#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 : VideoDriver, OpenGL { VideoGLX& self = *this; VideoGLX(Video& super) : VideoDriver(super) { construct(); } ~VideoGLX() { destruct(); } auto create() -> bool override { VideoDriver::exclusive = true; VideoDriver::format = "ARGB24"; return initialize(); } auto driver() -> string override { return "OpenGL 3.2"; } auto ready() -> bool override { return _ready; } auto hasFullScreen() -> bool override { return true; } auto hasMonitor() -> bool override { return true; } auto hasContext() -> bool override { return true; } auto hasBlocking() -> bool override { return true; } auto hasFlush() -> bool override { return true; } auto hasShader() -> bool override { return true; } auto hasFormats() -> vector override { if(_depth == 30) return {"ARGB30", "ARGB24"}; if(_depth == 24) return {"ARGB24"}; return {"ARGB24"}; //fallback } auto setFullScreen(bool fullScreen) -> bool override { return initialize(); } auto setMonitor(string monitor) -> bool override { return initialize(); } auto setContext(uintptr context) -> bool override { return initialize(); } auto setBlocking(bool blocking) -> bool override { if(glXSwapInterval) glXSwapInterval(blocking); return true; } auto setFlush(bool flush) -> bool override { return true; } auto setFormat(string format) -> bool override { if(format == "ARGB24") { OpenGL::inputFormat = GL_RGBA8; return initialize(); } if(format == "ARGB30") { OpenGL::inputFormat = GL_RGB10_A2; return initialize(); } return false; } auto setShader(string shader) -> bool override { OpenGL::setShader(shader); return true; } auto focused() -> bool override { return true; } auto clear() -> void override { OpenGL::clear(); if(_doubleBuffer) glXSwapBuffers(_display, _glXWindow); } auto size(uint& width, uint& height) -> void override { if(self.fullScreen) { width = _monitorWidth; height = _monitorHeight; } else { XWindowAttributes parent; XGetWindowAttributes(_display, _parent, &parent); width = parent.width; height = parent.height; } } auto acquire(uint32_t*& data, uint& pitch, uint width, uint height) -> bool override { OpenGL::size(width, height); return OpenGL::lock(data, pitch); } auto release() -> void override { } auto output(uint width, uint height) -> void override { XWindowAttributes window; XGetWindowAttributes(_display, _window, &window); XWindowAttributes parent; XGetWindowAttributes(_display, _parent, &parent); if(window.width != parent.width || window.height != parent.height) { XResizeWindow(_display, _window, parent.width, parent.height); } //convert (0,0) from top-left to bottom-left coordinates auto _height = height ? height : _monitorHeight; auto _monitorY = parent.height - (this->_monitorY + _height) - (_monitorHeight - _height); OpenGL::absoluteWidth = width; OpenGL::absoluteHeight = height; OpenGL::outputX = self.fullScreen ? _monitorX : 0; OpenGL::outputY = self.fullScreen ? _monitorY : 0; OpenGL::outputWidth = self.fullScreen ? _monitorWidth : parent.width; OpenGL::outputHeight = self.fullScreen ? _monitorHeight : parent.height; OpenGL::output(); if(_doubleBuffer) glXSwapBuffers(_display, _glXWindow); if(self.flush) glFinish(); } auto poll() -> void override { while(XPending(_display)) { XEvent event; XNextEvent(_display, &event); if(event.type == Expose) { XWindowAttributes attributes; XGetWindowAttributes(_display, _window, &attributes); super.doUpdate(attributes.width, attributes.height); } } } private: auto construct() -> void { _display = XOpenDisplay(nullptr); _screen = DefaultScreen(_display); XWindowAttributes attributes{}; XGetWindowAttributes(_display, RootWindow(_display, _screen), &attributes); _depth = attributes.depth; } auto destruct() -> void { terminate(); XCloseDisplay(_display); } auto initialize() -> bool { terminate(); if(!self.fullScreen && !self.context) return false; //require GLX 1.2+ API glXQueryVersion(_display, &_versionMajor, &_versionMinor); if(_versionMajor < 1 || (_versionMajor == 1 && _versionMinor < 2)) return false; int redDepth = VideoDriver::format == "RGB30" ? 10 : 8; int greenDepth = VideoDriver::format == "RGB30" ? 10 : 8; int blueDepth = VideoDriver::format == "RGB30" ? 10 : 8; //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, redDepth, GLX_GREEN_SIZE, greenDepth, GLX_BLUE_SIZE, blueDepth, None }; int fbCount = 0; GLXFBConfig* fbConfig = glXChooseFBConfig(_display, _screen, attributeList, &fbCount); if(fbCount == 0) return false; auto visual = glXGetVisualFromFBConfig(_display, fbConfig[0]); _parent = self.fullScreen ? RootWindow(_display, visual->screen) : (Window)self.context; XWindowAttributes windowAttributes; XGetWindowAttributes(_display, _parent, &windowAttributes); auto monitor = Video::monitor(self.monitor); _monitorX = monitor.x; _monitorY = monitor.y; _monitorWidth = monitor.width; _monitorHeight = monitor.height; //(Window)self.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, visual->screen), visual->visual, AllocNone); XSetWindowAttributes attributes{}; attributes.border_pixel = 0; attributes.colormap = _colormap; attributes.override_redirect = self.fullScreen; _window = XCreateWindow(_display, _parent, 0, 0, windowAttributes.width, windowAttributes.height, 0, visual->depth, InputOutput, visual->visual, CWBorderPixel | CWColormap | CWOverrideRedirect, &attributes); XSelectInput(_display, _window, ExposureMask); XSetWindowBackground(_display, _window, 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, visual, 0, 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(self.blocking); //read attributes of frame buffer for later use, as requested attributes from above are not always granted int value = 0; glXGetConfig(_display, visual, GLX_DOUBLEBUFFER, &value); _doubleBuffer = value; _isDirect = glXIsDirect(_display, _glXContext); return _ready = OpenGL::initialize(self.shader); } 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; } } bool _ready = false; auto (*glXSwapInterval)(int) -> int = nullptr; Display* _display = nullptr; uint _monitorX = 0; uint _monitorY = 0; uint _monitorWidth = 0; uint _monitorHeight = 0; int _screen = 0; uint _depth = 24; //depth of the default root window Window _parent = 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; };