mirror of
https://github.com/yshui/picom.git
synced 2024-11-11 13:51:02 -05:00
1271839baf
See also 0a2cd0f14e
Related: #602
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
904 lines
29 KiB
C
904 lines
29 KiB
C
#include <locale.h>
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#include <stdbool.h>
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#include <backend/backend.h>
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#include <backend/backend_common.h>
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#include "gl_common.h"
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struct gl_blur_context {
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enum blur_method method;
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gl_blur_shader_t *blur_shader;
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/// Temporary textures used for blurring
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GLuint *blur_textures;
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int blur_texture_count;
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/// Temporary fbos used for blurring
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GLuint *blur_fbos;
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int blur_fbo_count;
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/// Cached dimensions of each blur_texture. They are the same size as the target,
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/// so they are always big enough without resizing.
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/// Turns out calling glTexImage to resize is expensive, so we avoid that.
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struct texture_size {
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int width;
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int height;
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} * texture_sizes;
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/// Cached dimensions of the offscreen framebuffer. It's the same size as the
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/// target but is expanded in either direction by resize_width / resize_height.
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int fb_width, fb_height;
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/// How much do we need to resize the damaged region for blurring.
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int resize_width, resize_height;
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int npasses;
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};
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/**
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* Blur contents in a particular region.
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*/
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bool gl_kernel_blur(double opacity, struct gl_blur_context *bctx, const rect_t *extent,
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struct backend_image *mask, coord_t mask_dst, const GLuint vao[2],
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const int vao_nelems[2], GLuint source_texture,
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geometry_t source_size, GLuint target_fbo, GLuint default_mask) {
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int dst_y_fb_coord = bctx->fb_height - extent->y2;
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int curr = 0;
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for (int i = 0; i < bctx->npasses; ++i) {
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const gl_blur_shader_t *p = &bctx->blur_shader[i];
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assert(p->prog);
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assert(bctx->blur_textures[curr]);
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// The origin to use when sampling from the source texture
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GLint texorig_x = extent->x1, texorig_y = dst_y_fb_coord;
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GLint tex_width, tex_height;
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GLuint src_texture;
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if (i == 0) {
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src_texture = source_texture;
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tex_width = source_size.width;
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tex_height = source_size.height;
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} else {
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src_texture = bctx->blur_textures[curr];
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auto src_size = bctx->texture_sizes[curr];
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tex_width = src_size.width;
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tex_height = src_size.height;
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, src_texture);
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glUseProgram(p->prog);
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glUniform2f(p->uniform_pixel_norm, 1.0F / (GLfloat)tex_width,
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1.0F / (GLfloat)tex_height);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, default_mask);
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glUniform1i(p->uniform_mask_tex, 1);
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glUniform2f(p->uniform_mask_offset, 0.0F, 0.0F);
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glUniform1i(p->uniform_mask_inverted, 0);
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glUniform1f(p->uniform_mask_corner_radius, 0.0F);
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// The number of indices in the selected vertex array
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GLsizei nelems;
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if (i < bctx->npasses - 1) {
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assert(bctx->blur_fbos[0]);
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assert(bctx->blur_textures[!curr]);
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// not last pass, draw into framebuffer, with resized regions
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glBindVertexArray(vao[1]);
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nelems = vao_nelems[1];
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bctx->blur_fbos[0]);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, bctx->blur_textures[!curr], 0);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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if (!gl_check_fb_complete(GL_FRAMEBUFFER)) {
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return false;
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}
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glUniform1f(p->uniform_opacity, 1.0F);
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} else {
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// last pass, draw directly into the back buffer, with origin
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// regions. And apply mask if requested
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if (mask) {
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auto inner = (struct gl_texture *)mask->inner;
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, inner->texture);
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glUniform1i(p->uniform_mask_inverted, mask->color_inverted);
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glUniform1f(p->uniform_mask_corner_radius,
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(float)mask->corner_radius);
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glUniform2f(
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p->uniform_mask_offset, (float)(mask_dst.x),
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(float)(bctx->fb_height - mask_dst.y - inner->height));
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}
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glBindVertexArray(vao[0]);
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nelems = vao_nelems[0];
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glBindFramebuffer(GL_FRAMEBUFFER, target_fbo);
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glUniform1f(p->uniform_opacity, (float)opacity);
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}
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glUniform2f(p->texorig_loc, (GLfloat)texorig_x, (GLfloat)texorig_y);
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glDrawElements(GL_TRIANGLES, nelems, GL_UNSIGNED_INT, NULL);
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// XXX use multiple draw calls is probably going to be slow than
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// just simply blur the whole area.
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curr = !curr;
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}
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return true;
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}
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bool gl_dual_kawase_blur(double opacity, struct gl_blur_context *bctx, const rect_t *extent,
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struct backend_image *mask, coord_t mask_dst, const GLuint vao[2],
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const int vao_nelems[2], GLuint source_texture,
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geometry_t source_size, GLuint target_fbo, GLuint default_mask) {
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int dst_y_fb_coord = bctx->fb_height - extent->y2;
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int iterations = bctx->blur_texture_count;
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int scale_factor = 1;
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// Kawase downsample pass
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const gl_blur_shader_t *down_pass = &bctx->blur_shader[0];
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assert(down_pass->prog);
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glUseProgram(down_pass->prog);
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glUniform2f(down_pass->texorig_loc, (GLfloat)extent->x1, (GLfloat)dst_y_fb_coord);
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for (int i = 0; i < iterations; ++i) {
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// Scale output width / height by half in each iteration
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scale_factor <<= 1;
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GLuint src_texture;
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int tex_width, tex_height;
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if (i == 0) {
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// first pass: copy from back buffer
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src_texture = source_texture;
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tex_width = source_size.width;
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tex_height = source_size.height;
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} else {
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// copy from previous pass
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src_texture = bctx->blur_textures[i - 1];
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auto src_size = bctx->texture_sizes[i - 1];
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tex_width = src_size.width;
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tex_height = src_size.height;
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}
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assert(src_texture);
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assert(bctx->blur_fbos[i]);
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glBindTexture(GL_TEXTURE_2D, src_texture);
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glBindVertexArray(vao[1]);
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auto nelems = vao_nelems[1];
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bctx->blur_fbos[i]);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glUniform1f(down_pass->scale_loc, (GLfloat)scale_factor);
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glUniform2f(down_pass->uniform_pixel_norm, 1.0F / (GLfloat)tex_width,
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1.0F / (GLfloat)tex_height);
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glDrawElements(GL_TRIANGLES, nelems, GL_UNSIGNED_INT, NULL);
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}
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// Kawase upsample pass
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const gl_blur_shader_t *up_pass = &bctx->blur_shader[1];
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assert(up_pass->prog);
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glUseProgram(up_pass->prog);
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glUniform2f(up_pass->texorig_loc, (GLfloat)extent->x1, (GLfloat)dst_y_fb_coord);
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for (int i = iterations - 1; i >= 0; --i) {
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// Scale output width / height back by two in each iteration
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scale_factor >>= 1;
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const GLuint src_texture = bctx->blur_textures[i];
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assert(src_texture);
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// Calculate normalized half-width/-height of a src pixel
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auto src_size = bctx->texture_sizes[i];
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int tex_width = src_size.width;
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int tex_height = src_size.height;
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// The number of indices in the selected vertex array
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GLsizei nelems;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, src_texture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, default_mask);
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glUniform1i(up_pass->uniform_mask_tex, 1);
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glUniform2f(up_pass->uniform_mask_offset, 0.0F, 0.0F);
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glUniform1i(up_pass->uniform_mask_inverted, 0);
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glUniform1f(up_pass->uniform_mask_corner_radius, 0.0F);
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if (i > 0) {
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assert(bctx->blur_fbos[i - 1]);
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// not last pass, draw into next framebuffer
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glBindVertexArray(vao[1]);
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nelems = vao_nelems[1];
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bctx->blur_fbos[i - 1]);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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glUniform1f(up_pass->uniform_opacity, (GLfloat)1);
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} else {
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// last pass, draw directly into the back buffer
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if (mask) {
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auto inner = (struct gl_texture *)mask->inner;
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, inner->texture);
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glUniform1i(up_pass->uniform_mask_inverted,
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mask->color_inverted);
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glUniform1f(up_pass->uniform_mask_corner_radius,
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(float)mask->corner_radius);
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glUniform2f(
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up_pass->uniform_mask_offset, (float)(mask_dst.x),
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(float)(bctx->fb_height - mask_dst.y - inner->height));
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}
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glBindVertexArray(vao[0]);
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nelems = vao_nelems[0];
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target_fbo);
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glUniform1f(up_pass->uniform_opacity, (GLfloat)opacity);
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}
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glUniform1f(up_pass->scale_loc, (GLfloat)scale_factor);
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glUniform2f(up_pass->uniform_pixel_norm, 1.0F / (GLfloat)tex_width,
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1.0F / (GLfloat)tex_height);
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glDrawElements(GL_TRIANGLES, nelems, GL_UNSIGNED_INT, NULL);
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}
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return true;
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}
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bool gl_blur_impl(double opacity, struct gl_blur_context *bctx, void *mask, coord_t mask_dst,
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const region_t *reg_blur, const region_t *reg_visible attr_unused,
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GLuint source_texture, geometry_t source_size, GLuint target_fbo,
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GLuint default_mask, bool high_precision) {
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bool ret = false;
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if (source_size.width != bctx->fb_width || source_size.height != bctx->fb_height) {
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// Resize the temporary textures used for blur in case the root
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// size changed
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bctx->fb_width = source_size.width;
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bctx->fb_height = source_size.height;
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for (int i = 0; i < bctx->blur_texture_count; ++i) {
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auto tex_size = bctx->texture_sizes + i;
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if (bctx->method == BLUR_METHOD_DUAL_KAWASE) {
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// Use smaller textures for each iteration (quarter of the
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// previous texture)
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tex_size->width = 1 + ((bctx->fb_width - 1) >> (i + 1));
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tex_size->height = 1 + ((bctx->fb_height - 1) >> (i + 1));
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} else {
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tex_size->width = bctx->fb_width;
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tex_size->height = bctx->fb_height;
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}
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glBindTexture(GL_TEXTURE_2D, bctx->blur_textures[i]);
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GLint format = GL_RGBA8;
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if (high_precision) {
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format = GL_RGBA16;
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}
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glTexImage2D(GL_TEXTURE_2D, 0, format, tex_size->width,
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tex_size->height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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if (bctx->method == BLUR_METHOD_DUAL_KAWASE) {
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// Attach texture to FBO target
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bctx->blur_fbos[i]);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
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GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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bctx->blur_textures[i], 0);
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if (!gl_check_fb_complete(GL_FRAMEBUFFER)) {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return false;
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}
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}
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}
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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// Remainder: regions are in Xorg coordinates
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auto reg_blur_resized =
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resize_region(reg_blur, bctx->resize_width, bctx->resize_height);
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const rect_t *extent = pixman_region32_extents((region_t *)reg_blur),
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*extent_resized = pixman_region32_extents(®_blur_resized);
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int width = extent->x2 - extent->x1, height = extent->y2 - extent->y1;
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if (width == 0 || height == 0) {
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return true;
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}
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int nrects, nrects_resized;
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const rect_t *rects = pixman_region32_rectangles((region_t *)reg_blur, &nrects),
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*rects_resized =
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pixman_region32_rectangles(®_blur_resized, &nrects_resized);
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if (!nrects || !nrects_resized) {
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return true;
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}
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auto coord = ccalloc(nrects * 16, GLint);
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auto indices = ccalloc(nrects * 6, GLuint);
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auto extent_height = extent_resized->y2 - extent_resized->y1;
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x_rect_to_coords(
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nrects, rects, (coord_t){.x = extent_resized->x1, .y = extent_resized->y1},
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extent_height, bctx->fb_height, source_size.height, false, coord, indices);
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auto coord_resized = ccalloc(nrects_resized * 16, GLint);
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auto indices_resized = ccalloc(nrects_resized * 6, GLuint);
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x_rect_to_coords(nrects_resized, rects_resized,
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(coord_t){.x = extent_resized->x1, .y = extent_resized->y1},
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extent_height, bctx->fb_height, bctx->fb_height, false,
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coord_resized, indices_resized);
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pixman_region32_fini(®_blur_resized);
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GLuint vao[2];
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glGenVertexArrays(2, vao);
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GLuint bo[4];
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glGenBuffers(4, bo);
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glBindVertexArray(vao[0]);
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glBindBuffer(GL_ARRAY_BUFFER, bo[0]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]);
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glBufferData(GL_ARRAY_BUFFER, (long)sizeof(*coord) * nrects * 16, coord, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(*indices) * nrects * 6,
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indices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(vert_coord_loc);
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glEnableVertexAttribArray(vert_in_texcoord_loc);
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glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE, sizeof(GLint) * 4, NULL);
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glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_INT, GL_FALSE,
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sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2));
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glBindVertexArray(vao[1]);
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glBindBuffer(GL_ARRAY_BUFFER, bo[2]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[3]);
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glBufferData(GL_ARRAY_BUFFER, (long)sizeof(*coord_resized) * nrects_resized * 16,
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coord_resized, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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(long)sizeof(*indices_resized) * nrects_resized * 6, indices_resized,
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GL_STATIC_DRAW);
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glEnableVertexAttribArray(vert_coord_loc);
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glEnableVertexAttribArray(vert_in_texcoord_loc);
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glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE, sizeof(GLint) * 4, NULL);
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glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_INT, GL_FALSE,
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sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2));
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int vao_nelems[2] = {nrects * 6, nrects_resized * 6};
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if (bctx->method == BLUR_METHOD_DUAL_KAWASE) {
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ret = gl_dual_kawase_blur(opacity, bctx, extent_resized, mask, mask_dst,
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vao, vao_nelems, source_texture, source_size,
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target_fbo, default_mask);
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} else {
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ret = gl_kernel_blur(opacity, bctx, extent_resized, mask, mask_dst, vao,
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vao_nelems, source_texture, source_size, target_fbo,
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default_mask);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDeleteBuffers(4, bo);
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glBindVertexArray(0);
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glDeleteVertexArrays(2, vao);
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glUseProgram(0);
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free(indices);
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free(coord);
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free(indices_resized);
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free(coord_resized);
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gl_check_err();
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return ret;
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}
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bool gl_blur(backend_t *base, double opacity, void *ctx, void *mask, coord_t mask_dst,
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const region_t *reg_blur, const region_t *reg_visible attr_unused) {
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auto gd = (struct gl_data *)base;
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auto bctx = (struct gl_blur_context *)ctx;
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return gl_blur_impl(opacity, bctx, mask, mask_dst, reg_blur, reg_visible,
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gd->back_texture,
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(geometry_t){.width = gd->width, .height = gd->height},
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gd->back_fbo, gd->default_mask_texture, gd->dithered_present);
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}
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static inline void gl_free_blur_shader(gl_blur_shader_t *shader) {
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if (shader->prog) {
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glDeleteProgram(shader->prog);
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}
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shader->prog = 0;
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}
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void gl_destroy_blur_context(backend_t *base attr_unused, void *ctx) {
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auto bctx = (struct gl_blur_context *)ctx;
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// Free GLSL shaders/programs
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for (int i = 0; i < bctx->npasses; ++i) {
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gl_free_blur_shader(&bctx->blur_shader[i]);
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}
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free(bctx->blur_shader);
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if (bctx->blur_texture_count && bctx->blur_textures) {
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glDeleteTextures(bctx->blur_texture_count, bctx->blur_textures);
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free(bctx->blur_textures);
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}
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if (bctx->blur_texture_count && bctx->texture_sizes) {
|
|
free(bctx->texture_sizes);
|
|
}
|
|
if (bctx->blur_fbo_count && bctx->blur_fbos) {
|
|
glDeleteFramebuffers(bctx->blur_fbo_count, bctx->blur_fbos);
|
|
free(bctx->blur_fbos);
|
|
}
|
|
|
|
bctx->blur_texture_count = 0;
|
|
bctx->blur_fbo_count = 0;
|
|
|
|
free(bctx);
|
|
|
|
gl_check_err();
|
|
}
|
|
|
|
/**
|
|
* Initialize GL blur filters.
|
|
*/
|
|
bool gl_create_kernel_blur_context(void *blur_context, GLfloat *projection,
|
|
enum blur_method method, void *args) {
|
|
bool success = false;
|
|
auto ctx = (struct gl_blur_context *)blur_context;
|
|
|
|
struct conv **kernels;
|
|
|
|
int nkernels;
|
|
ctx->method = BLUR_METHOD_KERNEL;
|
|
if (method == BLUR_METHOD_KERNEL) {
|
|
nkernels = ((struct kernel_blur_args *)args)->kernel_count;
|
|
kernels = ((struct kernel_blur_args *)args)->kernels;
|
|
} else {
|
|
kernels = generate_blur_kernel(method, args, &nkernels);
|
|
}
|
|
|
|
if (!nkernels) {
|
|
ctx->method = BLUR_METHOD_NONE;
|
|
return true;
|
|
}
|
|
|
|
// Specify required textures and FBOs
|
|
ctx->blur_texture_count = 2;
|
|
ctx->blur_fbo_count = 1;
|
|
|
|
ctx->blur_shader = ccalloc(max2(2, nkernels), gl_blur_shader_t);
|
|
|
|
char *lc_numeric_old = strdup(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");
|
|
|
|
// clang-format off
|
|
static const char *FRAG_SHADER_BLUR = GLSL(330,
|
|
%s\n // other extension pragmas
|
|
uniform sampler2D tex_src;
|
|
uniform vec2 pixel_norm;
|
|
uniform float opacity;
|
|
in vec2 texcoord;
|
|
out vec4 out_color;
|
|
float mask_factor();
|
|
void main() {
|
|
vec2 uv = texcoord * pixel_norm;
|
|
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
|
|
%s //body of the convolution
|
|
out_color = sum / float(%.7g) * opacity * mask_factor();
|
|
}
|
|
);
|
|
static const char *FRAG_SHADER_BLUR_ADD = QUOTE(
|
|
sum += float(%.7g) * texture2D(tex_src, uv + pixel_norm * vec2(%.7g, %.7g));
|
|
);
|
|
// clang-format on
|
|
|
|
const char *shader_add = FRAG_SHADER_BLUR_ADD;
|
|
char *extension = strdup("");
|
|
|
|
for (int i = 0; i < nkernels; i++) {
|
|
auto kern = kernels[i];
|
|
// Build shader
|
|
int width = kern->w, height = kern->h;
|
|
int nele = width * height;
|
|
// '%.7g' is at most 14 characters, inserted 3 times
|
|
size_t body_len = (strlen(shader_add) + 42) * (uint)nele;
|
|
char *shader_body = ccalloc(body_len, char);
|
|
char *pc = shader_body;
|
|
|
|
// Make use of the linear interpolation hardware by sampling 2 pixels with
|
|
// one texture access by sampling between both pixels based on their
|
|
// relative weight. Easiest done in a single dimension as 2D bilinear
|
|
// filtering would raise additional constraints on the kernels. Therefore
|
|
// only use interpolation along the larger dimension.
|
|
double sum = 0.0;
|
|
if (width > height) {
|
|
// use interpolation in x dimension (width)
|
|
for (int j = 0; j < height; ++j) {
|
|
for (int k = 0; k < width; k += 2) {
|
|
double val1, val2;
|
|
val1 = kern->data[j * width + k];
|
|
val2 = (k + 1 < width)
|
|
? kern->data[j * width + k + 1]
|
|
: 0;
|
|
|
|
double combined_weight = val1 + val2;
|
|
if (combined_weight == 0) {
|
|
continue;
|
|
}
|
|
sum += combined_weight;
|
|
|
|
double offset_x =
|
|
k + (val2 / combined_weight) - (width / 2);
|
|
double offset_y = j - (height / 2);
|
|
pc += snprintf(
|
|
pc, body_len - (ulong)(pc - shader_body),
|
|
shader_add, combined_weight, offset_x, offset_y);
|
|
assert(pc < shader_body + body_len);
|
|
}
|
|
}
|
|
} else {
|
|
// use interpolation in y dimension (height)
|
|
for (int j = 0; j < height; j += 2) {
|
|
for (int k = 0; k < width; ++k) {
|
|
double val1, val2;
|
|
val1 = kern->data[j * width + k];
|
|
val2 = (j + 1 < height)
|
|
? kern->data[(j + 1) * width + k]
|
|
: 0;
|
|
|
|
double combined_weight = val1 + val2;
|
|
if (combined_weight == 0) {
|
|
continue;
|
|
}
|
|
sum += combined_weight;
|
|
|
|
double offset_x = k - (width / 2);
|
|
double offset_y =
|
|
j + (val2 / combined_weight) - (height / 2);
|
|
pc += snprintf(
|
|
pc, body_len - (ulong)(pc - shader_body),
|
|
shader_add, combined_weight, offset_x, offset_y);
|
|
assert(pc < shader_body + body_len);
|
|
}
|
|
}
|
|
}
|
|
|
|
auto pass = ctx->blur_shader + i;
|
|
size_t shader_len = strlen(FRAG_SHADER_BLUR) + strlen(extension) +
|
|
strlen(shader_body) + 10 /* sum */ +
|
|
1 /* null terminator */;
|
|
char *shader_str = ccalloc(shader_len, char);
|
|
auto real_shader_len = snprintf(shader_str, shader_len, FRAG_SHADER_BLUR,
|
|
extension, shader_body, sum);
|
|
CHECK(real_shader_len >= 0);
|
|
CHECK((size_t)real_shader_len < shader_len);
|
|
free(shader_body);
|
|
|
|
// Build program
|
|
pass->prog = gl_create_program_from_strv(
|
|
(const char *[]){vertex_shader, NULL},
|
|
(const char *[]){shader_str, masking_glsl, NULL});
|
|
free(shader_str);
|
|
if (!pass->prog) {
|
|
log_error("Failed to create GLSL program.");
|
|
success = false;
|
|
goto out;
|
|
}
|
|
glBindFragDataLocation(pass->prog, 0, "out_color");
|
|
|
|
// Get uniform addresses
|
|
bind_uniform(pass, pixel_norm);
|
|
bind_uniform(pass, opacity);
|
|
|
|
bind_uniform(pass, mask_tex);
|
|
bind_uniform(pass, mask_offset);
|
|
bind_uniform(pass, mask_inverted);
|
|
bind_uniform(pass, mask_corner_radius);
|
|
log_info("Uniform locations: %d %d %d %d %d", pass->uniform_mask_tex,
|
|
pass->uniform_mask_offset, pass->uniform_mask_inverted,
|
|
pass->uniform_mask_corner_radius, pass->uniform_opacity);
|
|
pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig");
|
|
|
|
// Setup projection matrix
|
|
glUseProgram(pass->prog);
|
|
int pml = glGetUniformLocationChecked(pass->prog, "projection");
|
|
glUniformMatrix4fv(pml, 1, false, projection);
|
|
glUseProgram(0);
|
|
|
|
ctx->resize_width += kern->w / 2;
|
|
ctx->resize_height += kern->h / 2;
|
|
}
|
|
|
|
if (nkernels == 1) {
|
|
// Generate an extra null pass so we don't need special code path for
|
|
// the single pass case
|
|
auto pass = &ctx->blur_shader[1];
|
|
pass->prog = gl_create_program_from_strv(
|
|
(const char *[]){vertex_shader, NULL},
|
|
(const char *[]){copy_with_mask_frag, masking_glsl, NULL});
|
|
pass->uniform_pixel_norm = -1;
|
|
pass->uniform_opacity = -1;
|
|
pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig");
|
|
bind_uniform(pass, mask_tex);
|
|
bind_uniform(pass, mask_offset);
|
|
bind_uniform(pass, mask_inverted);
|
|
bind_uniform(pass, mask_corner_radius);
|
|
|
|
// Setup projection matrix
|
|
glUseProgram(pass->prog);
|
|
int pml = glGetUniformLocationChecked(pass->prog, "projection");
|
|
glUniformMatrix4fv(pml, 1, false, projection);
|
|
glUseProgram(0);
|
|
|
|
ctx->npasses = 2;
|
|
} else {
|
|
ctx->npasses = nkernels;
|
|
}
|
|
|
|
success = true;
|
|
out:
|
|
if (method != BLUR_METHOD_KERNEL) {
|
|
// We generated the blur kernels, so we need to free them
|
|
for (int i = 0; i < nkernels; i++) {
|
|
free(kernels[i]);
|
|
}
|
|
free(kernels);
|
|
}
|
|
|
|
free(extension);
|
|
// Restore LC_NUMERIC
|
|
setlocale(LC_NUMERIC, lc_numeric_old);
|
|
free(lc_numeric_old);
|
|
|
|
return success;
|
|
}
|
|
|
|
bool gl_create_dual_kawase_blur_context(void *blur_context, GLfloat *projection,
|
|
enum blur_method method, void *args) {
|
|
bool success = false;
|
|
auto ctx = (struct gl_blur_context *)blur_context;
|
|
|
|
ctx->method = method;
|
|
|
|
auto blur_params = generate_dual_kawase_params(args);
|
|
|
|
// Specify required textures and FBOs
|
|
ctx->blur_texture_count = blur_params->iterations;
|
|
ctx->blur_fbo_count = blur_params->iterations;
|
|
|
|
ctx->resize_width += blur_params->expand;
|
|
ctx->resize_height += blur_params->expand;
|
|
|
|
ctx->npasses = 2;
|
|
ctx->blur_shader = ccalloc(ctx->npasses, gl_blur_shader_t);
|
|
|
|
char *lc_numeric_old = strdup(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");
|
|
|
|
// Dual-kawase downsample shader / program
|
|
auto down_pass = ctx->blur_shader;
|
|
{
|
|
// clang-format off
|
|
static const char *FRAG_SHADER_DOWN = GLSL(330,
|
|
uniform sampler2D tex_src;
|
|
uniform float scale = 1.0;
|
|
uniform vec2 pixel_norm;
|
|
in vec2 texcoord;
|
|
out vec4 out_color;
|
|
void main() {
|
|
vec2 offset = %.7g * pixel_norm;
|
|
vec2 uv = texcoord * pixel_norm * (2.0 / scale);
|
|
vec4 sum = texture2D(tex_src, uv) * 4.0;
|
|
sum += texture2D(tex_src, uv - vec2(0.5, 0.5) * offset);
|
|
sum += texture2D(tex_src, uv + vec2(0.5, 0.5) * offset);
|
|
sum += texture2D(tex_src, uv + vec2(0.5, -0.5) * offset);
|
|
sum += texture2D(tex_src, uv - vec2(0.5, -0.5) * offset);
|
|
out_color = sum / 8.0;
|
|
}
|
|
);
|
|
// clang-format on
|
|
|
|
// Build shader
|
|
size_t shader_len =
|
|
strlen(FRAG_SHADER_DOWN) + 10 /* offset */ + 1 /* null terminator */;
|
|
char *shader_str = ccalloc(shader_len, char);
|
|
auto real_shader_len =
|
|
snprintf(shader_str, shader_len, FRAG_SHADER_DOWN, blur_params->offset);
|
|
CHECK(real_shader_len >= 0);
|
|
CHECK((size_t)real_shader_len < shader_len);
|
|
|
|
// Build program
|
|
down_pass->prog = gl_create_program_from_str(vertex_shader, shader_str);
|
|
free(shader_str);
|
|
if (!down_pass->prog) {
|
|
log_error("Failed to create GLSL program.");
|
|
success = false;
|
|
goto out;
|
|
}
|
|
glBindFragDataLocation(down_pass->prog, 0, "out_color");
|
|
|
|
// Get uniform addresses
|
|
bind_uniform(down_pass, pixel_norm);
|
|
down_pass->texorig_loc =
|
|
glGetUniformLocationChecked(down_pass->prog, "texorig");
|
|
down_pass->scale_loc =
|
|
glGetUniformLocationChecked(down_pass->prog, "scale");
|
|
|
|
// Setup projection matrix
|
|
glUseProgram(down_pass->prog);
|
|
int pml = glGetUniformLocationChecked(down_pass->prog, "projection");
|
|
glUniformMatrix4fv(pml, 1, false, projection);
|
|
glUseProgram(0);
|
|
}
|
|
|
|
// Dual-kawase upsample shader / program
|
|
auto up_pass = ctx->blur_shader + 1;
|
|
{
|
|
// clang-format off
|
|
static const char *FRAG_SHADER_UP = GLSL(330,
|
|
uniform sampler2D tex_src;
|
|
uniform float scale = 1.0;
|
|
uniform vec2 pixel_norm;
|
|
uniform float opacity;
|
|
in vec2 texcoord;
|
|
out vec4 out_color;
|
|
float mask_factor();
|
|
void main() {
|
|
vec2 offset = %.7g * pixel_norm;
|
|
vec2 uv = texcoord * pixel_norm / (2 * scale);
|
|
vec4 sum = texture2D(tex_src, uv + vec2(-1.0, 0.0) * offset);
|
|
sum += texture2D(tex_src, uv + vec2(-0.5, 0.5) * offset) * 2.0;
|
|
sum += texture2D(tex_src, uv + vec2(0.0, 1.0) * offset);
|
|
sum += texture2D(tex_src, uv + vec2(0.5, 0.5) * offset) * 2.0;
|
|
sum += texture2D(tex_src, uv + vec2(1.0, 0.0) * offset);
|
|
sum += texture2D(tex_src, uv + vec2(0.5, -0.5) * offset) * 2.0;
|
|
sum += texture2D(tex_src, uv + vec2(0.0, -1.0) * offset);
|
|
sum += texture2D(tex_src, uv + vec2(-0.5, -0.5) * offset) * 2.0;
|
|
out_color = sum / 12.0 * opacity * mask_factor();
|
|
}
|
|
);
|
|
// clang-format on
|
|
|
|
// Build shader
|
|
size_t shader_len =
|
|
strlen(FRAG_SHADER_UP) + 10 /* offset */ + 1 /* null terminator */;
|
|
char *shader_str = ccalloc(shader_len, char);
|
|
auto real_shader_len =
|
|
snprintf(shader_str, shader_len, FRAG_SHADER_UP, blur_params->offset);
|
|
CHECK(real_shader_len >= 0);
|
|
CHECK((size_t)real_shader_len < shader_len);
|
|
|
|
// Build program
|
|
up_pass->prog = gl_create_program_from_strv(
|
|
(const char *[]){vertex_shader, NULL},
|
|
(const char *[]){shader_str, masking_glsl, NULL});
|
|
free(shader_str);
|
|
if (!up_pass->prog) {
|
|
log_error("Failed to create GLSL program.");
|
|
success = false;
|
|
goto out;
|
|
}
|
|
glBindFragDataLocation(up_pass->prog, 0, "out_color");
|
|
|
|
// Get uniform addresses
|
|
bind_uniform(up_pass, pixel_norm);
|
|
bind_uniform(up_pass, opacity);
|
|
|
|
bind_uniform(up_pass, mask_tex);
|
|
bind_uniform(up_pass, mask_offset);
|
|
bind_uniform(up_pass, mask_inverted);
|
|
bind_uniform(up_pass, mask_corner_radius);
|
|
|
|
up_pass->texorig_loc =
|
|
glGetUniformLocationChecked(up_pass->prog, "texorig");
|
|
up_pass->scale_loc = glGetUniformLocationChecked(up_pass->prog, "scale");
|
|
|
|
// Setup projection matrix
|
|
glUseProgram(up_pass->prog);
|
|
int pml = glGetUniformLocationChecked(up_pass->prog, "projection");
|
|
glUniformMatrix4fv(pml, 1, false, projection);
|
|
glUseProgram(0);
|
|
}
|
|
|
|
success = true;
|
|
out:
|
|
free(blur_params);
|
|
|
|
if (!success) {
|
|
ctx = NULL;
|
|
}
|
|
|
|
// Restore LC_NUMERIC
|
|
setlocale(LC_NUMERIC, lc_numeric_old);
|
|
free(lc_numeric_old);
|
|
|
|
return success;
|
|
}
|
|
|
|
void *gl_create_blur_context(backend_t *base, enum blur_method method, void *args) {
|
|
bool success;
|
|
auto gd = (struct gl_data *)base;
|
|
|
|
auto ctx = ccalloc(1, struct gl_blur_context);
|
|
|
|
if (!method || method >= BLUR_METHOD_INVALID) {
|
|
ctx->method = BLUR_METHOD_NONE;
|
|
return ctx;
|
|
}
|
|
|
|
// Set projection matrix to gl viewport dimensions so we can use screen
|
|
// coordinates for all vertices
|
|
// Note: OpenGL matrices are column major
|
|
GLint viewport_dimensions[2];
|
|
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, viewport_dimensions);
|
|
GLfloat projection_matrix[4][4] = {{2.0F / (GLfloat)viewport_dimensions[0], 0, 0, 0},
|
|
{0, 2.0F / (GLfloat)viewport_dimensions[1], 0, 0},
|
|
{0, 0, 0, 0},
|
|
{-1, -1, 0, 1}};
|
|
|
|
if (method == BLUR_METHOD_DUAL_KAWASE) {
|
|
success = gl_create_dual_kawase_blur_context(ctx, projection_matrix[0],
|
|
method, args);
|
|
} else {
|
|
success =
|
|
gl_create_kernel_blur_context(ctx, projection_matrix[0], method, args);
|
|
}
|
|
if (!success || ctx->method == BLUR_METHOD_NONE) {
|
|
goto out;
|
|
}
|
|
|
|
// Texture size will be defined by gl_blur
|
|
ctx->blur_textures = ccalloc(ctx->blur_texture_count, GLuint);
|
|
ctx->texture_sizes = ccalloc(ctx->blur_texture_count, struct texture_size);
|
|
glGenTextures(ctx->blur_texture_count, ctx->blur_textures);
|
|
|
|
for (int i = 0; i < ctx->blur_texture_count; ++i) {
|
|
glBindTexture(GL_TEXTURE_2D, ctx->blur_textures[i]);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
}
|
|
|
|
// Generate FBO and textures when needed
|
|
ctx->blur_fbos = ccalloc(ctx->blur_fbo_count, GLuint);
|
|
glGenFramebuffers(ctx->blur_fbo_count, ctx->blur_fbos);
|
|
|
|
for (int i = 0; i < ctx->blur_fbo_count; ++i) {
|
|
if (!ctx->blur_fbos[i]) {
|
|
log_error("Failed to generate framebuffer objects for blur");
|
|
success = false;
|
|
goto out;
|
|
}
|
|
}
|
|
|
|
out:
|
|
if (!success) {
|
|
gl_destroy_blur_context(&gd->base, ctx);
|
|
ctx = NULL;
|
|
}
|
|
|
|
gl_check_err();
|
|
return ctx;
|
|
}
|
|
|
|
void gl_get_blur_size(void *blur_context, int *width, int *height) {
|
|
auto ctx = (struct gl_blur_context *)blur_context;
|
|
*width = ctx->resize_width;
|
|
*height = ctx->resize_height;
|
|
}
|