picom/src/opengl.c
Yuxuan Shui 28a2cc62fa Convert XfixesRegion to pixman region
Re-did the painting logic, and document it.

It is unclear to me what is the previous painting logic. But the current
one is basically this:

1. Go through all windows top to bottom, and put visible windows (not
   unmapped, opacity > 0, etc) into a linked list, from bottom to top
2. Accumulate a region of ignore on each window, which is basically the
   region of screen that is obscured by all the windows above current
   one.
3. Paint all the visible windows from bottom to top. Subtract the region
   of ignore from the painting region. If we need to paint shadow, we
   subtract the body of the window from the shadow painting region too,
   because we don't want shadow behind the window.
4. region of ignore is invalidated when window stack change, an
   window on top moved or changed shape, when window changed between
   opaque and transparent, etc.

Notes:

It is unclear whether all the different shapes of a window (extents,
noframe, border, bounding shape, etc) are calculated correctly or not.

It is unclear if window shape related events are handled correctly or
not. Need more testing.

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
2018-09-30 14:18:33 +01:00

1638 lines
47 KiB
C

/*
* Compton - a compositor for X11
*
* Based on `xcompmgr` - Copyright (c) 2003, Keith Packard
*
* Copyright (c) 2011-2013, Christopher Jeffrey
* See LICENSE for more information.
*
*/
#include "opengl.h"
static inline int
glx_cmp_fbconfig_cmpattr(session_t *ps,
const glx_fbconfig_t *pfbc_a, const glx_fbconfig_t *pfbc_b,
int attr) {
int attr_a = 0, attr_b = 0;
// TODO: Error checking
glXGetFBConfigAttrib(ps->dpy, pfbc_a->cfg, attr, &attr_a);
glXGetFBConfigAttrib(ps->dpy, pfbc_b->cfg, attr, &attr_b);
return attr_a - attr_b;
}
/**
* Compare two GLX FBConfig's to find the preferred one.
*/
static int
glx_cmp_fbconfig(session_t *ps,
const glx_fbconfig_t *pfbc_a, const glx_fbconfig_t *pfbc_b) {
int result = 0;
if (!pfbc_a)
return -1;
if (!pfbc_b)
return 1;
int tmpattr;
// Avoid 10-bit colors
glXGetFBConfigAttrib(ps->dpy, pfbc_a->cfg, GLX_RED_SIZE, &tmpattr);
if (tmpattr != 8)
return -1;
glXGetFBConfigAttrib(ps->dpy, pfbc_b->cfg, GLX_RED_SIZE, &tmpattr);
if (tmpattr != 8)
return 1;
#define P_CMPATTR_LT(attr) { if ((result = glx_cmp_fbconfig_cmpattr(ps, pfbc_a, pfbc_b, (attr)))) return -result; }
#define P_CMPATTR_GT(attr) { if ((result = glx_cmp_fbconfig_cmpattr(ps, pfbc_a, pfbc_b, (attr)))) return result; }
P_CMPATTR_LT(GLX_BIND_TO_TEXTURE_RGBA_EXT);
P_CMPATTR_LT(GLX_DOUBLEBUFFER);
P_CMPATTR_LT(GLX_STENCIL_SIZE);
P_CMPATTR_LT(GLX_DEPTH_SIZE);
P_CMPATTR_GT(GLX_BIND_TO_MIPMAP_TEXTURE_EXT);
return 0;
}
/**
* @brief Update the FBConfig of given depth.
*/
static inline void
glx_update_fbconfig_bydepth(session_t *ps, int depth, glx_fbconfig_t *pfbcfg) {
// Make sure the depth is sane
if (depth < 0 || depth > OPENGL_MAX_DEPTH)
return;
// Compare new FBConfig with current one
if (glx_cmp_fbconfig(ps, ps->psglx->fbconfigs[depth], pfbcfg) < 0) {
#ifdef DEBUG_GLX
printf_dbgf("(%d): %#x overrides %#x, target %#x.\n", depth, (unsigned) pfbcfg->cfg, (ps->psglx->fbconfigs[depth] ? (unsigned) ps->psglx->fbconfigs[depth]->cfg: 0), pfbcfg->texture_tgts);
#endif
if (!ps->psglx->fbconfigs[depth]) {
ps->psglx->fbconfigs[depth] = malloc(sizeof(glx_fbconfig_t));
allocchk(ps->psglx->fbconfigs[depth]);
}
(*ps->psglx->fbconfigs[depth]) = *pfbcfg;
}
}
/**
* Get GLX FBConfigs for all depths.
*/
static bool
glx_update_fbconfig(session_t *ps) {
// Acquire all FBConfigs and loop through them
int nele = 0;
GLXFBConfig* pfbcfgs = glXGetFBConfigs(ps->dpy, ps->scr, &nele);
for (GLXFBConfig *pcur = pfbcfgs; pcur < pfbcfgs + nele; pcur++) {
glx_fbconfig_t fbinfo = {
.cfg = *pcur,
.texture_fmt = 0,
.texture_tgts = 0,
.y_inverted = false,
};
int id = (int) (pcur - pfbcfgs);
int depth = 0, depth_alpha = 0, val = 0;
// Skip over multi-sampled visuals
// http://people.freedesktop.org/~glisse/0001-glx-do-not-use-multisample-visual-config-for-front-o.patch
#ifdef GLX_SAMPLES
if (Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_SAMPLES, &val)
&& val > 1)
continue;
#endif
if (Success != glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BUFFER_SIZE, &depth)
|| Success != glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_ALPHA_SIZE, &depth_alpha)) {
printf_errf("(): Failed to retrieve buffer size and alpha size of FBConfig %d.", id);
continue;
}
if (Success != glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BIND_TO_TEXTURE_TARGETS_EXT, &fbinfo.texture_tgts)) {
printf_errf("(): Failed to retrieve BIND_TO_TEXTURE_TARGETS_EXT of FBConfig %d.", id);
continue;
}
int visualdepth = 0;
{
XVisualInfo *pvi = glXGetVisualFromFBConfig(ps->dpy, *pcur);
if (!pvi) {
// On nvidia-drivers-325.08 this happens slightly too often...
// printf_errf("(): Failed to retrieve X Visual of FBConfig %d.", id);
continue;
}
visualdepth = pvi->depth;
cxfree(pvi);
}
bool rgb = false;
bool rgba = false;
if (depth >= 32 && depth_alpha && Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BIND_TO_TEXTURE_RGBA_EXT, &val) && val)
rgba = true;
if (Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BIND_TO_TEXTURE_RGB_EXT, &val) && val)
rgb = true;
if (Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_Y_INVERTED_EXT, &val))
fbinfo.y_inverted = val;
{
int tgtdpt = depth - depth_alpha;
if (tgtdpt == visualdepth && tgtdpt < 32 && rgb) {
fbinfo.texture_fmt = GLX_TEXTURE_FORMAT_RGB_EXT;
glx_update_fbconfig_bydepth(ps, tgtdpt, &fbinfo);
}
}
if (depth == visualdepth && rgba) {
fbinfo.texture_fmt = GLX_TEXTURE_FORMAT_RGBA_EXT;
glx_update_fbconfig_bydepth(ps, depth, &fbinfo);
}
}
cxfree(pfbcfgs);
// Sanity checks
if (!ps->psglx->fbconfigs[ps->depth]) {
printf_errf("(): No FBConfig found for default depth %d.", ps->depth);
return false;
}
if (!ps->psglx->fbconfigs[32]) {
printf_errf("(): No FBConfig found for depth 32. Expect crazy things.");
}
#ifdef DEBUG_GLX
printf_dbgf("(): %d-bit: %#3x, 32-bit: %#3x\n",
ps->depth, (int) ps->psglx->fbconfigs[ps->depth]->cfg,
(int) ps->psglx->fbconfigs[32]->cfg);
#endif
return true;
}
static inline XVisualInfo *
get_visualinfo_from_visual(session_t *ps, xcb_visualid_t visual) {
XVisualInfo vreq = { .visualid = visual };
int nitems = 0;
return XGetVisualInfo(ps->dpy, VisualIDMask, &vreq, &nitems);
}
#ifdef CONFIG_GLX_SYNC
void
xr_glx_sync(session_t *ps, Drawable d, XSyncFence *pfence) {
if (*pfence) {
// GLsync sync = ps->psglx->glFenceSyncProc(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
GLsync sync = ps->psglx->glImportSyncEXT(GL_SYNC_X11_FENCE_EXT, *pfence, 0);
/* GLenum ret = ps->psglx->glClientWaitSyncProc(sync, GL_SYNC_FLUSH_COMMANDS_BIT,
1000);
assert(GL_CONDITION_SATISFIED == ret); */
XSyncTriggerFence(ps->dpy, *pfence);
XFlush(ps->dpy);
ps->psglx->glWaitSyncProc(sync, 0, GL_TIMEOUT_IGNORED);
// ps->psglx->glDeleteSyncProc(sync);
// XSyncResetFence(ps->dpy, *pfence);
}
glx_check_err(ps);
}
#endif
#ifdef DEBUG_GLX_DEBUG_CONTEXT
static inline GLXFBConfig
get_fbconfig_from_visualinfo(session_t *ps, const XVisualInfo *visualinfo) {
int nelements = 0;
GLXFBConfig *fbconfigs = glXGetFBConfigs(ps->dpy, visualinfo->screen,
&nelements);
for (int i = 0; i < nelements; ++i) {
int visual_id = 0;
if (Success == glXGetFBConfigAttrib(ps->dpy, fbconfigs[i], GLX_VISUAL_ID, &visual_id)
&& visual_id == visualinfo->visualid)
return fbconfigs[i];
}
return NULL;
}
static void
glx_debug_msg_callback(GLenum source, GLenum type,
GLuint id, GLenum severity, GLsizei length, const GLchar *message,
GLvoid *userParam) {
printf_dbgf("(): source 0x%04X, type 0x%04X, id %u, severity 0x%0X, \"%s\"\n",
source, type, id, severity, message);
}
#endif
/**
* Initialize OpenGL.
*/
bool
glx_init(session_t *ps, bool need_render) {
bool success = false;
XVisualInfo *pvis = NULL;
// Check for GLX extension
if (!ps->glx_exists) {
if (glXQueryExtension(ps->dpy, &ps->glx_event, &ps->glx_error))
ps->glx_exists = true;
else {
printf_errf("(): No GLX extension.");
goto glx_init_end;
}
}
// Get XVisualInfo
pvis = get_visualinfo_from_visual(ps, ps->vis);
if (!pvis) {
printf_errf("(): Failed to acquire XVisualInfo for current visual.");
goto glx_init_end;
}
// Ensure the visual is double-buffered
if (need_render) {
int value = 0;
if (Success != glXGetConfig(ps->dpy, pvis, GLX_USE_GL, &value) || !value) {
printf_errf("(): Root visual is not a GL visual.");
goto glx_init_end;
}
if (Success != glXGetConfig(ps->dpy, pvis, GLX_DOUBLEBUFFER, &value)
|| !value) {
printf_errf("(): Root visual is not a double buffered GL visual.");
goto glx_init_end;
}
}
// Ensure GLX_EXT_texture_from_pixmap exists
if (need_render && !glx_hasglxext(ps, "GLX_EXT_texture_from_pixmap"))
goto glx_init_end;
// Initialize GLX data structure
if (!ps->psglx) {
static const glx_session_t CGLX_SESSION_DEF = CGLX_SESSION_INIT;
ps->psglx = cmalloc(1, glx_session_t);
memcpy(ps->psglx, &CGLX_SESSION_DEF, sizeof(glx_session_t));
for (int i = 0; i < MAX_BLUR_PASS; ++i) {
glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i];
ppass->unifm_factor_center = -1;
ppass->unifm_offset_x = -1;
ppass->unifm_offset_y = -1;
}
}
glx_session_t *psglx = ps->psglx;
if (!psglx->context) {
// Get GLX context
#ifndef DEBUG_GLX_DEBUG_CONTEXT
psglx->context = glXCreateContext(ps->dpy, pvis, None, GL_TRUE);
#else
{
GLXFBConfig fbconfig = get_fbconfig_from_visualinfo(ps, pvis);
if (!fbconfig) {
printf_errf("(): Failed to get GLXFBConfig for root visual %#lx.",
pvis->visualid);
goto glx_init_end;
}
f_glXCreateContextAttribsARB p_glXCreateContextAttribsARB =
(f_glXCreateContextAttribsARB)
glXGetProcAddress((const GLubyte *) "glXCreateContextAttribsARB");
if (!p_glXCreateContextAttribsARB) {
printf_errf("(): Failed to get glXCreateContextAttribsARB().");
goto glx_init_end;
}
static const int attrib_list[] = {
GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB,
None
};
psglx->context = p_glXCreateContextAttribsARB(ps->dpy, fbconfig, NULL,
GL_TRUE, attrib_list);
}
#endif
if (!psglx->context) {
printf_errf("(): Failed to get GLX context.");
goto glx_init_end;
}
// Attach GLX context
if (!glXMakeCurrent(ps->dpy, get_tgt_window(ps), psglx->context)) {
printf_errf("(): Failed to attach GLX context.");
goto glx_init_end;
}
#ifdef DEBUG_GLX_DEBUG_CONTEXT
{
f_DebugMessageCallback p_DebugMessageCallback =
(f_DebugMessageCallback)
glXGetProcAddress((const GLubyte *) "glDebugMessageCallback");
if (!p_DebugMessageCallback) {
printf_errf("(): Failed to get glDebugMessageCallback(0.");
goto glx_init_end;
}
p_DebugMessageCallback(glx_debug_msg_callback, ps);
}
#endif
}
// Ensure we have a stencil buffer. X Fixes does not guarantee rectangles
// in regions don't overlap, so we must use stencil buffer to make sure
// we don't paint a region for more than one time, I think?
if (need_render && !ps->o.glx_no_stencil) {
GLint val = 0;
glGetIntegerv(GL_STENCIL_BITS, &val);
if (!val) {
printf_errf("(): Target window doesn't have stencil buffer.");
goto glx_init_end;
}
}
// Check GL_ARB_texture_non_power_of_two, requires a GLX context and
// must precede FBConfig fetching
if (need_render)
psglx->has_texture_non_power_of_two = glx_hasglext(ps,
"GL_ARB_texture_non_power_of_two");
// Acquire function addresses
if (need_render) {
#ifdef DEBUG_GLX_MARK
psglx->glStringMarkerGREMEDY = (f_StringMarkerGREMEDY)
glXGetProcAddress((const GLubyte *) "glStringMarkerGREMEDY");
psglx->glFrameTerminatorGREMEDY = (f_FrameTerminatorGREMEDY)
glXGetProcAddress((const GLubyte *) "glFrameTerminatorGREMEDY");
#endif
psglx->glXBindTexImageProc = (f_BindTexImageEXT)
glXGetProcAddress((const GLubyte *) "glXBindTexImageEXT");
psglx->glXReleaseTexImageProc = (f_ReleaseTexImageEXT)
glXGetProcAddress((const GLubyte *) "glXReleaseTexImageEXT");
if (!psglx->glXBindTexImageProc || !psglx->glXReleaseTexImageProc) {
printf_errf("(): Failed to acquire glXBindTexImageEXT() / glXReleaseTexImageEXT().");
goto glx_init_end;
}
if (ps->o.glx_use_copysubbuffermesa) {
psglx->glXCopySubBufferProc = (f_CopySubBuffer)
glXGetProcAddress((const GLubyte *) "glXCopySubBufferMESA");
if (!psglx->glXCopySubBufferProc) {
printf_errf("(): Failed to acquire glXCopySubBufferMESA().");
goto glx_init_end;
}
}
#ifdef CONFIG_GLX_SYNC
psglx->glFenceSyncProc = (f_FenceSync)
glXGetProcAddress((const GLubyte *) "glFenceSync");
psglx->glIsSyncProc = (f_IsSync)
glXGetProcAddress((const GLubyte *) "glIsSync");
psglx->glDeleteSyncProc = (f_DeleteSync)
glXGetProcAddress((const GLubyte *) "glDeleteSync");
psglx->glClientWaitSyncProc = (f_ClientWaitSync)
glXGetProcAddress((const GLubyte *) "glClientWaitSync");
psglx->glWaitSyncProc = (f_WaitSync)
glXGetProcAddress((const GLubyte *) "glWaitSync");
psglx->glImportSyncEXT = (f_ImportSyncEXT)
glXGetProcAddress((const GLubyte *) "glImportSyncEXT");
if (!psglx->glFenceSyncProc || !psglx->glIsSyncProc || !psglx->glDeleteSyncProc
|| !psglx->glClientWaitSyncProc || !psglx->glWaitSyncProc
|| !psglx->glImportSyncEXT) {
printf_errf("(): Failed to acquire GLX sync functions.");
goto glx_init_end;
}
#endif
}
// Acquire FBConfigs
if (need_render && !glx_update_fbconfig(ps))
goto glx_init_end;
// Render preparations
if (need_render) {
glx_on_root_change(ps);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable(GL_BLEND);
if (!ps->o.glx_no_stencil) {
// Initialize stencil buffer
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
glStencilMask(0x1);
glStencilFunc(GL_EQUAL, 0x1, 0x1);
}
// Clear screen
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// glXSwapBuffers(ps->dpy, get_tgt_window(ps));
}
success = true;
glx_init_end:
cxfree(pvis);
if (!success)
glx_destroy(ps);
return success;
}
static void
glx_free_prog_main(session_t *ps, glx_prog_main_t *pprogram) {
if (!pprogram)
return;
if (pprogram->prog) {
glDeleteProgram(pprogram->prog);
pprogram->prog = 0;
}
pprogram->unifm_opacity = -1;
pprogram->unifm_invert_color = -1;
pprogram->unifm_tex = -1;
}
/**
* Destroy GLX related resources.
*/
void
glx_destroy(session_t *ps) {
if (!ps->psglx)
return;
// Free all GLX resources of windows
for (win *w = ps->list; w; w = w->next)
free_win_res_glx(ps, w);
// Free GLSL shaders/programs
for (int i = 0; i < MAX_BLUR_PASS; ++i) {
glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i];
if (ppass->frag_shader)
glDeleteShader(ppass->frag_shader);
if (ppass->prog)
glDeleteProgram(ppass->prog);
}
glx_free_prog_main(ps, &ps->o.glx_prog_win);
glx_check_err(ps);
// Free FBConfigs
for (int i = 0; i <= OPENGL_MAX_DEPTH; ++i) {
free(ps->psglx->fbconfigs[i]);
ps->psglx->fbconfigs[i] = NULL;
}
// Destroy GLX context
if (ps->psglx->context) {
glXDestroyContext(ps->dpy, ps->psglx->context);
ps->psglx->context = NULL;
}
free(ps->psglx);
ps->psglx = NULL;
}
/**
* Reinitialize GLX.
*/
bool
glx_reinit(session_t *ps, bool need_render) {
// Reinitialize VSync as well
vsync_deinit(ps);
glx_destroy(ps);
if (!glx_init(ps, need_render)) {
printf_errf("(): Failed to initialize GLX.");
return false;
}
if (!vsync_init(ps)) {
printf_errf("(): Failed to initialize VSync.");
return false;
}
return true;
}
/**
* Callback to run on root window size change.
*/
void
glx_on_root_change(session_t *ps) {
glViewport(0, 0, ps->root_width, ps->root_height);
// Initialize matrix, copied from dcompmgr
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, ps->root_width, 0, ps->root_height, -1000.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/**
* Initialize GLX blur filter.
*/
bool
glx_init_blur(session_t *ps) {
assert(ps->o.blur_kerns[0]);
// Allocate PBO if more than one blur kernel is present
if (ps->o.blur_kerns[1]) {
// Try to generate a framebuffer
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
if (!fbo) {
printf_errf("(): Failed to generate Framebuffer. Cannot do "
"multi-pass blur with GLX backend.");
return false;
}
glDeleteFramebuffers(1, &fbo);
}
{
char *lc_numeric_old = mstrcpy(setlocale(LC_NUMERIC, NULL));
// Enforce LC_NUMERIC locale "C" here to make sure decimal point is sane
// Thanks to hiciu for reporting.
setlocale(LC_NUMERIC, "C");
static const char *FRAG_SHADER_BLUR_PREFIX =
"#version 110\n"
"%s"
"uniform float offset_x;\n"
"uniform float offset_y;\n"
"uniform float factor_center;\n"
"uniform %s tex_scr;\n"
"\n"
"void main() {\n"
" vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);\n";
static const char *FRAG_SHADER_BLUR_ADD =
" sum += float(%.7g) * %s(tex_scr, vec2(gl_TexCoord[0].x + offset_x * float(%d), gl_TexCoord[0].y + offset_y * float(%d)));\n";
static const char *FRAG_SHADER_BLUR_ADD_GPUSHADER4 =
" sum += float(%.7g) * %sOffset(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y), ivec2(%d, %d));\n";
static const char *FRAG_SHADER_BLUR_SUFFIX =
" sum += %s(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y)) * factor_center;\n"
" gl_FragColor = sum / (factor_center + float(%.7g));\n"
"}\n";
const bool use_texture_rect = !ps->psglx->has_texture_non_power_of_two;
const char *sampler_type = (use_texture_rect ?
"sampler2DRect": "sampler2D");
const char *texture_func = (use_texture_rect ?
"texture2DRect": "texture2D");
const char *shader_add = FRAG_SHADER_BLUR_ADD;
char *extension = mstrcpy("");
if (use_texture_rect)
mstrextend(&extension, "#extension GL_ARB_texture_rectangle : require\n");
if (ps->o.glx_use_gpushader4) {
mstrextend(&extension, "#extension GL_EXT_gpu_shader4 : require\n");
shader_add = FRAG_SHADER_BLUR_ADD_GPUSHADER4;
}
for (int i = 0; i < MAX_BLUR_PASS && ps->o.blur_kerns[i]; ++i) {
xcb_render_fixed_t *kern = ps->o.blur_kerns[i];
if (!kern)
break;
glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i];
// Build shader
{
int wid = XFIXED_TO_DOUBLE(kern[0]), hei = XFIXED_TO_DOUBLE(kern[1]);
int nele = wid * hei - 1;
unsigned int len = strlen(FRAG_SHADER_BLUR_PREFIX) +
strlen(sampler_type) +
strlen(extension) +
(strlen(shader_add) + strlen(texture_func) + 42) * nele +
strlen(FRAG_SHADER_BLUR_SUFFIX) +
strlen(texture_func) + 12 + 1;
char *shader_str = calloc(len, sizeof(char));
if (!shader_str) {
printf_errf("(): Failed to allocate %d bytes for shader string.", len);
return false;
}
{
char *pc = shader_str;
sprintf(pc, FRAG_SHADER_BLUR_PREFIX, extension, sampler_type);
pc += strlen(pc);
assert(strlen(shader_str) < len);
double sum = 0.0;
for (int j = 0; j < hei; ++j) {
for (int k = 0; k < wid; ++k) {
if (hei / 2 == j && wid / 2 == k)
continue;
double val = XFIXED_TO_DOUBLE(kern[2 + j * wid + k]);
if (0.0 == val)
continue;
sum += val;
sprintf(pc, shader_add, val, texture_func, k - wid / 2, j - hei / 2);
pc += strlen(pc);
assert(strlen(shader_str) < len);
}
}
sprintf(pc, FRAG_SHADER_BLUR_SUFFIX, texture_func, sum);
assert(strlen(shader_str) < len);
}
ppass->frag_shader = glx_create_shader(GL_FRAGMENT_SHADER, shader_str);
free(shader_str);
}
if (!ppass->frag_shader) {
printf_errf("(): Failed to create fragment shader %d.", i);
return false;
}
// Build program
ppass->prog = glx_create_program(&ppass->frag_shader, 1);
if (!ppass->prog) {
printf_errf("(): Failed to create GLSL program.");
return false;
}
// Get uniform addresses
#define P_GET_UNIFM_LOC(name, target) { \
ppass->target = glGetUniformLocation(ppass->prog, name); \
if (ppass->target < 0) { \
printf_errf("(): Failed to get location of %d-th uniform '" name "'. Might be troublesome.", i); \
} \
}
P_GET_UNIFM_LOC("factor_center", unifm_factor_center);
if (!ps->o.glx_use_gpushader4) {
P_GET_UNIFM_LOC("offset_x", unifm_offset_x);
P_GET_UNIFM_LOC("offset_y", unifm_offset_y);
}
#undef P_GET_UNIFM_LOC
}
free(extension);
// Restore LC_NUMERIC
setlocale(LC_NUMERIC, lc_numeric_old);
free(lc_numeric_old);
}
glx_check_err(ps);
return true;
}
/**
* Load a GLSL main program from shader strings.
*/
bool
glx_load_prog_main(session_t *ps,
const char *vshader_str, const char *fshader_str,
glx_prog_main_t *pprogram) {
assert(pprogram);
// Build program
pprogram->prog = glx_create_program_from_str(vshader_str, fshader_str);
if (!pprogram->prog) {
printf_errf("(): Failed to create GLSL program.");
return false;
}
// Get uniform addresses
#define P_GET_UNIFM_LOC(name, target) { \
pprogram->target = glGetUniformLocation(pprogram->prog, name); \
if (pprogram->target < 0) { \
printf_errf("(): Failed to get location of uniform '" name "'. Might be troublesome."); \
} \
}
P_GET_UNIFM_LOC("opacity", unifm_opacity);
P_GET_UNIFM_LOC("invert_color", unifm_invert_color);
P_GET_UNIFM_LOC("tex", unifm_tex);
#undef P_GET_UNIFM_LOC
glx_check_err(ps);
return true;
}
/**
* Bind a X pixmap to an OpenGL texture.
*/
bool
glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
unsigned width, unsigned height, unsigned depth) {
if (ps->o.backend != BKEND_GLX)
return true;
if (!pixmap) {
printf_errf("(%#010lx): Binding to an empty pixmap. This can't work.",
pixmap);
return false;
}
glx_texture_t *ptex = *pptex;
bool need_release = true;
// Allocate structure
if (!ptex) {
static const glx_texture_t GLX_TEX_DEF = {
.texture = 0,
.glpixmap = 0,
.pixmap = 0,
.target = 0,
.width = 0,
.height = 0,
.depth = 0,
.y_inverted = false,
};
ptex = malloc(sizeof(glx_texture_t));
allocchk(ptex);
memcpy(ptex, &GLX_TEX_DEF, sizeof(glx_texture_t));
*pptex = ptex;
}
// Release pixmap if parameters are inconsistent
if (ptex->texture && ptex->pixmap != pixmap) {
glx_release_pixmap(ps, ptex);
}
// Create GLX pixmap
if (!ptex->glpixmap) {
need_release = false;
// Retrieve pixmap parameters, if they aren't provided
if (!(width && height && depth)) {
Window rroot = None;
int rx = 0, ry = 0;
unsigned rbdwid = 0;
if (!XGetGeometry(ps->dpy, pixmap, &rroot, &rx, &ry,
&width, &height, &rbdwid, &depth)) {
printf_errf("(%#010lx): Failed to query Pixmap info.", pixmap);
return false;
}
if (depth > OPENGL_MAX_DEPTH) {
printf_errf("(%d): Requested depth higher than %d.", depth,
OPENGL_MAX_DEPTH);
return false;
}
}
const glx_fbconfig_t *pcfg = ps->psglx->fbconfigs[depth];
if (!pcfg) {
printf_errf("(%d): Couldn't find FBConfig with requested depth.", depth);
return false;
}
// Determine texture target, copied from compiz
// The assumption we made here is the target never changes based on any
// pixmap-specific parameters, and this may change in the future
GLenum tex_tgt = 0;
if (GLX_TEXTURE_2D_BIT_EXT & pcfg->texture_tgts
&& ps->psglx->has_texture_non_power_of_two)
tex_tgt = GLX_TEXTURE_2D_EXT;
else if (GLX_TEXTURE_RECTANGLE_BIT_EXT & pcfg->texture_tgts)
tex_tgt = GLX_TEXTURE_RECTANGLE_EXT;
else if (!(GLX_TEXTURE_2D_BIT_EXT & pcfg->texture_tgts))
tex_tgt = GLX_TEXTURE_RECTANGLE_EXT;
else
tex_tgt = GLX_TEXTURE_2D_EXT;
#ifdef DEBUG_GLX
printf_dbgf("(): depth %d, tgt %#x, rgba %d\n", depth, tex_tgt,
(GLX_TEXTURE_FORMAT_RGBA_EXT == pcfg->texture_fmt));
#endif
GLint attrs[] = {
GLX_TEXTURE_FORMAT_EXT,
pcfg->texture_fmt,
GLX_TEXTURE_TARGET_EXT,
tex_tgt,
0,
};
ptex->glpixmap = glXCreatePixmap(ps->dpy, pcfg->cfg, pixmap, attrs);
ptex->pixmap = pixmap;
ptex->target = (GLX_TEXTURE_2D_EXT == tex_tgt ? GL_TEXTURE_2D:
GL_TEXTURE_RECTANGLE);
ptex->width = width;
ptex->height = height;
ptex->depth = depth;
ptex->y_inverted = pcfg->y_inverted;
}
if (!ptex->glpixmap) {
printf_errf("(): Failed to allocate GLX pixmap.");
return false;
}
glEnable(ptex->target);
// Create texture
if (!ptex->texture) {
need_release = false;
GLuint texture = 0;
glGenTextures(1, &texture);
glBindTexture(ptex->target, texture);
glTexParameteri(ptex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(ptex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(ptex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(ptex->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(ptex->target, 0);
ptex->texture = texture;
}
if (!ptex->texture) {
printf_errf("(): Failed to allocate texture.");
return false;
}
glBindTexture(ptex->target, ptex->texture);
// The specification requires rebinding whenever the content changes...
// We can't follow this, too slow.
if (need_release)
ps->psglx->glXReleaseTexImageProc(ps->dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT);
ps->psglx->glXBindTexImageProc(ps->dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT, NULL);
// Cleanup
glBindTexture(ptex->target, 0);
glDisable(ptex->target);
glx_check_err(ps);
return true;
}
/**
* @brief Release binding of a texture.
*/
void
glx_release_pixmap(session_t *ps, glx_texture_t *ptex) {
// Release binding
if (ptex->glpixmap && ptex->texture) {
glBindTexture(ptex->target, ptex->texture);
ps->psglx->glXReleaseTexImageProc(ps->dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT);
glBindTexture(ptex->target, 0);
}
// Free GLX Pixmap
if (ptex->glpixmap) {
glXDestroyPixmap(ps->dpy, ptex->glpixmap);
ptex->glpixmap = 0;
}
glx_check_err(ps);
}
/**
* Preprocess function before start painting.
*/
void
glx_paint_pre(session_t *ps, region_t *preg) {
ps->psglx->z = 0.0;
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Get buffer age
bool trace_damage = (ps->o.glx_swap_method < 0 || ps->o.glx_swap_method > 1);
// Trace raw damage regions
region_t newdamage;
pixman_region32_init(&newdamage);
if (trace_damage)
copy_region(&newdamage, preg);
// We use GLX buffer_age extension to decide which pixels in
// the back buffer is reusable, and limit our redrawing
int buffer_age = 0;
// Query GLX_EXT_buffer_age for buffer age
if (ps->o.glx_swap_method == SWAPM_BUFFER_AGE) {
unsigned val = 0;
glXQueryDrawable(ps->dpy, get_tgt_window(ps),
GLX_BACK_BUFFER_AGE_EXT, &val);
buffer_age = val;
}
// Buffer age too high
if (buffer_age > CGLX_MAX_BUFFER_AGE + 1)
buffer_age = 0;
assert(buffer_age >= 0);
if (buffer_age) {
// Determine paint area
for (int i = 0; i < buffer_age - 1; ++i)
pixman_region32_union(preg, preg, &ps->all_damage_last[i]);
} else
// buffer_age == 0 means buffer age is not available, paint everything
copy_region(preg, &ps->screen_reg);
if (trace_damage) {
// XXX use a circular queue instead of memmove
pixman_region32_fini(&ps->all_damage_last[CGLX_MAX_BUFFER_AGE - 1]);
memmove(ps->all_damage_last + 1, ps->all_damage_last,
(CGLX_MAX_BUFFER_AGE - 1) * sizeof(region_t *));
ps->all_damage_last[0] = newdamage;
}
glx_set_clip(ps, preg);
#ifdef DEBUG_GLX_PAINTREG
glx_render_color(ps, 0, 0, ps->root_width, ps->root_height, 0, *preg, NULL);
#endif
glx_check_err(ps);
}
/**
* Set clipping region on the target window.
*/
void
glx_set_clip(session_t *ps, const region_t *reg) {
// Quit if we aren't using stencils
if (ps->o.glx_no_stencil)
return;
glDisable(GL_STENCIL_TEST);
glDisable(GL_SCISSOR_TEST);
if (!reg)
return;
int nrects;
const rect_t *rects = pixman_region32_rectangles((region_t *)reg, &nrects);
if (nrects == 1) {
glEnable(GL_SCISSOR_TEST);
glScissor(rects[0].x1, ps->root_height-rects[0].y2,
rects[0].x2-rects[0].x1, rects[0].y2-rects[0].y1);
}
glx_check_err(ps);
}
#define P_PAINTREG_START(var) \
region_t reg_new; \
int nrects; \
const rect_t *rects; \
pixman_region32_init_rect(&reg_new, dx, dy, width, height); \
pixman_region32_intersect(&reg_new, &reg_new, (region_t *)reg_tgt); \
rects = pixman_region32_rectangles(&reg_new, &nrects); \
glBegin(GL_QUADS); \
\
for (int ri = 0; ri < nrects; ++ri) { \
rect_t var = rects[ri];
#define P_PAINTREG_END() \
} \
glEnd(); \
\
pixman_region32_fini(&reg_new);
static inline GLuint
glx_gen_texture(session_t *ps, GLenum tex_tgt, int width, int height) {
GLuint tex = 0;
glGenTextures(1, &tex);
if (!tex) return 0;
glEnable(tex_tgt);
glBindTexture(tex_tgt, tex);
glTexParameteri(tex_tgt, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex_tgt, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(tex_tgt, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, NULL);
glBindTexture(tex_tgt, 0);
return tex;
}
static inline void
glx_copy_region_to_tex(session_t *ps, GLenum tex_tgt, int basex, int basey,
int dx, int dy, int width, int height) {
if (width > 0 && height > 0)
glCopyTexSubImage2D(tex_tgt, 0, dx - basex, dy - basey,
dx, ps->root_height - dy - height, width, height);
}
/**
* Blur contents in a particular region.
*
* XXX seems to be way to complex for what it does
*/
bool
glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
GLfloat factor_center,
const region_t *reg_tgt,
glx_blur_cache_t *pbc) {
assert(ps->psglx->blur_passes[0].prog);
const bool more_passes = ps->psglx->blur_passes[1].prog;
const bool have_scissors = glIsEnabled(GL_SCISSOR_TEST);
const bool have_stencil = glIsEnabled(GL_STENCIL_TEST);
bool ret = false;
// Calculate copy region size
glx_blur_cache_t ibc = { .width = 0, .height = 0 };
if (!pbc)
pbc = &ibc;
int mdx = dx, mdy = dy, mwidth = width, mheight = height;
#ifdef DEBUG_GLX
printf_dbgf("(): %d, %d, %d, %d\n", mdx, mdy, mwidth, mheight);
#endif
/*
if (ps->o.resize_damage > 0) {
int inc_x = 0, inc_y = 0;
for (int i = 0; i < MAX_BLUR_PASS; ++i) {
XFixed *kern = ps->o.blur_kerns[i];
if (!kern) break;
inc_x += XFIXED_TO_DOUBLE(kern[0]) / 2;
inc_y += XFIXED_TO_DOUBLE(kern[1]) / 2;
}
inc_x = min_i(ps->o.resize_damage, inc_x);
inc_y = min_i(ps->o.resize_damage, inc_y);
mdx = max_i(dx - inc_x, 0);
mdy = max_i(dy - inc_y, 0);
int mdx2 = min_i(dx + width + inc_x, ps->root_width),
mdy2 = min_i(dy + height + inc_y, ps->root_height);
mwidth = mdx2 - mdx;
mheight = mdy2 - mdy;
}
*/
GLenum tex_tgt = GL_TEXTURE_RECTANGLE;
if (ps->psglx->has_texture_non_power_of_two)
tex_tgt = GL_TEXTURE_2D;
// Free textures if size inconsistency discovered
if (mwidth != pbc->width || mheight != pbc->height)
free_glx_bc_resize(ps, pbc);
// Generate FBO and textures if needed
if (!pbc->textures[0])
pbc->textures[0] = glx_gen_texture(ps, tex_tgt, mwidth, mheight);
GLuint tex_scr = pbc->textures[0];
if (more_passes && !pbc->textures[1])
pbc->textures[1] = glx_gen_texture(ps, tex_tgt, mwidth, mheight);
pbc->width = mwidth;
pbc->height = mheight;
GLuint tex_scr2 = pbc->textures[1];
if (more_passes && !pbc->fbo)
glGenFramebuffers(1, &pbc->fbo);
const GLuint fbo = pbc->fbo;
if (!tex_scr || (more_passes && !tex_scr2)) {
printf_errf("(): Failed to allocate texture.");
goto glx_blur_dst_end;
}
if (more_passes && !fbo) {
printf_errf("(): Failed to allocate framebuffer.");
goto glx_blur_dst_end;
}
// Read destination pixels into a texture
glEnable(tex_tgt);
glBindTexture(tex_tgt, tex_scr);
glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, mdy, mwidth, mheight);
/*
if (tex_scr2) {
glBindTexture(tex_tgt, tex_scr2);
glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, mdy, mwidth, dx - mdx);
glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, dy + height,
mwidth, mdy + mheight - dy - height);
glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, mdx, dy, dx - mdx, height);
glx_copy_region_to_tex(ps, tex_tgt, mdx, mdy, dx + width, dy,
mdx + mwidth - dx - width, height);
} */
// Texture scaling factor
GLfloat texfac_x = 1.0f, texfac_y = 1.0f;
if (GL_TEXTURE_2D == tex_tgt) {
texfac_x /= mwidth;
texfac_y /= mheight;
}
// Paint it back
if (more_passes) {
glDisable(GL_STENCIL_TEST);
glDisable(GL_SCISSOR_TEST);
}
bool last_pass = false;
for (int i = 0; !last_pass; ++i) {
last_pass = !ps->psglx->blur_passes[i + 1].prog;
assert(i < MAX_BLUR_PASS - 1);
const glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i];
assert(ppass->prog);
assert(tex_scr);
glBindTexture(tex_tgt, tex_scr);
if (!last_pass) {
static const GLenum DRAWBUFS[2] = { GL_COLOR_ATTACHMENT0 };
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex_scr2, 0);
glDrawBuffers(1, DRAWBUFS);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER)
!= GL_FRAMEBUFFER_COMPLETE) {
printf_errf("(): Framebuffer attachment failed.");
goto glx_blur_dst_end;
}
}
else {
static const GLenum DRAWBUFS[2] = { GL_BACK };
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDrawBuffers(1, DRAWBUFS);
if (have_scissors)
glEnable(GL_SCISSOR_TEST);
if (have_stencil)
glEnable(GL_STENCIL_TEST);
}
// Color negation for testing...
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
// glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
// glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glUseProgram(ppass->prog);
if (ppass->unifm_offset_x >= 0)
glUniform1f(ppass->unifm_offset_x, texfac_x);
if (ppass->unifm_offset_y >= 0)
glUniform1f(ppass->unifm_offset_y, texfac_y);
if (ppass->unifm_factor_center >= 0)
glUniform1f(ppass->unifm_factor_center, factor_center);
{
P_PAINTREG_START(crect) {
const GLfloat rx = (crect.x1 - mdx) * texfac_x;
const GLfloat ry = (mheight - (crect.y1 - mdy)) * texfac_y;
const GLfloat rxe = rx + (crect.x2 - crect.x1) * texfac_x;
const GLfloat rye = ry - (crect.y2 - crect.y1) * texfac_y;
GLfloat rdx = crect.x1 - mdx;
GLfloat rdy = mheight - crect.y1 + mdy;
if (last_pass) {
rdx = crect.x1;
rdy = ps->root_height - crect.y1;
}
GLfloat rdxe = rdx + (crect.x2 - crect.x1);
GLfloat rdye = rdy - (crect.y2 - crect.y1);
#ifdef DEBUG_GLX
printf_dbgf("(): %f, %f, %f, %f -> %f, %f, %f, %f\n", rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
#endif
glTexCoord2f(rx, ry);
glVertex3f(rdx, rdy, z);
glTexCoord2f(rxe, ry);
glVertex3f(rdxe, rdy, z);
glTexCoord2f(rxe, rye);
glVertex3f(rdxe, rdye, z);
glTexCoord2f(rx, rye);
glVertex3f(rdx, rdye, z);
} P_PAINTREG_END();
}
glUseProgram(0);
// Swap tex_scr and tex_scr2
{
GLuint tmp = tex_scr2;
tex_scr2 = tex_scr;
tex_scr = tmp;
}
}
ret = true;
glx_blur_dst_end:
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(tex_tgt, 0);
glDisable(tex_tgt);
if (have_scissors)
glEnable(GL_SCISSOR_TEST);
if (have_stencil)
glEnable(GL_STENCIL_TEST);
if (&ibc == pbc) {
free_glx_bc(ps, pbc);
}
glx_check_err(ps);
return ret;
}
bool
glx_dim_dst(session_t *ps, int dx, int dy, int width, int height, float z,
GLfloat factor, const region_t *reg_tgt) {
// It's possible to dim in glx_render(), but it would be over-complicated
// considering all those mess in color negation and modulation
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.0f, 0.0f, 0.0f, factor);
{
P_PAINTREG_START(crect) {
// XXX what does all of these variables mean?
GLint rdx = crect.x1;
GLint rdy = ps->root_height - crect.y1;
GLint rdxe = rdx + (crect.x2 - crect.x1);
GLint rdye = rdy - (crect.y2 - crect.y1);
glVertex3i(rdx, rdy, z);
glVertex3i(rdxe, rdy, z);
glVertex3i(rdxe, rdye, z);
glVertex3i(rdx, rdye, z);
}
P_PAINTREG_END();
}
glEnd();
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
glDisable(GL_BLEND);
glx_check_err(ps);
return true;
}
/**
* @brief Render a region with texture data.
*/
bool
glx_render(session_t *ps, const glx_texture_t *ptex,
int x, int y, int dx, int dy, int width, int height, int z,
double opacity, bool argb, bool neg,
const region_t *reg_tgt, const glx_prog_main_t *pprogram
) {
if (!ptex || !ptex->texture) {
printf_errf("(): Missing texture.");
return false;
}
argb = argb || (GLX_TEXTURE_FORMAT_RGBA_EXT ==
ps->psglx->fbconfigs[ptex->depth]->texture_fmt);
const bool has_prog = pprogram && pprogram->prog;
bool dual_texture = false;
// It's required by legacy versions of OpenGL to enable texture target
// before specifying environment. Thanks to madsy for telling me.
glEnable(ptex->target);
// Enable blending if needed
if (opacity < 1.0 || argb) {
glEnable(GL_BLEND);
// Needed for handling opacity of ARGB texture
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// This is all weird, but X Render is using premultiplied ARGB format, and
// we need to use those things to correct it. Thanks to derhass for help.
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(opacity, opacity, opacity, opacity);
}
if (!has_prog)
{
// The default, fixed-function path
// Color negation
if (neg) {
// Simple color negation
if (!glIsEnabled(GL_BLEND)) {
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_COPY_INVERTED);
}
// ARGB texture color negation
else if (argb) {
dual_texture = true;
// Use two texture stages because the calculation is too complicated,
// thanks to madsy for providing code
// Texture stage 0
glActiveTexture(GL_TEXTURE0);
// Negation for premultiplied color: color = A - C
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
// Pass texture alpha through
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
// Texture stage 1
glActiveTexture(GL_TEXTURE1);
glEnable(ptex->target);
glBindTexture(ptex->target, ptex->texture);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
// Modulation with constant factor
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_ALPHA);
// Modulation with constant factor
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
glActiveTexture(GL_TEXTURE0);
}
// RGB blend color negation
else {
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
// Modulation with constant factor
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
// Modulation with constant factor
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
}
}
}
else {
// Programmable path
assert(pprogram->prog);
glUseProgram(pprogram->prog);
if (pprogram->unifm_opacity >= 0)
glUniform1f(pprogram->unifm_opacity, opacity);
if (pprogram->unifm_invert_color >= 0)
glUniform1i(pprogram->unifm_invert_color, neg);
if (pprogram->unifm_tex >= 0)
glUniform1i(pprogram->unifm_tex, 0);
}
#ifdef DEBUG_GLX
printf_dbgf("(): Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n", x, y, width, height, dx, dy, ptex->width, ptex->height, z);
#endif
// Bind texture
glBindTexture(ptex->target, ptex->texture);
if (dual_texture) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(ptex->target, ptex->texture);
glActiveTexture(GL_TEXTURE0);
}
// Painting
{
P_PAINTREG_START(crect) {
// XXX explain these variables
GLfloat rx = (double) (crect.x1 - dx + x);
GLfloat ry = (double) (crect.y1 - dy + y);
GLfloat rxe = rx + (double) (crect.x2 - crect.x1);
GLfloat rye = ry + (double) (crect.y2 - crect.y1);
// Rectangle textures have [0-w] [0-h] while 2D texture has [0-1] [0-1]
// Thanks to amonakov for pointing out!
if (GL_TEXTURE_2D == ptex->target) {
rx = rx / ptex->width;
ry = ry / ptex->height;
rxe = rxe / ptex->width;
rye = rye / ptex->height;
}
GLint rdx = crect.x1;
GLint rdy = ps->root_height - crect.y1;
GLint rdxe = rdx + (crect.x2 - crect.x1);
GLint rdye = rdy - (crect.y2 - crect.y1);
// Invert Y if needed, this may not work as expected, though. I don't
// have such a FBConfig to test with.
if (!ptex->y_inverted) {
ry = 1.0 - ry;
rye = 1.0 - rye;
}
#ifdef DEBUG_GLX
printf_dbgf("(): Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d\n", ri, rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
#endif
#define P_TEXCOORD(cx, cy) { \
if (dual_texture) { \
glMultiTexCoord2f(GL_TEXTURE0, cx, cy); \
glMultiTexCoord2f(GL_TEXTURE1, cx, cy); \
} \
else glTexCoord2f(cx, cy); \
}
P_TEXCOORD(rx, ry);
glVertex3i(rdx, rdy, z);
P_TEXCOORD(rxe, ry);
glVertex3i(rdxe, rdy, z);
P_TEXCOORD(rxe, rye);
glVertex3i(rdxe, rdye, z);
P_TEXCOORD(rx, rye);
glVertex3i(rdx, rdye, z);
} P_PAINTREG_END();
}
// Cleanup
glBindTexture(ptex->target, 0);
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable(GL_BLEND);
glDisable(GL_COLOR_LOGIC_OP);
glDisable(ptex->target);
if (dual_texture) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(ptex->target, 0);
glDisable(ptex->target);
glActiveTexture(GL_TEXTURE0);
}
if (has_prog)
glUseProgram(0);
glx_check_err(ps);
return true;
}
/**
* @brief Get tightly packed RGB888 data from GL front buffer.
*
* Don't expect any sort of decent performance.
*
* @returns tightly packed RGB888 data of the size of the screen,
* to be freed with `free()`
*/
unsigned char *
glx_take_screenshot(session_t *ps, int *out_length) {
int length = 3 * ps->root_width * ps->root_height;
GLint unpack_align_old = 0;
glGetIntegerv(GL_UNPACK_ALIGNMENT, &unpack_align_old);
assert(unpack_align_old > 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
unsigned char *buf = cmalloc(length, unsigned char);
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, ps->root_width, ps->root_height, GL_RGB,
GL_UNSIGNED_BYTE, buf);
glReadBuffer(GL_BACK);
glPixelStorei(GL_UNPACK_ALIGNMENT, unpack_align_old);
if (out_length)
*out_length = sizeof(unsigned char) * length;
return buf;
}
GLuint
glx_create_shader(GLenum shader_type, const char *shader_str) {
#ifdef DEBUG_GLX_GLSL
printf("glx_create_shader(): ===\n%s\n===\n", shader_str);
fflush(stdout);
#endif
bool success = false;
GLuint shader = glCreateShader(shader_type);
if (!shader) {
printf_errf("(): Failed to create shader with type %#x.", shader_type);
goto glx_create_shader_end;
}
glShaderSource(shader, 1, &shader_str, NULL);
glCompileShader(shader);
// Get shader status
{
GLint status = GL_FALSE;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (GL_FALSE == status) {
GLint log_len = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len);
if (log_len) {
char log[log_len + 1];
glGetShaderInfoLog(shader, log_len, NULL, log);
printf_errf("(): Failed to compile shader with type %d: %s",
shader_type, log);
}
goto glx_create_shader_end;
}
}
success = true;
glx_create_shader_end:
if (shader && !success) {
glDeleteShader(shader);
shader = 0;
}
return shader;
}
GLuint
glx_create_program(const GLuint * const shaders, int nshaders) {
bool success = false;
GLuint program = glCreateProgram();
if (!program) {
printf_errf("(): Failed to create program.");
goto glx_create_program_end;
}
for (int i = 0; i < nshaders; ++i)
glAttachShader(program, shaders[i]);
glLinkProgram(program);
// Get program status
{
GLint status = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (GL_FALSE == status) {
GLint log_len = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len);
if (log_len) {
char log[log_len + 1];
glGetProgramInfoLog(program, log_len, NULL, log);
printf_errf("(): Failed to link program: %s", log);
}
goto glx_create_program_end;
}
}
success = true;
glx_create_program_end:
if (program) {
for (int i = 0; i < nshaders; ++i)
glDetachShader(program, shaders[i]);
}
if (program && !success) {
glDeleteProgram(program);
program = 0;
}
return program;
}
/**
* @brief Create a program from vertex and fragment shader strings.
*/
GLuint
glx_create_program_from_str(const char *vert_shader_str,
const char *frag_shader_str) {
GLuint vert_shader = 0;
GLuint frag_shader = 0;
GLuint prog = 0;
if (vert_shader_str)
vert_shader = glx_create_shader(GL_VERTEX_SHADER, vert_shader_str);
if (frag_shader_str)
frag_shader = glx_create_shader(GL_FRAGMENT_SHADER, frag_shader_str);
{
GLuint shaders[2];
unsigned int count = 0;
if (vert_shader)
shaders[count++] = vert_shader;
if (frag_shader)
shaders[count++] = frag_shader;
assert(count <= sizeof(shaders) / sizeof(shaders[0]));
if (count)
prog = glx_create_program(shaders, count);
}
if (vert_shader)
glDeleteShader(vert_shader);
if (frag_shader)
glDeleteShader(frag_shader);
return prog;
}