new glx: always use GL_TEXTURE_2D
Rectangle textures was used as a fallback when the driver doesn't support non-power-of-two (NPOT) textures. Since we are using OpenGL 3.0 now, which includes support for NPOT textures, we don't need this fallback anymore. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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cabd0b0801
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@ -181,7 +181,7 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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// It's required by legacy versions of OpenGL to enable texture target
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// before specifying environment. Thanks to madsy for telling me.
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glEnable(ptex->target);
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glEnable(GL_TEXTURE_2D);
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if (gd->win_shader.prog) {
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glUseProgram(gd->win_shader.prog);
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if (gd->win_shader.unifm_opacity >= 0) {
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@ -202,10 +202,10 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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// x, y, width, height, dx, dy, ptex->width, ptex->height, z);
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// Bind texture
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glBindTexture(ptex->target, ptex->texture);
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glBindTexture(GL_TEXTURE_2D, ptex->texture);
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if (dual_texture) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(ptex->target, ptex->texture);
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glBindTexture(GL_TEXTURE_2D, ptex->texture);
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glActiveTexture(GL_TEXTURE0);
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}
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@ -235,13 +235,12 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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texture_y2 = ptex->height - texture_y2;
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}
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if (ptex->target == GL_TEXTURE_2D) {
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// GL_TEXTURE_2D coordinates are normalized
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// TODO use texelFetch
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texture_x1 /= ptex->width;
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texture_y1 /= ptex->height;
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texture_x2 /= ptex->width;
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texture_y2 /= ptex->height;
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}
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// Vertex coordinates
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GLint vx1 = crect.x1;
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@ -266,15 +265,15 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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glEnd();
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// Cleanup
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glBindTexture(ptex->target, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
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glDisable(GL_COLOR_LOGIC_OP);
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glDisable(ptex->target);
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glDisable(GL_TEXTURE_2D);
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if (dual_texture) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(ptex->target, 0);
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glDisable(ptex->target);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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}
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@ -304,10 +303,10 @@ bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
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int curr = 0;
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glReadBuffer(GL_BACK);
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glEnable(gd->blur_texture_target);
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glBindTexture(gd->blur_texture_target, gd->blur_texture[0]);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, gd->blur_texture[0]);
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// Copy the area to be blurred into tmp buffer
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glCopyTexSubImage2D(gd->blur_texture_target, 0, 0, 0, extent->x1, dst_y, width, height);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, extent->x1, dst_y, width, height);
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for (int i = 0; i < gd->npasses; ++i) {
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assert(i < MAX_BLUR_PASS - 1);
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@ -315,7 +314,7 @@ bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
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assert(p->prog);
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assert(gd->blur_texture[curr]);
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glBindTexture(gd->blur_texture_target, gd->blur_texture[curr]);
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glBindTexture(GL_TEXTURE_2D, gd->blur_texture[curr]);
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glUseProgram(p->prog);
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if (i < gd->npasses - 1) {
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@ -323,8 +322,7 @@ bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gd->blur_fbo);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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gd->blur_texture_target,
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gd->blur_texture[!curr], 0);
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GL_TEXTURE_2D, gd->blur_texture[!curr], 0);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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log_error("Framebuffer attachment failed.");
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@ -338,13 +336,8 @@ bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
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glUniform1f(p->unifm_opacity, opacity);
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}
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if (gd->blur_texture_target == GL_TEXTURE_2D) {
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glUniform1f(p->unifm_offset_x, 1.0 / gd->width);
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glUniform1f(p->unifm_offset_y, 1.0 / gd->height);
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} else {
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glUniform1f(p->unifm_offset_x, 1.0);
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glUniform1f(p->unifm_offset_y, 1.0);
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}
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// XXX use multiple draw calls is probably going to be slow than
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// just simply blur the whole area.
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@ -366,12 +359,10 @@ bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
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GLfloat texture_x2 = texture_x1 + (crect.x2 - crect.x1);
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GLfloat texture_y2 = texture_y1 + (crect.y1 - crect.y2);
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if (gd->blur_texture_target == GL_TEXTURE_2D) {
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texture_x1 /= gd->width;
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texture_x2 /= gd->width;
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texture_y1 /= gd->height;
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texture_y2 /= gd->height;
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}
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// Vertex coordinates
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// For passes before the last one, we are drawing into a buffer,
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@ -407,8 +398,8 @@ bool gl_blur(backend_t *base, double opacity, const region_t *reg_blur,
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end:
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(gd->blur_texture_target, 0);
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glDisable(gd->blur_texture_target);
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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gl_check_err();
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@ -464,13 +455,13 @@ void gl_resize(struct gl_data *gd, int width, int height) {
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if (gd->npasses > 0) {
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// Resize the temporary textures used for blur
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glBindTexture(gd->blur_texture_target, gd->blur_texture[0]);
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glTexImage2D(gd->blur_texture_target, 0, GL_RGBA8, gd->width, gd->height,
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0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, gd->blur_texture[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, gd->width, gd->height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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if (gd->npasses > 1) {
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glBindTexture(gd->blur_texture_target, gd->blur_texture[1]);
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glTexImage2D(gd->blur_texture_target, 0, GL_RGBA8, gd->width,
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gd->height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, gd->blur_texture[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, gd->width, gd->height, 0,
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GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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}
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}
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}
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@ -508,7 +499,7 @@ static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
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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 %s tex_scr;
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uniform sampler2D tex_scr;
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uniform float opacity;
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out vec4 out_color;
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void main() {
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@ -519,19 +510,13 @@ static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
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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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%s(tex_scr, vec2(gl_TexCoord[0].x + offset_x * float(%d),
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texture2D(tex_scr, vec2(gl_TexCoord[0].x + offset_x * float(%d),
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gl_TexCoord[0].y + offset_y * float(%d)));
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);
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// clang-format on
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const bool use_texture_rect = !gd->non_power_of_two_texture;
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const char *sampler_type = (use_texture_rect ? "sampler2DRect" : "sampler2D");
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const char *texture_func = (use_texture_rect ? "texture2DRect" : "texture2D");
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const char *shader_add = FRAG_SHADER_BLUR_ADD;
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char *extension = strdup("");
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if (use_texture_rect) {
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mstrextend(&extension, "#extension GL_ARB_texture_rectangle : require\n");
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}
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gl_blur_shader_t *passes = gd->blur_shader;
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for (int i = 0; i < MAX_BLUR_PASS && kernels[i]; gd->npasses = ++i) {
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@ -539,7 +524,7 @@ static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
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// Build shader
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int width = kern->w, height = kern->h;
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int nele = width * height - 1;
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size_t body_len = (strlen(shader_add) + strlen(texture_func) + 42) * nele;
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size_t body_len = (strlen(shader_add) + 42) * nele;
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char *shader_body = ccalloc(body_len, char);
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char *pc = shader_body;
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@ -557,19 +542,19 @@ static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
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}
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sum += val;
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pc += snprintf(pc, body_len - (pc - shader_body),
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FRAG_SHADER_BLUR_ADD, val, texture_func,
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k - width / 2, j - height / 2);
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FRAG_SHADER_BLUR_ADD, val, k - width / 2,
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j - height / 2);
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assert(pc < shader_body + body_len);
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}
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}
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auto pass = passes + i;
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size_t shader_len = strlen(FRAG_SHADER_BLUR) + strlen(extension) +
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strlen(sampler_type) + strlen(shader_body) +
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10 /* sum */ + 1 /* null terminator */;
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strlen(shader_body) + 10 /* sum */ +
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1 /* null terminator */;
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char *shader_str = ccalloc(shader_len, char);
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size_t real_shader_len = snprintf(shader_str, shader_len, FRAG_SHADER_BLUR,
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extension, sampler_type, shader_body, sum);
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size_t real_shader_len = snprintf(
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shader_str, shader_len, FRAG_SHADER_BLUR, extension, shader_body, sum);
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assert(real_shader_len < shader_len);
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free(shader_body);
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@ -591,21 +576,16 @@ static bool gl_init_blur(struct gl_data *gd, conv *const *const kernels) {
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}
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free(extension);
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// Generate FBO and textures if needed
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gd->blur_texture_target = GL_TEXTURE_RECTANGLE;
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if (gd->non_power_of_two_texture) {
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gd->blur_texture_target = GL_TEXTURE_2D;
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}
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// Texture size will be defined by gl_resize
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glGenTextures(gd->npasses > 1 ? 2 : 1, gd->blur_texture);
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glBindTexture(gd->blur_texture_target, gd->blur_texture[0]);
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glTexParameteri(gd->blur_texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(gd->blur_texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, gd->blur_texture[0]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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if (gd->npasses > 1) {
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glBindTexture(gd->blur_texture_target, gd->blur_texture[1]);
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glTexParameteri(gd->blur_texture_target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(gd->blur_texture_target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, gd->blur_texture[1]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Generate FBO and textures when needed
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glGenFramebuffers(1, &gd->blur_fbo);
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if (!gd->blur_fbo) {
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log_error("Failed to generate framebuffer object for blur");
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@ -651,9 +631,6 @@ bool gl_init(struct gl_data *gd, session_t *ps) {
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gd->blur_shader[i] = (gl_blur_shader_t){.prog = 0};
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}
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gd->non_power_of_two_texture =
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gl_has_extension("GL_ARB_texture_non_power_of_two");
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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@ -37,7 +37,6 @@ typedef struct gl_texture {
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double dim;
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int *refcount;
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GLuint texture;
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GLenum target;
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// The size of the backing texture
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int width, height;
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// The effective size of the texture
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@ -55,7 +54,6 @@ struct gl_data {
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int npasses;
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gl_win_shader_t win_shader;
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gl_blur_shader_t blur_shader[MAX_BLUR_PASS];
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bool non_power_of_two_texture;
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// Temporary textures used for blurring. They are always the same size as the
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// target, so they are always big enough without resizing.
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@ -63,7 +61,6 @@ struct gl_data {
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GLuint blur_texture[2];
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// Temporary fbo used for blurring
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GLuint blur_fbo;
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GLenum blur_texture_target;
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};
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typedef struct {
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@ -168,9 +168,9 @@ void glx_release_image(backend_t *base, void *image_data) {
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}
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// Release binding
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if (wd->glpixmap && wd->texture.texture) {
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glBindTexture(wd->texture.target, wd->texture.texture);
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glBindTexture(GL_TEXTURE_2D, wd->texture.texture);
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glXReleaseTexImageEXT(gd->display, wd->glpixmap, GLX_FRONT_LEFT_EXT);
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glBindTexture(wd->texture.target, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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// Free GLX Pixmap
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@ -368,29 +368,22 @@ glx_bind_pixmap(backend_t *base, xcb_pixmap_t pixmap, struct xvisual_info fmt, b
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// Choose a suitable texture target for our pixmap.
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// Refer to GLX_EXT_texture_om_pixmap spec to see what are the mean
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// of the bits in texture_tgts
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GLenum tex_tgt = 0;
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if (GLX_TEXTURE_2D_BIT_EXT & fbcfg->texture_tgts && gd->gl.non_power_of_two_texture)
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tex_tgt = GLX_TEXTURE_2D_EXT;
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else if (GLX_TEXTURE_RECTANGLE_BIT_EXT & fbcfg->texture_tgts)
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tex_tgt = GLX_TEXTURE_RECTANGLE_EXT;
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else if (!(GLX_TEXTURE_2D_BIT_EXT & fbcfg->texture_tgts))
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tex_tgt = GLX_TEXTURE_RECTANGLE_EXT;
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else
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tex_tgt = GLX_TEXTURE_2D_EXT;
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if (!(fbcfg->texture_tgts & GLX_TEXTURE_2D_EXT)) {
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log_error("Cannot bind pixmap to GL_TEXTURE_2D, giving up");
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goto err;
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}
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log_debug("depth %d, tgt %#x, rgba %d", fmt.visual_depth, tex_tgt,
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(GLX_TEXTURE_FORMAT_RGBA_EXT == fbcfg->texture_fmt));
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log_debug("depth %d, rgba %d", fmt.visual_depth,
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(fbcfg->texture_fmt = GLX_TEXTURE_FORMAT_RGBA_EXT));
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GLint attrs[] = {
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GLX_TEXTURE_FORMAT_EXT,
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fbcfg->texture_fmt,
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GLX_TEXTURE_TARGET_EXT,
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tex_tgt,
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GLX_TEXTURE_2D_EXT,
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0,
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};
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wd->texture.target =
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(GLX_TEXTURE_2D_EXT == tex_tgt ? GL_TEXTURE_2D : GL_TEXTURE_RECTANGLE);
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wd->texture.y_inverted = fbcfg->y_inverted;
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wd->glpixmap = glXCreatePixmap(gd->display, fbcfg->cfg, wd->pixmap, attrs);
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@ -402,7 +395,7 @@ glx_bind_pixmap(backend_t *base, xcb_pixmap_t pixmap, struct xvisual_info fmt, b
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}
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// Create texture
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wd->texture.texture = gl_new_texture(wd->texture.target);
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wd->texture.texture = gl_new_texture(GL_TEXTURE_2D);
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wd->texture.opacity = 1;
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wd->texture.depth = fmt.visual_depth;
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wd->texture.color_inverted = false;
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@ -411,9 +404,9 @@ glx_bind_pixmap(backend_t *base, xcb_pixmap_t pixmap, struct xvisual_info fmt, b
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wd->texture.refcount = ccalloc(1, int);
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*wd->texture.refcount = 1;
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wd->owned = owned;
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glBindTexture(wd->texture.target, wd->texture.texture);
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glBindTexture(GL_TEXTURE_2D, wd->texture.texture);
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glXBindTexImageEXT(gd->display, wd->glpixmap, GLX_FRONT_LEFT_EXT, NULL);
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glBindTexture(wd->texture.target, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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gl_check_err();
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return wd;
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