mirror of
https://github.com/yshui/picom.git
synced 2024-11-11 13:51:02 -05:00
Move glx_init_blur to gl_common.c
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
parent
8629fee78f
commit
a2022661e6
3 changed files with 154 additions and 152 deletions
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@ -1,9 +1,11 @@
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include <stdbool.h>
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#include <locale.h>
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#include "common.h"
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#include "log.h"
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#include "string_utils.h"
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#include "backend/gl/gl_common.h"
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@ -589,3 +591,143 @@ static void attr_unused gl_destroy_win_shader(session_t *ps, gl_win_shader_t *sh
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shader->unifm_invert_color = -1;
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shader->unifm_tex = -1;
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}
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/**
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* Initialize GL blur filters.
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*
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* Fill `passes` with blur filters, won't create more than MAX_BLUR_FILTER number of filters
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*/
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bool gl_create_blur_filters(session_t *ps, gl_blur_shader_t *passes, const gl_cap_t *cap) {
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assert(ps->o.blur_kerns[0]);
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// Allocate PBO if more than one blur kernel is present
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if (ps->o.blur_kerns[1]) {
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// Try to generate a framebuffer
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GLuint fbo = 0;
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glGenFramebuffers(1, &fbo);
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if (!fbo) {
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log_error("Failed to generate Framebuffer. Cannot do "
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"multi-pass blur with GL backends.");
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return false;
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}
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glDeleteFramebuffers(1, &fbo);
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}
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char *lc_numeric_old = strdup(setlocale(LC_NUMERIC, NULL));
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// Enforce LC_NUMERIC locale "C" here to make sure decimal point is sane
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// Thanks to hiciu for reporting.
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setlocale(LC_NUMERIC, "C");
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static const char *FRAG_SHADER_BLUR_PREFIX = "#version 110\n"
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"%s"
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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 %s tex_scr;\n\n"
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"void main() {\n"
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" vec4 sum = vec4(0.0, 0.0, 0.0, "
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"0.0);\n";
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static const char *FRAG_SHADER_BLUR_ADD =
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" sum += float(%.7g) * %s(tex_scr, vec2(gl_TexCoord[0].x + offset_x "
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"* float(%d), gl_TexCoord[0].y + offset_y * float(%d)));\n";
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static const char *FRAG_SHADER_BLUR_ADD_GPUSHADER4 =
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" sum += float(%.7g) * %sOffset(tex_scr, vec2(gl_TexCoord[0].x, "
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"gl_TexCoord[0].y), ivec2(%d, %d));\n";
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static const char *FRAG_SHADER_BLUR_SUFFIX =
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" sum += %s(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y)) * "
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"factor_center;\n"
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" gl_FragColor = sum / (factor_center + float(%.7g));\n"
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"}\n";
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const bool use_texture_rect = !cap->non_power_of_two_texture;
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const char *sampler_type = (use_texture_rect ? "sampler2DRect" : "sampler2D");
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const char *texture_func = (use_texture_rect ? "texture2DRect" : "texture2D");
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const char *shader_add = FRAG_SHADER_BLUR_ADD;
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char *extension = strdup("");
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if (use_texture_rect)
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mstrextend(&extension, "#extension GL_ARB_texture_rectangle : "
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"require\n");
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if (ps->o.glx_use_gpushader4) {
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mstrextend(&extension, "#extension GL_EXT_gpu_shader4 : "
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"require\n");
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shader_add = FRAG_SHADER_BLUR_ADD_GPUSHADER4;
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}
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for (int i = 0; i < MAX_BLUR_PASS && ps->o.blur_kerns[i]; ++i) {
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xcb_render_fixed_t *kern = ps->o.blur_kerns[i];
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if (!kern)
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break;
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// Build shader
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int wid = XFIXED_TO_DOUBLE(kern[0]), hei = XFIXED_TO_DOUBLE(kern[1]);
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int nele = wid * hei - 1;
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unsigned int len =
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strlen(FRAG_SHADER_BLUR_PREFIX) + strlen(sampler_type) +
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strlen(extension) +
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(strlen(shader_add) + strlen(texture_func) + 42) * nele +
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strlen(FRAG_SHADER_BLUR_SUFFIX) + strlen(texture_func) + 12 + 1;
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char *shader_str = ccalloc(len, char);
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char *pc = shader_str;
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sprintf(pc, FRAG_SHADER_BLUR_PREFIX, extension, sampler_type);
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pc += strlen(pc);
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assert(strlen(shader_str) < len);
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double sum = 0.0;
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for (int j = 0; j < hei; ++j) {
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for (int k = 0; k < wid; ++k) {
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if (hei / 2 == j && wid / 2 == k)
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continue;
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double val = XFIXED_TO_DOUBLE(kern[2 + j * wid + k]);
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if (0.0 == val)
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continue;
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sum += val;
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sprintf(pc, shader_add, val, texture_func, k - wid / 2,
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j - hei / 2);
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pc += strlen(pc);
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assert(strlen(shader_str) < len);
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}
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}
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auto pass = passes + i;
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sprintf(pc, FRAG_SHADER_BLUR_SUFFIX, texture_func, sum);
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assert(strlen(shader_str) < len);
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pass->frag_shader = gl_create_shader(GL_FRAGMENT_SHADER, shader_str);
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free(shader_str);
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if (!pass->frag_shader) {
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log_error("Failed to create fragment shader %d.", i);
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goto err;
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}
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// Build program
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pass->prog = gl_create_program(&pass->frag_shader, 1);
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if (!pass->prog) {
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log_error("Failed to create GLSL program.");
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goto err;
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}
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// Get uniform addresses
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pass->unifm_factor_center =
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glGetUniformLocationChecked(pass->prog, "factor_center");
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if (!ps->o.glx_use_gpushader4) {
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pass->unifm_offset_x =
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glGetUniformLocationChecked(pass->prog, "offset_x");
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pass->unifm_offset_y =
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glGetUniformLocationChecked(pass->prog, "offset_y");
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}
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}
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free(extension);
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// Restore LC_NUMERIC
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setlocale(LC_NUMERIC, lc_numeric_old);
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free(lc_numeric_old);
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gl_check_err();
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return true;
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err:
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free(extension);
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setlocale(LC_NUMERIC, lc_numeric_old);
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free(lc_numeric_old);
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return false;
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}
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@ -70,6 +70,7 @@ void gl_free_prog_main(session_t *ps, gl_win_shader_t *prog);
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unsigned char *gl_take_screenshot(session_t *ps, int *out_length);
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void gl_resize(int width, int height);
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bool gl_create_blur_filters(session_t *ps, gl_blur_shader_t *passes, const gl_cap_t *cap);
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GLuint glGetUniformLocationChecked(GLuint p, const char *name);
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@ -10,7 +10,6 @@
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*/
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#include <GL/glx.h>
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#include <locale.h>
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#include "backend/backend.h"
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#include "backend/gl/gl_common.h"
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#include "string_utils.h"
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@ -469,10 +468,14 @@ static void *glx_init(session_t *ps) {
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// glXSwapBuffers(ps->dpy, get_tgt_window(ps));
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// Initialize blur filters
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gl_create_blur_filters(ps, gd->blur_shader, &gd->cap);
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success = true;
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end:
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cxfree(pvis);
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if (pvis)
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XFree(pvis);
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if (!success) {
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glx_deinit(gd, ps);
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return gd;
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}
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/**
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* Initialize GLX blur filter.
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*/
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static bool attr_unused glx_init_blur(session_t *ps) {
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struct _glx_data *gd = ps->backend_data;
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assert(ps->o.blur_kerns[0]);
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// Allocate PBO if more than one blur kernel is present
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if (ps->o.blur_kerns[1]) {
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// Try to generate a framebuffer
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GLuint fbo = 0;
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glGenFramebuffers(1, &fbo);
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if (!fbo) {
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log_error("Failed to generate Framebuffer. Cannot do "
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"multi-pass blur with GLX backend.");
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return false;
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}
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glDeleteFramebuffers(1, &fbo);
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}
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char *lc_numeric_old = strdup(setlocale(LC_NUMERIC, NULL));
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// Enforce LC_NUMERIC locale "C" here to make sure decimal point is sane
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// Thanks to hiciu for reporting.
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setlocale(LC_NUMERIC, "C");
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static const char *FRAG_SHADER_BLUR_PREFIX = "#version 110\n"
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"%s"
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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 %s tex_scr;\n\n"
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"void main() {\n"
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" vec4 sum = vec4(0.0, 0.0, 0.0, "
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"0.0);\n";
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static const char *FRAG_SHADER_BLUR_ADD =
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" sum += float(%.7g) * %s(tex_scr, vec2(gl_TexCoord[0].x + offset_x "
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"* float(%d), gl_TexCoord[0].y + offset_y * float(%d)));\n";
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static const char *FRAG_SHADER_BLUR_ADD_GPUSHADER4 =
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" sum += float(%.7g) * %sOffset(tex_scr, vec2(gl_TexCoord[0].x, "
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"gl_TexCoord[0].y), ivec2(%d, %d));\n";
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static const char *FRAG_SHADER_BLUR_SUFFIX =
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" sum += %s(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y)) * "
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"factor_center;\n"
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" gl_FragColor = sum / (factor_center + float(%.7g));\n"
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"}\n";
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const bool use_texture_rect = !gd->cap.non_power_of_two_texture;
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const char *sampler_type = (use_texture_rect ? "sampler2DRect" : "sampler2D");
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const char *texture_func = (use_texture_rect ? "texture2DRect" : "texture2D");
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const char *shader_add = FRAG_SHADER_BLUR_ADD;
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char *extension = strdup("");
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if (use_texture_rect)
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mstrextend(&extension, "#extension GL_ARB_texture_rectangle : "
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"require\n");
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if (ps->o.glx_use_gpushader4) {
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mstrextend(&extension, "#extension GL_EXT_gpu_shader4 : "
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"require\n");
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shader_add = FRAG_SHADER_BLUR_ADD_GPUSHADER4;
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}
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for (int i = 0; i < MAX_BLUR_PASS && ps->o.blur_kerns[i]; ++i) {
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xcb_render_fixed_t *kern = ps->o.blur_kerns[i];
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if (!kern)
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break;
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glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i];
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// Build shader
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int wid = XFIXED_TO_DOUBLE(kern[0]), hei = XFIXED_TO_DOUBLE(kern[1]);
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int nele = wid * hei - 1;
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unsigned int len =
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strlen(FRAG_SHADER_BLUR_PREFIX) + strlen(sampler_type) +
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strlen(extension) +
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(strlen(shader_add) + strlen(texture_func) + 42) * nele +
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strlen(FRAG_SHADER_BLUR_SUFFIX) + strlen(texture_func) + 12 + 1;
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char *shader_str = ccalloc(len, char);
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char *pc = shader_str;
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sprintf(pc, FRAG_SHADER_BLUR_PREFIX, extension, sampler_type);
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pc += strlen(pc);
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assert(strlen(shader_str) < len);
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double sum = 0.0;
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for (int j = 0; j < hei; ++j) {
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for (int k = 0; k < wid; ++k) {
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if (hei / 2 == j && wid / 2 == k)
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continue;
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double val = XFIXED_TO_DOUBLE(kern[2 + j * wid + k]);
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if (0.0 == val)
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continue;
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sum += val;
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sprintf(pc, shader_add, val, texture_func, k - wid / 2,
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j - hei / 2);
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pc += strlen(pc);
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assert(strlen(shader_str) < len);
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}
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}
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sprintf(pc, FRAG_SHADER_BLUR_SUFFIX, texture_func, sum);
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assert(strlen(shader_str) < len);
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ppass->frag_shader = gl_create_shader(GL_FRAGMENT_SHADER, shader_str);
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free(shader_str);
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if (!ppass->frag_shader) {
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log_error("Failed to create fragment shader %d.", i);
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goto err;
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}
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// Build program
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ppass->prog = gl_create_program(&ppass->frag_shader, 1);
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if (!ppass->prog) {
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log_error("Failed to create GLSL program.");
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goto err;
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}
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// Get uniform addresses
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ppass->unifm_factor_center =
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glGetUniformLocationChecked(ppass->prog, "factor_center");
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if (!ps->o.glx_use_gpushader4) {
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ppass->unifm_offset_x =
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glGetUniformLocationChecked(ppass->prog, "offset_x");
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ppass->unifm_offset_y =
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glGetUniformLocationChecked(ppass->prog, "offset_y");
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}
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}
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free(extension);
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// Restore LC_NUMERIC
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setlocale(LC_NUMERIC, lc_numeric_old);
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free(lc_numeric_old);
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gl_check_err();
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return true;
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err:
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free(extension);
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setlocale(LC_NUMERIC, lc_numeric_old);
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free(lc_numeric_old);
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return false;
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}
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void *glx_prepare_win(void *backend_data, session_t *ps, win *w) {
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struct _glx_data *gd = backend_data;
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// Retrieve pixmap parameters, if they aren't provided
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@ -713,12 +576,10 @@ err:
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/**
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* Bind a X pixmap to an OpenGL texture.
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*/
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bool glx_render_win(void *backend_data, session_t *ps, win *w, void *win_data,
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void glx_render_win(void *backend_data, session_t *ps, win *w, void *win_data,
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const region_t *reg_paint) {
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struct _glx_data *gd = backend_data;
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struct _glx_win_data *wd = win_data;
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if (ps->o.backend != BKEND_GLX && ps->o.backend != BKEND_XR_GLX_HYBRID)
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return true;
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assert(wd->pixmap);
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assert(wd->glpixmap);
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@ -729,15 +590,12 @@ bool glx_render_win(void *backend_data, session_t *ps, win *w, void *win_data,
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glBindTexture(wd->texture.target, 0);
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gl_check_err();
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return true;
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}
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#if 0
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/**
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* Preprocess function before start painting.
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*/
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void
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static void attr_unused
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glx_paint_pre(session_t *ps, region_t *preg) {
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ps->psglx->z = 0.0;
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -785,7 +643,7 @@ glx_paint_pre(session_t *ps, region_t *preg) {
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ps->all_damage_last[0] = newdamage;
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}
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glx_set_clip(ps, preg);
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//gl_set_clip(ps, preg);
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#ifdef DEBUG_GLX_PAINTREG
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glx_render_color(ps, 0, 0, ps->root_width, ps->root_height, 0, *preg, NULL);
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@ -793,9 +651,10 @@ glx_paint_pre(session_t *ps, region_t *preg) {
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gl_check_err();
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}
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#endif
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backend_info_t glx_backend = {
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.init = glx_init,
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.deinit = glx_deinit,
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.prepare_win = glx_prepare_win,
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.render_win = glx_render_win,
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};
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