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picom/src/opengl.c

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// SPDX-License-Identifier: MIT
/*
* Compton - a compositor for X11
*
* Based on `xcompmgr` - Copyright (c) 2003, Keith Packard
*
* Copyright (c) 2011-2013, Christopher Jeffrey
* See LICENSE-mit for more information.
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <xcb/render.h>
#include <xcb/xcb.h>
#include "backend/gl/gl_common.h"
#include "backend/gl/glx.h"
#include "common.h"
#include "compiler.h"
#include "config.h"
#include "kernel.h"
#include "log.h"
#include "region.h"
#include "string_utils.h"
#include "uthash_extra.h"
#include "utils.h"
#include "win.h"
#include "opengl.h"
#ifndef GL_TEXTURE_RECTANGLE
#define GL_TEXTURE_RECTANGLE 0x84F5
#endif
static inline XVisualInfo *get_visualinfo_from_visual(session_t *ps, xcb_visualid_t visual) {
XVisualInfo vreq = {.visualid = visual};
int nitems = 0;
return XGetVisualInfo(ps->c.dpy, VisualIDMask, &vreq, &nitems);
}
/**
* Initialize OpenGL.
*/
bool glx_init(session_t *ps, bool need_render) {
bool success = false;
XVisualInfo *pvis = NULL;
// Check for GLX extension
if (!ps->glx_exists) {
log_error("No GLX extension.");
goto glx_init_end;
}
// Get XVisualInfo
pvis = get_visualinfo_from_visual(ps, ps->c.screen_info->root_visual);
if (!pvis) {
log_error("Failed to acquire XVisualInfo for current visual.");
goto glx_init_end;
}
// Ensure the visual is double-buffered
if (need_render) {
int value = 0;
if (Success != glXGetConfig(ps->c.dpy, pvis, GLX_USE_GL, &value) || !value) {
log_error("Root visual is not a GL visual.");
goto glx_init_end;
}
if (Success != glXGetConfig(ps->c.dpy, pvis, GLX_DOUBLEBUFFER, &value) ||
!value) {
log_error("Root visual is not a double buffered GL visual.");
goto glx_init_end;
}
}
// Ensure GLX_EXT_texture_from_pixmap exists
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if (need_render && !glxext.has_GLX_EXT_texture_from_pixmap) {
goto glx_init_end;
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}
// Initialize GLX data structure
if (!ps->psglx) {
static const glx_session_t CGLX_SESSION_DEF = CGLX_SESSION_INIT;
ps->psglx = cmalloc(glx_session_t);
memcpy(ps->psglx, &CGLX_SESSION_DEF, sizeof(glx_session_t));
// +1 for the zero terminator
ps->psglx->blur_passes = ccalloc(ps->o.blur_kernel_count, glx_blur_pass_t);
for (int i = 0; i < ps->o.blur_kernel_count; ++i) {
glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i];
ppass->unifm_factor_center = -1;
ppass->unifm_offset_x = -1;
ppass->unifm_offset_y = -1;
}
ps->psglx->round_passes = ccalloc(1, glx_round_pass_t);
glx_round_pass_t *ppass = ps->psglx->round_passes;
ppass->unifm_radius = -1;
ppass->unifm_texcoord = -1;
ppass->unifm_texsize = -1;
ppass->unifm_borderw = -1;
ppass->unifm_borderc = -1;
ppass->unifm_resolution = -1;
ppass->unifm_tex_scr = -1;
}
glx_session_t *psglx = ps->psglx;
if (!psglx->context) {
// Get GLX context
#ifndef DEBUG_GLX_DEBUG_CONTEXT
psglx->context = glXCreateContext(ps->c.dpy, pvis, None, GL_TRUE);
#else
{
GLXFBConfig fbconfig = get_fbconfig_from_visualinfo(ps, pvis);
if (!fbconfig) {
log_error("Failed to get GLXFBConfig for root visual "
"%#lx.",
pvis->visualid);
goto glx_init_end;
}
f_glXCreateContextAttribsARB p_glXCreateContextAttribsARB =
(f_glXCreateContextAttribsARB)glXGetProcAddress(
(const GLubyte *)"glXCreateContextAttribsARB");
if (!p_glXCreateContextAttribsARB) {
log_error("Failed to get glXCreateContextAttribsARB().");
goto glx_init_end;
}
static const int attrib_list[] = {
GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB, None};
psglx->context = p_glXCreateContextAttribsARB(
ps->c.dpy, fbconfig, NULL, GL_TRUE, attrib_list);
}
#endif
if (!psglx->context) {
log_error("Failed to get GLX context.");
goto glx_init_end;
}
// Attach GLX context
if (!glXMakeCurrent(ps->c.dpy, get_tgt_window(ps), psglx->context)) {
log_error("Failed to attach GLX context.");
goto glx_init_end;
}
#ifdef DEBUG_GLX_DEBUG_CONTEXT
{
f_DebugMessageCallback p_DebugMessageCallback =
(f_DebugMessageCallback)glXGetProcAddress(
(const GLubyte *)"glDebugMessageCallback");
if (!p_DebugMessageCallback) {
log_error("Failed to get glDebugMessageCallback(0.");
goto glx_init_end;
}
p_DebugMessageCallback(glx_debug_msg_callback, ps);
}
#endif
}
// Ensure we have a stencil buffer. X Fixes does not guarantee rectangles
// in regions don't overlap, so we must use stencil buffer to make sure
// we don't paint a region for more than one time, I think?
if (need_render && !ps->o.glx_no_stencil) {
GLint val = 0;
glGetIntegerv(GL_STENCIL_BITS, &val);
if (!val) {
log_error("Target window doesn't have stencil buffer.");
goto glx_init_end;
}
}
// Check GL_ARB_texture_non_power_of_two, requires a GLX context and
// must precede FBConfig fetching
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if (need_render) {
psglx->has_texture_non_power_of_two =
epoxy_has_gl_extension("GL_ARB_texture_non_power_of_two");
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}
// Render preparations
if (need_render) {
glx_on_root_change(ps);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable(GL_BLEND);
if (!ps->o.glx_no_stencil) {
// Initialize stencil buffer
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
glStencilMask(0x1);
glStencilFunc(GL_EQUAL, 0x1, 0x1);
}
// Clear screen
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glClearColor(0.0F, 0.0F, 0.0F, 1.0F);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// glXSwapBuffers(ps->c.dpy, get_tgt_window(ps));
}
success = true;
glx_init_end:
XFree(pvis);
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if (!success) {
glx_destroy(ps);
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}
return success;
}
static void glx_free_prog_main(glx_prog_main_t *pprogram) {
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if (!pprogram) {
return;
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}
if (pprogram->prog) {
glDeleteProgram(pprogram->prog);
pprogram->prog = 0;
}
pprogram->unifm_opacity = -1;
pprogram->unifm_invert_color = -1;
pprogram->unifm_tex = -1;
}
/**
* Destroy GLX related resources.
*/
void glx_destroy(session_t *ps) {
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if (!ps->psglx) {
return;
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}
// Free all GLX resources of windows
win_stack_foreach_managed(w, &ps->window_stack) {
free_win_res_glx(ps, w);
}
// Free GLSL shaders/programs
for (int i = 0; i < ps->o.blur_kernel_count; ++i) {
glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i];
if (ppass->frag_shader) {
glDeleteShader(ppass->frag_shader);
}
if (ppass->prog) {
glDeleteProgram(ppass->prog);
}
}
free(ps->psglx->blur_passes);
glx_round_pass_t *ppass = ps->psglx->round_passes;
if (ppass->frag_shader) {
glDeleteShader(ppass->frag_shader);
}
if (ppass->prog) {
glDeleteProgram(ppass->prog);
}
free(ps->psglx->round_passes);
glx_free_prog_main(&ps->glx_prog_win);
gl_check_err();
// Destroy GLX context
if (ps->psglx->context) {
glXMakeCurrent(ps->c.dpy, None, NULL);
glXDestroyContext(ps->c.dpy, ps->psglx->context);
ps->psglx->context = NULL;
}
free(ps->psglx);
ps->psglx = NULL;
ps->argb_fbconfig = NULL;
}
/**
* Callback to run on root window size change.
*/
void glx_on_root_change(session_t *ps) {
glViewport(0, 0, ps->root_width, ps->root_height);
// Initialize matrix, copied from dcompmgr
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, ps->root_width, 0, ps->root_height, -1000.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/**
* Initialize GLX blur filter.
*/
bool glx_init_blur(session_t *ps) {
assert(ps->o.blur_kernel_count > 0);
assert(ps->o.blur_kerns);
assert(ps->o.blur_kerns[0]);
// Allocate PBO if more than one blur kernel is present
if (ps->o.blur_kernel_count > 1) {
// Try to generate a framebuffer
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
if (!fbo) {
log_error("Failed to generate Framebuffer. Cannot do multi-pass "
"blur with GLX"
" backend.");
return false;
}
glDeleteFramebuffers(1, &fbo);
}
{
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");
static const char *FRAG_SHADER_BLUR_PREFIX =
"#version 110\n"
"%s"
"uniform float offset_x;\n"
"uniform float offset_y;\n"
"uniform float factor_center;\n"
"uniform %s tex_scr;\n"
"\n"
"void main() {\n"
" vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);\n";
static const char *FRAG_SHADER_BLUR_ADD =
" sum += float(%.7g) * %s(tex_scr, vec2(gl_TexCoord[0].x + offset_x "
"* float(%d), gl_TexCoord[0].y + offset_y * float(%d)));\n";
static const char *FRAG_SHADER_BLUR_SUFFIX =
" sum += %s(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y)) * "
"factor_center;\n"
" gl_FragColor = sum / (factor_center + float(%.7g));\n"
"}\n";
const bool use_texture_rect = !ps->psglx->has_texture_non_power_of_two;
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 = NULL;
if (use_texture_rect) {
mstrextend(&extension, "#extension GL_ARB_texture_rectangle : "
"require\n");
}
if (!extension) {
extension = strdup("");
}
for (int i = 0; i < ps->o.blur_kernel_count; ++i) {
auto kern = ps->o.blur_kerns[i];
glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i];
// Build shader
int width = kern->w, height = kern->h;
int nele = width * height - 1;
assert(nele >= 0);
auto len =
strlen(FRAG_SHADER_BLUR_PREFIX) + strlen(sampler_type) +
strlen(extension) +
(strlen(shader_add) + strlen(texture_func) + 42) * (uint)nele +
strlen(FRAG_SHADER_BLUR_SUFFIX) + strlen(texture_func) + 12 + 1;
char *shader_str = ccalloc(len, char);
char *pc = shader_str;
sprintf(pc, FRAG_SHADER_BLUR_PREFIX, extension, sampler_type);
pc += strlen(pc);
assert(strlen(shader_str) < len);
double sum = 0.0;
for (int j = 0; j < height; ++j) {
for (int k = 0; k < width; ++k) {
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if (height / 2 == j && width / 2 == k) {
continue;
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}
double val = kern->data[j * width + k];
if (val == 0) {
continue;
}
sum += val;
sprintf(pc, shader_add, val, texture_func,
k - width / 2, j - height / 2);
pc += strlen(pc);
assert(strlen(shader_str) < len);
}
}
sprintf(pc, FRAG_SHADER_BLUR_SUFFIX, texture_func, sum);
assert(strlen(shader_str) < len);
ppass->frag_shader = gl_create_shader(GL_FRAGMENT_SHADER, shader_str);
free(shader_str);
if (!ppass->frag_shader) {
log_error("Failed to create fragment shader %d.", i);
free(extension);
free(lc_numeric_old);
return false;
}
// Build program
ppass->prog = gl_create_program(&ppass->frag_shader, 1);
if (!ppass->prog) {
log_error("Failed to create GLSL program.");
free(extension);
free(lc_numeric_old);
return false;
}
// Get uniform addresses
#define P_GET_UNIFM_LOC(name, target) \
{ \
ppass->target = glGetUniformLocation(ppass->prog, name); \
if (ppass->target < 0) { \
log_error("Failed to get location of %d-th uniform '" name \
"'. Might be troublesome.", \
i); \
} \
}
P_GET_UNIFM_LOC("factor_center", unifm_factor_center);
P_GET_UNIFM_LOC("offset_x", unifm_offset_x);
P_GET_UNIFM_LOC("offset_y", unifm_offset_y);
#undef P_GET_UNIFM_LOC
}
free(extension);
// Restore LC_NUMERIC
setlocale(LC_NUMERIC, lc_numeric_old);
free(lc_numeric_old);
}
gl_check_err();
return true;
}
/**
* Initialize GLX rounded corners filter.
*/
bool glx_init_rounded_corners(session_t *ps) {
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");
static const char *FRAG_SHADER =
"#version 110\n"
"%s" // extensions
"uniform float u_radius;\n"
"uniform float u_borderw;\n"
"uniform vec4 u_borderc;\n"
"uniform vec2 u_texcoord;\n"
"uniform vec2 u_texsize;\n"
"uniform vec2 u_resolution;\n"
"uniform %s tex_scr;\n" // sampler2D | sampler2DRect
"\n"
"// https://www.shadertoy.com/view/ltS3zW\n"
"float RectSDF(vec2 p, vec2 b, float r) {\n"
" vec2 d = abs(p) - b + vec2(r);\n"
" return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - r;\n"
"}\n\n"
"void main()\n"
"{\n"
" vec2 coord = vec2(u_texcoord.x, "
"u_resolution.y-u_texsize.y-u_texcoord.y);\n"
" vec4 u_v4WndBgColor = %s(tex_scr, vec2(gl_TexCoord[0].st));\n"
" float u_fRadiusPx = u_radius;\n"
" float u_fHalfBorderThickness = u_borderw / 2.0;\n"
" vec4 u_v4BorderColor = u_borderc;\n"
" vec4 u_v4FillColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
" vec4 v4FromColor = u_v4BorderColor; //Always the border "
"color. If no border, this still should be set\n"
" vec4 v4ToColor = u_v4WndBgColor; //Outside color is the "
"background texture\n"
"\n"
" vec2 u_v2HalfShapeSizePx = u_texsize/2.0 - "
"vec2(u_fHalfBorderThickness);\n"
" vec2 v_v2CenteredPos = (gl_FragCoord.xy - u_texsize.xy / 2.0 - "
"coord);\n"
"\n"
" float fDist = RectSDF(v_v2CenteredPos, u_v2HalfShapeSizePx, "
"u_fRadiusPx - u_fHalfBorderThickness);\n"
" if (u_fHalfBorderThickness > 0.0) {\n"
" if (fDist < 0.0) {\n"
" v4ToColor = u_v4FillColor;\n"
" }\n"
" fDist = abs(fDist) - u_fHalfBorderThickness;\n"
" } else {\n"
" v4FromColor = u_v4FillColor;\n"
" }\n"
" float fBlendAmount = smoothstep(-1.0, 1.0, fDist);\n"
" vec4 c = mix(v4FromColor, v4ToColor, fBlendAmount);\n"
"\n"
" // final color\n"
" gl_FragColor = c;\n"
"\n"
"}\n";
const bool use_texture_rect = !ps->psglx->has_texture_non_power_of_two;
const char *sampler_type = (use_texture_rect ? "sampler2DRect" : "sampler2D");
const char *texture_func = (use_texture_rect ? "texture2DRect" : "texture2D");
char *extension = NULL;
if (use_texture_rect) {
mstrextend(&extension, "#extension GL_ARB_texture_rectangle : "
"require\n");
}
if (!extension) {
extension = strdup("");
}
bool success = false;
// Build rounded corners shader
auto ppass = ps->psglx->round_passes;
auto len = strlen(FRAG_SHADER) + strlen(extension) + strlen(sampler_type) +
strlen(texture_func) + 1;
char *shader_str = ccalloc(len, char);
sprintf(shader_str, FRAG_SHADER, extension, sampler_type, texture_func);
assert(strlen(shader_str) < len);
log_debug("Generated rounded corners shader:\n%s\n", shader_str);
ppass->frag_shader = gl_create_shader(GL_FRAGMENT_SHADER, shader_str);
free(shader_str);
if (!ppass->frag_shader) {
log_error("Failed to create rounded corners fragment shader.");
goto out;
}
// Build program
ppass->prog = gl_create_program(&ppass->frag_shader, 1);
if (!ppass->prog) {
log_error("Failed to create GLSL program.");
goto out;
}
// Get uniform addresses
#define P_GET_UNIFM_LOC(name, target) \
{ \
ppass->target = glGetUniformLocation(ppass->prog, name); \
if (ppass->target < 0) { \
log_debug("Failed to get location of rounded corners uniform " \
"'" name "'. Might be troublesome."); \
} \
}
P_GET_UNIFM_LOC("u_radius", unifm_radius);
P_GET_UNIFM_LOC("u_texcoord", unifm_texcoord);
P_GET_UNIFM_LOC("u_texsize", unifm_texsize);
P_GET_UNIFM_LOC("u_borderw", unifm_borderw);
P_GET_UNIFM_LOC("u_borderc", unifm_borderc);
P_GET_UNIFM_LOC("u_resolution", unifm_resolution);
P_GET_UNIFM_LOC("tex_scr", unifm_tex_scr);
#undef P_GET_UNIFM_LOC
success = true;
out:
free(extension);
// Restore LC_NUMERIC
setlocale(LC_NUMERIC, lc_numeric_old);
free(lc_numeric_old);
gl_check_err();
return success;
}
/**
* Load a GLSL main program from shader strings.
*/
bool glx_load_prog_main(const char *vshader_str, const char *fshader_str,
glx_prog_main_t *pprogram) {
assert(pprogram);
// Build program
pprogram->prog = gl_create_program_from_str(vshader_str, fshader_str);
if (!pprogram->prog) {
log_error("Failed to create GLSL program.");
return false;
}
// Get uniform addresses
#define P_GET_UNIFM_LOC(name, target) \
{ \
pprogram->target = glGetUniformLocation(pprogram->prog, name); \
if (pprogram->target < 0) { \
log_error("Failed to get location of uniform '" name \
"'. Might be troublesome."); \
} \
}
P_GET_UNIFM_LOC("opacity", unifm_opacity);
P_GET_UNIFM_LOC("invert_color", unifm_invert_color);
P_GET_UNIFM_LOC("tex", unifm_tex);
P_GET_UNIFM_LOC("time", unifm_time);
#undef P_GET_UNIFM_LOC
gl_check_err();
return true;
}
static inline void glx_copy_region_to_tex(session_t *ps, GLenum tex_tgt, int basex,
int basey, int dx, int dy, int width, int height) {
if (width > 0 && height > 0) {
glCopyTexSubImage2D(tex_tgt, 0, dx - basex, dy - basey, dx,
ps->root_height - dy - height, width, height);
}
}
static inline GLuint glx_gen_texture(GLenum tex_tgt, int width, int height) {
GLuint tex = 0;
glGenTextures(1, &tex);
if (!tex) {
return 0;
}
glEnable(tex_tgt);
glBindTexture(tex_tgt, tex);
glTexParameteri(tex_tgt, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex_tgt, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(tex_tgt, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(tex_tgt, 0);
return tex;
}
/**
* Bind an OpenGL texture and fill it with pixel data from back buffer
*/
bool glx_bind_texture(session_t *ps attr_unused, glx_texture_t **pptex, int x, int y,
int width, int height) {
if (ps->o.backend != BKEND_GLX && ps->o.backend != BKEND_XR_GLX_HYBRID) {
return true;
}
glx_texture_t *ptex = *pptex;
// log_trace("Copying xy(%d %d) wh(%d %d) ptex(%p)", x, y, width, height, ptex);
// Release texture if parameters are inconsistent
if (ptex && ptex->texture && (ptex->width != width || ptex->height != height)) {
free_texture(ps, &ptex);
}
// Allocate structure
if (!ptex) {
ptex = ccalloc(1, glx_texture_t);
*pptex = ptex;
ptex->width = width;
ptex->height = height;
ptex->target = GL_TEXTURE_RECTANGLE;
if (ps->psglx->has_texture_non_power_of_two) {
ptex->target = GL_TEXTURE_2D;
}
}
// Create texture
if (!ptex->texture) {
ptex->texture = glx_gen_texture(ptex->target, width, height);
}
if (!ptex->texture) {
log_error("Failed to allocate texture.");
return false;
}
// Read destination pixels into a texture
glEnable(ptex->target);
glBindTexture(ptex->target, ptex->texture);
if (width > 0 && height > 0) {
glx_copy_region_to_tex(ps, ptex->target, x, y, x, y, width, height);
}
// Cleanup
glBindTexture(ptex->target, 0);
glDisable(ptex->target);
gl_check_err();
return true;
}
/**
* Bind a X pixmap to an OpenGL texture.
*/
bool glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, xcb_pixmap_t pixmap, int width,
int height, bool repeat, const struct glx_fbconfig_info *fbcfg) {
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if (ps->o.backend != BKEND_GLX && ps->o.backend != BKEND_XR_GLX_HYBRID) {
return true;
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}
if (!pixmap) {
log_error("Binding to an empty pixmap %#010x. This can't work.", pixmap);
return false;
}
assert(fbcfg);
glx_texture_t *ptex = *pptex;
bool need_release = true;
// Release pixmap if parameters are inconsistent
if (ptex && ptex->texture && ptex->pixmap != pixmap) {
glx_release_pixmap(ps, ptex);
}
// Allocate structure
if (!ptex) {
static const glx_texture_t GLX_TEX_DEF = {
.texture = 0,
.glpixmap = 0,
.pixmap = 0,
.target = 0,
.width = 0,
.height = 0,
.y_inverted = false,
};
ptex = cmalloc(glx_texture_t);
memcpy(ptex, &GLX_TEX_DEF, sizeof(glx_texture_t));
*pptex = ptex;
}
// Create GLX pixmap
int depth = 0;
if (!ptex->glpixmap) {
need_release = false;
// Retrieve pixmap parameters, if they aren't provided
if (!width || !height) {
auto r = xcb_get_geometry_reply(
ps->c.c, xcb_get_geometry(ps->c.c, pixmap), NULL);
if (!r) {
log_error("Failed to query info of pixmap %#010x.", pixmap);
return false;
}
if (r->depth > OPENGL_MAX_DEPTH) {
log_error("Requested depth %d higher than %d.", depth,
OPENGL_MAX_DEPTH);
return false;
}
depth = r->depth;
width = r->width;
height = r->height;
free(r);
}
// Determine texture target, copied from compiz
// The assumption we made here is the target never changes based on any
// pixmap-specific parameters, and this may change in the future
GLenum tex_tgt = 0;
if (GLX_TEXTURE_2D_BIT_EXT & fbcfg->texture_tgts &&
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ps->psglx->has_texture_non_power_of_two) {
tex_tgt = GLX_TEXTURE_2D_EXT;
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} else if (GLX_TEXTURE_RECTANGLE_BIT_EXT & fbcfg->texture_tgts) {
tex_tgt = GLX_TEXTURE_RECTANGLE_EXT;
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} else if (!(GLX_TEXTURE_2D_BIT_EXT & fbcfg->texture_tgts)) {
tex_tgt = GLX_TEXTURE_RECTANGLE_EXT;
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} else {
tex_tgt = GLX_TEXTURE_2D_EXT;
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}
log_debug("depth %d, tgt %#x, rgba %d", depth, tex_tgt,
(GLX_TEXTURE_FORMAT_RGBA_EXT == fbcfg->texture_fmt));
GLint attrs[] = {
GLX_TEXTURE_FORMAT_EXT,
fbcfg->texture_fmt,
GLX_TEXTURE_TARGET_EXT,
(GLint)tex_tgt,
0,
};
ptex->glpixmap = glXCreatePixmap(ps->c.dpy, fbcfg->cfg, pixmap, attrs);
ptex->pixmap = pixmap;
ptex->target =
(GLX_TEXTURE_2D_EXT == tex_tgt ? GL_TEXTURE_2D : GL_TEXTURE_RECTANGLE);
ptex->width = width;
ptex->height = height;
ptex->y_inverted = fbcfg->y_inverted;
}
if (!ptex->glpixmap) {
log_error("Failed to allocate GLX pixmap.");
return false;
}
glEnable(ptex->target);
// Create texture
if (!ptex->texture) {
need_release = false;
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(ptex->target, texture);
glTexParameteri(ptex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(ptex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (repeat) {
glTexParameteri(ptex->target, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(ptex->target, GL_TEXTURE_WRAP_T, GL_REPEAT);
} else {
glTexParameteri(ptex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(ptex->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glBindTexture(ptex->target, 0);
ptex->texture = texture;
}
if (!ptex->texture) {
log_error("Failed to allocate texture.");
return false;
}
glBindTexture(ptex->target, ptex->texture);
// The specification requires rebinding whenever the content changes...
// We can't follow this, too slow.
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if (need_release) {
glXReleaseTexImageEXT(ps->c.dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT);
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}
glXBindTexImageEXT(ps->c.dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT, NULL);
// Cleanup
glBindTexture(ptex->target, 0);
glDisable(ptex->target);
gl_check_err();
return true;
}
/**
* @brief Release binding of a texture.
*/
void glx_release_pixmap(session_t *ps, glx_texture_t *ptex) {
// Release binding
if (ptex->glpixmap && ptex->texture) {
glBindTexture(ptex->target, ptex->texture);
glXReleaseTexImageEXT(ps->c.dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT);
glBindTexture(ptex->target, 0);
}
// Free GLX Pixmap
if (ptex->glpixmap) {
glXDestroyPixmap(ps->c.dpy, ptex->glpixmap);
ptex->glpixmap = 0;
}
gl_check_err();
}
/**
* Set clipping region on the target window.
*/
void glx_set_clip(session_t *ps, const region_t *reg) {
// Quit if we aren't using stencils
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if (ps->o.glx_no_stencil) {
return;
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}
glDisable(GL_STENCIL_TEST);
glDisable(GL_SCISSOR_TEST);
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if (!reg) {
return;
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}
int nrects;
const rect_t *rects = pixman_region32_rectangles((region_t *)reg, &nrects);
if (nrects == 1) {
glEnable(GL_SCISSOR_TEST);
glScissor(rects[0].x1, ps->root_height - rects[0].y2,
rects[0].x2 - rects[0].x1, rects[0].y2 - rects[0].y1);
}
gl_check_err();
}
#define P_PAINTREG_START(var) \
region_t reg_new; \
int nrects; \
const rect_t *rects; \
assert(width >= 0 && height >= 0); \
pixman_region32_init_rect(&reg_new, dx, dy, (uint)width, (uint)height); \
pixman_region32_intersect(&reg_new, &reg_new, (region_t *)reg_tgt); \
rects = pixman_region32_rectangles(&reg_new, &nrects); \
glBegin(GL_QUADS); \
\
for (int ri = 0; ri < nrects; ++ri) { \
rect_t var = rects[ri];
#define P_PAINTREG_END() \
} \
glEnd(); \
\
pixman_region32_fini(&reg_new);
/**
* Blur contents in a particular region.
*
* XXX seems to be way to complex for what it does
*/
bool glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
GLfloat factor_center, const region_t *reg_tgt, glx_blur_cache_t *pbc) {
assert(ps->psglx->blur_passes[0].prog);
const bool more_passes = ps->o.blur_kernel_count > 1;
const bool have_scissors = glIsEnabled(GL_SCISSOR_TEST);
const bool have_stencil = glIsEnabled(GL_STENCIL_TEST);
bool ret = false;
// Calculate copy region size
glx_blur_cache_t ibc = {.width = 0, .height = 0};
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if (!pbc) {
pbc = &ibc;
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}
int mdx = dx, mdy = dy, mwidth = width, mheight = height;
// log_trace("%d, %d, %d, %d", mdx, mdy, mwidth, mheight);
/*
if (ps->o.resize_damage > 0) {
int inc_x = 0, inc_y = 0;
for (int i = 0; i < MAX_BLUR_PASS; ++i) {
XFixed *kern = ps->o.blur_kerns[i];
if (!kern) break;
inc_x += XFIXED_TO_DOUBLE(kern[0]) / 2;
inc_y += XFIXED_TO_DOUBLE(kern[1]) / 2;
}
inc_x = min2(ps->o.resize_damage, inc_x);
inc_y = min2(ps->o.resize_damage, inc_y);
mdx = max2(dx - inc_x, 0);
mdy = max2(dy - inc_y, 0);
int mdx2 = min2(dx + width + inc_x, ps->root_width),
mdy2 = min2(dy + height + inc_y, ps->root_height);
mwidth = mdx2 - mdx;
mheight = mdy2 - mdy;
}
*/
GLenum tex_tgt = GL_TEXTURE_RECTANGLE;
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if (ps->psglx->has_texture_non_power_of_two) {
tex_tgt = GL_TEXTURE_2D;
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}
// Free textures if size inconsistency discovered
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if (mwidth != pbc->width || mheight != pbc->height) {
free_glx_bc_resize(ps, pbc);
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}
// Generate FBO and textures if needed
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if (!pbc->textures[0]) {
pbc->textures[0] = glx_gen_texture(tex_tgt, mwidth, mheight);
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}
GLuint tex_scr = pbc->textures[0];
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if (more_passes && !pbc->textures[1]) {
pbc->textures[1] = glx_gen_texture(tex_tgt, mwidth, mheight);
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}
pbc->width = mwidth;
pbc->height = mheight;
GLuint tex_scr2 = pbc->textures[1];
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if (more_passes && !pbc->fbo) {
glGenFramebuffers(1, &pbc->fbo);
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}
const GLuint fbo = pbc->fbo;
if (!tex_scr || (more_passes && !tex_scr2)) {
log_error("Failed to allocate texture.");
goto glx_blur_dst_end;
}
if (more_passes && !fbo) {
log_error("Failed to allocate framebuffer.");
goto glx_blur_dst_end;
}
// Read destination pixels into a texture
glEnable(tex_tgt);
glBindTexture(tex_tgt, tex_scr);
glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, mdy, mwidth, mheight);
/*
if (tex_scr2) {
glBindTexture(tex_tgt, tex_scr2);
glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, mdy, mwidth, dx - mdx);
glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, dy + height,
mwidth, mdy + mheight - dy - height);
glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, dy, dx - mdx, height);
glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, dx + width, dy,
mdx + mwidth - dx - width, height);
} */
// Texture scaling factor
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GLfloat texfac_x = 1.0F, texfac_y = 1.0F;
if (tex_tgt == GL_TEXTURE_2D) {
texfac_x /= (GLfloat)mwidth;
texfac_y /= (GLfloat)mheight;
}
// Paint it back
if (more_passes) {
glDisable(GL_STENCIL_TEST);
glDisable(GL_SCISSOR_TEST);
}
bool last_pass = false;
for (int i = 0; i < ps->o.blur_kernel_count; ++i) {
last_pass = (i == ps->o.blur_kernel_count - 1);
const glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i];
assert(ppass->prog);
assert(tex_scr);
glBindTexture(tex_tgt, tex_scr);
if (!last_pass) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex_scr2, 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
log_error("Framebuffer attachment failed.");
goto glx_blur_dst_end;
}
} else {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
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if (have_scissors) {
glEnable(GL_SCISSOR_TEST);
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}
if (have_stencil) {
glEnable(GL_STENCIL_TEST);
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}
}
// Color negation for testing...
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
// glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
// glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glUseProgram(ppass->prog);
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if (ppass->unifm_offset_x >= 0) {
glUniform1f(ppass->unifm_offset_x, texfac_x);
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}
if (ppass->unifm_offset_y >= 0) {
glUniform1f(ppass->unifm_offset_y, texfac_y);
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}
if (ppass->unifm_factor_center >= 0) {
glUniform1f(ppass->unifm_factor_center, factor_center);
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}
P_PAINTREG_START(crect) {
auto rx = (GLfloat)(crect.x1 - mdx) * texfac_x;
auto ry = (GLfloat)(mheight - (crect.y1 - mdy)) * texfac_y;
auto rxe = rx + (GLfloat)(crect.x2 - crect.x1) * texfac_x;
auto rye = ry - (GLfloat)(crect.y2 - crect.y1) * texfac_y;
auto rdx = (GLfloat)(crect.x1 - mdx);
auto rdy = (GLfloat)(mheight - crect.y1 + mdy);
if (last_pass) {
rdx = (GLfloat)crect.x1;
rdy = (GLfloat)(ps->root_height - crect.y1);
}
auto rdxe = rdx + (GLfloat)(crect.x2 - crect.x1);
auto rdye = rdy - (GLfloat)(crect.y2 - crect.y1);
// log_trace("%f, %f, %f, %f -> %f, %f, %f, %f", rx, ry,
// rxe, rye, rdx,
// rdy, rdxe, rdye);
glTexCoord2f(rx, ry);
glVertex3f(rdx, rdy, z);
glTexCoord2f(rxe, ry);
glVertex3f(rdxe, rdy, z);
glTexCoord2f(rxe, rye);
glVertex3f(rdxe, rdye, z);
glTexCoord2f(rx, rye);
glVertex3f(rdx, rdye, 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;
glx_blur_dst_end:
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(tex_tgt, 0);
glDisable(tex_tgt);
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if (have_scissors) {
glEnable(GL_SCISSOR_TEST);
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}
if (have_stencil) {
glEnable(GL_STENCIL_TEST);
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}
if (&ibc == pbc) {
free_glx_bc(ps, pbc);
}
gl_check_err();
return ret;
}
// TODO(bhagwan) this is a mess and needs a more consistent way of getting the border
// pixel I tried looking for a notify event for XCB_CW_BORDER_PIXEL (in
// xcb_create_window()) or a way to get the pixels from xcb_render_picture_t but the
2024-01-30 22:09:28 -05:00
// documentation for the xcb_xrender extension is literally non existent...
//
// NOTE(yshui) There is no consistent way to get the "border" color of a X window. From
// the WM's perspective there are multiple ways to implement window borders. Using
// glReadPixel is probably the most reliable way.
void glx_read_border_pixel(int root_height, int root_width, int x, int y, int width,
int height, float *ppixel) {
assert(ppixel);
// Reset the color so the shader doesn't use it
ppixel[0] = ppixel[1] = ppixel[2] = ppixel[3] = -1.0F;
// First try bottom left corner past the
// circle radius (after the rounded corner ends)
auto screen_x = x;
auto screen_y = root_height - height - y;
// X is out of bounds
// move to the right side
if (screen_x < 0) {
screen_x += width;
}
// Y is out of bounds
// move to to top part
if (screen_y < 0) {
screen_y += height;
}
// All corners are out of bounds, give up
if (screen_x < 0 || screen_y < 0 || screen_x >= root_width || screen_y >= root_height) {
return;
}
// Invert Y-axis so we can query border color from texture (0,0)
glReadPixels(screen_x, screen_y, 1, 1, GL_RGBA, GL_FLOAT, (void *)ppixel);
log_trace("xy(%d, %d), glxy(%d %d) wh(%d %d), border_col(%.2f, %.2f, %.2f, %.2f)",
x, y, screen_x, screen_y, width, height, (float)ppixel[0],
(float)ppixel[1], (float)ppixel[2], (float)ppixel[3]);
gl_check_err();
}
bool glx_round_corners_dst(session_t *ps, struct managed_win *w,
const glx_texture_t *ptex, int dx, int dy, int width,
int height, float z, float cr, const region_t *reg_tgt) {
assert(ps->psglx->round_passes->prog);
bool ret = false;
// log_warn("dxy(%d, %d) wh(%d %d) rwh(%d %d) b(%d), f(%d)",
// dx, dy, width, height, ps->root_width, ps->root_height, w->g.border_width,
// w->focused);
int mdx = dx, mdy = dy, mwidth = width, mheight = height;
log_trace("%d, %d, %d, %d", mdx, mdy, mwidth, mheight);
if (w->g.border_width > 0) {
glx_read_border_pixel(ps->root_height, ps->root_width, dx, dy, width,
height, &w->border_col[0]);
}
{
const glx_round_pass_t *ppass = ps->psglx->round_passes;
assert(ppass->prog);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(ppass->prog);
// If caller specified a texture use it as source
log_trace("ptex: %p wh(%d %d) %d %d", ptex, ptex->width, ptex->height,
ptex->target, ptex->texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(ptex->target, ptex->texture);
if (ppass->unifm_tex_scr >= 0) {
glUniform1i(ppass->unifm_tex_scr, (GLint)0);
}
if (ppass->unifm_radius >= 0) {
glUniform1f(ppass->unifm_radius, cr);
}
if (ppass->unifm_texcoord >= 0) {
glUniform2f(ppass->unifm_texcoord, (float)dx, (float)dy);
}
if (ppass->unifm_texsize >= 0) {
glUniform2f(ppass->unifm_texsize, (float)mwidth, (float)mheight);
}
if (ppass->unifm_borderw >= 0) {
// Don't render rounded border if we don't know the border color
glUniform1f(ppass->unifm_borderw,
w->border_col[0] != -1. ? (GLfloat)w->g.border_width : 0);
}
if (ppass->unifm_borderc >= 0) {
glUniform4f(ppass->unifm_borderc, w->border_col[0],
w->border_col[1], w->border_col[2], w->border_col[3]);
}
if (ppass->unifm_resolution >= 0) {
glUniform2f(ppass->unifm_resolution, (float)ps->root_width,
(float)ps->root_height);
}
// Painting
{
P_PAINTREG_START(crect) {
// texture-local coordinates
auto rx = (GLfloat)(crect.x1 - dx);
auto ry = (GLfloat)(crect.y1 - dy);
auto rxe = rx + (GLfloat)(crect.x2 - crect.x1);
auto rye = ry + (GLfloat)(crect.y2 - crect.y1);
if (GL_TEXTURE_2D == ptex->target) {
rx = rx / (GLfloat)width;
ry = ry / (GLfloat)height;
rxe = rxe / (GLfloat)width;
rye = rye / (GLfloat)height;
}
// coordinates for the texture in the target
auto rdx = (GLfloat)crect.x1;
auto rdy = (GLfloat)(ps->root_height - crect.y1);
auto rdxe = (GLfloat)rdx + (GLfloat)(crect.x2 - crect.x1);
auto rdye = (GLfloat)rdy - (GLfloat)(crect.y2 - crect.y1);
// Invert Y if needed, this may not work as expected,
// though. I don't have such a FBConfig to test with.
ry = 1.0F - ry;
rye = 1.0F - rye;
// log_trace("Rect %d (i:%d): %f, %f, %f, %f -> %f, %f,
// %f, %f", ri ,ptex ? ptex->y_inverted : -1, rx, ry,
// rxe,
// rye, rdx, rdy, rdxe, rdye);
glTexCoord2f(rx, ry);
glVertex3f(rdx, rdy, z);
glTexCoord2f(rxe, ry);
glVertex3f(rdxe, rdy, z);
glTexCoord2f(rxe, rye);
glVertex3f(rdxe, rdye, z);
glTexCoord2f(rx, rye);
glVertex3f(rdx, rdye, z);
}
P_PAINTREG_END();
}
glUseProgram(0);
glDisable(GL_BLEND);
}
ret = true;
glBindTexture(ptex->target, 0);
glDisable(ptex->target);
glDisable(GL_BLEND);
gl_check_err();
return ret;
}
bool glx_dim_dst(session_t *ps, int dx, int dy, int width, int height, int z,
GLfloat factor, const region_t *reg_tgt) {
// It's possible to dim in glx_render(), but it would be over-complicated
// considering all those mess in color negation and modulation
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(0.0F, 0.0F, 0.0F, factor);
P_PAINTREG_START(crect) {
// XXX what does all of these variables mean?
GLint rdx = crect.x1;
GLint rdy = ps->root_height - crect.y1;
GLint rdxe = rdx + (crect.x2 - crect.x1);
GLint rdye = rdy - (crect.y2 - crect.y1);
glVertex3i(rdx, rdy, z);
glVertex3i(rdxe, rdy, z);
glVertex3i(rdxe, rdye, z);
glVertex3i(rdx, rdye, z);
}
P_PAINTREG_END();
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glColor4f(0.0F, 0.0F, 0.0F, 0.0F);
glDisable(GL_BLEND);
gl_check_err();
return true;
}
/**
* @brief Render a region with texture data.
*/
bool glx_render(session_t *ps, const glx_texture_t *ptex, int x, int y, int dx, int dy,
int width, int height, int z, double opacity, bool argb, bool neg,
const region_t *reg_tgt, const glx_prog_main_t *pprogram) {
if (!ptex || !ptex->texture) {
log_error("Missing texture.");
return false;
}
const bool has_prog = pprogram && pprogram->prog;
bool dual_texture = false;
// It's required by legacy versions of OpenGL to enable texture target
// before specifying environment. Thanks to madsy for telling me.
glEnable(ptex->target);
// Enable blending if needed
if (opacity < 1.0 || argb) {
glEnable(GL_BLEND);
// Needed for handling opacity of ARGB texture
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// This is all weird, but X Render is using premultiplied ARGB format, and
// we need to use those things to correct it. Thanks to derhass for help.
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glColor4d(opacity, opacity, opacity, opacity);
}
if (!has_prog) {
// The default, fixed-function path
// Color negation
if (neg) {
// Simple color negation
if (!glIsEnabled(GL_BLEND)) {
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_COPY_INVERTED);
}
// ARGB texture color negation
else if (argb) {
dual_texture = true;
// Use two texture stages because the calculation is too
// complicated, thanks to madsy for providing code Texture
// stage 0
glActiveTexture(GL_TEXTURE0);
// Negation for premultiplied color: color = A - C
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
// Pass texture alpha through
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
// Texture stage 1
glActiveTexture(GL_TEXTURE1);
glEnable(ptex->target);
glBindTexture(ptex->target, ptex->texture);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
// Modulation with constant factor
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_ALPHA);
// Modulation with constant factor
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
}
// RGB blend color negation
else {
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
// Modulation with constant factor
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB,
GL_ONE_MINUS_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
// Modulation with constant factor
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
}
}
} else {
// Programmable path
assert(pprogram->prog);
glUseProgram(pprogram->prog);
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
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if (pprogram->unifm_opacity >= 0) {
glUniform1f(pprogram->unifm_opacity, (float)opacity);
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}
if (pprogram->unifm_invert_color >= 0) {
glUniform1i(pprogram->unifm_invert_color, neg);
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}
if (pprogram->unifm_tex >= 0) {
glUniform1i(pprogram->unifm_tex, 0);
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}
if (pprogram->unifm_time >= 0) {
glUniform1f(pprogram->unifm_time, (float)ts.tv_sec * 1000.0F +
(float)ts.tv_nsec / 1.0e6F);
}
}
// log_trace("Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d", x, y, width, height,
// dx, dy, ptex->width, ptex->height, z);
// Bind texture
glBindTexture(ptex->target, ptex->texture);
if (dual_texture) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(ptex->target, ptex->texture);
glActiveTexture(GL_TEXTURE0);
}
// Painting
{
P_PAINTREG_START(crect) {
// texture-local coordinates
auto rx = (GLfloat)(crect.x1 - dx + x);
auto ry = (GLfloat)(crect.y1 - dy + y);
auto rxe = rx + (GLfloat)(crect.x2 - crect.x1);
auto rye = ry + (GLfloat)(crect.y2 - crect.y1);
// Rectangle textures have [0-w] [0-h] while 2D texture has [0-1]
// [0-1] Thanks to amonakov for pointing out!
if (GL_TEXTURE_2D == ptex->target) {
rx = rx / (GLfloat)ptex->width;
ry = ry / (GLfloat)ptex->height;
rxe = rxe / (GLfloat)ptex->width;
rye = rye / (GLfloat)ptex->height;
}
// coordinates for the texture in the target
GLint rdx = crect.x1;
GLint rdy = ps->root_height - crect.y1;
GLint rdxe = rdx + (crect.x2 - crect.x1);
GLint rdye = rdy - (crect.y2 - crect.y1);
// Invert Y if needed, this may not work as expected, though. I
// don't have such a FBConfig to test with.
if (!ptex->y_inverted) {
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ry = 1.0F - ry;
rye = 1.0F - rye;
}
// log_trace("Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d", ri, rx,
// ry, rxe, rye,
// rdx, rdy, rdxe, rdye);
#define P_TEXCOORD(cx, cy) \
{ \
if (dual_texture) { \
glMultiTexCoord2f(GL_TEXTURE0, cx, cy); \
glMultiTexCoord2f(GL_TEXTURE1, cx, cy); \
} else \
glTexCoord2f(cx, cy); \
}
P_TEXCOORD(rx, ry);
glVertex3i(rdx, rdy, z);
P_TEXCOORD(rxe, ry);
glVertex3i(rdxe, rdy, z);
P_TEXCOORD(rxe, rye);
glVertex3i(rdxe, rdye, z);
P_TEXCOORD(rx, rye);
glVertex3i(rdx, rdye, z);
}
P_PAINTREG_END();
}
// Cleanup
glBindTexture(ptex->target, 0);
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glColor4f(0.0F, 0.0F, 0.0F, 0.0F);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable(GL_BLEND);
glDisable(GL_COLOR_LOGIC_OP);
glDisable(ptex->target);
if (dual_texture) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(ptex->target, 0);
glDisable(ptex->target);
glActiveTexture(GL_TEXTURE0);
}
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if (has_prog) {
glUseProgram(0);
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}
gl_check_err();
return true;
}