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-rw-r--r--opengl.c113
1 files changed, 89 insertions, 24 deletions
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;