/**************************************************************************/ /* gl_manager_x11.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* 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. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "gl_manager_x11.h" #ifdef X11_ENABLED #if defined(GLES3_ENABLED) #include #include #include #include "thirdparty/glad/glad/glx.h" #define GLX_CONTEXT_MAJOR_VERSION_ARB 0x2091 #define GLX_CONTEXT_MINOR_VERSION_ARB 0x2092 typedef GLXContext (*GLXCREATECONTEXTATTRIBSARBPROC)(Display *, GLXFBConfig, GLXContext, Bool, const int *); // To prevent shadowing warnings #undef glXCreateContextAttribsARB struct GLManager_X11_Private { ::GLXContext glx_context; }; GLManager_X11::GLDisplay::~GLDisplay() { if (context) { //release_current(); glXDestroyContext(x11_display, context->glx_context); memdelete(context); context = nullptr; } } static bool ctxErrorOccurred = false; static int ctxErrorHandler(Display *dpy, XErrorEvent *ev) { ctxErrorOccurred = true; return 0; } int GLManager_X11::_find_or_create_display(Display *p_x11_display) { for (unsigned int n = 0; n < _displays.size(); n++) { const GLDisplay &d = _displays[n]; if (d.x11_display == p_x11_display) { return n; } } // create GLDisplay d_temp; d_temp.x11_display = p_x11_display; _displays.push_back(d_temp); int new_display_id = _displays.size() - 1; // create context GLDisplay &d = _displays[new_display_id]; d.context = memnew(GLManager_X11_Private); d.context->glx_context = nullptr; Error err = _create_context(d); if (err != OK) { _displays.remove_at(new_display_id); return -1; } return new_display_id; } Error GLManager_X11::_create_context(GLDisplay &gl_display) { // some aliases ::Display *x11_display = gl_display.x11_display; //const char *extensions = glXQueryExtensionsString(x11_display, DefaultScreen(x11_display)); GLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB = (GLXCREATECONTEXTATTRIBSARBPROC)glXGetProcAddress((const GLubyte *)"glXCreateContextAttribsARB"); ERR_FAIL_COND_V(!glXCreateContextAttribsARB, ERR_UNCONFIGURED); static int visual_attribs[] = { GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT, GLX_DOUBLEBUFFER, true, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_DEPTH_SIZE, 24, None }; static int visual_attribs_layered[] = { GLX_RENDER_TYPE, GLX_RGBA_BIT, GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT, GLX_DOUBLEBUFFER, true, GLX_RED_SIZE, 8, GLX_GREEN_SIZE, 8, GLX_BLUE_SIZE, 8, GLX_ALPHA_SIZE, 8, GLX_DEPTH_SIZE, 24, None }; int fbcount; GLXFBConfig fbconfig = nullptr; XVisualInfo *vi = nullptr; if (OS::get_singleton()->is_layered_allowed()) { GLXFBConfig *fbc = glXChooseFBConfig(x11_display, DefaultScreen(x11_display), visual_attribs_layered, &fbcount); ERR_FAIL_COND_V(!fbc, ERR_UNCONFIGURED); for (int i = 0; i < fbcount; i++) { vi = (XVisualInfo *)glXGetVisualFromFBConfig(x11_display, fbc[i]); if (!vi) { continue; } XRenderPictFormat *pict_format = XRenderFindVisualFormat(x11_display, vi->visual); if (!pict_format) { XFree(vi); vi = nullptr; continue; } fbconfig = fbc[i]; if (pict_format->direct.alphaMask > 0) { break; } } XFree(fbc); ERR_FAIL_COND_V(!fbconfig, ERR_UNCONFIGURED); } else { GLXFBConfig *fbc = glXChooseFBConfig(x11_display, DefaultScreen(x11_display), visual_attribs, &fbcount); ERR_FAIL_COND_V(!fbc, ERR_UNCONFIGURED); vi = glXGetVisualFromFBConfig(x11_display, fbc[0]); fbconfig = fbc[0]; XFree(fbc); } int (*oldHandler)(Display *, XErrorEvent *) = XSetErrorHandler(&ctxErrorHandler); switch (context_type) { case GLES_3_0_COMPATIBLE: { static int context_attribs[] = { GLX_CONTEXT_MAJOR_VERSION_ARB, 3, GLX_CONTEXT_MINOR_VERSION_ARB, 3, GLX_CONTEXT_PROFILE_MASK_ARB, GLX_CONTEXT_CORE_PROFILE_BIT_ARB, GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB /*|GLX_CONTEXT_DEBUG_BIT_ARB*/, None }; gl_display.context->glx_context = glXCreateContextAttribsARB(x11_display, fbconfig, nullptr, true, context_attribs); ERR_FAIL_COND_V(ctxErrorOccurred || !gl_display.context->glx_context, ERR_UNCONFIGURED); } break; } XSync(x11_display, False); XSetErrorHandler(oldHandler); // make our own copy of the vi data // for later creating windows using this display if (vi) { gl_display.x_vi = *vi; } XFree(vi); return OK; } XVisualInfo GLManager_X11::get_vi(Display *p_display, Error &r_error) { int display_id = _find_or_create_display(p_display); if (display_id < 0) { r_error = FAILED; return XVisualInfo(); } r_error = OK; return _displays[display_id].x_vi; } Error GLManager_X11::window_create(DisplayServer::WindowID p_window_id, ::Window p_window, Display *p_display, int p_width, int p_height) { // make sure vector is big enough... // we can mirror the external vector, it is simpler // to keep the IDs identical for fast lookup if (p_window_id >= (int)_windows.size()) { _windows.resize(p_window_id + 1); } GLWindow &win = _windows[p_window_id]; win.in_use = true; win.window_id = p_window_id; win.width = p_width; win.height = p_height; win.x11_window = p_window; win.gldisplay_id = _find_or_create_display(p_display); if (win.gldisplay_id == -1) { return FAILED; } // the display could be invalid .. check NYI GLDisplay &gl_display = _displays[win.gldisplay_id]; ::Display *x11_display = gl_display.x11_display; ::Window &x11_window = win.x11_window; if (!glXMakeCurrent(x11_display, x11_window, gl_display.context->glx_context)) { ERR_PRINT("glXMakeCurrent failed"); } _internal_set_current_window(&win); return OK; } void GLManager_X11::_internal_set_current_window(GLWindow *p_win) { _current_window = p_win; // quick access to x info _x_windisp.x11_window = _current_window->x11_window; const GLDisplay &disp = get_current_display(); _x_windisp.x11_display = disp.x11_display; } void GLManager_X11::window_resize(DisplayServer::WindowID p_window_id, int p_width, int p_height) { get_window(p_window_id).width = p_width; get_window(p_window_id).height = p_height; } void GLManager_X11::window_destroy(DisplayServer::WindowID p_window_id) { GLWindow &win = get_window(p_window_id); win.in_use = false; if (_current_window == &win) { _current_window = nullptr; _x_windisp.x11_display = nullptr; _x_windisp.x11_window = -1; } } void GLManager_X11::release_current() { if (!_current_window) { return; } if (!glXMakeCurrent(_x_windisp.x11_display, None, nullptr)) { ERR_PRINT("glXMakeCurrent failed"); } _current_window = nullptr; } void GLManager_X11::window_make_current(DisplayServer::WindowID p_window_id) { if (p_window_id == -1) { return; } GLWindow &win = _windows[p_window_id]; if (!win.in_use) { return; } // noop if (&win == _current_window) { return; } const GLDisplay &disp = get_display(win.gldisplay_id); if (!glXMakeCurrent(disp.x11_display, win.x11_window, disp.context->glx_context)) { ERR_PRINT("glXMakeCurrent failed"); } _internal_set_current_window(&win); } void GLManager_X11::make_current() { if (!_current_window) { return; } if (!_current_window->in_use) { WARN_PRINT("current window not in use!"); return; } const GLDisplay &disp = get_current_display(); if (!glXMakeCurrent(_x_windisp.x11_display, _x_windisp.x11_window, disp.context->glx_context)) { ERR_PRINT("glXMakeCurrent failed"); } } void GLManager_X11::swap_buffers() { if (!_current_window) { return; } if (!_current_window->in_use) { WARN_PRINT("current window not in use!"); return; } // On X11, when enabled, transparency is always active, so clear alpha manually. if (OS::get_singleton()->is_layered_allowed()) { if (!DisplayServer::get_singleton()->window_get_flag(DisplayServer::WINDOW_FLAG_TRANSPARENT, _current_window->window_id)) { glColorMask(false, false, false, true); glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); glColorMask(true, true, true, true); } } glXSwapBuffers(_x_windisp.x11_display, _x_windisp.x11_window); } Error GLManager_X11::initialize(Display *p_display) { if (!gladLoaderLoadGLX(p_display, XScreenNumberOfScreen(XDefaultScreenOfDisplay(p_display)))) { return ERR_CANT_CREATE; } return OK; } void GLManager_X11::set_use_vsync(bool p_use) { // force vsync in the editor for now, as a safety measure bool is_editor = Engine::get_singleton()->is_editor_hint(); if (is_editor) { p_use = true; } // we need an active window to get a display to set the vsync if (!_current_window) { return; } const GLDisplay &disp = get_current_display(); int val = p_use ? 1 : 0; if (GLAD_GLX_MESA_swap_control) { glXSwapIntervalMESA(val); } else if (GLAD_GLX_SGI_swap_control) { glXSwapIntervalSGI(val); } else if (GLAD_GLX_EXT_swap_control) { GLXDrawable drawable = glXGetCurrentDrawable(); glXSwapIntervalEXT(disp.x11_display, drawable, val); } else { return; } use_vsync = p_use; } bool GLManager_X11::is_using_vsync() const { return use_vsync; } void *GLManager_X11::get_glx_context(DisplayServer::WindowID p_window_id) { if (p_window_id == -1) { return nullptr; } const GLWindow &win = _windows[p_window_id]; const GLDisplay &disp = get_display(win.gldisplay_id); return (void *)disp.context->glx_context; } GLManager_X11::GLManager_X11(const Vector2i &p_size, ContextType p_context_type) { context_type = p_context_type; double_buffer = false; direct_render = false; glx_minor = glx_major = 0; use_vsync = false; _current_window = nullptr; } GLManager_X11::~GLManager_X11() { release_current(); } #endif #endif