gl_common: update gl_compose to core profile
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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@ -174,6 +174,15 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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return;
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}
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// Painting
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int nrects;
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const rect_t *rects;
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rects = pixman_region32_rectangles((region_t *)reg_tgt, &nrects);
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if (!nrects) {
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// Nothing to paint
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return;
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}
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// dst_y is the top coordinate, in OpenGL, it is the upper bound of the y
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// coordinate.
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dst_y = gd->height - dst_y;
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@ -181,7 +190,7 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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bool dual_texture = false;
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if (gd->win_shader.prog) {
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assert(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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glUniform1f(gd->win_shader.unifm_opacity, (float)ptex->opacity);
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@ -195,7 +204,6 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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if (gd->win_shader.unifm_dim >= 0) {
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glUniform1f(gd->win_shader.unifm_dim, (float)ptex->dim);
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}
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}
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// log_trace("Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n",
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// x, y, width, height, dx, dy, ptex->width, ptex->height, z);
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@ -207,17 +215,12 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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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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auto coord = ccalloc(nrects * 16, GLfloat);
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auto indices = ccalloc(nrects * 6, GLuint);
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// Painting
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int nrects;
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const rect_t *rects;
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rects = pixman_region32_rectangles((region_t *)reg_tgt, &nrects);
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glBegin(GL_QUADS);
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for (int ri = 0; ri < nrects; ++ri) {
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for (int i = 0; i < nrects; ++i) {
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// Y-flip. Note after this, crect.y1 > crect.y2
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rect_t crect = rects[ri];
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rect_t crect = rects[i];
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crect.y1 = gd->height - crect.y1;
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crect.y2 = gd->height - crect.y2;
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@ -242,32 +245,52 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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texture_y2 /= (GLfloat)ptex->height;
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// Vertex coordinates
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GLint vx1 = crect.x1;
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GLint vy1 = crect.y2;
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GLint vx2 = crect.x2;
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GLint vy2 = crect.y1;
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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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// 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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GLfloat texture_x[] = {texture_x1, texture_x2, texture_x2, texture_x1};
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GLfloat texture_y[] = {texture_y1, texture_y1, texture_y2, texture_y2};
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GLint vx[] = {vx1, vx2, vx2, vx1};
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GLint vy[] = {vy1, vy1, vy2, vy2};
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memcpy(&coord[i * 16],
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(GLfloat[][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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{texture_x2, texture_y1},
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{vx2, vy2},
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{texture_x2, texture_y2},
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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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for (int i = 0; i < 4; i++) {
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glVertexAttrib2f((GLuint)gd->win_shader.in_texcoord, texture_x[i],
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texture_y[i]);
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glVertex3i(vx[i], vy[i], 0);
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}
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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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sizeof(GLuint) * 6);
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}
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glEnd();
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GLuint bo[2];
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glGenBuffers(2, bo);
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glBindBuffer(GL_ARRAY_BUFFER, bo[0]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]);
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glBufferData(GL_ARRAY_BUFFER, (long)sizeof(*coord) * nrects * 16, coord, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(*indices) * nrects * 6,
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indices, GL_STATIC_DRAW);
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glEnableVertexAttribArray((GLuint)gd->win_shader.coord_loc);
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glEnableVertexAttribArray((GLuint)gd->win_shader.in_texcoord);
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glVertexAttribPointer((GLuint)gd->win_shader.coord_loc, 2, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat) * 4, NULL);
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glVertexAttribPointer((GLuint)gd->win_shader.in_texcoord, 2, GL_FLOAT, GL_FALSE,
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sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2));
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glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
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glDisableVertexAttribArray((GLuint)gd->win_shader.coord_loc);
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glDisableVertexAttribArray((GLuint)gd->win_shader.in_texcoord);
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// Cleanup
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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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if (dual_texture) {
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glActiveTexture(GL_TEXTURE1);
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@ -275,6 +298,13 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
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glActiveTexture(GL_TEXTURE0);
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}
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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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free(indices);
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free(coord);
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glUseProgram(0);
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gl_check_err();
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@ -22,6 +22,7 @@ typedef struct {
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GLint unifm_tex;
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GLint unifm_dim;
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GLint in_texcoord;
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GLint coord_loc;
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} gl_win_shader_t;
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// Program and uniforms for blur shader
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