/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #if defined UNX && !defined MACOSX && !defined IOS && !defined ANDROID #include "opengl/x11/X11DeviceInfo.hxx" #elif defined (_WIN32) #include "opengl/win/WinDeviceInfo.hxx" #endif namespace { OUString getShaderFolder() { OUString aUrl("$BRAND_BASE_DIR/" LIBO_ETC_FOLDER); rtl::Bootstrap::expandMacros(aUrl); return aUrl + "/opengl/"; } OString loadShader(const OUString& rFilename) { OUString aFileURL = getShaderFolder() + rFilename +".glsl"; osl::File aFile(aFileURL); if(aFile.open(osl_File_OpenFlag_Read) == osl::FileBase::E_None) { sal_uInt64 nSize = 0; aFile.getSize(nSize); boost::scoped_array content(new char[nSize+1]); sal_uInt64 nBytesRead = 0; aFile.read(content.get(), nSize, nBytesRead); assert(nSize == nBytesRead); content[nBytesRead] = 0; return OString(content.get()); } else { SAL_WARN("vcl.opengl", "could not load the file: " << aFileURL); } return OString(); } } namespace { int LogCompilerError(GLuint nId, const rtl::OUString &rDetail, const rtl::OUString &rName, bool bShaderNotProgram) { int InfoLogLength = 0; CHECK_GL_ERROR(); if (bShaderNotProgram) glGetShaderiv (nId, GL_INFO_LOG_LENGTH, &InfoLogLength); else glGetProgramiv(nId, GL_INFO_LOG_LENGTH, &InfoLogLength); CHECK_GL_ERROR(); if ( InfoLogLength > 0 ) { std::vector ErrorMessage(InfoLogLength+1); if (bShaderNotProgram) glGetShaderInfoLog (nId, InfoLogLength, NULL, &ErrorMessage[0]); else glGetProgramInfoLog(nId, InfoLogLength, NULL, &ErrorMessage[0]); CHECK_GL_ERROR(); ErrorMessage.push_back('\0'); SAL_WARN("vcl.opengl", rDetail << " shader " << nId << " compile for " << rName << " failed : " << &ErrorMessage[0]); } else SAL_WARN("vcl.opengl", rDetail << " shader: " << rName << " compile " << nId << "failed without error log"); return 0; } } GLint OpenGLHelper::LoadShaders(const OUString& rVertexShaderName,const OUString& rFragmentShaderName) { // Create the shaders GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER); GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER); GLint Result = GL_FALSE; // Compile Vertex Shader OString aVertexShaderSource = loadShader(rVertexShaderName); char const * VertexSourcePointer = aVertexShaderSource.getStr(); glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL); glCompileShader(VertexShaderID); // Check Vertex Shader glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result); if (!Result) return LogCompilerError(VertexShaderID, "vertex", rVertexShaderName, true); // Compile Fragment Shader OString aFragmentShaderSource = loadShader(rFragmentShaderName); char const * FragmentSourcePointer = aFragmentShaderSource.getStr(); glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL); glCompileShader(FragmentShaderID); // Check Fragment Shader glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result); if (!Result) return LogCompilerError(FragmentShaderID, "fragment", rFragmentShaderName, true); // Link the program GLint ProgramID = glCreateProgram(); glAttachShader(ProgramID, VertexShaderID); glAttachShader(ProgramID, FragmentShaderID); glLinkProgram(ProgramID); glDeleteShader(VertexShaderID); glDeleteShader(FragmentShaderID); // Check the program glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result); if (!Result) return LogCompilerError(ProgramID, "program", "", false); CHECK_GL_ERROR(); return ProgramID; } void OpenGLHelper::ConvertBitmapExToRGBATextureBuffer(const BitmapEx& rBitmapEx, sal_uInt8* o_pRGBABuffer, const bool bFlip) { long nBmpWidth = rBitmapEx.GetSizePixel().Width(); long nBmpHeight = rBitmapEx.GetSizePixel().Height(); Bitmap aBitmap (rBitmapEx.GetBitmap()); AlphaMask aAlpha (rBitmapEx.GetAlpha()); Bitmap::ScopedReadAccess pReadAccces( aBitmap ); AlphaMask::ScopedReadAccess pAlphaReadAccess( aAlpha ); size_t i = 0; for (long ny = (bFlip ? nBmpHeight - 1 : 0); (bFlip ? ny >= 0 : ny < nBmpHeight); (bFlip ? ny-- : ny++)) { Scanline pAScan = pAlphaReadAccess ? pAlphaReadAccess->GetScanline(ny) : 0; for(long nx = 0; nx < nBmpWidth; nx++) { BitmapColor aCol = pReadAccces->GetColor( ny, nx ); o_pRGBABuffer[i++] = aCol.GetRed(); o_pRGBABuffer[i++] = aCol.GetGreen(); o_pRGBABuffer[i++] = aCol.GetBlue(); o_pRGBABuffer[i++] = pAScan ? 255 - *pAScan++ : 255; } } } void OpenGLHelper::renderToFile(long nWidth, long nHeight, const OUString& rFileName) { boost::scoped_array pBuffer(new sal_uInt8[nWidth*nHeight*4]); glReadPixels(0, 0, nWidth, nHeight, GL_BGRA, GL_UNSIGNED_BYTE, pBuffer.get()); BitmapEx aBitmap = ConvertBGRABufferToBitmapEx(pBuffer.get(), nWidth, nHeight); try { vcl::PNGWriter aWriter( aBitmap ); SvFileStream sOutput( rFileName, StreamMode::WRITE ); aWriter.Write( sOutput ); sOutput.Close(); } catch (...) { SAL_WARN("vcl.opengl", "Error writing png to " << rFileName); } CHECK_GL_ERROR(); } BitmapEx OpenGLHelper::ConvertBGRABufferToBitmapEx(const sal_uInt8* const pBuffer, long nWidth, long nHeight) { assert(pBuffer); Bitmap aBitmap( Size(nWidth, nHeight), 24 ); AlphaMask aAlpha( Size(nWidth, nHeight) ); { Bitmap::ScopedWriteAccess pWriteAccess( aBitmap ); AlphaMask::ScopedWriteAccess pAlphaWriteAccess( aAlpha ); size_t nCurPos = 0; for( int y = 0; y < nHeight; ++y) { Scanline pScan = pWriteAccess->GetScanline(y); Scanline pAlphaScan = pAlphaWriteAccess->GetScanline(y); for( int x = 0; x < nWidth; ++x ) { *pScan++ = pBuffer[nCurPos]; *pScan++ = pBuffer[nCurPos+1]; *pScan++ = pBuffer[nCurPos+2]; nCurPos += 3; *pAlphaScan++ = static_cast( 255 - pBuffer[nCurPos++] ); } } } return BitmapEx(aBitmap, aAlpha); } const char* OpenGLHelper::GLErrorString(GLenum errorCode) { static const struct { GLenum code; const char *string; } errors[]= { /* GL */ {GL_NO_ERROR, "no error"}, {GL_INVALID_ENUM, "invalid enumerant"}, {GL_INVALID_VALUE, "invalid value"}, {GL_INVALID_OPERATION, "invalid operation"}, {GL_STACK_OVERFLOW, "stack overflow"}, {GL_STACK_UNDERFLOW, "stack underflow"}, {GL_OUT_OF_MEMORY, "out of memory"}, {GL_INVALID_FRAMEBUFFER_OPERATION, "invalid framebuffer operation"}, {0, NULL } }; int i; for (i=0; errors[i].string; i++) { if (errors[i].code == errorCode) { return errors[i].string; } } return NULL; } std::ostream& operator<<(std::ostream& rStrm, const glm::vec4& rPos) { rStrm << "( " << rPos[0] << ", " << rPos[1] << ", " << rPos[2] << ", " << rPos[3] << ")"; return rStrm; } std::ostream& operator<<(std::ostream& rStrm, const glm::vec3& rPos) { rStrm << "( " << rPos[0] << ", " << rPos[1] << ", " << rPos[2] << ")"; return rStrm; } std::ostream& operator<<(std::ostream& rStrm, const glm::mat4& rMatrix) { for(int i = 0; i < 4; ++i) { rStrm << "\n( "; for(int j = 0; j < 4; ++j) { rStrm << rMatrix[j][i]; rStrm << " "; } rStrm << ")\n"; } return rStrm; } void OpenGLHelper::createFramebuffer(long nWidth, long nHeight, GLuint& nFramebufferId, GLuint& nRenderbufferDepthId, GLuint& nRenderbufferColorId, bool bRenderbuffer) { // create a renderbuffer for depth attachment glGenRenderbuffers(1, &nRenderbufferDepthId); glBindRenderbuffer(GL_RENDERBUFFER, nRenderbufferDepthId); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, nWidth, nHeight); glBindRenderbuffer(GL_RENDERBUFFER, 0); if(bRenderbuffer) { // create a renderbuffer for color attachment glGenRenderbuffers(1, &nRenderbufferColorId); glBindRenderbuffer(GL_RENDERBUFFER, nRenderbufferColorId); glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, nWidth, nHeight); glBindRenderbuffer(GL_RENDERBUFFER, 0); } else { glGenTextures(1, &nRenderbufferColorId); glBindTexture(GL_TEXTURE_2D, nRenderbufferColorId); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, nWidth, nHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, nRenderbufferColorId, 0); } // create a framebuffer object and attach renderbuffer glGenFramebuffers(1, &nFramebufferId); glCheckFramebufferStatus(GL_FRAMEBUFFER); glBindFramebuffer(GL_FRAMEBUFFER, nFramebufferId); // attach a renderbuffer to FBO color attachment point glBindRenderbuffer(GL_RENDERBUFFER, nRenderbufferColorId); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, nRenderbufferColorId); glCheckFramebufferStatus(GL_FRAMEBUFFER); // attach a renderbuffer to depth attachment point glBindRenderbuffer(GL_RENDERBUFFER, nRenderbufferDepthId); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, nRenderbufferDepthId); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { SAL_WARN("vcl.opengl", "invalid framebuffer status"); } glBindRenderbuffer(GL_RENDERBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); CHECK_GL_ERROR(); } float OpenGLHelper::getGLVersion() { float fVersion = 1.0; const GLubyte* aVersion = glGetString( GL_VERSION ); if( aVersion && aVersion[0] ) { fVersion = aVersion[0] - '0'; if( aVersion[1] == '.' && aVersion[2] ) { fVersion += (aVersion[2] - '0')/10.0; } } CHECK_GL_ERROR(); return fVersion; } void OpenGLHelper::checkGLError(const char* pFile, size_t nLine) { GLenum glErr = glGetError(); if (glErr != GL_NO_ERROR) { const char* sError = OpenGLHelper::GLErrorString(glErr); if (sError) SAL_WARN("vcl.opengl", "GL Error #" << glErr << "(" << sError << ") in File " << pFile << " at line: " << nLine); else SAL_WARN("vcl.opengl", "GL Error #" << glErr << " (no message available) in File " << pFile << " at line: " << nLine); glErr = glGetError(); } } bool OpenGLHelper::isDeviceBlacklisted() { static bool bSet = false; static bool bBlacklisted = true; // assume the worst if (!bSet) { #if defined UNX && !defined MACOSX && !defined IOS && !defined ANDROID X11OpenGLDeviceInfo aInfo; bBlacklisted = aInfo.isDeviceBlocked(); SAL_INFO("vcl.opengl", "blacklisted: " << bBlacklisted); #elif defined( _WIN32 ) WinOpenGLDeviceInfo aInfo; bBlacklisted = aInfo.isDeviceBlocked(); #else bBlacklisted = false; #endif bSet = true; } return bBlacklisted; } bool OpenGLHelper::supportsVCLOpenGL() { static bool bDisableGL = !!getenv("SAL_DISABLEGL"); bool bBlacklisted = isDeviceBlacklisted(); if (bDisableGL || bBlacklisted) return false; else return true; } bool OpenGLHelper::isVCLOpenGLEnabled() { /** * The !bSet part should only be called once! Changing the results in the same * run will mix OpenGL and normal rendering. */ static bool bSet = false; static bool bEnable = false; static bool bForceOpenGL = false; // If we are a console app, then we don't use OpenGL if ( Application::IsConsoleOnly() ) return false; if (bSet) { return bForceOpenGL || bEnable; } /* * There are a number of cases that these environment variables cover: * * SAL_FORCEGL forces OpenGL independent of any other option * * SAL_DISABLEGL or a blacklisted driver avoid the use of OpenGL if SAL_FORCEGL is not set * * SAL_ENABLEGL overrides VCL_HIDE_WINDOWS and the configuration variable * * the configuration variable is checked if no environment variable is set */ bSet = true; bForceOpenGL = !!getenv("SAL_FORCEGL") || officecfg::Office::Common::VCL::ForceOpenGL::get(); if (bForceOpenGL) return true; if (!supportsVCLOpenGL()) { return false; } static bool bEnableGLEnv = !!getenv("SAL_ENABLEGL"); bEnable = bEnableGLEnv; static bool bDuringBuild = getenv("VCL_HIDE_WINDOWS"); if (bDuringBuild && !bEnable /* env. enable overrides */) bEnable = false; else if (officecfg::Office::Common::VCL::UseOpenGL::get()) bEnable = true; return bEnable; } #if defined UNX && !defined MACOSX && !defined IOS && !defined ANDROID bool OpenGLHelper::GetVisualInfo(Display* pDisplay, int nScreen, XVisualInfo& rVI) { XVisualInfo* pVI; int aAttrib[] = { GLX_RGBA, GLX_RED_SIZE, 8, GLX_GREEN_SIZE, 8, GLX_BLUE_SIZE, 8, GLX_DEPTH_SIZE, 24, GLX_STENCIL_SIZE, 8, None }; pVI = glXChooseVisual( pDisplay, nScreen, aAttrib ); if( !pVI ) return false; rVI = *pVI; XFree( pVI ); CHECK_GL_ERROR(); return true; } GLXFBConfig OpenGLHelper::GetPixmapFBConfig( Display* pDisplay, bool& bInverted ) { int nScreen = DefaultScreen( pDisplay ); GLXFBConfig *aFbConfigs; int i, nFbConfigs, nValue; aFbConfigs = glXGetFBConfigs( pDisplay, nScreen, &nFbConfigs ); for( i = 0; i < nFbConfigs; i++ ) { glXGetFBConfigAttrib( pDisplay, aFbConfigs[i], GLX_DRAWABLE_TYPE, &nValue ); if( !(nValue & GLX_PIXMAP_BIT) ) continue; glXGetFBConfigAttrib( pDisplay, aFbConfigs[i], GLX_BIND_TO_TEXTURE_TARGETS_EXT, &nValue ); if( !(nValue & GLX_TEXTURE_2D_BIT_EXT) ) continue; glXGetFBConfigAttrib( pDisplay, aFbConfigs[i], GLX_DEPTH_SIZE, &nValue ); if( nValue != 24 ) continue; glXGetFBConfigAttrib( pDisplay, aFbConfigs[i], GLX_RED_SIZE, &nValue ); if( nValue != 8 ) continue; SAL_INFO( "vcl.opengl", "Red is " << nValue ); // TODO: lfrb: Make it configurable wrt RGB/RGBA glXGetFBConfigAttrib( pDisplay, aFbConfigs[i], GLX_BIND_TO_TEXTURE_RGB_EXT, &nValue ); if( nValue == False ) { glXGetFBConfigAttrib( pDisplay, aFbConfigs[i], GLX_BIND_TO_TEXTURE_RGBA_EXT, &nValue ); if( nValue == False ) continue; } glXGetFBConfigAttrib( pDisplay, aFbConfigs[i], GLX_Y_INVERTED_EXT, &nValue ); bInverted = (nValue == True) ? true : false; break; } if( i == nFbConfigs ) { SAL_WARN( "vcl.opengl", "Unable to find FBconfig for pixmap texturing" ); return 0; } CHECK_GL_ERROR(); return aFbConfigs[i]; } #endif /* vim:set shiftwidth=4 softtabstop=4 expandtab: */