mirror of
https://github.com/yshui/picom.git
synced 2024-11-11 13:51:02 -05:00
576 lines
15 KiB
C
576 lines
15 KiB
C
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include <stdbool.h>
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#include "common.h"
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#include "log.h"
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#include "backend/gl/gl_common.h"
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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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GLuint
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gl_create_program_from_str(const char *vert_shader_str, const char *frag_shader_str) {
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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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/**
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* @brief Get tightly packed RGB888 data from GL front buffer.
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*
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* Don't expect any sort of decent performance.
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*
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* @returns tightly packed RGB888 data of the size of the screen,
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* to be freed with `free()`
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*/
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unsigned char *gl_take_screenshot(session_t *ps, int *out_length) {
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int length = 3 * ps->root_width * ps->root_height;
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GLint unpack_align_old = 0;
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glGetIntegerv(GL_UNPACK_ALIGNMENT, &unpack_align_old);
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assert(unpack_align_old > 0);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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unsigned char *buf = ccalloc(length, unsigned char);
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glReadBuffer(GL_FRONT);
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glReadPixels(0, 0, ps->root_width, ps->root_height, GL_RGB, GL_UNSIGNED_BYTE, buf);
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glReadBuffer(GL_BACK);
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glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_align_old);
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if (out_length)
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*out_length = sizeof(unsigned char) * length;
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return buf;
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}
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/**
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* @brief Render a region with texture data.
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*/
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bool gl_compose(const gl_texture_t *ptex, int x, int y, int dx, int dy, int width,
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int height, int z, double opacity, bool argb, bool neg,
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const region_t *reg_tgt, const gl_win_shader_t *shader) {
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if (!ptex || !ptex->texture) {
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log_error("Missing texture.");
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return false;
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}
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// argb = argb || (GLX_TEXTURE_FORMAT_RGBA_EXT ==
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// ps->psglx->fbconfigs[ptex->depth]->texture_fmt);
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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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// Enable blending if needed
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if (opacity < 1.0 || argb) {
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glEnable(GL_BLEND);
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// Needed for handling opacity of ARGB texture
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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// This is all weird, but X Render is using premultiplied ARGB format, and
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// we need to use those things to correct it. Thanks to derhass for help.
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(opacity, opacity, opacity, opacity);
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}
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// Programmable path
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assert(shader->prog);
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glUseProgram(shader->prog);
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if (shader->unifm_opacity >= 0)
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glUniform1f(shader->unifm_opacity, opacity);
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if (shader->unifm_invert_color >= 0)
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glUniform1i(shader->unifm_invert_color, neg);
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if (shader->unifm_tex >= 0)
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glUniform1i(shader->unifm_tex, 0);
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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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P_PAINTREG_START(crect) {
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// Calculate texture coordinates
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GLfloat texture_x1 = (double)(crect.x1 - dx + x);
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GLfloat texture_y1 = (double)(crect.y1 - dy + y);
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GLfloat texture_x2 = texture_x1 + (double)(crect.x2 - crect.x1);
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GLfloat texture_y2 = texture_y1 + (double)(crect.y2 - crect.y1);
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if (GL_TEXTURE_2D == ptex->target) {
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// GL_TEXTURE_2D coordinates are 0-1
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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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GLint vy1 = crect.y1;
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GLint vx2 = crect.x2;
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GLint vy2 = 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 = 1.0 - texture_y1;
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texture_y2 = 1.0 - texture_y2;
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}
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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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glVertex3i(vx[i], vy[i], z);
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}
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}
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P_PAINTREG_END();
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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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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glDisable(GL_BLEND);
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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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return true;
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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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// It's possible to dim in glx_render(), but it would be over-complicated
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// considering all those mess in color negation and modulation
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(0.0f, 0.0f, 0.0f, factor);
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{
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P_PAINTREG_START(crect) {
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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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glEnd();
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glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
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glDisable(GL_BLEND);
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gl_check_err();
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return true;
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}
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static inline int gl_gen_texture(GLenum tex_tgt, int width, int height, GLuint *tex) {
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glGenTextures(1, tex);
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if (!*tex)
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return -1;
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glEnable(tex_tgt);
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glBindTexture(tex_tgt, *tex);
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glTexParameteri(tex_tgt, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(tex_tgt, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(tex_tgt, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(tex_tgt, 0);
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return 0;
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}
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/**
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* Blur contents in a particular region.
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*
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* XXX seems to be way to complex for what it does
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*/
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// Blur the area sized width x height starting at dx x dy
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bool gl_blur_dst(session_t *ps, const gl_cap_t *cap, int dx, int dy, int width,
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int height, float z, GLfloat factor_center, const region_t *reg_tgt,
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gl_blur_cache_t *pbc, const gl_blur_shader_t *pass, int npasses) {
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const bool more_passes = npasses > 1;
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// these should be arguments
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const bool have_scissors = glIsEnabled(GL_SCISSOR_TEST);
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const bool have_stencil = glIsEnabled(GL_STENCIL_TEST);
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bool ret = false;
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// Calculate copy region size
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gl_blur_cache_t ibc = {.width = 0, .height = 0};
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if (!pbc)
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pbc = &ibc;
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// log_trace("(): %d, %d, %d, %d\n", dx, dy, width, height);
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GLenum tex_tgt = GL_TEXTURE_RECTANGLE;
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if (cap->non_power_of_two_texture)
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tex_tgt = GL_TEXTURE_2D;
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// Free textures if size inconsistency discovered
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if (width != pbc->width || height != pbc->height) {
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glDeleteTextures(1, &pbc->textures[0]);
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glDeleteTextures(1, &pbc->textures[1]);
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pbc->width = pbc->height = 0;
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pbc->textures[0] = pbc->textures[1] = 0;
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}
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// Generate FBO and textures if needed
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if (!pbc->textures[0])
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gl_gen_texture(tex_tgt, width, height, &pbc->textures[0]);
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GLuint tex_scr = pbc->textures[0];
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if (npasses > 1 && !pbc->textures[1])
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gl_gen_texture(tex_tgt, width, height, &pbc->textures[1]);
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pbc->width = width;
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pbc->height = height;
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GLuint tex_scr2 = pbc->textures[1];
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if (npasses > 1 && !pbc->fbo)
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glGenFramebuffers(1, &pbc->fbo);
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const GLuint fbo = pbc->fbo;
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if (!tex_scr || (npasses > 1 && !tex_scr2)) {
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log_error("Failed to allocate texture.");
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goto end;
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}
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if (npasses > 1 && !fbo) {
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log_error("Failed to allocate framebuffer.");
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goto end;
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}
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// Read destination pixels into a texture
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glEnable(tex_tgt);
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glBindTexture(tex_tgt, tex_scr);
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// Copy the area to be blurred into tmp buffer
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glCopyTexSubImage2D(tex_tgt, 0, 0, 0, dx, dy, width, height);
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// Texture scaling factor
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GLfloat texfac_x = 1.0f, texfac_y = 1.0f;
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if (tex_tgt == GL_TEXTURE_2D) {
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texfac_x /= width;
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texfac_y /= height;
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}
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// Paint it back
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if (more_passes) {
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_SCISSOR_TEST);
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}
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for (int i = 0; i < npasses; ++i) {
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assert(i < MAX_BLUR_PASS - 1);
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const gl_blur_shader_t *curr = &pass[i];
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assert(curr->prog);
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assert(tex_scr);
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glBindTexture(tex_tgt, tex_scr);
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if (i < npasses - 1) {
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// not last pass, draw into framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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// XXX not fixing bug during porting
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, tex_scr2,
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0); // XXX wrong, should use tex_tgt
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glDrawBuffers(1, (GLenum[]){GL_COLOR_ATTACHMENT0});
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) !=
|
||
|
GL_FRAMEBUFFER_COMPLETE) {
|
||
|
log_error("Framebuffer attachment failed.");
|
||
|
goto end;
|
||
|
}
|
||
|
} else {
|
||
|
// last pass, draw directly into the back buffer
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||
|
glDrawBuffers(1, (GLenum[]){GL_BACK});
|
||
|
if (have_scissors)
|
||
|
glEnable(GL_SCISSOR_TEST);
|
||
|
if (have_stencil)
|
||
|
glEnable(GL_STENCIL_TEST);
|
||
|
}
|
||
|
|
||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||
|
glUseProgram(curr->prog);
|
||
|
if (curr->unifm_offset_x >= 0)
|
||
|
glUniform1f(curr->unifm_offset_x, texfac_x);
|
||
|
if (curr->unifm_offset_y >= 0)
|
||
|
glUniform1f(curr->unifm_offset_y, texfac_y);
|
||
|
if (curr->unifm_factor_center >= 0)
|
||
|
glUniform1f(curr->unifm_factor_center, factor_center);
|
||
|
|
||
|
// XXX use multiple draw calls is probably going to be slow than
|
||
|
// just simply blur the whole area.
|
||
|
|
||
|
P_PAINTREG_START(crect) {
|
||
|
// Texture coordinates
|
||
|
const GLfloat texture_x1 = (crect.x1 - dx) * texfac_x;
|
||
|
const GLfloat texture_y1 = (crect.y1 - dy) * texfac_y;
|
||
|
const GLfloat texture_x2 =
|
||
|
texture_x1 + (crect.x2 - crect.x1) * texfac_x;
|
||
|
const GLfloat texture_y2 =
|
||
|
texture_y1 + (crect.y2 - crect.y1) * texfac_y;
|
||
|
|
||
|
// Vertex coordinates
|
||
|
// For passes before the last one, we are drawing into a buffer,
|
||
|
// so (dx, dy) from source maps to (0, 0)
|
||
|
GLfloat vx1 = crect.x1 - dx;
|
||
|
GLfloat vy1 = crect.y1 - dy;
|
||
|
if (i == npasses - 1) {
|
||
|
// For last pass, we are drawing back to source, so we
|
||
|
// don't need to map
|
||
|
vx1 = crect.x1;
|
||
|
vy1 = crect.y1;
|
||
|
}
|
||
|
GLfloat vx2 = vx1 + (crect.x2 - crect.x1);
|
||
|
GLfloat vy2 = vy1 + (crect.y2 - crect.y1);
|
||
|
|
||
|
GLfloat texture_x[] = {texture_x1, texture_x2, texture_x2,
|
||
|
texture_x1};
|
||
|
GLfloat texture_y[] = {texture_y1, texture_y1, texture_y2,
|
||
|
texture_y2};
|
||
|
GLint vx[] = {vx1, vx2, vx2, vx1};
|
||
|
GLint vy[] = {vy1, vy1, vy2, vy2};
|
||
|
|
||
|
for (int j = 0; j < 4; j++) {
|
||
|
glTexCoord2f(texture_x[j], texture_y[j]);
|
||
|
glVertex3i(vx[j], vy[j], z);
|
||
|
}
|
||
|
}
|
||
|
P_PAINTREG_END();
|
||
|
|
||
|
glUseProgram(0);
|
||
|
|
||
|
// Swap tex_scr and tex_scr2
|
||
|
GLuint tmp = tex_scr2;
|
||
|
tex_scr2 = tex_scr;
|
||
|
tex_scr = tmp;
|
||
|
}
|
||
|
|
||
|
ret = true;
|
||
|
|
||
|
end:
|
||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||
|
glBindTexture(tex_tgt, 0);
|
||
|
glDisable(tex_tgt);
|
||
|
if (have_scissors)
|
||
|
glEnable(GL_SCISSOR_TEST);
|
||
|
if (have_stencil)
|
||
|
glEnable(GL_STENCIL_TEST);
|
||
|
|
||
|
if (&ibc == pbc) {
|
||
|
glDeleteTextures(1, &pbc->textures[0]);
|
||
|
glDeleteTextures(1, &pbc->textures[1]);
|
||
|
glDeleteFramebuffers(1, &pbc->fbo);
|
||
|
}
|
||
|
|
||
|
gl_check_err();
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Set clipping region on the target window.
|
||
|
*/
|
||
|
void gl_set_clip(const region_t *reg) {
|
||
|
glDisable(GL_STENCIL_TEST);
|
||
|
glDisable(GL_SCISSOR_TEST);
|
||
|
|
||
|
if (!reg)
|
||
|
return;
|
||
|
|
||
|
int nrects;
|
||
|
const rect_t *rects = pixman_region32_rectangles((region_t *)reg, &nrects);
|
||
|
|
||
|
if (nrects == 1) {
|
||
|
glEnable(GL_SCISSOR_TEST);
|
||
|
glScissor(rects[0].x1, rects[0].y2, rects[0].x2 - rects[0].x1,
|
||
|
rects[0].y2 - rects[0].y1);
|
||
|
}
|
||
|
|
||
|
gl_check_err();
|
||
|
}
|
||
|
|
||
|
static GLint glGetUniformLocationChecked(GLint prog, const char *name) {
|
||
|
GLint ret = glGetUniformLocation(prog, name);
|
||
|
if (ret < 0)
|
||
|
log_error("Failed to get location of uniform '%s'. Might be troublesome.",
|
||
|
name);
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Load a GLSL main program from shader strings.
|
||
|
*/
|
||
|
int gl_win_shader_from_string(session_t *ps, const char *vshader_str,
|
||
|
const char *fshader_str, gl_win_shader_t *ret) {
|
||
|
// 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.
|
||
|
*/
|
||
|
void gl_resize(int width, int height) {
|
||
|
glViewport(0, 0, width, height);
|
||
|
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glLoadIdentity();
|
||
|
glOrtho(0, width, 0, height, -1000.0, 1000.0);
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glLoadIdentity();
|
||
|
}
|
||
|
|
||
|
static void attr_unused gl_destroy_win_shader(session_t *ps, gl_win_shader_t *shader) {
|
||
|
assert(shader);
|
||
|
assert(shader->prog);
|
||
|
glDeleteProgram(shader->prog);
|
||
|
shader->prog = 0;
|
||
|
shader->unifm_opacity = -1;
|
||
|
shader->unifm_invert_color = -1;
|
||
|
shader->unifm_tex = -1;
|
||
|
}
|