height)
|
|
{
|
|
if (!glamor)
|
|
return;
|
|
|
|
glamor->width = width;
|
|
glamor->height = height;
|
|
}
|