#include "global.h" #include "LowLevelWindow_X11.h" #include "RageLog.h" #include "RageException.h" #include "archutils/Unix/X11Helper.h" #include "PrefsManager.h" // XXX #include "RageDisplay.h" // VideoModeParams #include "DisplayResolutions.h" #include "LocalizedString.h" #include "RageDisplay_OGL_Helpers.h" using namespace RageDisplay_OGL_Helpers; using namespace X11Helper; #include #include // ceil() #define GLX_GLXEXT_PROTOTYPES #include // All sorts of stuff... #include #include #include #if defined(HAVE_LIBXTST) #include #endif static GLXContext g_pContext = NULL; static GLXContext g_pBackgroundContext = NULL; static Window g_AltWindow = None; static Rotation g_OldRotation; static int g_iOldSize; XRRScreenConfiguration *g_pScreenConfig = NULL; static LocalizedString FAILED_CONNECTION_XSERVER( "LowLevelWindow_X11", "Failed to establish a connection with the X server" ); LowLevelWindow_X11::LowLevelWindow_X11() { if( !OpenXConnection() ) RageException::Throw( FAILED_CONNECTION_XSERVER.GetValue() ); const int iScreen = DefaultScreen( Dpy ); LOG->Info( "Display: %s (screen %i)", DisplayString(Dpy), iScreen ); LOG->Info( "Direct rendering: %s", glXIsDirect( Dpy, glXGetCurrentContext() )? "yes":"no" ); int iXServerVersion = XVendorRelease( Dpy ); /* eg. 40201001 */ int iMajor = iXServerVersion / 10000000; iXServerVersion %= 10000000; int iMinor = iXServerVersion / 100000; iXServerVersion %= 100000; int iRevision = iXServerVersion / 1000; iXServerVersion %= 1000; int iPatch = iXServerVersion; LOG->Info( "X server vendor: %s [%i.%i.%i.%i]", XServerVendor( Dpy ), iMajor, iMinor, iRevision, iPatch ); LOG->Info( "Server GLX vendor: %s [%s]", glXQueryServerString( Dpy, iScreen, GLX_VENDOR ), glXQueryServerString( Dpy, iScreen, GLX_VERSION ) ); LOG->Info( "Client GLX vendor: %s [%s]", glXGetClientString( Dpy, GLX_VENDOR ), glXGetClientString( Dpy, GLX_VERSION ) ); m_bWasWindowed = true; g_pScreenConfig = XRRGetScreenInfo( Dpy, RootWindow(Dpy, DefaultScreen(Dpy)) ); } LowLevelWindow_X11::~LowLevelWindow_X11() { // Reset the display if( !m_bWasWindowed ) { XRRSetScreenConfig( Dpy, g_pScreenConfig, RootWindow(Dpy, DefaultScreen(Dpy)), g_iOldSize, g_OldRotation, CurrentTime ); XUngrabKeyboard( Dpy, CurrentTime ); } if( g_pContext ) { glXDestroyContext( Dpy, g_pContext ); g_pContext = NULL; } if( g_pBackgroundContext ) { glXDestroyContext( Dpy, g_pBackgroundContext ); g_pBackgroundContext = NULL; } XRRFreeScreenConfigInfo( g_pScreenConfig ); g_pScreenConfig = NULL; XDestroyWindow( Dpy, Win ); Win = None; XDestroyWindow( Dpy, g_AltWindow ); g_AltWindow = None; CloseXConnection(); } void *LowLevelWindow_X11::GetProcAddress( RString s ) { // XXX: We should check whether glXGetProcAddress or // glXGetProcAddressARB is available, and go by that, instead of // assuming like this. return (void*) glXGetProcAddressARB( (const GLubyte*) s.c_str() ); } RString LowLevelWindow_X11::TryVideoMode( const VideoModeParams &p, bool &bNewDeviceOut ) { #if defined(UNIX) /* * nVidia cards: * * This only works the first time we set up a window; after that, the * drivers appear to cache the value, so you have to actually restart * the program to change it again. */ static char buf[128]; strcpy( buf, "__GL_SYNC_TO_VBLANK=" ); strcat( buf, p.vsync?"1":"0" ); putenv( buf ); #endif if( g_pContext == NULL || p.bpp != CurrentParams.bpp || m_bWasWindowed != p.windowed ) { // Different depth, or we didn't make a window before. New context. bNewDeviceOut = true; int visAttribs[32]; int i = 0; ASSERT( p.bpp == 16 || p.bpp == 32 ); if( p.bpp == 32 ) { visAttribs[i++] = GLX_RED_SIZE; visAttribs[i++] = 8; visAttribs[i++] = GLX_GREEN_SIZE; visAttribs[i++] = 8; visAttribs[i++] = GLX_BLUE_SIZE; visAttribs[i++] = 8; } else { visAttribs[i++] = GLX_RED_SIZE; visAttribs[i++] = 5; visAttribs[i++] = GLX_GREEN_SIZE; visAttribs[i++] = 6; visAttribs[i++] = GLX_BLUE_SIZE; visAttribs[i++] = 5; } visAttribs[i++] = GLX_DEPTH_SIZE; visAttribs[i++] = 16; visAttribs[i++] = GLX_RGBA; visAttribs[i++] = GLX_DOUBLEBUFFER; visAttribs[i++] = None; XVisualInfo *xvi = glXChooseVisual( Dpy, DefaultScreen(Dpy), visAttribs ); if( xvi == NULL ) return "No visual available for that depth."; // I get strange behavior if I add override redirect after creating the window. // So, let's recreate the window when changing that state. if( !MakeWindow(Win, xvi->screen, xvi->depth, xvi->visual, p.width, p.height, !p.windowed) ) return "Failed to create the window."; if( !MakeWindow(g_AltWindow, xvi->screen, xvi->depth, xvi->visual, p.width, p.height, !p.windowed) ) FAIL_M( "Failed to create the alt window." ); // Should this be fatal? char *szWindowTitle = const_cast( p.sWindowTitle.c_str() ); XChangeProperty( Dpy, Win, XA_WM_NAME, XA_STRING, 8, PropModeReplace, reinterpret_cast(szWindowTitle), strlen(szWindowTitle) ); if( g_pContext ) glXDestroyContext( Dpy, g_pContext ); if( g_pBackgroundContext ) glXDestroyContext( Dpy, g_pBackgroundContext ); g_pContext = glXCreateContext( Dpy, xvi, NULL, True ); g_pBackgroundContext = glXCreateContext( Dpy, xvi, g_pContext, True ); glXMakeCurrent( Dpy, Win, g_pContext ); XWindowAttributes winAttrib; XGetWindowAttributes( Dpy, Win, &winAttrib ); XSelectInput( Dpy, Win, winAttrib.your_event_mask | StructureNotifyMask ); XMapWindow( Dpy, Win ); // XXX: Why do we need to wait for the MapNotify event? while( true ) { XEvent event; XMaskEvent( Dpy, StructureNotifyMask, &event ); if( event.type == MapNotify ) break; } XSelectInput( Dpy, Win, winAttrib.your_event_mask ); } else { // We're remodeling the existing window, and not touching the // context. bNewDeviceOut = false; } g_iOldSize = XRRConfigCurrentConfiguration( g_pScreenConfig, &g_OldRotation ); if( !p.windowed ) { // Find a matching mode. int iSizesXct; XRRScreenSize *pSizesX = XRRSizes( Dpy, DefaultScreen(Dpy), &iSizesXct ); ASSERT_M( iSizesXct != 0, "Couldn't get resolution list from X server" ); int iSizeMatch = -1; for( int i = 0; i < iSizesXct; ++i ) { if( pSizesX[i].width == p.width && pSizesX[i].height == p.height ) { iSizeMatch = i; break; } } // Set this mode. // XXX: This doesn't handle if the config has changed since we queried it (see man Xrandr) XRRSetScreenConfig( Dpy, g_pScreenConfig, RootWindow(Dpy, DefaultScreen(Dpy)), iSizeMatch, 1, CurrentTime ); // Move the window to the corner that the screen focuses in on. XMoveWindow( Dpy, Win, 0, 0 ); XRaiseWindow( Dpy, Win ); if( m_bWasWindowed ) { // We want to prevent the WM from catching anything that comes from the keyboard. XGrabKeyboard( Dpy, Win, True, GrabModeAsync, GrabModeAsync, CurrentTime ); m_bWasWindowed = false; } } else { if( !m_bWasWindowed ) { XRRSetScreenConfig( Dpy, g_pScreenConfig, RootWindow(Dpy, DefaultScreen(Dpy)), g_iOldSize, g_OldRotation, CurrentTime ); // In windowed mode, we actually want the WM to function normally. // Release any previous grab. XUngrabKeyboard( Dpy, CurrentTime ); m_bWasWindowed = true; } } int rate = XRRConfigCurrentRate( g_pScreenConfig ); // Do this before resizing the window so that pane-style WMs (Ion, // ratpoison) don't resize us back inappropriately. { XSizeHints hints; hints.flags = PBaseSize; hints.base_width = p.width; hints.base_height = p.height; XSetWMNormalHints( Dpy, Win, &hints ); } // Do this even if we just created the window -- works around Ion2 not // catching WM normal hints changes in mapped windows. XResizeWindow( Dpy, Win, p.width, p.height ); CurrentParams = p; CurrentParams.rate = rate; return ""; // Success } bool LowLevelWindow_X11::IsSoftwareRenderer( RString &sError ) { if( glXIsDirect( Dpy, glXGetCurrentContext() ) ) return false; sError = "Direct rendering is not available."; return true; } void LowLevelWindow_X11::SwapBuffers() { glXSwapBuffers( Dpy, Win ); if( PREFSMAN->m_bDisableScreenSaver ) { /* Disable the screensaver. */ #if defined(HAVE_LIBXTST) /* This causes flicker. */ // XForceScreenSaver( Dpy, ScreenSaverReset ); /* * Instead, send a null relative mouse motion, to trick X into thinking there has been * user activity. * * This also handles XScreenSaver; XForceScreenSaver only handles the internal X11 * screen blanker. * * This will delay the X blanker, DPMS and XScreenSaver from activating, and will * disable the blanker and XScreenSaver if they're already active (unless XSS is * locked). For some reason, it doesn't un-blank DPMS if it's already active. */ XLockDisplay( Dpy ); int event_base, error_base, major, minor; if( XTestQueryExtension( Dpy, &event_base, &error_base, &major, &minor ) ) { XTestFakeRelativeMotionEvent( Dpy, 0, 0, 0 ); XSync( Dpy, False ); } XUnlockDisplay( Dpy ); #endif } } void LowLevelWindow_X11::GetDisplayResolutions( DisplayResolutions &out ) const { int iSizesXct; XRRScreenSize *pSizesX = XRRSizes( Dpy, DefaultScreen( Dpy ), &iSizesXct ); ASSERT_M( iSizesXct != 0, "Couldn't get resolution list from X server" ); for( int i = 0; i < iSizesXct; ++i ) { DisplayResolution res = { pSizesX[i].width, pSizesX[i].height, true }; out.insert( res ); } } float LowLevelWindow_X11::GetMonitorAspectRatio() const { return 4.0f/3; } bool LowLevelWindow_X11::SupportsThreadedRendering() { return g_pBackgroundContext != NULL; } class RenderTarget_X11: public RenderTarget { public: RenderTarget_X11( LowLevelWindow_X11 *pWind ); ~RenderTarget_X11(); void Create( const RenderTargetParam ¶m, int &iTextureWidthOut, int &iTextureHeightOut ); unsigned GetTexture() const { return m_iTexHandle; } void StartRenderingTo(); void FinishRenderingTo(); /* Copying from the Pbuffer to the texture flips Y. */ virtual bool InvertY() const { return true; } private: int m_iWidth, m_iHeight; LowLevelWindow_X11 *m_pWind; GLXPbuffer m_iPbuffer; GLXContext m_pPbufferContext; unsigned int m_iTexHandle; GLXContext m_pOldContext; GLXDrawable m_pOldDrawable; }; RenderTarget_X11::RenderTarget_X11( LowLevelWindow_X11 *pWind ) { m_pWind = pWind; m_iPbuffer = 0; m_pPbufferContext = NULL; m_iTexHandle = 0; m_pOldContext = NULL; m_pOldDrawable = 0; } RenderTarget_X11::~RenderTarget_X11() { if( m_pPbufferContext ) glXDestroyContext( Dpy, m_pPbufferContext ); if( m_iPbuffer ) glXDestroyPbuffer( Dpy, m_iPbuffer ); if( m_iTexHandle ) glDeleteTextures( 1, reinterpret_cast(&m_iTexHandle) ); } /* Note that although the texture size may need to be a power of 2, the Pbuffer * does not. */ void RenderTarget_X11::Create( const RenderTargetParam ¶m, int &iTextureWidthOut, int &iTextureHeightOut ) { //ASSERT( param.iWidth == power_of_two(param.iWidth) && param.iHeight == power_of_two(param.iHeight) ); m_iWidth = param.iWidth; m_iHeight = param.iHeight; int pConfigAttribs[] = { GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT, GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_RED_SIZE, 8, GLX_GREEN_SIZE, 8, GLX_BLUE_SIZE, 8, GLX_ALPHA_SIZE, param.bWithAlpha? 8:GLX_DONT_CARE, GLX_DOUBLEBUFFER, False, GLX_DEPTH_SIZE, param.bWithDepthBuffer? 16:GLX_DONT_CARE, None }; int iConfigs; GLXFBConfig *pConfigs = glXChooseFBConfig( Dpy, DefaultScreen(Dpy), pConfigAttribs, &iConfigs ); ASSERT( pConfigs ); const int pPbufferAttribs[] = { GLX_PBUFFER_WIDTH, param.iWidth, GLX_PBUFFER_HEIGHT, param.iHeight, None }; for( int i = 0; i < iConfigs; ++i ) { m_iPbuffer = glXCreatePbuffer( Dpy, pConfigs[i], pPbufferAttribs ); if( m_iPbuffer == 0 ) continue; XVisualInfo *pVisual = glXGetVisualFromFBConfig( Dpy, pConfigs[i] ); m_pPbufferContext = glXCreateContext( Dpy, pVisual, g_pContext, True ); ASSERT( m_pPbufferContext ); XFree( pVisual ); break; } ASSERT( m_iPbuffer ); // allocate OpenGL texture resource glGenTextures( 1, reinterpret_cast(&m_iTexHandle) ); glBindTexture( GL_TEXTURE_2D, m_iTexHandle ); LOG->Trace( "n %i, %ix%i", m_iTexHandle, param.iWidth, param.iHeight ); while( glGetError() != GL_NO_ERROR ) ; int iTextureWidth = power_of_two( param.iWidth ); int iTextureHeight = power_of_two( param.iHeight ); iTextureWidthOut = iTextureWidth; iTextureHeightOut = iTextureHeight; glTexImage2D( GL_TEXTURE_2D, 0, param.bWithAlpha? GL_RGBA8:GL_RGB8, iTextureWidth, iTextureHeight, 0, param.bWithAlpha? GL_RGBA:GL_RGB, GL_UNSIGNED_BYTE, NULL ); GLenum error = glGetError(); ASSERT_M( error == GL_NO_ERROR, GLToString(error) ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); } void RenderTarget_X11::StartRenderingTo() { m_pOldContext = glXGetCurrentContext(); m_pOldDrawable = glXGetCurrentDrawable(); glXMakeCurrent( Dpy, m_iPbuffer, m_pPbufferContext ); glViewport( 0, 0, m_iWidth, m_iHeight ); } void RenderTarget_X11::FinishRenderingTo() { glFlush(); glBindTexture( GL_TEXTURE_2D, m_iTexHandle ); while( glGetError() != GL_NO_ERROR ) ; glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_iWidth, m_iHeight ); GLenum error = glGetError(); ASSERT_M( error == GL_NO_ERROR, GLToString(error) ); glBindTexture( GL_TEXTURE_2D, 0 ); glXMakeCurrent( Dpy, m_pOldDrawable, m_pOldContext ); m_pOldContext = NULL; m_pOldDrawable = 0; } bool LowLevelWindow_X11::SupportsRenderToTexture() const { /* Server must support pbuffers: */ const int iScreen = DefaultScreen( Dpy ); float fVersion = strtof( glXQueryServerString(Dpy, iScreen, GLX_VERSION), NULL ); if( fVersion < 1.3f ) return false; return true; } RenderTarget *LowLevelWindow_X11::CreateRenderTarget() { return new RenderTarget_X11( this ); } void LowLevelWindow_X11::BeginConcurrentRenderingMainThread() { /* Move the main thread, which is going to be loading textures, etc. but * not rendering, to an undisplayed window. This results in smoother * rendering. */ bool b = glXMakeCurrent( Dpy, g_AltWindow, g_pContext ); ASSERT(b); } void LowLevelWindow_X11::EndConcurrentRenderingMainThread() { bool b = glXMakeCurrent( Dpy, Win, g_pContext ); ASSERT(b); } void LowLevelWindow_X11::BeginConcurrentRendering() { bool b = glXMakeCurrent( Dpy, Win, g_pBackgroundContext ); ASSERT(b); } void LowLevelWindow_X11::EndConcurrentRendering() { bool b = glXMakeCurrent( Dpy, None, NULL ); ASSERT(b); } /* * (c) 2005 Ben Anderson * All rights reserved. * * 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, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * 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 OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */