gl_common: reuse texture for brightness estimation
Instead of allocating new textures everytime gl_average_texture_color is called, we keep two textures per gl_image and reuse those. Doing this significantly improves CPU usage on AMDGPU driver for some reason. But in general, less texture allocation is always better. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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@ -50,8 +50,8 @@ struct gl_blur_context {
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static GLint glGetUniformLocationChecked(GLuint p, const char *name) {
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auto ret = glGetUniformLocation(p, name);
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if (ret < 0) {
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log_error("Failed to get location of uniform '%s'. the compositor might not "
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"work correctly.",
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log_error("Failed to get location of uniform '%s'. the compositor might "
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"not work correctly.",
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name);
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}
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return ret;
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@ -191,15 +191,15 @@ static void gl_free_prog_main(gl_win_shader_t *pprogram) {
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* we reuse the same two textures for render source and
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* destination simply by alterating between them.
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* Unfortunately on first iteration source_texture might
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* be read-only. In this case we will select auxilary_texture as
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* be read-only. In this case we will select auxiliary_texture as
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* destination_texture in order not to touch that read-only source
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* texture in following render iteration.
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* Otherwise we simply will switch source and destination textures
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* between each other on each render iteration.
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*/
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static GLuint _gl_average_texture_color(backend_t *base, GLuint source_texture,
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GLuint destination_texture, GLuint auxilary_texture,
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GLuint fbo, int width, int height) {
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static GLuint
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_gl_average_texture_color(backend_t *base, GLuint source_texture, GLuint destination_texture,
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GLuint auxiliary_texture, GLuint fbo, int width, int height) {
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const int max_width = 1;
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const int max_height = 1;
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const int from_width = next_power_of_two(width);
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@ -209,28 +209,28 @@ static GLuint _gl_average_texture_color(backend_t *base, GLuint source_texture,
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// Prepare coordinates
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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 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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to_width, 0, // vertex coord
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1, 0, // texture coord
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// top right
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to_width, 0, // vertex coord
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width, 0, // texture coord
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// bottom right
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to_width, to_height, // vertex coord
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1, 1, // texture coord
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// bottom right
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to_width, to_height, // vertex coord
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width, height, // texture coord
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// bottom left
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0, to_height, // vertex coord
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0, 1, // texture coord
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// bottom left
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0, to_height, // vertex coord
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0, height, // texture coord
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};
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glBufferSubData(GL_ARRAY_BUFFER, 0, (long)sizeof(*coord) * 16, coord);
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// Prepare framebuffer for new render iteration
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glBindTexture(GL_TEXTURE_2D, destination_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, to_width, to_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, destination_texture, 0);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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destination_texture, 0);
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// Bind source texture as downscaling shader uniform input
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glBindTexture(GL_TEXTURE_2D, source_texture);
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@ -242,10 +242,11 @@ static GLuint _gl_average_texture_color(backend_t *base, GLuint source_texture,
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GLuint result;
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if (to_width > max_width || to_height > max_height) {
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GLuint new_source_texture = destination_texture;
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GLuint new_destination_texture = auxilary_texture != 0 ? auxilary_texture : source_texture;
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GLuint new_destination_texture =
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auxiliary_texture != 0 ? auxiliary_texture : source_texture;
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result = _gl_average_texture_color(base, new_source_texture,
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new_destination_texture, 0,
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fbo, to_width, to_height);
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new_destination_texture, 0, fbo,
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to_width, to_height);
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} else {
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result = destination_texture;
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}
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@ -257,7 +258,8 @@ static GLuint _gl_average_texture_color(backend_t *base, GLuint source_texture,
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* @brief Builds a 1x1 texture which has color corresponding to the average of all
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* pixels of img by recursively rendering into texture of quorter the size (half
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* width and half height).
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* Returned texture must be deleted by the caller (use glDeleteTextures).
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* Returned texture must not be deleted, since it's owned by the gl_image. It will be
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* deleted when the gl_image is released.
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*/
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static GLuint gl_average_texture_color(backend_t *base, struct gl_image *img) {
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@ -265,16 +267,21 @@ static GLuint gl_average_texture_color(backend_t *base, struct gl_image *img) {
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// Prepare textures which will be used for destination and source of rendering
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// during downscaling.
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GLuint textures[2] = {0};
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const int texture_count = sizeof(textures)/sizeof(textures[0]);
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glGenTextures(texture_count, textures);
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glActiveTexture(GL_TEXTURE0);
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for (int i = 0; i < texture_count; i++) {
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glBindTexture(GL_TEXTURE_2D, textures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (GLint []){0, 0, 0, 0});
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const int texture_count = ARR_SIZE(img->inner->auxiliary_texture);
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if (!img->inner->auxiliary_texture[0]) {
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assert(!img->inner->auxiliary_texture[1]);
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glGenTextures(texture_count, img->inner->auxiliary_texture);
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glActiveTexture(GL_TEXTURE0);
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for (int i = 0; i < texture_count; i++) {
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glBindTexture(GL_TEXTURE_2D, img->inner->auxiliary_texture[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR,
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(GLint[]){0, 0, 0, 0});
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, img->inner->width,
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img->inner->height, 0, GL_BGR, GL_UNSIGNED_BYTE, NULL);
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}
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}
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// Prepare framebuffer used for rendering and bind it
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@ -285,6 +292,8 @@ static GLuint gl_average_texture_color(backend_t *base, struct gl_image *img) {
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// Enable shaders
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glUseProgram(gd->brightness_shader.prog);
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glUniform2f(glGetUniformLocationChecked(gd->brightness_shader.prog, "texsize"),
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(GLfloat)img->inner->width, (GLfloat)img->inner->height);
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// Prepare vertex attributes
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GLuint vao;
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@ -296,8 +305,7 @@ static GLuint gl_average_texture_color(backend_t *base, struct gl_image *img) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]);
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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_INT, GL_FALSE,
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sizeof(GLint) * 4, NULL);
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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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@ -305,13 +313,13 @@ static GLuint gl_average_texture_color(backend_t *base, struct gl_image *img) {
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GLint coord[16] = {0};
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GLuint indices[] = {0, 1, 2, 2, 3, 0};
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glBufferData(GL_ARRAY_BUFFER, (long)sizeof(*coord) * 16, coord, GL_DYNAMIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(*indices) * 6, indices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(*indices) * 6, indices,
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GL_STATIC_DRAW);
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// Do actual recursive render to 1x1 texture
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GLuint result_texture = _gl_average_texture_color(base, img->inner->texture,
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textures[0], textures[1],
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fbo, img->inner->width,
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img->inner->height);
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GLuint result_texture = _gl_average_texture_color(
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base, img->inner->texture, img->inner->auxiliary_texture[0],
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img->inner->auxiliary_texture[1], fbo, img->inner->width, img->inner->height);
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// Cleanup vertex attributes
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glDisableVertexAttribArray(vert_coord_loc);
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@ -332,10 +340,6 @@ static GLuint gl_average_texture_color(backend_t *base, struct gl_image *img) {
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// Cleanup render textures
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glBindTexture(GL_TEXTURE_2D, 0);
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for (int i = 0; i < texture_count; i++) {
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if (result_texture != textures[i])
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glDeleteTextures(1, &textures[i]);
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}
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gl_check_err();
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@ -362,8 +366,9 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
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}
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GLuint brightness = 0;
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if (img->max_brightness < 1.0)
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if (img->max_brightness < 1.0) {
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brightness = gl_average_texture_color(base, img);
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}
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assert(gd->win_shader.prog);
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glUseProgram(gd->win_shader.prog);
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@ -427,7 +432,6 @@ static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target,
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDeleteBuffers(2, bo);
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glDeleteTextures(1, &brightness);
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glUseProgram(0);
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@ -758,7 +762,8 @@ static int gl_win_shader_from_string(const char *vshader_str, const char *fshade
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ret->unifm_tex = glGetUniformLocationChecked(ret->prog, "tex");
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ret->unifm_dim = glGetUniformLocationChecked(ret->prog, "dim");
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ret->unifm_brightness = glGetUniformLocationChecked(ret->prog, "brightness");
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ret->unifm_max_brightness = glGetUniformLocationChecked(ret->prog, "max_brightness");
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ret->unifm_max_brightness =
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glGetUniformLocationChecked(ret->prog, "max_brightness");
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glUseProgram(ret->prog);
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int orig_loc = glGetUniformLocation(ret->prog, "orig");
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@ -842,12 +847,13 @@ static const char interpolating_frag[] = GLSL(330,
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static const char interpolating_vert[] = GLSL(330,
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uniform mat4 projection;
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uniform vec2 texsize;
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layout(location = 0) in vec2 in_coord;
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layout(location = 1) in vec2 in_texcoord;
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out vec2 texcoord;
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void main() {
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gl_Position = projection * vec4(in_coord, 0, 1);
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texcoord = in_texcoord;
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texcoord = in_texcoord / texsize;
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}
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);
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// clang-format on
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@ -929,6 +935,7 @@ void gl_release_image(backend_t *base, void *image_data) {
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assert(wd->inner->user_data == NULL);
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glDeleteTextures(1, &wd->inner->texture);
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glDeleteTextures(2, wd->inner->auxiliary_texture);
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free(wd->inner);
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free(wd);
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gl_check_err();
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@ -1155,7 +1162,7 @@ const char *win_shader_glsl = GLSL(330,
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}
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c = vec4(c.rgb * (1.0 - dim), c.a) * opacity;
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vec3 rgb_brightness = texture2D(brightness, vec2(0.5, 0.5), 0).rgb;
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vec3 rgb_brightness = texelFetch(brightness, ivec2(0, 0), 0).rgb;
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float brightness = (rgb_brightness[0] + rgb_brightness[1] + rgb_brightness[2]) / 3;
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if (brightness > max_brightness)
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c.rgb = c.rgb * (max_brightness / brightness);
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@ -1219,7 +1226,8 @@ bool gl_init(struct gl_data *gd, session_t *ps) {
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glUniform1i(glGetUniformLocationChecked(gd->present_prog, "tex"), 0);
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glUseProgram(0);
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gd->brightness_shader.prog = gl_create_program_from_str(interpolating_vert, interpolating_frag);
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gd->brightness_shader.prog =
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gl_create_program_from_str(interpolating_vert, interpolating_frag);
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if (!gd->brightness_shader.prog) {
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log_error("Failed to create the brightness shader");
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return false;
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@ -1403,8 +1411,7 @@ void gl_present(backend_t *base, const region_t *region) {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(GLuint) * nrects * 6, indices,
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GL_STREAM_DRAW);
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glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE,
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sizeof(GLint) * 2, NULL);
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glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE, sizeof(GLint) * 2, NULL);
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glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -1438,9 +1445,7 @@ bool gl_image_op(backend_t *base, enum image_operations op, void *image_data,
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tex->ewidth = iargs[0];
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tex->eheight = iargs[1];
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break;
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case IMAGE_OP_MAX_BRIGHTNESS:
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tex->max_brightness = *(double *)arg;
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break;
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case IMAGE_OP_MAX_BRIGHTNESS: tex->max_brightness = *(double *)arg; break;
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}
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return true;
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@ -47,6 +47,9 @@ struct gl_texture {
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GLuint texture;
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int width, height;
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bool y_inverted;
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// Textures for auxiliary uses.
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GLuint auxiliary_texture[2];
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void *user_data;
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};
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