#include #include #include #include "common.h" #include "log.h" #include "backend/gl/gl_common.h" struct gl_data {}; GLuint gl_create_shader(GLenum shader_type, const char *shader_str) { log_trace("===\n%s\n===", shader_str); bool success = false; GLuint shader = glCreateShader(shader_type); if (!shader) { log_error("Failed to create shader with type %#x.", shader_type); goto end; } glShaderSource(shader, 1, &shader_str, NULL); glCompileShader(shader); // Get shader status { GLint status = GL_FALSE; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (GL_FALSE == status) { GLint log_len = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len); if (log_len) { char log[log_len + 1]; glGetShaderInfoLog(shader, log_len, NULL, log); log_error("Failed to compile shader with type %d: %s", shader_type, log); } goto end; } } success = true; end: if (shader && !success) { glDeleteShader(shader); shader = 0; } return shader; } GLuint gl_create_program(const GLuint *const shaders, int nshaders) { bool success = false; GLuint program = glCreateProgram(); if (!program) { log_error("Failed to create program."); goto end; } for (int i = 0; i < nshaders; ++i) glAttachShader(program, shaders[i]); glLinkProgram(program); // Get program status { GLint status = GL_FALSE; glGetProgramiv(program, GL_LINK_STATUS, &status); if (GL_FALSE == status) { GLint log_len = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len); if (log_len) { char log[log_len + 1]; glGetProgramInfoLog(program, log_len, NULL, log); log_error("Failed to link program: %s", log); } goto end; } } success = true; end: if (program) { for (int i = 0; i < nshaders; ++i) glDetachShader(program, shaders[i]); } if (program && !success) { glDeleteProgram(program); program = 0; } return program; } /** * @brief Create a program from vertex and fragment shader strings. */ GLuint gl_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 = gl_create_shader(GL_VERTEX_SHADER, vert_shader_str); if (frag_shader_str) frag_shader = gl_create_shader(GL_FRAGMENT_SHADER, frag_shader_str); { GLuint shaders[2]; unsigned 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 = gl_create_program(shaders, count); } if (vert_shader) glDeleteShader(vert_shader); if (frag_shader) glDeleteShader(frag_shader); return prog; } void gl_free_prog_main(session_t *ps, gl_win_shader_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; } /** * @brief Get tightly packed RGB888 data from GL front buffer. * * Don't expect any sort of decent performance. * * @returns tightly packed RGB888 data of the size of the screen, * to be freed with `free()` */ unsigned char *gl_take_screenshot(session_t *ps, int *out_length) { int length = 3 * ps->root_width * ps->root_height; GLint unpack_align_old = 0; glGetIntegerv(GL_UNPACK_ALIGNMENT, &unpack_align_old); assert(unpack_align_old > 0); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); unsigned char *buf = ccalloc(length, unsigned char); glReadBuffer(GL_FRONT); glReadPixels(0, 0, ps->root_width, ps->root_height, GL_RGB, GL_UNSIGNED_BYTE, buf); glReadBuffer(GL_BACK); glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_align_old); if (out_length) *out_length = sizeof(unsigned char) * length; return buf; } /** * @brief Render a region with texture data. */ bool gl_compose(const gl_texture_t *ptex, int x, int y, int dx, int dy, int width, int height, int z, double opacity, bool argb, bool neg, const region_t *reg_tgt, const gl_win_shader_t *shader) { if (!ptex || !ptex->texture) { log_error("Missing texture."); return false; } // argb = argb || (GLX_TEXTURE_FORMAT_RGBA_EXT == // ps->psglx->fbconfigs[ptex->depth]->texture_fmt); bool dual_texture = false; // It's required by legacy versions of OpenGL to enable texture target // before specifying environment. Thanks to madsy for telling me. glEnable(ptex->target); // Enable blending if needed if (opacity < 1.0 || argb) { glEnable(GL_BLEND); // Needed for handling opacity of ARGB texture glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // This is all weird, but X Render is using premultiplied ARGB format, and // we need to use those things to correct it. Thanks to derhass for help. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glColor4f(opacity, opacity, opacity, opacity); } // Programmable path assert(shader->prog); glUseProgram(shader->prog); if (shader->unifm_opacity >= 0) glUniform1f(shader->unifm_opacity, opacity); if (shader->unifm_invert_color >= 0) glUniform1i(shader->unifm_invert_color, neg); if (shader->unifm_tex >= 0) glUniform1i(shader->unifm_tex, 0); // log_trace("Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n", // x, y, width, height, dx, dy, ptex->width, ptex->height, z); // Bind texture glBindTexture(ptex->target, ptex->texture); if (dual_texture) { glActiveTexture(GL_TEXTURE1); glBindTexture(ptex->target, ptex->texture); glActiveTexture(GL_TEXTURE0); } // Painting P_PAINTREG_START(crect) { // Calculate texture coordinates GLfloat texture_x1 = (double)(crect.x1 - dx + x); GLfloat texture_y1 = (double)(crect.y1 - dy + y); GLfloat texture_x2 = texture_x1 + (double)(crect.x2 - crect.x1); GLfloat texture_y2 = texture_y1 + (double)(crect.y2 - crect.y1); if (GL_TEXTURE_2D == ptex->target) { // GL_TEXTURE_2D coordinates are 0-1 texture_x1 /= ptex->width; texture_y1 /= ptex->height; texture_x2 /= ptex->width; texture_y2 /= ptex->height; } // Vertex coordinates GLint vx1 = crect.x1; GLint vy1 = crect.y1; GLint vx2 = crect.x2; GLint vy2 = crect.y2; // X pixmaps might be Y inverted, invert the texture coordinates if (ptex->y_inverted) { texture_y1 = 1.0 - texture_y1; texture_y2 = 1.0 - texture_y2; } // log_trace("Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d", // ri, rx, ry, rxe, rye, rdx, rdy, rdxe, rdye); GLfloat texture_x[] = {texture_x1, texture_x2, texture_x2, texture_x1}; GLfloat texture_y[] = {texture_y1, texture_y1, texture_y2, texture_y2}; GLint vx[] = {vx1, vx2, vx2, vx1}; GLint vy[] = {vy1, vy1, vy2, vy2}; for (int i = 0; i < 4; i++) { glTexCoord2f(texture_x[i], texture_y[i]); glVertex3i(vx[i], vy[i], z); } } P_PAINTREG_END(); // Cleanup glBindTexture(ptex->target, 0); glColor4f(0.0f, 0.0f, 0.0f, 0.0f); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glDisable(GL_BLEND); glDisable(GL_COLOR_LOGIC_OP); glDisable(ptex->target); if (dual_texture) { glActiveTexture(GL_TEXTURE1); glBindTexture(ptex->target, 0); glDisable(ptex->target); glActiveTexture(GL_TEXTURE0); } glUseProgram(0); gl_check_err(); return true; } bool gl_dim_reg(session_t *ps, int dx, int dy, int width, int height, float z, GLfloat factor, const region_t *reg_tgt) { // It's possible to dim in glx_render(), but it would be over-complicated // considering all those mess in color negation and modulation glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glColor4f(0.0f, 0.0f, 0.0f, factor); { P_PAINTREG_START(crect) { glVertex3i(crect.x1, crect.y1, z); glVertex3i(crect.x2, crect.y1, z); glVertex3i(crect.x2, crect.y2, z); glVertex3i(crect.x1, crect.y2, z); } P_PAINTREG_END(); } glEnd(); glColor4f(0.0f, 0.0f, 0.0f, 0.0f); glDisable(GL_BLEND); gl_check_err(); return true; } static inline int gl_gen_texture(GLenum tex_tgt, int width, int height, GLuint *tex) { glGenTextures(1, tex); if (!*tex) return -1; glEnable(tex_tgt); glBindTexture(tex_tgt, *tex); glTexParameteri(tex_tgt, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(tex_tgt, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(tex_tgt, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glBindTexture(tex_tgt, 0); return 0; } /** * Blur contents in a particular region. * * XXX seems to be way to complex for what it does */ // Blur the area sized width x height starting at dx x dy bool gl_blur_dst(session_t *ps, const gl_cap_t *cap, int dx, int dy, int width, int height, float z, GLfloat factor_center, const region_t *reg_tgt, gl_blur_cache_t *pbc, const gl_blur_shader_t *pass, int npasses) { const bool more_passes = npasses > 1; // these should be arguments const bool have_scissors = glIsEnabled(GL_SCISSOR_TEST); const bool have_stencil = glIsEnabled(GL_STENCIL_TEST); bool ret = false; // Calculate copy region size gl_blur_cache_t ibc = {.width = 0, .height = 0}; if (!pbc) pbc = &ibc; // log_trace("(): %d, %d, %d, %d\n", dx, dy, width, height); GLenum tex_tgt = GL_TEXTURE_RECTANGLE; if (cap->non_power_of_two_texture) tex_tgt = GL_TEXTURE_2D; // Free textures if size inconsistency discovered if (width != pbc->width || height != pbc->height) { glDeleteTextures(1, &pbc->textures[0]); glDeleteTextures(1, &pbc->textures[1]); pbc->width = pbc->height = 0; pbc->textures[0] = pbc->textures[1] = 0; } // Generate FBO and textures if needed if (!pbc->textures[0]) gl_gen_texture(tex_tgt, width, height, &pbc->textures[0]); GLuint tex_scr = pbc->textures[0]; if (npasses > 1 && !pbc->textures[1]) gl_gen_texture(tex_tgt, width, height, &pbc->textures[1]); pbc->width = width; pbc->height = height; GLuint tex_scr2 = pbc->textures[1]; if (npasses > 1 && !pbc->fbo) glGenFramebuffers(1, &pbc->fbo); const GLuint fbo = pbc->fbo; if (!tex_scr || (npasses > 1 && !tex_scr2)) { log_error("Failed to allocate texture."); goto end; } if (npasses > 1 && !fbo) { log_error("Failed to allocate framebuffer."); goto end; } // Read destination pixels into a texture glEnable(tex_tgt); glBindTexture(tex_tgt, tex_scr); // Copy the area to be blurred into tmp buffer glCopyTexSubImage2D(tex_tgt, 0, 0, 0, dx, dy, width, height); // Texture scaling factor GLfloat texfac_x = 1.0f, texfac_y = 1.0f; if (tex_tgt == GL_TEXTURE_2D) { texfac_x /= width; texfac_y /= height; } // Paint it back if (more_passes) { glDisable(GL_STENCIL_TEST); glDisable(GL_SCISSOR_TEST); } for (int i = 0; i < npasses; ++i) { assert(i < MAX_BLUR_PASS - 1); const gl_blur_shader_t *curr = &pass[i]; assert(curr->prog); assert(tex_scr); glBindTexture(tex_tgt, tex_scr); if (i < npasses - 1) { // not last pass, draw into framebuffer glBindFramebuffer(GL_FRAMEBUFFER, fbo); // XXX not fixing bug during porting glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex_scr2, 0); // XXX wrong, should use tex_tgt glDrawBuffers(1, (GLenum[]){GL_COLOR_ATTACHMENT0}); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { log_error("Framebuffer attachment failed."); goto end; } } else { // last pass, draw directly into the back buffer glBindFramebuffer(GL_FRAMEBUFFER, 0); glDrawBuffers(1, (GLenum[]){GL_BACK}); if (have_scissors) glEnable(GL_SCISSOR_TEST); if (have_stencil) glEnable(GL_STENCIL_TEST); } glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glUseProgram(curr->prog); if (curr->unifm_offset_x >= 0) glUniform1f(curr->unifm_offset_x, texfac_x); if (curr->unifm_offset_y >= 0) glUniform1f(curr->unifm_offset_y, texfac_y); if (curr->unifm_factor_center >= 0) glUniform1f(curr->unifm_factor_center, factor_center); // XXX use multiple draw calls is probably going to be slow than // just simply blur the whole area. P_PAINTREG_START(crect) { // Texture coordinates const GLfloat texture_x1 = (crect.x1 - dx) * texfac_x; const GLfloat texture_y1 = (crect.y1 - dy) * texfac_y; const GLfloat texture_x2 = texture_x1 + (crect.x2 - crect.x1) * texfac_x; const GLfloat texture_y2 = texture_y1 + (crect.y2 - crect.y1) * texfac_y; // Vertex coordinates // For passes before the last one, we are drawing into a buffer, // so (dx, dy) from source maps to (0, 0) GLfloat vx1 = crect.x1 - dx; GLfloat vy1 = crect.y1 - dy; if (i == npasses - 1) { // For last pass, we are drawing back to source, so we // don't need to map vx1 = crect.x1; vy1 = crect.y1; } GLfloat vx2 = vx1 + (crect.x2 - crect.x1); GLfloat vy2 = vy1 + (crect.y2 - crect.y1); GLfloat texture_x[] = {texture_x1, texture_x2, texture_x2, texture_x1}; GLfloat texture_y[] = {texture_y1, texture_y1, texture_y2, texture_y2}; GLint vx[] = {vx1, vx2, vx2, vx1}; GLint vy[] = {vy1, vy1, vy2, vy2}; for (int j = 0; j < 4; j++) { glTexCoord2f(texture_x[j], texture_y[j]); glVertex3i(vx[j], vy[j], z); } } P_PAINTREG_END(); glUseProgram(0); // Swap tex_scr and tex_scr2 GLuint tmp = tex_scr2; tex_scr2 = tex_scr; tex_scr = tmp; } ret = true; end: glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindTexture(tex_tgt, 0); glDisable(tex_tgt); if (have_scissors) glEnable(GL_SCISSOR_TEST); if (have_stencil) glEnable(GL_STENCIL_TEST); if (&ibc == pbc) { glDeleteTextures(1, &pbc->textures[0]); glDeleteTextures(1, &pbc->textures[1]); glDeleteFramebuffers(1, &pbc->fbo); } gl_check_err(); return ret; } /** * Set clipping region on the target window. */ void gl_set_clip(const region_t *reg) { glDisable(GL_STENCIL_TEST); glDisable(GL_SCISSOR_TEST); if (!reg) return; int nrects; const rect_t *rects = pixman_region32_rectangles((region_t *)reg, &nrects); if (nrects == 1) { glEnable(GL_SCISSOR_TEST); glScissor(rects[0].x1, rects[0].y2, rects[0].x2 - rects[0].x1, rects[0].y2 - rects[0].y1); } gl_check_err(); } GLuint glGetUniformLocationChecked(GLuint p, const char *name) { auto ret = glGetUniformLocation(p, name); if (ret < 0) { log_error("Failed to get location of uniform '%s'. compton might not " "work correctly.", name); return 0; } return ret; } /** * Load a GLSL main program from shader strings. */ int gl_win_shader_from_string(session_t *ps, const char *vshader_str, const char *fshader_str, gl_win_shader_t *ret) { // Build program ret->prog = gl_create_program_from_str(vshader_str, fshader_str); if (!ret->prog) { log_error("Failed to create GLSL program."); return -1; } // Get uniform addresses ret->unifm_opacity = glGetUniformLocationChecked(ret->prog, "opacity"); ret->unifm_invert_color = glGetUniformLocationChecked(ret->prog, "invert_color"); ret->unifm_tex = glGetUniformLocationChecked(ret->prog, "tex"); gl_check_err(); return true; } /** * Callback to run on root window size change. */ void gl_resize(int width, int height) { glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, width, 0, height, -1000.0, 1000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } static void attr_unused gl_destroy_win_shader(session_t *ps, gl_win_shader_t *shader) { assert(shader); assert(shader->prog); glDeleteProgram(shader->prog); shader->prog = 0; shader->unifm_opacity = -1; shader->unifm_invert_color = -1; shader->unifm_tex = -1; }