#include "opengl/opengl.hpp" #define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091 #define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092 auto VideoGLX_X11ErrorHandler(Display*, XErrorEvent*) -> int { return 0; //suppress errors } struct VideoGLX : Video, OpenGL { VideoGLX() { initialize(); } ~VideoGLX() { terminate(); } auto ready() -> bool { return _ready; } auto context() -> uintptr { return _context; } auto blocking() -> bool { return _blocking; } auto depth() -> uint { return _depth; } auto smooth() -> bool { return _smooth; } auto shader() -> string { return _shader; } auto setContext(uintptr context) -> bool { if(_context == context) return true; _context = context; return initialize(); } auto setBlocking(bool blocking) -> bool { if(_blocking == blocking) return true; _blocking = blocking; if(glXSwapInterval) glXSwapInterval(_blocking); return true; } auto setDepth(uint depth) -> bool { if(_depth == depth) return true; switch(depth) { case 24: _depth = depth; OpenGL::inputFormat = GL_RGBA8; return true; case 30: _depth = depth; OpenGL::inputFormat = GL_RGB10_A2; return true; default: return false; } } auto setSmooth(bool smooth) -> bool { if(_smooth == smooth) return true; _smooth = smooth; if(!_shader) OpenGL::filter = _smooth ? GL_LINEAR : GL_NEAREST; return true; } auto setShader(string shader) -> bool { if(_shader == shader) return true; OpenGL::shader(_shader = shader); if(!_shader) OpenGL::filter = _smooth ? GL_LINEAR : GL_NEAREST; return true; } auto clear() -> void { if(!ready()) return; OpenGL::clear(); if(_doubleBuffer) glXSwapBuffers(_display, _glXWindow); } auto lock(uint32_t*& data, uint& pitch, uint width, uint height) -> bool { if(!ready()) return false; OpenGL::size(width, height); return OpenGL::lock(data, pitch); } auto unlock() -> void { if(!ready()) return; } auto output() -> void { if(!ready()) return; //we must ensure that the child window is the same size as the parent window. //unfortunately, we cannot hook the parent window resize event notification, //as we did not create the parent window, nor have any knowledge of the toolkit used. //therefore, inelegant as it may be, we query each window size and resize as needed. XWindowAttributes parent, child; XGetWindowAttributes(_display, (Window)_context, &parent); XGetWindowAttributes(_display, (Window)_window, &child); if(child.width != parent.width || child.height != parent.height) { XResizeWindow(_display, _window, parent.width, parent.height); } OpenGL::outputWidth = parent.width; OpenGL::outputHeight = parent.height; OpenGL::output(); if(_doubleBuffer) glXSwapBuffers(_display, _glXWindow); } private: auto initialize() -> bool { terminate(); if(!_context) return false; _display = XOpenDisplay(nullptr); _screen = DefaultScreen(_display); //require GLX 1.2+ API glXQueryVersion(_display, &_versionMajor, &_versionMinor); if(_versionMajor < 1 || (_versionMajor == 1 && _versionMinor < 2)) return false; XWindowAttributes windowAttributes; XGetWindowAttributes(_display, (Window)_context, &windowAttributes); //let GLX determine the best Visual to use for GL output; provide a few hints //note: some video drivers will override double buffering attribute int attributeList[] = { GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT, GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DOUBLEBUFFER, True, GLX_RED_SIZE, (int)(_depth / 3), GLX_GREEN_SIZE, (int)(_depth / 3) + (int)(_depth % 3), GLX_BLUE_SIZE, (int)(_depth / 3), None }; int fbCount = 0; GLXFBConfig* fbConfig = glXChooseFBConfig(_display, _screen, attributeList, &fbCount); if(fbCount == 0) return false; XVisualInfo* vi = glXGetVisualFromFBConfig(_display, fbConfig[0]); //(Window)_context has already been realized, most likely with DefaultVisual. //GLX requires that the GL output window has the same Visual as the GLX context. //it is not possible to change the Visual of an already realized (created) window. //therefore a new child window, using the same GLX Visual, must be created and binded to it. _colormap = XCreateColormap(_display, RootWindow(_display, vi->screen), vi->visual, AllocNone); XSetWindowAttributes attributes; attributes.colormap = _colormap; attributes.border_pixel = 0; _window = XCreateWindow(_display, /* parent = */ (Window)_context, /* x = */ 0, /* y = */ 0, windowAttributes.width, windowAttributes.height, /* border_width = */ 0, vi->depth, InputOutput, vi->visual, CWColormap | CWBorderPixel, &attributes); XSetWindowBackground(_display, _window, /* color = */ 0); XMapWindow(_display, _window); XFlush(_display); //window must be realized (appear onscreen) before we make the context current while(XPending(_display)) { XEvent event; XNextEvent(_display, &event); } _glXContext = glXCreateContext(_display, vi, /* sharelist = */ 0, /* direct = */ GL_TRUE); glXMakeCurrent(_display, _glXWindow = _window, _glXContext); //glXSwapInterval is used to toggle Vsync //note that the ordering is very important! MESA declares SGI, but the SGI function does nothing if(!glXSwapInterval) glXSwapInterval = (int (*)(int))glGetProcAddress("glXSwapIntervalMESA"); if(!glXSwapInterval) glXSwapInterval = (int (*)(int))glGetProcAddress("glXSwapIntervalSGI"); if(auto glXCreateContextAttribs = (auto (*)(Display*, GLXFBConfig, GLXContext, int, const int*) -> GLXContext)glGetProcAddress("glXCreateContextAttribsARB")) { int attributes[] = { GLX_CONTEXT_MAJOR_VERSION_ARB, 3, GLX_CONTEXT_MINOR_VERSION_ARB, 2, None }; //glXCreateContextAttribs tends to throw BadRequest errors instead of simply failing gracefully auto originalHandler = XSetErrorHandler(VideoGLX_X11ErrorHandler); auto context = glXCreateContextAttribs(_display, fbConfig[0], nullptr, true, attributes); XSync(_display, False); XSetErrorHandler(originalHandler); if(context) { glXMakeCurrent(_display, 0, nullptr); glXDestroyContext(_display, _glXContext); glXMakeCurrent(_display, _glXWindow, _glXContext = context); } else { //OpenGL 3.2+ not supported (most likely OpenGL 2.x) return false; } } else { //missing required glXCreateContextAtribs function return false; } if(glXSwapInterval) glXSwapInterval(_blocking); //read attributes of frame buffer for later use, as requested attributes from above are not always granted int value = 0; glXGetConfig(_display, vi, GLX_DOUBLEBUFFER, &value); _doubleBuffer = value; _isDirect = glXIsDirect(_display, _glXContext); return _ready = OpenGL::initialize(); } auto terminate() -> void { _ready = false; OpenGL::terminate(); if(_glXContext) { glXDestroyContext(_display, _glXContext); _glXContext = nullptr; } if(_window) { XUnmapWindow(_display, _window); _window = 0; } if(_colormap) { XFreeColormap(_display, _colormap); _colormap = 0; } if(_display) { XCloseDisplay(_display); _display = nullptr; } } bool _ready = false; uintptr _context = 0; bool _blocking = false; uint _depth = 24; bool _smooth = true; string _shader; auto (*glXSwapInterval)(int) -> int = nullptr; Display* _display = nullptr; int _screen = 0; Window _window = 0; Colormap _colormap = 0; GLXContext _glXContext = nullptr; GLXWindow _glXWindow = 0; int _versionMajor = 0; int _versionMinor = 0; bool _doubleBuffer = false; bool _isDirect = false; };