new backend: gl_common: add support for decoupling lazy copied images

Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
Yuxuan Shui
2019-05-06 22:09:03 +01:00
parent b91888b0a3
commit 86f4d73c22
4 changed files with 253 additions and 150 deletions

View File

@@ -152,15 +152,15 @@ static void gl_free_prog_main(gl_win_shader_t *pprogram) {
* Render a region with texture data.
*
* @param ptex the texture
* @param target the framebuffer to render into
* @param dst_x,dst_y the top left corner of region where this texture
* should go. In Xorg coordinate system (important!).
* @param reg_tgt the clip region, also in Xorg coordinate system
* should go. In OpenGL coordinate system (important!).
* @param reg_tgt the clip region, in Xorg coordinate system
* @param reg_visible ignored
*/
void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
const region_t *reg_tgt, const region_t *reg_visible) {
static void _gl_compose(backend_t *base, struct gl_image *img, GLuint target, int dst_x,
int dst_y, GLfloat *coord, GLuint *indices, int nrects) {
struct gl_image *ptex = image_data;
struct gl_data *gd = (void *)base;
// Until we start to use glClipControl, reg_tgt, dst_x and dst_y and
@@ -169,11 +169,89 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
// screen, with y axis pointing up; Xorg has the origin at the upper left of the
// screen, with y axis pointing down. We have to do some coordinate conversion in
// this function
if (!ptex || !ptex->inner->texture) {
if (!img || !img->inner->texture) {
log_error("Missing texture.");
return;
}
bool dual_texture = false;
assert(gd->win_shader.prog);
glUseProgram(gd->win_shader.prog);
if (gd->win_shader.unifm_opacity >= 0) {
glUniform1f(gd->win_shader.unifm_opacity, (float)img->opacity);
}
if (gd->win_shader.unifm_invert_color >= 0) {
glUniform1i(gd->win_shader.unifm_invert_color, img->color_inverted);
}
if (gd->win_shader.unifm_tex >= 0) {
glUniform1i(gd->win_shader.unifm_tex, 0);
}
if (gd->win_shader.unifm_dim >= 0) {
glUniform1f(gd->win_shader.unifm_dim, (float)img->dim);
}
// log_trace("Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n",
// x, y, width, height, dx, dy, ptex->width, ptex->height, z);
// Bind texture
glBindTexture(GL_TEXTURE_2D, img->inner->texture);
if (dual_texture) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, img->inner->texture);
glActiveTexture(GL_TEXTURE0);
}
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint bo[2];
glGenBuffers(2, bo);
glBindBuffer(GL_ARRAY_BUFFER, bo[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]);
glBufferData(GL_ARRAY_BUFFER, (long)sizeof(*coord) * nrects * 16, coord, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(*indices) * nrects * 6,
indices, GL_STATIC_DRAW);
glEnableVertexAttribArray((GLuint)gd->win_shader.coord_loc);
glEnableVertexAttribArray((GLuint)gd->win_shader.in_texcoord);
glVertexAttribPointer((GLuint)gd->win_shader.coord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, NULL);
glVertexAttribPointer((GLuint)gd->win_shader.in_texcoord, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2));
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, target);
glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
glDisableVertexAttribArray((GLuint)gd->win_shader.coord_loc);
glDisableVertexAttribArray((GLuint)gd->win_shader.in_texcoord);
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
// Cleanup
glBindTexture(GL_TEXTURE_2D, 0);
if (dual_texture) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDeleteBuffers(2, bo);
glUseProgram(0);
gl_check_err();
return;
}
void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
const region_t *reg_tgt, const region_t *reg_visible) {
struct gl_data *gd = (void *)base;
struct gl_image *img = image_data;
// Painting
int nrects;
const rect_t *rects;
@@ -183,41 +261,9 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
return;
}
// dst_y is the top coordinate, in OpenGL, it is the upper bound of the y
// coordinate.
dst_y = gd->height - dst_y;
auto dst_y2 = dst_y - ptex->inner->height;
bool dual_texture = false;
assert(gd->win_shader.prog);
glUseProgram(gd->win_shader.prog);
if (gd->win_shader.unifm_opacity >= 0) {
glUniform1f(gd->win_shader.unifm_opacity, (float)ptex->opacity);
}
if (gd->win_shader.unifm_invert_color >= 0) {
glUniform1i(gd->win_shader.unifm_invert_color, ptex->color_inverted);
}
if (gd->win_shader.unifm_tex >= 0) {
glUniform1i(gd->win_shader.unifm_tex, 0);
}
if (gd->win_shader.unifm_dim >= 0) {
glUniform1f(gd->win_shader.unifm_dim, (float)ptex->dim);
}
// log_trace("Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d\n",
// x, y, width, height, dx, dy, ptex->width, ptex->height, z);
// Bind texture
glBindTexture(GL_TEXTURE_2D, ptex->inner->texture);
if (dual_texture) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, ptex->inner->texture);
glActiveTexture(GL_TEXTURE0);
}
auto coord = ccalloc(nrects * 16, GLfloat);
auto indices = ccalloc(nrects * 6, GLuint);
dst_y = gd->height - dst_y - img->inner->height;
for (int i = 0; i < nrects; ++i) {
// Y-flip. Note after this, crect.y1 > crect.y2
rect_t crect = rects[i];
@@ -227,22 +273,22 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
// Calculate texture coordinates
// (texture_x1, texture_y1), texture coord for the _bottom left_ corner
auto texture_x1 = (GLfloat)(crect.x1 - dst_x);
auto texture_y1 = (GLfloat)(crect.y2 - dst_y2);
auto texture_y1 = (GLfloat)(crect.y2 - dst_y);
auto texture_x2 = texture_x1 + (GLfloat)(crect.x2 - crect.x1);
auto texture_y2 = texture_y1 + (GLfloat)(crect.y1 - crect.y2);
// X pixmaps might be Y inverted, invert the texture coordinates
if (ptex->inner->y_inverted) {
texture_y1 = (GLfloat)ptex->inner->height - texture_y1;
texture_y2 = (GLfloat)ptex->inner->height - texture_y2;
if (img->inner->y_inverted) {
texture_y1 = (GLfloat)img->inner->height - texture_y1;
texture_y2 = (GLfloat)img->inner->height - texture_y2;
}
// GL_TEXTURE_2D coordinates are normalized
// TODO use texelFetch
texture_x1 /= (GLfloat)ptex->inner->width;
texture_y1 /= (GLfloat)ptex->inner->height;
texture_x2 /= (GLfloat)ptex->inner->width;
texture_y2 /= (GLfloat)ptex->inner->height;
texture_x1 /= (GLfloat)img->inner->width;
texture_y1 /= (GLfloat)img->inner->height;
texture_x2 /= (GLfloat)img->inner->width;
texture_y2 /= (GLfloat)img->inner->height;
// Vertex coordinates
auto vx1 = (GLfloat)crect.x1;
@@ -270,52 +316,10 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
memcpy(&indices[i * 6], (GLuint[]){u + 0, u + 1, u + 2, u + 2, u + 3, u + 0},
sizeof(GLuint) * 6);
}
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint bo[2];
glGenBuffers(2, bo);
glBindBuffer(GL_ARRAY_BUFFER, bo[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bo[1]);
glBufferData(GL_ARRAY_BUFFER, (long)sizeof(*coord) * nrects * 16, coord, GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (long)sizeof(*indices) * nrects * 6,
indices, GL_STATIC_DRAW);
glEnableVertexAttribArray((GLuint)gd->win_shader.coord_loc);
glEnableVertexAttribArray((GLuint)gd->win_shader.in_texcoord);
glVertexAttribPointer((GLuint)gd->win_shader.coord_loc, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, NULL);
glVertexAttribPointer((GLuint)gd->win_shader.in_texcoord, 2, GL_FLOAT, GL_FALSE,
sizeof(GLfloat) * 4, (void *)(sizeof(GLfloat) * 2));
glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
glDisableVertexAttribArray((GLuint)gd->win_shader.coord_loc);
glDisableVertexAttribArray((GLuint)gd->win_shader.in_texcoord);
glBindVertexArray(0);
glDeleteVertexArrays(1, &vao);
// Cleanup
glBindTexture(GL_TEXTURE_2D, 0);
if (dual_texture) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDeleteBuffers(2, bo);
_gl_compose(base, img, 0, dst_x, dst_y, coord, indices, nrects);
free(indices);
free(coord);
glUseProgram(0);
gl_check_err();
return;
}
/**
@@ -642,6 +646,33 @@ void gl_fill(backend_t *base, double r, double g, double b, double a, const regi
glDeleteBuffers(2, bo);
}
void gl_release_image(backend_t *base, void *image_data) {
struct gl_image *wd = image_data;
struct gl_data *gl = (void *)base;
wd->inner->refcount--;
assert(wd->inner->refcount >= 0);
if (wd->inner->refcount > 0) {
free(wd);
return;
}
gl->release_user_data(base, wd->inner);
assert(wd->inner->user_data == NULL);
glDeleteTextures(1, &wd->inner->texture);
free(wd->inner);
free(wd);
gl_check_err();
}
void *gl_copy(backend_t *base, const void *image_data, const region_t *reg_visible) {
const struct gl_image *img = image_data;
auto new_img = ccalloc(1, struct gl_image);
*new_img = *img;
new_img->inner->refcount++;
return new_img;
}
/**
* Initialize GL blur filters.
*/
@@ -894,10 +925,68 @@ GLuint gl_new_texture(GLenum target) {
}
/// Decouple `img` from the image it references, also applies all the lazy operations
static inline void gl_image_decouple(struct gl_image *img) {
static inline void gl_image_decouple(backend_t *base, struct gl_image *img) {
if (img->inner->refcount == 1) {
return;
}
struct gl_data *gl = (void *)base;
auto new_tex = cmalloc(struct gl_texture);
glGenTextures(1, &new_tex->texture);
glBindTexture(GL_TEXTURE_2D, new_tex->texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, img->inner->width, img->inner->height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
new_tex->y_inverted = true;
new_tex->height = img->inner->height;
new_tex->width = img->inner->width;
new_tex->refcount = 1;
new_tex->user_data = gl->decouple_texture_user_data(base, img->inner->user_data);
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
new_tex->texture, 0);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
// clang-format off
GLfloat coord[] = {
// top left
0, 0, // vertex coord
0, 0, // texture coord
// top right
(GLfloat)img->inner->width, 0, // vertex coord
1, 0, // texture coord
// bottom right
(GLfloat)img->inner->width, (GLfloat)img->inner->height,
1, 1,
// bottom left
0, (GLfloat)img->inner->height,
0, 1
};
// clang-format on
_gl_compose(base, img, fbo, 0, 0, coord, (GLuint[]){0, 1, 2, 2, 3, 0}, 1);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
img->inner->refcount--;
img->inner = new_tex;
// Clear lazy operation flags
img->color_inverted = false;
img->dim = 0;
img->opacity = 1;
}
/// stub for backend_operations::image_op
@@ -912,7 +1001,7 @@ bool gl_image_op(backend_t *base, enum image_operations op, void *image_data,
break;
case IMAGE_OP_APPLY_ALPHA_ALL: tex->opacity *= *(double *)arg; break;
case IMAGE_OP_APPLY_ALPHA:
gl_image_decouple(tex);
gl_image_decouple(base, tex);
log_warn("IMAGE_OP_APPLY_ALPHA not implemented yet");
break;
case IMAGE_OP_RESIZE_TILE: