// SPDX-License-Identifier: MPL-2.0 // Copyright (c) Yuxuan Shui #pragma once #include #include #include #include #include "backend/backend.h" #include "config.h" #include "log.h" #include "region.h" #define CASESTRRET(s) \ case s: return #s // Program and uniforms for window shader typedef struct { GLuint prog; GLint unifm_opacity; GLint unifm_invert_color; GLint unifm_tex; GLint unifm_dim; GLint in_texcoord; GLint coord_loc; } gl_win_shader_t; // Program and uniforms for blur shader typedef struct { GLuint prog; GLint unifm_offset_x; GLint unifm_offset_y; GLint unifm_opacity; GLint orig_loc; GLint coord_loc; GLint in_texcoord; } gl_blur_shader_t; typedef struct { GLuint prog; GLint in_coord_loc; GLint color_loc; } gl_fill_shader_t; struct gl_texture { int refcount; GLuint texture; int width, height; bool y_inverted; unsigned depth; }; /// @brief Wrapper of a binded GLX texture. typedef struct gl_image { struct gl_texture *inner; double opacity; double dim; int ewidth, eheight; bool has_alpha; bool color_inverted; } gl_image_t; struct gl_data { backend_t base; // If we are using proprietary NVIDIA driver bool is_nvidia; // Height and width of the viewport int height, width; int npasses; gl_win_shader_t win_shader; gl_fill_shader_t fill_shader; gl_blur_shader_t blur_shader[MAX_BLUR_PASS]; // Temporary textures used for blurring. They are always the same size as the // target, so they are always big enough without resizing. // Turns out calling glTexImage to resize is expensive, so we avoid that. GLuint blur_texture[2]; // Temporary fbo used for blurring GLuint blur_fbo; struct log_target *logger; }; 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; typedef struct session session_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); /** * @brief Render a region with texture data. */ void gl_compose(backend_t *, void *ptex, int dst_x, int dst_y, const region_t *reg_tgt, const region_t *reg_visible); void gl_resize(struct gl_data *, int width, int height); bool gl_init(struct gl_data *gd, session_t *); void gl_deinit(struct gl_data *gd); GLuint gl_new_texture(GLenum target); bool gl_image_op(backend_t *base, enum image_operations op, void *image_data, const region_t *reg_op, const region_t *reg_visible, void *arg); bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur, const region_t *reg_visible); bool gl_is_image_transparent(backend_t *base, void *image_data); void gl_fill(backend_t *base, double r, double g, double b, double a, const region_t *clip); static inline void gl_delete_texture(GLuint texture) { glDeleteTextures(1, &texture); } /** * 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, (GLuint)i); if (strcmp(ext, exti) == 0) return true; } log_info("Missing GL extension %s.", ext); return false; }