Support dual source blending in GLES2 renderer

GLES2 has GL_EXT_blend_func_extended extension that enables
dual-source blending, so essentially we can reuse fragment shader
from GLSL3 renderer and do 1 rendering pass instead of 3 for the
text.

Co-authored-by: Kirill Chibisov <contact@kchibisov.com>
Co-authored-by: Christian Duerr <contact@christianduerr.com>
This commit is contained in:
Vasily Khoruzhick 2022-06-08 02:02:57 -07:00 committed by GitHub
parent 29b1ff59e2
commit 6dc670cde0
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
9 changed files with 192 additions and 71 deletions

5
Cargo.lock generated
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@ -29,6 +29,7 @@ dependencies = [
"log",
"notify",
"objc",
"once_cell",
"parking_lot",
"png",
"raw-window-handle",
@ -1191,9 +1192,9 @@ dependencies = [
[[package]]
name = "once_cell"
version = "1.9.0"
version = "1.12.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "da32515d9f6e6e489d7bc9d84c71b060db7247dc035bbe44eac88cf87486d8d5"
checksum = "7709cef83f0c1f58f666e746a08b21e0085f7440fa6a29cc194d68aac97a4225"
[[package]]
name = "os_str_bytes"

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@ -34,6 +34,7 @@ libc = "0.2"
unicode-width = "0.1"
bitflags = "1"
dirs = "3.0.1"
once_cell = "1.12"
[build-dependencies]
gl_generator = "0.14.0"

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@ -1,40 +1,73 @@
#if defined(GLES2_RENDERER)
// Require extension for dual source blending to work on GLES2.
#extension GL_EXT_blend_func_extended: require
#define int_t highp int
#define float_t highp float
#define vec3_t mediump vec3
#define texture texture2D
varying mediump vec2 TexCoords;
varying mediump vec3 fg;
varying highp float colored;
varying mediump vec4 bg;
#define FRAG_COLOR gl_FragColor
#define ALPHA_MASK gl_SecondaryFragColorEXT
#else
#define int_t int
#define float_t float
#define vec3_t vec3
in vec2 TexCoords;
flat in vec4 fg;
flat in vec4 bg;
uniform int backgroundPass;
layout(location = 0, index = 0) out vec4 color;
layout(location = 0, index = 1) out vec4 alphaMask;
#define FRAG_COLOR color
#define ALPHA_MASK alphaMask
#endif
#define COLORED 1
uniform int_t renderingPass;
uniform sampler2D mask;
#define COLORED 2
void main() {
if (backgroundPass != 0) {
if (renderingPass == 0) {
if (bg.a == 0.0) {
discard;
}
alphaMask = vec4(1.0);
ALPHA_MASK = vec4(1.0);
// Premultiply background color by alpha.
color = vec4(bg.rgb * bg.a, bg.a);
} else if ((int(fg.a) & COLORED) != 0) {
FRAG_COLOR = vec4(bg.rgb * bg.a, bg.a);
return;
}
#if !defined(GLES2_RENDERER)
float_t colored = fg.a;
#endif
// The wide char information is already stripped, so it's safe to check for equality here.
if (int(colored) == COLORED) {
// Color glyphs, like emojis.
vec4 glyphColor = texture(mask, TexCoords);
alphaMask = vec4(glyphColor.a);
FRAG_COLOR = texture(mask, TexCoords);
ALPHA_MASK = vec4(FRAG_COLOR.a);
// Revert alpha premultiplication.
if (glyphColor.a != 0) {
glyphColor.rgb = vec3(glyphColor.rgb / glyphColor.a);
if (FRAG_COLOR.a != 0.0) {
FRAG_COLOR.rgb = vec3(FRAG_COLOR.rgb / FRAG_COLOR.a);
}
color = vec4(glyphColor.rgb, 1.0);
FRAG_COLOR = vec4(FRAG_COLOR.rgb, 1.0);
} else {
// Regular text glyphs.
vec3 textColor = texture(mask, TexCoords).rgb;
alphaMask = vec4(textColor, textColor.r);
color = vec4(fg.rgb, 1.0);
vec3_t textColor = texture(mask, TexCoords).rgb;
ALPHA_MASK = vec4(textColor, textColor.r);
FRAG_COLOR = vec4(fg.rgb, 1.0);
}
}

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@ -23,9 +23,9 @@ flat out vec4 bg;
uniform vec2 cellDim;
uniform vec4 projection;
uniform int backgroundPass;
uniform int renderingPass;
#define WIDE_CHAR 1
#define WIDE_CHAR 2
void main() {
vec2 projectionOffset = projection.xy;
@ -39,12 +39,23 @@ void main() {
// Position of cell from top-left
vec2 cellPosition = cellDim * gridCoords;
if (backgroundPass != 0) {
vec2 backgroundDim = cellDim;
if ((int(textColor.a) & WIDE_CHAR) != 0) {
fg = vec4(textColor.rgb / 255.0, textColor.a);
bg = backgroundColor / 255.0;
float occupiedCells = 1;
if ((int(fg.a) >= WIDE_CHAR)) {
// Update wide char x dimension so it'll cover the following spacer.
backgroundDim.x *= 2;
occupiedCells = 2;
// Since we don't perform bitwise operations due to limitations of
// the GLES2 renderer,we subtract wide char bits keeping only colored.
fg.a = round(fg.a - WIDE_CHAR);
}
if (renderingPass == 0) {
vec2 backgroundDim = cellDim;
backgroundDim.x *= occupiedCells;
vec2 finalPosition = cellPosition + backgroundDim * position;
gl_Position =
vec4(projectionOffset + projectionScale * finalPosition, 0.0, 1.0);
@ -63,7 +74,4 @@ void main() {
vec2 uvSize = uv.zw;
TexCoords = uvOffset + position * uvSize;
}
bg = backgroundColor / 255.0;
fg = vec4(textColor.rgb / 255.0, textColor.a);
}

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@ -7,7 +7,6 @@ varying color_t color;
#else
#define float_t float
#define int_t int
#define color_t vec4
out vec4 FragColor;

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@ -1,8 +1,10 @@
use std::collections::HashSet;
use std::ffi::CStr;
use std::fmt;
use crossfont::Metrics;
use log::info;
use once_cell::sync::OnceCell;
use alacritty_terminal::index::Point;
use alacritty_terminal::term::cell::Flags;
@ -218,3 +220,40 @@ impl Renderer {
}
}
}
struct GlExtensions;
impl GlExtensions {
/// Check if the given `extension` is supported.
///
/// This function will lazyly load OpenGL extensions.
fn contains(extension: &str) -> bool {
static OPENGL_EXTENSIONS: OnceCell<HashSet<&'static str>> = OnceCell::new();
OPENGL_EXTENSIONS.get_or_init(Self::load_extensions).contains(extension)
}
/// Load available OpenGL extensions.
fn load_extensions() -> HashSet<&'static str> {
unsafe {
let extensions = gl::GetString(gl::EXTENSIONS);
if extensions.is_null() {
let mut extensions_number = 0;
gl::GetIntegerv(gl::NUM_EXTENSIONS, &mut extensions_number);
(0..extensions_number as gl::types::GLuint)
.flat_map(|i| {
let extension = CStr::from_ptr(gl::GetStringi(gl::EXTENSIONS, i) as *mut _);
extension.to_str()
})
.collect()
} else {
match CStr::from_ptr(extensions as *mut _).to_str() {
Ok(ext) => ext.split_whitespace().collect(),
Err(_) => HashSet::new(),
}
}
}
}
}

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@ -11,11 +11,12 @@ use crate::display::SizeInfo;
use crate::gl;
use crate::gl::types::*;
use crate::renderer::shader::{ShaderProgram, ShaderVersion};
use crate::renderer::{cstr, Error};
use crate::renderer::{cstr, Error, GlExtensions};
use super::atlas::{Atlas, ATLAS_SIZE};
use super::{
Glyph, LoadGlyph, LoaderApi, TextRenderApi, TextRenderBatch, TextRenderer, TextShader,
glsl3, Glyph, LoadGlyph, LoaderApi, RenderingGlyphFlags, RenderingPass, TextRenderApi,
TextRenderBatch, TextRenderer, TextShader,
};
// Shader source.
@ -32,13 +33,21 @@ pub struct Gles2Renderer {
batch: Batch,
current_atlas: usize,
active_tex: GLuint,
dual_source_blending: bool,
}
impl Gles2Renderer {
pub fn new() -> Result<Self, Error> {
info!("Using OpenGL ES 2.0 renderer");
let program = TextShaderProgram::new(ShaderVersion::Gles2)?;
let dual_source_blending = GlExtensions::contains("GL_EXT_blend_func_extended")
|| GlExtensions::contains("GL_ARB_blend_func_extended");
if dual_source_blending {
info!("Using dual source blending");
}
let program = TextShaderProgram::new(ShaderVersion::Gles2, dual_source_blending)?;
let mut vao: GLuint = 0;
let mut vbo: GLuint = 0;
let mut ebo: GLuint = 0;
@ -139,6 +148,7 @@ impl Gles2Renderer {
batch: Batch::new(),
current_atlas: 0,
active_tex: 0,
dual_source_blending,
})
}
}
@ -180,6 +190,7 @@ impl<'a> TextRenderer<'a> for Gles2Renderer {
atlas: &mut self.atlas,
current_atlas: &mut self.current_atlas,
program: &mut self.program,
dual_source_blending: self.dual_source_blending,
});
unsafe {
@ -205,7 +216,7 @@ impl<'a> TextRenderer<'a> for Gles2Renderer {
/// Maximum items to be drawn in a batch.
///
/// We use the closest number to `u16::MAX` dividable by 4 (amount of vertices we push for a glyph),
/// since it's the maximum possible index in `glDrawElements` in gles2.
/// since it's the maximum possible index in `glDrawElements` in GLES2.
const BATCH_MAX: usize = (u16::MAX - u16::MAX % 4) as usize;
#[derive(Debug)]
@ -269,7 +280,12 @@ impl TextRenderBatch for Batch {
let glyph_x = cell.point.column.0 as i16 * size_info.cell_width() as i16 + glyph.left;
let glyph_y = (cell.point.line + 1) as i16 * size_info.cell_height() as i16 - glyph.top;
let colored = if glyph.multicolor { 1 } else { 0 };
let colored = if glyph.multicolor {
RenderingGlyphFlags::COLORED
} else {
RenderingGlyphFlags::empty()
};
let is_wide = if cell.flags.contains(Flags::WIDE_CHAR) { 2 } else { 1 };
let mut vertex = TextVertex {
@ -322,6 +338,7 @@ pub struct RenderApi<'a> {
atlas: &'a mut Vec<Atlas>,
current_atlas: &'a mut usize,
program: &'a mut TextShaderProgram,
dual_source_blending: bool,
}
impl<'a> Drop for RenderApi<'a> {
@ -375,8 +392,12 @@ impl<'a> TextRenderApi<Batch> for RenderApi<'a> {
gl::BlendFunc(gl::ONE, gl::ZERO);
gl::DrawElements(gl::TRIANGLES, num_indices, gl::UNSIGNED_SHORT, ptr::null());
// First text rendering pass.
self.program.set_rendering_pass(RenderingPass::SubpixelPass1);
if self.dual_source_blending {
// Text rendering pass.
gl::BlendFunc(gl::SRC1_COLOR, gl::ONE_MINUS_SRC1_COLOR);
} else {
// First text rendering pass.
gl::BlendFuncSeparate(gl::ZERO, gl::ONE_MINUS_SRC_COLOR, gl::ZERO, gl::ONE);
gl::DrawElements(gl::TRIANGLES, num_indices, gl::UNSIGNED_SHORT, ptr::null());
@ -385,9 +406,11 @@ impl<'a> TextRenderApi<Batch> for RenderApi<'a> {
gl::BlendFuncSeparate(gl::ONE_MINUS_DST_ALPHA, gl::ONE, gl::ZERO, gl::ONE);
gl::DrawElements(gl::TRIANGLES, num_indices, gl::UNSIGNED_SHORT, ptr::null());
// Third pass.
// Third text rendering pass.
self.program.set_rendering_pass(RenderingPass::SubpixelPass3);
gl::BlendFuncSeparate(gl::ONE, gl::ONE, gl::ONE, gl::ONE_MINUS_SRC_ALPHA);
}
gl::DrawElements(gl::TRIANGLES, num_indices, gl::UNSIGNED_SHORT, ptr::null());
}
@ -416,7 +439,7 @@ struct TextVertex {
b: u8,
// Whether the glyph is colored.
colored: u8,
colored: RenderingGlyphFlags,
// Background color.
bg_r: u8,
@ -425,15 +448,6 @@ struct TextVertex {
bg_a: u8,
}
// NOTE: These flags must be in sync with their usage in the gles2/text.*.glsl shaders.
#[repr(u8)]
enum RenderingPass {
Background = 0,
SubpixelPass1 = 1,
SubpixelPass2 = 2,
SubpixelPass3 = 3,
}
#[derive(Debug)]
pub struct TextShaderProgram {
/// Shader program.
@ -444,8 +458,11 @@ pub struct TextShaderProgram {
/// Rendering pass.
///
/// The rendering is split into 4 passes. One is used for the background and the rest to
/// perform subpixel text rendering according to
/// For dual source blending, there are 2 passes; one for background, another for text,
/// similar to the GLSL3 renderer.
///
/// If GL_EXT_blend_func_extended is not available, the rendering is split into 4 passes.
/// One is used for the background and the rest to perform subpixel text rendering according to
/// https://github.com/servo/webrender/blob/master/webrender/doc/text-rendering.md.
///
/// Rendering is split into three passes.
@ -453,8 +470,12 @@ pub struct TextShaderProgram {
}
impl TextShaderProgram {
pub fn new(shader_version: ShaderVersion) -> Result<Self, Error> {
let program = ShaderProgram::new(shader_version, TEXT_SHADER_V, TEXT_SHADER_F)?;
pub fn new(shader_version: ShaderVersion, dual_source_blending: bool) -> Result<Self, Error> {
let fragment_shader =
if dual_source_blending { &glsl3::TEXT_SHADER_F } else { &TEXT_SHADER_F };
let program = ShaderProgram::new(shader_version, TEXT_SHADER_V, fragment_shader)?;
Ok(Self {
u_projection: program.get_uniform_location(cstr!("projection"))?,
u_rendering_pass: program.get_uniform_location(cstr!("renderingPass"))?,

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@ -15,12 +15,12 @@ use crate::renderer::{cstr, Error};
use super::atlas::{Atlas, ATLAS_SIZE};
use super::{
Glyph, LoadGlyph, LoaderApi, RenderingGlyphFlags, TextRenderApi, TextRenderBatch, TextRenderer,
TextShader,
Glyph, LoadGlyph, LoaderApi, RenderingGlyphFlags, RenderingPass, TextRenderApi,
TextRenderBatch, TextRenderer, TextShader,
};
// Shader source.
static TEXT_SHADER_F: &str = include_str!("../../../res/glsl3/text.f.glsl");
pub static TEXT_SHADER_F: &str = include_str!("../../../res/glsl3/text.f.glsl");
static TEXT_SHADER_V: &str = include_str!("../../../res/glsl3/text.v.glsl");
/// Maximum items to be drawn in a batch.
@ -240,7 +240,7 @@ impl<'a> TextRenderApi<Batch> for RenderApi<'a> {
}
unsafe {
self.program.set_background_pass(true);
self.program.set_rendering_pass(RenderingPass::Background);
gl::DrawElementsInstanced(
gl::TRIANGLES,
6,
@ -248,7 +248,7 @@ impl<'a> TextRenderApi<Batch> for RenderApi<'a> {
ptr::null(),
self.batch.len() as GLsizei,
);
self.program.set_background_pass(false);
self.program.set_rendering_pass(RenderingPass::SubpixelPass1);
gl::DrawElementsInstanced(
gl::TRIANGLES,
6,
@ -419,8 +419,8 @@ pub struct TextShaderProgram {
/// Background pass flag.
///
/// Rendering is split into two passes; 1 for backgrounds, and one for text.
u_background: GLint,
/// Rendering is split into two passes; one for backgrounds, and one for text.
u_rendering_pass: GLint,
}
impl TextShaderProgram {
@ -429,7 +429,7 @@ impl TextShaderProgram {
Ok(Self {
u_projection: program.get_uniform_location(cstr!("projection"))?,
u_cell_dim: program.get_uniform_location(cstr!("cellDim"))?,
u_background: program.get_uniform_location(cstr!("backgroundPass"))?,
u_rendering_pass: program.get_uniform_location(cstr!("renderingPass"))?,
program,
})
}
@ -440,11 +440,14 @@ impl TextShaderProgram {
}
}
fn set_background_pass(&self, background_pass: bool) {
let value = if background_pass { 1 } else { 0 };
fn set_rendering_pass(&self, rendering_pass: RenderingPass) {
let value = match rendering_pass {
RenderingPass::Background | RenderingPass::SubpixelPass1 => rendering_pass as i32,
_ => unreachable!("provided pass is not supported in GLSL3 renderer"),
};
unsafe {
gl::Uniform1i(self.u_background, value);
gl::Uniform1i(self.u_rendering_pass, value);
}
}
}

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@ -24,11 +24,27 @@ use glyph_cache::{Glyph, LoadGlyph};
bitflags! {
#[repr(C)]
struct RenderingGlyphFlags: u8 {
const WIDE_CHAR = 0b0000_0001;
const COLORED = 0b0000_0010;
const COLORED = 0b0000_0001;
const WIDE_CHAR = 0b0000_0010;
}
}
/// Rendering passes, for both GLES2 and GLSL3 renderer.
#[repr(u8)]
enum RenderingPass {
/// Rendering pass used to render background color in text shaders.
Background = 0,
/// The first pass to render text with both GLES2 and GLSL3 renderers.
SubpixelPass1 = 1,
/// The second pass to render text with GLES2 renderer.
SubpixelPass2 = 2,
/// The third pass to render text with GLES2 renderer.
SubpixelPass3 = 3,
}
pub trait TextRenderer<'a> {
type Shader: TextShader;
type RenderBatch: TextRenderBatch;