From bc3ca92e045bf3822e992758bb163b9be992c029 Mon Sep 17 00:00:00 2001 From: Yuxuan Shui Date: Thu, 25 Jul 2019 00:37:43 +0100 Subject: [PATCH] gl common: render into a texture Instead of rendering into the back buffer, render into a intermediate texture. This is a preparation for partial screen updating, which is necessary to eliminate artifacts visible when using blur and use-damage together. Signed-off-by: Yuxuan Shui --- src/backend/gl/gl_common.c | 141 ++++++++++++++++++++++++++++++------- src/backend/gl/gl_common.h | 5 ++ src/backend/gl/glx.c | 1 + 3 files changed, 121 insertions(+), 26 deletions(-) diff --git a/src/backend/gl/gl_common.c b/src/backend/gl/gl_common.c index 13d4c5a..623e9a6 100644 --- a/src/backend/gl/gl_common.c +++ b/src/backend/gl/gl_common.c @@ -254,6 +254,8 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target, // Cleanup glBindTexture(GL_TEXTURE_2D, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + glDrawBuffer(GL_BACK); if (dual_texture) { glActiveTexture(GL_TEXTURE1); @@ -276,16 +278,16 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target, /// @param[in] nrects, rects rectangles /// @param[in] dst_x, dst_y origin of the OpenGL texture, affect the calculated texture /// coordinates -/// @param[in] width, height size of the OpenGL texture +/// @param[in] texture_height height of the OpenGL texture /// @param[in] root_height height of the back buffer /// @param[in] y_inverted whether the texture is y inverted /// @param[out] coord, indices output static void -x_rect_to_coords(int nrects, const rect_t *rects, int dst_x, int dst_y, int height, +x_rect_to_coords(int nrects, const rect_t *rects, int dst_x, int dst_y, int texture_height, int root_height, bool y_inverted, GLint *coord, GLuint *indices) { dst_y = root_height - dst_y; if (y_inverted) { - dst_y -= height; + dst_y -= texture_height; } for (int i = 0; i < nrects; i++) { @@ -302,8 +304,8 @@ x_rect_to_coords(int nrects, const rect_t *rects, int dst_x, int dst_y, int heig // X pixmaps might be Y inverted, invert the texture coordinates if (y_inverted) { - texture_y1 = height - texture_y1; - texture_y2 = height - texture_y2; + texture_y1 = texture_height - texture_y1; + texture_y2 = texture_height - texture_y2; } // Vertex coordinates @@ -360,7 +362,7 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y, auto indices = ccalloc(nrects * 6, GLuint); x_rect_to_coords(nrects, rects, dst_x, dst_y, img->inner->height, gd->height, img->inner->y_inverted, coord, indices); - _gl_compose(base, img, 0, coord, indices, nrects); + _gl_compose(base, img, gd->back_fbo, coord, indices, nrects); free(indices); free(coord); @@ -421,9 +423,7 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu 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 width = extent->x2 - extent->x1, height = extent->y2 - extent->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) { @@ -483,22 +483,27 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2)); int curr = 0; - glReadBuffer(GL_BACK); - glBindTexture(GL_TEXTURE_2D, bctx->blur_texture[0]); - // Copy the area to be blurred into tmp buffer - - 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]; assert(p->prog); assert(bctx->blur_texture[curr]); - glBindTexture(GL_TEXTURE_2D, bctx->blur_texture[curr]); + // The origin to use when sampling from the source texture + GLint texorig_x, texorig_y; + GLuint src_texture; + + if (i == 0) { + texorig_x = extent_resized->x1; + texorig_y = dst_y_resized_screen_coord; + src_texture = gd->back_texture; + } else { + texorig_x = 0; + texorig_y = 0; + src_texture = bctx->blur_texture[curr]; + } + + glBindTexture(GL_TEXTURE_2D, src_texture); glUseProgram(p->prog); if (i < bctx->npasses - 1) { // not last pass, draw into framebuffer, with resized regions @@ -522,13 +527,13 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu // last pass, draw directly into the back buffer, with origin // regions glBindVertexArray(vao[0]); - glBindFramebuffer(GL_FRAMEBUFFER, 0); - glDrawBuffer(GL_BACK); + glBindFramebuffer(GL_FRAMEBUFFER, gd->back_fbo); glUniform1f(p->unifm_opacity, (float)opacity); glUniform2f(p->orig_loc, 0, 0); glViewport(0, 0, gd->width, gd->height); } + glUniform2f(p->texorig_loc, (GLfloat)texorig_x, (GLfloat)texorig_y); glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL); // XXX use multiple draw calls is probably going to be slow than @@ -562,12 +567,13 @@ end: const char *vertex_shader = GLSL(330, uniform mat4 projection; uniform vec2 orig; + uniform vec2 texorig; layout(location = 0) in vec2 coord; layout(location = 1) in vec2 in_texcoord; out vec2 texcoord; void main() { gl_Position = projection * vec4(coord + orig, 0, 1); - texcoord = in_texcoord; + texcoord = in_texcoord + texorig; } ); // clang-format on @@ -623,6 +629,14 @@ void gl_resize(struct gl_data *gd, int width, int height) { pml = glGetUniformLocationChecked(gd->fill_shader.prog, "projection"); glUniformMatrix4fv(pml, 1, false, projection_matrix[0]); + glUseProgram(gd->present_prog); + pml = glGetUniformLocationChecked(gd->present_prog, "projection"); + glUniformMatrix4fv(pml, 1, false, projection_matrix[0]); + + glBindTexture(GL_TEXTURE_2D, gd->back_texture); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_BGR, + GL_UNSIGNED_BYTE, NULL); + gl_check_err(); } @@ -653,8 +667,8 @@ static const char fill_vert[] = GLSL(330, /// Fill a given region in bound framebuffer. /// @param[in] y_inverted whether the y coordinates in `clip` should be inverted -static void -_gl_fill(backend_t *base, struct color c, const region_t *clip, int height, bool y_inverted) { +static void _gl_fill(backend_t *base, struct color c, const region_t *clip, GLuint target, + int height, bool y_inverted) { static const GLuint fill_vert_in_coord_loc = 0; int nrects; const rect_t *rect = pixman_region32_rectangles((region_t *)clip, &nrects); @@ -695,7 +709,9 @@ _gl_fill(backend_t *base, struct color c, const region_t *clip, int height, bool glVertexAttribPointer(fill_vert_in_coord_loc, 2, GL_INT, GL_FALSE, sizeof(*coord) * 2, (void *)0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target); glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glDisableVertexAttribArray(fill_vert_in_coord_loc); @@ -707,7 +723,7 @@ _gl_fill(backend_t *base, struct color c, const region_t *clip, int height, bool void gl_fill(backend_t *base, struct color c, const region_t *clip) { struct gl_data *gd = (void *)base; - return _gl_fill(base, c, clip, gd->height, true); + return _gl_fill(base, c, clip, gd->back_fbo, gd->height, true); } void gl_release_image(backend_t *base, void *image_data) { @@ -870,6 +886,7 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg // Get uniform addresses pass->unifm_opacity = glGetUniformLocationChecked(pass->prog, "opacity"); pass->orig_loc = glGetUniformLocationChecked(pass->prog, "orig"); + pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig"); ctx->resize_width += kern->w / 2; ctx->resize_height += kern->h / 2; } @@ -881,6 +898,7 @@ void *gl_create_blur_context(backend_t *base, enum blur_method method, void *arg 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"); + pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig"); ctx->npasses = 2; } else { ctx->npasses = nkernels; @@ -948,6 +966,16 @@ const char *win_shader_glsl = GLSL(330, gl_FragColor = c; } ); + +const char *present_vertex_shader = GLSL(330, + uniform mat4 projection; + layout(location = 0) in vec2 coord; + out vec2 texcoord; + void main() { + gl_Position = projection * vec4(coord, 0, 1); + texcoord = coord; + } +); // clang-format on bool gl_init(struct gl_data *gd, session_t *ps) { @@ -969,14 +997,41 @@ bool gl_init(struct gl_data *gd, session_t *ps) { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); + glGenFramebuffers(1, &gd->back_fbo); + glGenTextures(1, &gd->back_texture); + if (!gd->back_fbo || !gd->back_texture) { + log_error("Failed to generate a framebuffer object"); + return false; + } + + glBindTexture(GL_TEXTURE_2D, gd->back_texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glBindTexture(GL_TEXTURE_2D, 0); + gl_win_shader_from_string(vertex_shader, win_shader_glsl, &gd->win_shader); gd->fill_shader.prog = gl_create_program_from_str(fill_vert, fill_frag); gd->fill_shader.color_loc = glGetUniformLocation(gd->fill_shader.prog, "color"); + gd->present_prog = gl_create_program_from_str(present_vertex_shader, dummy_frag); + if (!gd->present_prog) { + log_error("Failed to create the present shader"); + return false; + } + glUseProgram(gd->present_prog); + glUniform1i(glGetUniformLocationChecked(gd->present_prog, "tex"), 0); + glUseProgram(0); + // 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); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gd->back_fbo); + glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, + gd->back_texture, 0); + glDrawBuffer(GL_COLOR_ATTACHMENT0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + gd->logger = gl_string_marker_logger_new(); if (gd->logger) { log_add_target_tls(gd->logger); @@ -1098,12 +1153,46 @@ static void gl_image_apply_alpha(backend_t *base, struct gl_image *img, glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, img->inner->texture, 0); glDrawBuffer(GL_COLOR_ATTACHMENT0); - _gl_fill(base, (struct color){0, 0, 0, 0}, reg_op, 0, false); + _gl_fill(base, (struct color){0, 0, 0, 0}, reg_op, 0, 0, false); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); glDeleteFramebuffers(1, &fbo); } +void gl_present(backend_t *base) { + auto gd = (struct gl_data *)base; + + GLuint indices[] = {0, 1, 2, 2, 3, 0}; + GLint coord[] = { + 0, 0, gd->width, 0, gd->width, gd->height, 0, gd->height, + }; + + glUseProgram(gd->present_prog); + glBindTexture(GL_TEXTURE_2D, gd->back_texture); + + GLuint vao; + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + + GLuint bo[2]; + glGenBuffers(2, bo); + glEnableVertexAttribArray(vert_coord_loc); + glBindBuffer(GL_ARRAY_BUFFER, bo[0]); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]); + glBufferData(GL_ARRAY_BUFFER, (long)sizeof(coord), coord, GL_STREAM_DRAW); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(indices), indices, GL_STREAM_DRAW); + + glVertexAttribPointer(vert_coord_loc, 2, GL_UNSIGNED_INT, GL_FALSE, + sizeof(GLuint) * 2, NULL); + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + glBindVertexArray(0); + glDeleteBuffers(2, bo); + glDeleteVertexArrays(1, &vao); +} + /// stub for backend_operations::image_op bool gl_image_op(backend_t *base, enum image_operations op, void *image_data, const region_t *reg_op, const region_t *reg_visible attr_unused, void *arg) { diff --git a/src/backend/gl/gl_common.h b/src/backend/gl/gl_common.h index 566850a..590f912 100644 --- a/src/backend/gl/gl_common.h +++ b/src/backend/gl/gl_common.h @@ -28,6 +28,7 @@ typedef struct { GLuint prog; GLint unifm_opacity; GLint orig_loc; + GLint texorig_loc; } gl_blur_shader_t; typedef struct { @@ -61,6 +62,8 @@ struct gl_data { int height, width; gl_win_shader_t win_shader; gl_fill_shader_t fill_shader; + GLuint back_texture, back_fbo; + GLuint present_prog; /// Called when an gl_texture is decoupled from the texture it refers. Returns /// the decoupled user_data @@ -110,6 +113,8 @@ void gl_get_blur_size(void *blur_context, int *width, int *height); bool gl_is_image_transparent(backend_t *base, void *image_data); void gl_fill(backend_t *base, struct color, const region_t *clip); +void gl_present(backend_t *base); + static inline void gl_delete_texture(GLuint texture) { glDeleteTextures(1, &texture); } diff --git a/src/backend/gl/glx.c b/src/backend/gl/glx.c index 6f2ceb2..0013d80 100644 --- a/src/backend/gl/glx.c +++ b/src/backend/gl/glx.c @@ -438,6 +438,7 @@ err: static void glx_present(backend_t *base) { struct _glx_data *gd = (void *)base; + gl_present(base); glXSwapBuffers(gd->display, gd->target_win); // XXX there should be no need to block compton will wait for render to finish if (!gd->gl.is_nvidia) {