/* * 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" /** * 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; // Get GLX context ps->glx_context = glXCreateContext(ps->dpy, pvis, None, GL_TRUE); if (!ps->glx_context) { printf_errf("(): Failed to get GLX context."); goto glx_init_end; } // Attach GLX context if (!glXMakeCurrent(ps->dpy, get_tgt_window(ps), ps->glx_context)) { printf_errf("(): Failed to attach GLX context."); goto glx_init_end; } // 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) ps->glx_has_texture_non_power_of_two = glx_hasglext(ps, "GL_ARB_texture_non_power_of_two"); // Acquire function addresses if (need_render) { ps->glXBindTexImageProc = (f_BindTexImageEXT) glXGetProcAddress((const GLubyte *) "glXBindTexImageEXT"); ps->glXReleaseTexImageProc = (f_ReleaseTexImageEXT) glXGetProcAddress((const GLubyte *) "glXReleaseTexImageEXT"); if (!ps->glXBindTexImageProc || !ps->glXReleaseTexImageProc) { printf_errf("(): Failed to acquire glXBindTexImageEXT() / glXReleaseTexImageEXT()."); goto glx_init_end; } } // Acquire FBConfigs if (need_render && !glx_update_fbconfig(ps)) goto glx_init_end; if (need_render) { glx_on_root_change(ps); // glEnable(GL_DEPTH_TEST); 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: if (pvis) XFree(pvis); if (!success) glx_destroy(ps); return success; } /** * Destroy GLX related resources. */ void glx_destroy(session_t *ps) { #ifdef CONFIG_VSYNC_OPENGL_GLSL // Free GLSL shaders/programs if (ps->glx_frag_shader_blur) glDeleteShader(ps->glx_frag_shader_blur); if (ps->glx_prog_blur) glDeleteProgram(ps->glx_prog_blur); #endif // Free FBConfigs for (int i = 0; i <= OPENGL_MAX_DEPTH; ++i) { free(ps->glx_fbconfigs[i]); ps->glx_fbconfigs[i] = NULL; } // Destroy GLX context if (ps->glx_context) { glXDestroyContext(ps->dpy, ps->glx_context); ps->glx_context = NULL; } } /** * Callback to run on root window size change. */ void glx_on_root_change(session_t *ps) { glViewport(0, 0, ps->root_width, ps->root_height); // Initialize matrix, copied from dcompmgr glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, ps->root_width, 0, ps->root_height, -1000.0, 1000.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } /** * Initialize GLX blur filter. */ bool glx_init_blur(session_t *ps) { #ifdef CONFIG_VSYNC_OPENGL_GLSL if (ps->o.glx_no_stencil) { printf_errf("(): I'm afraid blur background won't work so well without " "stencil buffer support."); return false; } // Build shader static const char *FRAG_SHADER_BLUR = "#version 110\n" "uniform float offset_x;\n" "uniform float offset_y;\n" "uniform float factor_center;\n" "uniform sampler2D tex_scr;\n" "\n" "void main() {\n" " vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);\n" " sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x - offset_x, gl_TexCoord[0].y - offset_y));\n" " sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x - offset_x, gl_TexCoord[0].y));\n" " sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x - offset_x, gl_TexCoord[0].y + offset_y));\n" " sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y - offset_y));\n" " sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y)) * factor_center;\n" " sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x, gl_TexCoord[0].y + offset_y));\n" " sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x + offset_x, gl_TexCoord[0].y - offset_y));\n" " sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x + offset_x, gl_TexCoord[0].y));\n" " sum += texture2D(tex_scr, vec2(gl_TexCoord[0].x + offset_x, gl_TexCoord[0].y + offset_y));\n" " gl_FragColor = sum / (factor_center + 8.0);\n" "}\n" ; ps->glx_frag_shader_blur = glx_create_shader(GL_FRAGMENT_SHADER, FRAG_SHADER_BLUR); if (!ps->glx_frag_shader_blur) { printf_errf("(): Failed to create fragment shader."); return false; } ps->glx_prog_blur = glx_create_program(&ps->glx_frag_shader_blur, 1); if (!ps->glx_prog_blur) { printf_errf("(): Failed to create GLSL program."); return false; } #define P_GET_UNIFM_LOC(name, target) { \ ps->target = glGetUniformLocation(ps->glx_prog_blur, name); \ if (ps->target < 0) { \ printf_errf("(): Failed to get location of uniform '" name "'."); \ return false; \ } \ } P_GET_UNIFM_LOC("factor_center", glx_prog_blur_unifm_factor_center); P_GET_UNIFM_LOC("offset_x", glx_prog_blur_unifm_offset_x); P_GET_UNIFM_LOC("offset_y", glx_prog_blur_unifm_offset_y); #undef P_GET_UNIFM_LOC return true; #else printf_errf("(): GLSL support not compiled in. Cannot do blur with GLX backend."); return false; #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->glx_fbconfigs[depth], pfbcfg) < 0) { #ifdef DEBUG_GLX printf_dbgf("(%d): %#x overrides %#x, target %#x.\n", depth, (unsigned) pfbcfg->cfg, (ps->glx_fbconfigs[depth] ? (unsigned) ps->glx_fbconfigs[depth]->cfg: 0), pfbcfg->texture_tgts); #endif if (!ps->glx_fbconfigs[depth]) { ps->glx_fbconfigs[depth] = malloc(sizeof(glx_fbconfig_t)); allocchk(ps->glx_fbconfigs[depth]); } (*ps->glx_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 depth = 0, depth_alpha = 0, val = 0; 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.", (int) (pcur - pfbcfgs)); 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.", (int) (pcur - pfbcfgs)); continue; } 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; if ((depth - depth_alpha) < 32 && rgb) { fbinfo.texture_fmt = GLX_TEXTURE_FORMAT_RGB_EXT; glx_update_fbconfig_bydepth(ps, depth - depth_alpha, &fbinfo); } if (rgba) { fbinfo.texture_fmt = GLX_TEXTURE_FORMAT_RGBA_EXT; glx_update_fbconfig_bydepth(ps, depth, &fbinfo); } } if (pfbcfgs) XFree(pfbcfgs); // Sanity checks if (!ps->glx_fbconfigs[ps->depth]) { printf_errf("(): No FBConfig found for default depth %d.", ps->depth); return false; } if (!ps->glx_fbconfigs[32]) { printf_errf("(): No FBConfig found for depth 32. Expect crazy things."); } 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->glx_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->glx_has_texture_non_power_of_two) tex_tgt = GLX_TEXTURE_2D_EXT; else if (GLX_TEXTURE_RECTANGLE_BIT_EXT & pcfg->texture_tgts) tex_tgt = GLX_TEXTURE_RECTANGLE_EXT; else if (!(GLX_TEXTURE_2D_BIT_EXT & pcfg->texture_tgts)) tex_tgt = GLX_TEXTURE_RECTANGLE_EXT; else tex_tgt = GLX_TEXTURE_2D_EXT; #ifdef DEBUG_GLX printf_dbgf("(): depth %d, tgt %#x, rgba %d\n", depth, tex_tgt, (GLX_TEXTURE_FORMAT_RGBA_EXT == pcfg->texture_fmt)); #endif GLint attrs[] = { GLX_TEXTURE_FORMAT_EXT, pcfg->texture_fmt, GLX_TEXTURE_TARGET_EXT, tex_tgt, 0, }; ptex->glpixmap = glXCreatePixmap(ps->dpy, pcfg->cfg, pixmap, attrs); ptex->pixmap = pixmap; ptex->target = (GLX_TEXTURE_2D_EXT == tex_tgt ? GL_TEXTURE_2D: GL_TEXTURE_RECTANGLE); ptex->width = width; ptex->height = height; ptex->depth = depth; ptex->y_inverted = pcfg->y_inverted; } if (!ptex->glpixmap) { printf_errf("(): Failed to allocate GLX pixmap."); return false; } glEnable(ptex->target); // Create texture if (!ptex->texture) { need_release = false; GLuint texture = 0; glGenTextures(1, &texture); glBindTexture(ptex->target, texture); glTexParameteri(ptex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(ptex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(ptex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(ptex->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(ptex->target, 0); ptex->texture = texture; } if (!ptex->texture) { printf_errf("(): Failed to allocate texture."); return false; } glBindTexture(ptex->target, ptex->texture); // The specification requires rebinding whenever the content changes... // We can't follow this, too slow. if (need_release) ps->glXReleaseTexImageProc(ps->dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT); ps->glXBindTexImageProc(ps->dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT, NULL); // Cleanup glBindTexture(ptex->target, 0); glDisable(ptex->target); return true; } /** * @brief Release binding of a texture. */ void glx_release_pixmap(session_t *ps, glx_texture_t *ptex) { // Release binding if (ptex->glpixmap && ptex->texture) { glBindTexture(ptex->target, ptex->texture); ps->glXReleaseTexImageProc(ps->dpy, ptex->glpixmap, GLX_FRONT_LEFT_EXT); glBindTexture(ptex->target, 0); } // Free GLX Pixmap if (ptex->glpixmap) { glXDestroyPixmap(ps->dpy, ptex->glpixmap); ptex->glpixmap = 0; } } /** * Preprocess function before start painting. */ void glx_paint_pre(session_t *ps, XserverRegion *preg) { ps->glx_z = 0.0; // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // OpenGL doesn't support partial repaint without GLX_MESA_copy_sub_buffer, // we currently redraw the whole screen or copy unmodified pixels from // front buffer with --glx-copy-from-front. if (!ps->o.glx_copy_from_front || !*preg) { free_region(ps, preg); } else { { XserverRegion reg_copy = XFixesCreateRegion(ps->dpy, NULL, 0); XFixesSubtractRegion(ps->dpy, reg_copy, ps->screen_reg, *preg); glx_set_clip(ps, reg_copy); free_region(ps, ®_copy); } { GLfloat raster_pos[4]; glGetFloatv(GL_CURRENT_RASTER_POSITION, raster_pos); glReadBuffer(GL_FRONT); glRasterPos2f(0.0, 0.0); glCopyPixels(0, 0, ps->root_width, ps->root_height, GL_COLOR); glReadBuffer(GL_BACK); glRasterPos4fv(raster_pos); } } glx_set_clip(ps, *preg); } /** * Set clipping region on the target window. */ void glx_set_clip(session_t *ps, XserverRegion reg) { // Quit if we aren't using stencils if (ps->o.glx_no_stencil) return; static XRectangle rect_blank = { .x = 0, .y = 0, .width = 0, .height = 0 }; glDisable(GL_STENCIL_TEST); glDisable(GL_SCISSOR_TEST); if (!reg) return; int nrects = 0; XRectangle *rects = XFixesFetchRegion(ps->dpy, reg, &nrects); if (!nrects) { if (rects) XFree(rects); nrects = 1; rects = &rect_blank; } assert(nrects); if (1 == nrects) { glEnable(GL_SCISSOR_TEST); glScissor(rects[0].x, ps->root_height - rects[0].y - rects[0].height, rects[0].width, rects[0].height); } else { glEnable(GL_STENCIL_TEST); glClear(GL_STENCIL_BUFFER_BIT); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP); glBegin(GL_QUADS); for (int i = 0; i < nrects; ++i) { GLint rx = rects[i].x; GLint ry = ps->root_height - rects[i].y; GLint rxe = rx + rects[i].width; GLint rye = ry - rects[i].height; GLint z = 0; #ifdef DEBUG_GLX printf_dbgf("(): Rect %d: %d, %d, %d, %d\n", i, rx, ry, rxe, rye); #endif glVertex3i(rx, ry, z); glVertex3i(rxe, ry, z); glVertex3i(rxe, rye, z); glVertex3i(rx, rye, z); } glEnd(); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); } if (rects && &rect_blank != rects) XFree(rects); } bool glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z, GLfloat factor_center) { // Read destination pixels into a texture GLuint tex_scr = 0; glGenTextures(1, &tex_scr); if (!tex_scr) { printf_errf("(): Failed to allocate texture."); return false; } GLenum tex_tgt = GL_TEXTURE_RECTANGLE; if (ps->glx_has_texture_non_power_of_two) tex_tgt = GL_TEXTURE_2D; glEnable(tex_tgt); glBindTexture(tex_tgt, tex_scr); glTexParameteri(tex_tgt, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(tex_tgt, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(tex_tgt, 0, GL_RGB, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); glCopyTexSubImage2D(tex_tgt, 0, 0, 0, dx, ps->root_height - dy - height, width, height); #ifdef DEBUG_GLX printf_dbgf("(): %d, %d, %d, %d\n", dx, ps->root_height - dy - height, width, height); #endif // Paint it back // Color negation for testing... // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); // glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); // glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); #ifdef CONFIG_VSYNC_OPENGL_GLSL glUseProgram(ps->glx_prog_blur); glUniform1f(ps->glx_prog_blur_unifm_offset_x, 1.0f / width); glUniform1f(ps->glx_prog_blur_unifm_offset_y, 1.0f / height); glUniform1f(ps->glx_prog_blur_unifm_factor_center, factor_center); #endif glBegin(GL_QUADS); { const GLfloat rx = 0.0; const GLfloat ry = 1.0; const GLfloat rxe = 1.0; const GLfloat rye = 0.0; const GLint rdx = dx; const GLint rdy = ps->root_height - dy; const GLint rdxe = rdx + width; const GLint rdye = rdy - height; #ifdef DEBUG_GLX printf_dbgf("(): %f, %f, %f, %f -> %d, %d, %d, %d\n", rx, ry, rxe, rye, rdx, rdy, rdxe, rdye); #endif glTexCoord2f(rx, ry); glVertex3f(rdx, rdy, z); glTexCoord2f(rxe, ry); glVertex3f(rdxe, rdy, z); glTexCoord2f(rxe, rye); glVertex3f(rdxe, rdye, z); glTexCoord2f(rx, rye); glVertex3f(rdx, rdye, z); } glEnd(); #ifdef CONFIG_VSYNC_OPENGL_GLSL glUseProgram(0); #endif glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glBindTexture(tex_tgt, 0); glDeleteTextures(1, &tex_scr); glDisable(tex_tgt); return true; } /** * @brief Render a region with texture data. */ bool glx_render(session_t *ps, const glx_texture_t *ptex, int x, int y, int dx, int dy, int width, int height, int z, double opacity, bool neg, XserverRegion reg_tgt) { if (!ptex || !ptex->texture) { printf_errf("(): Missing texture."); return false; } // Enable blending if needed if (opacity < 1.0 || GLX_TEXTURE_FORMAT_RGBA_EXT == ps->glx_fbconfigs[ptex->depth]->texture_fmt) { glEnable(GL_BLEND); // Needed for handling opacity of ARGB texture glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // This is all weird, but X Render is using premulitplied ARGB format, and // we need to use those things to correct it. Thanks to derhass for help. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glColor4f(opacity, opacity, opacity, opacity); } // Color negation if (neg) { // Simple color negation if (!glIsEnabled(GL_BLEND)) { glEnable(GL_COLOR_LOGIC_OP); glLogicOp(GL_COPY_INVERTED); } // Blending color negation else { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_ONE_MINUS_SRC_COLOR); } } { XserverRegion reg_new = None; XRectangle rec_all = { .x = dx, .y = dy, .width = width, .height = height }; XRectangle *rects = &rec_all; int nrects = 1; #ifdef DEBUG_GLX printf_dbgf("(): Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n", x, y, width, height, dx, dy, ptex->width, ptex->height, z); #endif // On no-stencil mode, calculate painting region here instead of relying // on stencil buffer if (ps->o.glx_no_stencil && reg_tgt) { reg_new = XFixesCreateRegion(ps->dpy, &rec_all, 1); XFixesIntersectRegion(ps->dpy, reg_new, reg_new, reg_tgt); nrects = 0; rects = XFixesFetchRegion(ps->dpy, reg_new, &nrects); } glEnable(ptex->target); glBindTexture(ptex->target, ptex->texture); glBegin(GL_QUADS); for (int i = 0; i < nrects; ++i) { GLfloat rx = (double) (rects[i].x - dx + x) / ptex->width; GLfloat ry = (double) (rects[i].y - dy + y) / ptex->height; GLfloat rxe = rx + (double) rects[i].width / ptex->width; GLfloat rye = ry + (double) rects[i].height / ptex->height; GLint rdx = rects[i].x; GLint rdy = ps->root_height - rects[i].y; GLint rdxe = rdx + rects[i].width; GLint rdye = rdy - rects[i].height; // Invert Y if needed, this may not work as expected, though. I don't // have such a FBConfig to test with. if (!ptex->y_inverted) { ry = 1.0 - ry; rye = 1.0 - rye; } #ifdef DEBUG_GLX printf_dbgf("(): Rect %d: %f, %f, %f, %f -> %d, %d, %d, %d\n", i, rx, ry, rxe, rye, rdx, rdy, rdxe, rdye); #endif glTexCoord2f(rx, ry); glVertex3i(rdx, rdy, z); glTexCoord2f(rxe, ry); glVertex3i(rdxe, rdy, z); glTexCoord2f(rxe, rye); glVertex3i(rdxe, rdye, z); glTexCoord2f(rx, rye); glVertex3i(rdx, rdye, z); } glEnd(); if (rects && rects != &rec_all) XFree(rects); free_region(ps, ®_new); } // Cleanup glBindTexture(ptex->target, 0); glColor4f(0.0f, 0.0f, 0.0f, 0.0f); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glDisable(GL_BLEND); glDisable(GL_COLOR_LOGIC_OP); glDisable(ptex->target); return true; } #ifdef CONFIG_VSYNC_OPENGL_GLSL GLuint glx_create_shader(GLenum shader_type, const char *shader_str) { bool success = false; GLuint shader = glCreateShader(shader_type); if (!shader) { printf_errf("(): Failed to create shader with type %d.", shader_type); goto glx_create_shader_end; } glShaderSource(shader, 1, &shader_str, NULL); glCompileShader(shader); // Get shader status { GLint status = GL_FALSE; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (GL_FALSE == status) { GLint log_len = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len); if (log_len) { char log[log_len + 1]; glGetShaderInfoLog(shader, log_len, NULL, log); printf_errf("(): Failed to compile shader with type %d: %s", shader_type, log); } goto glx_create_shader_end; } } success = true; glx_create_shader_end: if (shader && !success) { glDeleteShader(shader); shader = 0; } return shader; } GLuint glx_create_program(const GLuint * const shaders, int nshaders) { bool success = false; GLuint program = glCreateProgram(); if (!program) { printf_errf("(): Failed to create program."); goto glx_create_program_end; } for (int i = 0; i < nshaders; ++i) glAttachShader(program, shaders[i]); glLinkProgram(program); // Get program status { GLint status = GL_FALSE; glGetProgramiv(program, GL_LINK_STATUS, &status); if (GL_FALSE == status) { GLint log_len = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len); if (log_len) { char log[log_len + 1]; glGetProgramInfoLog(program, log_len, NULL, log); printf_errf("(): Failed to link program: %s", log); } goto glx_create_program_end; } } success = true; glx_create_program_end: if (program) { for (int i = 0; i < nshaders; ++i) glDetachShader(program, shaders[i]); } if (program && !success) { glDeleteProgram(program); program = 0; } return program; } #endif