#pragma once #include #include #include #include #include "common.h" #include "region.h" #include "log.h" // Program and uniforms for window shader 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; } gl_win_shader_t; // Program and uniforms for blur shader typedef struct { /// Fragment shader for blur. GLuint frag_shader; /// GLSL program for blur. GLuint prog; /// Location of uniform "offset_x" in blur GLSL program. GLint unifm_offset_x; /// Location of uniform "offset_y" in blur GLSL program. GLint unifm_offset_y; /// Location of uniform "factor_center" in blur GLSL program. GLint unifm_factor_center; } gl_blur_shader_t; /// @brief Wrapper of a binded GLX texture. typedef struct gl_texture { GLuint texture; GLenum target; unsigned width; unsigned height; unsigned depth; bool y_inverted; } gl_texture_t; // OpenGL capabilities typedef struct gl_cap { bool non_power_of_two_texture; } gl_cap_t; typedef struct { /// Framebuffer used for blurring. GLuint fbo; /// Textures used for blurring. GLuint textures[2]; /// Width of the textures. int width; /// Height of the textures. int height; } gl_blur_cache_t; #define GL_PROG_MAIN_INIT \ { .prog = 0, .unifm_opacity = -1, .unifm_invert_color = -1, .unifm_tex = -1, } GLuint gl_create_shader(GLenum shader_type, const char *shader_str); GLuint gl_create_program(const GLuint *const shaders, int nshaders); GLuint gl_create_program_from_str(const char *vert_shader_str, const char *frag_shader_str); bool gl_load_prog_main(session_t *ps, const char *vshader_str, const char *fshader_str, gl_win_shader_t *pprogram); void gl_free_prog_main(session_t *ps, gl_win_shader_t *prog); unsigned char *gl_take_screenshot(session_t *ps, int *out_length); void gl_resize(int width, int height); bool gl_create_blur_filters(session_t *ps, gl_blur_shader_t *passes, const gl_cap_t *cap); GLuint glGetUniformLocationChecked(GLuint p, const char *name); /** * Get a textual representation of an OpenGL error. */ static inline const char *gl_get_err_str(GLenum err) { switch (err) { CASESTRRET(GL_NO_ERROR); CASESTRRET(GL_INVALID_ENUM); CASESTRRET(GL_INVALID_VALUE); CASESTRRET(GL_INVALID_OPERATION); CASESTRRET(GL_INVALID_FRAMEBUFFER_OPERATION); CASESTRRET(GL_OUT_OF_MEMORY); CASESTRRET(GL_STACK_UNDERFLOW); CASESTRRET(GL_STACK_OVERFLOW); } return NULL; } /** * Check for GLX error. * * http://blog.nobel-joergensen.com/2013/01/29/debugging-opengl-using-glgeterror/ */ static inline void gl_check_err_(const char *func, int line) { GLenum err = GL_NO_ERROR; while (GL_NO_ERROR != (err = glGetError())) { const char *errtext = gl_get_err_str(err); if (errtext) { log_printf(tls_logger, LOG_LEVEL_ERROR, func, "GLX error at line %d: %s", line, errtext); } else { log_printf(tls_logger, LOG_LEVEL_ERROR, func, "GLX error at line %d: %d", line, err); } } } #define gl_check_err() gl_check_err_(__func__, __LINE__) /** * Check if a GLX extension exists. */ static inline bool gl_has_extension(const char *ext) { GLint nexts = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &nexts); if (!nexts) { log_error("Failed to get GL extension list."); return false; } for (int i = 0; i < nexts; i++) { const char *exti = (const char *)glGetStringi(GL_EXTENSIONS, i); if (strcmp(ext, exti) == 0) return true; } log_info("Missing GL extension %s.", ext); return false; } static inline void gl_free_blur_shader(gl_blur_shader_t *shader) { if (shader->prog) glDeleteShader(shader->prog); if (shader->frag_shader) glDeleteShader(shader->frag_shader); shader->prog = 0; shader->frag_shader = 0; }