* Add runtime display backend detection for Wayland support Add LinuxDisplayBackend utility to detect X11 vs Wayland at runtime using GDK_IS_X11_DISPLAY / GDK_IS_WAYLAND_DISPLAY macros. This is the foundation for removing the forced GDK_BACKEND=x11 and enabling native Wayland support. - New files: LinuxDisplayBackend.hpp/.cpp with get_linux_display_backend(), is_running_on_wayland(), and is_running_on_x11() - Propagate wxHAVE_GDK_X11 / wxHAVE_GDK_WAYLAND from FindGTK3.cmake as compile definitions to libslic3r_gui - No-op on non-Linux platforms (returns Unknown / false) * Fix Phase 1 code quality: pragma once, source ordering, static cache * Make X11 initialization conditional for Wayland support Remove the unconditional GDK_BACKEND=x11 force that blocked native Wayland. Replace with conditional logic: - EGL safety fallback: re-force X11 only when wxUSE_GLCANVAS_EGL is off and WAYLAND_DISPLAY is set, with a warning log - XInitThreads() only called when DISPLAY is set (X11 in use) - __GLX_VENDOR_LIBRARY_NAME only set when DISPLAY is present (GLX-specific) - WEBKIT_DISABLE_COMPOSITING_MODE only set under XWayland (both DISPLAY and WAYLAND_DISPLAY present) - Guard X11/Xlib.h include with __has_include for robustness - Restore display validation to accept either DISPLAY or WAYLAND_DISPLAY This is Phase 2 of the Wayland support plan. * Fix Phase 2: safer EGL macro check, add clarifying comments * Add GLAD2 library and replace GLEW linkage in build system Set up GLAD2 as a static library to replace GLEW for OpenGL loading. GLAD2 supports both GLX and EGL, which is required for Wayland support. - Create src/glad/ with pre-generated GLAD2 sources (GL 4.6 compat) - Add src/glad/CMakeLists.txt building glad as a static library - Wire glad into src/CMakeLists.txt before libvgcode - Modify libvgcode to use shared glad for GL path (keeps local copy only for GLES2/Emscripten) to avoid duplicate symbol conflicts - Replace GLEW::GLEW with glad in libslic3r_gui link libraries Note: GLEW is kept in deps for OpenCSG. Code migration from GL/glew.h to glad/gl.h headers will follow in Phase 3B+3C. * Fix Phase 3A+3D: libvgcode GLAD include, dead files, dlopen dep, OpenGL link var * Migrate from GLEW to GLAD: replace headers and API calls across codebase Replace all #include <GL/glew.h> with <glad/gl.h> across 49 source files. Migrate GLEW API calls to GLAD equivalents: - glewInit/glewExperimental -> gladLoaderLoadGL() - GLEW_EXT_* / GLEW_ARB_* extension checks -> GLAD_GL_EXT_* / GLAD_GL_ARB_* - Remove GLEW-specific EGL/GLX mismatch #error guards (not needed with GLAD) - Replace unavailable EXT symbols with core GL equivalents in GLCanvas3D.cpp (GL_MAX_SAMPLES, glRenderbufferStorageMultisample, glBlitFramebuffer, GL_READ/DRAW_FRAMEBUFFER) - Update log messages from glewInit to gladLoadGL * Fix Phase 3B+3C: remove GLEW find, clean EXT symbols, update attribution - Remove find_package(GLEW) block from root CMakeLists.txt since GLEW is no longer linked by any main application code - Remove "glew" from SLIC3R_STATIC option description - Replace all remaining EXT framebuffer symbols with core equivalents in render_thumbnail_framebuffer_ext and _rectangular_selection_picking_pass - Update AboutDialog credits from GLEW to GLAD * Enable EGL in wxWidgets and add runtime GLX/EGL selection for Wayland - Set wxUSE_GLCANVAS_EGL=ON in wxWidgets build and Flatpak manifest - Add PreferGLX() call on X11 sessions for driver compatibility - Remove Phase 2 safety fallback (EGL is now always compiled in) - Guard SwapBuffers against hidden canvases to prevent Wayland stalls * Fix Phase 4: move PreferGLX to app startup, fix FPS counter guard Move wxGLCanvas::PreferGLX() from OpenGLManager::create_wxglcanvas() (static initializer) to GUI_App::on_init_inner() before any wxGLCanvas is constructed. This prevents a race where SkipPartCanvas could trigger wxGLBackend::Init() before the GLX preference is set. The new location also adds explicit is_running_on_wayland() detection with a warning for unknown backends. Move increment_fps_counter() inside the IsShownOnScreen() guard so FPS is only counted when a frame is actually swapped. * Update GLFW from 3.3.7 to 3.4 for runtime Wayland/X11 backend selection Replace the compile-time GLFW_USE_WAYLAND flag (which locked to a single backend) with GLFW 3.4's GLFW_BUILD_WAYLAND + GLFW_BUILD_X11 flags that build both backends and auto-select at runtime based on the available display server. This enables the CLI thumbnail renderer to work on both Wayland and X11 sessions without separate builds. * wayland: Fix UI call sites that rely on global screen coordinates On Wayland, wxGetMousePosition() returns (0,0) and SetPosition() is a no-op for top-level windows. Fix the highest-impact call sites: - GLCanvas3D: Use cached m_mouse.position from event handlers instead of wxGetMousePosition() + ScreenToClient() in get_local_mouse_position() - Plater: Use event-relative coords via ClientToScreen(e.GetPosition()) instead of wxGetMousePosition() in 3 leave-window handlers - BBLTopbar: Use event.GetPosition() and FindToolByPosition() directly in mouse handlers instead of wxGetMousePosition()/FindToolByCurrentPosition() - Search: Use focus-based dismiss logic on Wayland instead of wxGetMousePosition()-based rect checks in SearchDialog and SearchObjectDialog - GUI_App: Skip SetPosition() in window_pos_restore() on Wayland where it is a no-op; still restore size and maximize state - Button: Position tooltip relative to button widget via ClientToScreen instead of wxGetMousePosition() * Fix SearchDialog Wayland dismiss: guard against search_line focus * flatpak: Add Wayland socket permission for native Wayland support * spec * Fix crash on Wayland when wxWidgets lacks EGL support Restore the safety fallback that forces GDK_BACKEND=x11 when wxWidgets was not built with wxUSE_GLCANVAS_EGL=ON. Without this, the GLX backend tries to access a non-existent X11 display on native Wayland, crashing in wxGLCanvas::IsDisplaySupported() with SIGSEGV at offset 0xe4. Also add a defense-in-depth guard in detect_multisample() that skips the IsDisplaySupported call entirely on Wayland without EGL. Root cause: deps/wxWidgets must be rebuilt after enabling EGL. The compile-time check in OrcaSlicer.cpp detects the mismatch and falls back safely. * Fix EGL detection: use wxHAS_EGL instead of wxUSE_GLCANVAS_EGL wxUSE_GLCANVAS_EGL is a CMake build option, NOT a C++ preprocessor macro. The actual macro defined in wxWidgets setup.h is wxHAS_EGL. All compile-time EGL checks were using the wrong macro, causing the safety fallback to always trigger even with a properly built EGL-enabled wxWidgets. * Fix GL function pointers invalidated on Wayland/EGL gladLoaderLoadGL() dlopen's libGL.so.1 to resolve GL function pointers via dlsym, then immediately dlclose's the handle. On X11/GLX this is fine because the GLX context keeps libGL.so mapped. On Wayland/EGL, nothing else holds libGL.so open, so dlclose unmaps it and all function pointers become dangling — causing SIGSEGV on the first GL call. Fix: on Wayland, use gladLoadGL(eglGetProcAddress) which resolves function pointers through the EGL loader without opening/closing libGL.so. * fix crash on start and various rendering issues * fix crash on close * small refactor * move GPU selection to desktop file * clean up a bit * clean up more * fix appimage error
121 lines
5.7 KiB
C++
121 lines
5.7 KiB
C++
#include "libslic3r/libslic3r.h"
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#include "libslic3r/Platform.hpp"
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#include "GLShadersManager.hpp"
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#include "3DScene.hpp"
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#include "GUI_App.hpp"
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#include <cassert>
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#include <algorithm>
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#include <string_view>
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using namespace std::literals;
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#include <glad/gl.h>
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namespace Slic3r {
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std::pair<bool, std::string> GLShadersManager::init()
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{
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std::string error;
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auto append_shader = [this, &error](const std::string& name, const GLShaderProgram::ShaderFilenames& filenames,
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const std::initializer_list<std::string_view> &defines = {}) {
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m_shaders.push_back(std::make_unique<GLShaderProgram>());
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if (!m_shaders.back()->init_from_files(name, filenames, defines)) {
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error += name + "\n";
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// if any error happens while initializating the shader, we remove it from the list
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m_shaders.pop_back();
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return false;
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}
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return true;
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};
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assert(m_shaders.empty());
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bool valid = true;
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#if SLIC3R_OPENGL_ES
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const std::string prefix = "ES/";
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// used to render wireframed triangles
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valid &= append_shader("wireframe", { prefix + "wireframe.vs", prefix + "wireframe.fs" });
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#else
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const std::string prefix = GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 1) ? "140/" : "110/";
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#endif // SLIC3R_OPENGL_ES
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// imgui shader
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valid &= append_shader("imgui", { prefix + "imgui.vs", prefix + "imgui.fs" });
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// basic shader, used to render all what was previously rendered using the immediate mode
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valid &= append_shader("flat", { prefix + "flat.vs", prefix + "flat.fs" });
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// basic shader with plane clipping, used to render volumes in picking pass
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valid &= append_shader("flat_clip", { prefix + "flat_clip.vs", prefix + "flat_clip.fs" });
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// basic shader for textures, used to render textures
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valid &= append_shader("flat_texture", { prefix + "flat_texture.vs", prefix + "flat_texture.fs" });
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// used to render 3D scene background
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valid &= append_shader("background", { prefix + "background.vs", prefix + "background.fs" });
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#if SLIC3R_OPENGL_ES
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// used to render dashed lines
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valid &= append_shader("dashed_lines", { prefix + "dashed_lines.vs", prefix + "dashed_lines.fs" });
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#else
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if (GUI::OpenGLManager::get_gl_info().is_core_profile())
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// used to render thick and/or dashed lines
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valid &= append_shader("dashed_thick_lines", { prefix + "dashed_thick_lines.vs", prefix + "dashed_thick_lines.fs", prefix + "dashed_thick_lines.gs" });
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#endif // SLIC3R_OPENGL_ES
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// used to render bed axes and model, selection hints, gcode sequential view marker model, preview shells, options in gcode preview
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valid &= append_shader("gouraud_light", { prefix + "gouraud_light.vs", prefix + "gouraud_light.fs" });
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//used to render thumbnail
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valid &= append_shader("thumbnail", { prefix + "thumbnail.vs", prefix + "thumbnail.fs"});
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// used to render printbed
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valid &= append_shader("printbed", { prefix + "printbed.vs", prefix + "printbed.fs" });
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valid &= append_shader("hotbed", {prefix + "hotbed.vs", prefix + "hotbed.fs"});
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// used to render options in gcode preview
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if (GUI::wxGetApp().is_gl_version_greater_or_equal_to(3, 3)) {
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valid &= append_shader("gouraud_light_instanced", { prefix + "gouraud_light_instanced.vs", prefix + "gouraud_light_instanced.fs" });
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}
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// used to render objects in 3d editor
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valid &= append_shader("gouraud", { prefix + "gouraud.vs", prefix + "gouraud.fs" }
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#if ENABLE_ENVIRONMENT_MAP
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, { "ENABLE_ENVIRONMENT_MAP"sv }
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#endif // ENABLE_ENVIRONMENT_MAP
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);
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// used to render variable layers heights in 3d editor
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valid &= append_shader("variable_layer_height", { prefix + "variable_layer_height.vs", prefix + "variable_layer_height.fs" });
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// used to render highlight contour around selected triangles inside the multi-material gizmo
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valid &= append_shader("mm_contour", { prefix + "mm_contour.vs", prefix + "mm_contour.fs" });
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// Used to render painted triangles inside the multi-material gizmo. Triangle normals are computed inside fragment shader.
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// For Apple's on Arm CPU computed triangle normals inside fragment shader using dFdx and dFdy has the opposite direction.
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// Because of this, objects had darker colors inside the multi-material gizmo.
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// Based on https://stackoverflow.com/a/66206648, the similar behavior was also spotted on some other devices with Arm CPU.
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// Since macOS 12 (Monterey), this issue with the opposite direction on Apple's Arm CPU seems to be fixed, and computed
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// triangle normals inside fragment shader have the right direction.
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if (platform_flavor() == PlatformFlavor::OSXOnArm && wxPlatformInfo::Get().GetOSMajorVersion() < 12)
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valid &= append_shader("mm_gouraud", { prefix + "mm_gouraud.vs", prefix + "mm_gouraud.fs" }, { "FLIP_TRIANGLE_NORMALS"sv });
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else
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valid &= append_shader("mm_gouraud", { prefix + "mm_gouraud.vs", prefix + "mm_gouraud.fs" });
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return { valid, error };
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}
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void GLShadersManager::shutdown()
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{
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m_shaders.clear();
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}
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GLShaderProgram* GLShadersManager::get_shader(const std::string& shader_name)
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{
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auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [&shader_name](std::unique_ptr<GLShaderProgram>& p) { return p->get_name() == shader_name; });
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return (it != m_shaders.end()) ? it->get() : nullptr;
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}
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GLShaderProgram* GLShadersManager::get_current_shader()
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{
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GLint id = 0;
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glsafe(::glGetIntegerv(GL_CURRENT_PROGRAM, &id));
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if (id == 0)
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return nullptr;
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auto it = std::find_if(m_shaders.begin(), m_shaders.end(), [id](std::unique_ptr<GLShaderProgram>& p) { return static_cast<GLint>(p->get_id()) == id; });
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return (it != m_shaders.end()) ? it->get() : nullptr;
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}
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} // namespace Slic3r
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