picom/src/backend/gl/gl_common.c

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// SPDX-License-Identifier: MPL-2.0
// Copyright (c) Yuxuan Shui <yshuiv7@gmail.com>
#include <GL/gl.h>
#include <GL/glext.h>
#include <locale.h>
#include <stdbool.h>
#include <stdio.h>
#include <string.h>
#include <xcb/render.h> // for xcb_render_fixed_t, XXX
#include "common.h"
#include "compiler.h"
#include "config.h"
#include "kernel.h"
#include "log.h"
#include "region.h"
#include "string_utils.h"
#include "utils.h"
#include "backend/gl/gl_common.h"
#define GLSL(version, ...) "#version " #version "\n" #__VA_ARGS__
#define QUOTE(...) #__VA_ARGS__
GLuint gl_create_shader(GLenum shader_type, const char *shader_str) {
log_trace("===\n%s\n===", shader_str);
bool success = false;
GLuint shader = glCreateShader(shader_type);
if (!shader) {
log_error("Failed to create shader with type %#x.", shader_type);
goto end;
}
glShaderSource(shader, 1, &shader_str, NULL);
glCompileShader(shader);
// Get shader status
{
GLint status = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (GL_FALSE == status) {
GLint log_len = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
if (log_len) {
char log[log_len + 1];
glGetShaderInfoLog(shader, log_len, NULL, log);
log_error("Failed to compile shader with type %d: %s",
shader_type, log);
}
goto end;
}
}
success = true;
end:
if (shader && !success) {
glDeleteShader(shader);
shader = 0;
}
return shader;
}
GLuint gl_create_program(const GLuint *const shaders, int nshaders) {
bool success = false;
GLuint program = glCreateProgram();
if (!program) {
log_error("Failed to create program.");
goto end;
}
for (int i = 0; i < nshaders; ++i)
glAttachShader(program, shaders[i]);
glLinkProgram(program);
// Get program status
{
GLint status = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (GL_FALSE == status) {
GLint log_len = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
if (log_len) {
char log[log_len + 1];
glGetProgramInfoLog(program, log_len, NULL, log);
log_error("Failed to link program: %s", log);
}
goto end;
}
}
success = true;
end:
if (program) {
for (int i = 0; i < nshaders; ++i)
glDetachShader(program, shaders[i]);
}
if (program && !success) {
glDeleteProgram(program);
program = 0;
}
return program;
}
/**
* @brief Create a program from vertex and fragment shader strings.
*/
GLuint gl_create_program_from_str(const char *vert_shader_str, const char *frag_shader_str) {
GLuint vert_shader = 0;
GLuint frag_shader = 0;
GLuint prog = 0;
if (vert_shader_str)
vert_shader = gl_create_shader(GL_VERTEX_SHADER, vert_shader_str);
if (frag_shader_str)
frag_shader = gl_create_shader(GL_FRAGMENT_SHADER, frag_shader_str);
{
GLuint shaders[2];
int count = 0;
if (vert_shader) {
shaders[count++] = vert_shader;
}
if (frag_shader) {
shaders[count++] = frag_shader;
}
if (count) {
prog = gl_create_program(shaders, count);
}
}
if (vert_shader)
glDeleteShader(vert_shader);
if (frag_shader)
glDeleteShader(frag_shader);
return prog;
}
static void gl_free_prog_main(gl_win_shader_t *pprogram) {
if (!pprogram)
return;
if (pprogram->prog) {
glDeleteProgram(pprogram->prog);
pprogram->prog = 0;
}
}
/**
* Render a region with texture data.
*
* @param ptex the texture
* @param dst_x,dst_y the top left corner of region where this texture
* should go. In Xorg coordinate system (important!).
* @param reg_tgt the clip region, also in Xorg coordinate system
* @param reg_visible ignored
*/
void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
const region_t *reg_tgt, const region_t *reg_visible) {
gl_texture_t *ptex = image_data;
struct gl_data *gd = (void *)base;
// Until we start to use glClipControl, reg_tgt, dst_x and dst_y and
// in a different coordinate system than the one OpenGL uses.
// OpenGL window coordinate (or NDC) has the origin at the lower left of the
// screen, with y axis pointing up; Xorg has the origin at the upper left of the
// screen, with y axis pointing down. We have to do some coordinate conversion in
// this function
if (!ptex || !ptex->texture) {
log_error("Missing texture.");
return;
}
// dst_y is the top coordinate, in OpenGL, it is the upper bound of the y
// coordinate.
dst_y = gd->height - dst_y;
auto dst_y2 = dst_y - ptex->height;
bool dual_texture = false;
if (gd->win_shader.prog) {
glUseProgram(gd->win_shader.prog);
if (gd->win_shader.unifm_opacity >= 0) {
glUniform1f(gd->win_shader.unifm_opacity, (float)ptex->opacity);
}
if (gd->win_shader.unifm_invert_color >= 0) {
glUniform1i(gd->win_shader.unifm_invert_color, ptex->color_inverted);
}
if (gd->win_shader.unifm_tex >= 0) {
glUniform1i(gd->win_shader.unifm_tex, 0);
}
if (gd->win_shader.unifm_dim >= 0) {
glUniform1f(gd->win_shader.unifm_dim, (float)ptex->dim);
}
}
// log_trace("Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n",
// x, y, width, height, dx, dy, ptex->width, ptex->height, z);
// Bind texture
glBindTexture(GL_TEXTURE_2D, ptex->texture);
if (dual_texture) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, ptex->texture);
glActiveTexture(GL_TEXTURE0);
}
// Painting
int nrects;
const rect_t *rects;
rects = pixman_region32_rectangles((region_t *)reg_tgt, &nrects);
glBegin(GL_QUADS);
for (int ri = 0; ri < nrects; ++ri) {
// Y-flip. Note after this, crect.y1 > crect.y2
rect_t crect = rects[ri];
crect.y1 = gd->height - crect.y1;
crect.y2 = gd->height - crect.y2;
// Calculate texture coordinates
// (texture_x1, texture_y1), texture coord for the _bottom left_ corner
auto texture_x1 = (GLfloat)(crect.x1 - dst_x);
auto texture_y1 = (GLfloat)(crect.y2 - dst_y2);
auto texture_x2 = texture_x1 + (GLfloat)(crect.x2 - crect.x1);
auto texture_y2 = texture_y1 + (GLfloat)(crect.y1 - crect.y2);
// X pixmaps might be Y inverted, invert the texture coordinates
if (ptex->y_inverted) {
texture_y1 = (GLfloat)ptex->height - texture_y1;
texture_y2 = (GLfloat)ptex->height - texture_y2;
}
// GL_TEXTURE_2D coordinates are normalized
// TODO use texelFetch
texture_x1 /= (GLfloat)ptex->width;
texture_y1 /= (GLfloat)ptex->height;
texture_x2 /= (GLfloat)ptex->width;
texture_y2 /= (GLfloat)ptex->height;
// Vertex coordinates
GLint vx1 = crect.x1;
GLint vy1 = crect.y2;
GLint vx2 = crect.x2;
GLint vy2 = crect.y1;
// log_trace("Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d",
// ri, rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
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 i = 0; i < 4; i++) {
glVertexAttrib2f((GLuint)gd->win_shader.in_texcoord, texture_x[i],
texture_y[i]);
glVertex3i(vx[i], vy[i], 0);
}
}
glEnd();
// Cleanup
glBindTexture(GL_TEXTURE_2D, 0);
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
glDisable(GL_COLOR_LOGIC_OP);
if (dual_texture) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
glUseProgram(0);
gl_check_err();
return;
}
/**
* Blur contents in a particular region.
*/
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;
}
// these should be arguments
bool ret = false;
int curr = 0;
glReadBuffer(GL_BACK);
glBindTexture(GL_TEXTURE_2D, gd->blur_texture[0]);
// Copy the area to be blurred into tmp buffer
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, extent->x1, dst_y, width, height);
for (int i = 0; i < gd->npasses; ++i) {
assert(i < MAX_BLUR_PASS - 1);
const gl_blur_shader_t *p = &gd->blur_shader[i];
assert(p->prog);
assert(gd->blur_texture[curr]);
glBindTexture(GL_TEXTURE_2D, gd->blur_texture[curr]);
glUseProgram(p->prog);
if (i < gd->npasses - 1) {
// not last pass, draw into framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gd->blur_fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, gd->blur_texture[!curr], 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
log_error("Framebuffer attachment failed.");
goto end;
}
glUniform1f(p->unifm_opacity, 1.0);
} else {
// last pass, draw directly into the back buffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
glUniform1f(p->unifm_opacity, (float)opacity);
}
glUniform1f(p->unifm_offset_x, 1.0f / (GLfloat)gd->width);
glUniform1f(p->unifm_offset_y, 1.0f / (GLfloat)gd->height);
// XXX use multiple draw calls is probably going to be slow than
// just simply blur the whole area.
int nrects;
const rect_t *rect =
pixman_region32_rectangles((region_t *)reg_blur, &nrects);
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;
// Texture coordinates
auto texture_x1 = (GLfloat)(crect.x1 - extent->x1);
auto texture_y1 = (GLfloat)(crect.y2 - dst_y);
auto texture_x2 = texture_x1 + (GLfloat)(crect.x2 - crect.x1);
auto texture_y2 = texture_y1 + (GLfloat)(crect.y1 - crect.y2);
texture_x1 /= (GLfloat)gd->width;
texture_x2 /= (GLfloat)gd->width;
texture_y1 /= (GLfloat)gd->height;
texture_y2 /= (GLfloat)gd->height;
// Vertex coordinates
// For passes before the last one, we are drawing into a buffer,
// so (dx, dy) from source maps to (0, 0)
GLint vx1 = crect.x1 - extent->x1;
GLint vy1 = crect.y2 - dst_y;
if (i == gd->npasses - 1) {
// For last pass, we are drawing back to source, so we
// don't need to map
vx1 = crect.x1;
vy1 = crect.y2;
}
GLint vx2 = vx1 + (crect.x2 - crect.x1);
GLint vy2 = vy1 + (crect.y1 - crect.y2);
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 k = 0; k < 4; k++) {
glVertexAttrib2f((GLuint)p->in_texcoord, texture_x[k],
texture_y[k]);
glVertex3i(vx[k], vy[k], 0);
}
}
glEnd();
glUseProgram(0);
curr = !curr;
}
ret = true;
end:
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
gl_check_err();
return ret;
}
static GLint glGetUniformLocationChecked(GLuint p, const char *name) {
auto ret = glGetUniformLocation(p, name);
if (ret < 0) {
log_error("Failed to get location of uniform '%s'. compton might not "
"work correctly.",
name);
}
return ret;
}
// clang-format off
const char *vertex_shader = GLSL(130,
uniform mat4 projection;
in vec2 in_texcoord;
out vec2 texcoord;
void main() {
gl_Position = projection * gl_Vertex;
texcoord = in_texcoord;
}
);
// clang-format on
/**
* Load a GLSL main program from shader strings.
*/
static int gl_win_shader_from_string(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");
ret->unifm_dim = glGetUniformLocationChecked(ret->prog, "dim");
ret->in_texcoord = glGetAttribLocation(ret->prog, "in_texcoord");
gl_check_err();
return true;
}
/**
* Callback to run on root window size change.
*/
void gl_resize(struct gl_data *gd, int width, int height) {
glViewport(0, 0, width, height);
gd->height = height;
gd->width = width;
// Note: OpenGL matrices are column major
GLfloat projection_matrix[4][4] = {{2.0f / (GLfloat)width, 0, 0, 0},
{0, 2.0f / (GLfloat)height, 0, 0},
{0, 0, 0, 0},
{-1, -1, 0, 1}};
if (gd->npasses > 0) {
// Resize the temporary textures used for blur
glBindTexture(GL_TEXTURE_2D, gd->blur_texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, gd->width, gd->height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, NULL);
if (gd->npasses > 1) {
glBindTexture(GL_TEXTURE_2D, gd->blur_texture[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, gd->width, gd->height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
// Update projection matrices in the blur shaders
for (int i = 0; i < gd->npasses; i++) {
assert(gd->blur_shader[i].prog);
glUseProgram(gd->blur_shader[i].prog);
int pml = glGetUniformLocationChecked(gd->blur_shader[i].prog,
"projection");
glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
}
}
// Update projection matrix in the win shader
glUseProgram(gd->win_shader.prog);
int pml = glGetUniformLocationChecked(gd->win_shader.prog, "projection");
glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
glUseProgram(gd->fill_shader.prog);
pml = glGetUniformLocationChecked(gd->fill_shader.prog, "projection");
glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
gl_check_err();
}
// clang-format off
static const char fill_frag[] = GLSL(120,
uniform vec4 color;
void main() {
gl_FragColor = color;
}
);
static const char fill_vert[] = GLSL(130,
in vec2 in_coord;
uniform mat4 projection;
void main() {
gl_Position = projection * vec4(in_coord, 0, 1);
}
);
// clang-format on
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;
GLuint bo[2];
glGenBuffers(2, bo);
glUseProgram(gd->fill_shader.prog);
glUniform4f(gd->fill_shader.color_loc, (GLfloat)r, (GLfloat)g, (GLfloat)b,
(GLfloat)a);
glEnableVertexAttribArray((GLuint)gd->fill_shader.in_coord_loc);
glBindBuffer(GL_ARRAY_BUFFER, bo[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]);
auto coord = ccalloc(nrects * 8, GLint);
auto indices = ccalloc(nrects * 6, GLuint);
for (int i = 0; i < nrects; i++) {
memcpy(&coord[i * 8],
(GLint[][2]){{rect[i].x1, gd->height - rect[i].y2},
{rect[i].x2, gd->height - rect[i].y2},
{rect[i].x2, gd->height - rect[i].y1},
{rect[i].x1, gd->height - rect[i].y1}},
sizeof(GLint[2]) * 4);
indices[i * 6 + 0] = (GLuint)i * 4 + 0;
indices[i * 6 + 1] = (GLuint)i * 4 + 1;
indices[i * 6 + 2] = (GLuint)i * 4 + 2;
indices[i * 6 + 3] = (GLuint)i * 4 + 2;
indices[i * 6 + 4] = (GLuint)i * 4 + 3;
indices[i * 6 + 5] = (GLuint)i * 4 + 0;
}
glBufferData(GL_ARRAY_BUFFER, nrects * 8 * (long)sizeof(*coord), coord, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, nrects * 6 * (long)sizeof(*indices),
indices, GL_STREAM_DRAW);
glVertexAttribPointer((GLuint)gd->fill_shader.in_coord_loc, 2, GL_INT, GL_FALSE,
sizeof(*coord) * 2, (void *)0);
glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray((GLuint)gd->fill_shader.in_coord_loc);
glDeleteBuffers(2, bo);
}
/**
* Initialize GL blur filters.
*/
static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
if (!kernels[0]) {
return true;
}
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");
// 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 sampler2D tex_scr;
uniform float opacity;
in vec2 texcoord;
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) * opacity;
}
);
static const char *FRAG_SHADER_BLUR_ADD = QUOTE(
sum += float(%.7g) *
texture2D(tex_scr, vec2(texcoord.x + offset_x * float(%d),
texcoord.y + offset_y * float(%d)));
);
// clang-format on
const char *shader_add = FRAG_SHADER_BLUR_ADD;
char *extension = strdup("");
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];
// Build shader
int width = kern->w, height = kern->h;
int nele = width * height - 1;
size_t body_len = (strlen(shader_add) + 42) * (uint)nele;
char *shader_body = ccalloc(body_len, char);
char *pc = shader_body;
double sum = 0.0;
for (int j = 0; j < height; ++j) {
for (int k = 0; k < width; ++k) {
double val;
if (height / 2 == j && width / 2 == k) {
val = 1;
} else {
val = kern->data[j * width + k];
}
if (val == 0) {
continue;
}
sum += val;
pc += snprintf(pc, body_len - (ulong)(pc - shader_body),
FRAG_SHADER_BLUR_ADD, val, k - width / 2,
j - height / 2);
assert(pc < shader_body + body_len);
}
}
auto pass = passes + i;
size_t shader_len = strlen(FRAG_SHADER_BLUR) + strlen(extension) +
strlen(shader_body) + 10 /* sum */ +
1 /* null terminator */;
char *shader_str = ccalloc(shader_len, char);
auto real_shader_len = snprintf(shader_str, shader_len, FRAG_SHADER_BLUR,
extension, shader_body, sum);
CHECK(real_shader_len >= 0);
CHECK((size_t)real_shader_len < shader_len);
free(shader_body);
// Build program
pass->prog = gl_create_program_from_str(vertex_shader, shader_str);
free(shader_str);
if (!pass->prog) {
log_error("Failed to create GLSL program.");
goto err;
}
glBindFragDataLocation(pass->prog, 0, "out_color");
// Get uniform addresses
pass->unifm_offset_x =
glGetUniformLocationChecked(pass->prog, "offset_x");
pass->unifm_offset_y =
glGetUniformLocationChecked(pass->prog, "offset_y");
pass->unifm_opacity = glGetUniformLocationChecked(pass->prog, "opacity");
pass->in_texcoord = glGetAttribLocation(pass->prog, "in_texcoord");
}
free(extension);
// Texture size will be defined by gl_resize
glGenTextures(gd->npasses > 1 ? 2 : 1, gd->blur_texture);
glBindTexture(GL_TEXTURE_2D, gd->blur_texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (gd->npasses > 1) {
glBindTexture(GL_TEXTURE_2D, gd->blur_texture[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Generate FBO and textures when needed
glGenFramebuffers(1, &gd->blur_fbo);
if (!gd->blur_fbo) {
log_error("Failed to generate framebuffer object for blur");
return false;
}
}
// 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;
}
// clang-format off
const char *win_shader_glsl = GLSL(130,
uniform float opacity;
uniform float dim;
uniform bool invert_color;
in vec2 texcoord;
uniform sampler2D tex;
void main() {
vec4 c = texture2D(tex, texcoord.xy);
if (invert_color) {
c = vec4(c.aaa - c.rgb, c.a);
}
c = vec4(c.rgb * (1.0 - dim), c.a) * opacity;
gl_FragColor = c;
}
);
// clang-format on
bool gl_init(struct gl_data *gd, session_t *ps) {
// Initialize GLX data structure
for (int i = 0; i < MAX_BLUR_PASS; ++i) {
gd->blur_shader[i] = (gl_blur_shader_t){.prog = 0};
}
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
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);
// Initialize stencil buffer
glDisable(GL_STENCIL_TEST);
glStencilMask(0x1);
glStencilFunc(GL_EQUAL, 0x1, 0x1);
// Clear screen
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
gd->npasses = 0;
gl_win_shader_from_string(vertex_shader, win_shader_glsl, &gd->win_shader);
if (!gl_init_blur(gd, ps->o.blur_kerns)) {
return false;
}
gd->fill_shader.prog = gl_create_program_from_str(fill_vert, fill_frag);
gd->fill_shader.in_coord_loc =
glGetAttribLocation(gd->fill_shader.prog, "in_coord");
gd->fill_shader.color_loc = glGetUniformLocation(gd->fill_shader.prog, "color");
// 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);
gd->logger = gl_string_marker_logger_new();
if (gd->logger) {
log_add_target_tls(gd->logger);
}
return true;
}
static inline void gl_free_blur_shader(gl_blur_shader_t *shader) {
if (shader->prog) {
glDeleteProgram(shader->prog);
}
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);
glDeleteTextures(gd->npasses > 1 ? 2 : 1, gd->blur_texture);
if (gd->npasses > 1) {
glDeleteFramebuffers(1, &gd->blur_fbo);
}
if (gd->logger) {
log_remove_target_tls(gd->logger);
gd->logger = NULL;
}
gl_check_err();
}
GLuint gl_new_texture(GLenum target) {
GLuint texture;
glGenTextures(1, &texture);
if (!texture) {
log_error("Failed to generate texture");
return 0;
}
glBindTexture(target, texture);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
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) {
struct gl_texture *tex = image_data;
int *iargs = arg;
switch (op) {
case IMAGE_OP_INVERT_COLOR_ALL: tex->color_inverted = true; break;
case IMAGE_OP_DIM_ALL:
tex->dim = 1.0 - (1.0 - tex->dim) * (1.0 - *(double *)arg);
break;
case IMAGE_OP_APPLY_ALPHA_ALL: tex->opacity *= *(double *)arg; break;
case IMAGE_OP_APPLY_ALPHA:
// TODO
log_warn("IMAGE_OP_APPLY_ALPHA not implemented yet");
break;
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;
}
return true;
}
bool gl_is_image_transparent(backend_t *base, void *image_data) {
gl_texture_t *img = image_data;
return img->has_alpha;
}