Damage damage;
Pixmap pixmap;
GLXPixmap glx_pixmap;
+ int recreate_pixmap;
unsigned texture;
unsigned mask_texture;
int use_mask;
+ int recreate_mask;
} CompositedWindow;
typedef struct CompositedMonitor
unsigned window_vertex_array;
unsigned framebuffer;
unsigned fb_texture;
+ Pixmap root_pixmap;
+ GLXPixmap root_glx_pixmap;
+ unsigned root_texture;
CompositedWindow *windows;
unsigned nwindows;
unsigned windows_capacity;
PFNGLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB;
PFNGLXBINDTEXIMAGEEXTPROC glXBindTexImageEXT;
PFNGLXRELEASETEXIMAGEEXTPROC glXReleaseTexImageEXT;
+ Atom root_pmap_atom;
Atom correction_atom;
Atom monitors_atom;
int dirty;
return texture;
}
-int create_gl_resources(Compositor *compositor, CompositedScreen *screen)
+int create_gl_resources(CompositedScreen *screen)
{
unsigned stride;
int loc;
- use_gl(compositor, screen);
-
screen->shaders[0] = compile_shader(GL_VERTEX_SHADER, vshader_src);
screen->shaders[1] = compile_shader(GL_FRAGMENT_SHADER, fshader_src);
screen->shaders[2] = compile_shader(GL_FRAGMENT_SHADER, masked_fshader_src);
glDepthMask(GL_FALSE);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ screen->root_texture = create_2d_texture();
+
return 1;
}
return NULL;
}
-void create_window_pixmap(Compositor *compositor, CompositedScreen *screen, CompositedWindow *window)
+GLXPixmap pixmap_to_glx_pixmap(Compositor *compositor, CompositedScreen *screen, Pixmap pixmap)
{
int attribs[5];
unsigned i;
- if(window->pixmap)
- {
- glXDestroyPixmap(compositor->display, window->glx_pixmap);
- XFreePixmap(compositor->display, window->pixmap);
- }
-
i = 0;
attribs[i++] = GLX_TEXTURE_TARGET_EXT;
attribs[i++] = GLX_TEXTURE_2D_EXT;
attribs[i++] = GLX_TEXTURE_FORMAT_RGBA_EXT;
attribs[i++] = None;
+ return glXCreatePixmap(compositor->display, screen->fbconfig, pixmap, attribs);
+}
+
+void create_window_pixmap(Compositor *compositor, CompositedScreen *screen, CompositedWindow *window)
+{
+ if(window->pixmap)
+ {
+ glXDestroyPixmap(compositor->display, window->glx_pixmap);
+ XFreePixmap(compositor->display, window->pixmap);
+ }
+
window->pixmap = XCompositeNameWindowPixmap(compositor->display, window->window);
- window->glx_pixmap = glXCreatePixmap(compositor->display, screen->fbconfig, window->pixmap, attribs);
+ window->glx_pixmap = pixmap_to_glx_pixmap(compositor, screen, window->pixmap);
+ window->recreate_pixmap = 0;
}
void update_window_mask(Compositor *compositor, CompositedWindow *window)
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, data);
free(data);
+
+ window->recreate_mask = 0;
}
CompositedWindow *add_window(Compositor *compositor, CompositedScreen *screen, Window w)
window->glx_pixmap = None;
XCompositeRedirectWindow(compositor->display, window->window, CompositeRedirectManual);
- if(window->map_state==IsViewable)
- create_window_pixmap(compositor, screen, window);
+ window->recreate_pixmap = (window->map_state==IsViewable);
window->texture = create_2d_texture();
window->mask_texture = create_2d_texture();
-
- if(window->map_state==IsViewable)
- update_window_mask(compositor, window);
+ window->use_mask = 0;
+ window->recreate_mask = (window->map_state==IsViewable);
XShapeSelectInput(compositor->display, window->window, ShapeNotifyMask);
XFree(values);
}
+void update_root_pixmap(Compositor *compositor, CompositedScreen *screen)
+{
+ Atom prop_type;
+ int prop_format;
+ unsigned long overflow;
+ unsigned long length;
+ long *pixmap;
+ Window root;
+ int x, y;
+ unsigned width;
+ unsigned height;
+ unsigned border;
+ unsigned depth;
+
+ use_gl(compositor, screen);
+
+ if(screen->root_glx_pixmap)
+ {
+ glXDestroyPixmap(compositor->display, screen->root_glx_pixmap);
+ screen->root_glx_pixmap = 0;
+ }
+
+ XGetWindowProperty(compositor->display, screen->root, compositor->root_pmap_atom, 0, 1, False, XA_PIXMAP,
+ &prop_type, &prop_format, &length, &overflow, (unsigned char **)&pixmap);
+ if(prop_type!=XA_PIXMAP || prop_format!=32)
+ {
+ screen->root_pixmap = 0;
+ return;
+ }
+
+ screen->root_pixmap = pixmap[0];
+ if(XGetGeometry(compositor->display, screen->root_pixmap, &root, &x, &y, &width, &height, &border, &depth))
+ screen->root_glx_pixmap = pixmap_to_glx_pixmap(compositor, screen, screen->root_pixmap);
+ else
+ screen->root_pixmap = None;
+
+ XFree(pixmap);
+}
+
int initialize_screen(Compositor *compositor, unsigned number)
{
CompositedScreen *screen;
if(!initialize_gl(compositor, screen))
return 0;
- if(!create_gl_resources(compositor, screen))
+ use_gl(compositor, screen);
+
+ if(!create_gl_resources(screen))
return 0;
xrr_res = XRRGetScreenResources(compositor->display, screen->root);
return 0;
XRRFreeScreenResources(xrr_res);
+ screen->root_pixmap = 0;
+ screen->root_glx_pixmap = 0;
+
update_geometry_correction(compositor, screen);
+ update_root_pixmap(compositor, screen);
XQueryTree(compositor->display, screen->root, &dummy_root, &dummy_parent, &children, &nchildren);
compositor->glXBindTexImageEXT = (PFNGLXBINDTEXIMAGEEXTPROC)glXGetProcAddress((unsigned char *)"glXBindTexImageEXT");
compositor->glXReleaseTexImageEXT = (PFNGLXRELEASETEXIMAGEEXTPROC)glXGetProcAddress((unsigned char *)"glXReleaseTexImageEXT");
+ compositor->root_pmap_atom = XInternAtom(compositor->display, "_XROOTPMAP_ID", False);
compositor->correction_atom = XInternAtom(compositor->display, "GEOMETRY_CORRECTION", False);
compositor->monitors_atom = XInternAtom(compositor->display, "GEOMETRY_CORRECTION_MONITORS", False);
}
}
+ glDeleteTextures(1, &screen->root_texture);
+ glXDestroyPixmap(compositor->display, screen->root_glx_pixmap);
+
glDeleteBuffers(1, &screen->window_vertex_buffer);
glDeleteVertexArrays(1, &screen->window_vertex_array);
glDeleteFramebuffers(1, &screen->framebuffer);
if((screen = find_screen_by_root(compositor, event->event)))
if((window = find_window(screen, event->window)))
+ {
+ use_gl(compositor, screen);
remove_window(compositor, screen, window, 1);
+ }
}
void process_map_event(Compositor *compositor, XMapEvent *event)
return;
window->map_state = IsViewable;
- create_window_pixmap(compositor, screen, window);
- update_window_mask(compositor, window);
+ window->recreate_pixmap = 1;
+ window->recreate_mask = 1;
mark_dirty(compositor, screen);
}
window->width = event->width;
window->height = event->height;
window->border = event->border_width;
- create_window_pixmap(compositor, screen, window);
- update_window_mask(compositor, window);
+ window->recreate_pixmap = 1;
}
reorder_window(screen, window, event->above);
{
CompositedScreen *screen;
- if(event->atom!=compositor->correction_atom)
- return;
-
screen = find_screen_by_root(compositor, event->window);
if(!screen)
return;
- update_geometry_correction(compositor, screen);
+ if(event->atom==compositor->correction_atom)
+ update_geometry_correction(compositor, screen);
+ else if(event->atom==compositor->root_pmap_atom)
+ update_root_pixmap(compositor, screen);
}
void process_damage_event(Compositor *compositor, XDamageNotifyEvent *event)
window = find_window_global(compositor, event->window, &screen);
if(window && window->map_state==IsViewable)
{
- update_window_mask(compositor, window);
+ window->recreate_mask = 1;
mark_dirty(compositor, screen);
}
}
unsigned i;
int use_mask;
+ for(i=0; i<screen->nwindows; ++i)
+ if(screen->windows[i].map_state==IsViewable)
+ XDamageSubtract(compositor->display, screen->windows[i].damage, None, None);
+ glXWaitX();
+
use_gl(compositor, screen);
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, screen->framebuffer);
- glClearColor(0.5f, 0.5f, 0.5f, 0.0f);
- glClear(GL_COLOR_BUFFER_BIT);
-
use_mask = -1;
glBindVertexArray(screen->window_vertex_array);
+
+ if(screen->root_pixmap)
+ {
+ use_mask = 0;
+ glUseProgram(screen->program);
+ glBindTexture(GL_TEXTURE_2D, screen->root_texture);
+ compositor->glXBindTexImageEXT(compositor->display, screen->root_glx_pixmap, GLX_FRONT_LEFT_EXT, NULL);
+ glUniform4f(screen->geometry_loc, 0.0f, 0.0f, 1.0f, 1.0f);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ compositor->glXReleaseTexImageEXT(compositor->display, screen->root_glx_pixmap, GLX_FRONT_LEFT_EXT);
+ }
+ else
+ glClear(GL_COLOR_BUFFER_BIT);
+
for(i=0; i<screen->nwindows; ++i)
{
CompositedWindow *window;
glActiveTexture(GL_TEXTURE0);
}
- XDamageSubtract(compositor->display, window->damage, None, None);
+ if(window->recreate_pixmap)
+ create_window_pixmap(compositor, screen, window);
+ if(window->recreate_mask)
+ update_window_mask(compositor, window);
glBindTexture(GL_TEXTURE_2D, window->texture);
compositor->glXBindTexImageEXT(compositor->display, window->glx_pixmap, GLX_FRONT_LEFT_EXT, NULL);
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- glClearColor(0.5f, 0.0f, 0.5f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, screen->fb_texture);
glEnable(GL_PRIMITIVE_RESTART);