Feature: #183 custom window shader & #193 --no-fading-destroyed-argb

- Add --glx-fshader-win, which specifies a custom fragment shader for
  painting windows. compton-default-fshader-win.glsl is the shader with
  default behavior, and compton-fake-transparency-fshader-win.glsl
  provides a template of fake transparency. (#183)

- Add --force-win-blend to force all windows to be painted with
  blending.

- Add --no-fading-destroyed-argb, as a workaround of bugs in some WMs.
  (#193)
This commit is contained in:
Richard Grenville 2014-05-16 15:18:17 +08:00
parent bb55706c05
commit 81c677f28b
7 changed files with 375 additions and 91 deletions

View File

@ -0,0 +1,11 @@
uniform float opacity;
uniform bool invert_color;
uniform sampler2D tex;
void main() {
vec4 c = texture2D(tex, gl_TexCoord[0]);
if (invert_color)
c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a);
c *= opacity;
gl_FragColor = c;
}

View File

@ -0,0 +1,19 @@
uniform float opacity;
uniform bool invert_color;
uniform sampler2D tex;
void main() {
vec4 c = texture2D(tex, gl_TexCoord[0]);
{
// Change vec4(1.0, 1.0, 1.0, 1.0) to your desired color
vec4 vdiff = abs(vec4(1.0, 1.0, 1.0, 1.0) - c);
float diff = max(max(max(vdiff.r, vdiff.g), vdiff.b), vdiff.a);
// Change 0.8 to your desired opacity
if (diff < 0.001)
c *= 0.8;
}
if (invert_color)
c = vec4(vec3(c.a, c.a, c.a) - vec3(c), c.a);
c *= opacity;
gl_FragColor = c;
}

View File

@ -48,6 +48,7 @@ fading = true;
fade-in-step = 0.03;
fade-out-step = 0.03;
# no-fading-openclose = true;
# no-fading-destroyed-argb = true;
fade-exclude = [ ];
# Other
@ -84,5 +85,5 @@ glx-swap-method = "undefined";
# Window type settings
wintypes:
{
tooltip = { fade = true; shadow = false; opacity = 0.75; focus = true; };
tooltip = { fade = true; shadow = true; opacity = 0.75; focus = true; };
};

View File

@ -469,6 +469,25 @@ typedef struct {
/// Height of the textures.
int height;
} glx_blur_cache_t;
typedef struct {
/// GLSL program.
GLuint prog;
/// Location of uniform "opacity" in window GLSL program.
GLint unifm_opacity;
/// Location of uniform "invert_color" in blur GLSL program.
GLint unifm_invert_color;
/// Location of uniform "tex" in window GLSL program.
GLint unifm_tex;
} glx_prog_main_t;
#define GLX_PROG_MAIN_INIT { \
.prog = 0, \
.unifm_opacity = -1, \
.unifm_invert_color = -1, \
.unifm_tex = -1, \
}
#endif
typedef struct {
@ -536,10 +555,12 @@ typedef struct _options_t {
int glx_swap_method;
/// Whether to use GL_EXT_gpu_shader4 to (hopefully) accelerates blurring.
bool glx_use_gpushader4;
/// Whether to try to detect WM windows and mark them as focused.
bool mark_wmwin_focused;
/// Whether to mark override-redirect windows as focused.
bool mark_ovredir_focused;
/// Custom fragment shader for painting windows, as a string.
char *glx_fshader_win_str;
#ifdef CONFIG_VSYNC_OPENGL_GLSL
/// Custom GLX program used for painting window.
glx_prog_main_t glx_prog_win;
#endif
/// Whether to fork to background.
bool fork_after_register;
/// Whether to detect rounded corners.
@ -547,6 +568,8 @@ typedef struct _options_t {
/// Whether to paint on X Composite overlay window instead of root
/// window.
bool paint_on_overlay;
/// Force painting of window content with blending.
bool force_win_blend;
/// Resize damage for a specific number of pixels.
int resize_damage;
/// Whether to unredirect all windows if a full-screen opaque window
@ -622,6 +645,8 @@ typedef struct _options_t {
time_ms_t fade_delta;
/// Whether to disable fading on window open/close.
bool no_fading_openclose;
/// Whether to disable fading on ARGB managed destroyed windows.
bool no_fading_destroyed_argb;
/// Fading blacklist. A linked list of conditions.
c2_lptr_t *fade_blacklist;
@ -672,6 +697,10 @@ typedef struct _options_t {
// === Focus related ===
/// Consider windows of specific types to be always focused.
bool wintype_focus[NUM_WINTYPES];
/// Whether to try to detect WM windows and mark them as focused.
bool mark_wmwin_focused;
/// Whether to mark override-redirect windows as focused.
bool mark_ovredir_focused;
/// Whether to use EWMH _NET_ACTIVE_WINDOW to find active window.
bool use_ewmh_active_win;
/// A list of windows always to be considered focused.
@ -1965,6 +1994,14 @@ win_is_fullscreen(session_t *ps, const win *w) {
&& (!w->bounding_shaped || w->rounded_corners);
}
/**
* Check if a window will be painted solid.
*/
static inline bool
win_is_solid(session_t *ps, const win *w) {
return WMODE_SOLID == w->mode && !ps->o.force_win_blend;
}
/**
* Determine if a window has a specific property.
*
@ -2073,6 +2110,13 @@ glx_on_root_change(session_t *ps);
bool
glx_init_blur(session_t *ps);
#ifdef CONFIG_VSYNC_OPENGL_GLSL
bool
glx_load_prog_main(session_t *ps,
const char *vshader_str, const char *fshader_str,
glx_prog_main_t *pprogram);
#endif
bool
glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
unsigned width, unsigned height, unsigned depth);
@ -2108,10 +2152,24 @@ glx_dim_dst(session_t *ps, int dx, int dy, int width, int height, float z,
GLfloat factor, XserverRegion reg_tgt, const reg_data_t *pcache_reg);
bool
glx_render(session_t *ps, const glx_texture_t *ptex,
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 neg,
XserverRegion reg_tgt, const reg_data_t *pcache_reg);
double opacity, bool argb, bool neg,
XserverRegion reg_tgt, const reg_data_t *pcache_reg
#ifdef CONFIG_VSYNC_OPENGL_GLSL
, const glx_prog_main_t *pprogram
#endif
);
#ifdef CONFIG_VSYNC_OPENGL_GLSL
#define \
glx_render(ps, ptex, x, y, dx, dy, width, height, z, opacity, argb, neg, reg_tgt, pcache_reg, pprogram) \
glx_render_(ps, ptex, x, y, dx, dy, width, height, z, opacity, argb, neg, reg_tgt, pcache_reg, pprogram)
#else
#define \
glx_render(ps, ptex, x, y, dx, dy, width, height, z, opacity, argb, neg, reg_tgt, pcache_reg, pprogram) \
glx_render_(ps, ptex, x, y, dx, dy, width, height, z, opacity, argb, neg, reg_tgt, pcache_reg)
#endif
void
glx_swap_copysubbuffermesa(session_t *ps, XserverRegion reg);
@ -2122,6 +2180,10 @@ glx_create_shader(GLenum shader_type, const char *shader_str);
GLuint
glx_create_program(const GLuint * const shaders, int nshaders);
GLuint
glx_create_program_from_str(const char *vert_shader_str,
const char *frag_shader_str);
#endif
/**

View File

@ -1206,7 +1206,7 @@ paint_preprocess(session_t *ps, win *list) {
// If the window is solid, we add the window region to the
// ignored region
if (WMODE_SOLID == w->mode) {
if (win_is_solid(ps, w)) {
if (!w->frame_opacity) {
if (w->border_size)
w->reg_ignore = copy_region(ps, w->border_size);
@ -1240,7 +1240,7 @@ paint_preprocess(session_t *ps, win *list) {
// is not correctly set.
if (ps->o.unredir_if_possible && is_highest && to_paint) {
is_highest = false;
if (WMODE_SOLID == w->mode
if (win_is_solid(ps, w)
&& (!w->frame_opacity || !win_has_frame(w))
&& win_is_fullscreen(ps, w)
&& !w->unredir_if_possible_excluded)
@ -1316,7 +1316,7 @@ win_paint_shadow(session_t *ps, win *w,
render(ps, 0, 0, w->a.x + w->shadow_dx, w->a.y + w->shadow_dy,
w->shadow_width, w->shadow_height, w->shadow_opacity, true, false,
w->shadow_paint.pict, w->shadow_paint.ptex, reg_paint, pcache_reg);
w->shadow_paint.pict, w->shadow_paint.ptex, reg_paint, pcache_reg, NULL);
}
/**
@ -1472,7 +1472,7 @@ win_blur_background(session_t *ps, win *w, Picture tgt_buffer,
// Minimize the region we try to blur, if the window itself is not
// opaque, only the frame is.
XserverRegion reg_noframe = None;
if (WMODE_SOLID == w->mode) {
if (win_is_solid(ps, w)) {
XserverRegion reg_all = border_size(ps, w, false);
reg_noframe = win_get_region_noframe(ps, w, false);
XFixesSubtractRegion(ps->dpy, reg_noframe, reg_all, reg_noframe);
@ -1496,10 +1496,14 @@ win_blur_background(session_t *ps, win *w, Picture tgt_buffer,
}
static void
render(session_t *ps, int x, int y, int dx, int dy, int wid, int hei,
render_(session_t *ps, int x, int y, int dx, int dy, int wid, int hei,
double opacity, bool argb, bool neg,
Picture pict, glx_texture_t *ptex,
XserverRegion reg_paint, const reg_data_t *pcache_reg) {
XserverRegion reg_paint, const reg_data_t *pcache_reg
#ifdef CONFIG_VSYNC_OPENGL_GLSL
, const glx_prog_main_t *pprogram
#endif
) {
switch (ps->o.backend) {
case BKEND_XRENDER:
case BKEND_XR_GLX_HYBRID:
@ -1515,7 +1519,7 @@ render(session_t *ps, int x, int y, int dx, int dy, int wid, int hei,
#ifdef CONFIG_VSYNC_OPENGL
case BKEND_GLX:
glx_render(ps, ptex, x, y, dx, dy, wid, hei,
ps->glx_z, opacity, neg, reg_paint, pcache_reg);
ps->glx_z, opacity, argb, neg, reg_paint, pcache_reg, pprogram);
ps->glx_z += 1;
break;
#endif
@ -1911,7 +1915,7 @@ paint_all(session_t *ps, XserverRegion region, XserverRegion region_real, win *t
if (!is_region_empty(ps, reg_paint, &cache_reg)) {
set_tgt_clip(ps, reg_paint, &cache_reg);
// Blur window background
if (w->blur_background && (WMODE_SOLID != w->mode
if (w->blur_background && (!win_is_solid(ps, w)
|| (ps->o.blur_background_frame && w->frame_opacity))) {
win_blur_background(ps, w, ps->tgt_buffer.pict, reg_paint, &cache_reg);
}
@ -1992,7 +1996,8 @@ paint_all(session_t *ps, XserverRegion region, XserverRegion region_real, win *t
glFlush();
glXWaitX();
glx_render(ps, ps->tgt_buffer.ptex, 0, 0, 0, 0,
ps->root_width, ps->root_height, 0, 1.0, false, region_real, NULL);
ps->root_width, ps->root_height, 0, 1.0, false, false,
region_real, NULL, NULL);
// No break here!
case BKEND_GLX:
if (ps->o.glx_use_copysubbuffermesa)
@ -2396,6 +2401,12 @@ win_determine_fade(session_t *ps, win *w) {
w->fade = w->fade_force;
else if (ps->o.no_fading_openclose && w->in_openclose)
w->fade = false;
else if (ps->o.no_fading_destroyed_argb && w->destroyed
&& WMODE_ARGB == w->mode && w->client_win && w->client_win != w->id) {
w->fade = false;
// Prevent it from being overwritten by last-paint value
w->fade_last = false;
}
// Ignore other possible causes of fading state changes after window
// gets unmapped
else if (IsViewable != w->a.map_state) {
@ -2548,8 +2559,8 @@ win_set_blur_background(session_t *ps, win *w, bool blur_background_new) {
// Only consider window damaged if it's previously painted with background
// blurred
if ((WMODE_SOLID != w->mode
|| (ps->o.blur_background_frame && w->frame_opacity)))
if (!win_is_solid(ps, w)
|| (ps->o.blur_background_frame && w->frame_opacity))
add_damage_win(ps, w);
}
@ -3206,6 +3217,9 @@ destroy_win(session_t *ps, Window id) {
w->destroyed = true;
if (ps->o.no_fading_destroyed_argb)
win_determine_fade(ps, w);
// Set fading callback
set_fade_callback(ps, w, destroy_callback, false);
@ -4482,6 +4496,9 @@ usage(int ret) {
" Mark windows that have no WM frame as active.\n"
"--no-fading-openclose\n"
" Do not fade on window open/close.\n"
"--no-fading-destroyed-argb\n"
" Do not fade destroyed ARGB windows with WM frame. Workaround of bugs\n"
" in Openbox, Fluxbox, etc.\n"
"--shadow-ignore-shaped\n"
" Do not paint shadows on shaped windows. (Deprecated, use\n"
" --shadow-exclude \'bounding_shaped\' or\n"
@ -4674,6 +4691,12 @@ usage(int ret) {
#else
#define WARNING
#endif
"--glx-fshader-win shader\n"
" GLX backend: Use specified GLSL fragment shader for rendering window\n"
" contents.\n"
"--force-win-blend\n"
" Force all windows to be painted with blending. Useful if you have a\n"
" --glx-fshader-win that could turn opaque pixels transparent.\n"
"--dbus\n"
" Enable remote control via D-Bus. See the D-BUS API section in the\n"
" man page for more details." WARNING "\n"
@ -5367,6 +5390,9 @@ parse_config(session_t *ps, struct options_tmp *pcfgtmp) {
wintype_arr_enable(ps->o.wintype_fade);
// --no-fading-open-close
lcfg_lookup_bool(&cfg, "no-fading-openclose", &ps->o.no_fading_openclose);
// --no-fading-destroyed-argb
lcfg_lookup_bool(&cfg, "no-fading-destroyed-argb",
&ps->o.no_fading_destroyed_argb);
// --shadow-red
config_lookup_float(&cfg, "shadow-red", &ps->o.shadow_red);
// --shadow-green
@ -5583,6 +5609,9 @@ get_cfg(session_t *ps, int argc, char *const *argv, bool first_pass) {
{ "xrender-sync", no_argument, NULL, 312 },
{ "xrender-sync-fence", no_argument, NULL, 313 },
{ "show-all-xerrors", no_argument, NULL, 314 },
{ "no-fading-destroyed-argb", no_argument, NULL, 315 },
{ "force-win-blend", no_argument, NULL, 316 },
{ "glx-fshader-win", required_argument, NULL, 317 },
// Must terminate with a NULL entry
{ NULL, 0, NULL, 0 },
};
@ -5838,6 +5867,11 @@ get_cfg(session_t *ps, int argc, char *const *argv, bool first_pass) {
P_CASEBOOL(311, vsync_use_glfinish);
P_CASEBOOL(312, xrender_sync);
P_CASEBOOL(313, xrender_sync_fence);
P_CASEBOOL(315, no_fading_destroyed_argb);
P_CASEBOOL(316, force_win_blend);
case 317:
ps->o.glx_fshader_win_str = mstrcpy(optarg);
break;
default:
usage(1);
break;
@ -6776,6 +6810,9 @@ session_init(session_t *ps_old, int argc, char **argv) {
.backend = BKEND_XRENDER,
.glx_no_stencil = false,
.glx_copy_from_front = false,
#ifdef CONFIG_VSYNC_OPENGL_GLSL
.glx_prog_win = GLX_PROG_MAIN_INIT,
#endif
.mark_wmwin_focused = false,
.mark_ovredir_focused = false,
.fork_after_register = false,
@ -6818,6 +6855,7 @@ session_init(session_t *ps_old, int argc, char **argv) {
.fade_out_step = 0.03 * OPAQUE,
.fade_delta = 10,
.no_fading_openclose = false,
.no_fading_destroyed_argb = false,
.fade_blacklist = NULL,
.wintype_opacity = { 0.0 },
@ -7146,6 +7184,17 @@ session_init(session_t *ps_old, int argc, char **argv) {
#endif
}
// Initialize window GL shader
if (BKEND_GLX == ps->o.backend && ps->o.glx_fshader_win_str) {
#ifdef CONFIG_VSYNC_OPENGL_GLSL
if (!glx_load_prog_main(ps, NULL, ps->o.glx_fshader_win_str, &ps->o.glx_prog_win))
exit(1);
#else
printf_errf("(): GLSL supported not compiled in, can't load shader.");
exit(1);
#endif
}
// Initialize software optimization
if (ps->o.sw_opti)
ps->o.sw_opti = swopti_init(ps);
@ -7227,7 +7276,6 @@ session_init(session_t *ps_old, int argc, char **argv) {
cxfree(children);
}
if (ps->o.track_focus) {
recheck_focus(ps);
}
@ -7395,6 +7443,7 @@ session_destroy(session_t *ps) {
free(ps->pfds_read);
free(ps->pfds_write);
free(ps->pfds_except);
free(ps->o.glx_fshader_win_str);
free_xinerama_info(ps);
#ifdef CONFIG_VSYNC_OPENGL

View File

@ -675,20 +675,37 @@ static win *
paint_preprocess(session_t *ps, win *list);
static void
render(session_t *ps, int x, int y, int dx, int dy, int wid, int hei,
render_(session_t *ps, int x, int y, int dx, int dy, int wid, int hei,
double opacity, bool argb, bool neg,
Picture pict, glx_texture_t *ptex,
XserverRegion reg_paint, const reg_data_t *pcache_reg);
XserverRegion reg_paint, const reg_data_t *pcache_reg
#ifdef CONFIG_VSYNC_OPENGL_GLSL
, const glx_prog_main_t *pprogram
#endif
);
#ifdef CONFIG_VSYNC_OPENGL_GLSL
#define \
render(ps, x, y, dx, dy, wid, hei, opacity, argb, neg, pict, ptex, reg_paint, pcache_reg, pprogram) \
render_(ps, x, y, dx, dy, wid, hei, opacity, argb, neg, pict, ptex, reg_paint, pcache_reg, pprogram)
#else
#define \
render(ps, x, y, dx, dy, wid, hei, opacity, argb, neg, pict, ptex, reg_paint, pcache_reg, pprogram) \
render_(ps, x, y, dx, dy, wid, hei, opacity, argb, neg, pict, ptex, reg_paint, pcache_reg)
#endif
static inline void
win_render(session_t *ps, win *w, int x, int y, int wid, int hei, double opacity, XserverRegion reg_paint, const reg_data_t *pcache_reg, Picture pict) {
win_render(session_t *ps, win *w, int x, int y, int wid, int hei,
double opacity, XserverRegion reg_paint, const reg_data_t *pcache_reg,
Picture pict) {
const int dx = (w ? w->a.x: 0) + x;
const int dy = (w ? w->a.y: 0) + y;
const bool argb = (w && w->mode == WMODE_ARGB);
const bool argb = (w && (WMODE_ARGB == w->mode || ps->o.force_win_blend));
const bool neg = (w && w->invert_color);
render(ps, x, y, dx, dy, wid, hei, opacity, argb, neg,
pict, (w ? w->paint.ptex: ps->root_tile_paint.ptex), reg_paint, pcache_reg);
pict, (w ? w->paint.ptex: ps->root_tile_paint.ptex),
reg_paint, pcache_reg, (w ? &ps->o.glx_prog_win: NULL));
}
static inline void

View File

@ -259,6 +259,23 @@ glx_init_end:
return success;
}
#ifdef CONFIG_VSYNC_OPENGL_GLSL
static void
glx_free_prog_main(session_t *ps, glx_prog_main_t *pprogram) {
if (!pprogram)
return;
if (pprogram->prog) {
glDeleteProgram(pprogram->prog);
pprogram->prog = 0;
}
pprogram->unifm_opacity = -1;
pprogram->unifm_invert_color = -1;
pprogram->unifm_tex = -1;
}
#endif
/**
* Destroy GLX related resources.
*/
@ -273,6 +290,10 @@ glx_destroy(session_t *ps) {
if (ppass->prog)
glDeleteProgram(ppass->prog);
}
glx_free_prog_main(ps, &ps->o.glx_prog_win);
glx_check_err(ps);
#endif
// Free FBConfigs
@ -439,6 +460,7 @@ glx_init_blur(session_t *ps) {
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);
@ -458,6 +480,43 @@ glx_init_blur(session_t *ps) {
#endif
}
#ifdef CONFIG_VSYNC_OPENGL_GLSL
/**
* Load a GLSL main program from shader strings.
*/
bool
glx_load_prog_main(session_t *ps,
const char *vshader_str, const char *fshader_str,
glx_prog_main_t *pprogram) {
assert(pprogram);
// Build program
pprogram->prog = glx_create_program_from_str(vshader_str, fshader_str);
if (!pprogram->prog) {
printf_errf("(): 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) { \
printf_errf("(): 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);
#undef P_GET_UNIFM_LOC
glx_check_err(ps);
return true;
}
#endif
/**
* @brief Update the FBConfig of given depth.
*/
@ -1314,10 +1373,14 @@ glx_dim_dst(session_t *ps, int dx, int dy, int width, int height, float z,
* @brief Render a region with texture data.
*/
bool
glx_render(session_t *ps, const glx_texture_t *ptex,
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 neg,
XserverRegion reg_tgt, const reg_data_t *pcache_reg) {
double opacity, bool argb, bool neg,
XserverRegion reg_tgt, const reg_data_t *pcache_reg
#ifdef CONFIG_VSYNC_OPENGL_GLSL
, const glx_prog_main_t *pprogram
#endif
) {
if (!ptex || !ptex->texture) {
printf_errf("(): Missing texture.");
return false;
@ -1328,8 +1391,11 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
return true;
#endif
const bool argb = (GLX_TEXTURE_FORMAT_RGBA_EXT ==
ps->glx_fbconfigs[ptex->depth]->texture_fmt);
argb = argb || (GLX_TEXTURE_FORMAT_RGBA_EXT ==
ps->glx_fbconfigs[ptex->depth]->texture_fmt);
#ifdef CONFIG_VSYNC_OPENGL_GLSL
const bool has_prog = pprogram && pprogram->prog;
#endif
bool dual_texture = false;
// It's required by legacy versions of OpenGL to enable texture target
@ -1350,77 +1416,96 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
glColor4f(opacity, opacity, opacity, opacity);
}
// 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;
#ifdef CONFIG_VSYNC_OPENGL_GLSL
if (!has_prog)
#endif
{
// 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);
// 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);
// 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);
// 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);
// Texture stage 1
glActiveTexture(GL_TEXTURE1);
glEnable(ptex->target);
glBindTexture(ptex->target, ptex->texture);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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_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);
// 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);
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_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);
// 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);
}
}
}
#ifdef CONFIG_VSYNC_OPENGL_GLSL
else {
// Programmable path
assert(pprogram->prog);
glUseProgram(pprogram->prog);
if (pprogram->unifm_opacity >= 0)
glUniform1f(pprogram->unifm_opacity, opacity);
if (pprogram->unifm_invert_color >= 0)
glUniform1i(pprogram->unifm_invert_color, neg);
if (pprogram->unifm_tex >= 0)
glUniform1i(pprogram->unifm_tex, 0);
}
#endif
#ifdef DEBUG_GLX
printf_dbgf("(): Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n", x, y, width, height, dx, dy, ptex->width, ptex->height, z);
@ -1503,6 +1588,11 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
glActiveTexture(GL_TEXTURE0);
}
#ifdef CONFIG_VSYNC_OPENGL_GLSL
if (has_prog)
glUseProgram(0);
#endif
glx_check_err(ps);
return true;
@ -1625,7 +1715,7 @@ glx_create_shader(GLenum shader_type, const char *shader_str) {
bool success = false;
GLuint shader = glCreateShader(shader_type);
if (!shader) {
printf_errf("(): Failed to create shader with type %d.", shader_type);
printf_errf("(): Failed to create shader with type %#x.", shader_type);
goto glx_create_shader_end;
}
glShaderSource(shader, 1, &shader_str, NULL);
@ -1701,5 +1791,40 @@ glx_create_program_end:
return program;
}
/**
* @brief Create a program from vertex and fragment shader strings.
*/
GLuint
glx_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 = glx_create_shader(GL_VERTEX_SHADER, vert_shader_str);
if (frag_shader_str)
frag_shader = glx_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;
assert(count <= sizeof(shaders) / sizeof(shaders[0]));
if (count)
prog = glx_create_program(shaders, count);
}
if (vert_shader)
glDeleteShader(vert_shader);
if (frag_shader)
glDeleteShader(frag_shader);
return prog;
}
#endif