gl_common: use texelFetch
This relieves us from the need to normalize texture coordinates. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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8a794e0ce1
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ad30b4f826
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@ -192,7 +192,7 @@ static void gl_free_prog_main(gl_win_shader_t *pprogram) {
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* @param reg_visible ignored
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*/
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static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
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GLfloat *coord, GLuint *indices, int nrects) {
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GLint *coord, GLuint *indices, int nrects) {
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struct gl_data *gd = (void *)base;
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if (!img || !img->inner->texture) {
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@ -242,9 +242,9 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
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glEnableVertexAttribArray(vert_coord_loc);
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glEnableVertexAttribArray(vert_in_texcoord_loc);
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glVertexAttribPointer(vert_coord_loc, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4, NULL);
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glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2));
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glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE, sizeof(GLint) * 4, NULL);
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glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_INT, GL_FALSE,
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sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2));
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target);
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glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
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glDisableVertexAttribArray(vert_coord_loc);
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@ -282,7 +282,7 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
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/// @param[out] coord, indices output
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static void x_rect_to_coords(int nrects, const rect_t *rects, int dst_x, int dst_y,
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int width, int height, int root_height, bool y_inverted,
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GLfloat *coord, GLuint *indices) {
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GLint *coord, GLuint *indices) {
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dst_y = root_height - dst_y;
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if (y_inverted) {
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dst_y -= height;
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@ -296,35 +296,27 @@ static void x_rect_to_coords(int nrects, const rect_t *rects, int dst_x, int dst
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// Calculate texture coordinates
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// (texture_x1, texture_y1), texture coord for the _bottom left_ corner
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auto texture_x1 = (GLfloat)(crect.x1 - dst_x);
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auto texture_y1 = (GLfloat)(crect.y2 - dst_y);
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auto texture_x2 = texture_x1 + (GLfloat)(crect.x2 - crect.x1);
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auto texture_y2 = texture_y1 + (GLfloat)(crect.y1 - crect.y2);
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GLint texture_x1 = crect.x1 - dst_x, texture_y1 = crect.y2 - dst_y,
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texture_x2 = texture_x1 + (crect.x2 - crect.x1),
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texture_y2 = texture_y1 + (crect.y1 - crect.y2);
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// X pixmaps might be Y inverted, invert the texture coordinates
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if (y_inverted) {
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texture_y1 = (GLfloat)height - texture_y1;
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texture_y2 = (GLfloat)height - texture_y2;
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texture_y1 = height - texture_y1;
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texture_y2 = height - texture_y2;
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}
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// GL_TEXTURE_2D coordinates are normalized
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// TODO use texelFetch
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texture_x1 /= (GLfloat)width;
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texture_y1 /= (GLfloat)height;
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texture_x2 /= (GLfloat)width;
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texture_y2 /= (GLfloat)height;
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// Vertex coordinates
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auto vx1 = (GLfloat)crect.x1;
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auto vy1 = (GLfloat)crect.y2;
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auto vx2 = (GLfloat)crect.x2;
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auto vy2 = (GLfloat)crect.y1;
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auto vx1 = crect.x1;
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auto vy1 = crect.y2;
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auto vx2 = crect.x2;
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auto vy2 = crect.y1;
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// log_trace("Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d",
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// ri, rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
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memcpy(&coord[i * 16],
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(GLfloat[][2]){
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(GLint[][2]){
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{vx1, vy1},
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{texture_x1, texture_y1},
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{vx2, vy1},
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@ -334,7 +326,7 @@ static void x_rect_to_coords(int nrects, const rect_t *rects, int dst_x, int dst
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{vx1, vy2},
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{texture_x1, texture_y2},
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},
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sizeof(GLfloat[2]) * 8);
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sizeof(GLint[2]) * 8);
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GLuint u = (GLuint)(i * 4);
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memcpy(&indices[i * 6], (GLuint[]){u + 0, u + 1, u + 2, u + 2, u + 3, u + 0},
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@ -363,7 +355,7 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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// screen, with y axis pointing down. We have to do some coordinate conversion in
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// this function
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auto coord = ccalloc(nrects * 16, GLfloat);
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auto coord = ccalloc(nrects * 16, GLint);
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auto indices = ccalloc(nrects * 6, GLuint);
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x_rect_to_coords(nrects, rects, dst_x, dst_y, img->inner->width, img->inner->height,
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gd->height, img->inner->y_inverted, coord, indices);
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@ -448,13 +440,13 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
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return true;
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}
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auto coord = ccalloc(nrects * 16, GLfloat);
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auto coord = ccalloc(nrects * 16, GLint);
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auto indices = ccalloc(nrects * 6, GLuint);
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x_rect_to_coords(nrects, rects, extent_resized->x1, extent_resized->y2,
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bctx->texture_width, bctx->texture_height, gd->height, false,
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coord, indices);
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auto coord_resized = ccalloc(nrects_resized * 16, GLfloat);
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auto coord_resized = ccalloc(nrects_resized * 16, GLint);
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auto indices_resized = ccalloc(nrects_resized * 6, GLuint);
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x_rect_to_coords(nrects_resized, rects_resized, extent_resized->x1,
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extent_resized->y2, bctx->texture_width, bctx->texture_height,
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@ -474,9 +466,9 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
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indices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(vert_coord_loc);
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glEnableVertexAttribArray(vert_in_texcoord_loc);
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glVertexAttribPointer(vert_coord_loc, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4, NULL);
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glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2));
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glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE, sizeof(GLint) * 4, NULL);
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glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_INT, GL_FALSE,
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sizeof(GLfloat) * 4, (void *)(sizeof(GLint) * 2));
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glBindVertexArray(vao[1]);
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glBindBuffer(GL_ARRAY_BUFFER, bo[2]);
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@ -488,9 +480,9 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
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GL_STATIC_DRAW);
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glEnableVertexAttribArray(vert_coord_loc);
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glEnableVertexAttribArray(vert_in_texcoord_loc);
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glVertexAttribPointer(vert_coord_loc, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 4, NULL);
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glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2));
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glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE, sizeof(GLint) * 4, NULL);
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glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_INT, GL_FALSE,
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sizeof(GLfloat) * 4, (void *)(sizeof(GLint) * 2));
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int curr = 0;
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glReadBuffer(GL_BACK);
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@ -539,12 +531,6 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
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glViewport(0, 0, gd->width, gd->height);
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}
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if (p->unifm_offset_x >= 0) {
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glUniform1f(p->unifm_offset_x, 1.0f / (GLfloat)bctx->texture_width);
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}
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if (p->unifm_offset_y >= 0) {
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glUniform1f(p->unifm_offset_y, 1.0f / (GLfloat)bctx->texture_height);
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}
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glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
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// XXX use multiple draw calls is probably going to be slow than
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@ -808,8 +794,6 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg
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// clang-format off
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static const char *FRAG_SHADER_BLUR = GLSL(330,
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%s\n // other extension pragmas
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uniform float offset_x;
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uniform float offset_y;
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uniform sampler2D tex_scr;
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uniform float opacity;
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in vec2 texcoord;
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@ -822,8 +806,7 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg
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);
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static const char *FRAG_SHADER_BLUR_ADD = QUOTE(
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sum += float(%.7g) *
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texture2D(tex_scr, vec2(texcoord.x + offset_x * float(%d),
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texcoord.y + offset_y * float(%d)));
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texelFetch(tex_scr, ivec2(texcoord + vec2(%d, %d)), 0);
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);
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// clang-format on
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@ -877,10 +860,6 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg
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glBindFragDataLocation(pass->prog, 0, "out_color");
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// Get uniform addresses
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pass->unifm_offset_x =
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glGetUniformLocationChecked(pass->prog, "offset_x");
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pass->unifm_offset_y =
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glGetUniformLocationChecked(pass->prog, "offset_y");
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pass->unifm_opacity = glGetUniformLocationChecked(pass->prog, "opacity");
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pass->orig_loc = glGetUniformLocationChecked(pass->prog, "orig");
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ctx->resize_width += kern->w / 2;
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@ -937,7 +916,7 @@ const char *win_shader_glsl = GLSL(330,
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uniform sampler2D tex;
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void main() {
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vec4 c = texture2D(tex, texcoord.xy);
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vec4 c = texelFetch(tex, ivec2(texcoord), 0);
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if (invert_color) {
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c = vec4(c.aaa - c.rgb, c.a);
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}
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@ -1053,22 +1032,22 @@ static inline void gl_image_decouple(backend_t *base, struct gl_image *img) {
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glClear(GL_COLOR_BUFFER_BIT);
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// clang-format off
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GLfloat coord[] = {
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GLint coord[] = {
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// top left
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0, 0, // vertex coord
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0, 0, // texture coord
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// top right
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(GLfloat)img->inner->width, 0, // vertex coord
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1, 0, // texture coord
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img->inner->width, 0, // vertex coord
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img->inner->width, 0, // texture coord
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// bottom right
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(GLfloat)img->inner->width, (GLfloat)img->inner->height,
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1, 1,
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img->inner->width, img->inner->height,
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img->inner->width, img->inner->height,
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// bottom left
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0, (GLfloat)img->inner->height,
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0, 1
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0, img->inner->height,
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0, img->inner->height,
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};
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// clang-format on
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@ -26,8 +26,6 @@ typedef struct {
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// Program and uniforms for blur shader
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typedef struct {
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GLuint prog;
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GLint unifm_offset_x;
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GLint unifm_offset_y;
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GLint unifm_opacity;
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GLint orig_loc;
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} gl_blur_shader_t;
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