369 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
			
		
		
	
	
			369 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
/*
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 * Copyright © 2013 Intel Corporation
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice (including the next
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 * paragraph) shall be included in all copies or substantial portions of the
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 * Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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 * IN THE SOFTWARE.
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 */
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/** @file ephyr_glamor_glx.c
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 *
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 * Separate file for hiding Xlib and GLX-using parts of xephyr from
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 * the rest of the server-struct-aware build.
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 */
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#include <stdlib.h>
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#include <X11/Xlib.h>
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#include <X11/Xlibint.h>
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#undef Xcalloc
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#undef Xrealloc
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#undef Xfree
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#include <X11/Xlib-xcb.h>
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#include <xcb/xcb_aux.h>
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#include <pixman.h>
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#include <epoxy/glx.h>
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#include "ephyr_glamor_glx.h"
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#include "os.h"
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#include <X11/Xproto.h>
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/** @{
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 *
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 * global state for Xephyr with glamor.
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 *
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 * Xephyr can render with multiple windows, but all the windows have
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 * to be on the same X connection and all have to have the same
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 * visual.
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 */
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static Display *dpy;
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static XVisualInfo *visual_info;
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static GLXFBConfig fb_config;
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Bool ephyr_glamor_gles2;
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/** @} */
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/**
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 * Per-screen state for Xephyr with glamor.
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 */
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struct ephyr_glamor {
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    GLXContext ctx;
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    Window win;
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    GLXWindow glx_win;
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    GLuint tex;
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    GLuint texture_shader;
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    GLuint texture_shader_position_loc;
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    GLuint texture_shader_texcoord_loc;
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    /* Size of the window that we're rendering to. */
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    unsigned width, height;
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};
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static GLint
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ephyr_glamor_compile_glsl_prog(GLenum type, const char *source)
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{
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    GLint ok;
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    GLint prog;
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    prog = glCreateShader(type);
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    glShaderSource(prog, 1, (const GLchar **) &source, NULL);
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    glCompileShader(prog);
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    glGetShaderiv(prog, GL_COMPILE_STATUS, &ok);
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    if (!ok) {
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        GLchar *info;
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        GLint size;
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        glGetShaderiv(prog, GL_INFO_LOG_LENGTH, &size);
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        info = malloc(size);
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        if (info) {
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            glGetShaderInfoLog(prog, size, NULL, info);
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            ErrorF("Failed to compile %s: %s\n",
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                   type == GL_FRAGMENT_SHADER ? "FS" : "VS", info);
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            ErrorF("Program source:\n%s", source);
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            free(info);
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        }
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        else
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            ErrorF("Failed to get shader compilation info.\n");
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        FatalError("GLSL compile failure\n");
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    }
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    return prog;
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}
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static GLuint
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ephyr_glamor_build_glsl_prog(GLuint vs, GLuint fs)
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{
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    GLint ok;
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    GLuint prog;
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    prog = glCreateProgram();
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    glAttachShader(prog, vs);
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    glAttachShader(prog, fs);
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    glLinkProgram(prog);
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    glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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    if (!ok) {
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        GLchar *info;
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        GLint size;
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        glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &size);
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        info = malloc(size);
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        glGetProgramInfoLog(prog, size, NULL, info);
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        ErrorF("Failed to link: %s\n", info);
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        FatalError("GLSL link failure\n");
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    }
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    return prog;
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}
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static void
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ephyr_glamor_setup_texturing_shader(struct ephyr_glamor *glamor)
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{
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    const char *vs_source =
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        "attribute vec2 texcoord;\n"
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        "attribute vec2 position;\n"
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        "varying vec2 t;\n"
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        "\n"
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        "void main()\n"
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        "{\n"
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        "    t = texcoord;\n"
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        "    gl_Position = vec4(position, 0, 1);\n"
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        "}\n";
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    const char *fs_source =
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        "#ifdef GL_ES\n"
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        "precision mediump float;\n"
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        "#endif\n"
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        "\n"
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        "varying vec2 t;\n"
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        "uniform sampler2D s; /* initially 0 */\n"
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        "\n"
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        "void main()\n"
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        "{\n"
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        "    gl_FragColor = texture2D(s, t);\n"
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        "}\n";
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    GLuint fs, vs, prog;
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    vs = ephyr_glamor_compile_glsl_prog(GL_VERTEX_SHADER, vs_source);
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    fs = ephyr_glamor_compile_glsl_prog(GL_FRAGMENT_SHADER, fs_source);
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    prog = ephyr_glamor_build_glsl_prog(vs, fs);
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    glamor->texture_shader = prog;
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    glamor->texture_shader_position_loc = glGetAttribLocation(prog, "position");
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    assert(glamor->texture_shader_position_loc != -1);
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    glamor->texture_shader_texcoord_loc = glGetAttribLocation(prog, "texcoord");
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    assert(glamor->texture_shader_texcoord_loc != -1);
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}
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xcb_connection_t *
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ephyr_glamor_connect(void)
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{
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    dpy = XOpenDisplay(NULL);
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    if (!dpy)
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        return NULL;
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    XSetEventQueueOwner(dpy, XCBOwnsEventQueue);
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    return XGetXCBConnection(dpy);
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}
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void
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ephyr_glamor_set_texture(struct ephyr_glamor *glamor, uint32_t tex)
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{
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    glamor->tex = tex;
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}
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void
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ephyr_glamor_damage_redisplay(struct ephyr_glamor *glamor,
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                              struct pixman_region16 *damage)
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{
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    /* Redraw the whole screen, since glXSwapBuffers leaves the back
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     * buffer undefined.
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     */
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    static const float position[] = {
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        -1, -1,
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         1, -1,
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         1,  1,
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        -1,  1,
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    };
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    static const float texcoords[] = {
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        0, 1,
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        1, 1,
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        1, 0,
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        0, 0,
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    };
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    glXMakeCurrent(dpy, glamor->glx_win, glamor->ctx);
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    glBindFramebuffer(GL_FRAMEBUFFER, 0);
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    glUseProgram(glamor->texture_shader);
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    glViewport(0, 0, glamor->width, glamor->height);
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    glVertexAttribPointer(glamor->texture_shader_position_loc,
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                          2, GL_FLOAT, FALSE, 0, position);
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    glVertexAttribPointer(glamor->texture_shader_texcoord_loc,
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                          2, GL_FLOAT, FALSE, 0, texcoords);
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    glEnableVertexAttribArray(glamor->texture_shader_position_loc);
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    glEnableVertexAttribArray(glamor->texture_shader_texcoord_loc);
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    glActiveTexture(GL_TEXTURE0);
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    glBindTexture(GL_TEXTURE_2D, glamor->tex);
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    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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    glDisableVertexAttribArray(glamor->texture_shader_position_loc);
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    glDisableVertexAttribArray(glamor->texture_shader_texcoord_loc);
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    glXSwapBuffers(dpy, glamor->glx_win);
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}
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/**
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 * Xlib-based handling of xcb events for glamor.
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 *
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 * We need to let the Xlib event filtering run on the event so that
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 * Mesa's dri2_glx.c userspace event mangling gets run, and we
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 * correctly get our invalidate events propagated into the driver.
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 */
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void
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ephyr_glamor_process_event(xcb_generic_event_t *xev)
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{
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    uint32_t response_type = xev->response_type & 0x7f;
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    /* Note the types on wire_to_event: there's an Xlib XEvent (with
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     * the broken types) that it returns, and a protocol xEvent that
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     * it inspects.
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     */
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    Bool (*wire_to_event)(Display *dpy, XEvent *ret, xEvent *event);
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    XLockDisplay(dpy);
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    /* Set the event handler to NULL to get access to the current one. */
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    wire_to_event = XESetWireToEvent(dpy, response_type, NULL);
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    if (wire_to_event) {
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        XEvent processed_event;
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        /* OK they had an event handler.  Plug it back in, and call
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         * through to it.
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         */
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        XESetWireToEvent(dpy, response_type, wire_to_event);
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        xev->sequence = LastKnownRequestProcessed(dpy);
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        wire_to_event(dpy, &processed_event, (xEvent *)xev);
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    }
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    XUnlockDisplay(dpy);
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}
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struct ephyr_glamor *
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ephyr_glamor_glx_screen_init(xcb_window_t win)
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{
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    GLXContext ctx;
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    struct ephyr_glamor *glamor;
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    GLXWindow glx_win;
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    glamor = calloc(1, sizeof(struct ephyr_glamor));
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    if (!glamor) {
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        FatalError("malloc");
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        return NULL;
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    }
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    glx_win = glXCreateWindow(dpy, fb_config, win, NULL);
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    if (ephyr_glamor_gles2) {
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        static const int context_attribs[] = {
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            GLX_CONTEXT_MAJOR_VERSION_ARB, 2,
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            GLX_CONTEXT_MINOR_VERSION_ARB, 0,
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            GLX_CONTEXT_PROFILE_MASK_ARB, GLX_CONTEXT_ES_PROFILE_BIT_EXT,
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            0,
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        };
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        if (epoxy_has_glx_extension(dpy, DefaultScreen(dpy),
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                                    "GLX_EXT_create_context_es2_profile")) {
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            ctx = glXCreateContextAttribsARB(dpy, fb_config, NULL, True,
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                                             context_attribs);
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        } else {
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            FatalError("Xephyr -glamor_gles2 rquires "
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                       "GLX_EXT_create_context_es2_profile\n");
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        }
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    } else {
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        ctx = glXCreateContext(dpy, visual_info, NULL, True);
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    }
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    if (ctx == NULL)
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        FatalError("glXCreateContext failed\n");
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    if (!glXMakeCurrent(dpy, glx_win, ctx))
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        FatalError("glXMakeCurrent failed\n");
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    glamor->ctx = ctx;
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    glamor->win = win;
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    glamor->glx_win = glx_win;
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    ephyr_glamor_setup_texturing_shader(glamor);
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    return glamor;
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}
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void
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ephyr_glamor_glx_screen_fini(struct ephyr_glamor *glamor)
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{
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    glXMakeCurrent(dpy, None, NULL);
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    glXDestroyContext(dpy, glamor->ctx);
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    glXDestroyWindow(dpy, glamor->glx_win);
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    free(glamor);
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}
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xcb_visualtype_t *
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ephyr_glamor_get_visual(void)
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{
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    xcb_screen_t *xscreen =
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        xcb_aux_get_screen(XGetXCBConnection(dpy), DefaultScreen(dpy));
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    int attribs[] = {
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        GLX_RENDER_TYPE, GLX_RGBA_BIT,
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        GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
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        GLX_RED_SIZE, 1,
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        GLX_GREEN_SIZE, 1,
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        GLX_BLUE_SIZE, 1,
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        GLX_DOUBLEBUFFER, 1,
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        None
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    };
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    int event_base = 0, error_base = 0, nelements;
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    GLXFBConfig *fbconfigs;
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    if (!glXQueryExtension (dpy, &error_base, &event_base))
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        FatalError("Couldn't find GLX extension\n");
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    fbconfigs = glXChooseFBConfig(dpy, DefaultScreen(dpy), attribs, &nelements);
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    if (!nelements)
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        FatalError("Couldn't choose an FBConfig\n");
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    fb_config = fbconfigs[0];
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    free(fbconfigs);
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    visual_info = glXGetVisualFromFBConfig(dpy, fb_config);
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    if (visual_info == NULL)
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        FatalError("Couldn't get RGB visual\n");
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    return xcb_aux_find_visual_by_id(xscreen, visual_info->visualid);
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}
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void
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ephyr_glamor_set_window_size(struct ephyr_glamor *glamor,
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                             unsigned width, unsigned height)
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{
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    if (!glamor)
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        return;
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    glamor->width = width;
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    glamor->height = height;
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}
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