From 62878d7c571280bcd43f803745daa121939ac767 Mon Sep 17 00:00:00 2001 From: Yuxuan Shui Date: Wed, 24 Jul 2019 23:55:31 +0100 Subject: [PATCH] gl_common: use a dummy pass to unify blur code paths Signed-off-by: Yuxuan Shui --- src/backend/gl/gl_common.c | 65 ++++++++++++++++++++++++-------------- 1 file changed, 41 insertions(+), 24 deletions(-) diff --git a/src/backend/gl/gl_common.c b/src/backend/gl/gl_common.c index ad57c7b..80557fc 100644 --- a/src/backend/gl/gl_common.c +++ b/src/backend/gl/gl_common.c @@ -383,11 +383,9 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu glBindTexture(GL_TEXTURE_2D, bctx->blur_texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, bctx->texture_width, bctx->texture_height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); - if (bctx->npasses > 1) { - glBindTexture(GL_TEXTURE_2D, bctx->blur_texture[1]); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, bctx->texture_width, - bctx->texture_height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); - } + glBindTexture(GL_TEXTURE_2D, bctx->blur_texture[1]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, bctx->texture_width, + bctx->texture_height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); // XXX: do we need projection matrix for blur at all? // Note: OpenGL matrices are column major @@ -629,6 +627,14 @@ void gl_resize(struct gl_data *gd, int width, int height) { } // clang-format off +static const char dummy_frag[] = GLSL(330, + uniform sampler2D tex; + in vec2 texcoord; + void main() { + gl_FragColor = texelFetch(tex, ivec2(texcoord.xy), 0); + } +); + static const char fill_frag[] = GLSL(330, uniform vec4 color; void main() { @@ -771,20 +777,21 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg return ctx; } + int nkernels; ctx->method = BLUR_METHOD_KERNEL; if (method == BLUR_METHOD_KERNEL) { - ctx->npasses = ((struct kernel_blur_args *)args)->kernel_count; + nkernels = ((struct kernel_blur_args *)args)->kernel_count; kernels = ((struct kernel_blur_args *)args)->kernels; } else { - kernels = generate_blur_kernel(method, args, &ctx->npasses); + kernels = generate_blur_kernel(method, args, &nkernels); } - if (!ctx->npasses) { + if (!nkernels) { ctx->method = BLUR_METHOD_NONE; return ctx; } - ctx->blur_shader = ccalloc(ctx->npasses, gl_blur_shader_t); + 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 @@ -813,7 +820,7 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg const char *shader_add = FRAG_SHADER_BLUR_ADD; char *extension = strdup(""); - for (int i = 0; i < ctx->npasses; i++) { + for (int i = 0; i < nkernels; i++) { auto kern = kernels[i]; // Build shader int width = kern->w, height = kern->h; @@ -866,28 +873,38 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg ctx->resize_height += kern->h / 2; } - // Texture size will be defined by gl_resize - glGenTextures(ctx->npasses > 1 ? 2 : 1, ctx->blur_texture); + 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_str(vertex_shader, dummy_frag); + pass->unifm_opacity = glGetUniformLocationChecked(pass->prog, "opacity"); + pass->orig_loc = glGetUniformLocationChecked(pass->prog, "orig"); + ctx->npasses = 2; + } else { + ctx->npasses = nkernels; + } + + // Texture size will be defined by gl_blur + glGenTextures(2, ctx->blur_texture); glBindTexture(GL_TEXTURE_2D, ctx->blur_texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - if (ctx->npasses > 1) { - glBindTexture(GL_TEXTURE_2D, ctx->blur_texture[1]); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - // Generate FBO and textures when needed - glGenFramebuffers(1, &ctx->blur_fbo); - if (!ctx->blur_fbo) { - log_error("Failed to generate framebuffer object for blur"); - success = false; - goto out; - } + glBindTexture(GL_TEXTURE_2D, ctx->blur_texture[1]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + // Generate FBO and textures when needed + glGenFramebuffers(1, &ctx->blur_fbo); + if (!ctx->blur_fbo) { + log_error("Failed to generate framebuffer object for blur"); + success = false; + goto out; } out: if (method != BLUR_METHOD_KERNEL) { // We generated the blur kernels, so we need to free them - for (int i = 0; i < ctx->npasses; i++) { + for (int i = 0; i < nkernels; i++) { free(kernels[i]); } free(kernels);