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