diff options
Diffstat (limited to 'src/hardwareintegration/client/wayland-egl/qwaylandglcontext.cpp')
-rw-r--r-- | src/hardwareintegration/client/wayland-egl/qwaylandglcontext.cpp | 203 |
1 files changed, 58 insertions, 145 deletions
diff --git a/src/hardwareintegration/client/wayland-egl/qwaylandglcontext.cpp b/src/hardwareintegration/client/wayland-egl/qwaylandglcontext.cpp index 042aa11d..99a0f646 100644 --- a/src/hardwareintegration/client/wayland-egl/qwaylandglcontext.cpp +++ b/src/hardwareintegration/client/wayland-egl/qwaylandglcontext.cpp @@ -56,6 +56,7 @@ #include <QtGui/QSurfaceFormat> #include <QtGui/QOpenGLShaderProgram> #include <QtGui/QOpenGLFunctions> +#include <QOpenGLBuffer> #include <QtCore/qmutex.h> @@ -138,19 +139,10 @@ public: qDebug() << "Shader Program link failed."; qDebug() << m_blitProgram->log(); } - } - ~DecorationsBlitter() - { - delete m_blitProgram; - } - void blit(QWaylandEglWindow *window) - { - Q_ASSERT(window->wl_surface::isInitialized()); - QOpenGLTextureCache *cache = QOpenGLTextureCache::cacheForContext(m_context->context()); - QSize surfaceSize = window->surfaceSize(); - int scale = window->scale() ; - glViewport(0, 0, surfaceSize.width() * scale, surfaceSize.height() * scale); + m_blitProgram->bind(); + m_blitProgram->enableAttributeArray(0); + m_blitProgram->enableAttributeArray(1); glDisable(GL_DEPTH_TEST); glDisable(GL_BLEND); @@ -159,9 +151,8 @@ public: glDepthMask(GL_FALSE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - m_context->mUseNativeDefaultFbo = true; - glBindFramebuffer(GL_FRAMEBUFFER, 0); - m_context->mUseNativeDefaultFbo = false; + m_buffer.create(); + m_buffer.bind(); static const GLfloat squareVertices[] = { -1.f, -1.f, @@ -169,14 +160,12 @@ public: -1.f, 1.0f, 1.0f, 1.0f }; - static const GLfloat inverseSquareVertices[] = { -1.f, 1.f, 1.f, 1.f, -1.f, -1.f, 1.f, -1.f }; - static const GLfloat textureVertices[] = { 0.0f, 0.0f, 1.0f, 0.0f, @@ -184,44 +173,57 @@ public: 1.0f, 1.0f, }; - glBindBuffer(GL_ARRAY_BUFFER, 0); - m_blitProgram->bind(); + m_squareVerticesOffset = 0; + m_inverseSquareVerticesOffset = sizeof(squareVertices); + m_textureVerticesOffset = sizeof(squareVertices) + sizeof(textureVertices); - m_blitProgram->enableAttributeArray(0); - m_blitProgram->enableAttributeArray(1); - m_blitProgram->setAttributeArray(1, textureVertices, 2); + m_buffer.allocate(sizeof(squareVertices) + sizeof(inverseSquareVertices) + sizeof(textureVertices)); + m_buffer.write(m_squareVerticesOffset, squareVertices, sizeof(squareVertices)); + m_buffer.write(m_inverseSquareVerticesOffset, inverseSquareVertices, sizeof(inverseSquareVertices)); + m_buffer.write(m_textureVerticesOffset, textureVertices, sizeof(textureVertices)); + + m_blitProgram->setAttributeBuffer(1, GL_FLOAT, m_textureVerticesOffset, 2); + + m_textureWrap = m_context->context()->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat) ? GL_REPEAT : GL_CLAMP_TO_EDGE; + } + ~DecorationsBlitter() + { + delete m_blitProgram; + } + void blit(QWaylandEglWindow *window) + { + Q_ASSERT(window->wl_surface::isInitialized()); + QOpenGLTextureCache *cache = QOpenGLTextureCache::cacheForContext(m_context->context()); - glActiveTexture(GL_TEXTURE0); + QSize surfaceSize = window->surfaceSize(); + int scale = window->scale() ; + glViewport(0, 0, surfaceSize.width() * scale, surfaceSize.height() * scale); //Draw Decoration - m_blitProgram->setAttributeArray(0, inverseSquareVertices, 2); + m_blitProgram->setAttributeBuffer(0, GL_FLOAT, m_inverseSquareVerticesOffset, 2); QImage decorationImage = window->decoration()->contentImage(); cache->bindTexture(m_context->context(), decorationImage); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - if (m_context->context()->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat)) { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - } else { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - } + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, m_textureWrap); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, m_textureWrap); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); //Draw Content - m_blitProgram->setAttributeArray(0, squareVertices, 2); + m_blitProgram->setAttributeBuffer(0, GL_FLOAT, m_squareVerticesOffset, 2); glBindTexture(GL_TEXTURE_2D, window->contentTexture()); QRect r = window->contentsRect(); glViewport(r.x() * scale, r.y() * scale, r.width() * scale, r.height() * scale); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - //Cleanup - m_blitProgram->disableAttributeArray(0); - m_blitProgram->disableAttributeArray(1); } QOpenGLShaderProgram *m_blitProgram = nullptr; QWaylandGLContext *m_context = nullptr; + QOpenGLBuffer m_buffer; + int m_squareVerticesOffset; + int m_inverseSquareVerticesOffset; + int m_textureVerticesOffset; + int m_textureWrap; }; @@ -308,6 +310,13 @@ QWaylandGLContext::QWaylandGLContext(EGLDisplay eglDisplay, QWaylandDisplay *dis return; } + // Create an EGL context for the decorations blitter. By using a dedicated context we don't need to make sure to not + // change the context state and we also use OpenGL ES 2 API independently to what the app is using to draw. + QVector<EGLint> eglDecorationsContextAttrs = { EGL_CONTEXT_CLIENT_VERSION, 1, EGL_NONE }; + m_decorationsContext = eglCreateContext(m_eglDisplay, m_config, m_context, eglDecorationsContextAttrs.constData()); + if (m_decorationsContext == EGL_NO_CONTEXT) + qWarning("QWaylandGLContext: Failed to create the decorations EGLContext. Decorations will not be drawn."); + EGLint a = EGL_MIN_SWAP_INTERVAL; EGLint b = EGL_MAX_SWAP_INTERVAL; if (!eglGetConfigAttrib(m_eglDisplay, m_config, a, &a) || @@ -410,12 +419,7 @@ bool QWaylandGLContext::makeCurrent(QPlatformSurface *surface) if (window->isExposed()) window->setCanResize(false); - // Core profiles mandate the use of VAOs when rendering. We would then need to use one - // in DecorationsBlitter, but for that we would need a QOpenGLFunctions_3_2_Core instead - // of the QOpenGLFunctions we use, but that would break when using a lower version context. - // Instead of going crazy, just disable decorations for core profiles until we use - // subsurfaces for them. - if (m_format.profile() != QSurfaceFormat::CoreProfile && !window->decoration()) + if (m_decorationsContext != EGL_NO_CONTEXT && !window->decoration()) window->createDecoration(); if (eglSurface == EGL_NO_SURFACE) { @@ -442,102 +446,6 @@ void QWaylandGLContext::doneCurrent() eglMakeCurrent(m_eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); } -#define STATE_GUARD_VERTEX_ATTRIB_COUNT 2 - -class StateGuard -{ -public: - StateGuard() { - QOpenGLFunctions glFuncs(QOpenGLContext::currentContext()); - - glGetIntegerv(GL_CURRENT_PROGRAM, (GLint *) &m_program); - glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *) &m_activeTextureUnit); - glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &m_texture); - glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint *) &m_fbo); - glGetIntegerv(GL_VIEWPORT, m_viewport); - glGetIntegerv(GL_DEPTH_WRITEMASK, &m_depthWriteMask); - glGetIntegerv(GL_COLOR_WRITEMASK, m_colorWriteMask); - m_blend = glIsEnabled(GL_BLEND); - m_depth = glIsEnabled(GL_DEPTH_TEST); - m_cull = glIsEnabled(GL_CULL_FACE); - m_scissor = glIsEnabled(GL_SCISSOR_TEST); - for (int i = 0; i < STATE_GUARD_VERTEX_ATTRIB_COUNT; ++i) { - glFuncs.glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, (GLint *) &m_vertexAttribs[i].enabled); - glFuncs.glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, (GLint *) &m_vertexAttribs[i].arrayBuffer); - glFuncs.glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_SIZE, &m_vertexAttribs[i].size); - glFuncs.glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &m_vertexAttribs[i].stride); - glFuncs.glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_TYPE, (GLint *) &m_vertexAttribs[i].type); - glFuncs.glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, (GLint *) &m_vertexAttribs[i].normalized); - glFuncs.glGetVertexAttribPointerv(i, GL_VERTEX_ATTRIB_ARRAY_POINTER, &m_vertexAttribs[i].pointer); - } - glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLint *) &m_minFilter); - glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLint *) &m_magFilter); - glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, (GLint *) &m_wrapS); - glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, (GLint *) &m_wrapT); - } - - ~StateGuard() { - QOpenGLFunctions glFuncs(QOpenGLContext::currentContext()); - - glFuncs.glUseProgram(m_program); - glActiveTexture(m_activeTextureUnit); - glBindTexture(GL_TEXTURE_2D, m_texture); - glFuncs.glBindFramebuffer(GL_FRAMEBUFFER, m_fbo); - glViewport(m_viewport[0], m_viewport[1], m_viewport[2], m_viewport[3]); - glDepthMask(m_depthWriteMask); - glColorMask(m_colorWriteMask[0], m_colorWriteMask[1], m_colorWriteMask[2], m_colorWriteMask[3]); - if (m_blend) - glEnable(GL_BLEND); - if (m_depth) - glEnable(GL_DEPTH_TEST); - if (m_cull) - glEnable(GL_CULL_FACE); - if (m_scissor) - glEnable(GL_SCISSOR_TEST); - for (int i = 0; i < STATE_GUARD_VERTEX_ATTRIB_COUNT; ++i) { - if (m_vertexAttribs[i].enabled) - glFuncs.glEnableVertexAttribArray(i); - GLuint prevBuf; - glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint *) &prevBuf); - glFuncs.glBindBuffer(GL_ARRAY_BUFFER, m_vertexAttribs[i].arrayBuffer); - glFuncs.glVertexAttribPointer(i, m_vertexAttribs[i].size, m_vertexAttribs[i].type, - m_vertexAttribs[i].normalized, m_vertexAttribs[i].stride, - m_vertexAttribs[i].pointer); - glFuncs.glBindBuffer(GL_ARRAY_BUFFER, prevBuf); - } - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, m_minFilter); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, m_magFilter); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, m_wrapS); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, m_wrapT); - } - -private: - GLuint m_program; - GLenum m_activeTextureUnit; - GLuint m_texture; - GLuint m_fbo; - GLint m_depthWriteMask; - GLint m_colorWriteMask[4]; - GLboolean m_blend; - GLboolean m_depth; - GLboolean m_cull; - GLboolean m_scissor; - GLint m_viewport[4]; - struct VertexAttrib { - bool enabled; - GLuint arrayBuffer; - GLint size; - GLint stride; - GLenum type; - bool normalized; - void *pointer = nullptr; - } m_vertexAttribs[STATE_GUARD_VERTEX_ATTRIB_COUNT]; - GLenum m_minFilter; - GLenum m_magFilter; - GLenum m_wrapS; - GLenum m_wrapT; -}; - void QWaylandGLContext::swapBuffers(QPlatformSurface *surface) { QWaylandEglWindow *window = static_cast<QWaylandEglWindow *>(surface); @@ -545,15 +453,23 @@ void QWaylandGLContext::swapBuffers(QPlatformSurface *surface) EGLSurface eglSurface = window->eglSurface(); if (window->decoration()) { - makeCurrent(surface); + if (m_api != EGL_OPENGL_ES_API) + eglBindAPI(EGL_OPENGL_ES_API); - // Must save & restore all state. Applications are usually not prepared - // for random context state changes in a swapBuffers() call. - StateGuard stateGuard; + // save the current EGL content and surface to set it again after the blitter is done + EGLDisplay currentDisplay = eglGetCurrentDisplay(); + EGLContext currentContext = eglGetCurrentContext(); + EGLSurface currentSurfaceDraw = eglGetCurrentSurface(EGL_DRAW); + EGLSurface currentSurfaceRead = eglGetCurrentSurface(EGL_READ); + eglMakeCurrent(m_eglDisplay, eglSurface, eglSurface, m_decorationsContext); if (!m_blitter) m_blitter = new DecorationsBlitter(this); m_blitter->blit(window); + + if (m_api != EGL_OPENGL_ES_API) + eglBindAPI(m_api); + eglMakeCurrent(currentDisplay, currentSurfaceDraw, currentSurfaceRead, currentContext); } @@ -576,9 +492,6 @@ void QWaylandGLContext::swapBuffers(QPlatformSurface *surface) GLuint QWaylandGLContext::defaultFramebufferObject(QPlatformSurface *surface) const { - if (mUseNativeDefaultFbo) - return 0; - return static_cast<QWaylandEglWindow *>(surface)->contentFBO(); } |