aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authordec05eba <dec05eba@protonmail.com>2020-06-04 23:55:47 +0200
committerdec05eba <dec05eba@protonmail.com>2020-06-04 23:55:47 +0200
commit7f658e81ab32ea2474e1fce3759b5050a8e79738 (patch)
tree18c6b871c944fa33896ee0dff9afe32e7f4ce075 /src
parent9acb60a4c4709f0e4f8a6aeb3956a5d6bfeb277f (diff)
Fix freeze on target window resize
Diffstat (limited to 'src')
-rw-r--r--src/main.cpp205
-rw-r--r--src/window_texture.c120
2 files changed, 180 insertions, 145 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 0e281e4..51c087b 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -31,6 +31,10 @@
// Modified by: DEC05EBA
+extern "C" {
+#include "../include/window_texture.h"
+}
+
#include <SDL.h>
#include <GL/glew.h>
#include <SDL_opengl.h>
@@ -42,7 +46,6 @@
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
-#include <X11/extensions/Xcomposite.h>
#include <stdio.h>
#include <string>
@@ -104,8 +107,6 @@ public:
void ProcessVREvent( const vr::VREvent_t & event );
void RenderFrame();
- bool SetupTexturemaps();
-
void SetupScene();
void AddCubeToScene( const glm::mat4 &mat, std::vector<float> &vertdata );
void AddCubeVertex( float fl0, float fl1, float fl2, float fl3, float fl4, std::vector<float> &vertdata );
@@ -192,8 +193,6 @@ private: // OpenGL bookkeeping
float m_fNearClip;
float m_fFarClip;
- GLuint m_iTexture;
-
unsigned int m_uiVertcount;
GLuint m_glSceneVertBuffer;
@@ -271,9 +270,12 @@ private: // OpenGL bookkeeping
private: // X compositor
Display *x_display = nullptr;
Window src_window_id = None;
- Pixmap src_window_pixmap;
- GLXFBConfig *configs;
- GLXPixmap glxpixmap;
+ WindowTexture window_texture;
+
+ int window_width;
+ int window_height;
+ Uint32 window_resize_time;
+ bool window_resized;
GLint pixmap_texture_width = 0;
GLint pixmap_texture_height = 0;
@@ -508,18 +510,6 @@ std::string GetTrackedDeviceString( vr::TrackedDeviceIndex_t unDevice, vr::Track
return sResult;
}
-static bool x11_supports_composite_named_window_pixmap(Display *dpy)
-{
- int extension_major;
- int extension_minor;
- if(!XCompositeQueryExtension(dpy, &extension_major, &extension_minor))
- return false;
-
- int major_version;
- int minor_version;
- return XCompositeQueryVersion(dpy, &major_version, &minor_version) && (major_version > 0 || minor_version >= 2);
-}
-
//-----------------------------------------------------------------------------
// Purpose:
@@ -533,14 +523,17 @@ bool CMainApplication::BInit()
return false;
}
- bool has_name_pixmap = x11_supports_composite_named_window_pixmap(x_display);
- if(!has_name_pixmap)
- {
- fprintf(stderr, "Error: XComposite name pixmap is not supported by your X11 server\n");
- return false;
- }
+ XWindowAttributes xwa;
+ if(!XGetWindowAttributes(x_display, src_window_id, &xwa)) {
+ fprintf(stderr, "Error: Invalid window id: %lud\n", src_window_id);
+ return false;
+ }
+ window_width = xwa.width;
+ window_height = xwa.height;
+ window_resize_time = SDL_GetTicks();
+ window_resized = false;
- XCompositeRedirectWindow(x_display, src_window_id, CompositeRedirectAutomatic);
+ XSelectInput(x_display, src_window_id, StructureNotifyMask);
if ( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER ) < 0 )
{
@@ -566,8 +559,8 @@ bool CMainApplication::BInit()
int nWindowPosY = 100;
Uint32 unWindowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;
- SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 4 );
- SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
+ SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
+ SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 2 );
//SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE );
@@ -625,7 +618,6 @@ bool CMainApplication::BInit()
m_fNearClip = 0.01f;
m_fFarClip = 30.0f;
- m_iTexture = 0;
m_uiVertcount = 0;
// m_MillisecondsTimer.start(1, this);
@@ -709,8 +701,19 @@ bool CMainApplication::BInitGL()
if( !CreateAllShaders() )
return false;
- if(!SetupTexturemaps())
+ if(window_texture_init(&window_texture, x_display, src_window_id) != 0)
return false;
+
+ pixmap_texture_width = 0;
+ pixmap_texture_height = 0;
+ glBindTexture(GL_TEXTURE_2D, window_texture_get_opengl_texture_id(&window_texture));
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &pixmap_texture_width);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &pixmap_texture_height);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ glGenVertexArrays( 1, &m_unSceneVAO );
+ glGenBuffers( 1, &m_glSceneVertBuffer );
+
SetupScene();
SetupCameras();
if(!SetupStereoRenderTargets())
@@ -808,6 +811,8 @@ void CMainApplication::Shutdown()
}
}
+ window_texture_deinit(&window_texture);
+
if( m_pCompanionWindow )
{
SDL_DestroyWindow(m_pCompanionWindow);
@@ -816,13 +821,8 @@ void CMainApplication::Shutdown()
SDL_Quit();
- if (x_display) {
- glXReleaseTexImageEXT(x_display, glxpixmap, GLX_FRONT_EXT);
- glXDestroyPixmap(x_display, glxpixmap);
- XFree(configs);
- XFreePixmap(x_display, src_window_pixmap);
+ if (x_display)
XCloseDisplay(x_display);
- }
}
//-----------------------------------------------------------------------------
@@ -853,14 +853,29 @@ bool CMainApplication::HandleInput()
}
}
- XEvent x_event;
+ XEvent xev;
-#if 0
- if(XCheckTypedWindowEvent(x_display, src_window_id, damage_event + XDamageNotify, &x_event)) {
+ if (XCheckTypedWindowEvent(x_display, src_window_id, ConfigureNotify, &xev) && xev.xconfigure.window == src_window_id) {
+ // Window resize
+ if(xev.xconfigure.width != window_width || xev.xconfigure.height != window_height) {
+ window_width = xev.xconfigure.width;
+ window_height = xev.xconfigure.height;
+ window_resize_time = SDL_GetTicks();
+ window_resized = true;
+ }
}
-#endif
-
+ Uint32 time_now = SDL_GetTicks();
+ const int window_resize_timeout = 500; /* 0.5 seconds */
+ if(window_resized && time_now - window_resize_time >= window_resize_timeout) {
+ window_resized = false;
+ window_texture_on_resize(&window_texture);
+ glBindTexture(GL_TEXTURE_2D, window_texture_get_opengl_texture_id(&window_texture));
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &pixmap_texture_width);
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &pixmap_texture_height);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ SetupScene();
+ }
// Process SteamVR events
vr::VREvent_t event;
@@ -1256,86 +1271,6 @@ bool CMainApplication::CreateAllShaders()
//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool CMainApplication::SetupTexturemaps()
-{
- GLfloat fLargest;
-
- const int pixmap_config[] = {
- GLX_BIND_TO_TEXTURE_RGBA_EXT, True,
- GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT,
- GLX_BIND_TO_TEXTURE_TARGETS_EXT, GLX_TEXTURE_2D_BIT_EXT,
- //GLX_BIND_TO_MIPMAP_TEXTURE_EXT, True,
- GLX_BUFFER_SIZE, 32,
- GLX_ALPHA_SIZE, 8,
- GLX_DOUBLEBUFFER, False,
- GLX_Y_INVERTED_EXT, (int)GLX_DONT_CARE,
- None
- };
-
- const int pixmap_attribs[] = {
- GLX_TEXTURE_TARGET_EXT, GLX_TEXTURE_2D_EXT,
- GLX_TEXTURE_FORMAT_EXT, GLX_TEXTURE_FORMAT_RGB_EXT,
- //GLX_MIPMAP_TEXTURE_EXT, True,
- None, None, None
- };
-
- int c;
- configs = glXChooseFBConfig(x_display, 0, pixmap_config, &c);
- if (!configs)
- {
- printf("Failed too choose fb config\n");
- return false;
- }
-
- src_window_pixmap = XCompositeNameWindowPixmap(x_display, src_window_id);
- if (!src_window_pixmap)
- {
- printf("Failed to get pixmap for window %ld\n", src_window_id);
- return false;
- }
-
- glxpixmap = glXCreatePixmap(x_display, *configs, src_window_pixmap, pixmap_attribs);
- if (!glxpixmap)
- {
- printf("Failed to create pixmap\n");
- return false;
- }
-
-
- glGenTextures(1, &m_iTexture );
- glBindTexture( GL_TEXTURE_2D, m_iTexture );
-
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- glXBindTexImageEXT(x_display, glxpixmap, GLX_FRONT_EXT, NULL);
- //glGenerateTextureMipmapEXT(glxpixmap, GL_TEXTURE_2D);
-
- //glGenerateMipmap(GL_TEXTURE_2D);
-
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//GL_LINEAR_MIPMAP_LINEAR );
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-
- glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
-
- pixmap_texture_width = 0;
- pixmap_texture_height = 0;
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &pixmap_texture_width);
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &pixmap_texture_height);
-
- glBindTexture( GL_TEXTURE_2D, 0 );
-
- return ( m_iTexture != 0 );
-}
-
-
-//-----------------------------------------------------------------------------
// Purpose: create a sea of cubes
//-----------------------------------------------------------------------------
void CMainApplication::SetupScene()
@@ -1384,10 +1319,7 @@ void CMainApplication::SetupScene()
#endif
m_uiVertcount = vertdataarray.size()/5;
- glGenVertexArrays( 1, &m_unSceneVAO );
glBindVertexArray( m_unSceneVAO );
-
- glGenBuffers( 1, &m_glSceneVertBuffer );
glBindBuffer( GL_ARRAY_BUFFER, m_glSceneVertBuffer );
glBufferData( GL_ARRAY_BUFFER, sizeof(float) * vertdataarray.size(), &vertdataarray[0], GL_STATIC_DRAW);
@@ -1448,8 +1380,8 @@ void CMainApplication::AddCubeToScene( const glm::mat4 &mat, std::vector<float>
double radius_height = 0.5;
double radius = 0.5 * width_ratio;
- for(long row = 0; row < rows-1; ++row) {
- for(long column = 0; column < columns-1; ++column) {
+ for(long row = 0; row < rows; ++row) {
+ for(long column = 0; column < columns; ++column) {
double offset_angle = 0.0;//angle_x*0.5;
double y_sin1 = sin((double)row / (double)rows * 3.14);
@@ -1772,24 +1704,7 @@ void CMainApplication::RenderStereoTargets()
{
glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
glEnable( GL_MULTISAMPLE );
- //TODO: Fix this
-#if 0
- glBindTexture( GL_TEXTURE_2D, m_iTexture );
-
- glXBindTexImageEXT(x_display, glxpixmap, GLX_FRONT_EXT, NULL);
- //glGenerateTextureMipmapEXT(glxpixmap, GL_TEXTURE_2D);
-
- glGenerateMipmap(GL_TEXTURE_2D);
-
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
- GLfloat fLargest;
- glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest );
-#endif
// Left Eye
glBindFramebuffer( GL_FRAMEBUFFER, leftEyeDesc.m_nRenderFramebufferId );
glViewport(0, 0, m_nRenderWidth, m_nRenderHeight );
@@ -1859,7 +1774,7 @@ void CMainApplication::RenderScene( vr::Hmd_Eye nEye )
}
glBindVertexArray( m_unSceneVAO );
- glBindTexture( GL_TEXTURE_2D, m_iTexture );
+ glBindTexture( GL_TEXTURE_2D, window_texture_get_opengl_texture_id(&window_texture) );
glDrawArrays( GL_TRIANGLES, 0, m_uiVertcount );
glBindVertexArray( 0 );
#if 0
diff --git a/src/window_texture.c b/src/window_texture.c
new file mode 100644
index 0000000..d899266
--- /dev/null
+++ b/src/window_texture.c
@@ -0,0 +1,120 @@
+#include "../include/window_texture.h"
+#include <X11/extensions/Xcomposite.h>
+
+static int x11_supports_composite_named_window_pixmap(Display *display) {
+ int extension_major;
+ int extension_minor;
+ if(!XCompositeQueryExtension(display, &extension_major, &extension_minor))
+ return 0;
+
+ int major_version;
+ int minor_version;
+ return XCompositeQueryVersion(display, &major_version, &minor_version) && (major_version > 0 || minor_version >= 2);
+}
+
+int window_texture_init(WindowTexture *window_texture, Display *display, Window window) {
+ if(!x11_supports_composite_named_window_pixmap(display))
+ return 1;
+
+ window_texture->display = display;
+ window_texture->window = window;
+ window_texture->pixmap = None;
+ window_texture->glx_pixmap = None;
+ window_texture->texture_id = 0;
+
+ XCompositeRedirectWindow(display, window, CompositeRedirectAutomatic);
+ return window_texture_on_resize(window_texture);
+}
+
+static void window_texture_cleanup(WindowTexture *self) {
+ if(self->texture_id) {
+ glDeleteTextures(1, &self->texture_id);
+ self->texture_id = 0;
+ }
+
+ if(self->glx_pixmap) {
+ glXDestroyPixmap(self->display, self->glx_pixmap);
+ glXReleaseTexImageEXT(self->display, self->glx_pixmap, GLX_FRONT_EXT);
+ self->glx_pixmap = None;
+ }
+
+ if(self->pixmap) {
+ XFreePixmap(self->display, self->pixmap);
+ self->pixmap = None;
+ }
+}
+
+void window_texture_deinit(WindowTexture *self) {
+ window_texture_cleanup(self);
+}
+
+int window_texture_on_resize(WindowTexture *self) {
+ window_texture_cleanup(self);
+
+ int result = 0;
+
+ const int pixmap_config[] = {
+ GLX_BIND_TO_TEXTURE_RGBA_EXT, True,
+ GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT,
+ GLX_BIND_TO_TEXTURE_TARGETS_EXT, GLX_TEXTURE_2D_BIT_EXT,
+ /*GLX_BIND_TO_MIPMAP_TEXTURE_EXT, True,*/
+ GLX_DOUBLEBUFFER, False,
+ GLX_BUFFER_SIZE, 32,
+ GLX_ALPHA_SIZE, 8,
+ None
+ };
+
+ const int pixmap_attribs[] = {
+ GLX_TEXTURE_TARGET_EXT, GLX_TEXTURE_2D_EXT,
+ GLX_TEXTURE_FORMAT_EXT, GLX_TEXTURE_FORMAT_RGB_EXT,
+ /*GLX_MIPMAP_TEXTURE_EXT, True,*/
+ None
+ };
+
+ int c;
+ GLXFBConfig *configs = glXChooseFBConfig(self->display, 0, pixmap_config, &c);
+ if(!configs)
+ return 1;
+
+ self->pixmap = XCompositeNameWindowPixmap(self->display, self->window);
+ if(!self->pixmap) {
+ result = 2;
+ goto cleanup;
+ }
+
+ self->glx_pixmap = glXCreatePixmap(self->display, configs[0], self->pixmap, pixmap_attribs);
+ if(!self->glx_pixmap) {
+ result = 3;
+ goto cleanup;
+ }
+
+ glGenTextures(1, &self->texture_id);
+ glBindTexture(GL_TEXTURE_2D, self->texture_id);
+ if(self->texture_id == 0) {
+ result = 4;
+ goto cleanup;
+ }
+
+ glXBindTexImageEXT(self->display, self->glx_pixmap, GLX_FRONT_EXT, NULL);
+ /*glGenerateMipmap(GL_TEXTURE_2D)*/
+
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//GL_LINEAR_MIPMAP_LINEAR );
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ float fLargest = 0.0f;
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ cleanup:
+ XFree(configs);
+ return result;
+}
+
+GLuint window_texture_get_opengl_texture_id(WindowTexture *self) {
+ return self->texture_id;
+} \ No newline at end of file