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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:
parent
29b1ff59e2
commit
6dc670cde0
9 changed files with 192 additions and 71 deletions
5
Cargo.lock
generated
5
Cargo.lock
generated
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@ -29,6 +29,7 @@ dependencies = [
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"log",
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"notify",
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"objc",
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"once_cell",
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"parking_lot",
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"png",
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"raw-window-handle",
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@ -1191,9 +1192,9 @@ dependencies = [
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[[package]]
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name = "once_cell"
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version = "1.9.0"
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version = "1.12.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "da32515d9f6e6e489d7bc9d84c71b060db7247dc035bbe44eac88cf87486d8d5"
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checksum = "7709cef83f0c1f58f666e746a08b21e0085f7440fa6a29cc194d68aac97a4225"
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[[package]]
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name = "os_str_bytes"
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@ -34,6 +34,7 @@ libc = "0.2"
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unicode-width = "0.1"
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bitflags = "1"
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dirs = "3.0.1"
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once_cell = "1.12"
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[build-dependencies]
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gl_generator = "0.14.0"
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@ -1,40 +1,73 @@
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#if defined(GLES2_RENDERER)
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// Require extension for dual source blending to work on GLES2.
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#extension GL_EXT_blend_func_extended: require
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#define int_t highp int
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#define float_t highp float
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#define vec3_t mediump vec3
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#define texture texture2D
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varying mediump vec2 TexCoords;
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varying mediump vec3 fg;
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varying highp float colored;
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varying mediump vec4 bg;
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#define FRAG_COLOR gl_FragColor
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#define ALPHA_MASK gl_SecondaryFragColorEXT
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#else
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#define int_t int
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#define float_t float
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#define vec3_t vec3
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in vec2 TexCoords;
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flat in vec4 fg;
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flat in vec4 bg;
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uniform int backgroundPass;
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layout(location = 0, index = 0) out vec4 color;
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layout(location = 0, index = 1) out vec4 alphaMask;
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#define FRAG_COLOR color
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#define ALPHA_MASK alphaMask
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#endif
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#define COLORED 1
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uniform int_t renderingPass;
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uniform sampler2D mask;
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#define COLORED 2
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void main() {
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if (backgroundPass != 0) {
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if (renderingPass == 0) {
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if (bg.a == 0.0) {
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discard;
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}
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alphaMask = vec4(1.0);
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ALPHA_MASK = vec4(1.0);
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// Premultiply background color by alpha.
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color = vec4(bg.rgb * bg.a, bg.a);
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} else if ((int(fg.a) & COLORED) != 0) {
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FRAG_COLOR = vec4(bg.rgb * bg.a, bg.a);
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return;
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}
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#if !defined(GLES2_RENDERER)
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float_t colored = fg.a;
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#endif
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// The wide char information is already stripped, so it's safe to check for equality here.
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if (int(colored) == COLORED) {
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// Color glyphs, like emojis.
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vec4 glyphColor = texture(mask, TexCoords);
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alphaMask = vec4(glyphColor.a);
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FRAG_COLOR = texture(mask, TexCoords);
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ALPHA_MASK = vec4(FRAG_COLOR.a);
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// Revert alpha premultiplication.
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if (glyphColor.a != 0) {
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glyphColor.rgb = vec3(glyphColor.rgb / glyphColor.a);
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if (FRAG_COLOR.a != 0.0) {
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FRAG_COLOR.rgb = vec3(FRAG_COLOR.rgb / FRAG_COLOR.a);
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}
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color = vec4(glyphColor.rgb, 1.0);
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FRAG_COLOR = vec4(FRAG_COLOR.rgb, 1.0);
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} else {
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// Regular text glyphs.
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vec3 textColor = texture(mask, TexCoords).rgb;
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alphaMask = vec4(textColor, textColor.r);
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color = vec4(fg.rgb, 1.0);
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vec3_t textColor = texture(mask, TexCoords).rgb;
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ALPHA_MASK = vec4(textColor, textColor.r);
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FRAG_COLOR = vec4(fg.rgb, 1.0);
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}
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}
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@ -23,9 +23,9 @@ flat out vec4 bg;
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uniform vec2 cellDim;
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uniform vec4 projection;
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uniform int backgroundPass;
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uniform int renderingPass;
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#define WIDE_CHAR 1
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#define WIDE_CHAR 2
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void main() {
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vec2 projectionOffset = projection.xy;
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@ -39,12 +39,23 @@ void main() {
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// Position of cell from top-left
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vec2 cellPosition = cellDim * gridCoords;
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if (backgroundPass != 0) {
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vec2 backgroundDim = cellDim;
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if ((int(textColor.a) & WIDE_CHAR) != 0) {
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fg = vec4(textColor.rgb / 255.0, textColor.a);
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bg = backgroundColor / 255.0;
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float occupiedCells = 1;
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if ((int(fg.a) >= WIDE_CHAR)) {
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// Update wide char x dimension so it'll cover the following spacer.
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backgroundDim.x *= 2;
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occupiedCells = 2;
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// Since we don't perform bitwise operations due to limitations of
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// the GLES2 renderer,we subtract wide char bits keeping only colored.
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fg.a = round(fg.a - WIDE_CHAR);
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}
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if (renderingPass == 0) {
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vec2 backgroundDim = cellDim;
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backgroundDim.x *= occupiedCells;
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vec2 finalPosition = cellPosition + backgroundDim * position;
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gl_Position =
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vec4(projectionOffset + projectionScale * finalPosition, 0.0, 1.0);
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@ -63,7 +74,4 @@ void main() {
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vec2 uvSize = uv.zw;
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TexCoords = uvOffset + position * uvSize;
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}
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bg = backgroundColor / 255.0;
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fg = vec4(textColor.rgb / 255.0, textColor.a);
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}
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@ -7,7 +7,6 @@ varying color_t color;
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#else
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#define float_t float
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#define int_t int
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#define color_t vec4
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out vec4 FragColor;
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@ -1,8 +1,10 @@
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use std::collections::HashSet;
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use std::ffi::CStr;
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use std::fmt;
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use crossfont::Metrics;
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use log::info;
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use once_cell::sync::OnceCell;
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use alacritty_terminal::index::Point;
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use alacritty_terminal::term::cell::Flags;
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@ -218,3 +220,40 @@ impl Renderer {
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}
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}
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}
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struct GlExtensions;
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impl GlExtensions {
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/// Check if the given `extension` is supported.
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///
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/// This function will lazyly load OpenGL extensions.
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fn contains(extension: &str) -> bool {
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static OPENGL_EXTENSIONS: OnceCell<HashSet<&'static str>> = OnceCell::new();
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OPENGL_EXTENSIONS.get_or_init(Self::load_extensions).contains(extension)
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}
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/// Load available OpenGL extensions.
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fn load_extensions() -> HashSet<&'static str> {
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unsafe {
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let extensions = gl::GetString(gl::EXTENSIONS);
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if extensions.is_null() {
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let mut extensions_number = 0;
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gl::GetIntegerv(gl::NUM_EXTENSIONS, &mut extensions_number);
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(0..extensions_number as gl::types::GLuint)
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.flat_map(|i| {
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let extension = CStr::from_ptr(gl::GetStringi(gl::EXTENSIONS, i) as *mut _);
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extension.to_str()
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})
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.collect()
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} else {
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match CStr::from_ptr(extensions as *mut _).to_str() {
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Ok(ext) => ext.split_whitespace().collect(),
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Err(_) => HashSet::new(),
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}
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}
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}
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}
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}
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@ -11,11 +11,12 @@ use crate::display::SizeInfo;
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use crate::gl;
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use crate::gl::types::*;
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use crate::renderer::shader::{ShaderProgram, ShaderVersion};
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use crate::renderer::{cstr, Error};
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use crate::renderer::{cstr, Error, GlExtensions};
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use super::atlas::{Atlas, ATLAS_SIZE};
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use super::{
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Glyph, LoadGlyph, LoaderApi, TextRenderApi, TextRenderBatch, TextRenderer, TextShader,
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glsl3, Glyph, LoadGlyph, LoaderApi, RenderingGlyphFlags, RenderingPass, TextRenderApi,
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TextRenderBatch, TextRenderer, TextShader,
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};
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// Shader source.
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batch: Batch,
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current_atlas: usize,
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active_tex: GLuint,
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dual_source_blending: bool,
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}
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impl Gles2Renderer {
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pub fn new() -> Result<Self, Error> {
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info!("Using OpenGL ES 2.0 renderer");
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let program = TextShaderProgram::new(ShaderVersion::Gles2)?;
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let dual_source_blending = GlExtensions::contains("GL_EXT_blend_func_extended")
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|| GlExtensions::contains("GL_ARB_blend_func_extended");
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if dual_source_blending {
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info!("Using dual source blending");
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}
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let program = TextShaderProgram::new(ShaderVersion::Gles2, dual_source_blending)?;
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let mut vao: GLuint = 0;
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let mut vbo: GLuint = 0;
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let mut ebo: GLuint = 0;
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batch: Batch::new(),
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current_atlas: 0,
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active_tex: 0,
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dual_source_blending,
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})
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}
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}
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atlas: &mut self.atlas,
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current_atlas: &mut self.current_atlas,
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program: &mut self.program,
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dual_source_blending: self.dual_source_blending,
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});
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unsafe {
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/// Maximum items to be drawn in a batch.
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///
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/// We use the closest number to `u16::MAX` dividable by 4 (amount of vertices we push for a glyph),
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/// since it's the maximum possible index in `glDrawElements` in gles2.
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/// since it's the maximum possible index in `glDrawElements` in GLES2.
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const BATCH_MAX: usize = (u16::MAX - u16::MAX % 4) as usize;
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#[derive(Debug)]
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let glyph_x = cell.point.column.0 as i16 * size_info.cell_width() as i16 + glyph.left;
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let glyph_y = (cell.point.line + 1) as i16 * size_info.cell_height() as i16 - glyph.top;
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let colored = if glyph.multicolor { 1 } else { 0 };
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let colored = if glyph.multicolor {
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RenderingGlyphFlags::COLORED
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} else {
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RenderingGlyphFlags::empty()
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};
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let is_wide = if cell.flags.contains(Flags::WIDE_CHAR) { 2 } else { 1 };
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let mut vertex = TextVertex {
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atlas: &'a mut Vec<Atlas>,
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current_atlas: &'a mut usize,
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program: &'a mut TextShaderProgram,
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dual_source_blending: bool,
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}
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impl<'a> Drop for RenderApi<'a> {
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@ -375,8 +392,12 @@ impl<'a> TextRenderApi<Batch> for RenderApi<'a> {
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gl::BlendFunc(gl::ONE, gl::ZERO);
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gl::DrawElements(gl::TRIANGLES, num_indices, gl::UNSIGNED_SHORT, ptr::null());
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// First text rendering pass.
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self.program.set_rendering_pass(RenderingPass::SubpixelPass1);
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if self.dual_source_blending {
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// Text rendering pass.
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gl::BlendFunc(gl::SRC1_COLOR, gl::ONE_MINUS_SRC1_COLOR);
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} else {
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// First text rendering pass.
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gl::BlendFuncSeparate(gl::ZERO, gl::ONE_MINUS_SRC_COLOR, gl::ZERO, gl::ONE);
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gl::DrawElements(gl::TRIANGLES, num_indices, gl::UNSIGNED_SHORT, ptr::null());
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@ -385,9 +406,11 @@ impl<'a> TextRenderApi<Batch> for RenderApi<'a> {
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gl::BlendFuncSeparate(gl::ONE_MINUS_DST_ALPHA, gl::ONE, gl::ZERO, gl::ONE);
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gl::DrawElements(gl::TRIANGLES, num_indices, gl::UNSIGNED_SHORT, ptr::null());
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// Third pass.
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// Third text rendering pass.
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self.program.set_rendering_pass(RenderingPass::SubpixelPass3);
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gl::BlendFuncSeparate(gl::ONE, gl::ONE, gl::ONE, gl::ONE_MINUS_SRC_ALPHA);
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}
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gl::DrawElements(gl::TRIANGLES, num_indices, gl::UNSIGNED_SHORT, ptr::null());
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}
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@ -416,7 +439,7 @@ struct TextVertex {
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b: u8,
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// Whether the glyph is colored.
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colored: u8,
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colored: RenderingGlyphFlags,
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// Background color.
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bg_r: u8,
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@ -425,15 +448,6 @@ struct TextVertex {
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bg_a: u8,
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}
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// NOTE: These flags must be in sync with their usage in the gles2/text.*.glsl shaders.
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#[repr(u8)]
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enum RenderingPass {
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Background = 0,
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SubpixelPass1 = 1,
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SubpixelPass2 = 2,
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SubpixelPass3 = 3,
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}
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#[derive(Debug)]
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pub struct TextShaderProgram {
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/// Shader program.
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@ -444,8 +458,11 @@ pub struct TextShaderProgram {
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/// Rendering pass.
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///
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/// The rendering is split into 4 passes. One is used for the background and the rest to
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/// perform subpixel text rendering according to
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/// For dual source blending, there are 2 passes; one for background, another for text,
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/// similar to the GLSL3 renderer.
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///
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/// If GL_EXT_blend_func_extended is not available, the rendering is split into 4 passes.
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/// One is used for the background and the rest to perform subpixel text rendering according to
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/// https://github.com/servo/webrender/blob/master/webrender/doc/text-rendering.md.
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///
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/// Rendering is split into three passes.
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@ -453,8 +470,12 @@ pub struct TextShaderProgram {
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}
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impl TextShaderProgram {
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pub fn new(shader_version: ShaderVersion) -> Result<Self, Error> {
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let program = ShaderProgram::new(shader_version, TEXT_SHADER_V, TEXT_SHADER_F)?;
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pub fn new(shader_version: ShaderVersion, dual_source_blending: bool) -> Result<Self, Error> {
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let fragment_shader =
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if dual_source_blending { &glsl3::TEXT_SHADER_F } else { &TEXT_SHADER_F };
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let program = ShaderProgram::new(shader_version, TEXT_SHADER_V, fragment_shader)?;
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Ok(Self {
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u_projection: program.get_uniform_location(cstr!("projection"))?,
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u_rendering_pass: program.get_uniform_location(cstr!("renderingPass"))?,
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@ -15,12 +15,12 @@ use crate::renderer::{cstr, Error};
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use super::atlas::{Atlas, ATLAS_SIZE};
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use super::{
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Glyph, LoadGlyph, LoaderApi, RenderingGlyphFlags, TextRenderApi, TextRenderBatch, TextRenderer,
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TextShader,
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Glyph, LoadGlyph, LoaderApi, RenderingGlyphFlags, RenderingPass, TextRenderApi,
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TextRenderBatch, TextRenderer, TextShader,
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};
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// Shader source.
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static TEXT_SHADER_F: &str = include_str!("../../../res/glsl3/text.f.glsl");
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pub static TEXT_SHADER_F: &str = include_str!("../../../res/glsl3/text.f.glsl");
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static TEXT_SHADER_V: &str = include_str!("../../../res/glsl3/text.v.glsl");
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/// Maximum items to be drawn in a batch.
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|
@ -240,7 +240,7 @@ impl<'a> TextRenderApi<Batch> for RenderApi<'a> {
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}
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unsafe {
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self.program.set_background_pass(true);
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self.program.set_rendering_pass(RenderingPass::Background);
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gl::DrawElementsInstanced(
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gl::TRIANGLES,
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6,
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|
@ -248,7 +248,7 @@ impl<'a> TextRenderApi<Batch> for RenderApi<'a> {
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ptr::null(),
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self.batch.len() as GLsizei,
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);
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self.program.set_background_pass(false);
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self.program.set_rendering_pass(RenderingPass::SubpixelPass1);
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gl::DrawElementsInstanced(
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gl::TRIANGLES,
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6,
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@ -419,8 +419,8 @@ pub struct TextShaderProgram {
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/// Background pass flag.
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///
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/// Rendering is split into two passes; 1 for backgrounds, and one for text.
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u_background: GLint,
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/// Rendering is split into two passes; one for backgrounds, and one for text.
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u_rendering_pass: GLint,
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}
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|
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue