A test program would be great.  As far as KDE, modifying the source may
be simple, but building it is far from simple or quick.  I have only a
limited amount of time to donate to unsponsored projects, so I have to
use it wisely.


On 4/6/11 4:54 AM, Alexander Kirillov wrote:
> I can provide you with a simple program that I created first to test 
> EXT_texture_from_pixmap.
> BTW, the changes in KDE source are very simple - about two or three lines.
>> On 06.04.2011 10:34, DRC wrote:
>> I can't accept the patch as-is, but it gives me some ideas of what needs
>> to be done.  I am definitely interested in fixing the
>> EXT_texture_from_pixmap extension, but I will need to come up with a
>> more simplified test program to validate the approach outside of KDE.  I
>> am particularly concerned that you weren't able to make KDE work without
>> modifying the source.  Messing with the KDE source is definitely not
>> something I will have time to do in the foreseeable future.
>>
>>
>> On 4/5/11 12:27 PM, Alexander Kirillov wrote:
>>> Hello again!
>>> I've managed to create the patch, it should be in the attachment.
>>> Here are the explanations:
>>>
>>> * Since only 24-bit XVisualInfo's were provided, I've changed the
>>> __vglConfigDepth function in glxvisual.cpp to provide depth for the
>>> visual that is corresponding to the FBConfig on the local display. The
>>> modified version returns 32-bit visuals when needed.
>>> * The faked implementation of EXT_texture_from_pixmap OpenGL extension
>>> didn't work correctly, because the extension can only work with
>>> GLXPixmaps, not with windows and not with pbuffers. The approach I used
>>> is: fake XCompositeNameWindowPixmap, XCreatePixmap and XFreePixmap to
>>> know when the original pixmap is created, store the information on the
>>> created pixmap (with Window form XCompositeNameWindowPixmap) to use
>>> later. Then if and when the pixmap created previously is used to create
>>> a GLXPixmap, add other values to the stored information and create
>>> another pixmap using XShm. When this GLXPixmap is being used for
>>> glXBindTexImageEXT the original pixmap's contents are copied to the shm
>>> segment to be made available to the local display's XServer. The texture
>>> is then filled with data using the shm address. If the FBConfig is
>>> y-inverted (GLX_Y_INVERTED), the function modifies the GL_TEXTURE matrix
>>> to invert the texture coordinates. When glXReleaseTexImageEXT is called
>>> and if the FBConfig is inverted, the GL_TEXTURE matrix is restored to
>>> the previous state.
>>> This part covers faker-glx.cpp, faker.cpp, faker-sym.h, faker-sym.cpp,
>>> faker-mapfile.c and the newly added shmpixmap.h that provides storage
>>> for the mentioned pixmaps.
>>>
>>> The patch should be applied to "vgl" directory (which contains "rr")
>>>
>>> But these additions are not enough to run KDE4 in OpenGL mode. You also
>>> have to do the following:
>>> * Go to System Settings->Desktop->Advanced.
>>> * Check "Disable functionality checks" checkbox.
>>> * Select "Texture From Pixmap" OpenGL mode.
>>>
>>> Also I didn't find how to enable the option called "glStrictBinding", so
>>> I had to simply cut it from kwin/scene_opengl.cpp file from
>>> kdebase-workspace.
>>>
>>> If everything mentioned above is accomplished, you should be able to run
>>> KDE4 in OpenGL mode over VNC.
>>>
>>> I would be very grateful if somebody gave me feedback on that patch :)
>>>
>>> P.S. I've been able to test it on Code2Duo P8400/2048 RAM/NV 9600 GS,
>>> Debian 5.0
>>>
>>>
>>>
>>> ------------------------------------------------------------------------------
>>> Xperia(TM) PLAY
>>> It's a major breakthrough. An authentic gaming
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>>>
>>>
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>>> https://lists.sourceforge.net/lists/listinfo/virtualgl-users
>> ------------------------------------------------------------------------------
>> Xperia(TM) PLAY
>> It's a major breakthrough. An authentic gaming
>> smartphone on the nation's most reliable network.
>> And it wants your games.
>> http://p.sf.net/sfu/verizon-sfdev
>> _______________________________________________
>> VirtualGL-Users mailing list
>> [email protected]
>> https://lists.sourceforge.net/lists/listinfo/virtualgl-users
> 
> 
> ------------------------------------------------------------------------------
> Xperia(TM) PLAY
> It's a major breakthrough. An authentic gaming
> smartphone on the nation's most reliable network.
> And it wants your games.
> http://p.sf.net/sfu/verizon-sfdev
> _______________________________________________
> VirtualGL-Users mailing list
> [email protected]
> https://lists.sourceforge.net/lists/listinfo/virtualgl-users

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It's a major breakthrough. An authentic gaming
smartphone on the nation's most reliable network.
And it wants your games.
http://p.sf.net/sfu/verizon-sfdev
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