diff --git a/src/backend/gl/gl_common.c b/src/backend/gl/gl_common.c index ec53298c..07c75be5 100644 --- a/src/backend/gl/gl_common.c +++ b/src/backend/gl/gl_common.c @@ -516,7 +516,7 @@ static void _gl_compose(backend_t *base, struct backend_image *img, GLuint targe /// Convert rectangles in X coordinates to OpenGL vertex and texture coordinates /// @param[in] nrects, rects rectangles -/// @param[in] dst_x, dst_y origin of the OpenGL texture, affect the calculated texture +/// @param[in] image_dst origin of the OpenGL texture, affect the calculated texture /// coordinates /// @param[in] texture_height height of the OpenGL texture /// @param[in] root_height height of the back buffer @@ -617,7 +617,8 @@ void gl_compose(backend_t *base, void *image_data, coord_t image_dst, void *mask * Blur contents in a particular region. */ bool gl_kernel_blur(backend_t *base, double opacity, void *ctx, const rect_t *extent, - const GLuint vao[2], const int vao_nelems[2]) { + struct backend_image *mask, coord_t mask_dst, const GLuint vao[2], + const int vao_nelems[2]) { auto bctx = (struct gl_blur_context *)ctx; auto gd = (struct gl_data *)base; @@ -646,11 +647,20 @@ bool gl_kernel_blur(backend_t *base, double opacity, void *ctx, const rect_t *ex tex_height = src_size.height; } + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, src_texture); glUseProgram(p->prog); glUniform2f(p->uniform_pixel_norm, 1.0F / (GLfloat)tex_width, 1.0F / (GLfloat)tex_height); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, gd->default_mask_texture); + + glUniform1i(p->uniform_mask_tex, 1); + glUniform2f(p->uniform_mask_offset, 0.0F, 0.0F); + glUniform1i(p->uniform_mask_inverted, 0); + glUniform1f(p->uniform_mask_corner_radius, 0.0F); + // The number of indices in the selected vertex array GLsizei nelems; @@ -673,7 +683,18 @@ bool gl_kernel_blur(backend_t *base, double opacity, void *ctx, const rect_t *ex glUniform1f(p->uniform_opacity, 1.0F); } else { // last pass, draw directly into the back buffer, with origin - // regions + // regions. And apply mask if requested + if (mask) { + auto inner = (struct gl_texture *)mask->inner; + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, inner->texture); + glUniform1i(p->uniform_mask_inverted, mask->color_inverted); + glUniform1f(p->uniform_mask_corner_radius, + (float)mask->corner_radius); + glUniform2f( + p->uniform_mask_offset, (float)(mask_dst.x), + (float)(bctx->fb_height - mask_dst.y - inner->height)); + } glBindVertexArray(vao[0]); nelems = vao_nelems[0]; glBindFramebuffer(GL_FRAMEBUFFER, gd->back_fbo); @@ -694,6 +715,7 @@ bool gl_kernel_blur(backend_t *base, double opacity, void *ctx, const rect_t *ex } bool gl_dual_kawase_blur(backend_t *base, double opacity, void *ctx, const rect_t *extent, + struct backend_image *mask, coord_t mask_dst, const GLuint vao[2], const int vao_nelems[2]) { auto bctx = (struct gl_blur_context *)ctx; auto gd = (struct gl_data *)base; @@ -769,7 +791,15 @@ bool gl_dual_kawase_blur(backend_t *base, double opacity, void *ctx, const rect_ // The number of indices in the selected vertex array GLsizei nelems; + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, src_texture); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, gd->default_mask_texture); + + glUniform1i(up_pass->uniform_mask_tex, 1); + glUniform2f(up_pass->uniform_mask_offset, 0.0F, 0.0F); + glUniform1i(up_pass->uniform_mask_inverted, 0); + glUniform1f(up_pass->uniform_mask_corner_radius, 0.0F); if (i > 0) { assert(bctx->blur_fbos[i - 1]); @@ -782,6 +812,18 @@ bool gl_dual_kawase_blur(backend_t *base, double opacity, void *ctx, const rect_ glUniform1f(up_pass->uniform_opacity, (GLfloat)1); } else { // last pass, draw directly into the back buffer + if (mask) { + auto inner = (struct gl_texture *)mask->inner; + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, inner->texture); + glUniform1i(up_pass->uniform_mask_inverted, + mask->color_inverted); + glUniform1f(up_pass->uniform_mask_corner_radius, + (float)mask->corner_radius); + glUniform2f( + up_pass->uniform_mask_offset, (float)(mask_dst.x), + (float)(bctx->fb_height - mask_dst.y - inner->height)); + } glBindVertexArray(vao[0]); nelems = vao_nelems[0]; glBindFramebuffer(GL_FRAMEBUFFER, gd->back_fbo); @@ -799,9 +841,8 @@ bool gl_dual_kawase_blur(backend_t *base, double opacity, void *ctx, const rect_ return true; } -bool gl_blur(backend_t *base, double opacity, void *ctx, void *mask attr_unused, - coord_t mask_dst attr_unused, const region_t *reg_blur, - const region_t *reg_visible attr_unused) { +bool gl_blur(backend_t *base, double opacity, void *ctx, void *mask, coord_t mask_dst, + const region_t *reg_blur, const region_t *reg_visible attr_unused) { auto bctx = (struct gl_blur_context *)ctx; auto gd = (struct gl_data *)base; @@ -910,12 +951,17 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, void *mask attr_unused, int vao_nelems[2] = {nrects * 6, nrects_resized * 6}; if (bctx->method == BLUR_METHOD_DUAL_KAWASE) { - ret = gl_dual_kawase_blur(base, opacity, ctx, extent_resized, vao, vao_nelems); + ret = gl_dual_kawase_blur(base, opacity, ctx, extent_resized, mask, + mask_dst, vao, vao_nelems); } else { - ret = gl_kernel_blur(base, opacity, ctx, extent_resized, vao, vao_nelems); + ret = gl_kernel_blur(base, opacity, ctx, extent_resized, mask, mask_dst, + vao, vao_nelems); } glBindFramebuffer(GL_FRAMEBUFFER, 0); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, 0); + glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); @@ -1011,6 +1057,15 @@ static const char dummy_frag[] = GLSL(330, } ); +static const char copy_with_mask_frag[] = GLSL(330, + uniform sampler2D tex; + in vec2 texcoord; + float mask_factor(); + void main() { + gl_FragColor = texelFetch(tex, ivec2(texcoord.xy), 0) * mask_factor(); + } +); + static const char fill_frag[] = GLSL(330, uniform vec4 color; void main() { @@ -1210,6 +1265,7 @@ void gl_destroy_blur_context(backend_t *base attr_unused, void *ctx) { gl_check_err(); } +const char *masking_glsl; /** * Initialize GL blur filters. */ @@ -1253,11 +1309,12 @@ bool gl_create_kernel_blur_context(void *blur_context, GLfloat *projection, uniform float opacity; in vec2 texcoord; out vec4 out_color; + float mask_factor(); void main() { vec2 uv = texcoord * pixel_norm; vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); %s //body of the convolution - out_color = sum / float(%.7g) * opacity; + out_color = sum / float(%.7g) * opacity * mask_factor(); } ); static const char *FRAG_SHADER_BLUR_ADD = QUOTE( @@ -1348,7 +1405,9 @@ bool gl_create_kernel_blur_context(void *blur_context, GLfloat *projection, free(shader_body); // Build program - pass->prog = gl_create_program_from_str(vertex_shader, shader_str); + pass->prog = gl_create_program_from_strv( + (const char *[]){vertex_shader, NULL}, + (const char *[]){shader_str, masking_glsl, NULL}); free(shader_str); if (!pass->prog) { log_error("Failed to create GLSL program."); @@ -1360,6 +1419,14 @@ bool gl_create_kernel_blur_context(void *blur_context, GLfloat *projection, // Get uniform addresses bind_uniform(pass, pixel_norm); bind_uniform(pass, opacity); + + bind_uniform(pass, mask_tex); + bind_uniform(pass, mask_offset); + bind_uniform(pass, mask_inverted); + bind_uniform(pass, mask_corner_radius); + log_info("Uniform locations: %d %d %d %d %d", pass->uniform_mask_tex, + pass->uniform_mask_offset, pass->uniform_mask_inverted, + pass->uniform_mask_corner_radius, pass->uniform_opacity); pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig"); // Setup projection matrix @@ -1376,10 +1443,16 @@ bool gl_create_kernel_blur_context(void *blur_context, GLfloat *projection, // Generate an extra null pass so we don't need special code path for // the single pass case auto pass = &ctx->blur_shader[1]; - pass->prog = gl_create_program_from_str(vertex_shader, dummy_frag); + pass->prog = gl_create_program_from_strv( + (const char *[]){vertex_shader, NULL}, + (const char *[]){copy_with_mask_frag, masking_glsl, NULL}); pass->uniform_pixel_norm = -1; pass->uniform_opacity = -1; pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig"); + bind_uniform(pass, mask_tex); + bind_uniform(pass, mask_offset); + bind_uniform(pass, mask_inverted); + bind_uniform(pass, mask_corner_radius); // Setup projection matrix glUseProgram(pass->prog); @@ -1501,6 +1574,7 @@ bool gl_create_dual_kawase_blur_context(void *blur_context, GLfloat *projection, uniform float opacity; in vec2 texcoord; out vec4 out_color; + float mask_factor(); void main() { vec2 offset = %.7g * pixel_norm; vec2 uv = texcoord * pixel_norm / (2 * scale); @@ -1512,7 +1586,7 @@ bool gl_create_dual_kawase_blur_context(void *blur_context, GLfloat *projection, sum += texture2D(tex_src, uv + vec2(0.5, -0.5) * offset) * 2.0; sum += texture2D(tex_src, uv + vec2(0.0, -1.0) * offset); sum += texture2D(tex_src, uv + vec2(-0.5, -0.5) * offset) * 2.0; - out_color = sum / 12.0 * opacity; + out_color = sum / 12.0 * opacity * mask_factor(); } ); // clang-format on @@ -1527,7 +1601,9 @@ bool gl_create_dual_kawase_blur_context(void *blur_context, GLfloat *projection, CHECK((size_t)real_shader_len < shader_len); // Build program - up_pass->prog = gl_create_program_from_str(vertex_shader, shader_str); + up_pass->prog = gl_create_program_from_strv( + (const char *[]){vertex_shader, NULL}, + (const char *[]){shader_str, masking_glsl, NULL}); free(shader_str); if (!up_pass->prog) { log_error("Failed to create GLSL program."); @@ -1539,6 +1615,12 @@ bool gl_create_dual_kawase_blur_context(void *blur_context, GLfloat *projection, // Get uniform addresses bind_uniform(up_pass, pixel_norm); bind_uniform(up_pass, opacity); + + bind_uniform(up_pass, mask_tex); + bind_uniform(up_pass, mask_offset); + bind_uniform(up_pass, mask_inverted); + bind_uniform(up_pass, mask_corner_radius); + up_pass->texorig_loc = glGetUniformLocationChecked(up_pass->prog, "texorig"); up_pass->scale_loc = glGetUniformLocationChecked(up_pass->prog, "scale"); diff --git a/src/backend/gl/gl_common.h b/src/backend/gl/gl_common.h index 78debfb5..8066c102 100644 --- a/src/backend/gl/gl_common.h +++ b/src/backend/gl/gl_common.h @@ -59,6 +59,11 @@ typedef struct { GLint uniform_opacity; GLint texorig_loc; GLint scale_loc; + + GLint uniform_mask_tex; + GLint uniform_mask_offset; + GLint uniform_mask_corner_radius; + GLint uniform_mask_inverted; } gl_blur_shader_t; typedef struct {