new glx: implement blur

This is barely tested, so bugs and/or performance problems to be
expected.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui 2019-03-10 01:22:38 +00:00
parent 710ff2fd42
commit 48338a9903
No known key found for this signature in database
GPG Key ID: 37C999F617EA1A47
4 changed files with 194 additions and 321 deletions

View File

@ -22,7 +22,7 @@ PenaltyReturnTypeOnItsOwnLine: 0
PenaltyBreakAssignment: 0
PenaltyBreakBeforeFirstCallParameter: 1
PenaltyBreakComment: 1
PenaltyBreakString: 5
PenaltyBreakString: 36
PenaltyExcessCharacter: 3
PenaltyBreakFirstLessLess: 0
PenaltyBreakTemplateDeclaration: 0

View File

@ -40,6 +40,7 @@
while (0)
#define GLSL(version, ...) "#version " #version "\n" #__VA_ARGS__
#define QUOTE(...) #__VA_ARGS__
GLuint gl_create_shader(GLenum shader_type, const char *shader_str) {
log_trace("===\n%s\n===", shader_str);
@ -168,30 +169,6 @@ static void gl_free_prog_main(gl_win_shader_t *pprogram) {
pprogram->unifm_tex = -1;
}
/**
* @brief Get tightly packed RGB888 data from GL front buffer.
*
* Don't expect any sort of decent performance.
*
* @returns tightly packed RGB888 data of the size of the screen,
* to be freed with `free()`
*/
unsigned char *gl_take_screenshot(session_t *ps, int *out_length) {
int length = 3 * ps->root_width * ps->root_height;
GLint unpack_align_old = 0;
glGetIntegerv(GL_UNPACK_ALIGNMENT, &unpack_align_old);
assert(unpack_align_old > 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
unsigned char *buf = ccalloc(length, unsigned char);
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, ps->root_width, ps->root_height, GL_RGB, GL_UNSIGNED_BYTE, buf);
glReadBuffer(GL_BACK);
glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_align_old);
if (out_length)
*out_length = sizeof(unsigned char) * length;
return buf;
}
/**
* Render a region with texture data.
*
@ -233,10 +210,6 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
if (ptex->opacity < 1.0 || ptex->has_alpha) {
glEnable(GL_BLEND);
// Needed for handling opacity of ARGB texture
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// X pixmap is in premultiplied ARGB format, so
// we need to do this to correct it.
// Thanks to derhass for help.
@ -324,7 +297,6 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
// 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);
@ -369,101 +341,45 @@ bool gl_dim_reg(session_t *ps, int dx, int dy, int width, int height, float z,
return true;
}
#if 0
/**
* Blur contents in a particular region.
*
* XXX seems to be way to complex for what it does
*/
// Blur the area sized width x height starting at dx x dy
bool gl_blur_dst(session_t *ps, const gl_cap_t *cap, int dx, int dy, int width,
int height, float z, GLfloat factor_center, const region_t *reg_tgt,
gl_blur_cache_t *pbc, const gl_blur_shader_t *pass, int npasses) {
const bool more_passes = npasses > 1;
bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
const region_t *reg_visible) {
// Remainder: regions are in Xorg coordinates
struct gl_data *gd = (void *)base;
const rect_t *extent = pixman_region32_extents((region_t *)reg_blur);
int width = extent->x2 - extent->x1, height = extent->y2 - extent->y1;
int dst_y = gd->height - extent->y2;
if (width == 0 || height == 0) {
return true;
}
// these should be arguments
const bool have_scissors = glIsEnabled(GL_SCISSOR_TEST);
const bool have_stencil = glIsEnabled(GL_STENCIL_TEST);
bool ret = false;
// Calculate copy region size
gl_blur_cache_t ibc = {.width = 0, .height = 0};
if (!pbc)
pbc = &ibc;
// log_trace("(): %d, %d, %d, %d\n", dx, dy, width, height);
GLenum tex_tgt = GL_TEXTURE_RECTANGLE;
if (cap->non_power_of_two_texture)
tex_tgt = GL_TEXTURE_2D;
// Free textures if size inconsistency discovered
if (width != pbc->width || height != pbc->height) {
glDeleteTextures(1, &pbc->textures[0]);
glDeleteTextures(1, &pbc->textures[1]);
pbc->width = pbc->height = 0;
pbc->textures[0] = pbc->textures[1] = 0;
}
// Generate FBO and textures if needed
if (!pbc->textures[0])
gl_gen_texture(tex_tgt, width, height, &pbc->textures[0]);
GLuint tex_scr = pbc->textures[0];
if (npasses > 1 && !pbc->textures[1])
gl_gen_texture(tex_tgt, width, height, &pbc->textures[1]);
pbc->width = width;
pbc->height = height;
GLuint tex_scr2 = pbc->textures[1];
if (npasses > 1 && !pbc->fbo)
glGenFramebuffers(1, &pbc->fbo);
const GLuint fbo = pbc->fbo;
if (!tex_scr || (npasses > 1 && !tex_scr2)) {
log_error("Failed to allocate texture.");
goto end;
}
if (npasses > 1 && !fbo) {
log_error("Failed to allocate framebuffer.");
goto end;
}
// Read destination pixels into a texture
glEnable(tex_tgt);
glBindTexture(tex_tgt, tex_scr);
int curr = 0;
glReadBuffer(GL_BACK);
glEnable(gd->blur_texture_target);
glBindTexture(gd->blur_texture_target, gd->blur_texture[0]);
// Copy the area to be blurred into tmp buffer
glCopyTexSubImage2D(tex_tgt, 0, 0, 0, dx, dy, width, height);
glCopyTexSubImage2D(gd->blur_texture_target, 0, 0, 0, extent->x1, dst_y, width, height);
// Texture scaling factor
GLfloat texfac_x = 1.0f, texfac_y = 1.0f;
if (tex_tgt == GL_TEXTURE_2D) {
texfac_x /= width;
texfac_y /= height;
}
// Paint it back
if (more_passes) {
glDisable(GL_STENCIL_TEST);
glDisable(GL_SCISSOR_TEST);
}
for (int i = 0; i < npasses; ++i) {
for (int i = 0; i < gd->npasses; ++i) {
assert(i < MAX_BLUR_PASS - 1);
const gl_blur_shader_t *curr = &pass[i];
assert(curr->prog);
const gl_blur_shader_t *p = &gd->blur_shader[i];
assert(p->prog);
assert(tex_scr);
glBindTexture(tex_tgt, tex_scr);
assert(gd->blur_texture[curr]);
glBindTexture(gd->blur_texture_target, gd->blur_texture[curr]);
if (i < npasses - 1) {
if (i < gd->npasses - 1) {
// not last pass, draw into framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gd->blur_fbo);
// XXX not fixing bug during porting
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex_scr2,
0); // XXX wrong, should use tex_tgt
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
gd->blur_texture_target,
gd->blur_texture[!curr], 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
log_error("Framebuffer attachment failed.");
@ -473,113 +389,88 @@ bool gl_blur_dst(session_t *ps, const gl_cap_t *cap, int dx, int dy, int width,
// last pass, draw directly into the back buffer
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffer(GL_BACK);
if (have_scissors)
glEnable(GL_SCISSOR_TEST);
if (have_stencil)
glEnable(GL_STENCIL_TEST);
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glUseProgram(curr->prog);
if (curr->unifm_offset_x >= 0)
glUniform1f(curr->unifm_offset_x, texfac_x);
if (curr->unifm_offset_y >= 0)
glUniform1f(curr->unifm_offset_y, texfac_y);
if (curr->unifm_factor_center >= 0)
glUniform1f(curr->unifm_factor_center, factor_center);
glUseProgram(p->prog);
if (gd->blur_texture_target == GL_TEXTURE_2D) {
glUniform1f(p->unifm_offset_x, 1.0 / gd->width);
glUniform1f(p->unifm_offset_y, 1.0 / gd->height);
} else {
glUniform1f(p->unifm_offset_x, 1.0);
glUniform1f(p->unifm_offset_y, 1.0);
}
// XXX use multiple draw calls is probably going to be slow than
// just simply blur the whole area.
P_PAINTREG_START(reg_tgt, crect) {
int nrects;
const rect_t *rect =
pixman_region32_rectangles((region_t *)reg_blur, &nrects);
dump_region(reg_blur);
glBegin(GL_QUADS);
for (int j = 0; j < nrects; j++) {
rect_t crect = rect[j];
// flip y axis, because the regions are in Xorg's coordinates,
// which is y-flipped from OpenGL's.
crect.y1 = gd->height - crect.y1;
crect.y2 = gd->height - crect.y2;
// Texture coordinates
const GLfloat texture_x1 = (crect.x1 - dx) * texfac_x;
const GLfloat texture_y1 = (crect.y1 - dy) * texfac_y;
const GLfloat texture_x2 =
texture_x1 + (crect.x2 - crect.x1) * texfac_x;
const GLfloat texture_y2 =
texture_y1 + (crect.y2 - crect.y1) * texfac_y;
GLfloat texture_x1 = (crect.x1 - extent->x1);
GLfloat texture_y1 = (crect.y2 - dst_y);
GLfloat texture_x2 = texture_x1 + (crect.x2 - crect.x1);
GLfloat texture_y2 = texture_y1 + (crect.y1 - crect.y2);
if (gd->blur_texture_target == GL_TEXTURE_2D) {
texture_x1 /= gd->width;
texture_x2 /= gd->width;
texture_y1 /= gd->height;
texture_y2 /= gd->height;
}
// Vertex coordinates
// For passes before the last one, we are drawing into a buffer,
// so (dx, dy) from source maps to (0, 0)
GLfloat vx1 = crect.x1 - dx;
GLfloat vy1 = crect.y1 - dy;
if (i == npasses - 1) {
GLfloat vx1 = crect.x1 - extent->x1;
GLfloat vy1 = crect.y2 - dst_y;
if (i == gd->npasses - 1) {
// For last pass, we are drawing back to source, so we
// don't need to map
vx1 = crect.x1;
vy1 = crect.y1;
vy1 = crect.y2;
}
GLfloat vx2 = vx1 + (crect.x2 - crect.x1);
GLfloat vy2 = vy1 + (crect.y2 - crect.y1);
GLfloat vy2 = vy1 + (crect.y1 - crect.y2);
GLfloat texture_x[] = {texture_x1, texture_x2, texture_x2, texture_x1};
GLfloat texture_y[] = {texture_y1, texture_y1, texture_y2, texture_y2};
GLint vx[] = {vx1, vx2, vx2, vx1};
GLint vy[] = {vy1, vy1, vy2, vy2};
for (int j = 0; j < 4; j++) {
glTexCoord2f(texture_x[j], texture_y[j]);
glVertex3i(vx[j], vy[j], z);
for (int k = 0; k < 4; k++) {
glTexCoord2f(texture_x[k], texture_y[k]);
glVertex3i(vx[k], vy[k], 0);
}
}
P_PAINTREG_END();
glEnd();
glUseProgram(0);
// Swap tex_scr and tex_scr2
GLuint tmp = tex_scr2;
tex_scr2 = tex_scr;
tex_scr = tmp;
curr = !curr;
}
ret = true;
end:
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(tex_tgt, 0);
glDisable(tex_tgt);
if (have_scissors)
glEnable(GL_SCISSOR_TEST);
if (have_stencil)
glEnable(GL_STENCIL_TEST);
if (&ibc == pbc) {
glDeleteTextures(1, &pbc->textures[0]);
glDeleteTextures(1, &pbc->textures[1]);
glDeleteFramebuffers(1, &pbc->fbo);
}
glBindTexture(gd->blur_texture_target, 0);
glDisable(gd->blur_texture_target);
gl_check_err();
return ret;
}
#endif
/**
* Set clipping region on the target window.
*/
void gl_set_clip(const region_t *reg) {
glDisable(GL_STENCIL_TEST);
glDisable(GL_SCISSOR_TEST);
if (!reg)
return;
int nrects;
const rect_t *rects = pixman_region32_rectangles((region_t *)reg, &nrects);
if (nrects == 1) {
glEnable(GL_SCISSOR_TEST);
glScissor(rects[0].x1, rects[0].y2, rects[0].x2 - rects[0].x1,
rects[0].y2 - rects[0].y1);
}
gl_check_err();
}
GLuint glGetUniformLocationChecked(GLuint p, const char *name) {
static GLuint glGetUniformLocationChecked(GLuint p, const char *name) {
auto ret = glGetUniformLocation(p, name);
if (ret < 0) {
log_error("Failed to get location of uniform '%s'. compton might not "
@ -625,30 +516,28 @@ void gl_resize(struct gl_data *gd, int width, int height) {
glLoadIdentity();
gd->height = height;
gd->width = width;
// Resize the temporary textures
glBindTexture(gd->blur_texture_target, gd->blur_texture[0]);
glTexImage2D(gd->blur_texture_target, 0, GL_RGBA8, gd->width, gd->height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, NULL);
if (gd->npasses > 1) {
glBindTexture(gd->blur_texture_target, gd->blur_texture[1]);
glTexImage2D(gd->blur_texture_target, 0, GL_RGBA8, gd->width, gd->height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
}
static void attr_unused gl_destroy_win_shader(session_t *ps, gl_win_shader_t *shader) {
assert(shader);
assert(shader->prog);
glDeleteProgram(shader->prog);
shader->prog = 0;
shader->unifm_opacity = -1;
shader->unifm_invert_color = -1;
shader->unifm_tex = -1;
}
#if 0
/**
* Initialize GL blur filters.
*
* Fill `passes` with blur filters, won't create more than MAX_BLUR_FILTER number of
* filters
*/
bool gl_create_blur_filters(session_t *ps, gl_blur_shader_t *passes, const gl_cap_t *cap) {
assert(ps->o.blur_kerns[0]);
static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
if (!kernels[0]) {
return true;
}
// Allocate PBO if more than one blur kernel is present
if (ps->o.blur_kerns[1]) {
if (kernels[1]) {
// Try to generate a framebuffer
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
@ -665,111 +554,112 @@ bool gl_create_blur_filters(session_t *ps, gl_blur_shader_t *passes, const gl_ca
// 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";
// clang-format off
static const char *FRAG_SHADER_BLUR = GLSL(130,
%s\n // other extension pragmas
uniform float offset_x;
uniform float offset_y;
uniform %s tex_scr;
out vec4 out_color;
void main() {
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
%s //body of the convolution
out_color = sum / float(%.7g);
}
);
static const char *FRAG_SHADER_BLUR_ADD = QUOTE(
sum += float(%.7g) *
%s(tex_scr, vec2(gl_TexCoord[0].x + offset_x * float(%d),
gl_TexCoord[0].y + offset_y * float(%d)));
);
// clang-format on
const bool use_texture_rect = !cap->non_power_of_two_texture;
const bool use_texture_rect = !gd->non_power_of_two_texture;
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 = strdup("");
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;
if (use_texture_rect) {
mstrextend(&extension, "#extension GL_ARB_texture_rectangle : require\n");
}
for (int i = 0; i < MAX_BLUR_PASS && ps->o.blur_kerns[i]; ++i) {
auto kern = ps->o.blur_kerns[i];
gl_blur_shader_t *passes = gd->blur_shader;
for (int i = 0; i < MAX_BLUR_PASS && kernels[i]; gd->npasses = ++i) {
auto kern = kernels[i];
// Build shader
int width = kern->w, height = kern->h;
int nele = width * height - 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 = ccalloc(len, char);
char *pc = shader_str;
sprintf(pc, FRAG_SHADER_BLUR_PREFIX, extension, sampler_type);
pc += strlen(pc);
assert(strlen(shader_str) < len);
size_t body_len = (strlen(shader_add) + strlen(texture_func) + 42) * nele;
char *shader_body = ccalloc(body_len, char);
char *pc = shader_body;
double sum = 0.0;
for (int j = 0; j < height; ++j) {
for (int k = 0; k < width; ++k) {
if (height / 2 == j && width / 2 == k)
continue;
double val = kern->data[j * width + k];
double val;
if (height / 2 == j && width / 2 == k) {
val = 1;
} else {
val = kern->data[j * width + k];
}
if (val == 0) {
continue;
}
sum += val;
sprintf(pc, shader_add, val, texture_func, k - width / 2,
j - height / 2);
pc += strlen(pc);
assert(strlen(shader_str) < len);
pc += snprintf(pc, body_len - (pc - shader_body),
FRAG_SHADER_BLUR_ADD, val, texture_func,
k - width / 2, j - height / 2);
assert(pc < shader_body + body_len);
}
}
auto pass = passes + i;
sprintf(pc, FRAG_SHADER_BLUR_SUFFIX, texture_func, sum);
assert(strlen(shader_str) < len);
pass->frag_shader = gl_create_shader(GL_FRAGMENT_SHADER, shader_str);
free(shader_str);
if (!pass->frag_shader) {
log_error("Failed to create fragment shader %d.", i);
goto err;
}
size_t shader_len = strlen(FRAG_SHADER_BLUR) + strlen(extension) +
strlen(sampler_type) + strlen(shader_body) +
10 /* sum */ + 1 /* null terminator */;
char *shader_str = ccalloc(shader_len, char);
size_t real_shader_len = snprintf(shader_str, shader_len, FRAG_SHADER_BLUR,
extension, sampler_type, shader_body, sum);
assert(real_shader_len < shader_len);
free(shader_body);
// Build program
pass->prog = gl_create_program(&pass->frag_shader, 1);
pass->prog = gl_create_program_from_str(NULL, shader_str);
free(shader_str);
if (!pass->prog) {
log_error("Failed to create GLSL program.");
goto err;
}
glBindFragDataLocation(pass->prog, 0, "out_color");
// Get uniform addresses
pass->unifm_factor_center = glGetUniformLocationChecked(pass->prog, "fact"
"or_"
"cent"
"er");
if (!ps->o.glx_use_gpushader4) {
pass->unifm_offset_x =
glGetUniformLocationChecked(pass->prog, "offset_x");
pass->unifm_offset_y =
glGetUniformLocationChecked(pass->prog, "offset_y");
}
}
free(extension);
// Generate FBO and textures if needed
gd->blur_texture_target = GL_TEXTURE_RECTANGLE;
if (gd->non_power_of_two_texture) {
gd->blur_texture_target = GL_TEXTURE_2D;
}
glGenTextures(gd->npasses > 1 ? 2 : 1, gd->blur_texture);
glBindTexture(gd->blur_texture_target, gd->blur_texture[0]);
glTexParameteri(gd->blur_texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(gd->blur_texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(gd->blur_texture_target, 0, GL_RGBA8, gd->width, gd->height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, NULL);
if (gd->npasses > 1) {
glBindTexture(gd->blur_texture_target, gd->blur_texture[1]);
glTexParameteri(gd->blur_texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(gd->blur_texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(gd->blur_texture_target, 0, GL_RGBA8, gd->width, gd->height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glGenFramebuffers(1, &gd->blur_fbo);
}
// Restore LC_NUMERIC
setlocale(LC_NUMERIC, lc_numeric_old);
free(lc_numeric_old);
@ -783,7 +673,6 @@ err:
free(lc_numeric_old);
return false;
}
#endif
// clang-format off
const char *win_shader_glsl = GLSL(110,
@ -804,66 +693,48 @@ const char *win_shader_glsl = GLSL(110,
bool gl_init(struct gl_data *gd, session_t *ps) {
// Initialize GLX data structure
for (int i = 0; i < MAX_BLUR_PASS; ++i) {
gd->blur_shader[i] = (gl_blur_shader_t){.frag_shader = 0,
gd->blur_shader[i] = (gl_blur_shader_t){
.prog = 0,
.unifm_offset_x = -1,
.unifm_offset_y = -1,
.unifm_factor_center = -1};
};
}
gd->non_power_of_two_texture = gl_has_extension("GL_ARB_texture_non_power_of_"
"two");
// 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 (!ps->o.glx_no_stencil) {
GLint val = 0;
glGetIntegerv(GL_STENCIL_BITS, &val);
if (!val) {
log_error("Target window doesn't have stencil buffer.");
return false;
}
}
// Render preparations
gl_resize(gd, ps->root_width, ps->root_height);
gd->non_power_of_two_texture =
gl_has_extension("GL_ARB_texture_non_power_of_two");
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));
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Initialize blur filters
// gl_create_blur_filters(ps, gd->blur_shader, &gd->cap);
gl_win_shader_from_string(NULL, win_shader_glsl, &gd->win_shader);
if (!gl_init_blur(gd, ps->o.blur_kerns)) {
return false;
}
// Set up the size of the viewport. We do this last because it expects the blur
// textures are already set up.
gl_resize(gd, ps->root_width, ps->root_height);
return true;
}
static inline void gl_free_blur_shader(gl_blur_shader_t *shader) {
if (shader->prog) {
glDeleteShader(shader->prog);
}
if (shader->frag_shader) {
glDeleteShader(shader->frag_shader);
glDeleteProgram(shader->prog);
}
shader->prog = 0;
shader->frag_shader = 0;
}
void gl_deinit(struct gl_data *gd) {
@ -922,9 +793,3 @@ bool gl_is_image_transparent(backend_t *base, void *image_data) {
gl_texture_t *img = image_data;
return img->has_alpha;
}
/// stub for backend_operations::blur
bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
const region_t *reg_visible) {
return true;
}

View File

@ -28,16 +28,12 @@ typedef struct {
// Program and uniforms for blur shader
typedef struct {
/// Fragment shader for blur.
GLuint frag_shader;
/// GLSL program for blur.
GLuint prog;
/// Location of uniform "offset_x" in blur GLSL program.
GLint unifm_offset_x;
/// Location of uniform "offset_y" in blur GLSL program.
GLint unifm_offset_y;
/// Location of uniform "factor_center" in blur GLSL program.
GLint unifm_factor_center;
} gl_blur_shader_t;
/// @brief Wrapper of a binded GLX texture.
@ -59,9 +55,18 @@ struct gl_data {
backend_t base;
// Height and width of the viewport
int height, width;
int npasses;
gl_win_shader_t win_shader;
gl_blur_shader_t blur_shader[MAX_BLUR_PASS];
bool non_power_of_two_texture;
// 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;
GLenum blur_texture_target;
};
typedef struct {
@ -92,8 +97,6 @@ void gl_compose(backend_t *, void *ptex, int dst_x, int dst_y, const region_t *r
void gl_resize(struct gl_data *, int width, int height);
GLuint glGetUniformLocationChecked(GLuint p, const char *name);
bool gl_init(struct gl_data *gd, session_t *);
void gl_deinit(struct gl_data *gd);

View File

@ -240,6 +240,11 @@ static backend_t *glx_init(session_t *ps) {
goto end;
}
if (glXGetConfig(ps->dpy, pvis, GLX_STENCIL_SIZE, &value) || !value) {
log_error("Root visual lacks stencil buffer.");
goto end;
}
if (glXGetConfig(ps->dpy, pvis, GLX_DOUBLEBUFFER, &value) || !value) {
log_error("Root visual is not a double buffered GL visual.");
goto end;