Feature #69: GLX: Blur background
- GLX backend: Add blur background support using a GLSL shader. Only tested with nvidia-drivers-313.26. Known to cause quite some decrease in performance (~10%?). - Detach shaders in glx_create_program(). Misc changes.
This commit is contained in:
parent
725bc40a65
commit
8208ec6dc8
6
Makefile
6
Makefile
|
@ -49,9 +49,9 @@ ifeq "$(NO_VSYNC_OPENGL)" ""
|
||||||
# -lGL must precede some other libraries, or it segfaults on FreeBSD (#74)
|
# -lGL must precede some other libraries, or it segfaults on FreeBSD (#74)
|
||||||
LIBS := -lGL $(LIBS)
|
LIBS := -lGL $(LIBS)
|
||||||
OBJS += opengl.o
|
OBJS += opengl.o
|
||||||
# ifeq "$(NO_VSYNC_OPENGL_GLSL)" ""
|
ifeq "$(NO_VSYNC_OPENGL_GLSL)" ""
|
||||||
# CFG += -DCONFIG_VSYNC_OPENGL_GLSL
|
CFG += -DCONFIG_VSYNC_OPENGL_GLSL
|
||||||
# endif
|
endif
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# ==== D-Bus ====
|
# ==== D-Bus ====
|
||||||
|
|
24
src/common.h
24
src/common.h
|
@ -626,6 +626,18 @@ typedef struct {
|
||||||
f_ReleaseTexImageEXT glXReleaseTexImageProc;
|
f_ReleaseTexImageEXT glXReleaseTexImageProc;
|
||||||
/// FBConfig-s for GLX pixmap of different depths.
|
/// FBConfig-s for GLX pixmap of different depths.
|
||||||
glx_fbconfig_t *glx_fbconfigs[OPENGL_MAX_DEPTH + 1];
|
glx_fbconfig_t *glx_fbconfigs[OPENGL_MAX_DEPTH + 1];
|
||||||
|
#ifdef CONFIG_VSYNC_OPENGL_GLSL
|
||||||
|
/// Fragment shader for blur.
|
||||||
|
GLuint glx_frag_shader_blur;
|
||||||
|
/// GLSL program for blur.
|
||||||
|
GLuint glx_prog_blur;
|
||||||
|
/// Location of uniform "offset_x" in blur GLSL program.
|
||||||
|
GLint glx_prog_blur_unifm_offset_x;
|
||||||
|
/// Location of uniform "offset_y" in blur GLSL program.
|
||||||
|
GLint glx_prog_blur_unifm_offset_y;
|
||||||
|
/// Location of uniform "factor_center" in blur GLSL program.
|
||||||
|
GLint glx_prog_blur_unifm_factor_center;
|
||||||
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// === X extension related ===
|
// === X extension related ===
|
||||||
|
@ -1600,10 +1612,22 @@ glx_tex_binded(const glx_texture_t *ptex, Pixmap pixmap) {
|
||||||
void
|
void
|
||||||
glx_set_clip(session_t *ps, XserverRegion reg);
|
glx_set_clip(session_t *ps, XserverRegion reg);
|
||||||
|
|
||||||
|
bool
|
||||||
|
glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
|
||||||
|
GLfloat factor_center);
|
||||||
|
|
||||||
bool
|
bool
|
||||||
glx_render(session_t *ps, const glx_texture_t *ptex,
|
glx_render(session_t *ps, const glx_texture_t *ptex,
|
||||||
int x, int y, int dx, int dy, int width, int height, int z,
|
int x, int y, int dx, int dy, int width, int height, int z,
|
||||||
double opacity, bool neg, XserverRegion reg_tgt);
|
double opacity, bool neg, XserverRegion reg_tgt);
|
||||||
|
|
||||||
|
#ifdef CONFIG_VSYNC_OPENGL_GLSL
|
||||||
|
GLuint
|
||||||
|
glx_create_shader(GLenum shader_type, const char *shader_str);
|
||||||
|
|
||||||
|
GLuint
|
||||||
|
glx_create_program(const GLuint * const shaders, int nshaders);
|
||||||
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
static inline void
|
static inline void
|
||||||
|
|
|
@ -1329,6 +1329,22 @@ win_build_picture(session_t *ps, win *w, XRenderPictFormat *pictfmt) {
|
||||||
static inline void
|
static inline void
|
||||||
win_blur_background(session_t *ps, win *w, Picture tgt_buffer,
|
win_blur_background(session_t *ps, win *w, Picture tgt_buffer,
|
||||||
XserverRegion reg_paint) {
|
XserverRegion reg_paint) {
|
||||||
|
const int x = w->a.x;
|
||||||
|
const int y = w->a.y;
|
||||||
|
const int wid = w->widthb;
|
||||||
|
const int hei = w->heightb;
|
||||||
|
|
||||||
|
double factor_center = 1.0;
|
||||||
|
// Adjust blur strength according to window opacity, to make it appear
|
||||||
|
// better during fading
|
||||||
|
if (!ps->o.blur_background_fixed) {
|
||||||
|
double pct = 1.0 - get_opacity_percent(w) * (1.0 - 1.0 / 9.0);
|
||||||
|
factor_center = pct * 8.0 / (1.1 - pct);
|
||||||
|
}
|
||||||
|
|
||||||
|
switch (ps->o.backend) {
|
||||||
|
case BKEND_XRENDER:
|
||||||
|
{
|
||||||
const static int convolution_blur_size = 3;
|
const static int convolution_blur_size = 3;
|
||||||
// Convolution filter parameter (box blur)
|
// Convolution filter parameter (box blur)
|
||||||
// gaussian or binomial filters are definitely superior, yet looks
|
// gaussian or binomial filters are definitely superior, yet looks
|
||||||
|
@ -1344,11 +1360,6 @@ win_blur_background(session_t *ps, win *w, Picture tgt_buffer,
|
||||||
XDoubleToFixed(1), XDoubleToFixed(1), XDoubleToFixed(1),
|
XDoubleToFixed(1), XDoubleToFixed(1), XDoubleToFixed(1),
|
||||||
};
|
};
|
||||||
|
|
||||||
const int x = w->a.x;
|
|
||||||
const int y = w->a.y;
|
|
||||||
const int wid = w->widthb;
|
|
||||||
const int hei = w->heightb;
|
|
||||||
|
|
||||||
// Directly copying from tgt_buffer does not work, so we create a
|
// Directly copying from tgt_buffer does not work, so we create a
|
||||||
// Picture in the middle.
|
// Picture in the middle.
|
||||||
Picture tmp_picture = win_build_picture(ps, w, NULL);
|
Picture tmp_picture = win_build_picture(ps, w, NULL);
|
||||||
|
@ -1356,12 +1367,7 @@ win_blur_background(session_t *ps, win *w, Picture tgt_buffer,
|
||||||
if (!tmp_picture)
|
if (!tmp_picture)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// Adjust blur strength according to window opacity, to make it appear
|
convolution_blur[2 + convolution_blur_size + ((convolution_blur_size - 1) / 2)] = XDoubleToFixed(factor_center);
|
||||||
// better during fading
|
|
||||||
if (!ps->o.blur_background_fixed) {
|
|
||||||
double pct = 1.0 - get_opacity_percent(w) * (1.0 - 1.0 / 9.0);
|
|
||||||
convolution_blur[2 + convolution_blur_size + ((convolution_blur_size - 1) / 2)] = XDoubleToFixed(pct * 8.0 / (1.1 - pct));
|
|
||||||
}
|
|
||||||
|
|
||||||
// Minimize the region we try to blur, if the window itself is not
|
// Minimize the region we try to blur, if the window itself is not
|
||||||
// opaque, only the frame is.
|
// opaque, only the frame is.
|
||||||
|
@ -1384,6 +1390,16 @@ win_blur_background(session_t *ps, win *w, Picture tgt_buffer,
|
||||||
|
|
||||||
free_picture(ps, &tmp_picture);
|
free_picture(ps, &tmp_picture);
|
||||||
}
|
}
|
||||||
|
break;
|
||||||
|
#ifdef CONFIG_VSYNC_OPENGL
|
||||||
|
case BKEND_GLX:
|
||||||
|
glx_blur_dst(ps, x, y, wid, hei, ps->glx_z - 0.5, factor_center);
|
||||||
|
break;
|
||||||
|
#endif
|
||||||
|
default:
|
||||||
|
assert(0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
static void
|
static void
|
||||||
render(session_t *ps, int x, int y, int dx, int dy, int wid, int hei,
|
render(session_t *ps, int x, int y, int dx, int dy, int wid, int hei,
|
||||||
|
|
111
src/opengl.c
111
src/opengl.c
|
@ -140,6 +140,14 @@ glx_init_end:
|
||||||
*/
|
*/
|
||||||
void
|
void
|
||||||
glx_destroy(session_t *ps) {
|
glx_destroy(session_t *ps) {
|
||||||
|
#ifdef CONFIG_VSYNC_OPENGL_GLSL
|
||||||
|
// Free GLSL shaders/programs
|
||||||
|
if (ps->glx_frag_shader_blur)
|
||||||
|
glDeleteShader(ps->glx_frag_shader_blur);
|
||||||
|
if (ps->glx_prog_blur)
|
||||||
|
glDeleteProgram(ps->glx_prog_blur);
|
||||||
|
#endif
|
||||||
|
|
||||||
// Free FBConfigs
|
// Free FBConfigs
|
||||||
for (int i = 0; i <= OPENGL_MAX_DEPTH; ++i) {
|
for (int i = 0; i <= OPENGL_MAX_DEPTH; ++i) {
|
||||||
free(ps->glx_fbconfigs[i]);
|
free(ps->glx_fbconfigs[i]);
|
||||||
|
@ -173,20 +181,66 @@ glx_on_root_change(session_t *ps) {
|
||||||
*/
|
*/
|
||||||
bool
|
bool
|
||||||
glx_init_blur(session_t *ps) {
|
glx_init_blur(session_t *ps) {
|
||||||
printf_errf("(): Blur on GLX backend isn't implemented yet, sorry.");
|
#ifdef CONFIG_VSYNC_OPENGL_GLSL
|
||||||
|
if (ps->o.glx_no_stencil) {
|
||||||
|
printf_errf("(): I'm afraid blur background won't work so well without "
|
||||||
|
"stencil buffer support.");
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
// #ifdef CONFIG_VSYNC_OPENGL_GLSL
|
// Build shader
|
||||||
// static const char *FRAG_SHADER_BLUR = "";
|
static const char *FRAG_SHADER_BLUR =
|
||||||
// GLuint frag_shader = glx_create_shader(GL_FRAGMENT_SHADER, FRAG_SHADER_BLUR);
|
"#version 110\n"
|
||||||
// if (!frag_shader) {
|
"uniform float offset_x;\n"
|
||||||
// printf_errf("(): Failed to create fragment shader for blurring.");
|
"uniform float offset_y;\n"
|
||||||
// return false;
|
"uniform float factor_center;\n"
|
||||||
// }
|
"uniform sampler2D tex_scr;\n"
|
||||||
// #else
|
"\n"
|
||||||
// printf_errf("(): GLSL support not compiled in. Cannot do blur with GLX backend.");
|
"void main() {\n"
|
||||||
// return false;
|
" vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);\n"
|
||||||
// #endif
|
" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x - offset_x, gl_TexCoord[0].y - offset_y));\n"
|
||||||
|
" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x - offset_x, gl_TexCoord[0].y));\n"
|
||||||
|
" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x - offset_x, gl_TexCoord[0].y + offset_y));\n"
|
||||||
|
" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y - offset_y));\n"
|
||||||
|
" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y)) * factor_center;\n"
|
||||||
|
" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y + offset_y));\n"
|
||||||
|
" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x + offset_x, gl_TexCoord[0].y - offset_y));\n"
|
||||||
|
" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x + offset_x, gl_TexCoord[0].y));\n"
|
||||||
|
" sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x + offset_x, gl_TexCoord[0].y + offset_y));\n"
|
||||||
|
" gl_FragColor = sum / (factor_center + 8.0);\n"
|
||||||
|
"}\n"
|
||||||
|
;
|
||||||
|
ps->glx_frag_shader_blur = glx_create_shader(GL_FRAGMENT_SHADER, FRAG_SHADER_BLUR);
|
||||||
|
if (!ps->glx_frag_shader_blur) {
|
||||||
|
printf_errf("(): Failed to create fragment shader.");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
ps->glx_prog_blur = glx_create_program(&ps->glx_frag_shader_blur, 1);
|
||||||
|
if (!ps->glx_prog_blur) {
|
||||||
|
printf_errf("(): Failed to create GLSL program.");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
#define P_GET_UNIFM_LOC(name, target) { \
|
||||||
|
ps->target = glGetUniformLocation(ps->glx_prog_blur, name); \
|
||||||
|
if (ps->target < 0) { \
|
||||||
|
printf_errf("(): Failed to get location of uniform '" name "'."); \
|
||||||
|
return false; \
|
||||||
|
} \
|
||||||
|
}
|
||||||
|
|
||||||
|
P_GET_UNIFM_LOC("factor_center", glx_prog_blur_unifm_factor_center);
|
||||||
|
P_GET_UNIFM_LOC("offset_x", glx_prog_blur_unifm_offset_x);
|
||||||
|
P_GET_UNIFM_LOC("offset_y", glx_prog_blur_unifm_offset_y);
|
||||||
|
|
||||||
|
#undef P_GET_UNIFM_LOC
|
||||||
|
|
||||||
|
return true;
|
||||||
|
#else
|
||||||
|
printf_errf("(): GLSL support not compiled in. Cannot do blur with GLX backend.");
|
||||||
|
return false;
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
@ -590,7 +644,8 @@ glx_set_clip(session_t *ps, XserverRegion reg) {
|
||||||
}
|
}
|
||||||
|
|
||||||
bool
|
bool
|
||||||
glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z) {
|
glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
|
||||||
|
GLfloat factor_center) {
|
||||||
// Read destination pixels into a texture
|
// Read destination pixels into a texture
|
||||||
GLuint tex_scr = 0;
|
GLuint tex_scr = 0;
|
||||||
glGenTextures(1, &tex_scr);
|
glGenTextures(1, &tex_scr);
|
||||||
|
@ -617,10 +672,18 @@ glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z) {
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Paint it back
|
// Paint it back
|
||||||
// TODO: Blur function. We are using color negation for testing now.
|
// Color negation for testing...
|
||||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
||||||
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
|
// glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
|
||||||
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
|
// glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
|
||||||
|
|
||||||
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||||
|
#ifdef CONFIG_VSYNC_OPENGL_GLSL
|
||||||
|
glUseProgram(ps->glx_prog_blur);
|
||||||
|
glUniform1f(ps->glx_prog_blur_unifm_offset_x, 1.0f / width);
|
||||||
|
glUniform1f(ps->glx_prog_blur_unifm_offset_y, 1.0f / height);
|
||||||
|
glUniform1f(ps->glx_prog_blur_unifm_factor_center, factor_center);
|
||||||
|
#endif
|
||||||
|
|
||||||
glBegin(GL_QUADS);
|
glBegin(GL_QUADS);
|
||||||
|
|
||||||
|
@ -653,6 +716,9 @@ glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z) {
|
||||||
|
|
||||||
glEnd();
|
glEnd();
|
||||||
|
|
||||||
|
#ifdef CONFIG_VSYNC_OPENGL_GLSL
|
||||||
|
glUseProgram(0);
|
||||||
|
#endif
|
||||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||||
glBindTexture(tex_tgt, 0);
|
glBindTexture(tex_tgt, 0);
|
||||||
glDeleteTextures(1, &tex_scr);
|
glDeleteTextures(1, &tex_scr);
|
||||||
|
@ -668,8 +734,6 @@ bool
|
||||||
glx_render(session_t *ps, const glx_texture_t *ptex,
|
glx_render(session_t *ps, const glx_texture_t *ptex,
|
||||||
int x, int y, int dx, int dy, int width, int height, int z,
|
int x, int y, int dx, int dy, int width, int height, int z,
|
||||||
double opacity, bool neg, XserverRegion reg_tgt) {
|
double opacity, bool neg, XserverRegion reg_tgt) {
|
||||||
bool blur_background = false;
|
|
||||||
|
|
||||||
if (!ptex || !ptex->texture) {
|
if (!ptex || !ptex->texture) {
|
||||||
printf_errf("(): Missing texture.");
|
printf_errf("(): Missing texture.");
|
||||||
return false;
|
return false;
|
||||||
|
@ -678,8 +742,6 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
|
||||||
// Enable blending if needed
|
// Enable blending if needed
|
||||||
if (opacity < 1.0 || GLX_TEXTURE_FORMAT_RGBA_EXT ==
|
if (opacity < 1.0 || GLX_TEXTURE_FORMAT_RGBA_EXT ==
|
||||||
ps->glx_fbconfigs[ptex->depth]->texture_fmt) {
|
ps->glx_fbconfigs[ptex->depth]->texture_fmt) {
|
||||||
if (!ps->o.glx_no_stencil && blur_background)
|
|
||||||
glx_blur_dst(ps, dx, dy, width, height, z - 0.5);
|
|
||||||
|
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
|
|
||||||
|
@ -832,8 +894,7 @@ glx_create_shader_end:
|
||||||
}
|
}
|
||||||
|
|
||||||
GLuint
|
GLuint
|
||||||
glx_create_program(GLenum shader_type, const GLuint * const shaders,
|
glx_create_program(const GLuint * const shaders, int nshaders) {
|
||||||
int nshaders) {
|
|
||||||
bool success = false;
|
bool success = false;
|
||||||
GLuint program = glCreateProgram();
|
GLuint program = glCreateProgram();
|
||||||
if (!program) {
|
if (!program) {
|
||||||
|
@ -863,6 +924,10 @@ glx_create_program(GLenum shader_type, const GLuint * const shaders,
|
||||||
success = true;
|
success = true;
|
||||||
|
|
||||||
glx_create_program_end:
|
glx_create_program_end:
|
||||||
|
if (program) {
|
||||||
|
for (int i = 0; i < nshaders; ++i)
|
||||||
|
glDetachShader(program, shaders[i]);
|
||||||
|
}
|
||||||
if (program && !success) {
|
if (program && !success) {
|
||||||
glDeleteProgram(program);
|
glDeleteProgram(program);
|
||||||
program = 0;
|
program = 0;
|
||||||
|
|
Loading…
Reference in New Issue