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| author | allusive-dev <[email protected]> | 2023-09-19 17:47:33 +1000 |
|---|---|---|
| committer | allusive-dev <[email protected]> | 2023-09-19 17:47:33 +1000 |
| commit | a93aba600b1c5d019b680b9f4ff3fa85d5d43a60 (patch) | |
| tree | 77f8152222655657472a70e0bfa413a0495dd555 /src/backend/gl | |
| parent | reset (diff) | |
| download | compfy-a93aba600b1c5d019b680b9f4ff3fa85d5d43a60.tar.xz compfy-a93aba600b1c5d019b680b9f4ff3fa85d5d43a60.zip | |
Fixed broken files/code and other errors
Diffstat (limited to 'src/backend/gl')
| -rw-r--r-- | src/backend/gl/gl_common.c | 1922 | ||||
| -rw-r--r-- | src/backend/gl/gl_common.h | 220 | ||||
| -rw-r--r-- | src/backend/gl/glx.c | 648 | ||||
| -rw-r--r-- | src/backend/gl/glx.h | 77 |
4 files changed, 2867 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(®_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; +} diff --git a/src/backend/gl/gl_common.h b/src/backend/gl/gl_common.h new file mode 100644 index 0000000..b1d93b0 --- /dev/null +++ b/src/backend/gl/gl_common.h @@ -0,0 +1,220 @@ +// SPDX-License-Identifier: MPL-2.0 +// Copyright (c) Yuxuan Shui <[email protected]> +#pragma once +#include <GL/gl.h> +#include <GL/glext.h> +#include <stdbool.h> +#include <string.h> + +#include "backend/backend.h" +#include "log.h" +#include "region.h" + +#define CASESTRRET(s) \ + case s: return #s + +// Program and uniforms for window shader +typedef struct { + GLuint prog; + GLint unifm_opacity; + GLint unifm_invert_color; + GLint unifm_tex; + GLint unifm_dim; + GLint unifm_brightness; + GLint unifm_max_brightness; +} gl_win_shader_t; + +// Program and uniforms for brightness shader +typedef struct { + GLuint prog; +} gl_brightness_shader_t; + +// Program and uniforms for blur shader +typedef struct { + GLuint prog; + GLint unifm_pixel_norm; + GLint unifm_opacity; + GLint texorig_loc; + GLint scale_loc; +} gl_blur_shader_t; + +typedef struct { + GLuint prog; + GLint color_loc; +} gl_fill_shader_t; + +/// @brief Wrapper of a binded GLX texture. +struct gl_texture { + int refcount; + bool has_alpha; + GLuint texture; + int width, height; + bool y_inverted; + + // Textures for auxiliary uses. + GLuint auxiliary_texture[2]; + void *user_data; +}; + +struct gl_data { + backend_t base; + // If we are using proprietary NVIDIA driver + bool is_nvidia; + // Height and width of the root window + int height, width; + gl_win_shader_t win_shader; + gl_brightness_shader_t brightness_shader; + gl_fill_shader_t fill_shader; + GLuint back_texture, back_fbo; + GLuint present_prog; + + /// Called when an gl_texture is decoupled from the texture it refers. Returns + /// the decoupled user_data + void *(*decouple_texture_user_data)(backend_t *base, void *user_data); + + /// Release the user data attached to a gl_texture + void (*release_user_data)(backend_t *base, struct gl_texture *); + + struct log_target *logger; +}; + +typedef struct session session_t; + +#define GL_PROG_MAIN_INIT \ + { .prog = 0, .unifm_opacity = -1, .unifm_invert_color = -1, .unifm_tex = -1, } + +GLuint gl_create_shader(GLenum shader_type, const char *shader_str); +GLuint gl_create_program(const GLuint *const shaders, int nshaders); +GLuint gl_create_program_from_str(const char *vert_shader_str, const char *frag_shader_str); + +/** + * @brief Render a region with texture data. + */ +void gl_compose(backend_t *, void *ptex, + int dst_x1, int dst_y1, int dst_x2, int dst_y2, + const region_t *reg_tgt, const region_t *reg_visible); + +void gl_resize(struct gl_data *, int width, int height); + +bool gl_init(struct gl_data *gd, session_t *); +void gl_deinit(struct gl_data *gd); + +GLuint gl_new_texture(GLenum target); + +bool gl_image_op(backend_t *base, enum image_operations op, void *image_data, + const region_t *reg_op, const region_t *reg_visible, void *arg); + +void gl_release_image(backend_t *base, void *image_data); + +void *gl_clone(backend_t *base, const void *image_data, const region_t *reg_visible); + +bool gl_blur(backend_t *base, double opacity, void *, const region_t *reg_blur, + const region_t *reg_visible); +void *gl_create_blur_context(backend_t *base, enum blur_method, void *args); +void gl_destroy_blur_context(backend_t *base, void *ctx); +void gl_get_blur_size(void *blur_context, int *width, int *height); + +void gl_fill(backend_t *base, struct color, const region_t *clip); + +void gl_present(backend_t *base, const region_t *); +bool gl_read_pixel(backend_t *base, void *image_data, int x, int y, struct color *output); + +static inline void gl_delete_texture(GLuint texture) { + glDeleteTextures(1, &texture); +} + +/** + * Get a textual representation of an OpenGL error. + */ +static inline const char *gl_get_err_str(GLenum err) { + switch (err) { + CASESTRRET(GL_NO_ERROR); + CASESTRRET(GL_INVALID_ENUM); + CASESTRRET(GL_INVALID_VALUE); + CASESTRRET(GL_INVALID_OPERATION); + CASESTRRET(GL_INVALID_FRAMEBUFFER_OPERATION); + CASESTRRET(GL_OUT_OF_MEMORY); + CASESTRRET(GL_STACK_UNDERFLOW); + CASESTRRET(GL_STACK_OVERFLOW); + CASESTRRET(GL_FRAMEBUFFER_UNDEFINED); + CASESTRRET(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT); + CASESTRRET(GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT); + CASESTRRET(GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER); + CASESTRRET(GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER); + CASESTRRET(GL_FRAMEBUFFER_UNSUPPORTED); + CASESTRRET(GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE); + CASESTRRET(GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS); + } + return NULL; +} + +/** + * Check for GLX error. + * + * http://blog.nobel-joergensen.com/2013/01/29/debugging-opengl-using-glgeterror/ + */ +static inline void gl_check_err_(const char *func, int line) { + GLenum err = GL_NO_ERROR; + + while (GL_NO_ERROR != (err = glGetError())) { + const char *errtext = gl_get_err_str(err); + if (errtext) { + log_printf(tls_logger, LOG_LEVEL_ERROR, func, + "GLX error at line %d: %s", line, errtext); + } else { + log_printf(tls_logger, LOG_LEVEL_ERROR, func, + "GLX error at line %d: %d", line, err); + } + } +} + +static inline void gl_clear_err(void) { + while (glGetError() != GL_NO_ERROR) + ; +} + +#define gl_check_err() gl_check_err_(__func__, __LINE__) + +/** + * Check for GL framebuffer completeness. + */ +static inline bool gl_check_fb_complete_(const char *func, int line, GLenum fb) { + GLenum status = glCheckFramebufferStatus(fb); + + if (status == GL_FRAMEBUFFER_COMPLETE) { + return true; + } + + const char *stattext = gl_get_err_str(status); + if (stattext) { + log_printf(tls_logger, LOG_LEVEL_ERROR, func, + "Framebuffer attachment failed at line %d: %s", line, stattext); + } else { + log_printf(tls_logger, LOG_LEVEL_ERROR, func, + "Framebuffer attachment failed at line %d: %d", line, status); + } + + return false; +} + +#define gl_check_fb_complete(fb) gl_check_fb_complete_(__func__, __LINE__, (fb)) + +/** + * Check if a GLX extension exists. + */ +static inline bool gl_has_extension(const char *ext) { + int nexts = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &nexts); + for (int i = 0; i < nexts || !nexts; i++) { + const char *exti = (const char *)glGetStringi(GL_EXTENSIONS, (GLuint)i); + if (exti == NULL) { + break; + } + if (strcmp(ext, exti) == 0) { + return true; + } + } + gl_clear_err(); + log_info("Missing GL extension %s.", ext); + return false; +} diff --git a/src/backend/gl/glx.c b/src/backend/gl/glx.c new file mode 100644 index 0000000..1397d19 --- /dev/null +++ b/src/backend/gl/glx.c @@ -0,0 +1,648 @@ +// SPDX-License-Identifier: MIT +/* + * Compton - a compositor for X11 + * + * Based on `xcompmgr` - Copyright (c) 2003, Keith Packard + * + * Copyright (c) 2011-2013, Christopher Jeffrey + * Copyright (c) 2019 Yuxuan Shui <[email protected]> + * See LICENSE-mit for more information. + * + */ + +#include <X11/Xlib-xcb.h> +#include <assert.h> +#include <limits.h> +#include <pixman.h> +#include <stdbool.h> +#include <stdlib.h> +#include <string.h> +#include <xcb/composite.h> +#include <xcb/xcb.h> + +#include "backend/backend.h" +#include "backend/backend_common.h" +#include "backend/gl/gl_common.h" +#include "backend/gl/glx.h" +#include "common.h" +#include "compiler.h" +#include "config.h" +#include "log.h" +#include "picom.h" +#include "region.h" +#include "utils.h" +#include "win.h" +#include "x.h" + +struct _glx_pixmap { + GLXPixmap glpixmap; + xcb_pixmap_t pixmap; + bool owned; +}; + +struct _glx_data { + struct gl_data gl; + Display *display; + int screen; + xcb_window_t target_win; + GLXContext ctx; +}; + +#define glXGetFBConfigAttribChecked(a, b, attr, c) \ + do { \ + if (glXGetFBConfigAttrib(a, b, attr, c)) { \ + log_info("Cannot get FBConfig attribute " #attr); \ + continue; \ + } \ + } while (0) + +struct glx_fbconfig_info *glx_find_fbconfig(Display *dpy, int screen, struct xvisual_info m) { + log_debug("Looking for FBConfig for RGBA%d%d%d%d, depth %d", m.red_size, + m.blue_size, m.green_size, m.alpha_size, m.visual_depth); + + int ncfg; + // clang-format off + GLXFBConfig *cfg = + glXChooseFBConfig(dpy, screen, (int[]){ + GLX_RENDER_TYPE, GLX_RGBA_BIT, + GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT, + GLX_X_VISUAL_TYPE, GLX_TRUE_COLOR, + GLX_X_RENDERABLE, true, + GLX_FRAMEBUFFER_SRGB_CAPABLE_EXT, (GLint)GLX_DONT_CARE, + GLX_BUFFER_SIZE, m.red_size + m.green_size + + m.blue_size + m.alpha_size, + GLX_RED_SIZE, m.red_size, + GLX_BLUE_SIZE, m.blue_size, + GLX_GREEN_SIZE, m.green_size, + GLX_ALPHA_SIZE, m.alpha_size, + GLX_STENCIL_SIZE, 0, + GLX_DEPTH_SIZE, 0, + 0 + }, &ncfg); + // clang-format on + + int texture_tgts, y_inverted, texture_fmt; + bool found = false; + int min_cost = INT_MAX; + GLXFBConfig ret; + for (int i = 0; i < ncfg; i++) { + int depthbuf, stencil, doublebuf, bufsize; + glXGetFBConfigAttribChecked(dpy, cfg[i], GLX_BUFFER_SIZE, &bufsize); + glXGetFBConfigAttribChecked(dpy, cfg[i], GLX_DEPTH_SIZE, &depthbuf); + glXGetFBConfigAttribChecked(dpy, cfg[i], GLX_STENCIL_SIZE, &stencil); + glXGetFBConfigAttribChecked(dpy, cfg[i], GLX_DOUBLEBUFFER, &doublebuf); + if (depthbuf + stencil + bufsize * (doublebuf + 1) >= min_cost) { + continue; + } + int red, green, blue; + glXGetFBConfigAttribChecked(dpy, cfg[i], GLX_RED_SIZE, &red); + glXGetFBConfigAttribChecked(dpy, cfg[i], GLX_BLUE_SIZE, &blue); + glXGetFBConfigAttribChecked(dpy, cfg[i], GLX_GREEN_SIZE, &green); + if (red != m.red_size || green != m.green_size || blue != m.blue_size) { + // Color size doesn't match, this cannot work + continue; + } + + int rgb, rgba; + glXGetFBConfigAttribChecked(dpy, cfg[i], GLX_BIND_TO_TEXTURE_RGB_EXT, &rgb); + glXGetFBConfigAttribChecked(dpy, cfg[i], GLX_BIND_TO_TEXTURE_RGBA_EXT, &rgba); + if (!rgb && !rgba) { + log_info("FBConfig is neither RGBA nor RGB, we cannot " + "handle this setup."); + continue; + } + + int visual; + glXGetFBConfigAttribChecked(dpy, cfg[i], GLX_VISUAL_ID, &visual); + if (m.visual_depth != -1 && + x_get_visual_depth(XGetXCBConnection(dpy), (xcb_visualid_t)visual) != + m.visual_depth) { + // FBConfig and the correspondent X Visual might not have the same + // depth. (e.g. 32 bit FBConfig with a 24 bit Visual). This is + // quite common, seen in both open source and proprietary drivers. + // + // If the FBConfig has a matching depth but its visual doesn't, we + // still cannot use it. + continue; + } + + // All check passed, we are using this one. + found = true; + ret = cfg[i]; + glXGetFBConfigAttribChecked(dpy, cfg[i], GLX_BIND_TO_TEXTURE_TARGETS_EXT, + &texture_tgts); + glXGetFBConfigAttribChecked(dpy, cfg[i], GLX_Y_INVERTED_EXT, &y_inverted); + + // Prefer the texture format with matching alpha, with the other one as + // fallback + if (m.alpha_size) { + texture_fmt = rgba ? GLX_TEXTURE_FORMAT_RGBA_EXT + : GLX_TEXTURE_FORMAT_RGB_EXT; + } else { + texture_fmt = + rgb ? GLX_TEXTURE_FORMAT_RGB_EXT : GLX_TEXTURE_FORMAT_RGBA_EXT; + } + min_cost = depthbuf + stencil + bufsize * (doublebuf + 1); + } + free(cfg); + if (!found) { + return NULL; + } + + auto info = cmalloc(struct glx_fbconfig_info); + info->cfg = ret; + info->texture_tgts = texture_tgts; + info->texture_fmt = texture_fmt; + info->y_inverted = y_inverted; + return info; +} + +/** + * Free a glx_texture_t. + */ +static void glx_release_image(backend_t *base, struct gl_texture *tex) { + struct _glx_data *gd = (void *)base; + + struct _glx_pixmap *p = tex->user_data; + // Release binding + if (p->glpixmap && tex->texture) { + glBindTexture(GL_TEXTURE_2D, tex->texture); + glXReleaseTexImageEXT(gd->display, p->glpixmap, GLX_FRONT_LEFT_EXT); + glBindTexture(GL_TEXTURE_2D, 0); + } + + // Free GLX Pixmap + if (p->glpixmap) { + glXDestroyPixmap(gd->display, p->glpixmap); + p->glpixmap = 0; + } + + if (p->owned) { + xcb_free_pixmap(base->c, p->pixmap); + p->pixmap = XCB_NONE; + } + + free(p); + tex->user_data = NULL; +} + +/** + * Destroy GLX related resources. + */ +void glx_deinit(backend_t *base) { + struct _glx_data *gd = (void *)base; + + gl_deinit(&gd->gl); + + // Destroy GLX context + if (gd->ctx) { + glXMakeCurrent(gd->display, None, NULL); + glXDestroyContext(gd->display, gd->ctx); + gd->ctx = 0; + } + + free(gd); +} + +static void *glx_decouple_user_data(backend_t *base attr_unused, void *ud attr_unused) { + auto ret = cmalloc(struct _glx_pixmap); + ret->owned = false; + ret->glpixmap = 0; + ret->pixmap = 0; + return ret; +} + +static bool glx_set_swap_interval(int interval, Display *dpy, GLXDrawable drawable) { + bool vsync_enabled = false; + if (glxext.has_GLX_MESA_swap_control) { + vsync_enabled = (glXSwapIntervalMESA((uint)interval) == 0); + } + if (!vsync_enabled && glxext.has_GLX_SGI_swap_control) { + vsync_enabled = (glXSwapIntervalSGI(interval) == 0); + } + if (!vsync_enabled && glxext.has_GLX_EXT_swap_control) { + // glXSwapIntervalEXT doesn't return if it's successful + glXSwapIntervalEXT(dpy, drawable, interval); + vsync_enabled = true; + } + return vsync_enabled; +} + +/** + * Initialize OpenGL. + */ +static backend_t *glx_init(session_t *ps) { + bool success = false; + glxext_init(ps->dpy, ps->scr); + auto gd = ccalloc(1, struct _glx_data); + init_backend_base(&gd->gl.base, ps); + + gd->display = ps->dpy; + gd->screen = ps->scr; + gd->target_win = session_get_target_window(ps); + + XVisualInfo *pvis = NULL; + + // Check for GLX extension + if (!ps->glx_exists) { + log_error("No GLX extension."); + goto end; + } + + // Get XVisualInfo + int nitems = 0; + XVisualInfo vreq = {.visualid = ps->vis}; + pvis = XGetVisualInfo(ps->dpy, VisualIDMask, &vreq, &nitems); + if (!pvis) { + log_error("Failed to acquire XVisualInfo for current visual."); + goto end; + } + + // Ensure the visual is double-buffered + int value = 0; + if (glXGetConfig(ps->dpy, pvis, GLX_USE_GL, &value) || !value) { + log_error("Root visual is not a GL visual."); + goto end; + } + + if (glXGetConfig(ps->dpy, pvis, GLX_STENCIL_SIZE, &value) || !value) { + log_error("Root visual lacks stencil buffer."); + goto end; + } + + if (glXGetConfig(ps->dpy, pvis, GLX_DOUBLEBUFFER, &value) || !value) { + log_error("Root visual is not a double buffered GL visual."); + goto end; + } + + if (glXGetConfig(ps->dpy, pvis, GLX_RGBA, &value) || !value) { + log_error("Root visual is a color index visual, not supported"); + goto end; + } + + if (!glxext.has_GLX_EXT_texture_from_pixmap) { + log_error("GLX_EXT_texture_from_pixmap is not supported by your driver"); + goto end; + } + + if (!glxext.has_GLX_ARB_create_context) { + log_error("GLX_ARB_create_context is not supported by your driver"); + goto end; + } + + // Find a fbconfig with visualid matching the one from the target win, so we can + // be sure that the fbconfig is compatible with our target window. + int ncfgs; + GLXFBConfig *cfg = glXGetFBConfigs(gd->display, gd->screen, &ncfgs); + bool found = false; + for (int i = 0; i < ncfgs; i++) { + int visualid; + glXGetFBConfigAttribChecked(gd->display, cfg[i], GLX_VISUAL_ID, &visualid); + if ((VisualID)visualid != pvis->visualid) { + continue; + } + + gd->ctx = glXCreateContextAttribsARB(ps->dpy, cfg[i], 0, true, + (int[]){ + GLX_CONTEXT_MAJOR_VERSION_ARB, + 3, + GLX_CONTEXT_MINOR_VERSION_ARB, + 3, + GLX_CONTEXT_PROFILE_MASK_ARB, + GLX_CONTEXT_CORE_PROFILE_BIT_ARB, + 0, + }); + free(cfg); + + if (!gd->ctx) { + log_error("Failed to get GLX context."); + goto end; + } + found = true; + break; + } + + if (!found) { + log_error("Couldn't find a suitable fbconfig for the target window"); + goto end; + } + + // Attach GLX context + GLXDrawable tgt = gd->target_win; + if (!glXMakeCurrent(ps->dpy, tgt, gd->ctx)) { + log_error("Failed to attach GLX context."); + goto end; + } + + if (!gl_init(&gd->gl, ps)) { + log_error("Failed to setup OpenGL"); + goto end; + } + + gd->gl.decouple_texture_user_data = glx_decouple_user_data; + gd->gl.release_user_data = glx_release_image; + + if (ps->o.vsync) { + if (!glx_set_swap_interval(1, ps->dpy, tgt)) { + log_error("Failed to enable vsync."); + } + } else { + glx_set_swap_interval(0, ps->dpy, tgt); + } + + success = true; + +end: + if (pvis) { + XFree(pvis); + } + + if (!success) { + glx_deinit(&gd->gl.base); + return NULL; + } + + return &gd->gl.base; +} + +static void * +glx_bind_pixmap(backend_t *base, xcb_pixmap_t pixmap, struct xvisual_info fmt, bool owned) { + struct _glx_data *gd = (void *)base; + struct _glx_pixmap *glxpixmap = NULL; + // Retrieve pixmap parameters, if they aren't provided + if (fmt.visual_depth > OPENGL_MAX_DEPTH) { + log_error("Requested depth %d higher than max possible depth %d.", + fmt.visual_depth, OPENGL_MAX_DEPTH); + return false; + } + + if (fmt.visual_depth < 0) { + log_error("Pixmap %#010x with invalid depth %d", pixmap, fmt.visual_depth); + return false; + } + + auto r = xcb_get_geometry_reply(base->c, xcb_get_geometry(base->c, pixmap), NULL); + if (!r) { + log_error("Invalid pixmap %#010x", pixmap); + return NULL; + } + + log_trace("Binding pixmap %#010x", pixmap); + auto wd = ccalloc(1, struct backend_image); + wd->max_brightness = 1; + auto inner = ccalloc(1, struct gl_texture); + inner->width = wd->ewidth = r->width; + inner->height = wd->eheight = r->height; + wd->inner = (struct backend_image_inner_base *)inner; + free(r); + + auto fbcfg = glx_find_fbconfig(gd->display, gd->screen, fmt); + if (!fbcfg) { + log_error("Couldn't find FBConfig with requested visual %x", fmt.visual); + goto err; + } + + // Choose a suitable texture target for our pixmap. + // Refer to GLX_EXT_texture_om_pixmap spec to see what are the mean + // of the bits in texture_tgts + if (!(fbcfg->texture_tgts & GLX_TEXTURE_2D_BIT_EXT)) { + log_error("Cannot bind pixmap to GL_TEXTURE_2D, giving up"); + goto err; + } + + log_debug("depth %d, rgba %d", fmt.visual_depth, + (fbcfg->texture_fmt == GLX_TEXTURE_FORMAT_RGBA_EXT)); + + GLint attrs[] = { + GLX_TEXTURE_FORMAT_EXT, + fbcfg->texture_fmt, + GLX_TEXTURE_TARGET_EXT, + GLX_TEXTURE_2D_EXT, + 0, + }; + + inner->y_inverted = fbcfg->y_inverted; + + glxpixmap = cmalloc(struct _glx_pixmap); + glxpixmap->pixmap = pixmap; + glxpixmap->glpixmap = glXCreatePixmap(gd->display, fbcfg->cfg, pixmap, attrs); + glxpixmap->owned = owned; + free(fbcfg); + + if (!glxpixmap->glpixmap) { + log_error("Failed to create glpixmap for pixmap %#010x", pixmap); + goto err; + } + + log_trace("GLXPixmap %#010lx", glxpixmap->glpixmap); + + // Create texture + inner->user_data = glxpixmap; + inner->texture = gl_new_texture(GL_TEXTURE_2D); + inner->has_alpha = fmt.alpha_size != 0; + wd->opacity = 1; + wd->color_inverted = false; + wd->dim = 0; + wd->inner->refcount = 1; + glBindTexture(GL_TEXTURE_2D, inner->texture); + glXBindTexImageEXT(gd->display, glxpixmap->glpixmap, GLX_FRONT_LEFT_EXT, NULL); + glBindTexture(GL_TEXTURE_2D, 0); + + gl_check_err(); + return wd; +err: + if (glxpixmap && glxpixmap->glpixmap) { + glXDestroyPixmap(gd->display, glxpixmap->glpixmap); + } + free(glxpixmap); + + if (owned) { + xcb_free_pixmap(base->c, pixmap); + } + free(wd); + return NULL; +} + +static void glx_present(backend_t *base, const region_t *region attr_unused) { + struct _glx_data *gd = (void *)base; + gl_present(base, region); + glXSwapBuffers(gd->display, gd->target_win); + if (!gd->gl.is_nvidia) { + glFinish(); + } +} + +static int glx_buffer_age(backend_t *base) { + if (!glxext.has_GLX_EXT_buffer_age) { + return -1; + } + + struct _glx_data *gd = (void *)base; + unsigned int val; + glXQueryDrawable(gd->display, gd->target_win, GLX_BACK_BUFFER_AGE_EXT, &val); + return (int)val ?: -1; +} + +static void glx_diagnostics(backend_t *base) { + struct _glx_data *gd = (void *)base; + bool warn_software_rendering = false; + const char *software_renderer_names[] = {"llvmpipe", "SWR", "softpipe"}; + auto glx_vendor = glXGetClientString(gd->display, GLX_VENDOR); + printf("* Driver vendors:\n"); + printf(" * GLX: %s\n", glx_vendor); + printf(" * GL: %s\n", glGetString(GL_VENDOR)); + + auto gl_renderer = (const char *)glGetString(GL_RENDERER); + printf("* GL renderer: %s\n", gl_renderer); + if (strcmp(glx_vendor, "Mesa Project and SGI")) { + for (size_t i = 0; i < ARR_SIZE(software_renderer_names); i++) { + if (strstr(gl_renderer, software_renderer_names[i]) != NULL) { + warn_software_rendering = true; + break; + } + } + } + +#ifdef GLX_MESA_query_renderer + if (glxext.has_GLX_MESA_query_renderer) { + unsigned int accelerated = 0; + glXQueryCurrentRendererIntegerMESA(GLX_RENDERER_ACCELERATED_MESA, &accelerated); + printf("* Accelerated: %d\n", accelerated); + + // Trust GLX_MESA_query_renderer when it's available + warn_software_rendering = (accelerated == 0); + } +#endif + + if (warn_software_rendering) { + printf("\n(You are using a software renderer. Unless you are doing this\n" + "intentionally, this means you don't have a graphics driver\n" + "properly installed. Performance will suffer. Please fix this\n" + "before reporting your issue.)\n"); + } +} + +struct backend_operations glx_ops = { + .init = glx_init, + .deinit = glx_deinit, + .bind_pixmap = glx_bind_pixmap, + .release_image = gl_release_image, + .compose = gl_compose, + .image_op = gl_image_op, + .set_image_property = default_set_image_property, + .read_pixel = gl_read_pixel, + .clone_image = default_clone_image, + .blur = gl_blur, + .is_image_transparent = default_is_image_transparent, + .present = glx_present, + .buffer_age = glx_buffer_age, + .render_shadow = default_backend_render_shadow, + .fill = gl_fill, + .create_blur_context = gl_create_blur_context, + .destroy_blur_context = gl_destroy_blur_context, + .get_blur_size = gl_get_blur_size, + .diagnostics = glx_diagnostics, + .max_buffer_age = 5, // Why? +}; + +/** + * Check if a GLX extension exists. + */ +static inline bool glx_has_extension(Display *dpy, int screen, const char *ext) { + const char *glx_exts = glXQueryExtensionsString(dpy, screen); + if (!glx_exts) { + log_error("Failed get GLX extension list."); + return false; + } + + auto inlen = strlen(ext); + const char *curr = glx_exts; + bool match = false; + while (curr && !match) { + const char *end = strchr(curr, ' '); + if (!end) { + // Last extension string + match = strcmp(ext, curr) == 0; + } else if (curr + inlen == end) { + // Length match, do match string + match = strncmp(ext, curr, (unsigned long)(end - curr)) == 0; + } + curr = end ? end + 1 : NULL; + } + + if (!match) { + log_info("Missing GLX extension %s.", ext); + } else { + log_info("Found GLX extension %s.", ext); + } + + return match; +} + +struct glxext_info glxext = {0}; +PFNGLXGETVIDEOSYNCSGIPROC glXGetVideoSyncSGI; +PFNGLXWAITVIDEOSYNCSGIPROC glXWaitVideoSyncSGI; +PFNGLXGETSYNCVALUESOMLPROC glXGetSyncValuesOML; +PFNGLXWAITFORMSCOMLPROC glXWaitForMscOML; +PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT; +PFNGLXSWAPINTERVALSGIPROC glXSwapIntervalSGI; +PFNGLXSWAPINTERVALMESAPROC glXSwapIntervalMESA; +PFNGLXBINDTEXIMAGEEXTPROC glXBindTexImageEXT; +PFNGLXRELEASETEXIMAGEEXTPROC glXReleaseTexImageEXT; +PFNGLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB; + +#ifdef GLX_MESA_query_renderer +PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC glXQueryCurrentRendererIntegerMESA; +#endif + +void glxext_init(Display *dpy, int screen) { + if (glxext.initialized) { + return; + } + glxext.initialized = true; +#define check_ext(name) glxext.has_##name = glx_has_extension(dpy, screen, #name) + check_ext(GLX_SGI_video_sync); + check_ext(GLX_SGI_swap_control); + check_ext(GLX_OML_sync_control); + check_ext(GLX_MESA_swap_control); + check_ext(GLX_EXT_swap_control); + check_ext(GLX_EXT_texture_from_pixmap); + check_ext(GLX_ARB_create_context); + check_ext(GLX_EXT_buffer_age); +#ifdef GLX_MESA_query_renderer + check_ext(GLX_MESA_query_renderer); +#endif +#undef check_ext + +#define lookup(name) (name = (__typeof__(name))glXGetProcAddress((GLubyte *)#name)) + // Checking if the returned function pointer is NULL is not really necessary, + // or maybe not even useful, since glXGetProcAddress might always return + // something. We are doing it just for completeness' sake. + if (!lookup(glXGetVideoSyncSGI) || !lookup(glXWaitVideoSyncSGI)) { + glxext.has_GLX_SGI_video_sync = false; + } + if (!lookup(glXSwapIntervalEXT)) { + glxext.has_GLX_EXT_swap_control = false; + } + if (!lookup(glXSwapIntervalMESA)) { + glxext.has_GLX_MESA_swap_control = false; + } + if (!lookup(glXSwapIntervalSGI)) { + glxext.has_GLX_SGI_swap_control = false; + } + if (!lookup(glXWaitForMscOML) || !lookup(glXGetSyncValuesOML)) { + glxext.has_GLX_OML_sync_control = false; + } + if (!lookup(glXBindTexImageEXT) || !lookup(glXReleaseTexImageEXT)) { + glxext.has_GLX_EXT_texture_from_pixmap = false; + } + if (!lookup(glXCreateContextAttribsARB)) { + glxext.has_GLX_ARB_create_context = false; + } +#ifdef GLX_MESA_query_renderer + if (!lookup(glXQueryCurrentRendererIntegerMESA)) { + glxext.has_GLX_MESA_query_renderer = false; + } +#endif +#undef lookup +} diff --git a/src/backend/gl/glx.h b/src/backend/gl/glx.h new file mode 100644 index 0000000..1061f0b --- /dev/null +++ b/src/backend/gl/glx.h @@ -0,0 +1,77 @@ +// SPDX-License-Identifier: MPL-2.0 +// Copyright (c) Yuxuan Shui <[email protected]> +#pragma once +#include <stdbool.h> +// Older version of glx.h defines function prototypes for these extensions... +// Rename them to avoid conflicts +#define glXSwapIntervalMESA glXSwapIntervalMESA_ +#define glXBindTexImageEXT glXBindTexImageEXT_ +#define glXReleaseTexImageEXT glXReleaseTexImageEXT +#include <GL/glx.h> +#undef glXSwapIntervalMESA +#undef glXBindTexImageEXT +#undef glXReleaseTexImageEXT +#include <X11/Xlib.h> +#include <xcb/xcb.h> +#include <xcb/render.h> + +#include "log.h" +#include "compiler.h" +#include "utils.h" +#include "x.h" + +struct glx_fbconfig_info { + GLXFBConfig cfg; + int texture_tgts; + int texture_fmt; + int y_inverted; +}; + +/// The search criteria for glx_find_fbconfig +struct glx_fbconfig_criteria { + /// Bit width of the red component + int red_size; + /// Bit width of the green component + int green_size; + /// Bit width of the blue component + int blue_size; + /// Bit width of the alpha component + int alpha_size; + /// The depth of X visual + int visual_depth; +}; + +struct glx_fbconfig_info *glx_find_fbconfig(Display *, int screen, struct xvisual_info); + + +struct glxext_info { + bool initialized; + bool has_GLX_SGI_video_sync; + bool has_GLX_SGI_swap_control; + bool has_GLX_OML_sync_control; + bool has_GLX_MESA_swap_control; + bool has_GLX_EXT_swap_control; + bool has_GLX_EXT_texture_from_pixmap; + bool has_GLX_ARB_create_context; + bool has_GLX_EXT_buffer_age; + bool has_GLX_MESA_query_renderer; +}; + +extern struct glxext_info glxext; + +extern PFNGLXGETVIDEOSYNCSGIPROC glXGetVideoSyncSGI; +extern PFNGLXWAITVIDEOSYNCSGIPROC glXWaitVideoSyncSGI; +extern PFNGLXGETSYNCVALUESOMLPROC glXGetSyncValuesOML; +extern PFNGLXWAITFORMSCOMLPROC glXWaitForMscOML; +extern PFNGLXSWAPINTERVALEXTPROC glXSwapIntervalEXT; +extern PFNGLXSWAPINTERVALSGIPROC glXSwapIntervalSGI; +extern PFNGLXSWAPINTERVALMESAPROC glXSwapIntervalMESA; +extern PFNGLXBINDTEXIMAGEEXTPROC glXBindTexImageEXT; +extern PFNGLXRELEASETEXIMAGEEXTPROC glXReleaseTexImageEXT; +extern PFNGLXCREATECONTEXTATTRIBSARBPROC glXCreateContextAttribsARB; + +#ifdef GLX_MESA_query_renderer +extern PFNGLXQUERYCURRENTRENDERERINTEGERMESAPROC glXQueryCurrentRendererIntegerMESA; +#endif + +void glxext_init(Display *, int screen); |