Feature #69: GLX: Blur background

- GLX backend: Add blur background support using a GLSL shader. Only
  tested with nvidia-drivers-313.26. Known to cause quite some decrease
  in performance (~10%?).

- Detach shaders in glx_create_program(). Misc changes.
This commit is contained in:
Richard Grenville
2013-03-20 17:29:45 +08:00
parent 725bc40a65
commit 8208ec6dc8
4 changed files with 174 additions and 69 deletions

View File

@@ -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;
}
// #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
// 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
}
/**
@@ -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;