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| author | allusive-dev <[email protected]> | 2023-09-19 17:46:20 +1000 |
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| committer | allusive-dev <[email protected]> | 2023-09-19 17:46:20 +1000 |
| commit | 5650d887357bf2a3fac8c5fd4f467bf8795b5fc4 (patch) | |
| tree | 4b825dc642cb6eb9a060e54bf8d69288fbee4904 /src/backend/gl/gl_common.c | |
| parent | Update picom.sample.conf (diff) | |
| download | compfy-5650d887357bf2a3fac8c5fd4f467bf8795b5fc4.tar.xz compfy-5650d887357bf2a3fac8c5fd4f467bf8795b5fc4.zip | |
reset
Diffstat (limited to 'src/backend/gl/gl_common.c')
| -rw-r--r-- | src/backend/gl/gl_common.c | 1922 |
1 files changed, 0 insertions, 1922 deletions
diff --git a/src/backend/gl/gl_common.c b/src/backend/gl/gl_common.c deleted file mode 100644 index 8cc5a05..0000000 --- a/src/backend/gl/gl_common.c +++ /dev/null @@ -1,1922 +0,0 @@ -// 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(®_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(®_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(®_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; -} |