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authorallusive-dev <[email protected]>2023-09-19 17:47:33 +1000
committerallusive-dev <[email protected]>2023-09-19 17:47:33 +1000
commita93aba600b1c5d019b680b9f4ff3fa85d5d43a60 (patch)
tree77f8152222655657472a70e0bfa413a0495dd555 /src/backend/gl/gl_common.c
parentreset (diff)
downloadcompfy-a93aba600b1c5d019b680b9f4ff3fa85d5d43a60.tar.xz
compfy-a93aba600b1c5d019b680b9f4ff3fa85d5d43a60.zip
Fixed broken files/code and other errors
Diffstat (limited to 'src/backend/gl/gl_common.c')
-rw-r--r--src/backend/gl/gl_common.c1922
1 files changed, 1922 insertions, 0 deletions
diff --git a/src/backend/gl/gl_common.c b/src/backend/gl/gl_common.c
new file mode 100644
index 0000000..8cc5a05
--- /dev/null
+++ b/src/backend/gl/gl_common.c
@@ -0,0 +1,1922 @@
+// SPDX-License-Identifier: MPL-2.0
+// Copyright (c) Yuxuan Shui <[email protected]>
+#include <GL/gl.h>
+#include <GL/glext.h>
+#include <locale.h>
+#include <stdbool.h>
+#include <stdio.h>
+#include <string.h>
+#include <xcb/render.h> // for xcb_render_fixed_t, XXX
+
+#include "backend/backend.h"
+#include "common.h"
+#include "compiler.h"
+#include "config.h"
+#include "kernel.h"
+#include "log.h"
+#include "region.h"
+#include "string_utils.h"
+#include "types.h"
+#include "utils.h"
+
+#include "backend/backend_common.h"
+#include "backend/gl/gl_common.h"
+
+#define GLSL(version, ...) "#version " #version "\n" #__VA_ARGS__
+#define QUOTE(...) #__VA_ARGS__
+
+static const GLuint vert_coord_loc = 0;
+static const GLuint vert_in_texcoord_loc = 1;
+
+struct gl_blur_context {
+ enum blur_method method;
+ gl_blur_shader_t *blur_shader;
+
+ /// Temporary textures used for blurring
+ GLuint *blur_textures;
+ int blur_texture_count;
+ /// Temporary fbos used for blurring
+ GLuint *blur_fbos;
+ int blur_fbo_count;
+
+ /// Cached dimensions of each blur_texture. They are the same size as the target,
+ /// so they are always big enough without resizing.
+ /// Turns out calling glTexImage to resize is expensive, so we avoid that.
+ struct texture_size {
+ int width;
+ int height;
+ } * texture_sizes;
+
+ /// Cached dimensions of the offscreen framebuffer. It's the same size as the
+ /// target but is expanded in either direction by resize_width / resize_height.
+ int fb_width, fb_height;
+
+ /// How much do we need to resize the damaged region for blurring.
+ int resize_width, resize_height;
+
+ int npasses;
+};
+
+static GLint glGetUniformLocationChecked(GLuint p, const char *name) {
+ auto ret = glGetUniformLocation(p, name);
+ if (ret < 0) {
+ log_info("Failed to get location of uniform '%s'. This is normal when "
+ "using custom shaders.",
+ name);
+ }
+ return ret;
+}
+
+GLuint gl_create_shader(GLenum shader_type, const char *shader_str) {
+ log_trace("===\n%s\n===", shader_str);
+
+ bool success = false;
+ GLuint shader = glCreateShader(shader_type);
+ if (!shader) {
+ log_error("Failed to create shader with type %#x.", shader_type);
+ goto 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);
+ log_error("Failed to compile shader with type %d: %s",
+ shader_type, log);
+ }
+ goto end;
+ }
+ }
+
+ success = true;
+
+end:
+ if (shader && !success) {
+ glDeleteShader(shader);
+ shader = 0;
+ }
+
+ return shader;
+}
+
+GLuint gl_create_program(const GLuint *const shaders, int nshaders) {
+ bool success = false;
+ GLuint program = glCreateProgram();
+ if (!program) {
+ log_error("Failed to create program.");
+ goto 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);
+ log_error("Failed to link program: %s", log);
+ }
+ goto end;
+ }
+ }
+ success = true;
+
+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 gl_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 = gl_create_shader(GL_VERTEX_SHADER, vert_shader_str);
+ if (frag_shader_str)
+ frag_shader = gl_create_shader(GL_FRAGMENT_SHADER, frag_shader_str);
+
+ {
+ GLuint shaders[2];
+ int count = 0;
+ if (vert_shader) {
+ shaders[count++] = vert_shader;
+ }
+ if (frag_shader) {
+ shaders[count++] = frag_shader;
+ }
+ if (count) {
+ prog = gl_create_program(shaders, count);
+ }
+ }
+
+ if (vert_shader)
+ glDeleteShader(vert_shader);
+ if (frag_shader)
+ glDeleteShader(frag_shader);
+
+ return prog;
+}
+
+static void gl_free_prog_main(gl_win_shader_t *pprogram) {
+ if (!pprogram)
+ return;
+ if (pprogram->prog) {
+ glDeleteProgram(pprogram->prog);
+ pprogram->prog = 0;
+ }
+}
+
+/*
+ * @brief Implements recursive part of gl_average_texture_color.
+ *
+ * @note In order to reduce number of textures which needs to be
+ * allocated and deleted during this recursive render
+ * we reuse the same two textures for render source and
+ * destination simply by alterating between them.
+ * Unfortunately on first iteration source_texture might
+ * be read-only. In this case we will select auxiliary_texture as
+ * destination_texture in order not to touch that read-only source
+ * texture in following render iteration.
+ * Otherwise we simply will switch source and destination textures
+ * between each other on each render iteration.
+ */
+static GLuint
+_gl_average_texture_color(backend_t *base, GLuint source_texture, GLuint destination_texture,
+ GLuint auxiliary_texture, GLuint fbo, int width, int height) {
+ const int max_width = 1;
+ const int max_height = 1;
+ const int from_width = next_power_of_two(width);
+ const int from_height = next_power_of_two(height);
+ const int to_width = from_width > max_width ? from_width / 2 : from_width;
+ const int to_height = from_height > max_height ? from_height / 2 : from_height;
+
+ // Prepare coordinates
+ GLint coord[] = {
+ // top left
+ 0, 0, // vertex coord
+ 0, 0, // texture coord
+
+ // top right
+ to_width, 0, // vertex coord
+ width, 0, // texture coord
+
+ // bottom right
+ to_width, to_height, // vertex coord
+ width, height, // texture coord
+
+ // bottom left
+ 0, to_height, // vertex coord
+ 0, height, // texture coord
+ };
+ glBufferSubData(GL_ARRAY_BUFFER, 0, (long)sizeof(*coord) * 16, coord);
+
+ // Prepare framebuffer for new render iteration
+ glBindTexture(GL_TEXTURE_2D, destination_texture);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ destination_texture, 0);
+ gl_check_fb_complete(GL_FRAMEBUFFER);
+
+ // Bind source texture as downscaling shader uniform input
+ glBindTexture(GL_TEXTURE_2D, source_texture);
+
+ // Render into framebuffer
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL);
+
+ // Have we downscaled enough?
+ GLuint result;
+ if (to_width > max_width || to_height > max_height) {
+ GLuint new_source_texture = destination_texture;
+ GLuint new_destination_texture =
+ auxiliary_texture != 0 ? auxiliary_texture : source_texture;
+ result = _gl_average_texture_color(base, new_source_texture,
+ new_destination_texture, 0, fbo,
+ to_width, to_height);
+ } else {
+ result = destination_texture;
+ }
+
+ return result;
+}
+
+/*
+ * @brief Builds a 1x1 texture which has color corresponding to the average of all
+ * pixels of img by recursively rendering into texture of quorter the size (half
+ * width and half height).
+ * Returned texture must not be deleted, since it's owned by the gl_image. It will be
+ * deleted when the gl_image is released.
+ */
+static GLuint gl_average_texture_color(backend_t *base, struct backend_image *img) {
+ auto gd = (struct gl_data *)base;
+ auto inner = (struct gl_texture *)img->inner;
+
+ // Prepare textures which will be used for destination and source of rendering
+ // during downscaling.
+ const int texture_count = ARR_SIZE(inner->auxiliary_texture);
+ if (!inner->auxiliary_texture[0]) {
+ assert(!inner->auxiliary_texture[1]);
+ glGenTextures(texture_count, inner->auxiliary_texture);
+ glActiveTexture(GL_TEXTURE0);
+ for (int i = 0; i < texture_count; i++) {
+ glBindTexture(GL_TEXTURE_2D, inner->auxiliary_texture[i]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+ glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR,
+ (GLint[]){0, 0, 0, 0});
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, inner->width,
+ inner->height, 0, GL_BGR, GL_UNSIGNED_BYTE, NULL);
+ }
+ }
+
+ // Prepare framebuffer used for rendering and bind it
+ GLuint fbo;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+
+ // Enable shaders
+ glUseProgram(gd->brightness_shader.prog);
+ glUniform2f(glGetUniformLocationChecked(gd->brightness_shader.prog, "texsize"),
+ (GLfloat)inner->width, (GLfloat)inner->height);
+
+ // Prepare vertex attributes
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+ GLuint bo[2];
+ glGenBuffers(2, bo);
+ glBindBuffer(GL_ARRAY_BUFFER, bo[0]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]);
+ glEnableVertexAttribArray(vert_coord_loc);
+ glEnableVertexAttribArray(vert_in_texcoord_loc);
+ glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE, sizeof(GLint) * 4, NULL);
+ glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_INT, GL_FALSE,
+ sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2));
+
+ // Allocate buffers for render input
+ GLint coord[16] = {0};
+ GLuint indices[] = {0, 1, 2, 2, 3, 0};
+ glBufferData(GL_ARRAY_BUFFER, (long)sizeof(*coord) * 16, coord, GL_DYNAMIC_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(*indices) * 6, indices,
+ GL_STATIC_DRAW);
+
+ // Do actual recursive render to 1x1 texture
+ GLuint result_texture = _gl_average_texture_color(
+ base, inner->texture, inner->auxiliary_texture[0],
+ inner->auxiliary_texture[1], fbo, inner->width, inner->height);
+
+ // Cleanup vertex attributes
+ glDisableVertexAttribArray(vert_coord_loc);
+ glDisableVertexAttribArray(vert_in_texcoord_loc);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glDeleteBuffers(2, bo);
+ glBindVertexArray(0);
+ glDeleteVertexArrays(1, &vao);
+
+ // Cleanup shaders
+ glUseProgram(0);
+
+ // Cleanup framebuffers
+ glDeleteFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glDrawBuffer(GL_BACK);
+
+ // Cleanup render textures
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ gl_check_err();
+
+ return result_texture;
+}
+
+/**
+ * Render a region with texture data.
+ *
+ * @param ptex the texture
+ * @param target the framebuffer to render into
+ * @param dst_x,dst_y the top left corner of region where this texture
+ * should go. In OpenGL coordinate system (important!).
+ * @param reg_tgt the clip region, in Xorg coordinate system
+ * @param reg_visible ignored
+ */
+static void _gl_compose(backend_t *base, struct backend_image *img, GLuint target,
+ GLint *coord, GLuint *indices, int nrects) {
+ auto gd = (struct gl_data *)base;
+ auto inner = (struct gl_texture *)img->inner;
+ if (!img || !inner->texture) {
+ log_error("Missing texture.");
+ return;
+ }
+
+ GLuint brightness = 0;
+ if (img->max_brightness < 1.0) {
+ brightness = gl_average_texture_color(base, img);
+ }
+
+ assert(gd->win_shader.prog);
+ glUseProgram(gd->win_shader.prog);
+ if (gd->win_shader.unifm_opacity >= 0) {
+ glUniform1f(gd->win_shader.unifm_opacity, (float)img->opacity);
+ }
+ if (gd->win_shader.unifm_invert_color >= 0) {
+ glUniform1i(gd->win_shader.unifm_invert_color, img->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)img->dim);
+ }
+ if (gd->win_shader.unifm_brightness >= 0) {
+ glUniform1i(gd->win_shader.unifm_brightness, 1);
+ }
+ if (gd->win_shader.unifm_max_brightness >= 0) {
+ glUniform1f(gd->win_shader.unifm_max_brightness, (float)img->max_brightness);
+ }
+
+ // log_trace("Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n",
+ // x, y, width, height, dx, dy, ptex->width, ptex->height, z);
+
+ // Bind texture
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, brightness);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, inner->texture);
+
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+
+ 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(vert_coord_loc);
+ glEnableVertexAttribArray(vert_in_texcoord_loc);
+ glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE, sizeof(GLint) * 4, NULL);
+ glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_INT, GL_FALSE,
+ sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2));
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target);
+ glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
+
+ glDisableVertexAttribArray(vert_coord_loc);
+ glDisableVertexAttribArray(vert_in_texcoord_loc);
+ glBindVertexArray(0);
+ glDeleteVertexArrays(1, &vao);
+
+ // Cleanup
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glDrawBuffer(GL_BACK);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glDeleteBuffers(2, bo);
+
+ glUseProgram(0);
+
+ gl_check_err();
+
+ return;
+}
+
+/// Convert rectangles in X coordinates to OpenGL vertex and texture coordinates
+/// @param[in] nrects, rects rectangles
+/// @param[in] dst_x, dst_y origin of the OpenGL texture, affect the calculated texture
+/// coordinates
+/// @param[in] texture_height height of the OpenGL texture
+/// @param[in] root_height height of the back buffer
+/// @param[in] y_inverted whether the texture is y inverted
+/// @param[out] coord, indices output
+static void
+x_rect_to_coords(int nrects, const rect_t *rects, int dst_x, int dst_y, int texture_height,
+ int root_height, bool y_inverted, GLint *coord, GLuint *indices) {
+ dst_y = root_height - dst_y;
+ if (y_inverted) {
+ dst_y -= texture_height;
+ }
+
+ for (int i = 0; i < nrects; i++) {
+ // Y-flip. Note after this, crect.y1 > crect.y2
+ rect_t crect = rects[i];
+ crect.y1 = root_height - crect.y1;
+ crect.y2 = root_height - crect.y2;
+
+ // Calculate texture coordinates
+ // (texture_x1, texture_y1), texture coord for the _bottom left_ corner
+ GLint texture_x1 = crect.x1 - dst_x, texture_y1 = crect.y2 - dst_y,
+ texture_x2 = texture_x1 + (crect.x2 - crect.x1),
+ texture_y2 = texture_y1 + (crect.y1 - crect.y2);
+
+ // X pixmaps might be Y inverted, invert the texture coordinates
+ if (y_inverted) {
+ texture_y1 = texture_height - texture_y1;
+ texture_y2 = texture_height - texture_y2;
+ }
+
+ // Vertex coordinates
+ auto vx1 = crect.x1;
+ auto vy1 = crect.y2;
+ auto vx2 = crect.x2;
+ auto vy2 = crect.y1;
+
+ // log_trace("Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d",
+ // ri, rx, ry, rxe, rye, rdx, rdy, rdxe, rdye);
+
+ memcpy(&coord[i * 16],
+ ((GLint[][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(GLint[2]) * 8);
+
+ 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);
+ }
+}
+
+// TODO(yshui) make use of reg_visible
+void gl_compose(backend_t *base, void *image_data,
+ int dst_x1, int dst_y1, int dst_x2, int dst_y2,
+ const region_t *reg_tgt, const region_t *reg_visible attr_unused) {
+ auto gd = (struct gl_data *)base;
+ struct backend_image *img = image_data;
+ auto inner = (struct gl_texture *)img->inner;
+
+ // Painting
+ int nrects;
+ const rect_t *rects;
+ rects = pixman_region32_rectangles((region_t *)reg_tgt, &nrects);
+ if (!nrects) {
+ // Nothing to paint
+ return;
+ }
+
+ // Until we start to use glClipControl, reg_tgt, dst_x and dst_y and
+ // in a different coordinate system than the one OpenGL uses.
+ // OpenGL window coordinate (or NDC) has the origin at the lower left of the
+ // screen, with y axis pointing up; Xorg has the origin at the upper left of the
+ // screen, with y axis pointing down. We have to do some coordinate conversion in
+ // this function
+
+ auto coord = ccalloc(nrects * 16, GLint);
+ auto indices = ccalloc(nrects * 6, GLuint);
+ x_rect_to_coords(nrects, rects, dst_x1, dst_y1, inner->height, gd->height,
+ inner->y_inverted, coord, indices);
+
+ // Interpolate the texture coordinates into the specified range
+ for (unsigned int i = 2; i < 16; i+=4) {
+ coord[i+0] = lerp_range(0, dst_x2 - dst_x1, 0, inner->width, coord[i+0]);
+ coord[i+1] = lerp_range(0, dst_y2 - dst_y1, 0, inner->height, coord[i+1]);
+ }
+
+ _gl_compose(base, img, gd->back_fbo, coord, indices, nrects);
+
+ free(indices);
+ free(coord);
+}
+
+/**
+ * Blur contents in a particular region.
+ */
+bool gl_kernel_blur(backend_t *base, double opacity, void *ctx, const rect_t *extent,
+ const GLuint vao[2], const int vao_nelems[2]) {
+ auto bctx = (struct gl_blur_context *)ctx;
+ auto gd = (struct gl_data *)base;
+
+ int dst_y_fb_coord = bctx->fb_height - extent->y2;
+
+ int curr = 0;
+ for (int i = 0; i < bctx->npasses; ++i) {
+ const gl_blur_shader_t *p = &bctx->blur_shader[i];
+ assert(p->prog);
+
+ assert(bctx->blur_textures[curr]);
+
+ // The origin to use when sampling from the source texture
+ GLint texorig_x = extent->x1, texorig_y = dst_y_fb_coord;
+ GLint tex_width, tex_height;
+ GLuint src_texture;
+
+ if (i == 0) {
+ src_texture = gd->back_texture;
+ tex_width = gd->width;
+ tex_height = gd->height;
+ } else {
+ src_texture = bctx->blur_textures[curr];
+ auto src_size = bctx->texture_sizes[curr];
+ tex_width = src_size.width;
+ tex_height = src_size.height;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, src_texture);
+ glUseProgram(p->prog);
+ glUniform2f(p->unifm_pixel_norm, 1.0f / (GLfloat)tex_width,
+ 1.0f / (GLfloat)tex_height);
+
+ // The number of indices in the selected vertex array
+ GLsizei nelems;
+
+ if (i < bctx->npasses - 1) {
+ assert(bctx->blur_fbos[0]);
+ assert(bctx->blur_textures[!curr]);
+
+ // not last pass, draw into framebuffer, with resized regions
+ glBindVertexArray(vao[1]);
+ nelems = vao_nelems[1];
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bctx->blur_fbos[0]);
+
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, bctx->blur_textures[!curr], 0);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+ if (!gl_check_fb_complete(GL_FRAMEBUFFER)) {
+ return false;
+ }
+
+ glUniform1f(p->unifm_opacity, 1.0);
+ } else {
+ // last pass, draw directly into the back buffer, with origin
+ // regions
+ glBindVertexArray(vao[0]);
+ nelems = vao_nelems[0];
+ glBindFramebuffer(GL_FRAMEBUFFER, gd->back_fbo);
+
+ glUniform1f(p->unifm_opacity, (float)opacity);
+ }
+
+ glUniform2f(p->texorig_loc, (GLfloat)texorig_x, (GLfloat)texorig_y);
+ glDrawElements(GL_TRIANGLES, nelems, GL_UNSIGNED_INT, NULL);
+
+ // XXX use multiple draw calls is probably going to be slow than
+ // just simply blur the whole area.
+
+ curr = !curr;
+ }
+
+ return true;
+}
+
+bool gl_dual_kawase_blur(backend_t *base, double opacity, void *ctx, const rect_t *extent,
+ const GLuint vao[2], const int vao_nelems[2]) {
+ auto bctx = (struct gl_blur_context *)ctx;
+ auto gd = (struct gl_data *)base;
+
+ int dst_y_fb_coord = bctx->fb_height - extent->y2;
+
+ int iterations = bctx->blur_texture_count;
+ int scale_factor = 1;
+
+ // Kawase downsample pass
+ const gl_blur_shader_t *down_pass = &bctx->blur_shader[0];
+ assert(down_pass->prog);
+ glUseProgram(down_pass->prog);
+
+ glUniform2f(down_pass->texorig_loc, (GLfloat)extent->x1, (GLfloat)dst_y_fb_coord);
+
+ for (int i = 0; i < iterations; ++i) {
+ // Scale output width / height by half in each iteration
+ scale_factor <<= 1;
+
+ GLuint src_texture;
+ int tex_width, tex_height;
+
+ if (i == 0) {
+ // first pass: copy from back buffer
+ src_texture = gd->back_texture;
+ tex_width = gd->width;
+ tex_height = gd->height;
+ } else {
+ // copy from previous pass
+ src_texture = bctx->blur_textures[i - 1];
+ auto src_size = bctx->texture_sizes[i - 1];
+ tex_width = src_size.width;
+ tex_height = src_size.height;
+ }
+
+ assert(src_texture);
+ assert(bctx->blur_fbos[i]);
+
+ glBindTexture(GL_TEXTURE_2D, src_texture);
+ glBindVertexArray(vao[1]);
+ auto nelems = vao_nelems[1];
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bctx->blur_fbos[i]);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+
+ glUniform1f(down_pass->scale_loc, (GLfloat)scale_factor);
+
+ glUniform2f(down_pass->unifm_pixel_norm, 1.0f / (GLfloat)tex_width,
+ 1.0f / (GLfloat)tex_height);
+
+ glDrawElements(GL_TRIANGLES, nelems, GL_UNSIGNED_INT, NULL);
+ }
+
+ // Kawase upsample pass
+ const gl_blur_shader_t *up_pass = &bctx->blur_shader[1];
+ assert(up_pass->prog);
+ glUseProgram(up_pass->prog);
+
+ glUniform2f(up_pass->texorig_loc, (GLfloat)extent->x1, (GLfloat)dst_y_fb_coord);
+
+ for (int i = iterations - 1; i >= 0; --i) {
+ // Scale output width / height back by two in each iteration
+ scale_factor >>= 1;
+
+ const GLuint src_texture = bctx->blur_textures[i];
+ assert(src_texture);
+
+ // Calculate normalized half-width/-height of a src pixel
+ auto src_size = bctx->texture_sizes[i];
+ int tex_width = src_size.width;
+ int tex_height = src_size.height;
+
+ // The number of indices in the selected vertex array
+ GLsizei nelems;
+
+ glBindTexture(GL_TEXTURE_2D, src_texture);
+ if (i > 0) {
+ assert(bctx->blur_fbos[i - 1]);
+
+ // not last pass, draw into next framebuffer
+ glBindVertexArray(vao[1]);
+ nelems = vao_nelems[1];
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bctx->blur_fbos[i - 1]);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+
+ glUniform1f(up_pass->unifm_opacity, (GLfloat)1);
+ } else {
+ // last pass, draw directly into the back buffer
+ glBindVertexArray(vao[0]);
+ nelems = vao_nelems[0];
+ glBindFramebuffer(GL_FRAMEBUFFER, gd->back_fbo);
+
+ glUniform1f(up_pass->unifm_opacity, (GLfloat)opacity);
+ }
+
+ glUniform1f(up_pass->scale_loc, (GLfloat)scale_factor);
+ glUniform2f(up_pass->unifm_pixel_norm, 1.0f / (GLfloat)tex_width,
+ 1.0f / (GLfloat)tex_height);
+
+ glDrawElements(GL_TRIANGLES, nelems, GL_UNSIGNED_INT, NULL);
+ }
+
+ return true;
+}
+
+bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blur,
+ const region_t *reg_visible attr_unused) {
+ auto bctx = (struct gl_blur_context *)ctx;
+ auto gd = (struct gl_data *)base;
+
+ bool ret = false;
+
+ if (gd->width != bctx->fb_width || gd->height != bctx->fb_height) {
+ // Resize the temporary textures used for blur in case the root
+ // size changed
+ bctx->fb_width = gd->width;
+ bctx->fb_height = gd->height;
+
+ for (int i = 0; i < bctx->blur_texture_count; ++i) {
+ auto tex_size = bctx->texture_sizes + i;
+ if (bctx->method == BLUR_METHOD_DUAL_KAWASE) {
+ // Use smaller textures for each iteration (quarter of the
+ // previous texture)
+ tex_size->width = 1 + ((bctx->fb_width - 1) >> (i + 1));
+ tex_size->height = 1 + ((bctx->fb_height - 1) >> (i + 1));
+ } else {
+ tex_size->width = bctx->fb_width;
+ tex_size->height = bctx->fb_height;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, bctx->blur_textures[i]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_size->width,
+ tex_size->height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
+
+ if (bctx->method == BLUR_METHOD_DUAL_KAWASE) {
+ // Attach texture to FBO target
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bctx->blur_fbos[i]);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ bctx->blur_textures[i], 0);
+ if (!gl_check_fb_complete(GL_FRAMEBUFFER)) {
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ return false;
+ }
+ }
+ }
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ }
+
+ // Remainder: regions are in Xorg coordinates
+ auto reg_blur_resized =
+ resize_region(reg_blur, bctx->resize_width, bctx->resize_height);
+ const rect_t *extent = pixman_region32_extents((region_t *)reg_blur),
+ *extent_resized = pixman_region32_extents(&reg_blur_resized);
+ int width = extent->x2 - extent->x1, height = extent->y2 - extent->y1;
+ if (width == 0 || height == 0) {
+ return true;
+ }
+
+ int nrects, nrects_resized;
+ const rect_t *rects = pixman_region32_rectangles((region_t *)reg_blur, &nrects),
+ *rects_resized =
+ pixman_region32_rectangles(&reg_blur_resized, &nrects_resized);
+ if (!nrects || !nrects_resized) {
+ return true;
+ }
+
+ auto coord = ccalloc(nrects * 16, GLint);
+ auto indices = ccalloc(nrects * 6, GLuint);
+ x_rect_to_coords(nrects, rects, extent_resized->x1, extent_resized->y2,
+ bctx->fb_height, gd->height, false, coord, indices);
+
+ auto coord_resized = ccalloc(nrects_resized * 16, GLint);
+ auto indices_resized = ccalloc(nrects_resized * 6, GLuint);
+ x_rect_to_coords(nrects_resized, rects_resized, extent_resized->x1,
+ extent_resized->y2, bctx->fb_height, bctx->fb_height, false,
+ coord_resized, indices_resized);
+ pixman_region32_fini(&reg_blur_resized);
+
+ GLuint vao[2];
+ glGenVertexArrays(2, vao);
+ GLuint bo[4];
+ glGenBuffers(4, bo);
+
+ glBindVertexArray(vao[0]);
+ 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(vert_coord_loc);
+ glEnableVertexAttribArray(vert_in_texcoord_loc);
+ glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE, sizeof(GLint) * 4, NULL);
+ glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_INT, GL_FALSE,
+ sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2));
+
+ glBindVertexArray(vao[1]);
+ glBindBuffer(GL_ARRAY_BUFFER, bo[2]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[3]);
+ glBufferData(GL_ARRAY_BUFFER, (long)sizeof(*coord_resized) * nrects_resized * 16,
+ coord_resized, GL_STATIC_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER,
+ (long)sizeof(*indices_resized) * nrects_resized * 6, indices_resized,
+ GL_STATIC_DRAW);
+ glEnableVertexAttribArray(vert_coord_loc);
+ glEnableVertexAttribArray(vert_in_texcoord_loc);
+ glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE, sizeof(GLint) * 4, NULL);
+ glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_INT, GL_FALSE,
+ sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2));
+
+ int vao_nelems[2] = {nrects * 6, nrects_resized * 6};
+
+ if (bctx->method == BLUR_METHOD_DUAL_KAWASE) {
+ ret = gl_dual_kawase_blur(base, opacity, ctx, extent_resized, vao, vao_nelems);
+ } else {
+ ret = gl_kernel_blur(base, opacity, ctx, extent_resized, vao, vao_nelems);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glDeleteBuffers(4, bo);
+ glBindVertexArray(0);
+ glDeleteVertexArrays(2, vao);
+ glUseProgram(0);
+
+ free(indices);
+ free(coord);
+ free(indices_resized);
+ free(coord_resized);
+
+ gl_check_err();
+ return ret;
+}
+
+// clang-format off
+const char *vertex_shader = GLSL(330,
+ uniform mat4 projection;
+ uniform float scale = 1.0;
+ uniform vec2 texorig;
+ layout(location = 0) in vec2 coord;
+ layout(location = 1) in vec2 in_texcoord;
+ out vec2 texcoord;
+ void main() {
+ gl_Position = projection * vec4(coord, 0, scale);
+ texcoord = in_texcoord + texorig;
+ }
+);
+// clang-format on
+
+/**
+ * Load a GLSL main program from shader strings.
+ */
+static int gl_win_shader_from_string(const char *vshader_str, const char *fshader_str,
+ gl_win_shader_t *ret) {
+ // Build program
+ ret->prog = gl_create_program_from_str(vshader_str, fshader_str);
+ if (!ret->prog) {
+ log_error("Failed to create GLSL program.");
+ return -1;
+ }
+
+ // Get uniform addresses
+ ret->unifm_opacity = glGetUniformLocationChecked(ret->prog, "opacity");
+ ret->unifm_invert_color = glGetUniformLocationChecked(ret->prog, "invert_color");
+ ret->unifm_tex = glGetUniformLocationChecked(ret->prog, "tex");
+ ret->unifm_dim = glGetUniformLocationChecked(ret->prog, "dim");
+ ret->unifm_brightness = glGetUniformLocationChecked(ret->prog, "brightness");
+ ret->unifm_max_brightness =
+ glGetUniformLocationChecked(ret->prog, "max_brightness");
+
+ gl_check_err();
+
+ return true;
+}
+
+/**
+ * Callback to run on root window size change.
+ */
+void gl_resize(struct gl_data *gd, int width, int height) {
+ GLint viewport_dimensions[2];
+ glGetIntegerv(GL_MAX_VIEWPORT_DIMS, viewport_dimensions);
+
+ gd->height = height;
+ gd->width = width;
+
+ assert(viewport_dimensions[0] >= gd->width);
+ assert(viewport_dimensions[1] >= gd->height);
+
+ glBindTexture(GL_TEXTURE_2D, gd->back_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_BGR,
+ GL_UNSIGNED_BYTE, NULL);
+
+ gl_check_err();
+}
+
+// clang-format off
+static const char dummy_frag[] = GLSL(330,
+ uniform sampler2D tex;
+ in vec2 texcoord;
+ void main() {
+ gl_FragColor = texelFetch(tex, ivec2(texcoord.xy), 0);
+ }
+);
+
+static const char fill_frag[] = GLSL(330,
+ uniform vec4 color;
+ void main() {
+ gl_FragColor = color;
+ }
+);
+
+static const char fill_vert[] = GLSL(330,
+ layout(location = 0) in vec2 in_coord;
+ uniform mat4 projection;
+ void main() {
+ gl_Position = projection * vec4(in_coord, 0, 1);
+ }
+);
+
+static const char interpolating_frag[] = GLSL(330,
+ uniform sampler2D tex;
+ in vec2 texcoord;
+ void main() {
+ gl_FragColor = vec4(texture2D(tex, vec2(texcoord.xy), 0).rgb, 1);
+ }
+);
+
+static const char interpolating_vert[] = GLSL(330,
+ uniform mat4 projection;
+ uniform vec2 texsize;
+ layout(location = 0) in vec2 in_coord;
+ layout(location = 1) in vec2 in_texcoord;
+ out vec2 texcoord;
+ void main() {
+ gl_Position = projection * vec4(in_coord, 0, 1);
+ texcoord = in_texcoord / texsize;
+ }
+);
+// clang-format on
+
+/// Fill a given region in bound framebuffer.
+/// @param[in] y_inverted whether the y coordinates in `clip` should be inverted
+static void _gl_fill(backend_t *base, struct color c, const region_t *clip, GLuint target,
+ int height, bool y_inverted) {
+ static const GLuint fill_vert_in_coord_loc = 0;
+ int nrects;
+ const rect_t *rect = pixman_region32_rectangles((region_t *)clip, &nrects);
+ auto gd = (struct gl_data *)base;
+
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+
+ GLuint bo[2];
+ glGenBuffers(2, bo);
+ glUseProgram(gd->fill_shader.prog);
+ glUniform4f(gd->fill_shader.color_loc, (GLfloat)c.red, (GLfloat)c.green,
+ (GLfloat)c.blue, (GLfloat)c.alpha);
+ glEnableVertexAttribArray(fill_vert_in_coord_loc);
+ glBindBuffer(GL_ARRAY_BUFFER, bo[0]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]);
+
+ auto coord = ccalloc(nrects * 8, GLint);
+ auto indices = ccalloc(nrects * 6, GLuint);
+ for (int i = 0; i < nrects; i++) {
+ GLint y1 = y_inverted ? height - rect[i].y2 : rect[i].y1,
+ y2 = y_inverted ? height - rect[i].y1 : rect[i].y2;
+ // clang-format off
+ memcpy(&coord[i * 8],
+ ((GLint[][2]){
+ {rect[i].x1, y1}, {rect[i].x2, y1},
+ {rect[i].x2, y2}, {rect[i].x1, y2}}),
+ sizeof(GLint[2]) * 4);
+ // clang-format on
+ indices[i * 6 + 0] = (GLuint)i * 4 + 0;
+ indices[i * 6 + 1] = (GLuint)i * 4 + 1;
+ indices[i * 6 + 2] = (GLuint)i * 4 + 2;
+ indices[i * 6 + 3] = (GLuint)i * 4 + 2;
+ indices[i * 6 + 4] = (GLuint)i * 4 + 3;
+ indices[i * 6 + 5] = (GLuint)i * 4 + 0;
+ }
+ glBufferData(GL_ARRAY_BUFFER, nrects * 8 * (long)sizeof(*coord), coord, GL_STREAM_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, nrects * 6 * (long)sizeof(*indices),
+ indices, GL_STREAM_DRAW);
+
+ glVertexAttribPointer(fill_vert_in_coord_loc, 2, GL_INT, GL_FALSE,
+ sizeof(*coord) * 2, (void *)0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target);
+ glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glDisableVertexAttribArray(fill_vert_in_coord_loc);
+ glBindVertexArray(0);
+ glDeleteVertexArrays(1, &vao);
+
+ glDeleteBuffers(2, bo);
+ free(indices);
+ free(coord);
+
+ gl_check_err();
+}
+
+void gl_fill(backend_t *base, struct color c, const region_t *clip) {
+ auto gd = (struct gl_data *)base;
+ return _gl_fill(base, c, clip, gd->back_fbo, gd->height, true);
+}
+
+static void gl_release_image_inner(backend_t *base, struct gl_texture *inner) {
+ auto gd = (struct gl_data *)base;
+ gd->release_user_data(base, inner);
+ assert(inner->user_data == NULL);
+
+ glDeleteTextures(1, &inner->texture);
+ glDeleteTextures(2, inner->auxiliary_texture);
+ free(inner);
+ gl_check_err();
+}
+
+void gl_release_image(backend_t *base, void *image_data) {
+ struct backend_image *wd = image_data;
+ auto inner = (struct gl_texture *)wd->inner;
+ inner->refcount--;
+ assert(inner->refcount >= 0);
+ if (inner->refcount == 0) {
+ gl_release_image_inner(base, inner);
+ }
+ free(wd);
+}
+
+static inline void gl_free_blur_shader(gl_blur_shader_t *shader) {
+ if (shader->prog) {
+ glDeleteProgram(shader->prog);
+ }
+
+ shader->prog = 0;
+}
+
+void gl_destroy_blur_context(backend_t *base attr_unused, void *ctx) {
+ auto bctx = (struct gl_blur_context *)ctx;
+ // Free GLSL shaders/programs
+ for (int i = 0; i < bctx->npasses; ++i) {
+ gl_free_blur_shader(&bctx->blur_shader[i]);
+ }
+ free(bctx->blur_shader);
+
+ if (bctx->blur_texture_count && bctx->blur_textures) {
+ glDeleteTextures(bctx->blur_texture_count, bctx->blur_textures);
+ free(bctx->blur_textures);
+ }
+ if (bctx->blur_texture_count && bctx->texture_sizes) {
+ free(bctx->texture_sizes);
+ }
+ if (bctx->blur_fbo_count && bctx->blur_fbos) {
+ glDeleteFramebuffers(bctx->blur_fbo_count, bctx->blur_fbos);
+ free(bctx->blur_fbos);
+ }
+
+ bctx->blur_texture_count = 0;
+ bctx->blur_fbo_count = 0;
+
+ free(bctx);
+
+ gl_check_err();
+}
+
+/**
+ * Initialize GL blur filters.
+ */
+bool gl_create_kernel_blur_context(void *blur_context, GLfloat *projection,
+ enum blur_method method, void *args) {
+ bool success = false;
+ auto ctx = (struct gl_blur_context *)blur_context;
+
+ struct conv **kernels;
+
+ int nkernels;
+ ctx->method = BLUR_METHOD_KERNEL;
+ if (method == BLUR_METHOD_KERNEL) {
+ nkernels = ((struct kernel_blur_args *)args)->kernel_count;
+ kernels = ((struct kernel_blur_args *)args)->kernels;
+ } else {
+ kernels = generate_blur_kernel(method, args, &nkernels);
+ }
+
+ if (!nkernels) {
+ ctx->method = BLUR_METHOD_NONE;
+ return true;
+ }
+
+ // Specify required textures and FBOs
+ ctx->blur_texture_count = 2;
+ ctx->blur_fbo_count = 1;
+
+ ctx->blur_shader = ccalloc(max2(2, nkernels), gl_blur_shader_t);
+
+ char *lc_numeric_old = strdup(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");
+
+ // clang-format off
+ static const char *FRAG_SHADER_BLUR = GLSL(330,
+ %s\n // other extension pragmas
+ uniform sampler2D tex_src;
+ uniform vec2 pixel_norm;
+ uniform float opacity;
+ in vec2 texcoord;
+ out vec4 out_color;
+ void main() {
+ vec2 uv = texcoord * pixel_norm;
+ vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ %s //body of the convolution
+ out_color = sum / float(%.7g) * opacity;
+ }
+ );
+ static const char *FRAG_SHADER_BLUR_ADD = QUOTE(
+ sum += float(%.7g) * texture2D(tex_src, uv + pixel_norm * vec2(%.7g, %.7g));
+ );
+ // clang-format on
+
+ const char *shader_add = FRAG_SHADER_BLUR_ADD;
+ char *extension = strdup("");
+
+ for (int i = 0; i < nkernels; i++) {
+ auto kern = kernels[i];
+ // Build shader
+ int width = kern->w, height = kern->h;
+ int nele = width * height;
+ // '%.7g' is at most 14 characters, inserted 3 times
+ size_t body_len = (strlen(shader_add) + 42) * (uint)nele;
+ char *shader_body = ccalloc(body_len, char);
+ char *pc = shader_body;
+
+ // Make use of the linear interpolation hardware by sampling 2 pixels with
+ // one texture access by sampling between both pixels based on their
+ // relative weight. Easiest done in a single dimension as 2D bilinear
+ // filtering would raise additional constraints on the kernels. Therefore
+ // only use interpolation along the larger dimension.
+ double sum = 0.0;
+ if (width > height) {
+ // use interpolation in x dimension (width)
+ for (int j = 0; j < height; ++j) {
+ for (int k = 0; k < width; k += 2) {
+ double val1, val2;
+ val1 = kern->data[j * width + k];
+ val2 = (k + 1 < width)
+ ? kern->data[j * width + k + 1]
+ : 0;
+
+ double combined_weight = val1 + val2;
+ if (combined_weight == 0) {
+ continue;
+ }
+ sum += combined_weight;
+
+ double offset_x =
+ k + (val2 / combined_weight) - (width / 2);
+ double offset_y = j - (height / 2);
+ pc += snprintf(
+ pc, body_len - (ulong)(pc - shader_body),
+ shader_add, combined_weight, offset_x, offset_y);
+ assert(pc < shader_body + body_len);
+ }
+ }
+ } else {
+ // use interpolation in y dimension (height)
+ for (int j = 0; j < height; j += 2) {
+ for (int k = 0; k < width; ++k) {
+ double val1, val2;
+ val1 = kern->data[j * width + k];
+ val2 = (j + 1 < height)
+ ? kern->data[(j + 1) * width + k]
+ : 0;
+
+ double combined_weight = val1 + val2;
+ if (combined_weight == 0) {
+ continue;
+ }
+ sum += combined_weight;
+
+ double offset_x = k - (width / 2);
+ double offset_y =
+ j + (val2 / combined_weight) - (height / 2);
+ pc += snprintf(
+ pc, body_len - (ulong)(pc - shader_body),
+ shader_add, combined_weight, offset_x, offset_y);
+ assert(pc < shader_body + body_len);
+ }
+ }
+ }
+
+ auto pass = ctx->blur_shader + i;
+ size_t shader_len = strlen(FRAG_SHADER_BLUR) + strlen(extension) +
+ strlen(shader_body) + 10 /* sum */ +
+ 1 /* null terminator */;
+ char *shader_str = ccalloc(shader_len, char);
+ auto real_shader_len = snprintf(shader_str, shader_len, FRAG_SHADER_BLUR,
+ extension, shader_body, sum);
+ CHECK(real_shader_len >= 0);
+ CHECK((size_t)real_shader_len < shader_len);
+ free(shader_body);
+
+ // Build program
+ pass->prog = gl_create_program_from_str(vertex_shader, shader_str);
+ free(shader_str);
+ if (!pass->prog) {
+ log_error("Failed to create GLSL program.");
+ success = false;
+ goto out;
+ }
+ glBindFragDataLocation(pass->prog, 0, "out_color");
+
+ // Get uniform addresses
+ pass->unifm_pixel_norm =
+ glGetUniformLocationChecked(pass->prog, "pixel_norm");
+ pass->unifm_opacity = glGetUniformLocationChecked(pass->prog, "opacity");
+ pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig");
+
+ // Setup projection matrix
+ glUseProgram(pass->prog);
+ int pml = glGetUniformLocationChecked(pass->prog, "projection");
+ glUniformMatrix4fv(pml, 1, false, projection);
+ glUseProgram(0);
+
+ ctx->resize_width += kern->w / 2;
+ ctx->resize_height += kern->h / 2;
+ }
+
+ if (nkernels == 1) {
+ // Generate an extra null pass so we don't need special code path for
+ // the single pass case
+ auto pass = &ctx->blur_shader[1];
+ pass->prog = gl_create_program_from_str(vertex_shader, dummy_frag);
+ pass->unifm_pixel_norm = -1;
+ pass->unifm_opacity = -1;
+ pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig");
+
+ // Setup projection matrix
+ glUseProgram(pass->prog);
+ int pml = glGetUniformLocationChecked(pass->prog, "projection");
+ glUniformMatrix4fv(pml, 1, false, projection);
+ glUseProgram(0);
+
+ ctx->npasses = 2;
+ } else {
+ ctx->npasses = nkernels;
+ }
+
+ success = true;
+out:
+ if (method != BLUR_METHOD_KERNEL) {
+ // We generated the blur kernels, so we need to free them
+ for (int i = 0; i < nkernels; i++) {
+ free(kernels[i]);
+ }
+ free(kernels);
+ }
+
+ free(extension);
+ // Restore LC_NUMERIC
+ setlocale(LC_NUMERIC, lc_numeric_old);
+ free(lc_numeric_old);
+
+ return success;
+}
+
+bool gl_create_dual_kawase_blur_context(void *blur_context, GLfloat *projection,
+ enum blur_method method, void *args) {
+ bool success = false;
+ auto ctx = (struct gl_blur_context *)blur_context;
+
+ ctx->method = method;
+
+ auto blur_params = generate_dual_kawase_params(args);
+
+ // Specify required textures and FBOs
+ ctx->blur_texture_count = blur_params->iterations;
+ ctx->blur_fbo_count = blur_params->iterations;
+
+ ctx->resize_width += blur_params->expand;
+ ctx->resize_height += blur_params->expand;
+
+ ctx->npasses = 2;
+ ctx->blur_shader = ccalloc(ctx->npasses, gl_blur_shader_t);
+
+ char *lc_numeric_old = strdup(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");
+
+ // Dual-kawase downsample shader / program
+ auto down_pass = ctx->blur_shader;
+ {
+ // clang-format off
+ static const char *FRAG_SHADER_DOWN = GLSL(330,
+ uniform sampler2D tex_src;
+ uniform float scale = 1.0;
+ uniform vec2 pixel_norm;
+ in vec2 texcoord;
+ out vec4 out_color;
+ void main() {
+ vec2 offset = %.7g * pixel_norm;
+ vec2 uv = texcoord * pixel_norm * (2.0 / scale);
+ vec4 sum = texture2D(tex_src, uv) * 4.0;
+ sum += texture2D(tex_src, uv - vec2(0.5, 0.5) * offset);
+ sum += texture2D(tex_src, uv + vec2(0.5, 0.5) * offset);
+ sum += texture2D(tex_src, uv + vec2(0.5, -0.5) * offset);
+ sum += texture2D(tex_src, uv - vec2(0.5, -0.5) * offset);
+ out_color = sum / 8.0;
+ }
+ );
+ // clang-format on
+
+ // Build shader
+ size_t shader_len =
+ strlen(FRAG_SHADER_DOWN) + 10 /* offset */ + 1 /* null terminator */;
+ char *shader_str = ccalloc(shader_len, char);
+ auto real_shader_len =
+ snprintf(shader_str, shader_len, FRAG_SHADER_DOWN, blur_params->offset);
+ CHECK(real_shader_len >= 0);
+ CHECK((size_t)real_shader_len < shader_len);
+
+ // Build program
+ down_pass->prog = gl_create_program_from_str(vertex_shader, shader_str);
+ free(shader_str);
+ if (!down_pass->prog) {
+ log_error("Failed to create GLSL program.");
+ success = false;
+ goto out;
+ }
+ glBindFragDataLocation(down_pass->prog, 0, "out_color");
+
+ // Get uniform addresses
+ down_pass->unifm_pixel_norm =
+ glGetUniformLocationChecked(down_pass->prog, "pixel_norm");
+ down_pass->texorig_loc =
+ glGetUniformLocationChecked(down_pass->prog, "texorig");
+ down_pass->scale_loc =
+ glGetUniformLocationChecked(down_pass->prog, "scale");
+
+ // Setup projection matrix
+ glUseProgram(down_pass->prog);
+ int pml = glGetUniformLocationChecked(down_pass->prog, "projection");
+ glUniformMatrix4fv(pml, 1, false, projection);
+ glUseProgram(0);
+ }
+
+ // Dual-kawase upsample shader / program
+ auto up_pass = ctx->blur_shader + 1;
+ {
+ // clang-format off
+ static const char *FRAG_SHADER_UP = GLSL(330,
+ uniform sampler2D tex_src;
+ uniform float scale = 1.0;
+ uniform vec2 pixel_norm;
+ uniform float opacity;
+ in vec2 texcoord;
+ out vec4 out_color;
+ void main() {
+ vec2 offset = %.7g * pixel_norm;
+ vec2 uv = texcoord * pixel_norm / (2 * scale);
+ vec4 sum = texture2D(tex_src, uv + vec2(-1.0, 0.0) * offset);
+ sum += texture2D(tex_src, uv + vec2(-0.5, 0.5) * offset) * 2.0;
+ sum += texture2D(tex_src, uv + vec2(0.0, 1.0) * offset);
+ sum += texture2D(tex_src, uv + vec2(0.5, 0.5) * offset) * 2.0;
+ sum += texture2D(tex_src, uv + vec2(1.0, 0.0) * offset);
+ sum += texture2D(tex_src, uv + vec2(0.5, -0.5) * offset) * 2.0;
+ sum += texture2D(tex_src, uv + vec2(0.0, -1.0) * offset);
+ sum += texture2D(tex_src, uv + vec2(-0.5, -0.5) * offset) * 2.0;
+ out_color = sum / 12.0 * opacity;
+ }
+ );
+ // clang-format on
+
+ // Build shader
+ size_t shader_len =
+ strlen(FRAG_SHADER_UP) + 10 /* offset */ + 1 /* null terminator */;
+ char *shader_str = ccalloc(shader_len, char);
+ auto real_shader_len =
+ snprintf(shader_str, shader_len, FRAG_SHADER_UP, blur_params->offset);
+ CHECK(real_shader_len >= 0);
+ CHECK((size_t)real_shader_len < shader_len);
+
+ // Build program
+ up_pass->prog = gl_create_program_from_str(vertex_shader, shader_str);
+ free(shader_str);
+ if (!up_pass->prog) {
+ log_error("Failed to create GLSL program.");
+ success = false;
+ goto out;
+ }
+ glBindFragDataLocation(up_pass->prog, 0, "out_color");
+
+ // Get uniform addresses
+ up_pass->unifm_pixel_norm =
+ glGetUniformLocationChecked(up_pass->prog, "pixel_norm");
+ up_pass->unifm_opacity =
+ glGetUniformLocationChecked(up_pass->prog, "opacity");
+ up_pass->texorig_loc =
+ glGetUniformLocationChecked(up_pass->prog, "texorig");
+ up_pass->scale_loc = glGetUniformLocationChecked(up_pass->prog, "scale");
+
+ // Setup projection matrix
+ glUseProgram(up_pass->prog);
+ int pml = glGetUniformLocationChecked(up_pass->prog, "projection");
+ glUniformMatrix4fv(pml, 1, false, projection);
+ glUseProgram(0);
+ }
+
+ success = true;
+out:
+ free(blur_params);
+
+ if (!success) {
+ ctx = NULL;
+ }
+
+ // Restore LC_NUMERIC
+ setlocale(LC_NUMERIC, lc_numeric_old);
+ free(lc_numeric_old);
+
+ return success;
+}
+
+void *gl_create_blur_context(backend_t *base, enum blur_method method, void *args) {
+ bool success;
+ auto gd = (struct gl_data *)base;
+
+ auto ctx = ccalloc(1, struct gl_blur_context);
+
+ if (!method || method >= BLUR_METHOD_INVALID) {
+ ctx->method = BLUR_METHOD_NONE;
+ return ctx;
+ }
+
+ // Set projection matrix to gl viewport dimensions so we can use screen
+ // coordinates for all vertices
+ // Note: OpenGL matrices are column major
+ GLint viewport_dimensions[2];
+ glGetIntegerv(GL_MAX_VIEWPORT_DIMS, viewport_dimensions);
+ GLfloat projection_matrix[4][4] = {{2.0f / (GLfloat)viewport_dimensions[0], 0, 0, 0},
+ {0, 2.0f / (GLfloat)viewport_dimensions[1], 0, 0},
+ {0, 0, 0, 0},
+ {-1, -1, 0, 1}};
+
+ if (method == BLUR_METHOD_DUAL_KAWASE) {
+ success = gl_create_dual_kawase_blur_context(ctx, projection_matrix[0],
+ method, args);
+ } else {
+ success =
+ gl_create_kernel_blur_context(ctx, projection_matrix[0], method, args);
+ }
+ if (!success || ctx->method == BLUR_METHOD_NONE) {
+ goto out;
+ }
+
+ // Texture size will be defined by gl_blur
+ ctx->blur_textures = ccalloc(ctx->blur_texture_count, GLuint);
+ ctx->texture_sizes = ccalloc(ctx->blur_texture_count, struct texture_size);
+ glGenTextures(ctx->blur_texture_count, ctx->blur_textures);
+
+ for (int i = 0; i < ctx->blur_texture_count; ++i) {
+ glBindTexture(GL_TEXTURE_2D, ctx->blur_textures[i]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ }
+
+ // Generate FBO and textures when needed
+ ctx->blur_fbos = ccalloc(ctx->blur_fbo_count, GLuint);
+ glGenFramebuffers(ctx->blur_fbo_count, ctx->blur_fbos);
+
+ for (int i = 0; i < ctx->blur_fbo_count; ++i) {
+ if (!ctx->blur_fbos[i]) {
+ log_error("Failed to generate framebuffer objects for blur");
+ success = false;
+ goto out;
+ }
+ }
+
+out:
+ if (!success) {
+ gl_destroy_blur_context(&gd->base, ctx);
+ ctx = NULL;
+ }
+
+ gl_check_err();
+ return ctx;
+}
+
+void gl_get_blur_size(void *blur_context, int *width, int *height) {
+ auto ctx = (struct gl_blur_context *)blur_context;
+ *width = ctx->resize_width;
+ *height = ctx->resize_height;
+}
+
+// clang-format off
+const char *win_shader_glsl = GLSL(330,
+ uniform float opacity;
+ uniform float dim;
+ uniform bool invert_color;
+ in vec2 texcoord;
+ uniform sampler2D tex;
+ uniform sampler2D brightness;
+ uniform float max_brightness;
+
+ void main() {
+ vec4 c = texelFetch(tex, ivec2(texcoord), 0);
+ if (invert_color) {
+ c = vec4(c.aaa - c.rgb, c.a);
+ }
+ c = vec4(c.rgb * (1.0 - dim), c.a) * opacity;
+
+ vec3 rgb_brightness = texelFetch(brightness, ivec2(0, 0), 0).rgb;
+ // Ref: https://en.wikipedia.org/wiki/Relative_luminance
+ float brightness = rgb_brightness.r * 0.21 +
+ rgb_brightness.g * 0.72 +
+ rgb_brightness.b * 0.07;
+ if (brightness > max_brightness)
+ c.rgb = c.rgb * (max_brightness / brightness);
+
+ gl_FragColor = c;
+ }
+);
+
+const char *present_vertex_shader = GLSL(330,
+ uniform mat4 projection;
+ layout(location = 0) in vec2 coord;
+ out vec2 texcoord;
+ void main() {
+ gl_Position = projection * vec4(coord, 0, 1);
+ texcoord = coord;
+ }
+);
+// clang-format on
+
+bool gl_init(struct gl_data *gd, session_t *ps) {
+ // Initialize GLX data structure
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+
+ glEnable(GL_BLEND);
+ // X pixmap is in premultiplied alpha, so we might just as well use it too.
+ // Thanks to derhass for help.
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+
+ // Initialize stencil buffer
+ glDisable(GL_STENCIL_TEST);
+ glStencilMask(0x1);
+ glStencilFunc(GL_EQUAL, 0x1, 0x1);
+
+ // Set gl viewport to the maximum supported size so we won't have to worry about
+ // it later on when the screen is resized. The corresponding projection matrix can
+ // be set now and won't have to be updated. Since fragments outside the target
+ // buffer are skipped anyways, this should have no impact on performance.
+ GLint viewport_dimensions[2];
+ glGetIntegerv(GL_MAX_VIEWPORT_DIMS, viewport_dimensions);
+ glViewport(0, 0, viewport_dimensions[0], viewport_dimensions[1]);
+
+ // Clear screen
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+
+ glGenFramebuffers(1, &gd->back_fbo);
+ glGenTextures(1, &gd->back_texture);
+ if (!gd->back_fbo || !gd->back_texture) {
+ log_error("Failed to generate a framebuffer object");
+ return false;
+ }
+
+ glBindTexture(GL_TEXTURE_2D, gd->back_texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ // Set projection matrix to gl viewport dimensions so we can use screen
+ // coordinates for all vertices
+ // Note: OpenGL matrices are column major
+ GLfloat projection_matrix[4][4] = {{2.0f / (GLfloat)viewport_dimensions[0], 0, 0, 0},
+ {0, 2.0f / (GLfloat)viewport_dimensions[1], 0, 0},
+ {0, 0, 0, 0},
+ {-1, -1, 0, 1}};
+
+ // Initialize shaders
+ gl_win_shader_from_string(vertex_shader, win_shader_glsl, &gd->win_shader);
+ int pml = glGetUniformLocationChecked(gd->win_shader.prog, "projection");
+ glUseProgram(gd->win_shader.prog);
+ glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
+ glUseProgram(0);
+
+ gd->fill_shader.prog = gl_create_program_from_str(fill_vert, fill_frag);
+ gd->fill_shader.color_loc = glGetUniformLocation(gd->fill_shader.prog, "color");
+ pml = glGetUniformLocationChecked(gd->fill_shader.prog, "projection");
+ glUseProgram(gd->fill_shader.prog);
+ glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
+ glUseProgram(0);
+
+ gd->present_prog = gl_create_program_from_str(present_vertex_shader, dummy_frag);
+ if (!gd->present_prog) {
+ log_error("Failed to create the present shader");
+ return false;
+ }
+ pml = glGetUniformLocationChecked(gd->present_prog, "projection");
+ glUseProgram(gd->present_prog);
+ glUniform1i(glGetUniformLocationChecked(gd->present_prog, "tex"), 0);
+ glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
+ glUseProgram(0);
+
+ gd->brightness_shader.prog =
+ gl_create_program_from_str(interpolating_vert, interpolating_frag);
+ if (!gd->brightness_shader.prog) {
+ log_error("Failed to create the brightness shader");
+ return false;
+ }
+ pml = glGetUniformLocationChecked(gd->brightness_shader.prog, "projection");
+ glUseProgram(gd->brightness_shader.prog);
+ glUniform1i(glGetUniformLocationChecked(gd->brightness_shader.prog, "tex"), 0);
+ glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
+ glUseProgram(0);
+
+ // Set up the size of the back texture
+ gl_resize(gd, ps->root_width, ps->root_height);
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gd->back_fbo);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ gd->back_texture, 0);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+ if (!gl_check_fb_complete(GL_FRAMEBUFFER)) {
+ return false;
+ }
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+
+ gd->logger = gl_string_marker_logger_new();
+ if (gd->logger) {
+ log_add_target_tls(gd->logger);
+ }
+
+ const char *vendor = (const char *)glGetString(GL_VENDOR);
+ log_debug("GL_VENDOR = %s", vendor);
+ if (strcmp(vendor, "NVIDIA Corporation") == 0) {
+ log_info("GL vendor is NVIDIA, don't use glFinish");
+ gd->is_nvidia = true;
+ } else {
+ gd->is_nvidia = false;
+ }
+
+ return true;
+}
+
+void gl_deinit(struct gl_data *gd) {
+ gl_free_prog_main(&gd->win_shader);
+
+ if (gd->logger) {
+ log_remove_target_tls(gd->logger);
+ gd->logger = NULL;
+ }
+
+ gl_check_err();
+}
+
+GLuint gl_new_texture(GLenum target) {
+ GLuint texture;
+ glGenTextures(1, &texture);
+ if (!texture) {
+ log_error("Failed to generate texture");
+ return 0;
+ }
+
+ glBindTexture(target, texture);
+ glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glBindTexture(target, 0);
+
+ return texture;
+}
+
+/// Actually duplicate a texture into a new one, if this texture is shared
+static inline void gl_image_decouple(backend_t *base, struct backend_image *img) {
+ if (img->inner->refcount == 1) {
+ return;
+ }
+ auto gd = (struct gl_data *)base;
+ auto inner = (struct gl_texture *)img->inner;
+ auto new_tex = ccalloc(1, struct gl_texture);
+
+ new_tex->texture = gl_new_texture(GL_TEXTURE_2D);
+ new_tex->y_inverted = true;
+ new_tex->height = inner->height;
+ new_tex->width = inner->width;
+ new_tex->refcount = 1;
+ new_tex->user_data = gd->decouple_texture_user_data(base, inner->user_data);
+
+ glBindTexture(GL_TEXTURE_2D, new_tex->texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, new_tex->width, new_tex->height, 0,
+ GL_BGRA, GL_UNSIGNED_BYTE, NULL);
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ assert(gd->present_prog);
+ glUseProgram(gd->present_prog);
+ glBindTexture(GL_TEXTURE_2D, inner->texture);
+
+ GLuint fbo;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ new_tex->texture, 0);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+ gl_check_fb_complete(GL_DRAW_FRAMEBUFFER);
+
+ glClearColor(0, 0, 0, 0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ // clang-format off
+ GLint coord[] = {
+ // top left
+ 0, 0, // vertex coord
+ 0, 0, // texture coord
+
+ // top right
+ new_tex->width, 0, // vertex coord
+ new_tex->width, 0, // texture coord
+
+ // bottom right
+ new_tex->width, new_tex->height,
+ new_tex->width, new_tex->height,
+
+ // bottom left
+ 0, new_tex->height,
+ 0, new_tex->height,
+ };
+ // clang-format on
+ GLuint indices[] = {0, 1, 2, 2, 3, 0};
+
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+
+ 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) * 16, coord, GL_STATIC_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(*indices) * 6, indices,
+ GL_STATIC_DRAW);
+
+ glEnableVertexAttribArray(vert_coord_loc);
+ glEnableVertexAttribArray(vert_in_texcoord_loc);
+ glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE, sizeof(GLint) * 4, NULL);
+ glVertexAttribPointer(vert_in_texcoord_loc, 2, GL_INT, GL_FALSE,
+ sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2));
+
+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, NULL);
+
+ glDisableVertexAttribArray(vert_coord_loc);
+ glDisableVertexAttribArray(vert_in_texcoord_loc);
+ glBindVertexArray(0);
+ glDeleteVertexArrays(1, &vao);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glDeleteBuffers(2, bo);
+
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &fbo);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glUseProgram(0);
+
+ gl_check_err();
+
+ img->inner = (struct backend_image_inner_base *)new_tex;
+ inner->refcount--;
+}
+
+static void gl_image_apply_alpha(backend_t *base, struct backend_image *img,
+ const region_t *reg_op, double alpha) {
+ // Result color = 0 (GL_ZERO) + alpha (GL_CONSTANT_ALPHA) * original color
+ auto inner = (struct gl_texture *)img->inner;
+ glBlendFunc(GL_ZERO, GL_CONSTANT_ALPHA);
+ glBlendColor(0, 0, 0, (GLclampf)alpha);
+ GLuint fbo;
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ inner->texture, 0);
+ glDrawBuffer(GL_COLOR_ATTACHMENT0);
+ _gl_fill(base, (struct color){0, 0, 0, 0}, reg_op, fbo, 0, false);
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glDeleteFramebuffers(1, &fbo);
+}
+
+void gl_present(backend_t *base, const region_t *region) {
+ auto gd = (struct gl_data *)base;
+
+ int nrects;
+ const rect_t *rect = pixman_region32_rectangles((region_t *)region, &nrects);
+ auto coord = ccalloc(nrects * 8, GLint);
+ auto indices = ccalloc(nrects * 6, GLuint);
+ for (int i = 0; i < nrects; i++) {
+ // clang-format off
+ memcpy(&coord[i * 8],
+ ((GLint[]){rect[i].x1, gd->height - rect[i].y2,
+ rect[i].x2, gd->height - rect[i].y2,
+ rect[i].x2, gd->height - rect[i].y1,
+ rect[i].x1, gd->height - rect[i].y1}),
+ sizeof(GLint) * 8);
+ // clang-format on
+
+ 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);
+ }
+
+ glUseProgram(gd->present_prog);
+ glBindTexture(GL_TEXTURE_2D, gd->back_texture);
+
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+
+ GLuint bo[2];
+ glGenBuffers(2, bo);
+ glEnableVertexAttribArray(vert_coord_loc);
+ glBindBuffer(GL_ARRAY_BUFFER, bo[0]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]);
+ glBufferData(GL_ARRAY_BUFFER, (long)sizeof(GLint) * nrects * 8, coord, GL_STREAM_DRAW);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(GLuint) * nrects * 6, indices,
+ GL_STREAM_DRAW);
+
+ glVertexAttribPointer(vert_coord_loc, 2, GL_INT, GL_FALSE, sizeof(GLint) * 2, NULL);
+ glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
+ glDeleteBuffers(2, bo);
+ glDeleteVertexArrays(1, &vao);
+
+ free(coord);
+ free(indices);
+}
+
+bool gl_image_op(backend_t *base, enum image_operations op, void *image_data,
+ const region_t *reg_op, const region_t *reg_visible attr_unused, void *arg) {
+ struct backend_image *tex = image_data;
+ switch (op) {
+ case IMAGE_OP_APPLY_ALPHA:
+ gl_image_decouple(base, tex);
+ assert(tex->inner->refcount == 1);
+ gl_image_apply_alpha(base, tex, reg_op, *(double *)arg);
+ break;
+ }
+
+ return true;
+}
+
+bool gl_read_pixel(backend_t *base attr_unused, void *image_data, int x, int y,
+ struct color *output) {
+ struct backend_image *tex = image_data;
+ auto inner = (struct gl_texture *)tex->inner;
+ GLfloat color[4];
+ glReadPixels(x, inner->y_inverted ? inner->height - y : y, 1, 1, GL_RGBA,
+ GL_FLOAT, color);
+ output->alpha = color[3];
+ output->red = color[0];
+ output->green = color[1];
+ output->blue = color[2];
+
+ bool ret = glGetError() == GL_NO_ERROR;
+ gl_clear_err();
+ return ret;
+}