diff --git a/src/backend/gl/gl_common.c b/src/backend/gl/gl_common.c index 19713ec..613a0df 100644 --- a/src/backend/gl/gl_common.c +++ b/src/backend/gl/gl_common.c @@ -30,15 +30,18 @@ struct gl_blur_context { enum blur_method method; gl_blur_shader_t *blur_shader; - // 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. + /// 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 + /// Temporary fbo used for blurring GLuint blur_fbo; int texture_width, texture_height; + /// How much do we need to resize the damaged region for blurring. + int resize_width, resize_height; + int npasses; }; @@ -378,64 +381,91 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu struct gl_blur_context *bctx = ctx; struct gl_data *gd = (void *)base; - if (gd->width != bctx->texture_width || gd->height != bctx->texture_height) { + if (gd->width + bctx->resize_width * 2 != bctx->texture_width || + gd->height + bctx->resize_height * 2 != bctx->texture_height) { // Resize the temporary textures used for blur in case the root // size changed + bctx->texture_width = gd->width + bctx->resize_width * 2; + bctx->texture_height = gd->height + bctx->resize_height * 2; + glBindTexture(GL_TEXTURE_2D, bctx->blur_texture[0]); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, gd->width, gd->height, 0, - GL_BGRA, GL_UNSIGNED_BYTE, NULL); + 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, gd->width, gd->height, 0, - GL_BGRA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, bctx->texture_width, + bctx->texture_height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); } - bctx->texture_width = gd->width; - bctx->texture_height = gd->height; - // XXX: do we need projection matrix for blur at all? // Note: OpenGL matrices are column major - GLfloat projection_matrix[4][4] = {{2.0f / (GLfloat)gd->width, 0, 0, 0}, - {0, 2.0f / (GLfloat)gd->height, 0, 0}, - {0, 0, 0, 0}, - {-1, -1, 0, 1}}; + GLfloat projection_matrix[4][4] = { + {2.0f / (GLfloat)bctx->texture_width, 0, 0, 0}, + {0, 2.0f / (GLfloat)bctx->texture_height, 0, 0}, + {0, 0, 0, 0}, + {-1, -1, 0, 1}}; // Update projection matrices in the blur shaders - for (int i = 0; i < bctx->npasses; i++) { + for (int i = 0; i < bctx->npasses - 1; i++) { assert(bctx->blur_shader[i].prog); glUseProgram(bctx->blur_shader[i].prog); int pml = glGetUniformLocationChecked(bctx->blur_shader[i].prog, "projection"); glUniformMatrix4fv(pml, 1, false, projection_matrix[0]); } + + GLfloat projection_matrix2[4][4] = {{2.0f / (GLfloat)gd->width, 0, 0, 0}, + {0, 2.0f / (GLfloat)gd->height, 0, 0}, + {0, 0, 0, 0}, + {-1, -1, 0, 1}}; + assert(bctx->blur_shader[bctx->npasses - 1].prog); + glUseProgram(bctx->blur_shader[bctx->npasses - 1].prog); + int pml = glGetUniformLocationChecked( + bctx->blur_shader[bctx->npasses - 1].prog, "projection"); + glUniformMatrix4fv(pml, 1, false, projection_matrix2[0]); } // Remainder: regions are in Xorg coordinates - 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; + auto reg_blur_resized = + resize_region(reg_blur, bctx->resize_width, bctx->resize_height); + const rect_t *extent = pixman_region32_extents((region_t *)reg_blur), + *extent_resized = pixman_region32_extents(®_blur_resized); + int width = extent->x2 - extent->x1, height = extent->y2 - extent->y1, + width_resized = extent_resized->x2 - extent_resized->x1, + height_resized = extent_resized->y2 - extent_resized->y1; + int dst_y_resized_screen_coord = gd->height - extent_resized->y2, + dst_y_resized_fb_coord = bctx->texture_height - extent_resized->y2; if (width == 0 || height == 0) { return true; } bool ret = false; - int nrects; - const rect_t *rects = pixman_region32_rectangles((region_t *)reg_blur, &nrects); - if (!nrects) { + int nrects, nrects_resized; + const rect_t *rects = pixman_region32_rectangles((region_t *)reg_blur, &nrects), + *rects_resized = + pixman_region32_rectangles(®_blur_resized, &nrects_resized); + if (!nrects || !nrects_resized) { return true; } auto coord = ccalloc(nrects * 16, GLfloat); auto indices = ccalloc(nrects * 6, GLuint); - x_rect_to_coords(nrects, rects, extent->x1, extent->y2, gd->width, gd->height, - gd->height, false, coord, indices); + x_rect_to_coords(nrects, rects, extent_resized->x1, extent_resized->y2, + bctx->texture_width, bctx->texture_height, gd->height, false, + coord, indices); - GLuint vao; - glGenVertexArrays(1, &vao); - glBindVertexArray(vao); + auto coord_resized = ccalloc(nrects_resized * 16, GLfloat); + auto indices_resized = ccalloc(nrects_resized * 6, GLuint); + x_rect_to_coords(nrects_resized, rects_resized, extent_resized->x1, + extent_resized->y2, bctx->texture_width, bctx->texture_height, + bctx->texture_height, false, coord_resized, indices_resized); - GLuint bo[2]; - glGenBuffers(2, bo); + GLuint vao[2]; + glGenVertexArrays(2, vao); + GLuint bo[4]; + glGenBuffers(4, bo); + + glBindVertexArray(vao[0]); glBindBuffer(GL_ARRAY_BUFFER, bo[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]); glBufferData(GL_ARRAY_BUFFER, (long)sizeof(*coord) * nrects * 16, coord, GL_STATIC_DRAW); @@ -447,11 +477,29 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2)); + glBindVertexArray(vao[1]); + glBindBuffer(GL_ARRAY_BUFFER, bo[2]); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[3]); + glBufferData(GL_ARRAY_BUFFER, (long)sizeof(*coord_resized) * nrects_resized * 16, + coord_resized, GL_STATIC_DRAW); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, + (long)sizeof(*indices_resized) * nrects_resized * 6, indices_resized, + GL_STATIC_DRAW); + glEnableVertexAttribArray(vert_coord_loc); + glEnableVertexAttribArray(vert_in_texcoord_loc); + glVertexAttribPointer(vert_coord_loc, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4, NULL); + glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_FLOAT, GL_FALSE, + sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2)); + int curr = 0; glReadBuffer(GL_BACK); glBindTexture(GL_TEXTURE_2D, bctx->blur_texture[0]); // Copy the area to be blurred into tmp buffer - glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, extent->x1, dst_y, width, height); + + int copy_tex_xoffset = 0, copy_tex_yoffset = 0, copy_tex_x = extent_resized->x1, + copy_tex_y = dst_y_resized_screen_coord; + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, copy_tex_xoffset, copy_tex_yoffset, + copy_tex_x, copy_tex_y, width_resized, height_resized); for (int i = 0; i < bctx->npasses; ++i) { const gl_blur_shader_t *p = &bctx->blur_shader[i]; @@ -462,7 +510,8 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu glUseProgram(p->prog); if (i < bctx->npasses - 1) { - // not last pass, draw into framebuffer + // not last pass, draw into framebuffer, with resized regions + glBindVertexArray(vao[1]); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bctx->blur_fbo); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, @@ -473,22 +522,28 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu goto end; } glUniform1f(p->unifm_opacity, 1.0); + // For other than last pass, we are drawing to a texture, we + // translate the render origin so we don't need a big texture + glUniform2f(p->orig_loc, -(GLfloat)extent_resized->x1, + -(GLfloat)dst_y_resized_fb_coord); + glViewport(0, 0, bctx->texture_width, bctx->texture_height); } else { - // last pass, draw directly into the back buffer + // last pass, draw directly into the back buffer, with origin + // regions + glBindVertexArray(vao[0]); glBindFramebuffer(GL_FRAMEBUFFER, 0); glDrawBuffer(GL_BACK); glUniform1f(p->unifm_opacity, (float)opacity); - } - if (i == bctx->npasses - 1) { glUniform2f(p->orig_loc, 0, 0); - } else { - // For other than last pass, we are drawing to a texture, we - // translate the render origin so we don't need a big texture - glUniform2f(p->orig_loc, -(GLfloat)extent->x1, -(GLfloat)dst_y); + glViewport(0, 0, gd->width, gd->height); } - glUniform1f(p->unifm_offset_x, 1.0f / (GLfloat)gd->width); - glUniform1f(p->unifm_offset_y, 1.0f / (GLfloat)gd->height); + if (p->unifm_offset_x >= 0) { + glUniform1f(p->unifm_offset_x, 1.0f / (GLfloat)bctx->texture_width); + } + if (p->unifm_offset_y >= 0) { + glUniform1f(p->unifm_offset_y, 1.0f / (GLfloat)bctx->texture_height); + } glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL); // XXX use multiple draw calls is probably going to be slow than @@ -504,9 +559,9 @@ end: glBindTexture(GL_TEXTURE_2D, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - glDeleteBuffers(2, bo); + glDeleteBuffers(4, bo); glBindVertexArray(0); - glDeleteVertexArrays(1, &vao); + glDeleteVertexArrays(2, vao); free(indices); free(coord); @@ -720,7 +775,7 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg auto gd = (struct gl_data *)base; struct conv **kernels; - auto ctx = cmalloc(struct gl_blur_context); + auto ctx = ccalloc(1, struct gl_blur_context); if (!method || method >= BLUR_METHOD_INVALID) { ctx->method = BLUR_METHOD_NONE; @@ -825,6 +880,8 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg glGetUniformLocationChecked(pass->prog, "offset_y"); pass->unifm_opacity = glGetUniformLocationChecked(pass->prog, "opacity"); pass->orig_loc = glGetUniformLocationChecked(pass->prog, "orig"); + ctx->resize_width += kern->w / 2; + ctx->resize_height += kern->h / 2; } // Texture size will be defined by gl_resize