2019-02-03 13:47:36 -05:00
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// SPDX-License-Identifier: MPL-2.0
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// Copyright (c) Yuxuan Shui <yshuiv7@gmail.com>
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2018-10-03 17:46:18 -04:00
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#include <GL/gl.h>
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#include <GL/glext.h>
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2018-12-31 02:16:35 -05:00
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#include <locale.h>
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2019-01-20 11:53:39 -05:00
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#include <stdbool.h>
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2019-01-20 16:15:20 -05:00
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#include <stdio.h>
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#include <string.h>
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2019-01-27 18:57:43 -05:00
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#include <xcb/render.h> // for xcb_render_fixed_t, XXX
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2018-10-03 17:46:18 -04:00
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#include "common.h"
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2019-01-20 16:15:20 -05:00
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#include "compiler.h"
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#include "config.h"
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2019-03-08 20:39:18 -05:00
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#include "kernel.h"
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2018-10-03 17:46:18 -04:00
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#include "log.h"
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2019-01-20 11:53:39 -05:00
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#include "region.h"
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2018-12-31 02:16:35 -05:00
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#include "string_utils.h"
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2019-01-20 11:53:39 -05:00
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#include "utils.h"
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2018-10-03 17:46:18 -04:00
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#include "backend/gl/gl_common.h"
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2019-01-27 18:57:43 -05:00
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#define P_PAINTREG_START(reg_tgt, var) \
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2019-01-27 13:16:28 -05:00
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do { \
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region_t reg_new; \
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int nrects; \
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const rect_t *rects; \
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pixman_region32_init_rect(®_new, dx, dy, width, height); \
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pixman_region32_intersect(®_new, ®_new, (region_t *)reg_tgt); \
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rects = pixman_region32_rectangles(®_new, &nrects); \
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glBegin(GL_QUADS); \
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\
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for (int ri = 0; ri < nrects; ++ri) { \
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rect_t var = rects[ri];
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#define P_PAINTREG_END() \
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} \
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glEnd(); \
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pixman_region32_fini(®_new); \
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} \
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while (0)
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2019-03-09 09:12:53 -05:00
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#define GLSL(version, ...) "#version " #version "\n" #__VA_ARGS__
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2019-03-09 20:22:38 -05:00
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#define QUOTE(...) #__VA_ARGS__
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2019-03-09 09:12:53 -05:00
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2018-10-03 17:46:18 -04:00
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GLuint gl_create_shader(GLenum shader_type, const char *shader_str) {
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log_trace("===\n%s\n===", shader_str);
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bool success = false;
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GLuint shader = glCreateShader(shader_type);
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if (!shader) {
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log_error("Failed to create shader with type %#x.", shader_type);
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goto end;
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}
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glShaderSource(shader, 1, &shader_str, NULL);
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glCompileShader(shader);
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// Get shader status
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{
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GLint status = GL_FALSE;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (GL_FALSE == status) {
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GLint log_len = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
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if (log_len) {
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char log[log_len + 1];
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glGetShaderInfoLog(shader, log_len, NULL, log);
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log_error("Failed to compile shader with type %d: %s",
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shader_type, log);
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}
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goto end;
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}
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}
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success = true;
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end:
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if (shader && !success) {
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glDeleteShader(shader);
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shader = 0;
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}
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return shader;
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}
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GLuint gl_create_program(const GLuint *const shaders, int nshaders) {
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bool success = false;
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GLuint program = glCreateProgram();
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if (!program) {
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log_error("Failed to create program.");
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goto end;
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}
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for (int i = 0; i < nshaders; ++i)
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glAttachShader(program, shaders[i]);
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glLinkProgram(program);
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// Get program status
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{
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GLint status = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (GL_FALSE == status) {
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GLint log_len = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
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if (log_len) {
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char log[log_len + 1];
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glGetProgramInfoLog(program, log_len, NULL, log);
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log_error("Failed to link program: %s", log);
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}
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goto end;
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}
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}
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success = true;
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end:
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if (program) {
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for (int i = 0; i < nshaders; ++i)
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glDetachShader(program, shaders[i]);
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}
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if (program && !success) {
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glDeleteProgram(program);
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program = 0;
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}
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return program;
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}
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/**
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* @brief Create a program from vertex and fragment shader strings.
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*/
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2018-12-30 20:32:31 -05:00
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GLuint gl_create_program_from_str(const char *vert_shader_str, const char *frag_shader_str) {
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2018-10-03 17:46:18 -04:00
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GLuint vert_shader = 0;
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GLuint frag_shader = 0;
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GLuint prog = 0;
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if (vert_shader_str)
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vert_shader = gl_create_shader(GL_VERTEX_SHADER, vert_shader_str);
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if (frag_shader_str)
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frag_shader = gl_create_shader(GL_FRAGMENT_SHADER, frag_shader_str);
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{
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GLuint shaders[2];
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unsigned int count = 0;
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if (vert_shader)
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shaders[count++] = vert_shader;
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if (frag_shader)
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shaders[count++] = frag_shader;
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assert(count <= sizeof(shaders) / sizeof(shaders[0]));
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if (count)
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prog = gl_create_program(shaders, count);
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}
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if (vert_shader)
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glDeleteShader(vert_shader);
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if (frag_shader)
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glDeleteShader(frag_shader);
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return prog;
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}
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2019-03-08 20:39:18 -05:00
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static void gl_free_prog_main(gl_win_shader_t *pprogram) {
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2018-12-30 20:32:31 -05:00
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if (!pprogram)
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return;
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if (pprogram->prog) {
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glDeleteProgram(pprogram->prog);
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pprogram->prog = 0;
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}
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pprogram->unifm_opacity = -1;
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pprogram->unifm_invert_color = -1;
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pprogram->unifm_tex = -1;
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}
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2018-10-03 17:46:18 -04:00
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/**
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2019-03-08 20:39:18 -05:00
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* Render a region with texture data.
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*
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* @param ptex the texture
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* @param dst_x,dst_y the top left corner of region where this texture
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* should go. In Xorg coordinate system (important!).
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* @param reg_tgt the clip region, also in Xorg coordinate system
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* @param reg_visible ignored
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2018-10-03 17:46:18 -04:00
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*/
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2019-03-08 20:39:18 -05:00
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void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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const region_t *reg_tgt, const region_t *reg_visible) {
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gl_texture_t *ptex = image_data;
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struct gl_data *gd = (void *)base;
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// Until we start to use glClipControl, reg_tgt, dst_x and dst_y and
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// in a different coordinate system than the one OpenGL uses.
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// OpenGL window coordinate (or NDC) has the origin at the lower left of the
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// screen, with y axis pointing up; Xorg has the origin at the upper left of the
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// screen, with y axis pointing down. We have to do some coordinate conversion in
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// this function
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2018-10-03 17:46:18 -04:00
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if (!ptex || !ptex->texture) {
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log_error("Missing texture.");
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2019-03-08 20:39:18 -05:00
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return;
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2018-10-03 17:46:18 -04:00
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}
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2019-03-08 20:39:18 -05:00
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// dst_y is the top coordinate, in OpenGL, it is the upper bound of the y
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// coordinate.
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dst_y = gd->height - dst_y;
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auto dst_y2 = dst_y - ptex->height;
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2018-10-03 17:46:18 -04:00
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bool dual_texture = false;
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// It's required by legacy versions of OpenGL to enable texture target
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// before specifying environment. Thanks to madsy for telling me.
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glEnable(ptex->target);
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2019-03-08 20:39:18 -05:00
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if (gd->win_shader.prog) {
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glUseProgram(gd->win_shader.prog);
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if (gd->win_shader.unifm_opacity >= 0)
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glUniform1f(gd->win_shader.unifm_opacity, ptex->opacity);
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if (gd->win_shader.unifm_invert_color >= 0)
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glUniform1i(gd->win_shader.unifm_invert_color, ptex->color_inverted);
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if (gd->win_shader.unifm_tex >= 0)
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glUniform1i(gd->win_shader.unifm_tex, 0);
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2019-01-27 19:02:54 -05:00
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}
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2018-10-03 17:46:18 -04:00
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// log_trace("Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n",
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// x, y, width, height, dx, dy, ptex->width, ptex->height, z);
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// Bind texture
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glBindTexture(ptex->target, ptex->texture);
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if (dual_texture) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(ptex->target, ptex->texture);
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glActiveTexture(GL_TEXTURE0);
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}
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// Painting
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2019-03-08 20:39:18 -05:00
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int nrects;
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2019-03-09 13:01:18 -05:00
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2019-03-08 20:39:18 -05:00
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const rect_t *rects;
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rects = pixman_region32_rectangles((region_t *)reg_tgt, &nrects);
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glBegin(GL_QUADS);
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for (int ri = 0; ri < nrects; ++ri) {
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// Y-flip. Note after this, crect.y1 > crect.y2
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rect_t crect = rects[ri];
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crect.y1 = gd->height - crect.y1;
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crect.y2 = gd->height - crect.y2;
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2018-10-03 17:46:18 -04:00
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// Calculate texture coordinates
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2019-03-08 20:39:18 -05:00
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// (texture_x1, texture_y1), texture coord for the _bottom left_ corner
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GLfloat texture_x1 = crect.x1 - dst_x;
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GLfloat texture_y1 = crect.y2 - dst_y2;
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GLfloat texture_x2 = texture_x1 + crect.x2 - crect.x1;
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GLfloat texture_y2 = texture_y1 + crect.y1 - crect.y2;
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// X pixmaps might be Y inverted, invert the texture coordinates
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if (ptex->y_inverted) {
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texture_y1 = ptex->height - texture_y1;
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texture_y2 = ptex->height - texture_y2;
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}
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2018-10-03 17:46:18 -04:00
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2019-01-27 19:33:19 -05:00
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if (ptex->target == GL_TEXTURE_2D) {
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2019-03-09 13:01:18 -05:00
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// GL_TEXTURE_2D coordinates are normalized
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2018-10-03 17:46:18 -04:00
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texture_x1 /= ptex->width;
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texture_y1 /= ptex->height;
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texture_x2 /= ptex->width;
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texture_y2 /= ptex->height;
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}
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// Vertex coordinates
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GLint vx1 = crect.x1;
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2019-03-08 20:39:18 -05:00
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GLint vy1 = crect.y2;
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2018-10-03 17:46:18 -04:00
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GLint vx2 = crect.x2;
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2019-03-08 20:39:18 -05:00
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GLint vy2 = crect.y1;
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2018-10-03 17:46:18 -04:00
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// log_trace("Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d",
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// ri, rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
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GLfloat texture_x[] = {texture_x1, texture_x2, texture_x2, texture_x1};
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GLfloat texture_y[] = {texture_y1, texture_y1, texture_y2, texture_y2};
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GLint vx[] = {vx1, vx2, vx2, vx1};
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GLint vy[] = {vy1, vy1, vy2, vy2};
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for (int i = 0; i < 4; i++) {
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glTexCoord2f(texture_x[i], texture_y[i]);
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2019-03-08 20:39:18 -05:00
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glVertex3i(vx[i], vy[i], 0);
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2018-10-03 17:46:18 -04:00
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}
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}
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2019-03-08 20:39:18 -05:00
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glEnd();
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2018-10-03 17:46:18 -04:00
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// Cleanup
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glBindTexture(ptex->target, 0);
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glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
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glDisable(GL_COLOR_LOGIC_OP);
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glDisable(ptex->target);
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if (dual_texture) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(ptex->target, 0);
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glDisable(ptex->target);
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glActiveTexture(GL_TEXTURE0);
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}
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glUseProgram(0);
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gl_check_err();
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2019-03-08 20:39:18 -05:00
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return;
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2018-10-03 17:46:18 -04:00
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}
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bool gl_dim_reg(session_t *ps, int dx, int dy, int width, int height, float z,
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GLfloat factor, const region_t *reg_tgt) {
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glColor4f(0.0f, 0.0f, 0.0f, factor);
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{
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2019-01-27 18:57:43 -05:00
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P_PAINTREG_START(reg_tgt, crect) {
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2018-10-03 17:46:18 -04:00
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glVertex3i(crect.x1, crect.y1, z);
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glVertex3i(crect.x2, crect.y1, z);
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glVertex3i(crect.x2, crect.y2, z);
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glVertex3i(crect.x1, crect.y2, z);
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}
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P_PAINTREG_END();
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}
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glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
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gl_check_err();
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|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Blur contents in a particular region.
|
|
|
|
*/
|
2019-03-09 20:22:38 -05:00
|
|
|
bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
|
|
|
|
const region_t *reg_visible) {
|
|
|
|
// Remainder: regions are in Xorg coordinates
|
|
|
|
struct gl_data *gd = (void *)base;
|
|
|
|
const rect_t *extent = pixman_region32_extents((region_t *)reg_blur);
|
|
|
|
int width = extent->x2 - extent->x1, height = extent->y2 - extent->y1;
|
|
|
|
int dst_y = gd->height - extent->y2;
|
|
|
|
if (width == 0 || height == 0) {
|
|
|
|
return true;
|
|
|
|
}
|
2018-10-03 17:46:18 -04:00
|
|
|
|
|
|
|
// these should be arguments
|
|
|
|
bool ret = false;
|
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
int curr = 0;
|
|
|
|
glReadBuffer(GL_BACK);
|
|
|
|
glEnable(gd->blur_texture_target);
|
|
|
|
glBindTexture(gd->blur_texture_target, gd->blur_texture[0]);
|
2018-10-03 17:46:18 -04:00
|
|
|
// Copy the area to be blurred into tmp buffer
|
2019-03-09 20:22:38 -05:00
|
|
|
glCopyTexSubImage2D(gd->blur_texture_target, 0, 0, 0, extent->x1, dst_y, width, height);
|
2018-10-03 17:46:18 -04:00
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
for (int i = 0; i < gd->npasses; ++i) {
|
2018-10-03 17:46:18 -04:00
|
|
|
assert(i < MAX_BLUR_PASS - 1);
|
2019-03-09 20:22:38 -05:00
|
|
|
const gl_blur_shader_t *p = &gd->blur_shader[i];
|
|
|
|
assert(p->prog);
|
2018-10-03 17:46:18 -04:00
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
assert(gd->blur_texture[curr]);
|
|
|
|
glBindTexture(gd->blur_texture_target, gd->blur_texture[curr]);
|
2018-10-03 17:46:18 -04:00
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
if (i < gd->npasses - 1) {
|
2018-10-03 17:46:18 -04:00
|
|
|
// not last pass, draw into framebuffer
|
2019-03-09 20:22:38 -05:00
|
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gd->blur_fbo);
|
2018-10-03 17:46:18 -04:00
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
|
|
gd->blur_texture_target,
|
|
|
|
gd->blur_texture[!curr], 0);
|
2019-02-02 14:30:07 -05:00
|
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0);
|
2019-01-20 11:53:39 -05:00
|
|
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
|
2018-10-03 17:46:18 -04:00
|
|
|
log_error("Framebuffer attachment failed.");
|
|
|
|
goto end;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// last pass, draw directly into the back buffer
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
2019-02-02 14:30:07 -05:00
|
|
|
glDrawBuffer(GL_BACK);
|
2018-10-03 17:46:18 -04:00
|
|
|
}
|
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
glUseProgram(p->prog);
|
|
|
|
if (gd->blur_texture_target == GL_TEXTURE_2D) {
|
|
|
|
glUniform1f(p->unifm_offset_x, 1.0 / gd->width);
|
|
|
|
glUniform1f(p->unifm_offset_y, 1.0 / gd->height);
|
|
|
|
} else {
|
|
|
|
glUniform1f(p->unifm_offset_x, 1.0);
|
|
|
|
glUniform1f(p->unifm_offset_y, 1.0);
|
|
|
|
}
|
2018-10-03 17:46:18 -04:00
|
|
|
|
|
|
|
// XXX use multiple draw calls is probably going to be slow than
|
|
|
|
// just simply blur the whole area.
|
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
int nrects;
|
|
|
|
const rect_t *rect =
|
|
|
|
pixman_region32_rectangles((region_t *)reg_blur, &nrects);
|
|
|
|
dump_region(reg_blur);
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
for (int j = 0; j < nrects; j++) {
|
|
|
|
rect_t crect = rect[j];
|
|
|
|
// flip y axis, because the regions are in Xorg's coordinates,
|
|
|
|
// which is y-flipped from OpenGL's.
|
|
|
|
crect.y1 = gd->height - crect.y1;
|
|
|
|
crect.y2 = gd->height - crect.y2;
|
|
|
|
|
2018-10-03 17:46:18 -04:00
|
|
|
// Texture coordinates
|
2019-03-09 20:22:38 -05:00
|
|
|
GLfloat texture_x1 = (crect.x1 - extent->x1);
|
|
|
|
GLfloat texture_y1 = (crect.y2 - dst_y);
|
|
|
|
GLfloat texture_x2 = texture_x1 + (crect.x2 - crect.x1);
|
|
|
|
GLfloat texture_y2 = texture_y1 + (crect.y1 - crect.y2);
|
|
|
|
|
|
|
|
if (gd->blur_texture_target == GL_TEXTURE_2D) {
|
|
|
|
texture_x1 /= gd->width;
|
|
|
|
texture_x2 /= gd->width;
|
|
|
|
texture_y1 /= gd->height;
|
|
|
|
texture_y2 /= gd->height;
|
|
|
|
}
|
2018-10-03 17:46:18 -04:00
|
|
|
|
|
|
|
// Vertex coordinates
|
|
|
|
// For passes before the last one, we are drawing into a buffer,
|
|
|
|
// so (dx, dy) from source maps to (0, 0)
|
2019-03-09 20:22:38 -05:00
|
|
|
GLfloat vx1 = crect.x1 - extent->x1;
|
|
|
|
GLfloat vy1 = crect.y2 - dst_y;
|
|
|
|
if (i == gd->npasses - 1) {
|
2018-10-03 17:46:18 -04:00
|
|
|
// For last pass, we are drawing back to source, so we
|
|
|
|
// don't need to map
|
|
|
|
vx1 = crect.x1;
|
2019-03-09 20:22:38 -05:00
|
|
|
vy1 = crect.y2;
|
2018-10-03 17:46:18 -04:00
|
|
|
}
|
|
|
|
GLfloat vx2 = vx1 + (crect.x2 - crect.x1);
|
2019-03-09 20:22:38 -05:00
|
|
|
GLfloat vy2 = vy1 + (crect.y1 - crect.y2);
|
2018-10-03 17:46:18 -04:00
|
|
|
|
2019-01-20 11:53:39 -05:00
|
|
|
GLfloat texture_x[] = {texture_x1, texture_x2, texture_x2, texture_x1};
|
|
|
|
GLfloat texture_y[] = {texture_y1, texture_y1, texture_y2, texture_y2};
|
2018-10-03 17:46:18 -04:00
|
|
|
GLint vx[] = {vx1, vx2, vx2, vx1};
|
|
|
|
GLint vy[] = {vy1, vy1, vy2, vy2};
|
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
for (int k = 0; k < 4; k++) {
|
|
|
|
glTexCoord2f(texture_x[k], texture_y[k]);
|
|
|
|
glVertex3i(vx[k], vy[k], 0);
|
2018-10-03 17:46:18 -04:00
|
|
|
}
|
|
|
|
}
|
2019-03-09 20:22:38 -05:00
|
|
|
glEnd();
|
2018-10-03 17:46:18 -04:00
|
|
|
|
|
|
|
glUseProgram(0);
|
2019-03-09 20:22:38 -05:00
|
|
|
curr = !curr;
|
2018-10-03 17:46:18 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
ret = true;
|
|
|
|
|
|
|
|
end:
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
2019-03-09 20:22:38 -05:00
|
|
|
glBindTexture(gd->blur_texture_target, 0);
|
|
|
|
glDisable(gd->blur_texture_target);
|
2018-10-03 17:46:18 -04:00
|
|
|
|
|
|
|
gl_check_err();
|
|
|
|
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
static GLuint glGetUniformLocationChecked(GLuint p, const char *name) {
|
2018-12-30 20:32:31 -05:00
|
|
|
auto ret = glGetUniformLocation(p, name);
|
|
|
|
if (ret < 0) {
|
|
|
|
log_error("Failed to get location of uniform '%s'. compton might not "
|
|
|
|
"work correctly.",
|
2018-10-03 17:46:18 -04:00
|
|
|
name);
|
2018-12-30 20:32:31 -05:00
|
|
|
return 0;
|
|
|
|
}
|
2018-10-03 17:46:18 -04:00
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Load a GLSL main program from shader strings.
|
|
|
|
*/
|
2019-03-09 09:12:53 -05:00
|
|
|
static int gl_win_shader_from_string(const char *vshader_str, const char *fshader_str,
|
|
|
|
gl_win_shader_t *ret) {
|
2018-10-03 17:46:18 -04:00
|
|
|
// Build program
|
|
|
|
ret->prog = gl_create_program_from_str(vshader_str, fshader_str);
|
|
|
|
if (!ret->prog) {
|
|
|
|
log_error("Failed to create GLSL program.");
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Get uniform addresses
|
|
|
|
ret->unifm_opacity = glGetUniformLocationChecked(ret->prog, "opacity");
|
|
|
|
ret->unifm_invert_color = glGetUniformLocationChecked(ret->prog, "invert_color");
|
|
|
|
ret->unifm_tex = glGetUniformLocationChecked(ret->prog, "tex");
|
|
|
|
|
|
|
|
gl_check_err();
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Callback to run on root window size change.
|
|
|
|
*/
|
2019-03-08 20:39:18 -05:00
|
|
|
void gl_resize(struct gl_data *gd, int width, int height) {
|
2018-10-03 17:46:18 -04:00
|
|
|
glViewport(0, 0, width, height);
|
|
|
|
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glLoadIdentity();
|
|
|
|
glOrtho(0, width, 0, height, -1000.0, 1000.0);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glLoadIdentity();
|
2019-03-08 20:39:18 -05:00
|
|
|
gd->height = height;
|
|
|
|
gd->width = width;
|
2018-10-03 17:46:18 -04:00
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
// Resize the temporary textures
|
|
|
|
glBindTexture(gd->blur_texture_target, gd->blur_texture[0]);
|
|
|
|
glTexImage2D(gd->blur_texture_target, 0, GL_RGBA8, gd->width, gd->height, 0,
|
|
|
|
GL_BGRA, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
if (gd->npasses > 1) {
|
|
|
|
glBindTexture(gd->blur_texture_target, gd->blur_texture[1]);
|
2019-03-09 20:51:21 -05:00
|
|
|
glTexImage2D(gd->blur_texture_target, 0, GL_RGBA8, gd->width, gd->height,
|
|
|
|
0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
|
2019-03-09 20:22:38 -05:00
|
|
|
}
|
2018-10-03 17:46:18 -04:00
|
|
|
}
|
2018-12-31 02:16:35 -05:00
|
|
|
|
2019-03-09 20:51:21 -05:00
|
|
|
void gl_fill(backend_t *base, double r, double g, double b, double a, const region_t *clip) {
|
|
|
|
int nrects;
|
|
|
|
const rect_t *rect = pixman_region32_rectangles((region_t *)clip, &nrects);
|
|
|
|
struct gl_data *gd = (void *)base;
|
|
|
|
glColor4f(r, g, b, a);
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
for (int i = 0; i < nrects; i++) {
|
|
|
|
glVertex2f(rect[i].x1, gd->height - rect[i].y2);
|
|
|
|
glVertex2f(rect[i].x2, gd->height - rect[i].y2);
|
|
|
|
glVertex2f(rect[i].x2, gd->height - rect[i].y1);
|
|
|
|
glVertex2f(rect[i].x1, gd->height - rect[i].y1);
|
|
|
|
}
|
|
|
|
glEnd();
|
|
|
|
}
|
|
|
|
|
2018-12-31 02:16:35 -05:00
|
|
|
/**
|
|
|
|
* Initialize GL blur filters.
|
|
|
|
*/
|
2019-03-09 20:22:38 -05:00
|
|
|
static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
|
|
|
|
if (!kernels[0]) {
|
|
|
|
return true;
|
|
|
|
}
|
2018-12-31 02:16:35 -05:00
|
|
|
|
|
|
|
char *lc_numeric_old = strdup(setlocale(LC_NUMERIC, NULL));
|
|
|
|
// Enforce LC_NUMERIC locale "C" here to make sure decimal point is sane
|
|
|
|
// Thanks to hiciu for reporting.
|
|
|
|
setlocale(LC_NUMERIC, "C");
|
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
// clang-format off
|
|
|
|
static const char *FRAG_SHADER_BLUR = GLSL(130,
|
|
|
|
%s\n // other extension pragmas
|
|
|
|
uniform float offset_x;
|
|
|
|
uniform float offset_y;
|
|
|
|
uniform %s tex_scr;
|
|
|
|
out vec4 out_color;
|
|
|
|
void main() {
|
|
|
|
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
|
|
|
|
%s //body of the convolution
|
|
|
|
out_color = sum / float(%.7g);
|
|
|
|
}
|
|
|
|
);
|
|
|
|
static const char *FRAG_SHADER_BLUR_ADD = QUOTE(
|
|
|
|
sum += float(%.7g) *
|
|
|
|
%s(tex_scr, vec2(gl_TexCoord[0].x + offset_x * float(%d),
|
|
|
|
gl_TexCoord[0].y + offset_y * float(%d)));
|
|
|
|
);
|
|
|
|
// clang-format on
|
|
|
|
|
|
|
|
const bool use_texture_rect = !gd->non_power_of_two_texture;
|
2018-12-31 02:16:35 -05:00
|
|
|
const char *sampler_type = (use_texture_rect ? "sampler2DRect" : "sampler2D");
|
|
|
|
const char *texture_func = (use_texture_rect ? "texture2DRect" : "texture2D");
|
|
|
|
const char *shader_add = FRAG_SHADER_BLUR_ADD;
|
|
|
|
char *extension = strdup("");
|
2019-03-09 20:22:38 -05:00
|
|
|
if (use_texture_rect) {
|
|
|
|
mstrextend(&extension, "#extension GL_ARB_texture_rectangle : require\n");
|
2018-12-31 02:16:35 -05:00
|
|
|
}
|
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
gl_blur_shader_t *passes = gd->blur_shader;
|
|
|
|
for (int i = 0; i < MAX_BLUR_PASS && kernels[i]; gd->npasses = ++i) {
|
|
|
|
auto kern = kernels[i];
|
2018-12-31 02:16:35 -05:00
|
|
|
// Build shader
|
2019-02-17 18:47:46 -05:00
|
|
|
int width = kern->w, height = kern->h;
|
|
|
|
int nele = width * height - 1;
|
2019-03-09 20:22:38 -05:00
|
|
|
size_t body_len = (strlen(shader_add) + strlen(texture_func) + 42) * nele;
|
|
|
|
char *shader_body = ccalloc(body_len, char);
|
|
|
|
char *pc = shader_body;
|
2018-12-31 02:16:35 -05:00
|
|
|
|
|
|
|
double sum = 0.0;
|
2019-02-17 18:47:46 -05:00
|
|
|
for (int j = 0; j < height; ++j) {
|
|
|
|
for (int k = 0; k < width; ++k) {
|
2019-03-09 20:22:38 -05:00
|
|
|
double val;
|
|
|
|
if (height / 2 == j && width / 2 == k) {
|
|
|
|
val = 1;
|
|
|
|
} else {
|
|
|
|
val = kern->data[j * width + k];
|
|
|
|
}
|
2019-02-17 18:47:46 -05:00
|
|
|
if (val == 0) {
|
2018-12-31 02:16:35 -05:00
|
|
|
continue;
|
2019-02-17 18:47:46 -05:00
|
|
|
}
|
2018-12-31 02:16:35 -05:00
|
|
|
sum += val;
|
2019-03-09 20:22:38 -05:00
|
|
|
pc += snprintf(pc, body_len - (pc - shader_body),
|
|
|
|
FRAG_SHADER_BLUR_ADD, val, texture_func,
|
|
|
|
k - width / 2, j - height / 2);
|
|
|
|
assert(pc < shader_body + body_len);
|
2018-12-31 02:16:35 -05:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
auto pass = passes + i;
|
2019-03-09 20:22:38 -05:00
|
|
|
size_t shader_len = strlen(FRAG_SHADER_BLUR) + strlen(extension) +
|
|
|
|
strlen(sampler_type) + strlen(shader_body) +
|
|
|
|
10 /* sum */ + 1 /* null terminator */;
|
|
|
|
char *shader_str = ccalloc(shader_len, char);
|
|
|
|
size_t real_shader_len = snprintf(shader_str, shader_len, FRAG_SHADER_BLUR,
|
|
|
|
extension, sampler_type, shader_body, sum);
|
|
|
|
assert(real_shader_len < shader_len);
|
|
|
|
free(shader_body);
|
2018-12-31 02:16:35 -05:00
|
|
|
|
|
|
|
// Build program
|
2019-03-09 20:22:38 -05:00
|
|
|
pass->prog = gl_create_program_from_str(NULL, shader_str);
|
|
|
|
free(shader_str);
|
2018-12-31 02:16:35 -05:00
|
|
|
if (!pass->prog) {
|
|
|
|
log_error("Failed to create GLSL program.");
|
|
|
|
goto err;
|
|
|
|
}
|
2019-03-09 20:22:38 -05:00
|
|
|
glBindFragDataLocation(pass->prog, 0, "out_color");
|
2018-12-31 02:16:35 -05:00
|
|
|
|
|
|
|
// Get uniform addresses
|
2019-03-09 20:22:38 -05:00
|
|
|
pass->unifm_offset_x =
|
|
|
|
glGetUniformLocationChecked(pass->prog, "offset_x");
|
|
|
|
pass->unifm_offset_y =
|
|
|
|
glGetUniformLocationChecked(pass->prog, "offset_y");
|
2018-12-31 02:16:35 -05:00
|
|
|
}
|
|
|
|
free(extension);
|
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
// Generate FBO and textures if needed
|
|
|
|
gd->blur_texture_target = GL_TEXTURE_RECTANGLE;
|
|
|
|
if (gd->non_power_of_two_texture) {
|
|
|
|
gd->blur_texture_target = GL_TEXTURE_2D;
|
|
|
|
}
|
2019-03-09 20:51:21 -05:00
|
|
|
|
|
|
|
// Texture size will be defined by gl_resize
|
2019-03-09 20:22:38 -05:00
|
|
|
glGenTextures(gd->npasses > 1 ? 2 : 1, gd->blur_texture);
|
|
|
|
glBindTexture(gd->blur_texture_target, gd->blur_texture[0]);
|
|
|
|
glTexParameteri(gd->blur_texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
glTexParameteri(gd->blur_texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
if (gd->npasses > 1) {
|
|
|
|
glBindTexture(gd->blur_texture_target, gd->blur_texture[1]);
|
|
|
|
glTexParameteri(gd->blur_texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
glTexParameteri(gd->blur_texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
glGenFramebuffers(1, &gd->blur_fbo);
|
2019-03-09 20:51:21 -05:00
|
|
|
if (!gd->blur_fbo) {
|
|
|
|
log_error("Failed to generate framebuffer object for blur");
|
|
|
|
return false;
|
|
|
|
}
|
2019-03-09 20:22:38 -05:00
|
|
|
}
|
|
|
|
|
2018-12-31 02:16:35 -05:00
|
|
|
// Restore LC_NUMERIC
|
|
|
|
setlocale(LC_NUMERIC, lc_numeric_old);
|
|
|
|
free(lc_numeric_old);
|
|
|
|
|
|
|
|
gl_check_err();
|
|
|
|
|
|
|
|
return true;
|
|
|
|
err:
|
|
|
|
free(extension);
|
|
|
|
setlocale(LC_NUMERIC, lc_numeric_old);
|
|
|
|
free(lc_numeric_old);
|
|
|
|
return false;
|
|
|
|
}
|
2019-03-08 20:39:18 -05:00
|
|
|
|
2019-03-09 09:12:53 -05:00
|
|
|
// clang-format off
|
|
|
|
const char *win_shader_glsl = GLSL(110,
|
|
|
|
uniform float opacity;
|
|
|
|
uniform bool invert_color;
|
|
|
|
uniform sampler2D tex;
|
|
|
|
|
|
|
|
void main() {
|
|
|
|
vec4 c = texture2D(tex, gl_TexCoord[0].xy);
|
|
|
|
if (invert_color)
|
|
|
|
c = vec4(c.aaa - c.rgb, c.a);
|
|
|
|
c *= opacity;
|
|
|
|
gl_FragColor = c;
|
|
|
|
}
|
|
|
|
);
|
|
|
|
// clang-format on
|
|
|
|
|
2019-03-08 20:39:18 -05:00
|
|
|
bool gl_init(struct gl_data *gd, session_t *ps) {
|
|
|
|
// Initialize GLX data structure
|
|
|
|
for (int i = 0; i < MAX_BLUR_PASS; ++i) {
|
2019-03-09 20:22:38 -05:00
|
|
|
gd->blur_shader[i] = (gl_blur_shader_t){
|
|
|
|
.prog = 0,
|
|
|
|
.unifm_offset_x = -1,
|
|
|
|
.unifm_offset_y = -1,
|
|
|
|
};
|
2019-03-08 20:39:18 -05:00
|
|
|
}
|
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
gd->non_power_of_two_texture =
|
|
|
|
gl_has_extension("GL_ARB_texture_non_power_of_two");
|
2019-03-08 20:39:18 -05:00
|
|
|
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
glDepthMask(GL_FALSE);
|
2019-03-09 20:22:38 -05:00
|
|
|
|
2019-03-09 20:51:21 -05:00
|
|
|
glEnable(GL_BLEND);
|
|
|
|
// X pixmap is in premultiplied alpha, so we might just as well use it too.
|
|
|
|
// Thanks to derhass for help.
|
|
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
2019-03-08 20:39:18 -05:00
|
|
|
|
2019-03-09 20:22:38 -05:00
|
|
|
// Initialize stencil buffer
|
|
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
glStencilMask(0x1);
|
|
|
|
glStencilFunc(GL_EQUAL, 0x1, 0x1);
|
2019-03-08 20:39:18 -05:00
|
|
|
|
|
|
|
// Clear screen
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
2019-03-09 20:22:38 -05:00
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
2019-03-08 20:39:18 -05:00
|
|
|
|
2019-03-09 09:12:53 -05:00
|
|
|
gl_win_shader_from_string(NULL, win_shader_glsl, &gd->win_shader);
|
2019-03-09 20:22:38 -05:00
|
|
|
if (!gl_init_blur(gd, ps->o.blur_kerns)) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set up the size of the viewport. We do this last because it expects the blur
|
|
|
|
// textures are already set up.
|
|
|
|
gl_resize(gd, ps->root_width, ps->root_height);
|
2019-03-08 20:39:18 -05:00
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static inline void gl_free_blur_shader(gl_blur_shader_t *shader) {
|
|
|
|
if (shader->prog) {
|
2019-03-09 20:22:38 -05:00
|
|
|
glDeleteProgram(shader->prog);
|
2019-03-08 20:39:18 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
shader->prog = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_deinit(struct gl_data *gd) {
|
|
|
|
// Free GLSL shaders/programs
|
|
|
|
for (int i = 0; i < MAX_BLUR_PASS; ++i) {
|
|
|
|
gl_free_blur_shader(&gd->blur_shader[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
gl_free_prog_main(&gd->win_shader);
|
|
|
|
|
2019-03-09 20:51:21 -05:00
|
|
|
glDeleteTextures(gd->npasses > 1 ? 2 : 1, gd->blur_texture);
|
|
|
|
if (gd->npasses > 1) {
|
|
|
|
glDeleteFramebuffers(1, &gd->blur_fbo);
|
|
|
|
}
|
|
|
|
|
2019-03-08 20:39:18 -05:00
|
|
|
gl_check_err();
|
|
|
|
}
|
|
|
|
|
|
|
|
GLuint gl_new_texture(GLenum target) {
|
|
|
|
GLuint texture;
|
|
|
|
glGenTextures(1, &texture);
|
|
|
|
if (!texture) {
|
|
|
|
log_error("Failed to generate texture");
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2019-03-09 09:12:53 -05:00
|
|
|
glEnable(target);
|
2019-03-08 20:39:18 -05:00
|
|
|
glBindTexture(target, texture);
|
|
|
|
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
2019-03-09 10:08:21 -05:00
|
|
|
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
|
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
2019-03-08 20:39:18 -05:00
|
|
|
glBindTexture(target, 0);
|
|
|
|
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// stub for backend_operations::image_op
|
|
|
|
bool gl_image_op(backend_t *base, enum image_operations op, void *image_data,
|
|
|
|
const region_t *reg_op, const region_t *reg_visible, void *arg) {
|
2019-03-09 09:12:53 -05:00
|
|
|
struct gl_texture *tex = image_data;
|
2019-03-09 13:01:18 -05:00
|
|
|
int *iargs = arg;
|
2019-03-09 09:12:53 -05:00
|
|
|
switch (op) {
|
|
|
|
case IMAGE_OP_INVERT_COLOR_ALL: tex->color_inverted = true; break;
|
|
|
|
case IMAGE_OP_DIM_ALL: log_warn("IMAGE_OP_DIM_ALL not implemented yet"); break;
|
|
|
|
case IMAGE_OP_APPLY_ALPHA_ALL: tex->opacity *= *(double *)arg; break;
|
|
|
|
case IMAGE_OP_APPLY_ALPHA:
|
|
|
|
log_warn("IMAGE_OP_APPLY_ALPHA not implemented yet");
|
|
|
|
break;
|
2019-03-09 13:01:18 -05:00
|
|
|
case IMAGE_OP_RESIZE_TILE:
|
|
|
|
// texture is already set to repeat, so nothing else we need to do
|
|
|
|
tex->ewidth = iargs[0];
|
|
|
|
tex->eheight = iargs[1];
|
|
|
|
break;
|
2019-03-09 09:12:53 -05:00
|
|
|
}
|
2019-03-09 13:01:18 -05:00
|
|
|
|
2019-03-08 20:39:18 -05:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool gl_is_image_transparent(backend_t *base, void *image_data) {
|
|
|
|
gl_texture_t *img = image_data;
|
|
|
|
return img->has_alpha;
|
|
|
|
}
|