// SPDX-License-Identifier: MIT /* * Compton - a compositor for X11 * * Based on `xcompmgr` - Copyright (c) 2003, Keith Packard * * Copyright (c) 2011-2013, Christopher Jeffrey * See LICENSE-mit for more information. * */ #include "opengl.h" static inline int glx_cmp_fbconfig_cmpattr(session_t *ps, const glx_fbconfig_t *pfbc_a, const glx_fbconfig_t *pfbc_b, int attr) { int attr_a = 0, attr_b = 0; // TODO: Error checking glXGetFBConfigAttrib(ps->dpy, pfbc_a->cfg, attr, &attr_a); glXGetFBConfigAttrib(ps->dpy, pfbc_b->cfg, attr, &attr_b); return attr_a - attr_b; } /** * Compare two GLX FBConfig's to find the preferred one. */ static int glx_cmp_fbconfig(session_t *ps, const glx_fbconfig_t *pfbc_a, const glx_fbconfig_t *pfbc_b) { int result = 0; if (!pfbc_a) return -1; if (!pfbc_b) return 1; int tmpattr; // Avoid 10-bit colors glXGetFBConfigAttrib(ps->dpy, pfbc_a->cfg, GLX_RED_SIZE, &tmpattr); if (tmpattr != 8) return -1; glXGetFBConfigAttrib(ps->dpy, pfbc_b->cfg, GLX_RED_SIZE, &tmpattr); if (tmpattr != 8) return 1; #define P_CMPATTR_LT(attr) { if ((result = glx_cmp_fbconfig_cmpattr(ps, pfbc_a, pfbc_b, (attr)))) return -result; } #define P_CMPATTR_GT(attr) { if ((result = glx_cmp_fbconfig_cmpattr(ps, pfbc_a, pfbc_b, (attr)))) return result; } P_CMPATTR_LT(GLX_BIND_TO_TEXTURE_RGBA_EXT); P_CMPATTR_LT(GLX_DOUBLEBUFFER); P_CMPATTR_LT(GLX_STENCIL_SIZE); P_CMPATTR_LT(GLX_DEPTH_SIZE); P_CMPATTR_GT(GLX_BIND_TO_MIPMAP_TEXTURE_EXT); return 0; } /** * @brief Update the FBConfig of given depth. */ static inline void glx_update_fbconfig_bydepth(session_t *ps, int depth, glx_fbconfig_t *pfbcfg) { // Make sure the depth is sane if (depth < 0 || depth > OPENGL_MAX_DEPTH) return; // Compare new FBConfig with current one if (glx_cmp_fbconfig(ps, ps->psglx->fbconfigs[depth], pfbcfg) < 0) { #ifdef DEBUG_GLX printf_dbgf("(%d): %#x overrides %#x, target %#x.\n", depth, (unsigned) pfbcfg->cfg, (ps->psglx->fbconfigs[depth] ? (unsigned) ps->psglx->fbconfigs[depth]->cfg: 0), pfbcfg->texture_tgts); #endif if (!ps->psglx->fbconfigs[depth]) { ps->psglx->fbconfigs[depth] = malloc(sizeof(glx_fbconfig_t)); allocchk(ps->psglx->fbconfigs[depth]); } (*ps->psglx->fbconfigs[depth]) = *pfbcfg; } } /** * Get GLX FBConfigs for all depths. */ static bool glx_update_fbconfig(session_t *ps) { // Acquire all FBConfigs and loop through them int nele = 0; GLXFBConfig* pfbcfgs = glXGetFBConfigs(ps->dpy, ps->scr, &nele); for (GLXFBConfig *pcur = pfbcfgs; pcur < pfbcfgs + nele; pcur++) { glx_fbconfig_t fbinfo = { .cfg = *pcur, .texture_fmt = 0, .texture_tgts = 0, .y_inverted = false, }; int id = (int) (pcur - pfbcfgs); int depth = 0, depth_alpha = 0, val = 0; // Skip over multi-sampled visuals // http://people.freedesktop.org/~glisse/0001-glx-do-not-use-multisample-visual-config-for-front-o.patch #ifdef GLX_SAMPLES if (Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_SAMPLES, &val) && val > 1) continue; #endif if (Success != glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BUFFER_SIZE, &depth) || Success != glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_ALPHA_SIZE, &depth_alpha)) { printf_errf("(): Failed to retrieve buffer size and alpha size of FBConfig %d.", id); continue; } if (Success != glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BIND_TO_TEXTURE_TARGETS_EXT, &fbinfo.texture_tgts)) { printf_errf("(): Failed to retrieve BIND_TO_TEXTURE_TARGETS_EXT of FBConfig %d.", id); continue; } int visualdepth = 0; { XVisualInfo *pvi = glXGetVisualFromFBConfig(ps->dpy, *pcur); if (!pvi) { // On nvidia-drivers-325.08 this happens slightly too often... // printf_errf("(): Failed to retrieve X Visual of FBConfig %d.", id); continue; } visualdepth = pvi->depth; cxfree(pvi); } bool rgb = false; bool rgba = false; if (depth >= 32 && depth_alpha && Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BIND_TO_TEXTURE_RGBA_EXT, &val) && val) rgba = true; if (Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BIND_TO_TEXTURE_RGB_EXT, &val) && val) rgb = true; if (Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_Y_INVERTED_EXT, &val)) fbinfo.y_inverted = val; { int tgtdpt = depth - depth_alpha; if (tgtdpt == visualdepth && tgtdpt < 32 && rgb) { fbinfo.texture_fmt = GLX_TEXTURE_FORMAT_RGB_EXT; glx_update_fbconfig_bydepth(ps, tgtdpt, &fbinfo); } } if (depth == visualdepth && rgba) { fbinfo.texture_fmt = GLX_TEXTURE_FORMAT_RGBA_EXT; glx_update_fbconfig_bydepth(ps, depth, &fbinfo); } } cxfree(pfbcfgs); // Sanity checks if (!ps->psglx->fbconfigs[ps->depth]) { printf_errf("(): No FBConfig found for default depth %d.", ps->depth); return false; } if (!ps->psglx->fbconfigs[32]) { printf_errf("(): No FBConfig found for depth 32. Expect crazy things."); } #ifdef DEBUG_GLX printf_dbgf("(): %d-bit: %#3x, 32-bit: %#3x\n", ps->depth, (int) ps->psglx->fbconfigs[ps->depth]->cfg, (int) ps->psglx->fbconfigs[32]->cfg); #endif return true; } static inline XVisualInfo * get_visualinfo_from_visual(session_t *ps, xcb_visualid_t visual) { XVisualInfo vreq = { .visualid = visual }; int nitems = 0; return XGetVisualInfo(ps->dpy, VisualIDMask, &vreq, &nitems); } #ifdef CONFIG_GLX_SYNC void xr_glx_sync(session_t *ps, Drawable d, XSyncFence *pfence) { if (*pfence) { // GLsync sync = ps->psglx->glFenceSyncProc(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); GLsync sync = ps->psglx->glImportSyncEXT(GL_SYNC_X11_FENCE_EXT, *pfence, 0); /* GLenum ret = ps->psglx->glClientWaitSyncProc(sync, GL_SYNC_FLUSH_COMMANDS_BIT, 1000); assert(GL_CONDITION_SATISFIED == ret); */ XSyncTriggerFence(ps->dpy, *pfence); XFlush(ps->dpy); ps->psglx->glWaitSyncProc(sync, 0, GL_TIMEOUT_IGNORED); // ps->psglx->glDeleteSyncProc(sync); // XSyncResetFence(ps->dpy, *pfence); } glx_check_err(ps); } #endif #ifdef DEBUG_GLX_DEBUG_CONTEXT static inline GLXFBConfig get_fbconfig_from_visualinfo(session_t *ps, const XVisualInfo *visualinfo) { int nelements = 0; GLXFBConfig *fbconfigs = glXGetFBConfigs(ps->dpy, visualinfo->screen, &nelements); for (int i = 0; i < nelements; ++i) { int visual_id = 0; if (Success == glXGetFBConfigAttrib(ps->dpy, fbconfigs[i], GLX_VISUAL_ID, &visual_id) && visual_id == visualinfo->visualid) return fbconfigs[i]; } return NULL; } static void glx_debug_msg_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, GLvoid *userParam) { printf_dbgf("(): source 0x%04X, type 0x%04X, id %u, severity 0x%0X, \"%s\"\n", source, type, id, severity, message); } #endif /** * Initialize OpenGL. */ bool glx_init(session_t *ps, bool need_render) { bool success = false; XVisualInfo *pvis = NULL; // Check for GLX extension if (!ps->glx_exists) { if (glXQueryExtension(ps->dpy, &ps->glx_event, &ps->glx_error)) ps->glx_exists = true; else { printf_errf("(): No GLX extension."); goto glx_init_end; } } // Get XVisualInfo pvis = get_visualinfo_from_visual(ps, ps->vis); if (!pvis) { printf_errf("(): Failed to acquire XVisualInfo for current visual."); goto glx_init_end; } // Ensure the visual is double-buffered if (need_render) { int value = 0; if (Success != glXGetConfig(ps->dpy, pvis, GLX_USE_GL, &value) || !value) { printf_errf("(): Root visual is not a GL visual."); goto glx_init_end; } if (Success != glXGetConfig(ps->dpy, pvis, GLX_DOUBLEBUFFER, &value) || !value) { printf_errf("(): Root visual is not a double buffered GL visual."); goto glx_init_end; } } // Ensure GLX_EXT_texture_from_pixmap exists if (need_render && !glx_hasglxext(ps, "GLX_EXT_texture_from_pixmap")) goto glx_init_end; // Initialize GLX data structure if (!ps->psglx) { static const glx_session_t CGLX_SESSION_DEF = CGLX_SESSION_INIT; ps->psglx = cmalloc(1, glx_session_t); memcpy(ps->psglx, &CGLX_SESSION_DEF, sizeof(glx_session_t)); for (int i = 0; i < MAX_BLUR_PASS; ++i) { glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i]; ppass->unifm_factor_center = -1; ppass->unifm_offset_x = -1; ppass->unifm_offset_y = -1; } } glx_session_t *psglx = ps->psglx; if (!psglx->context) { // Get GLX context #ifndef DEBUG_GLX_DEBUG_CONTEXT psglx->context = glXCreateContext(ps->dpy, pvis, None, GL_TRUE); #else { GLXFBConfig fbconfig = get_fbconfig_from_visualinfo(ps, pvis); if (!fbconfig) { printf_errf("(): Failed to get GLXFBConfig for root visual %#lx.", pvis->visualid); goto glx_init_end; } f_glXCreateContextAttribsARB p_glXCreateContextAttribsARB = (f_glXCreateContextAttribsARB) glXGetProcAddress((const GLubyte *) "glXCreateContextAttribsARB"); if (!p_glXCreateContextAttribsARB) { printf_errf("(): Failed to get glXCreateContextAttribsARB()."); goto glx_init_end; } static const int attrib_list[] = { GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB, None }; psglx->context = p_glXCreateContextAttribsARB(ps->dpy, fbconfig, NULL, GL_TRUE, attrib_list); } #endif if (!psglx->context) { printf_errf("(): Failed to get GLX context."); goto glx_init_end; } // Attach GLX context if (!glXMakeCurrent(ps->dpy, get_tgt_window(ps), psglx->context)) { printf_errf("(): Failed to attach GLX context."); goto glx_init_end; } #ifdef DEBUG_GLX_DEBUG_CONTEXT { f_DebugMessageCallback p_DebugMessageCallback = (f_DebugMessageCallback) glXGetProcAddress((const GLubyte *) "glDebugMessageCallback"); if (!p_DebugMessageCallback) { printf_errf("(): Failed to get glDebugMessageCallback(0."); goto glx_init_end; } p_DebugMessageCallback(glx_debug_msg_callback, ps); } #endif } // Ensure we have a stencil buffer. X Fixes does not guarantee rectangles // in regions don't overlap, so we must use stencil buffer to make sure // we don't paint a region for more than one time, I think? if (need_render && !ps->o.glx_no_stencil) { GLint val = 0; glGetIntegerv(GL_STENCIL_BITS, &val); if (!val) { printf_errf("(): Target window doesn't have stencil buffer."); goto glx_init_end; } } // Check GL_ARB_texture_non_power_of_two, requires a GLX context and // must precede FBConfig fetching if (need_render) psglx->has_texture_non_power_of_two = glx_hasglext(ps, "GL_ARB_texture_non_power_of_two"); // Acquire function addresses if (need_render) { #ifdef DEBUG_GLX_MARK psglx->glStringMarkerGREMEDY = (f_StringMarkerGREMEDY) glXGetProcAddress((const GLubyte *) "glStringMarkerGREMEDY"); psglx->glFrameTerminatorGREMEDY = (f_FrameTerminatorGREMEDY) glXGetProcAddress((const GLubyte *) "glFrameTerminatorGREMEDY"); #endif psglx->glXBindTexImageProc = (f_BindTexImageEXT) glXGetProcAddress((const GLubyte *) "glXBindTexImageEXT"); psglx->glXReleaseTexImageProc = (f_ReleaseTexImageEXT) glXGetProcAddress((const GLubyte *) "glXReleaseTexImageEXT"); if (!psglx->glXBindTexImageProc || !psglx->glXReleaseTexImageProc) { printf_errf("(): Failed to acquire glXBindTexImageEXT() / glXReleaseTexImageEXT()."); goto glx_init_end; } #ifdef CONFIG_GLX_SYNC psglx->glFenceSyncProc = (f_FenceSync) glXGetProcAddress((const GLubyte *) "glFenceSync"); psglx->glIsSyncProc = (f_IsSync) glXGetProcAddress((const GLubyte *) "glIsSync"); psglx->glDeleteSyncProc = (f_DeleteSync) glXGetProcAddress((const GLubyte *) "glDeleteSync"); psglx->glClientWaitSyncProc = (f_ClientWaitSync) glXGetProcAddress((const GLubyte *) "glClientWaitSync"); psglx->glWaitSyncProc = (f_WaitSync) glXGetProcAddress((const GLubyte *) "glWaitSync"); psglx->glImportSyncEXT = (f_ImportSyncEXT) glXGetProcAddress((const GLubyte *) "glImportSyncEXT"); if (!psglx->glFenceSyncProc || !psglx->glIsSyncProc || !psglx->glDeleteSyncProc || !psglx->glClientWaitSyncProc || !psglx->glWaitSyncProc || !psglx->glImportSyncEXT) { printf_errf("(): Failed to acquire GLX sync functions."); goto glx_init_end; } #endif } // Acquire FBConfigs if (need_render && !glx_update_fbconfig(ps)) goto glx_init_end; // Render preparations if (need_render) { glx_on_root_change(ps); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glDisable(GL_BLEND); if (!ps->o.glx_no_stencil) { // Initialize stencil buffer glClear(GL_STENCIL_BUFFER_BIT); glDisable(GL_STENCIL_TEST); glStencilMask(0x1); glStencilFunc(GL_EQUAL, 0x1, 0x1); } // Clear screen glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // glXSwapBuffers(ps->dpy, get_tgt_window(ps)); } success = true; glx_init_end: cxfree(pvis); if (!success) glx_destroy(ps); return success; } static void glx_free_prog_main(session_t *ps, glx_prog_main_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; } /** * Destroy GLX related resources. */ void glx_destroy(session_t *ps) { if (!ps->psglx) return; // Free all GLX resources of windows for (win *w = ps->list; w; w = w->next) free_win_res_glx(ps, w); // Free GLSL shaders/programs for (int i = 0; i < MAX_BLUR_PASS; ++i) { glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i]; if (ppass->frag_shader) glDeleteShader(ppass->frag_shader); if (ppass->prog) glDeleteProgram(ppass->prog); } glx_free_prog_main(ps, &ps->o.glx_prog_win); glx_check_err(ps); // Free FBConfigs for (int i = 0; i <= OPENGL_MAX_DEPTH; ++i) { free(ps->psglx->fbconfigs[i]); ps->psglx->fbconfigs[i] = NULL; } // Destroy GLX context if (ps->psglx->context) { glXDestroyContext(ps->dpy, ps->psglx->context); ps->psglx->context = NULL; } free(ps->psglx); ps->psglx = NULL; } /** * Reinitialize GLX. */ bool glx_reinit(session_t *ps, bool need_render) { // Reinitialize VSync as well vsync_deinit(ps); glx_destroy(ps); if (!glx_init(ps, need_render)) { printf_errf("(): Failed to initialize GLX."); return false; } if (!vsync_init(ps)) { printf_errf("(): Failed to initialize VSync."); return false; } return true; } /** * Callback to run on root window size change. */ void glx_on_root_change(session_t *ps) { glViewport(0, 0, ps->root_width, ps->root_height); // Initialize matrix, copied from dcompmgr glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, ps->root_width, 0, ps->root_height, -1000.0, 1000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } /** * Initialize GLX blur filter. */ bool glx_init_blur(session_t *ps) { assert(ps->o.blur_kerns[0]); // Allocate PBO if more than one blur kernel is present if (ps->o.blur_kerns[1]) { // Try to generate a framebuffer GLuint fbo = 0; glGenFramebuffers(1, &fbo); if (!fbo) { printf_errf("(): Failed to generate Framebuffer. Cannot do " "multi-pass blur with GLX backend."); return false; } glDeleteFramebuffers(1, &fbo); } { char *lc_numeric_old = mstrcpy(setlocale(LC_NUMERIC, NULL)); // Enforce LC_NUMERIC locale "C" here to make sure decimal point is sane // Thanks to hiciu for reporting. setlocale(LC_NUMERIC, "C"); static const char *FRAG_SHADER_BLUR_PREFIX = "#version 110\n" "%s" "uniform float offset_x;\n" "uniform float offset_y;\n" "uniform float factor_center;\n" "uniform %s tex_scr;\n" "\n" "void main() {\n" " vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);\n"; static const char *FRAG_SHADER_BLUR_ADD = " sum += float(%.7g) * %s(tex_scr, vec2(gl_TexCoord[0].x + offset_x * float(%d), gl_TexCoord[0].y + offset_y * float(%d)));\n"; static const char *FRAG_SHADER_BLUR_ADD_GPUSHADER4 = " sum += float(%.7g) * %sOffset(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y), ivec2(%d, %d));\n"; static const char *FRAG_SHADER_BLUR_SUFFIX = " sum += %s(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y)) * factor_center;\n" " gl_FragColor = sum / (factor_center + float(%.7g));\n" "}\n"; const bool use_texture_rect = !ps->psglx->has_texture_non_power_of_two; const char *sampler_type = (use_texture_rect ? "sampler2DRect": "sampler2D"); const char *texture_func = (use_texture_rect ? "texture2DRect": "texture2D"); const char *shader_add = FRAG_SHADER_BLUR_ADD; char *extension = mstrcpy(""); if (use_texture_rect) mstrextend(&extension, "#extension GL_ARB_texture_rectangle : require\n"); if (ps->o.glx_use_gpushader4) { mstrextend(&extension, "#extension GL_EXT_gpu_shader4 : require\n"); shader_add = FRAG_SHADER_BLUR_ADD_GPUSHADER4; } for (int i = 0; i < MAX_BLUR_PASS && ps->o.blur_kerns[i]; ++i) { xcb_render_fixed_t *kern = ps->o.blur_kerns[i]; if (!kern) break; glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i]; // Build shader { int wid = XFIXED_TO_DOUBLE(kern[0]), hei = XFIXED_TO_DOUBLE(kern[1]); int nele = wid * hei - 1; unsigned int len = strlen(FRAG_SHADER_BLUR_PREFIX) + strlen(sampler_type) + strlen(extension) + (strlen(shader_add) + strlen(texture_func) + 42) * nele + strlen(FRAG_SHADER_BLUR_SUFFIX) + strlen(texture_func) + 12 + 1; char *shader_str = calloc(len, sizeof(char)); if (!shader_str) { printf_errf("(): Failed to allocate %d bytes for shader string.", len); return false; } { char *pc = shader_str; sprintf(pc, FRAG_SHADER_BLUR_PREFIX, extension, sampler_type); pc += strlen(pc); assert(strlen(shader_str) < len); double sum = 0.0; for (int j = 0; j < hei; ++j) { for (int k = 0; k < wid; ++k) { if (hei / 2 == j && wid / 2 == k) continue; double val = XFIXED_TO_DOUBLE(kern[2 + j * wid + k]); if (0.0 == val) continue; sum += val; sprintf(pc, shader_add, val, texture_func, k - wid / 2, j - hei / 2); pc += strlen(pc); assert(strlen(shader_str) < len); } } sprintf(pc, FRAG_SHADER_BLUR_SUFFIX, texture_func, sum); assert(strlen(shader_str) < len); } ppass->frag_shader = glx_create_shader(GL_FRAGMENT_SHADER, shader_str); free(shader_str); } if (!ppass->frag_shader) { printf_errf("(): Failed to create fragment shader %d.", i); return false; } // Build program ppass->prog = glx_create_program(&ppass->frag_shader, 1); if (!ppass->prog) { printf_errf("(): Failed to create GLSL program."); return false; } // Get uniform addresses #define P_GET_UNIFM_LOC(name, target) { \ ppass->target = glGetUniformLocation(ppass->prog, name); \ if (ppass->target < 0) { \ printf_errf("(): Failed to get location of %d-th uniform '" name "'. Might be troublesome.", i); \ } \ } P_GET_UNIFM_LOC("factor_center", unifm_factor_center); if (!ps->o.glx_use_gpushader4) { P_GET_UNIFM_LOC("offset_x", unifm_offset_x); P_GET_UNIFM_LOC("offset_y", unifm_offset_y); } #undef P_GET_UNIFM_LOC } free(extension); // Restore LC_NUMERIC setlocale(LC_NUMERIC, lc_numeric_old); free(lc_numeric_old); } glx_check_err(ps); return true; } /** * Load a GLSL main program from shader strings. */ bool glx_load_prog_main(session_t *ps, const char *vshader_str, const char *fshader_str, glx_prog_main_t *pprogram) { assert(pprogram); // Build program pprogram->prog = glx_create_program_from_str(vshader_str, fshader_str); if (!pprogram->prog) { printf_errf("(): Failed to create GLSL program."); return false; } // Get uniform addresses #define P_GET_UNIFM_LOC(name, target) { \ pprogram->target = glGetUniformLocation(pprogram->prog, name); \ if (pprogram->target < 0) { \ printf_errf("(): Failed to get location of uniform '" name "'. Might be troublesome."); \ } \ } P_GET_UNIFM_LOC("opacity", unifm_opacity); P_GET_UNIFM_LOC("invert_color", unifm_invert_color); P_GET_UNIFM_LOC("tex", unifm_tex); #undef P_GET_UNIFM_LOC glx_check_err(ps); return true; } /** * Bind a X pixmap to an OpenGL texture. */ bool glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, xcb_pixmap_t pixmap, unsigned width, unsigned height, unsigned depth) { if (ps->o.backend != BKEND_GLX) return true; if (!pixmap) { printf_errf("(%#010x): Binding to an empty pixmap. This can't work.", pixmap); return false; } glx_texture_t *ptex = *pptex; bool need_release = true; // Allocate structure if (!ptex) { static const glx_texture_t GLX_TEX_DEF = { .texture = 0, .glpixmap = 0, .pixmap = 0, .target = 0, .width = 0, .height = 0, .depth = 0, .y_inverted = false, }; ptex = malloc(sizeof(glx_texture_t)); allocchk(ptex); memcpy(ptex, &GLX_TEX_DEF, sizeof(glx_texture_t)); *pptex = ptex; } // Release pixmap if parameters are inconsistent if (ptex->texture && ptex->pixmap != pixmap) { glx_release_pixmap(ps, ptex); } // Create GLX pixmap if (!ptex->glpixmap) { need_release = false; // Retrieve pixmap parameters, if they aren't provided if (!(width && height && depth)) { Window rroot = None; int rx = 0, ry = 0; unsigned rbdwid = 0; if (!XGetGeometry(ps->dpy, pixmap, &rroot, &rx, &ry, &width, &height, &rbdwid, &depth)) { printf_errf("(%#010x): Failed to query Pixmap info.", pixmap); return false; } if (depth > OPENGL_MAX_DEPTH) { printf_errf("(%d): Requested depth higher than %d.", depth, OPENGL_MAX_DEPTH); return false; } } const glx_fbconfig_t *pcfg = ps->psglx->fbconfigs[depth]; if (!pcfg) { printf_errf("(%d): Couldn't find FBConfig with requested depth.", depth); return false; } // Determine texture target, copied from compiz // The assumption we made here is the target never changes based on any // pixmap-specific parameters, and this may change in the future GLenum tex_tgt = 0; if (GLX_TEXTURE_2D_BIT_EXT & pcfg->texture_tgts && ps->psglx->has_texture_non_power_of_two) tex_tgt = GLX_TEXTURE_2D_EXT; else if (GLX_TEXTURE_RECTANGLE_BIT_EXT & pcfg->texture_tgts) tex_tgt = GLX_TEXTURE_RECTANGLE_EXT; else if (!(GLX_TEXTURE_2D_BIT_EXT & pcfg->texture_tgts)) tex_tgt = GLX_TEXTURE_RECTANGLE_EXT; else tex_tgt = GLX_TEXTURE_2D_EXT; #ifdef DEBUG_GLX printf_dbgf("(): depth %d, tgt %#x, rgba %d\n", depth, tex_tgt, (GLX_TEXTURE_FORMAT_RGBA_EXT == pcfg->texture_fmt)); #endif GLint attrs[] = { GLX_TEXTURE_FORMAT_EXT, pcfg->texture_fmt, GLX_TEXTURE_TARGET_EXT, tex_tgt, 0, }; ptex->glpixmap = glXCreatePixmap(ps->dpy, pcfg->cfg, pixmap, attrs); ptex->pixmap = pixmap; ptex->target = (GLX_TEXTURE_2D_EXT == tex_tgt ? GL_TEXTURE_2D: GL_TEXTURE_RECTANGLE); ptex->width = width; ptex->height = height; ptex->depth = depth; ptex->y_inverted = pcfg->y_inverted; } if (!ptex->glpixmap) { printf_errf("(): Failed to allocate GLX pixmap."); return false; } glEnable(ptex->target); // Create texture if (!ptex->texture) { need_release = false; GLuint texture = 0; glGenTextures(1, &texture); glBindTexture(ptex->target, texture); glTexParameteri(ptex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(ptex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(ptex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(ptex->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(ptex->target, 0); ptex->texture = texture; } if (!ptex->texture) { printf_errf("(): Failed to allocate texture."); return false; } glBindTexture(ptex->target, ptex->texture); // The specification requires rebinding whenever the content changes... // We can't follow this, too slow. if (need_release) ps->psglx->glXReleaseTexImageProc(ps->dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT); ps->psglx->glXBindTexImageProc(ps->dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT, NULL); // Cleanup glBindTexture(ptex->target, 0); glDisable(ptex->target); glx_check_err(ps); return true; } /** * @brief Release binding of a texture. */ void glx_release_pixmap(session_t *ps, glx_texture_t *ptex) { // Release binding if (ptex->glpixmap && ptex->texture) { glBindTexture(ptex->target, ptex->texture); ps->psglx->glXReleaseTexImageProc(ps->dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT); glBindTexture(ptex->target, 0); } // Free GLX Pixmap if (ptex->glpixmap) { glXDestroyPixmap(ps->dpy, ptex->glpixmap); ptex->glpixmap = 0; } glx_check_err(ps); } /** * Preprocess function before start painting. */ void glx_paint_pre(session_t *ps, region_t *preg) { ps->psglx->z = 0.0; // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Get buffer age bool trace_damage = (ps->o.glx_swap_method < 0 || ps->o.glx_swap_method > 1); // Trace raw damage regions region_t newdamage; pixman_region32_init(&newdamage); if (trace_damage) copy_region(&newdamage, preg); // We use GLX buffer_age extension to decide which pixels in // the back buffer is reusable, and limit our redrawing int buffer_age = 0; // Query GLX_EXT_buffer_age for buffer age if (ps->o.glx_swap_method == SWAPM_BUFFER_AGE) { unsigned val = 0; glXQueryDrawable(ps->dpy, get_tgt_window(ps), GLX_BACK_BUFFER_AGE_EXT, &val); buffer_age = val; } // Buffer age too high if (buffer_age > CGLX_MAX_BUFFER_AGE + 1) buffer_age = 0; assert(buffer_age >= 0); if (buffer_age) { // Determine paint area for (int i = 0; i < buffer_age - 1; ++i) pixman_region32_union(preg, preg, &ps->all_damage_last[i]); } else // buffer_age == 0 means buffer age is not available, paint everything copy_region(preg, &ps->screen_reg); if (trace_damage) { // XXX use a circular queue instead of memmove pixman_region32_fini(&ps->all_damage_last[CGLX_MAX_BUFFER_AGE - 1]); memmove(ps->all_damage_last + 1, ps->all_damage_last, (CGLX_MAX_BUFFER_AGE - 1) * sizeof(region_t *)); ps->all_damage_last[0] = newdamage; } glx_set_clip(ps, preg); #ifdef DEBUG_GLX_PAINTREG glx_render_color(ps, 0, 0, ps->root_width, ps->root_height, 0, *preg, NULL); #endif glx_check_err(ps); } /** * Set clipping region on the target window. */ void glx_set_clip(session_t *ps, const region_t *reg) { // Quit if we aren't using stencils if (ps->o.glx_no_stencil) return; 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, ps->root_height-rects[0].y2, rects[0].x2-rects[0].x1, rects[0].y2-rects[0].y1); } glx_check_err(ps); } #define P_PAINTREG_START(var) \ region_t reg_new; \ int nrects; \ const rect_t *rects; \ pixman_region32_init_rect(®_new, dx, dy, width, height); \ pixman_region32_intersect(®_new, ®_new, (region_t *)reg_tgt); \ rects = pixman_region32_rectangles(®_new, &nrects); \ glBegin(GL_QUADS); \ \ for (int ri = 0; ri < nrects; ++ri) { \ rect_t var = rects[ri]; #define P_PAINTREG_END() \ } \ glEnd(); \ \ pixman_region32_fini(®_new); static inline GLuint glx_gen_texture(session_t *ps, GLenum tex_tgt, int width, int height) { GLuint tex = 0; glGenTextures(1, &tex); if (!tex) return 0; 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 tex; } static inline void glx_copy_region_to_tex(session_t *ps, GLenum tex_tgt, int basex, int basey, int dx, int dy, int width, int height) { if (width > 0 && height > 0) glCopyTexSubImage2D(tex_tgt, 0, dx - basex, dy - basey, dx, ps->root_height - dy - height, width, height); } /** * Blur contents in a particular region. * * XXX seems to be way to complex for what it does */ bool glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z, GLfloat factor_center, const region_t *reg_tgt, glx_blur_cache_t *pbc) { assert(ps->psglx->blur_passes[0].prog); const bool more_passes = ps->psglx->blur_passes[1].prog; const bool have_scissors = glIsEnabled(GL_SCISSOR_TEST); const bool have_stencil = glIsEnabled(GL_STENCIL_TEST); bool ret = false; // Calculate copy region size glx_blur_cache_t ibc = { .width = 0, .height = 0 }; if (!pbc) pbc = &ibc; int mdx = dx, mdy = dy, mwidth = width, mheight = height; #ifdef DEBUG_GLX printf_dbgf("(): %d, %d, %d, %d\n", mdx, mdy, mwidth, mheight); #endif /* if (ps->o.resize_damage > 0) { int inc_x = 0, inc_y = 0; for (int i = 0; i < MAX_BLUR_PASS; ++i) { XFixed *kern = ps->o.blur_kerns[i]; if (!kern) break; inc_x += XFIXED_TO_DOUBLE(kern[0]) / 2; inc_y += XFIXED_TO_DOUBLE(kern[1]) / 2; } inc_x = min_i(ps->o.resize_damage, inc_x); inc_y = min_i(ps->o.resize_damage, inc_y); mdx = max_i(dx - inc_x, 0); mdy = max_i(dy - inc_y, 0); int mdx2 = min_i(dx + width + inc_x, ps->root_width), mdy2 = min_i(dy + height + inc_y, ps->root_height); mwidth = mdx2 - mdx; mheight = mdy2 - mdy; } */ GLenum tex_tgt = GL_TEXTURE_RECTANGLE; if (ps->psglx->has_texture_non_power_of_two) tex_tgt = GL_TEXTURE_2D; // Free textures if size inconsistency discovered if (mwidth != pbc->width || mheight != pbc->height) free_glx_bc_resize(ps, pbc); // Generate FBO and textures if needed if (!pbc->textures[0]) pbc->textures[0] = glx_gen_texture(ps, tex_tgt, mwidth, mheight); GLuint tex_scr = pbc->textures[0]; if (more_passes && !pbc->textures[1]) pbc->textures[1] = glx_gen_texture(ps, tex_tgt, mwidth, mheight); pbc->width = mwidth; pbc->height = mheight; GLuint tex_scr2 = pbc->textures[1]; if (more_passes && !pbc->fbo) glGenFramebuffers(1, &pbc->fbo); const GLuint fbo = pbc->fbo; if (!tex_scr || (more_passes && !tex_scr2)) { printf_errf("(): Failed to allocate texture."); goto glx_blur_dst_end; } if (more_passes && !fbo) { printf_errf("(): Failed to allocate framebuffer."); goto glx_blur_dst_end; } // Read destination pixels into a texture glEnable(tex_tgt); glBindTexture(tex_tgt, tex_scr); glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, mdy, mwidth, mheight); /* if (tex_scr2) { glBindTexture(tex_tgt, tex_scr2); glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, mdy, mwidth, dx - mdx); glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, dy + height, mwidth, mdy + mheight - dy - height); glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, dy, dx - mdx, height); glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, dx + width, dy, mdx + mwidth - dx - width, height); } */ // Texture scaling factor GLfloat texfac_x = 1.0f, texfac_y = 1.0f; if (GL_TEXTURE_2D == tex_tgt) { texfac_x /= mwidth; texfac_y /= mheight; } // Paint it back if (more_passes) { glDisable(GL_STENCIL_TEST); glDisable(GL_SCISSOR_TEST); } bool last_pass = false; for (int i = 0; !last_pass; ++i) { last_pass = !ps->psglx->blur_passes[i + 1].prog; assert(i < MAX_BLUR_PASS - 1); const glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i]; assert(ppass->prog); assert(tex_scr); glBindTexture(tex_tgt, tex_scr); if (!last_pass) { static const GLenum DRAWBUFS[2] = { GL_COLOR_ATTACHMENT0 }; glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex_scr2, 0); glDrawBuffers(1, DRAWBUFS); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { printf_errf("(): Framebuffer attachment failed."); goto glx_blur_dst_end; } } else { static const GLenum DRAWBUFS[2] = { GL_BACK }; glBindFramebuffer(GL_FRAMEBUFFER, 0); glDrawBuffers(1, DRAWBUFS); if (have_scissors) glEnable(GL_SCISSOR_TEST); if (have_stencil) glEnable(GL_STENCIL_TEST); } // Color negation for testing... // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); // glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); // glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glUseProgram(ppass->prog); if (ppass->unifm_offset_x >= 0) glUniform1f(ppass->unifm_offset_x, texfac_x); if (ppass->unifm_offset_y >= 0) glUniform1f(ppass->unifm_offset_y, texfac_y); if (ppass->unifm_factor_center >= 0) glUniform1f(ppass->unifm_factor_center, factor_center); { P_PAINTREG_START(crect) { const GLfloat rx = (crect.x1 - mdx) * texfac_x; const GLfloat ry = (mheight - (crect.y1 - mdy)) * texfac_y; const GLfloat rxe = rx + (crect.x2 - crect.x1) * texfac_x; const GLfloat rye = ry - (crect.y2 - crect.y1) * texfac_y; GLfloat rdx = crect.x1 - mdx; GLfloat rdy = mheight - crect.y1 + mdy; if (last_pass) { rdx = crect.x1; rdy = ps->root_height - crect.y1; } GLfloat rdxe = rdx + (crect.x2 - crect.x1); GLfloat rdye = rdy - (crect.y2 - crect.y1); #ifdef DEBUG_GLX printf_dbgf("(): %f, %f, %f, %f -> %f, %f, %f, %f\n", rx, ry, rxe, rye, rdx, rdy, rdxe, rdye); #endif glTexCoord2f(rx, ry); glVertex3f(rdx, rdy, z); glTexCoord2f(rxe, ry); glVertex3f(rdxe, rdy, z); glTexCoord2f(rxe, rye); glVertex3f(rdxe, rdye, z); glTexCoord2f(rx, rye); glVertex3f(rdx, rdye, 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; glx_blur_dst_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) { free_glx_bc(ps, pbc); } glx_check_err(ps); return ret; } bool glx_dim_dst(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) { // XXX what does all of these variables mean? GLint rdx = crect.x1; GLint rdy = ps->root_height - crect.y1; GLint rdxe = rdx + (crect.x2 - crect.x1); GLint rdye = rdy - (crect.y2 - crect.y1); glVertex3i(rdx, rdy, z); glVertex3i(rdxe, rdy, z); glVertex3i(rdxe, rdye, z); glVertex3i(rdx, rdye, z); } P_PAINTREG_END(); } glEnd(); glColor4f(0.0f, 0.0f, 0.0f, 0.0f); glDisable(GL_BLEND); glx_check_err(ps); return true; } /** * @brief Render a region with texture data. */ bool glx_render(session_t *ps, const glx_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 glx_prog_main_t *pprogram ) { if (!ptex || !ptex->texture) { printf_errf("(): Missing texture."); return false; } argb = argb || (GLX_TEXTURE_FORMAT_RGBA_EXT == ps->psglx->fbconfigs[ptex->depth]->texture_fmt); const bool has_prog = pprogram && pprogram->prog; 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); } if (!has_prog) { // The default, fixed-function path // Color negation if (neg) { // Simple color negation if (!glIsEnabled(GL_BLEND)) { glEnable(GL_COLOR_LOGIC_OP); glLogicOp(GL_COPY_INVERTED); } // ARGB texture color negation else if (argb) { dual_texture = true; // Use two texture stages because the calculation is too complicated, // thanks to madsy for providing code // Texture stage 0 glActiveTexture(GL_TEXTURE0); // Negation for premultiplied color: color = A - C glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); // Pass texture alpha through glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); // Texture stage 1 glActiveTexture(GL_TEXTURE1); glEnable(ptex->target); glBindTexture(ptex->target, ptex->texture); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); // Modulation with constant factor glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_ALPHA); // Modulation with constant factor glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); glActiveTexture(GL_TEXTURE0); } // RGB blend color negation else { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); // Modulation with constant factor glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); // Modulation with constant factor glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); } } } else { // Programmable path assert(pprogram->prog); glUseProgram(pprogram->prog); if (pprogram->unifm_opacity >= 0) glUniform1f(pprogram->unifm_opacity, opacity); if (pprogram->unifm_invert_color >= 0) glUniform1i(pprogram->unifm_invert_color, neg); if (pprogram->unifm_tex >= 0) glUniform1i(pprogram->unifm_tex, 0); } #ifdef DEBUG_GLX printf_dbgf("(): Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n", x, y, width, height, dx, dy, ptex->width, ptex->height, z); #endif // 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) { // XXX explain these variables GLfloat rx = (double) (crect.x1 - dx + x); GLfloat ry = (double) (crect.y1 - dy + y); GLfloat rxe = rx + (double) (crect.x2 - crect.x1); GLfloat rye = ry + (double) (crect.y2 - crect.y1); // Rectangle textures have [0-w] [0-h] while 2D texture has [0-1] [0-1] // Thanks to amonakov for pointing out! if (GL_TEXTURE_2D == ptex->target) { rx = rx / ptex->width; ry = ry / ptex->height; rxe = rxe / ptex->width; rye = rye / ptex->height; } GLint rdx = crect.x1; GLint rdy = ps->root_height - crect.y1; GLint rdxe = rdx + (crect.x2 - crect.x1); GLint rdye = rdy - (crect.y2 - crect.y1); // Invert Y if needed, this may not work as expected, though. I don't // have such a FBConfig to test with. if (!ptex->y_inverted) { ry = 1.0 - ry; rye = 1.0 - rye; } #ifdef DEBUG_GLX printf_dbgf("(): Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d\n", ri, rx, ry, rxe, rye, rdx, rdy, rdxe, rdye); #endif #define P_TEXCOORD(cx, cy) { \ if (dual_texture) { \ glMultiTexCoord2f(GL_TEXTURE0, cx, cy); \ glMultiTexCoord2f(GL_TEXTURE1, cx, cy); \ } \ else glTexCoord2f(cx, cy); \ } P_TEXCOORD(rx, ry); glVertex3i(rdx, rdy, z); P_TEXCOORD(rxe, ry); glVertex3i(rdxe, rdy, z); P_TEXCOORD(rxe, rye); glVertex3i(rdxe, rdye, z); P_TEXCOORD(rx, rye); glVertex3i(rdx, rdye, 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); } if (has_prog) glUseProgram(0); glx_check_err(ps); return true; } /** * @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 * glx_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 = cmalloc(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; } GLuint glx_create_shader(GLenum shader_type, const char *shader_str) { #ifdef DEBUG_GLX_GLSL printf("glx_create_shader(): ===\n%s\n===\n", shader_str); fflush(stdout); #endif bool success = false; GLuint shader = glCreateShader(shader_type); if (!shader) { printf_errf("(): Failed to create shader with type %#x.", shader_type); goto glx_create_shader_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); printf_errf("(): Failed to compile shader with type %d: %s", shader_type, log); } goto glx_create_shader_end; } } success = true; glx_create_shader_end: if (shader && !success) { glDeleteShader(shader); shader = 0; } return shader; } GLuint glx_create_program(const GLuint * const shaders, int nshaders) { bool success = false; GLuint program = glCreateProgram(); if (!program) { printf_errf("(): Failed to create program."); goto glx_create_program_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); printf_errf("(): Failed to link program: %s", log); } goto glx_create_program_end; } } success = true; glx_create_program_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 glx_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 = glx_create_shader(GL_VERTEX_SHADER, vert_shader_str); if (frag_shader_str) frag_shader = glx_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 = glx_create_program(shaders, count); } if (vert_shader) glDeleteShader(vert_shader); if (frag_shader) glDeleteShader(frag_shader); return prog; }