gl_common: update gl_compose to core profile

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui 2019-04-01 19:55:11 +01:00
parent f08004a448
commit ffc9c32b5e
No known key found for this signature in database
GPG Key ID: 37C999F617EA1A47
2 changed files with 70 additions and 39 deletions

View File

@ -174,6 +174,15 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
return;
}
// Painting
int nrects;
const rect_t *rects;
rects = pixman_region32_rectangles((region_t *)reg_tgt, &nrects);
if (!nrects) {
// Nothing to paint
return;
}
// dst_y is the top coordinate, in OpenGL, it is the upper bound of the y
// coordinate.
dst_y = gd->height - dst_y;
@ -181,20 +190,19 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
bool dual_texture = false;
if (gd->win_shader.prog) {
glUseProgram(gd->win_shader.prog);
if (gd->win_shader.unifm_opacity >= 0) {
glUniform1f(gd->win_shader.unifm_opacity, (float)ptex->opacity);
}
if (gd->win_shader.unifm_invert_color >= 0) {
glUniform1i(gd->win_shader.unifm_invert_color, ptex->color_inverted);
}
if (gd->win_shader.unifm_tex >= 0) {
glUniform1i(gd->win_shader.unifm_tex, 0);
}
if (gd->win_shader.unifm_dim >= 0) {
glUniform1f(gd->win_shader.unifm_dim, (float)ptex->dim);
}
assert(gd->win_shader.prog);
glUseProgram(gd->win_shader.prog);
if (gd->win_shader.unifm_opacity >= 0) {
glUniform1f(gd->win_shader.unifm_opacity, (float)ptex->opacity);
}
if (gd->win_shader.unifm_invert_color >= 0) {
glUniform1i(gd->win_shader.unifm_invert_color, ptex->color_inverted);
}
if (gd->win_shader.unifm_tex >= 0) {
glUniform1i(gd->win_shader.unifm_tex, 0);
}
if (gd->win_shader.unifm_dim >= 0) {
glUniform1f(gd->win_shader.unifm_dim, (float)ptex->dim);
}
// log_trace("Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n",
@ -207,17 +215,12 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
glBindTexture(GL_TEXTURE_2D, ptex->texture);
glActiveTexture(GL_TEXTURE0);
}
auto coord = ccalloc(nrects * 16, GLfloat);
auto indices = ccalloc(nrects * 6, GLuint);
// Painting
int nrects;
const rect_t *rects;
rects = pixman_region32_rectangles((region_t *)reg_tgt, &nrects);
glBegin(GL_QUADS);
for (int ri = 0; ri < nrects; ++ri) {
for (int i = 0; i < nrects; ++i) {
// Y-flip. Note after this, crect.y1 > crect.y2
rect_t crect = rects[ri];
rect_t crect = rects[i];
crect.y1 = gd->height - crect.y1;
crect.y2 = gd->height - crect.y2;
@ -242,32 +245,52 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
texture_y2 /= (GLfloat)ptex->height;
// Vertex coordinates
GLint vx1 = crect.x1;
GLint vy1 = crect.y2;
GLint vx2 = crect.x2;
GLint vy2 = crect.y1;
auto vx1 = (GLfloat)crect.x1;
auto vy1 = (GLfloat)crect.y2;
auto vx2 = (GLfloat)crect.x2;
auto vy2 = (GLfloat)crect.y1;
// log_trace("Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d",
// ri, rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
GLfloat texture_x[] = {texture_x1, texture_x2, texture_x2, texture_x1};
GLfloat texture_y[] = {texture_y1, texture_y1, texture_y2, texture_y2};
GLint vx[] = {vx1, vx2, vx2, vx1};
GLint vy[] = {vy1, vy1, vy2, vy2};
memcpy(&coord[i * 16],
(GLfloat[][2]){
{vx1, vy1},
{texture_x1, texture_y1},
{vx2, vy1},
{texture_x2, texture_y1},
{vx2, vy2},
{texture_x2, texture_y2},
{vx1, vy2},
{texture_x1, texture_y2},
},
sizeof(GLfloat[2]) * 8);
for (int i = 0; i < 4; i++) {
glVertexAttrib2f((GLuint)gd->win_shader.in_texcoord, texture_x[i],
texture_y[i]);
glVertex3i(vx[i], vy[i], 0);
}
GLuint u = (GLuint)(i * 4);
memcpy(&indices[i * 6], (GLuint[]){u + 0, u + 1, u + 2, u + 2, u + 3, u + 0},
sizeof(GLuint) * 6);
}
glEnd();
GLuint bo[2];
glGenBuffers(2, bo);
glBindBuffer(GL_ARRAY_BUFFER, bo[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]);
glBufferData(GL_ARRAY_BUFFER, (long)sizeof(*coord) * nrects * 16, coord, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(*indices) * nrects * 6,
indices, GL_STATIC_DRAW);
glEnableVertexAttribArray((GLuint)gd->win_shader.coord_loc);
glEnableVertexAttribArray((GLuint)gd->win_shader.in_texcoord);
glVertexAttribPointer((GLuint)gd->win_shader.coord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, NULL);
glVertexAttribPointer((GLuint)gd->win_shader.in_texcoord, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2));
glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
glDisableVertexAttribArray((GLuint)gd->win_shader.coord_loc);
glDisableVertexAttribArray((GLuint)gd->win_shader.in_texcoord);
// Cleanup
glBindTexture(GL_TEXTURE_2D, 0);
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
glDisable(GL_COLOR_LOGIC_OP);
if (dual_texture) {
glActiveTexture(GL_TEXTURE1);
@ -275,6 +298,13 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
glActiveTexture(GL_TEXTURE0);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDeleteBuffers(2, bo);
free(indices);
free(coord);
glUseProgram(0);
gl_check_err();

View File

@ -22,6 +22,7 @@ typedef struct {
GLint unifm_tex;
GLint unifm_dim;
GLint in_texcoord;
GLint coord_loc;
} gl_win_shader_t;
// Program and uniforms for blur shader