On desktop GL, ask for a 3.1 core profile context if that's available, otherwise create a generic context. v2: tell glamor the profile is a core one. v2.1: add/use GL version defines v3: let glamor work out core itself Signed-off-by: Keith Packard <keithp@keithp.com> Signed-off-by: Dave Airlie <airlied@redhat.com> Reviewed-by: Eric Anholt <eric@anholt.net>
425 lines
12 KiB
C
425 lines
12 KiB
C
/*
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* Copyright © 2013 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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/** @file ephyr_glamor_glx.c
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*
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* Separate file for hiding Xlib and GLX-using parts of xephyr from
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* the rest of the server-struct-aware build.
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*/
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#include <stdlib.h>
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#include <X11/Xlib.h>
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#include <X11/Xlibint.h>
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#undef Xcalloc
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#undef Xrealloc
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#undef Xfree
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#include <X11/Xlib-xcb.h>
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#include <xcb/xcb_aux.h>
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#include <pixman.h>
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#include <epoxy/glx.h>
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#include "ephyr_glamor_glx.h"
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#include "os.h"
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#include <X11/Xproto.h>
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/* until we need geometry shaders GL3.1 should suffice. */
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/* Xephyr has it's own copy of this for build reasons */
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#define GLAMOR_GL_CORE_VER_MAJOR 3
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#define GLAMOR_GL_CORE_VER_MINOR 1
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/** @{
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*
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* global state for Xephyr with glamor.
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*
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* Xephyr can render with multiple windows, but all the windows have
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* to be on the same X connection and all have to have the same
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* visual.
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*/
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static Display *dpy;
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static XVisualInfo *visual_info;
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static GLXFBConfig fb_config;
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Bool ephyr_glamor_gles2;
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/** @} */
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/**
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* Per-screen state for Xephyr with glamor.
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*/
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struct ephyr_glamor {
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GLXContext ctx;
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Window win;
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GLXWindow glx_win;
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GLuint tex;
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GLuint texture_shader;
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GLuint texture_shader_position_loc;
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GLuint texture_shader_texcoord_loc;
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/* Size of the window that we're rendering to. */
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unsigned width, height;
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GLuint vao, vbo;
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};
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static GLint
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ephyr_glamor_compile_glsl_prog(GLenum type, const char *source)
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{
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GLint ok;
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GLint prog;
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prog = glCreateShader(type);
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glShaderSource(prog, 1, (const GLchar **) &source, NULL);
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glCompileShader(prog);
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glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
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if (!ok) {
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GLchar *info;
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GLint size;
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glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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if (info) {
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glGetShaderInfoLog(prog, size, NULL, info);
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ErrorF("Failed to compile %s: %s\n",
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type == GL_FRAGMENT_SHADER ? "FS" : "VS", info);
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ErrorF("Program source:\n%s", source);
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free(info);
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}
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else
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ErrorF("Failed to get shader compilation info.\n");
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FatalError("GLSL compile failure\n");
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}
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return prog;
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}
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static GLuint
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ephyr_glamor_build_glsl_prog(GLuint vs, GLuint fs)
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{
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GLint ok;
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GLuint prog;
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prog = glCreateProgram();
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glAttachShader(prog, vs);
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glAttachShader(prog, fs);
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glLinkProgram(prog);
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glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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if (!ok) {
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GLchar *info;
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GLint size;
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size);
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info = malloc(size);
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glGetProgramInfoLog(prog, size, NULL, info);
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ErrorF("Failed to link: %s\n", info);
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FatalError("GLSL link failure\n");
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}
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return prog;
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}
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static void
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ephyr_glamor_setup_texturing_shader(struct ephyr_glamor *glamor)
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{
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const char *vs_source =
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"attribute vec2 texcoord;\n"
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"attribute vec2 position;\n"
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"varying vec2 t;\n"
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"\n"
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"void main()\n"
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"{\n"
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" t = texcoord;\n"
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" gl_Position = vec4(position, 0, 1);\n"
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"}\n";
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const char *fs_source =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"\n"
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"varying vec2 t;\n"
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"uniform sampler2D s; /* initially 0 */\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = texture2D(s, t);\n"
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"}\n";
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GLuint fs, vs, prog;
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vs = ephyr_glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source);
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fs = ephyr_glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, fs_source);
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prog = ephyr_glamor_build_glsl_prog(vs, fs);
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glamor->texture_shader = prog;
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glamor->texture_shader_position_loc = glGetAttribLocation(prog, "position");
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assert(glamor->texture_shader_position_loc != -1);
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glamor->texture_shader_texcoord_loc = glGetAttribLocation(prog, "texcoord");
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assert(glamor->texture_shader_texcoord_loc != -1);
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}
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xcb_connection_t *
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ephyr_glamor_connect(void)
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{
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dpy = XOpenDisplay(NULL);
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if (!dpy)
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return NULL;
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XSetEventQueueOwner(dpy, XCBOwnsEventQueue);
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return XGetXCBConnection(dpy);
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}
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void
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ephyr_glamor_set_texture(struct ephyr_glamor *glamor, uint32_t tex)
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{
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glamor->tex = tex;
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}
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static void
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ephyr_glamor_set_vertices(struct ephyr_glamor *glamor)
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{
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glVertexAttribPointer(glamor->texture_shader_position_loc,
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2, GL_FLOAT, FALSE, 0, (void *) 0);
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glVertexAttribPointer(glamor->texture_shader_texcoord_loc,
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2, GL_FLOAT, FALSE, 0, (void *) (sizeof (float) * 8));
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glEnableVertexAttribArray(glamor->texture_shader_position_loc);
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glEnableVertexAttribArray(glamor->texture_shader_texcoord_loc);
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}
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static void
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ephyr_glamor_clear_vertices(struct ephyr_glamor *glamor)
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{
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glDisableVertexAttribArray(glamor->texture_shader_position_loc);
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glDisableVertexAttribArray(glamor->texture_shader_texcoord_loc);
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}
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void
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ephyr_glamor_damage_redisplay(struct ephyr_glamor *glamor,
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struct pixman_region16 *damage)
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{
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GLint old_vao;
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glXMakeCurrent(dpy, glamor->glx_win, glamor->ctx);
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if (glamor->vao) {
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
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glBindVertexArray(glamor->vao);
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} else
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ephyr_glamor_set_vertices(glamor);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glUseProgram(glamor->texture_shader);
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glViewport(0, 0, glamor->width, glamor->height);
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if (!ephyr_glamor_gles2)
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glDisable(GL_COLOR_LOGIC_OP);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, glamor->tex);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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if (glamor->vao)
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glBindVertexArray(old_vao);
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else
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ephyr_glamor_clear_vertices(glamor);
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glXSwapBuffers(dpy, glamor->glx_win);
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}
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/**
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* Xlib-based handling of xcb events for glamor.
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*
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* We need to let the Xlib event filtering run on the event so that
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* Mesa's dri2_glx.c userspace event mangling gets run, and we
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* correctly get our invalidate events propagated into the driver.
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*/
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void
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ephyr_glamor_process_event(xcb_generic_event_t *xev)
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{
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uint32_t response_type = xev->response_type & 0x7f;
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/* Note the types on wire_to_event: there's an Xlib XEvent (with
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* the broken types) that it returns, and a protocol xEvent that
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* it inspects.
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*/
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Bool (*wire_to_event)(Display *dpy, XEvent *ret, xEvent *event);
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XLockDisplay(dpy);
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/* Set the event handler to NULL to get access to the current one. */
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wire_to_event = XESetWireToEvent(dpy, response_type, NULL);
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if (wire_to_event) {
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XEvent processed_event;
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/* OK they had an event handler. Plug it back in, and call
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* through to it.
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*/
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XESetWireToEvent(dpy, response_type, wire_to_event);
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xev->sequence = LastKnownRequestProcessed(dpy);
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wire_to_event(dpy, &processed_event, (xEvent *)xev);
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}
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XUnlockDisplay(dpy);
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}
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struct ephyr_glamor *
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ephyr_glamor_glx_screen_init(xcb_window_t win)
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{
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static const float position[] = {
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-1, -1,
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1, -1,
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1, 1,
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-1, 1,
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0, 1,
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1, 1,
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1, 0,
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0, 0,
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};
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GLint old_vao;
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GLXContext ctx;
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struct ephyr_glamor *glamor;
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GLXWindow glx_win;
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glamor = calloc(1, sizeof(struct ephyr_glamor));
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if (!glamor) {
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FatalError("malloc");
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return NULL;
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}
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glx_win = glXCreateWindow(dpy, fb_config, win, NULL);
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if (ephyr_glamor_gles2) {
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static const int context_attribs[] = {
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GLX_CONTEXT_MAJOR_VERSION_ARB, 2,
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GLX_CONTEXT_MINOR_VERSION_ARB, 0,
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GLX_CONTEXT_PROFILE_MASK_ARB, GLX_CONTEXT_ES_PROFILE_BIT_EXT,
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0,
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};
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if (epoxy_has_glx_extension(dpy, DefaultScreen(dpy),
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"GLX_EXT_create_context_es2_profile")) {
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ctx = glXCreateContextAttribsARB(dpy, fb_config, NULL, True,
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context_attribs);
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} else {
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FatalError("Xephyr -glamor_gles2 rquires "
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"GLX_EXT_create_context_es2_profile\n");
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}
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} else {
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static const int context_attribs[] = {
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GLX_CONTEXT_PROFILE_MASK_ARB,
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GLX_CONTEXT_CORE_PROFILE_BIT_ARB,
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GLX_CONTEXT_MAJOR_VERSION_ARB,
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GLAMOR_GL_CORE_VER_MAJOR,
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GLX_CONTEXT_MINOR_VERSION_ARB,
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GLAMOR_GL_CORE_VER_MINOR,
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0,
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};
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ctx = glXCreateContextAttribsARB(dpy, fb_config, NULL, True,
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context_attribs);
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if (!ctx)
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ctx = glXCreateContext(dpy, visual_info, NULL, True);
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}
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if (ctx == NULL)
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FatalError("glXCreateContext failed\n");
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if (!glXMakeCurrent(dpy, glx_win, ctx))
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FatalError("glXMakeCurrent failed\n");
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glamor->ctx = ctx;
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glamor->win = win;
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glamor->glx_win = glx_win;
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ephyr_glamor_setup_texturing_shader(glamor);
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if (epoxy_has_gl_extension("GL_ARB_vertex_array_object")) {
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glGenVertexArrays(1, &glamor->vao);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &old_vao);
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glBindVertexArray(glamor->vao);
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} else
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glamor->vao = 0;
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glGenBuffers(1, &glamor->vbo);
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glBindBuffer(GL_ARRAY_BUFFER, glamor->vbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof (position), position, GL_STATIC_DRAW);
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if (glamor->vao) {
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ephyr_glamor_set_vertices(glamor);
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glBindVertexArray(old_vao);
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} else
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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return glamor;
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}
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void
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ephyr_glamor_glx_screen_fini(struct ephyr_glamor *glamor)
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{
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glXMakeCurrent(dpy, None, NULL);
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glXDestroyContext(dpy, glamor->ctx);
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glXDestroyWindow(dpy, glamor->glx_win);
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free(glamor);
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}
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xcb_visualtype_t *
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ephyr_glamor_get_visual(void)
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{
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xcb_screen_t *xscreen =
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xcb_aux_get_screen(XGetXCBConnection(dpy), DefaultScreen(dpy));
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int attribs[] = {
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_DOUBLEBUFFER, 1,
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None
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};
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int event_base = 0, error_base = 0, nelements;
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GLXFBConfig *fbconfigs;
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if (!glXQueryExtension (dpy, &error_base, &event_base))
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FatalError("Couldn't find GLX extension\n");
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fbconfigs = glXChooseFBConfig(dpy, DefaultScreen(dpy), attribs, &nelements);
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if (!nelements)
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FatalError("Couldn't choose an FBConfig\n");
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fb_config = fbconfigs[0];
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free(fbconfigs);
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visual_info = glXGetVisualFromFBConfig(dpy, fb_config);
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if (visual_info == NULL)
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FatalError("Couldn't get RGB visual\n");
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return xcb_aux_find_visual_by_id(xscreen, visual_info->visualid);
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}
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void
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ephyr_glamor_set_window_size(struct ephyr_glamor *glamor,
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unsigned width, unsigned height)
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{
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if (!glamor)
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return;
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glamor->width = width;
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glamor->height = height;
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}
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