xserver-multidpi/hw/kdrive/ephyr/ephyr_glamor_glx.c
Eric Anholt fa2e787883 xephyr: Pass incoming XCB events to the Xlib event filter.
This is the same thing that Qt ended up doing to get DRI2's event
mangling to happen despite using an XCB event loop.

Signed-off-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
2014-03-05 13:10:15 -08:00

332 lines
9.1 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;
};
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);
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);
}