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backend: gl: support the scale parameter of blit

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui 2024-05-11 01:45:36 +01:00
parent e986b1bfdd
commit 5ff88f516e
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GPG key ID: D3A4405BE6CC17F4
4 changed files with 78 additions and 59 deletions

View file

@ -344,18 +344,18 @@ bool gl_blur(struct backend_base *base, ivec2 origin, image_handle target_,
} }
// Original region for the final compositing step from blur result to target. // Original region for the final compositing step from blur result to target.
auto coord = ccalloc(nrects * 16, GLint); auto coord = ccalloc(nrects * 16, GLfloat);
auto indices = ccalloc(nrects * 6, GLuint); auto indices = ccalloc(nrects * 6, GLuint);
gl_mask_rects_to_coords(origin, nrects, rects, coord, indices); gl_mask_rects_to_coords(origin, nrects, rects, SCALE_IDENTITY, coord, indices);
if (!target->y_inverted) { if (!target->y_inverted) {
gl_y_flip_target(nrects, coord, target->height); gl_y_flip_target(nrects, coord, target->height);
} }
// Resize region for sampling from source texture, and for blur passes // Resize region for sampling from source texture, and for blur passes
auto coord_resized = ccalloc(nrects_resized * 16, GLint); auto coord_resized = ccalloc(nrects_resized * 16, GLfloat);
auto indices_resized = ccalloc(nrects_resized * 6, GLuint); auto indices_resized = ccalloc(nrects_resized * 6, GLuint);
gl_mask_rects_to_coords(origin, nrects_resized, rects_resized, coord_resized, gl_mask_rects_to_coords(origin, nrects_resized, rects_resized, SCALE_IDENTITY,
indices_resized); coord_resized, indices_resized);
pixman_region32_fini(&reg_blur_resized); pixman_region32_fini(&reg_blur_resized);
// FIXME(yshui) In theory we should handle blurring a non-y-inverted source, but // FIXME(yshui) In theory we should handle blurring a non-y-inverted source, but
// we never actually use that capability anywhere. // we never actually use that capability anywhere.
@ -375,9 +375,9 @@ bool gl_blur(struct backend_base *base, ivec2 origin, image_handle target_,
indices, GL_STREAM_DRAW); indices, GL_STREAM_DRAW);
glEnableVertexAttribArray(vert_coord_loc); glEnableVertexAttribArray(vert_coord_loc);
glEnableVertexAttribArray(vert_in_texcoord_loc); glEnableVertexAttribArray(vert_in_texcoord_loc);
glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE, sizeof(GLint) * 4, NULL); glVertexAttribPointer(vert_coord_loc, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4, NULL);
glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_INT, GL_FALSE, glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2)); sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2));
glBindVertexArray(vao[1]); glBindVertexArray(vao[1]);
glBindBuffer(GL_ARRAY_BUFFER, bo[2]); glBindBuffer(GL_ARRAY_BUFFER, bo[2]);
@ -389,9 +389,9 @@ bool gl_blur(struct backend_base *base, ivec2 origin, image_handle target_,
GL_STREAM_DRAW); GL_STREAM_DRAW);
glEnableVertexAttribArray(vert_coord_loc); glEnableVertexAttribArray(vert_coord_loc);
glEnableVertexAttribArray(vert_in_texcoord_loc); glEnableVertexAttribArray(vert_in_texcoord_loc);
glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE, sizeof(GLint) * 4, NULL); glVertexAttribPointer(vert_coord_loc, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4, NULL);
glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_INT, GL_FALSE, glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2)); sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2));
int vao_nelems[2] = {nrects * 6, nrects_resized * 6}; int vao_nelems[2] = {nrects * 6, nrects_resized * 6};

View file

@ -366,10 +366,10 @@ struct gl_vertex_attribs_definition {
}; };
static const struct gl_vertex_attribs_definition gl_blit_vertex_attribs = { static const struct gl_vertex_attribs_definition gl_blit_vertex_attribs = {
.stride = sizeof(GLint) * 4, .stride = sizeof(GLfloat) * 4,
.count = 2, .count = 2,
.attribs = {{GL_INT, vert_coord_loc, NULL}, .attribs = {{GL_FLOAT, vert_coord_loc, NULL},
{GL_INT, vert_in_texcoord_loc, ((GLint *)NULL) + 2}}, {GL_FLOAT, vert_in_texcoord_loc, ((GLfloat *)NULL) + 2}},
}; };
/** /**
@ -384,7 +384,7 @@ static const struct gl_vertex_attribs_definition gl_blit_vertex_attribs = {
* @param nuniforms number of uniforms for `shader` * @param nuniforms number of uniforms for `shader`
* @param uniforms uniforms for `shader` * @param uniforms uniforms for `shader`
*/ */
static void gl_blit_inner(GLuint target_fbo, int nrects, GLint *coord, GLuint *indices, static void gl_blit_inner(GLuint target_fbo, int nrects, GLfloat *coord, GLuint *indices,
const struct gl_vertex_attribs_definition *vert_attribs, const struct gl_vertex_attribs_definition *vert_attribs,
const struct gl_shader *shader, int nuniforms, const struct gl_shader *shader, int nuniforms,
struct gl_uniform_value *uniforms) { struct gl_uniform_value *uniforms) {
@ -475,26 +475,29 @@ static void gl_blit_inner(GLuint target_fbo, int nrects, GLint *coord, GLuint *i
gl_check_err(); gl_check_err();
} }
void gl_mask_rects_to_coords(ivec2 origin, int nrects, const rect_t *rects, GLint *coord, void gl_mask_rects_to_coords(ivec2 origin, int nrects, const rect_t *rects, vec2 scale,
GLuint *indices) { GLfloat *coord, GLuint *indices) {
for (ptrdiff_t i = 0; i < nrects; i++) { for (ptrdiff_t i = 0; i < nrects; i++) {
// Rectangle in source image coordinates // Rectangle in source image coordinates
rect_t rect_src = region_translate_rect(rects[i], ivec2_neg(origin)); rect_t rect_src = region_translate_rect(rects[i], ivec2_neg(origin));
// Rectangle in target image coordinates // Rectangle in target image coordinates
rect_t rect_dst = rects[i]; rect_t rect_dst = rects[i];
// clang-format off
memcpy(&coord[i * 16], memcpy(&coord[i * 16],
((GLint[][2]){ ((GLfloat[][2]){
{rect_dst.x1, rect_dst.y1}, // Vertex, bottom-left // Interleaved vertex and texture coordinates, starting with vertex.
{rect_src.x1, rect_src.y1}, // Texture {(GLfloat)rect_dst.x1, (GLfloat)rect_dst.y1}, // bottom-left
{rect_dst.x2, rect_dst.y1}, // Vertex, bottom-right {(GLfloat)(rect_src.x1 / scale.x), (GLfloat)(rect_src.y1 / scale.y)},
{rect_src.x2, rect_src.y1}, // Texture {(GLfloat)rect_dst.x2, (GLfloat)rect_dst.y1}, // bottom-right
{rect_dst.x2, rect_dst.y2}, // Vertex, top-right {(GLfloat)(rect_src.x2 / scale.x), (GLfloat)(rect_src.y1 / scale.y)},
{rect_src.x2, rect_src.y2}, // Texture {(GLfloat)rect_dst.x2, (GLfloat)rect_dst.y2}, // top-right
{rect_dst.x1, rect_dst.y2}, // Vertex, top-left {(GLfloat)(rect_src.x2 / scale.x), (GLfloat)(rect_src.y2 / scale.y)},
{rect_src.x1, rect_src.y2}, // Texture {(GLfloat)rect_dst.x1, (GLfloat)rect_dst.y2}, // top-left
{(GLfloat)(rect_src.x1 / scale.x), (GLfloat)(rect_src.y2 / scale.y)},
}), }),
sizeof(GLint[2]) * 8); sizeof(GLint[2]) * 8);
// clang-format on
GLuint u = (GLuint)(i * 4); GLuint u = (GLuint)(i * 4);
memcpy(&indices[i * 6], memcpy(&indices[i * 6],
@ -509,13 +512,13 @@ void gl_mask_rects_to_coords(ivec2 origin, int nrects, const rect_t *rects, GLin
/// @param[in] nrects number of rectangles /// @param[in] nrects number of rectangles
/// @param[in] coord OpenGL vertex coordinates /// @param[in] coord OpenGL vertex coordinates
/// @param[in] texture_height height of the source image /// @param[in] texture_height height of the source image
static inline void gl_y_flip_texture(int nrects, GLint *coord, GLint texture_height) { static inline void gl_y_flip_texture(int nrects, GLfloat *coord, GLint texture_height) {
for (ptrdiff_t i = 0; i < nrects; i++) { for (ptrdiff_t i = 0; i < nrects; i++) {
auto current_rect = &coord[i * 16]; // 16 numbers per rectangle auto current_rect = &coord[i * 16]; // 16 numbers per rectangle
for (ptrdiff_t j = 0; j < 4; j++) { for (ptrdiff_t j = 0; j < 4; j++) {
// 4 numbers per vertex, texture coordinates are the last two // 4 numbers per vertex, texture coordinates are the last two
auto current_vertex = &current_rect[j * 4 + 2]; auto current_vertex = &current_rect[j * 4 + 2];
current_vertex[1] = texture_height - current_vertex[1]; current_vertex[1] = (GLfloat)texture_height - current_vertex[1];
} }
} }
} }
@ -524,7 +527,7 @@ static inline void gl_y_flip_texture(int nrects, GLint *coord, GLint texture_hei
/// shader, and uniforms. /// shader, and uniforms.
static int static int
gl_lower_blit_args(struct gl_data *gd, ivec2 origin, const struct backend_blit_args *args, gl_lower_blit_args(struct gl_data *gd, ivec2 origin, const struct backend_blit_args *args,
GLint **coord, GLuint **indices, struct gl_shader **shader, GLfloat **coord, GLuint **indices, struct gl_shader **shader,
struct gl_uniform_value *uniforms) { struct gl_uniform_value *uniforms) {
auto img = (struct gl_texture *)args->source_image; auto img = (struct gl_texture *)args->source_image;
int nrects; int nrects;
@ -534,9 +537,9 @@ gl_lower_blit_args(struct gl_data *gd, ivec2 origin, const struct backend_blit_a
// Nothing to paint // Nothing to paint
return 0; return 0;
} }
*coord = ccalloc(nrects * 16, GLint); *coord = ccalloc(nrects * 16, GLfloat);
*indices = ccalloc(nrects * 6, GLuint); *indices = ccalloc(nrects * 6, GLuint);
gl_mask_rects_to_coords(origin, nrects, rects, *coord, *indices); gl_mask_rects_to_coords(origin, nrects, rects, args->scale, *coord, *indices);
if (!img->y_inverted) { if (!img->y_inverted) {
gl_y_flip_texture(nrects, *coord, img->height); gl_y_flip_texture(nrects, *coord, img->height);
} }
@ -558,11 +561,13 @@ gl_lower_blit_args(struct gl_data *gd, ivec2 origin, const struct backend_blit_a
border_width = 0; border_width = 0;
} }
// clang-format off // clang-format off
auto tex_sampler = vec2_eq(args->scale, SCALE_IDENTITY) ?
gd->samplers[GL_SAMPLER_REPEAT] : gd->samplers[GL_SAMPLER_REPEAT_SCALE];
struct gl_uniform_value from_uniforms[] = { struct gl_uniform_value from_uniforms[] = {
[UNIFORM_OPACITY_LOC] = {.type = GL_FLOAT, .f = (float)args->opacity}, [UNIFORM_OPACITY_LOC] = {.type = GL_FLOAT, .f = (float)args->opacity},
[UNIFORM_INVERT_COLOR_LOC] = {.type = GL_INT, .i = args->color_inverted}, [UNIFORM_INVERT_COLOR_LOC] = {.type = GL_INT, .i = args->color_inverted},
[UNIFORM_TEX_LOC] = {.type = GL_TEXTURE_2D, [UNIFORM_TEX_LOC] = {.type = GL_TEXTURE_2D,
.tu = {img->texture, gd->samplers[GL_SAMPLER_REPEAT]}}, .tu = {img->texture, tex_sampler}},
[UNIFORM_EFFECTIVE_SIZE_LOC] = {.type = GL_FLOAT_VEC2, [UNIFORM_EFFECTIVE_SIZE_LOC] = {.type = GL_FLOAT_VEC2,
.f2 = {(float)args->effective_size.width, .f2 = {(float)args->effective_size.width,
(float)args->effective_size.height}}, (float)args->effective_size.height}},
@ -613,7 +618,7 @@ bool gl_blit(backend_t *base, ivec2 origin, image_handle target_,
return false; return false;
} }
GLint *coord; GLfloat *coord;
GLuint *indices; GLuint *indices;
struct gl_shader *shader; struct gl_shader *shader;
struct gl_uniform_value uniforms[NUMBER_OF_UNIFORMS] = {}; struct gl_uniform_value uniforms[NUMBER_OF_UNIFORMS] = {};
@ -678,9 +683,9 @@ static bool gl_copy_area_draw(struct gl_data *gd, ivec2 origin,
return true; return true;
} }
auto coord = ccalloc(16 * nrects, GLint); auto coord = ccalloc(16 * nrects, GLfloat);
auto indices = ccalloc(6 * nrects, GLuint); auto indices = ccalloc(6 * nrects, GLuint);
gl_mask_rects_to_coords(origin, nrects, rects, coord, indices); gl_mask_rects_to_coords(origin, nrects, rects, SCALE_IDENTITY, coord, indices);
if (!target->y_inverted) { if (!target->y_inverted) {
gl_y_flip_target(nrects, coord, target->height); gl_y_flip_target(nrects, coord, target->height);
} }
@ -856,6 +861,17 @@ uint64_t gl_get_shader_attributes(backend_t *backend_data attr_unused, void *sha
return ret; return ret;
} }
static const struct {
GLint filter;
GLint wrap;
} gl_sampler_params[] = {
[GL_SAMPLER_REPEAT] = {GL_NEAREST, GL_REPEAT},
[GL_SAMPLER_REPEAT_SCALE] = {GL_LINEAR, GL_REPEAT},
[GL_SAMPLER_BLUR] = {GL_LINEAR, GL_CLAMP_TO_EDGE},
[GL_SAMPLER_EDGE] = {GL_NEAREST, GL_CLAMP_TO_EDGE},
[GL_SAMPLER_BORDER] = {GL_NEAREST, GL_CLAMP_TO_BORDER},
};
bool gl_init(struct gl_data *gd, session_t *ps) { bool gl_init(struct gl_data *gd, session_t *ps) {
if (!epoxy_has_gl_extension("GL_ARB_explicit_uniform_location")) { if (!epoxy_has_gl_extension("GL_ARB_explicit_uniform_location")) {
log_error("GL_ARB_explicit_uniform_location support is required but " log_error("GL_ARB_explicit_uniform_location support is required but "
@ -965,20 +981,16 @@ bool gl_init(struct gl_data *gd, session_t *ps) {
gd->back_image.height = ps->root_height; gd->back_image.height = ps->root_height;
glGenSamplers(GL_MAX_SAMPLERS, gd->samplers); glGenSamplers(GL_MAX_SAMPLERS, gd->samplers);
for (int i = 0; i < GL_MAX_SAMPLERS; i++) { for (size_t i = 0; i < ARR_SIZE(gl_sampler_params); i++) {
glSamplerParameteri(gd->samplers[i], GL_TEXTURE_MIN_FILTER, GL_NEAREST); glSamplerParameteri(gd->samplers[i], GL_TEXTURE_MIN_FILTER,
glSamplerParameteri(gd->samplers[i], GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl_sampler_params[i].filter);
glSamplerParameteri(gd->samplers[i], GL_TEXTURE_MAG_FILTER,
gl_sampler_params[i].filter);
glSamplerParameteri(gd->samplers[i], GL_TEXTURE_WRAP_S,
gl_sampler_params[i].wrap);
glSamplerParameteri(gd->samplers[i], GL_TEXTURE_WRAP_T,
gl_sampler_params[i].wrap);
} }
glSamplerParameterf(gd->samplers[GL_SAMPLER_EDGE], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameterf(gd->samplers[GL_SAMPLER_EDGE], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameterf(gd->samplers[GL_SAMPLER_BLUR], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glSamplerParameterf(gd->samplers[GL_SAMPLER_BLUR], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glSamplerParameterf(gd->samplers[GL_SAMPLER_BLUR], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glSamplerParameterf(gd->samplers[GL_SAMPLER_BLUR], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glSamplerParameterf(gd->samplers[GL_SAMPLER_BORDER], GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_BORDER);
glSamplerParameterf(gd->samplers[GL_SAMPLER_BORDER], GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_BORDER);
gd->logger = gl_string_marker_logger_new(); gd->logger = gl_string_marker_logger_new();
if (gd->logger) { if (gd->logger) {
@ -1100,9 +1112,9 @@ image_handle gl_new_image(backend_t *backend_data attr_unused,
bool gl_apply_alpha(backend_t *base, image_handle target, double alpha, const region_t *reg_op) { bool gl_apply_alpha(backend_t *base, image_handle target, double alpha, const region_t *reg_op) {
auto gd = (struct gl_data *)base; auto gd = (struct gl_data *)base;
static const struct gl_vertex_attribs_definition vertex_attribs = { static const struct gl_vertex_attribs_definition vertex_attribs = {
.stride = sizeof(GLint) * 4, .stride = sizeof(GLfloat) * 4,
.count = 1, .count = 1,
.attribs = {{GL_INT, vert_coord_loc, NULL}}, .attribs = {{GL_FLOAT, vert_coord_loc, NULL}},
}; };
if (alpha == 1.0 || !pixman_region32_not_empty(reg_op)) { if (alpha == 1.0 || !pixman_region32_not_empty(reg_op)) {
return true; return true;
@ -1115,7 +1127,7 @@ bool gl_apply_alpha(backend_t *base, image_handle target, double alpha, const re
int nrects; int nrects;
const rect_t *rect = pixman_region32_rectangles(reg_op, &nrects); const rect_t *rect = pixman_region32_rectangles(reg_op, &nrects);
auto coord = ccalloc(nrects * 16, GLint); auto coord = ccalloc(nrects * 16, GLfloat);
auto indices = ccalloc(nrects * 6, GLuint); auto indices = ccalloc(nrects * 6, GLuint);
struct gl_uniform_value uniforms[] = { struct gl_uniform_value uniforms[] = {

View file

@ -66,7 +66,10 @@ struct gl_texture {
}; };
enum gl_sampler { enum gl_sampler {
/// A sampler that repeats the texture, with nearest filtering.
GL_SAMPLER_REPEAT = 0, GL_SAMPLER_REPEAT = 0,
/// A sampler that repeats the texture, with linear filtering.
GL_SAMPLER_REPEAT_SCALE,
/// Clamp to edge /// Clamp to edge
GL_SAMPLER_EDGE, GL_SAMPLER_EDGE,
/// Clamp to border, border color will be (0, 0, 0, 0) /// Clamp to border, border color will be (0, 0, 0, 0)
@ -126,13 +129,13 @@ void gl_prepare(backend_t *base, const region_t *reg);
/// @param[in] rects mask rectangles, in mask coordinates /// @param[in] rects mask rectangles, in mask coordinates
/// @param[out] coord OpenGL vertex coordinates, suitable for creating VAO/VBO /// @param[out] coord OpenGL vertex coordinates, suitable for creating VAO/VBO
/// @param[out] indices OpenGL vertex indices, suitable for creating VAO/VBO /// @param[out] indices OpenGL vertex indices, suitable for creating VAO/VBO
void gl_mask_rects_to_coords(ivec2 origin, int nrects, const rect_t *rects, GLint *coord, void gl_mask_rects_to_coords(ivec2 origin, int nrects, const rect_t *rects, vec2 scale,
GLuint *indices); GLfloat *coord, GLuint *indices);
/// Like `gl_mask_rects_to_coords`, but with `origin` and `mask_origin` set to 0. i.e. all /// Like `gl_mask_rects_to_coords`, but with `origin` is (0, 0).
/// coordinates are in the same space.
static inline void gl_mask_rects_to_coords_simple(int nrects, const rect_t *rects, static inline void gl_mask_rects_to_coords_simple(int nrects, const rect_t *rects,
GLint *coord, GLuint *indices) { GLfloat *coord, GLuint *indices) {
return gl_mask_rects_to_coords((ivec2){0, 0}, nrects, rects, coord, indices); return gl_mask_rects_to_coords((ivec2){0, 0}, nrects, rects, SCALE_IDENTITY,
coord, indices);
} }
GLuint gl_create_shader(GLenum shader_type, const char *shader_str); GLuint gl_create_shader(GLenum shader_type, const char *shader_str);
@ -210,13 +213,13 @@ static inline GLuint gl_bind_image_to_fbo(struct gl_data *gd, image_handle image
/// @param[in] nrects number of rectangles /// @param[in] nrects number of rectangles
/// @param[in] coord OpenGL vertex coordinates /// @param[in] coord OpenGL vertex coordinates
/// @param[in] target_height height of the target image /// @param[in] target_height height of the target image
static inline void gl_y_flip_target(int nrects, GLint *coord, GLint target_height) { static inline void gl_y_flip_target(int nrects, GLfloat *coord, GLint target_height) {
for (ptrdiff_t i = 0; i < nrects; i++) { for (ptrdiff_t i = 0; i < nrects; i++) {
auto current_rect = &coord[i * 16]; // 16 numbers per rectangle auto current_rect = &coord[i * 16]; // 16 numbers per rectangle
for (ptrdiff_t j = 0; j < 4; j++) { for (ptrdiff_t j = 0; j < 4; j++) {
// 4 numbers per vertex, target coordinates are the first two // 4 numbers per vertex, target coordinates are the first two
auto current_vertex = &current_rect[j * 4]; auto current_vertex = &current_rect[j * 4];
current_vertex[1] = target_height - current_vertex[1]; current_vertex[1] = (GLfloat)target_height - current_vertex[1];
} }
} }
} }

View file

@ -88,5 +88,9 @@ static inline ivec2 vec2_as(vec2 a) {
}; };
} }
static inline bool vec2_eq(vec2 a, vec2 b) {
return a.x == b.x && a.y == b.y;
}
#define MARGIN_INIT \ #define MARGIN_INIT \
{ 0, 0, 0, 0 } { 0, 0, 0, 0 }