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:
parent
710ff2fd42
commit
48338a9903
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@ -22,7 +22,7 @@ PenaltyReturnTypeOnItsOwnLine: 0
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PenaltyBreakAssignment: 0
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PenaltyBreakBeforeFirstCallParameter: 1
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PenaltyBreakComment: 1
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PenaltyBreakString: 5
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PenaltyBreakString: 36
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PenaltyExcessCharacter: 3
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PenaltyBreakFirstLessLess: 0
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PenaltyBreakTemplateDeclaration: 0
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@ -40,6 +40,7 @@
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while (0)
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#define GLSL(version, ...) "#version " #version "\n" #__VA_ARGS__
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#define QUOTE(...) #__VA_ARGS__
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GLuint gl_create_shader(GLenum shader_type, const char *shader_str) {
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log_trace("===\n%s\n===", shader_str);
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@ -168,30 +169,6 @@ static void gl_free_prog_main(gl_win_shader_t *pprogram) {
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pprogram->unifm_tex = -1;
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}
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/**
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* @brief Get tightly packed RGB888 data from GL front buffer.
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*
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* Don't expect any sort of decent performance.
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*
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* @returns tightly packed RGB888 data of the size of the screen,
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* to be freed with `free()`
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*/
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unsigned char *gl_take_screenshot(session_t *ps, int *out_length) {
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int length = 3 * ps->root_width * ps->root_height;
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GLint unpack_align_old = 0;
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glGetIntegerv(GL_UNPACK_ALIGNMENT, &unpack_align_old);
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assert(unpack_align_old > 0);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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unsigned char *buf = ccalloc(length, unsigned char);
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glReadBuffer(GL_FRONT);
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glReadPixels(0, 0, ps->root_width, ps->root_height, GL_RGB, GL_UNSIGNED_BYTE, buf);
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glReadBuffer(GL_BACK);
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glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_align_old);
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if (out_length)
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*out_length = sizeof(unsigned char) * length;
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return buf;
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}
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/**
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* Render a region with texture data.
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*
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@ -233,10 +210,6 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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if (ptex->opacity < 1.0 || ptex->has_alpha) {
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glEnable(GL_BLEND);
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// Needed for handling opacity of ARGB texture
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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// X pixmap is in premultiplied ARGB format, so
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// we need to do this to correct it.
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// Thanks to derhass for help.
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@ -324,7 +297,6 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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// Cleanup
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glBindTexture(ptex->target, 0);
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glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glDisable(GL_BLEND);
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glDisable(GL_COLOR_LOGIC_OP);
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glDisable(ptex->target);
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@ -369,101 +341,45 @@ bool gl_dim_reg(session_t *ps, int dx, int dy, int width, int height, float z,
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return true;
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}
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#if 0
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/**
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* Blur contents in a particular region.
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*
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* XXX seems to be way to complex for what it does
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*/
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// Blur the area sized width x height starting at dx x dy
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bool gl_blur_dst(session_t *ps, const gl_cap_t *cap, int dx, int dy, int width,
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int height, float z, GLfloat factor_center, const region_t *reg_tgt,
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gl_blur_cache_t *pbc, const gl_blur_shader_t *pass, int npasses) {
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const bool more_passes = npasses > 1;
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bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
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const region_t *reg_visible) {
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// Remainder: regions are in Xorg coordinates
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struct gl_data *gd = (void *)base;
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const rect_t *extent = pixman_region32_extents((region_t *)reg_blur);
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int width = extent->x2 - extent->x1, height = extent->y2 - extent->y1;
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int dst_y = gd->height - extent->y2;
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if (width == 0 || height == 0) {
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return true;
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}
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// these should be arguments
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const bool have_scissors = glIsEnabled(GL_SCISSOR_TEST);
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const bool have_stencil = glIsEnabled(GL_STENCIL_TEST);
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bool ret = false;
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// Calculate copy region size
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gl_blur_cache_t ibc = {.width = 0, .height = 0};
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if (!pbc)
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pbc = &ibc;
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// log_trace("(): %d, %d, %d, %d\n", dx, dy, width, height);
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GLenum tex_tgt = GL_TEXTURE_RECTANGLE;
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if (cap->non_power_of_two_texture)
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tex_tgt = GL_TEXTURE_2D;
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// Free textures if size inconsistency discovered
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if (width != pbc->width || height != pbc->height) {
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glDeleteTextures(1, &pbc->textures[0]);
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glDeleteTextures(1, &pbc->textures[1]);
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pbc->width = pbc->height = 0;
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pbc->textures[0] = pbc->textures[1] = 0;
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}
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// Generate FBO and textures if needed
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if (!pbc->textures[0])
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gl_gen_texture(tex_tgt, width, height, &pbc->textures[0]);
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GLuint tex_scr = pbc->textures[0];
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if (npasses > 1 && !pbc->textures[1])
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gl_gen_texture(tex_tgt, width, height, &pbc->textures[1]);
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pbc->width = width;
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pbc->height = height;
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GLuint tex_scr2 = pbc->textures[1];
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if (npasses > 1 && !pbc->fbo)
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glGenFramebuffers(1, &pbc->fbo);
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const GLuint fbo = pbc->fbo;
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if (!tex_scr || (npasses > 1 && !tex_scr2)) {
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log_error("Failed to allocate texture.");
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goto end;
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}
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if (npasses > 1 && !fbo) {
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log_error("Failed to allocate framebuffer.");
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goto end;
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}
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// Read destination pixels into a texture
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glEnable(tex_tgt);
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glBindTexture(tex_tgt, tex_scr);
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int curr = 0;
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glReadBuffer(GL_BACK);
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glEnable(gd->blur_texture_target);
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glBindTexture(gd->blur_texture_target, gd->blur_texture[0]);
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// Copy the area to be blurred into tmp buffer
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glCopyTexSubImage2D(tex_tgt, 0, 0, 0, dx, dy, width, height);
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glCopyTexSubImage2D(gd->blur_texture_target, 0, 0, 0, extent->x1, dst_y, width, height);
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// Texture scaling factor
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GLfloat texfac_x = 1.0f, texfac_y = 1.0f;
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if (tex_tgt == GL_TEXTURE_2D) {
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texfac_x /= width;
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texfac_y /= height;
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}
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// Paint it back
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if (more_passes) {
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_SCISSOR_TEST);
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}
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for (int i = 0; i < npasses; ++i) {
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for (int i = 0; i < gd->npasses; ++i) {
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assert(i < MAX_BLUR_PASS - 1);
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const gl_blur_shader_t *curr = &pass[i];
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assert(curr->prog);
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const gl_blur_shader_t *p = &gd->blur_shader[i];
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assert(p->prog);
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assert(tex_scr);
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glBindTexture(tex_tgt, tex_scr);
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assert(gd->blur_texture[curr]);
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glBindTexture(gd->blur_texture_target, gd->blur_texture[curr]);
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if (i < npasses - 1) {
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if (i < gd->npasses - 1) {
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// not last pass, draw into framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gd->blur_fbo);
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// XXX not fixing bug during porting
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, tex_scr2,
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0); // XXX wrong, should use tex_tgt
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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gd->blur_texture_target,
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gd->blur_texture[!curr], 0);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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log_error("Framebuffer attachment failed.");
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@ -473,113 +389,88 @@ bool gl_blur_dst(session_t *ps, const gl_cap_t *cap, int dx, int dy, int width,
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// last pass, draw directly into the back buffer
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDrawBuffer(GL_BACK);
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if (have_scissors)
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glEnable(GL_SCISSOR_TEST);
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if (have_stencil)
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glEnable(GL_STENCIL_TEST);
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glUseProgram(curr->prog);
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if (curr->unifm_offset_x >= 0)
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glUniform1f(curr->unifm_offset_x, texfac_x);
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if (curr->unifm_offset_y >= 0)
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glUniform1f(curr->unifm_offset_y, texfac_y);
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if (curr->unifm_factor_center >= 0)
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glUniform1f(curr->unifm_factor_center, factor_center);
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glUseProgram(p->prog);
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if (gd->blur_texture_target == GL_TEXTURE_2D) {
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glUniform1f(p->unifm_offset_x, 1.0 / gd->width);
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glUniform1f(p->unifm_offset_y, 1.0 / gd->height);
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} else {
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glUniform1f(p->unifm_offset_x, 1.0);
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glUniform1f(p->unifm_offset_y, 1.0);
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}
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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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P_PAINTREG_START(reg_tgt, crect) {
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int nrects;
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const rect_t *rect =
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pixman_region32_rectangles((region_t *)reg_blur, &nrects);
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dump_region(reg_blur);
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glBegin(GL_QUADS);
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for (int j = 0; j < nrects; j++) {
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rect_t crect = rect[j];
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// flip y axis, because the regions are in Xorg's coordinates,
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// which is y-flipped from OpenGL's.
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crect.y1 = gd->height - crect.y1;
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crect.y2 = gd->height - crect.y2;
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// Texture coordinates
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const GLfloat texture_x1 = (crect.x1 - dx) * texfac_x;
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const GLfloat texture_y1 = (crect.y1 - dy) * texfac_y;
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const GLfloat texture_x2 =
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texture_x1 + (crect.x2 - crect.x1) * texfac_x;
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const GLfloat texture_y2 =
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texture_y1 + (crect.y2 - crect.y1) * texfac_y;
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GLfloat texture_x1 = (crect.x1 - extent->x1);
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GLfloat texture_y1 = (crect.y2 - dst_y);
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GLfloat texture_x2 = texture_x1 + (crect.x2 - crect.x1);
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GLfloat texture_y2 = texture_y1 + (crect.y1 - crect.y2);
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if (gd->blur_texture_target == GL_TEXTURE_2D) {
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texture_x1 /= gd->width;
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texture_x2 /= gd->width;
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texture_y1 /= gd->height;
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texture_y2 /= gd->height;
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}
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// Vertex coordinates
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// For passes before the last one, we are drawing into a buffer,
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// so (dx, dy) from source maps to (0, 0)
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GLfloat vx1 = crect.x1 - dx;
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GLfloat vy1 = crect.y1 - dy;
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if (i == npasses - 1) {
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GLfloat vx1 = crect.x1 - extent->x1;
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GLfloat vy1 = crect.y2 - dst_y;
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if (i == gd->npasses - 1) {
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// For last pass, we are drawing back to source, so we
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// don't need to map
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vx1 = crect.x1;
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vy1 = crect.y1;
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vy1 = crect.y2;
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}
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GLfloat vx2 = vx1 + (crect.x2 - crect.x1);
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GLfloat vy2 = vy1 + (crect.y2 - crect.y1);
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GLfloat vy2 = vy1 + (crect.y1 - crect.y2);
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GLfloat texture_x[] = {texture_x1, texture_x2, texture_x2, texture_x1};
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GLfloat texture_y[] = {texture_y1, texture_y1, texture_y2, texture_y2};
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GLint vx[] = {vx1, vx2, vx2, vx1};
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GLint vy[] = {vy1, vy1, vy2, vy2};
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for (int j = 0; j < 4; j++) {
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glTexCoord2f(texture_x[j], texture_y[j]);
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glVertex3i(vx[j], vy[j], z);
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for (int k = 0; k < 4; k++) {
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glTexCoord2f(texture_x[k], texture_y[k]);
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glVertex3i(vx[k], vy[k], 0);
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}
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}
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P_PAINTREG_END();
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glEnd();
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glUseProgram(0);
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// Swap tex_scr and tex_scr2
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GLuint tmp = tex_scr2;
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tex_scr2 = tex_scr;
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tex_scr = tmp;
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curr = !curr;
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}
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ret = true;
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end:
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(tex_tgt, 0);
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glDisable(tex_tgt);
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if (have_scissors)
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glEnable(GL_SCISSOR_TEST);
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if (have_stencil)
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glEnable(GL_STENCIL_TEST);
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if (&ibc == pbc) {
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glDeleteTextures(1, &pbc->textures[0]);
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glDeleteTextures(1, &pbc->textures[1]);
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glDeleteFramebuffers(1, &pbc->fbo);
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}
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glBindTexture(gd->blur_texture_target, 0);
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glDisable(gd->blur_texture_target);
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gl_check_err();
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return ret;
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}
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#endif
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/**
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* Set clipping region on the target window.
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*/
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void gl_set_clip(const region_t *reg) {
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_SCISSOR_TEST);
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if (!reg)
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return;
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int nrects;
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const rect_t *rects = pixman_region32_rectangles((region_t *)reg, &nrects);
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if (nrects == 1) {
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glEnable(GL_SCISSOR_TEST);
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glScissor(rects[0].x1, rects[0].y2, rects[0].x2 - rects[0].x1,
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rects[0].y2 - rects[0].y1);
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}
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gl_check_err();
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}
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GLuint glGetUniformLocationChecked(GLuint p, const char *name) {
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static GLuint glGetUniformLocationChecked(GLuint p, const char *name) {
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auto ret = glGetUniformLocation(p, name);
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if (ret < 0) {
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log_error("Failed to get location of uniform '%s'. compton might not "
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@ -625,30 +516,28 @@ void gl_resize(struct gl_data *gd, int width, int height) {
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glLoadIdentity();
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gd->height = height;
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gd->width = width;
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// Resize the temporary textures
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glBindTexture(gd->blur_texture_target, gd->blur_texture[0]);
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glTexImage2D(gd->blur_texture_target, 0, GL_RGBA8, gd->width, gd->height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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if (gd->npasses > 1) {
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glBindTexture(gd->blur_texture_target, gd->blur_texture[1]);
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glTexImage2D(gd->blur_texture_target, 0, GL_RGBA8, gd->width, gd->height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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}
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}
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static void attr_unused gl_destroy_win_shader(session_t *ps, gl_win_shader_t *shader) {
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assert(shader);
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assert(shader->prog);
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glDeleteProgram(shader->prog);
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shader->prog = 0;
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shader->unifm_opacity = -1;
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shader->unifm_invert_color = -1;
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shader->unifm_tex = -1;
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}
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#if 0
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/**
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* Initialize GL blur filters.
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*
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* Fill `passes` with blur filters, won't create more than MAX_BLUR_FILTER number of
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* filters
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*/
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bool gl_create_blur_filters(session_t *ps, gl_blur_shader_t *passes, const gl_cap_t *cap) {
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assert(ps->o.blur_kerns[0]);
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static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
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if (!kernels[0]) {
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return true;
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}
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// Allocate PBO if more than one blur kernel is present
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if (ps->o.blur_kerns[1]) {
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if (kernels[1]) {
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// Try to generate a framebuffer
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GLuint fbo = 0;
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glGenFramebuffers(1, &fbo);
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@ -665,111 +554,112 @@ bool gl_create_blur_filters(session_t *ps, gl_blur_shader_t *passes, const gl_ca
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// Thanks to hiciu for reporting.
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setlocale(LC_NUMERIC, "C");
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static const char *FRAG_SHADER_BLUR_PREFIX = "#version 110\n"
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"%s"
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"uniform float offset_x;\n"
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"uniform float offset_y;\n"
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"uniform float factor_center;\n"
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"uniform %s tex_scr;\n\n"
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"void main() {\n"
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" vec4 sum = vec4(0.0, 0.0, 0.0, "
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"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;
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in New Issue