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itgmania212121/stepmania/src/arch/LowLevelWindow/LowLevelWindow_X11.cpp
T
2007-02-21 09:33:13 +00:00

544 lines
16 KiB
C++

#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 <stack>
#include <math.h> // ceil()
#define GLX_GLXEXT_PROTOTYPES
#include <GL/glx.h> // All sorts of stuff...
#include <X11/Xlib.h>
#include <X11/Xatom.h>
#include <X11/extensions/Xrandr.h>
#if defined(HAVE_LIBXTST)
#include <X11/extensions/XTest.h>
#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(LINUX)
/*
* 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<char *>( p.sWindowTitle.c_str() );
XChangeProperty( Dpy, Win, XA_WM_NAME, XA_STRING, 8, PropModeReplace,
reinterpret_cast<unsigned char*>(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 &param, 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<GLuint*>(&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 &param, 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<GLuint*>(&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.
*/