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-rw-r--r--common.h24
-rw-r--r--compton.c98
-rw-r--r--opengl.c113
3 files changed, 170 insertions, 65 deletions
diff --git a/common.h b/common.h
index 978a9ecb8..977643b60 100644
--- a/common.h
+++ b/common.h
@@ -626,6 +626,18 @@ typedef struct {
f_ReleaseTexImageEXT glXReleaseTexImageProc;
/// FBConfig-s for GLX pixmap of different depths.
glx_fbconfig_t *glx_fbconfigs[OPENGL_MAX_DEPTH + 1];
+#ifdef CONFIG_VSYNC_OPENGL_GLSL
+ /// Fragment shader for blur.
+ GLuint glx_frag_shader_blur;
+ /// GLSL program for blur.
+ GLuint glx_prog_blur;
+ /// Location of uniform "offset_x" in blur GLSL program.
+ GLint glx_prog_blur_unifm_offset_x;
+ /// Location of uniform "offset_y" in blur GLSL program.
+ GLint glx_prog_blur_unifm_offset_y;
+ /// Location of uniform "factor_center" in blur GLSL program.
+ GLint glx_prog_blur_unifm_factor_center;
+#endif
#endif
// === X extension related ===
@@ -1601,9 +1613,21 @@ void
glx_set_clip(session_t *ps, XserverRegion reg);
bool
+glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
+ GLfloat factor_center);
+
+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);
+
+#ifdef CONFIG_VSYNC_OPENGL_GLSL
+GLuint
+glx_create_shader(GLenum shader_type, const char *shader_str);
+
+GLuint
+glx_create_program(const GLuint * const shaders, int nshaders);
+#endif
#endif
static inline void
diff --git a/compton.c b/compton.c
index 2b1ca9204..9e8623ea8 100644
--- a/compton.c
+++ b/compton.c
@@ -1329,60 +1329,76 @@ win_build_picture(session_t *ps, win *w, XRenderPictFormat *pictfmt) {
static inline void
win_blur_background(session_t *ps, win *w, Picture tgt_buffer,
XserverRegion reg_paint) {
- const static int convolution_blur_size = 3;
- // Convolution filter parameter (box blur)
- // gaussian or binomial filters are definitely superior, yet looks
- // like they aren't supported as of xorg-server-1.13.0
- XFixed convolution_blur[] = {
- // Must convert to XFixed with XDoubleToFixed()
- // Matrix size
- XDoubleToFixed(convolution_blur_size),
- XDoubleToFixed(convolution_blur_size),
- // Matrix
- XDoubleToFixed(1), XDoubleToFixed(1), XDoubleToFixed(1),
- XDoubleToFixed(1), XDoubleToFixed(1), XDoubleToFixed(1),
- XDoubleToFixed(1), XDoubleToFixed(1), XDoubleToFixed(1),
- };
-
const int x = w->a.x;
const int y = w->a.y;
const int wid = w->widthb;
const int hei = w->heightb;
- // Directly copying from tgt_buffer does not work, so we create a
- // Picture in the middle.
- Picture tmp_picture = win_build_picture(ps, w, NULL);
-
- if (!tmp_picture)
- return;
-
+ double factor_center = 1.0;
// Adjust blur strength according to window opacity, to make it appear
// better during fading
if (!ps->o.blur_background_fixed) {
double pct = 1.0 - get_opacity_percent(w) * (1.0 - 1.0 / 9.0);
- convolution_blur[2 + convolution_blur_size + ((convolution_blur_size - 1) / 2)] = XDoubleToFixed(pct * 8.0 / (1.1 - pct));
+ factor_center = pct * 8.0 / (1.1 - pct);
}
- // Minimize the region we try to blur, if the window itself is not
- // opaque, only the frame is.
- if (WMODE_SOLID == w->mode && w->frame_opacity) {
- XserverRegion reg_all = border_size(ps, w, false);
- XserverRegion reg_noframe = win_get_region_noframe(ps, w, false);
- XFixesSubtractRegion(ps->dpy, reg_noframe, reg_all, reg_noframe);
- XFixesSetPictureClipRegion(ps->dpy, tmp_picture, reg_noframe, 0, 0);
- free_region(ps, &reg_all);
- free_region(ps, &reg_noframe);
- }
+ switch (ps->o.backend) {
+ case BKEND_XRENDER:
+ {
+ const static int convolution_blur_size = 3;
+ // Convolution filter parameter (box blur)
+ // gaussian or binomial filters are definitely superior, yet looks
+ // like they aren't supported as of xorg-server-1.13.0
+ XFixed convolution_blur[] = {
+ // Must convert to XFixed with XDoubleToFixed()
+ // Matrix size
+ XDoubleToFixed(convolution_blur_size),
+ XDoubleToFixed(convolution_blur_size),
+ // Matrix
+ XDoubleToFixed(1), XDoubleToFixed(1), XDoubleToFixed(1),
+ XDoubleToFixed(1), XDoubleToFixed(1), XDoubleToFixed(1),
+ XDoubleToFixed(1), XDoubleToFixed(1), XDoubleToFixed(1),
+ };
+
+ // Directly copying from tgt_buffer does not work, so we create a
+ // Picture in the middle.
+ Picture tmp_picture = win_build_picture(ps, w, NULL);
+
+ if (!tmp_picture)
+ return;
- // Copy the content to tmp_picture, then copy back. The filter must
- // be applied on tgt_buffer, to get the nearby pixels outside the
- // window.
- XRenderSetPictureFilter(ps->dpy, tgt_buffer, XRFILTER_CONVOLUTION, (XFixed *) convolution_blur, sizeof(convolution_blur) / sizeof(XFixed));
- XRenderComposite(ps->dpy, PictOpSrc, tgt_buffer, None, tmp_picture, x, y, 0, 0, 0, 0, wid, hei);
- xrfilter_reset(ps, tgt_buffer);
- XRenderComposite(ps->dpy, PictOpSrc, tmp_picture, None, tgt_buffer, 0, 0, 0, 0, x, y, wid, hei);
+ convolution_blur[2 + convolution_blur_size + ((convolution_blur_size - 1) / 2)] = XDoubleToFixed(factor_center);
- free_picture(ps, &tmp_picture);
+ // Minimize the region we try to blur, if the window itself is not
+ // opaque, only the frame is.
+ if (WMODE_SOLID == w->mode && w->frame_opacity) {
+ XserverRegion reg_all = border_size(ps, w, false);
+ XserverRegion reg_noframe = win_get_region_noframe(ps, w, false);
+ XFixesSubtractRegion(ps->dpy, reg_noframe, reg_all, reg_noframe);
+ XFixesSetPictureClipRegion(ps->dpy, tmp_picture, reg_noframe, 0, 0);
+ free_region(ps, &reg_all);
+ free_region(ps, &reg_noframe);
+ }
+
+ // Copy the content to tmp_picture, then copy back. The filter must
+ // be applied on tgt_buffer, to get the nearby pixels outside the
+ // window.
+ XRenderSetPictureFilter(ps->dpy, tgt_buffer, XRFILTER_CONVOLUTION, (XFixed *) convolution_blur, sizeof(convolution_blur) / sizeof(XFixed));
+ XRenderComposite(ps->dpy, PictOpSrc, tgt_buffer, None, tmp_picture, x, y, 0, 0, 0, 0, wid, hei);
+ xrfilter_reset(ps, tgt_buffer);
+ XRenderComposite(ps->dpy, PictOpSrc, tmp_picture, None, tgt_buffer, 0, 0, 0, 0, x, y, wid, hei);
+
+ free_picture(ps, &tmp_picture);
+ }
+ break;
+#ifdef CONFIG_VSYNC_OPENGL
+ case BKEND_GLX:
+ glx_blur_dst(ps, x, y, wid, hei, ps->glx_z - 0.5, factor_center);
+ break;
+#endif
+ default:
+ assert(0);
+ }
}
static void
diff --git a/opengl.c b/opengl.c
index eca91667b..a0bed63bb 100644
--- a/opengl.c
+++ b/opengl.c
@@ -140,6 +140,14 @@ glx_init_end:
*/
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]);
@@ -173,20 +181,66 @@ glx_on_root_change(session_t *ps) {
*/
bool
glx_init_blur(session_t *ps) {
- printf_errf("(): Blur on GLX backend isn't implemented yet, sorry.");
- return false;
+#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);
-// #ifdef CONFIG_VSYNC_OPENGL_GLSL
-// static const char *FRAG_SHADER_BLUR = "";
-// GLuint frag_shader = glx_create_shader(GL_FRAGMENT_SHADER, FRAG_SHADER_BLUR);
-// if (!frag_shader) {
-// printf_errf("(): Failed to create fragment shader for blurring.");
-// return false;
-// }
-// #else
-// printf_errf("(): GLSL support not compiled in. Cannot do blur with GLX backend.");
-// return false;
-// #endif
+#undef P_GET_UNIFM_LOC
+
+ return true;
+#else
+ printf_errf("(): GLSL support not compiled in. Cannot do blur with GLX backend.");
+ return false;
+#endif
}
/**
@@ -590,7 +644,8 @@ glx_set_clip(session_t *ps, XserverRegion reg) {
}
bool
-glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z) {
+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);
@@ -617,10 +672,18 @@ glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z) {
#endif
// Paint it back
- // TODO: Blur function. We are using color negation for testing now.
- 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);
+ // 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);
@@ -653,6 +716,9 @@ glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float 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);
@@ -668,8 +734,6 @@ 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) {
- bool blur_background = false;
-
if (!ptex || !ptex->texture) {
printf_errf("(): Missing texture.");
return false;
@@ -678,8 +742,6 @@ glx_render(session_t *ps, const glx_texture_t *ptex,
// Enable blending if needed
if (opacity < 1.0 || GLX_TEXTURE_FORMAT_RGBA_EXT ==
ps->glx_fbconfigs[ptex->depth]->texture_fmt) {
- if (!ps->o.glx_no_stencil && blur_background)
- glx_blur_dst(ps, dx, dy, width, height, z - 0.5);
glEnable(GL_BLEND);
@@ -832,8 +894,7 @@ glx_create_shader_end:
}
GLuint
-glx_create_program(GLenum shader_type, const GLuint * const shaders,
- int nshaders) {
+glx_create_program(const GLuint * const shaders, int nshaders) {
bool success = false;
GLuint program = glCreateProgram();
if (!program) {
@@ -863,6 +924,10 @@ glx_create_program(GLenum shader_type, const GLuint * const shaders,
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;