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opengl.c
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/*
* Compton - a compositor for X11
*
* Based on `xcompmgr` - Copyright (c) 2003, Keith Packard
*
* Copyright (c) 2011-2013, Christopher Jeffrey
* See LICENSE for more information.
*
*/
#include "opengl.h"
#ifdef CONFIG_GLX_SYNC
void
xr_glx_sync(session_t *ps, Drawable d, XSyncFence *pfence) {
if (*pfence) {
// GLsync sync = ps->psglx->glFenceSyncProc(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
GLsync sync = ps->psglx->glImportSyncEXT(GL_SYNC_X11_FENCE_EXT, *pfence, 0);
/* GLenum ret = ps->psglx->glClientWaitSyncProc(sync, GL_SYNC_FLUSH_COMMANDS_BIT,
1000);
assert(GL_CONDITION_SATISFIED == ret); */
XSyncTriggerFence(ps->dpy, *pfence);
XFlush(ps->dpy);
ps->psglx->glWaitSyncProc(sync, 0, GL_TIMEOUT_IGNORED);
// ps->psglx->glDeleteSyncProc(sync);
// XSyncResetFence(ps->dpy, *pfence);
}
glx_check_err(ps);
}
#endif
static inline GLXFBConfig
get_fbconfig_from_visualinfo(session_t *ps, const XVisualInfo *visualinfo) {
int nelements = 0;
GLXFBConfig *fbconfigs = glXGetFBConfigs(ps->dpy, visualinfo->screen,
&nelements);
for (int i = 0; i < nelements; ++i) {
int visual_id = 0;
if (Success == glXGetFBConfigAttrib(ps->dpy, fbconfigs[i], GLX_VISUAL_ID, &visual_id)
&& visual_id == visualinfo->visualid)
return fbconfigs[i];
}
return NULL;
}
#ifdef DEBUG_GLX_DEBUG_CONTEXT
static void
glx_debug_msg_callback(GLenum source, GLenum type,
GLuint id, GLenum severity, GLsizei length, const GLchar *message,
GLvoid *userParam) {
printf_dbgf("(): source 0x%04X, type 0x%04X, id %u, severity 0x%0X, \"%s\"\n",
source, type, id, severity, message);
}
#endif
/**
* Initialize OpenGL.
*/
bool
glx_init(session_t *ps, bool need_render) {
bool success = false;
XVisualInfo *pvis = NULL;
// Check for GLX extension
if (!ps->glx_exists) {
if (glXQueryExtension(ps->dpy, &ps->glx_event, &ps->glx_error))
ps->glx_exists = true;
else {
printf_errf("(): No GLX extension.");
goto glx_init_end;
}
}
// Get XVisualInfo
pvis = get_visualinfo_from_visual(ps, ps->vis);
if (!pvis) {
printf_errf("(): Failed to acquire XVisualInfo for current visual.");
goto glx_init_end;
}
// Ensure the visual is double-buffered
if (need_render) {
int value = 0;
if (Success != glXGetConfig(ps->dpy, pvis, GLX_USE_GL, &value) || !value) {
printf_errf("(): Root visual is not a GL visual.");
goto glx_init_end;
}
if (Success != glXGetConfig(ps->dpy, pvis, GLX_DOUBLEBUFFER, &value)
|| !value) {
printf_errf("(): Root visual is not a double buffered GL visual.");
goto glx_init_end;
}
}
// Ensure GLX_EXT_texture_from_pixmap exists
if (need_render && !glx_hasglxext(ps, "GLX_EXT_texture_from_pixmap"))
goto glx_init_end;
// Initialize GLX data structure
if (!ps->psglx) {
static const glx_session_t CGLX_SESSION_DEF = CGLX_SESSION_INIT;
ps->psglx = cmalloc(1, glx_session_t);
memcpy(ps->psglx, &CGLX_SESSION_DEF, sizeof(glx_session_t));
#ifdef CONFIG_VSYNC_OPENGL_GLSL
for (int i = 0; i < MAX_BLUR_PASS; ++i) {
glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i];
ppass->unifm_factor_center = -1;
ppass->unifm_offset_x = -1;
ppass->unifm_offset_y = -1;
}
#endif
}
glx_session_t *psglx = ps->psglx;
if (!psglx->context) {
// Get GLX context
#ifndef DEBUG_GLX_DEBUG_CONTEXT
psglx->context = glXCreateContext(ps->dpy, pvis, None, GL_TRUE);
#else
{
GLXFBConfig fbconfig = get_fbconfig_from_visualinfo(ps, pvis);
if (!fbconfig) {
printf_errf("(): Failed to get GLXFBConfig for root visual %#lx.",
pvis->visualid);
goto glx_init_end;
}
f_glXCreateContextAttribsARB p_glXCreateContextAttribsARB =
(f_glXCreateContextAttribsARB)
glXGetProcAddress((const GLubyte *) "glXCreateContextAttribsARB");
if (!p_glXCreateContextAttribsARB) {
printf_errf("(): Failed to get glXCreateContextAttribsARB().");
goto glx_init_end;
}
static const int attrib_list[] = {
GLX_CONTEXT_FLAGS_ARB, GLX_CONTEXT_DEBUG_BIT_ARB,
None
};
psglx->context = p_glXCreateContextAttribsARB(ps->dpy, fbconfig, NULL,
GL_TRUE, attrib_list);
}
#endif
if (!psglx->context) {
printf_errf("(): Failed to get GLX context.");
goto glx_init_end;
}
// Attach GLX context
if (!glXMakeCurrent(ps->dpy, get_tgt_window(ps), psglx->context)) {
printf_errf("(): Failed to attach GLX context.");
goto glx_init_end;
}
#ifdef DEBUG_GLX_DEBUG_CONTEXT
{
f_DebugMessageCallback p_DebugMessageCallback =
(f_DebugMessageCallback)
glXGetProcAddress((const GLubyte *) "glDebugMessageCallback");
if (!p_DebugMessageCallback) {
printf_errf("(): Failed to get glDebugMessageCallback(0.");
goto glx_init_end;
}
p_DebugMessageCallback(glx_debug_msg_callback, ps);
}
#endif
}
// Ensure we have a stencil buffer. X Fixes does not guarantee rectangles
// in regions don't overlap, so we must use stencil buffer to make sure
// we don't paint a region for more than one time, I think?
if (need_render && !ps->o.glx_no_stencil) {
GLint val = 0;
glGetIntegerv(GL_STENCIL_BITS, &val);
if (!val) {
printf_errf("(): Target window doesn't have stencil buffer.");
goto glx_init_end;
}
}
// Check GL_ARB_texture_non_power_of_two, requires a GLX context and
// must precede FBConfig fetching
if (need_render)
psglx->has_texture_non_power_of_two = glx_hasglext(ps,
"GL_ARB_texture_non_power_of_two");
// Acquire function addresses
if (need_render) {
#ifdef DEBUG_GLX_MARK
psglx->glStringMarkerGREMEDY = (f_StringMarkerGREMEDY)
glXGetProcAddress((const GLubyte *) "glStringMarkerGREMEDY");
psglx->glFrameTerminatorGREMEDY = (f_FrameTerminatorGREMEDY)
glXGetProcAddress((const GLubyte *) "glFrameTerminatorGREMEDY");
#endif
psglx->glXBindTexImageProc = (f_BindTexImageEXT)
glXGetProcAddress((const GLubyte *) "glXBindTexImageEXT");
psglx->glXReleaseTexImageProc = (f_ReleaseTexImageEXT)
glXGetProcAddress((const GLubyte *) "glXReleaseTexImageEXT");
if (!psglx->glXBindTexImageProc || !psglx->glXReleaseTexImageProc) {
printf_errf("(): Failed to acquire glXBindTexImageEXT() / glXReleaseTexImageEXT().");
goto glx_init_end;
}
if (ps->o.glx_use_copysubbuffermesa) {
psglx->glXCopySubBufferProc = (f_CopySubBuffer)
glXGetProcAddress((const GLubyte *) "glXCopySubBufferMESA");
if (!psglx->glXCopySubBufferProc) {
printf_errf("(): Failed to acquire glXCopySubBufferMESA().");
goto glx_init_end;
}
}
#ifdef CONFIG_GLX_SYNC
psglx->glFenceSyncProc = (f_FenceSync)
glXGetProcAddress((const GLubyte *) "glFenceSync");
psglx->glIsSyncProc = (f_IsSync)
glXGetProcAddress((const GLubyte *) "glIsSync");
psglx->glDeleteSyncProc = (f_DeleteSync)
glXGetProcAddress((const GLubyte *) "glDeleteSync");
psglx->glClientWaitSyncProc = (f_ClientWaitSync)
glXGetProcAddress((const GLubyte *) "glClientWaitSync");
psglx->glWaitSyncProc = (f_WaitSync)
glXGetProcAddress((const GLubyte *) "glWaitSync");
psglx->glImportSyncEXT = (f_ImportSyncEXT)
glXGetProcAddress((const GLubyte *) "glImportSyncEXT");
if (!psglx->glFenceSyncProc || !psglx->glIsSyncProc || !psglx->glDeleteSyncProc
|| !psglx->glClientWaitSyncProc || !psglx->glWaitSyncProc
|| !psglx->glImportSyncEXT) {
printf_errf("(): Failed to acquire GLX sync functions.");
goto glx_init_end;
}
#endif
}
// Acquire FBConfigs
if (need_render && !glx_update_fbconfig(ps))
goto glx_init_end;
// Render preparations
if (need_render) {
glx_on_root_change(ps);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDisable(GL_BLEND);
if (!ps->o.glx_no_stencil) {
// Initialize stencil buffer
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
glStencilMask(0x1);
glStencilFunc(GL_EQUAL, 0x1, 0x1);
}
// Clear screen
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// glXSwapBuffers(ps->dpy, get_tgt_window(ps));
}
success = true;
glx_init_end:
cxfree(pvis);
if (!success)
glx_destroy(ps);
return success;
}
#ifdef CONFIG_VSYNC_OPENGL_GLSL
static void
glx_free_prog_main(session_t *ps, glx_prog_main_t *pprogram) {
if (!pprogram)
return;
if (pprogram->prog) {
glDeleteProgram(pprogram->prog);
pprogram->prog = 0;
}
pprogram->unifm_opacity = -1;
pprogram->unifm_invert_color = -1;
pprogram->unifm_tex = -1;
}
#endif
/**
* Destroy GLX related resources.
*/
void
glx_destroy(session_t *ps) {
if (!ps->psglx)
return;
// Free all GLX resources of windows
for (win *w = ps->list; w; w = w->next)
free_win_res_glx(ps, w);
#ifdef CONFIG_VSYNC_OPENGL_GLSL
// Free GLSL shaders/programs
for (int i = 0; i < MAX_BLUR_PASS; ++i) {
glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i];
if (ppass->frag_shader)
glDeleteShader(ppass->frag_shader);
if (ppass->prog)
glDeleteProgram(ppass->prog);
}
glx_free_prog_main(ps, &ps->o.glx_prog_win);
glx_check_err(ps);
#endif
// Free FBConfigs
for (int i = 0; i <= OPENGL_MAX_DEPTH; ++i) {
free(ps->psglx->fbconfigs[i]);
ps->psglx->fbconfigs[i] = NULL;
}
// Destroy GLX context
if (ps->psglx->context) {
glXDestroyContext(ps->dpy, ps->psglx->context);
ps->psglx->context = NULL;
}
free(ps->psglx);
ps->psglx = NULL;
}
/**
* Reinitialize GLX.
*/
bool
glx_reinit(session_t *ps, bool need_render) {
// Reinitialize VSync as well
vsync_deinit(ps);
glx_destroy(ps);
if (!glx_init(ps, need_render)) {
printf_errf("(): Failed to initialize GLX.");
return false;
}
if (!vsync_init(ps)) {
printf_errf("(): Failed to initialize VSync.");
return false;
}
return true;
}
/**
* Callback to run on root window size change.
*/
void
glx_on_root_change(session_t *ps) {
glViewport(0, 0, ps->root_width, ps->root_height);
// Initialize matrix, copied from dcompmgr
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, ps->root_width, 0, ps->root_height, -1000.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/**
* Initialize GLX blur filter.
*/
bool
glx_init_conv_blur(session_t *ps) {
assert(ps->o.blur_kerns[0]);
// Allocate PBO if more than one blur kernel is present
if (ps->o.blur_kerns[1]) {
#ifdef CONFIG_VSYNC_OPENGL_FBO
// Try to generate a framebuffer
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
if (!fbo) {
printf_errf("(): Failed to generate Framebuffer. Cannot do "
"multi-pass blur with GLX backend.");
return false;
}
glDeleteFramebuffers(1, &fbo);
#else
printf_errf("(): FBO support not compiled in. Cannot do multi-pass blur "
"with GLX backend.");
return false;
#endif
}
{
char *lc_numeric_old = mstrcpy(setlocale(LC_NUMERIC, NULL));
// Enforce LC_NUMERIC locale "C" here to make sure decimal point is sane
// Thanks to hiciu for reporting.
setlocale(LC_NUMERIC, "C");
static const char *FRAG_SHADER_BLUR_PREFIX =
"#version 110\n"
"%s"
"uniform float offset_x;\n"
"uniform float offset_y;\n"
"uniform float factor_center;\n"
"uniform %s tex_scr;\n"
"\n"
"void main() {\n"
" vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);\n";
static const char *FRAG_SHADER_BLUR_ADD =
" sum += float(%.7g) * %s(tex_scr, vec2(gl_TexCoord[0].x + offset_x * float(%d), gl_TexCoord[0].y + offset_y * float(%d)));\n";
static const char *FRAG_SHADER_BLUR_ADD_GPUSHADER4 =
" sum += float(%.7g) * %sOffset(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y), ivec2(%d, %d));\n";
static const char *FRAG_SHADER_BLUR_SUFFIX =
" sum += %s(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y)) * factor_center;\n"
" gl_FragColor = sum / (factor_center + float(%.7g));\n"
"}\n";
const bool use_texture_rect = !ps->psglx->has_texture_non_power_of_two;
const char *sampler_type = (use_texture_rect ?
"sampler2DRect": "sampler2D");
const char *texture_func = (use_texture_rect ?
"texture2DRect": "texture2D");
const char *shader_add = FRAG_SHADER_BLUR_ADD;
char *extension = mstrcpy("");
if (use_texture_rect)
mstrextend(&extension, "#extension GL_ARB_texture_rectangle : require\n");
if (ps->o.glx_use_gpushader4) {
mstrextend(&extension, "#extension GL_EXT_gpu_shader4 : require\n");
shader_add = FRAG_SHADER_BLUR_ADD_GPUSHADER4;
}
for (int i = 0; i < MAX_BLUR_PASS && ps->o.blur_kerns[i]; ++i) {
XFixed *kern = ps->o.blur_kerns[i];
if (!kern)
break;
glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i];
// Build shader
{
int wid = XFixedToDouble(kern[0]), hei = XFixedToDouble(kern[1]);
int nele = wid * hei - 1;
int len = strlen(FRAG_SHADER_BLUR_PREFIX) + strlen(sampler_type) + strlen(extension) + (strlen(shader_add) + strlen(texture_func) + 42) * nele + strlen(FRAG_SHADER_BLUR_SUFFIX) + strlen(texture_func) + 12 + 1;
char *shader_str = calloc(len, sizeof(char));
if (!shader_str) {
printf_errf("(): Failed to allocate %d bytes for shader string.", len);
return false;
}
{
char *pc = shader_str;
sprintf(pc, FRAG_SHADER_BLUR_PREFIX, extension, sampler_type);
pc += strlen(pc);
assert(strlen(shader_str) < len);
double sum = 0.0;
for (int j = 0; j < hei; ++j) {
for (int k = 0; k < wid; ++k) {
if (hei / 2 == j && wid / 2 == k)
continue;
double val = XFixedToDouble(kern[2 + j * wid + k]);
if (0.0 == val)
continue;
sum += val;
sprintf(pc, shader_add, val, texture_func, k - wid / 2, j - hei / 2);
pc += strlen(pc);
assert(strlen(shader_str) < len);
}
}
sprintf(pc, FRAG_SHADER_BLUR_SUFFIX, texture_func, sum);
assert(strlen(shader_str) < len);
}
#ifdef DEBUG_GLX
printf_dbgf("(): Generated convolution shader:\n%s\n", shader_str);
#endif
ppass->frag_shader = glx_create_shader(GL_FRAGMENT_SHADER, shader_str);
free(shader_str);
}
if (!ppass->frag_shader) {
printf_errf("(): Failed to create fragment shader %d.", i);
return false;
}
// Build program
ppass->prog = glx_create_program(&ppass->frag_shader, 1);
if (!ppass->prog) {
printf_errf("(): Failed to create GLSL program.");
return false;
}
// Get uniform addresses
#define P_GET_UNIFM_LOC(name, target) { \
ppass->target = glGetUniformLocation(ppass->prog, name); \
if (ppass->target < 0) { \
printf_errf("(): Failed to get location of %d-th uniform '" name "'. Might be troublesome.", i); \
} \
}
P_GET_UNIFM_LOC("factor_center", unifm_factor_center);
if (!ps->o.glx_use_gpushader4) {
P_GET_UNIFM_LOC("offset_x", unifm_offset_x);
P_GET_UNIFM_LOC("offset_y", unifm_offset_y);
}
#undef P_GET_UNIFM_LOC
}
free(extension);
// Restore LC_NUMERIC
setlocale(LC_NUMERIC, lc_numeric_old);
free(lc_numeric_old);
}
glx_check_err(ps);
return true;
}
bool
glx_init_kawase_blur(session_t *ps) {
// Allocate PBO to check for multi-pass support
#ifdef CONFIG_VSYNC_OPENGL_FBO
{
// Try to generate a framebuffer
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
if (!fbo) {
printf_errf("(): Failed to generate Framebuffer. Cannot do "
"multi-pass blur with GLX backend.");
return false;
}
glDeleteFramebuffers(1, &fbo);
#else
printf_errf("(): FBO support not compiled in. Cannot do multi-pass blur "
"with GLX backend.");
return false;
#endif
}
{
char *lc_numeric_old = mstrcpy(setlocale(LC_NUMERIC, NULL));
// Enforce LC_NUMERIC locale "C" here to make sure decimal point is sane
// Thanks to hiciu for reporting.
setlocale(LC_NUMERIC, "C");
static const char *FRAG_SHADER_PREFIX =
"#version 110\n"
"%s" // extensions
"uniform float offset;\n"
"uniform vec2 halfpixel;\n"
"uniform vec2 fulltex;\n"
"uniform %s tex_scr;\n" // sampler2D | sampler2DRect
"vec4 clamp_tex(vec2 uv)\n"
"{\n"
" return %s(tex_scr, clamp(uv, vec2(0), fulltex));\n" // texture2D | texture2DRect
"}\n"
"\n"
"void main()\n"
"{\n"
" vec2 uv = (gl_TexCoord[0].xy / fulltex);\n"
"\n";
// Fragment shader (Dual Kawase Blur) - Downsample
static const char *FRAG_SHADER_KAWASE_DOWN =
" vec4 sum = clamp_tex(uv) * 4.0;\n"
" sum += clamp_tex(uv - halfpixel.xy * offset);\n"
" sum += clamp_tex(uv + halfpixel.xy * offset);\n"
" sum += clamp_tex(uv + vec2(halfpixel.x, -halfpixel.y) * offset);\n"
" sum += clamp_tex(uv - vec2(halfpixel.x, -halfpixel.y) * offset);\n"
"\n"
" gl_FragColor = sum / 8.0;\n"
"}\n";
// Fragment shader (Dual Kawase Blur) - Upsample
static const char *FRAG_SHADER_KAWASE_UP =
" vec4 sum = clamp_tex(uv + vec2(-halfpixel.x * 2.0, 0.0) * offset);\n"
" sum += clamp_tex(uv + vec2(-halfpixel.x, halfpixel.y) * offset) * 2.0;\n"
" sum += clamp_tex(uv + vec2(0.0, halfpixel.y * 2.0) * offset);\n"
" sum += clamp_tex(uv + vec2(halfpixel.x, halfpixel.y) * offset) * 2.0;\n"
" sum += clamp_tex(uv + vec2(halfpixel.x * 2.0, 0.0) * offset);\n"
" sum += clamp_tex(uv + vec2(halfpixel.x, -halfpixel.y) * offset) * 2.0;\n"
" sum += clamp_tex(uv + vec2(0.0, -halfpixel.y * 2.0) * offset);\n"
" sum += clamp_tex(uv + vec2(-halfpixel.x, -halfpixel.y) * offset) * 2.0;\n"
"\n"
" gl_FragColor = sum / 12.0;\n"
"}\n";
const bool use_texture_rect = !ps->psglx->has_texture_non_power_of_two;
const char *sampler_type = (use_texture_rect ?
"sampler2DRect": "sampler2D");
const char *texture_func = (use_texture_rect ?
"texture2DRect": "texture2D");
char *extension = mstrcpy("");
if (use_texture_rect)
mstrextend(&extension, "#extension GL_ARB_texture_rectangle : require\n");
// Build kawase downsample shader
glx_blur_pass_t *down_pass = &ps->psglx->blur_passes[0];
{
int len = strlen(FRAG_SHADER_PREFIX) + strlen(extension) + strlen(sampler_type) + strlen(texture_func) + strlen(FRAG_SHADER_KAWASE_DOWN) + 1;
char *shader_str = calloc(len, sizeof(char));
if (!shader_str) {
printf_errf("(): Failed to allocate %d bytes for shader string.", len);
return false;
}
char *pc = shader_str;
sprintf(pc, FRAG_SHADER_PREFIX, extension, sampler_type, texture_func);
pc += strlen(pc);
assert(strlen(shader_str) < len);
sprintf(pc, FRAG_SHADER_KAWASE_DOWN);
assert(strlen(shader_str) < len);
#ifdef DEBUG_GLX
printf_dbgf("(): Generated kawase downsample shader:\n%s\n", shader_str);
#endif
down_pass->frag_shader = glx_create_shader(GL_FRAGMENT_SHADER, shader_str);
free(shader_str);
if (!down_pass->frag_shader) {
printf_errf("(): Failed to create kawase downsample fragment shader.");
return false;
}
// Build program
down_pass->prog = glx_create_program(&down_pass->frag_shader, 1);
if (!down_pass->prog) {
printf_errf("(): Failed to create GLSL program.");
return false;
}
// Get uniform addresses
#define P_GET_UNIFM_LOC(name, target) { \
down_pass->target = glGetUniformLocation(down_pass->prog, name); \
if (down_pass->target < 0) { \
printf_errf("(): Failed to get location of kawase downsample uniform '" name "'. Might be troublesome."); \
} \
}
P_GET_UNIFM_LOC("offset", unifm_offset);
P_GET_UNIFM_LOC("halfpixel", unifm_halfpixel);
P_GET_UNIFM_LOC("fulltex", unifm_fulltex);
#undef P_GET_UNIFM_LOC
}
// Build kawase downsample shader
glx_blur_pass_t *up_pass = &ps->psglx->blur_passes[1];
{
int len = strlen(FRAG_SHADER_PREFIX) + strlen(extension) + strlen(sampler_type) + strlen(texture_func) + strlen(FRAG_SHADER_KAWASE_UP) + 1;
char *shader_str = calloc(len, sizeof(char));
if (!shader_str) {
printf_errf("(): Failed to allocate %d bytes for shader string.", len);
return false;
}
char *pc = shader_str;
sprintf(pc, FRAG_SHADER_PREFIX, extension, sampler_type, texture_func);
pc += strlen(pc);
assert(strlen(shader_str) < len);
sprintf(pc, FRAG_SHADER_KAWASE_UP);
assert(strlen(shader_str) < len);
#ifdef DEBUG_GLX
printf_dbgf("(): Generated kawase upsample shader:\n%s\n", shader_str);
#endif
up_pass->frag_shader = glx_create_shader(GL_FRAGMENT_SHADER, shader_str);
free(shader_str);
if (!up_pass->frag_shader) {
printf_errf("(): Failed to create kawase upsample fragment shader.");
return false;
}
// Build program
up_pass->prog = glx_create_program(&up_pass->frag_shader, 1);
if (!up_pass->prog) {
printf_errf("(): Failed to create GLSL program.");
return false;
}
// Get uniform addresses
#define P_GET_UNIFM_LOC(name, target) { \
up_pass->target = glGetUniformLocation(up_pass->prog, name); \
if (up_pass->target < 0) { \
printf_errf("(): Failed to get location of kawase upsample uniform '" name "'. Might be troublesome."); \
} \
}
P_GET_UNIFM_LOC("offset", unifm_offset);
P_GET_UNIFM_LOC("halfpixel", unifm_halfpixel);
P_GET_UNIFM_LOC("fulltex", unifm_fulltex);
#undef P_GET_UNIFM_LOC
}
free(extension);
// Restore LC_NUMERIC
setlocale(LC_NUMERIC, lc_numeric_old);
free(lc_numeric_old);
}
glx_check_err(ps);
return true;
}
bool
glx_init_blur(session_t *ps) {
#ifdef CONFIG_VSYNC_OPENGL_GLSL
switch (ps->o.blur_method) {
case BLRMTHD_CONV:
return glx_init_conv_blur(ps);
case BLRMTHD_KAWASE:
return glx_init_kawase_blur(ps);
default:
return false;
}
#else
printf_errf("(): GLSL support not compiled in. Cannot do blur with GLX backend.");
return false;
#endif
}
#ifdef CONFIG_VSYNC_OPENGL_GLSL
/**
* Load a GLSL main program from shader strings.
*/
bool
glx_load_prog_main(session_t *ps,
const char *vshader_str, const char *fshader_str,
glx_prog_main_t *pprogram) {
assert(pprogram);
// Build program
pprogram->prog = glx_create_program_from_str(vshader_str, fshader_str);
if (!pprogram->prog) {
printf_errf("(): Failed to create GLSL program.");
return false;
}
// Get uniform addresses
#define P_GET_UNIFM_LOC(name, target) { \
pprogram->target = glGetUniformLocation(pprogram->prog, name); \
if (pprogram->target < 0) { \
printf_errf("(): Failed to get location of uniform '" name "'. Might be troublesome."); \
} \
}
P_GET_UNIFM_LOC("opacity", unifm_opacity);
P_GET_UNIFM_LOC("invert_color", unifm_invert_color);
P_GET_UNIFM_LOC("tex", unifm_tex);
#undef P_GET_UNIFM_LOC
glx_check_err(ps);
return true;
}
#endif
/**
* @brief Update the FBConfig of given depth.
*/
static inline void
glx_update_fbconfig_bydepth(session_t *ps, int depth, glx_fbconfig_t *pfbcfg) {
// Make sure the depth is sane
if (depth < 0 || depth > OPENGL_MAX_DEPTH)
return;
// Compare new FBConfig with current one
if (glx_cmp_fbconfig(ps, ps->psglx->fbconfigs[depth], pfbcfg) < 0) {
#ifdef DEBUG_GLX
printf_dbgf("(%d): %#x overrides %#x, target %#x.\n", depth, (unsigned) pfbcfg->cfg, (ps->psglx->fbconfigs[depth] ? (unsigned) ps->psglx->fbconfigs[depth]->cfg: 0), pfbcfg->texture_tgts);
#endif
if (!ps->psglx->fbconfigs[depth]) {
ps->psglx->fbconfigs[depth] = malloc(sizeof(glx_fbconfig_t));
allocchk(ps->psglx->fbconfigs[depth]);
}
(*ps->psglx->fbconfigs[depth]) = *pfbcfg;
}
}
/**
* Get GLX FBConfigs for all depths.
*/
static bool
glx_update_fbconfig(session_t *ps) {
// Acquire all FBConfigs and loop through them
int nele = 0;
GLXFBConfig* pfbcfgs = glXGetFBConfigs(ps->dpy, ps->scr, &nele);
for (GLXFBConfig *pcur = pfbcfgs; pcur < pfbcfgs + nele; pcur++) {
glx_fbconfig_t fbinfo = {
.cfg = *pcur,
.texture_fmt = 0,
.texture_tgts = 0,
.y_inverted = false,
};
int id = (int) (pcur - pfbcfgs);
int depth = 0, depth_alpha = 0, val = 0;
// Skip over multi-sampled visuals
// http://people.freedesktop.org/~glisse/0001-glx-do-not-use-multisample-visual-config-for-front-o.patch
#ifdef GLX_SAMPLES
if (Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_SAMPLES, &val)
&& val > 1)
continue;
#endif
if (Success != glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BUFFER_SIZE, &depth)
|| Success != glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_ALPHA_SIZE, &depth_alpha)) {
printf_errf("(): Failed to retrieve buffer size and alpha size of FBConfig %d.", id);
continue;
}
if (Success != glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BIND_TO_TEXTURE_TARGETS_EXT, &fbinfo.texture_tgts)) {
printf_errf("(): Failed to retrieve BIND_TO_TEXTURE_TARGETS_EXT of FBConfig %d.", id);
continue;
}
int visualdepth = 0;
{
XVisualInfo *pvi = glXGetVisualFromFBConfig(ps->dpy, *pcur);
if (!pvi) {
// On nvidia-drivers-325.08 this happens slightly too often...
// printf_errf("(): Failed to retrieve X Visual of FBConfig %d.", id);
continue;
}
visualdepth = pvi->depth;
cxfree(pvi);
}
bool rgb = false;
bool rgba = false;
if (depth >= 32 && depth_alpha && Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BIND_TO_TEXTURE_RGBA_EXT, &val) && val)
rgba = true;
if (Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_BIND_TO_TEXTURE_RGB_EXT, &val) && val)
rgb = true;
if (Success == glXGetFBConfigAttrib(ps->dpy, *pcur, GLX_Y_INVERTED_EXT, &val))
fbinfo.y_inverted = val;
{
int tgtdpt = depth - depth_alpha;
if (tgtdpt == visualdepth && tgtdpt < 32 && rgb) {
fbinfo.texture_fmt = GLX_TEXTURE_FORMAT_RGB_EXT;
glx_update_fbconfig_bydepth(ps, tgtdpt, &fbinfo);
}
}
if (depth == visualdepth && rgba) {
fbinfo.texture_fmt = GLX_TEXTURE_FORMAT_RGBA_EXT;
glx_update_fbconfig_bydepth(ps, depth, &fbinfo);
}
}
cxfree(pfbcfgs);
// Sanity checks
if (!ps->psglx->fbconfigs[ps->depth]) {
printf_errf("(): No FBConfig found for default depth %d.", ps->depth);
return false;
}
if (!ps->psglx->fbconfigs[32]) {
printf_errf("(): No FBConfig found for depth 32. Expect crazy things.");
}
#ifdef DEBUG_GLX
printf_dbgf("(): %d-bit: %#3x, 32-bit: %#3x\n",
ps->depth, (int) ps->psglx->fbconfigs[ps->depth]->cfg,
(int) ps->psglx->fbconfigs[32]->cfg);
#endif
return true;
}
static inline int
glx_cmp_fbconfig_cmpattr(session_t *ps,
const glx_fbconfig_t *pfbc_a, const glx_fbconfig_t *pfbc_b,
int attr) {
int attr_a = 0, attr_b = 0;
// TODO: Error checking
glXGetFBConfigAttrib(ps->dpy, pfbc_a->cfg, attr, &attr_a);
glXGetFBConfigAttrib(ps->dpy, pfbc_b->cfg, attr, &attr_b);
return attr_a - attr_b;
}
/**
* Compare two GLX FBConfig's to find the preferred one.
*/
static int
glx_cmp_fbconfig(session_t *ps,
const glx_fbconfig_t *pfbc_a, const glx_fbconfig_t *pfbc_b) {
int result = 0;
if (!pfbc_a)
return -1;
if (!pfbc_b)
return 1;
#define P_CMPATTR_LT(attr) { if ((result = glx_cmp_fbconfig_cmpattr(ps, pfbc_a, pfbc_b, (attr)))) return -result; }
#define P_CMPATTR_GT(attr) { if ((result = glx_cmp_fbconfig_cmpattr(ps, pfbc_a, pfbc_b, (attr)))) return result; }
P_CMPATTR_LT(GLX_BIND_TO_TEXTURE_RGBA_EXT);
P_CMPATTR_LT(GLX_DOUBLEBUFFER);
P_CMPATTR_LT(GLX_STENCIL_SIZE);
P_CMPATTR_LT(GLX_DEPTH_SIZE);
P_CMPATTR_GT(GLX_BIND_TO_MIPMAP_TEXTURE_EXT);
return 0;
}
/**
* Bind a X pixmap to an OpenGL texture.
*/
bool
glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, Pixmap pixmap,
unsigned width, unsigned height, unsigned depth) {
if (!pixmap) {
printf_errf("(%#010lx): Binding to an empty pixmap. This can't work.",
pixmap);
return false;
}
glx_texture_t *ptex = *pptex;
bool need_release = true;
// Allocate structure
if (!ptex) {
static const glx_texture_t GLX_TEX_DEF = {
.texture = 0,
.glpixmap = 0,
.pixmap = 0,
.target = 0,
.width = 0,
.height = 0,
.depth = 0,
.y_inverted = false,
};
ptex = malloc(sizeof(glx_texture_t));
allocchk(ptex);
memcpy(ptex, &GLX_TEX_DEF, sizeof(glx_texture_t));
*pptex = ptex;
}
// Release pixmap if parameters are inconsistent
if (ptex->texture && ptex->pixmap != pixmap) {
glx_release_pixmap(ps, ptex);
}
// Create GLX pixmap
if (!ptex->glpixmap) {
need_release = false;
// Retrieve pixmap parameters, if they aren't provided
if (!(width && height && depth)) {
Window rroot = None;
int rx = 0, ry = 0;
unsigned rbdwid = 0;
if (!XGetGeometry(ps->dpy, pixmap, &rroot, &rx, &ry,
&width, &height, &rbdwid, &depth)) {
printf_errf("(%#010lx): Failed to query Pixmap info.", pixmap);
return false;
}
if (depth > OPENGL_MAX_DEPTH) {
printf_errf("(%d): Requested depth higher than %d.", depth,
OPENGL_MAX_DEPTH);
return false;
}
}
const glx_fbconfig_t *pcfg = ps->psglx->fbconfigs[depth];
if (!pcfg) {
printf_errf("(%d): Couldn't find FBConfig with requested depth.", depth);
return false;
}
// Determine texture target, copied from compiz
// The assumption we made here is the target never changes based on any
// pixmap-specific parameters, and this may change in the future
GLenum tex_tgt = 0;
if (GLX_TEXTURE_2D_BIT_EXT & pcfg->texture_tgts
&& ps->psglx->has_texture_non_power_of_two)
tex_tgt = GLX_TEXTURE_2D_EXT;
else if (GLX_TEXTURE_RECTANGLE_BIT_EXT & pcfg->texture_tgts)