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https://github.com/yshui/picom.git
synced 2024-11-25 14:06:08 -05:00
Feature #69: GLX: Blur background
- GLX backend: Add blur background support using a GLSL shader. Only tested with nvidia-drivers-313.26. Known to cause quite some decrease in performance (~10%?). - Detach shaders in glx_create_program(). Misc changes.
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parent
725bc40a65
commit
8208ec6dc8
4 changed files with 174 additions and 69 deletions
6
Makefile
6
Makefile
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@ -49,9 +49,9 @@ ifeq "$(NO_VSYNC_OPENGL)" ""
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# -lGL must precede some other libraries, or it segfaults on FreeBSD (#74)
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LIBS := -lGL $(LIBS)
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OBJS += opengl.o
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# ifeq "$(NO_VSYNC_OPENGL_GLSL)" ""
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# CFG += -DCONFIG_VSYNC_OPENGL_GLSL
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# endif
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ifeq "$(NO_VSYNC_OPENGL_GLSL)" ""
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CFG += -DCONFIG_VSYNC_OPENGL_GLSL
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endif
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endif
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# ==== D-Bus ====
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24
src/common.h
24
src/common.h
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@ -626,6 +626,18 @@ typedef struct {
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f_ReleaseTexImageEXT glXReleaseTexImageProc;
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/// FBConfig-s for GLX pixmap of different depths.
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glx_fbconfig_t *glx_fbconfigs[OPENGL_MAX_DEPTH + 1];
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#ifdef CONFIG_VSYNC_OPENGL_GLSL
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/// Fragment shader for blur.
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GLuint glx_frag_shader_blur;
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/// GLSL program for blur.
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GLuint glx_prog_blur;
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/// Location of uniform "offset_x" in blur GLSL program.
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GLint glx_prog_blur_unifm_offset_x;
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/// Location of uniform "offset_y" in blur GLSL program.
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GLint glx_prog_blur_unifm_offset_y;
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/// Location of uniform "factor_center" in blur GLSL program.
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GLint glx_prog_blur_unifm_factor_center;
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#endif
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#endif
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// === X extension related ===
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@ -1600,10 +1612,22 @@ glx_tex_binded(const glx_texture_t *ptex, Pixmap pixmap) {
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void
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glx_set_clip(session_t *ps, XserverRegion reg);
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bool
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glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
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GLfloat factor_center);
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bool
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glx_render(session_t *ps, const glx_texture_t *ptex,
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int x, int y, int dx, int dy, int width, int height, int z,
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double opacity, bool neg, XserverRegion reg_tgt);
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#ifdef CONFIG_VSYNC_OPENGL_GLSL
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GLuint
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glx_create_shader(GLenum shader_type, const char *shader_str);
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GLuint
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glx_create_program(const GLuint * const shaders, int nshaders);
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#endif
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#endif
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static inline void
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@ -1329,6 +1329,22 @@ win_build_picture(session_t *ps, win *w, XRenderPictFormat *pictfmt) {
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static inline void
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win_blur_background(session_t *ps, win *w, Picture tgt_buffer,
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XserverRegion reg_paint) {
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const int x = w->a.x;
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const int y = w->a.y;
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const int wid = w->widthb;
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const int hei = w->heightb;
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double factor_center = 1.0;
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// Adjust blur strength according to window opacity, to make it appear
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// better during fading
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if (!ps->o.blur_background_fixed) {
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double pct = 1.0 - get_opacity_percent(w) * (1.0 - 1.0 / 9.0);
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factor_center = pct * 8.0 / (1.1 - pct);
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}
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switch (ps->o.backend) {
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case BKEND_XRENDER:
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{
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const static int convolution_blur_size = 3;
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// Convolution filter parameter (box blur)
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// gaussian or binomial filters are definitely superior, yet looks
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@ -1344,11 +1360,6 @@ win_blur_background(session_t *ps, win *w, Picture tgt_buffer,
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XDoubleToFixed(1), XDoubleToFixed(1), XDoubleToFixed(1),
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};
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const int x = w->a.x;
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const int y = w->a.y;
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const int wid = w->widthb;
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const int hei = w->heightb;
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// Directly copying from tgt_buffer does not work, so we create a
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// Picture in the middle.
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Picture tmp_picture = win_build_picture(ps, w, NULL);
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@ -1356,12 +1367,7 @@ win_blur_background(session_t *ps, win *w, Picture tgt_buffer,
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if (!tmp_picture)
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return;
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// Adjust blur strength according to window opacity, to make it appear
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// better during fading
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if (!ps->o.blur_background_fixed) {
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double pct = 1.0 - get_opacity_percent(w) * (1.0 - 1.0 / 9.0);
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convolution_blur[2 + convolution_blur_size + ((convolution_blur_size - 1) / 2)] = XDoubleToFixed(pct * 8.0 / (1.1 - pct));
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}
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convolution_blur[2 + convolution_blur_size + ((convolution_blur_size - 1) / 2)] = XDoubleToFixed(factor_center);
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// Minimize the region we try to blur, if the window itself is not
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// opaque, only the frame is.
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@ -1383,6 +1389,16 @@ win_blur_background(session_t *ps, win *w, Picture tgt_buffer,
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XRenderComposite(ps->dpy, PictOpSrc, tmp_picture, None, tgt_buffer, 0, 0, 0, 0, x, y, wid, hei);
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free_picture(ps, &tmp_picture);
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}
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break;
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#ifdef CONFIG_VSYNC_OPENGL
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case BKEND_GLX:
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glx_blur_dst(ps, x, y, wid, hei, ps->glx_z - 0.5, factor_center);
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break;
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#endif
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default:
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assert(0);
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}
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}
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static void
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111
src/opengl.c
111
src/opengl.c
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@ -140,6 +140,14 @@ glx_init_end:
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*/
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void
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glx_destroy(session_t *ps) {
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#ifdef CONFIG_VSYNC_OPENGL_GLSL
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// Free GLSL shaders/programs
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if (ps->glx_frag_shader_blur)
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glDeleteShader(ps->glx_frag_shader_blur);
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if (ps->glx_prog_blur)
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glDeleteProgram(ps->glx_prog_blur);
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#endif
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// Free FBConfigs
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for (int i = 0; i <= OPENGL_MAX_DEPTH; ++i) {
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free(ps->glx_fbconfigs[i]);
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@ -173,20 +181,66 @@ glx_on_root_change(session_t *ps) {
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*/
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bool
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glx_init_blur(session_t *ps) {
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printf_errf("(): Blur on GLX backend isn't implemented yet, sorry.");
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#ifdef CONFIG_VSYNC_OPENGL_GLSL
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if (ps->o.glx_no_stencil) {
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printf_errf("(): I'm afraid blur background won't work so well without "
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"stencil buffer support.");
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return false;
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}
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// #ifdef CONFIG_VSYNC_OPENGL_GLSL
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// static const char *FRAG_SHADER_BLUR = "";
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// GLuint frag_shader = glx_create_shader(GL_FRAGMENT_SHADER, FRAG_SHADER_BLUR);
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// if (!frag_shader) {
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// printf_errf("(): Failed to create fragment shader for blurring.");
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// return false;
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// }
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// #else
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// printf_errf("(): GLSL support not compiled in. Cannot do blur with GLX backend.");
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// return false;
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// #endif
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// Build shader
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static const char *FRAG_SHADER_BLUR =
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"#version 110\n"
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"uniform float offset_x;\n"
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"uniform float offset_y;\n"
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"uniform float factor_center;\n"
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"uniform sampler2D tex_scr;\n"
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"\n"
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"void main() {\n"
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" vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);\n"
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x - offset_x, gl_TexCoord[0].y - offset_y));\n"
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x - offset_x, gl_TexCoord[0].y));\n"
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x - offset_x, gl_TexCoord[0].y + offset_y));\n"
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y - offset_y));\n"
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y)) * factor_center;\n"
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y + offset_y));\n"
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x + offset_x, gl_TexCoord[0].y - offset_y));\n"
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x + offset_x, gl_TexCoord[0].y));\n"
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" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x + offset_x, gl_TexCoord[0].y + offset_y));\n"
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" gl_FragColor = sum / (factor_center + 8.0);\n"
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"}\n"
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;
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ps->glx_frag_shader_blur = glx_create_shader(GL_FRAGMENT_SHADER, FRAG_SHADER_BLUR);
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if (!ps->glx_frag_shader_blur) {
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printf_errf("(): Failed to create fragment shader.");
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return false;
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}
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ps->glx_prog_blur = glx_create_program(&ps->glx_frag_shader_blur, 1);
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if (!ps->glx_prog_blur) {
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printf_errf("(): Failed to create GLSL program.");
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return false;
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}
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#define P_GET_UNIFM_LOC(name, target) { \
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ps->target = glGetUniformLocation(ps->glx_prog_blur, name); \
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if (ps->target < 0) { \
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printf_errf("(): Failed to get location of uniform '" name "'."); \
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return false; \
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} \
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}
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P_GET_UNIFM_LOC("factor_center", glx_prog_blur_unifm_factor_center);
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P_GET_UNIFM_LOC("offset_x", glx_prog_blur_unifm_offset_x);
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P_GET_UNIFM_LOC("offset_y", glx_prog_blur_unifm_offset_y);
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#undef P_GET_UNIFM_LOC
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return true;
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#else
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printf_errf("(): GLSL support not compiled in. Cannot do blur with GLX backend.");
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return false;
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#endif
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}
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/**
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@ -590,7 +644,8 @@ glx_set_clip(session_t *ps, XserverRegion reg) {
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}
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bool
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glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z) {
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glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
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GLfloat factor_center) {
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// Read destination pixels into a texture
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GLuint tex_scr = 0;
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glGenTextures(1, &tex_scr);
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#endif
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// Paint it back
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// TODO: Blur function. We are using color negation for testing now.
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
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glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
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// Color negation for testing...
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// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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// glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
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// glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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#ifdef CONFIG_VSYNC_OPENGL_GLSL
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glUseProgram(ps->glx_prog_blur);
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glUniform1f(ps->glx_prog_blur_unifm_offset_x, 1.0f / width);
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glUniform1f(ps->glx_prog_blur_unifm_offset_y, 1.0f / height);
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glUniform1f(ps->glx_prog_blur_unifm_factor_center, factor_center);
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#endif
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glBegin(GL_QUADS);
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glEnd();
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#ifdef CONFIG_VSYNC_OPENGL_GLSL
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glUseProgram(0);
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#endif
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glBindTexture(tex_tgt, 0);
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glDeleteTextures(1, &tex_scr);
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glx_render(session_t *ps, const glx_texture_t *ptex,
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int x, int y, int dx, int dy, int width, int height, int z,
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double opacity, bool neg, XserverRegion reg_tgt) {
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bool blur_background = false;
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if (!ptex || !ptex->texture) {
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printf_errf("(): Missing texture.");
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return false;
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// Enable blending if needed
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if (opacity < 1.0 || GLX_TEXTURE_FORMAT_RGBA_EXT ==
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ps->glx_fbconfigs[ptex->depth]->texture_fmt) {
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if (!ps->o.glx_no_stencil && blur_background)
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glx_blur_dst(ps, dx, dy, width, height, z - 0.5);
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glEnable(GL_BLEND);
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@ -832,8 +894,7 @@ glx_create_shader_end:
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}
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GLuint
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glx_create_program(GLenum shader_type, const GLuint * const shaders,
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int nshaders) {
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glx_create_program(const GLuint * const shaders, int nshaders) {
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bool success = false;
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GLuint program = glCreateProgram();
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if (!program) {
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success = true;
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glx_create_program_end:
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if (program) {
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for (int i = 0; i < nshaders; ++i)
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glDetachShader(program, shaders[i]);
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}
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if (program && !success) {
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glDeleteProgram(program);
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program = 0;
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