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author | Richard Grenville <[email protected]> | 2013-04-06 20:21:38 +0800 |
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committer | Richard Grenville <[email protected]> | 2013-04-06 20:21:38 +0800 |
commit | b75d417c52d25894e1a2459468ace7de6f39280d (patch) | |
tree | a4491b5f8b68d8ac26f6f1c876883fa3f4135215 /opengl.c | |
parent | 53870fb7fe83f5ab54a0e37a553f3dd769e2fbbf (diff) | |
download | tdebase-b75d417c52d25894e1a2459468ace7de6f39280d.tar.gz tdebase-b75d417c52d25894e1a2459468ace7de6f39280d.zip |
Bug fix: GLX: Fix dim and blur with --glx-no-stencil
- GLX backend: Fix broken dim and blur with --glx-no-stencil when
dealing with shaped windows.
- GLX backend: Cache region contents and do a local region intersection
instead of using XFixesIntersectRegion(). Drastic reduction in CPU
usage for --glx-no-stencil. Now --glx-no-stencil substantially
outperforms (~15%) normal mode.
- Use macros to reuse paint-in-region code in opengl.c . Add new type
"reg_data_t" to store XserverRegion cache.
Diffstat (limited to 'opengl.c')
-rw-r--r-- | opengl.c | 202 |
1 files changed, 106 insertions, 96 deletions
@@ -190,11 +190,6 @@ glx_on_root_change(session_t *ps) { 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."); - } - // Build shader static const char *FRAG_SHADER_BLUR = "#version 110\n" @@ -562,7 +557,7 @@ glx_paint_pre(session_t *ps, XserverRegion *preg) { { XserverRegion reg_copy = XFixesCreateRegion(ps->dpy, NULL, 0); XFixesSubtractRegion(ps->dpy, reg_copy, ps->screen_reg, *preg); - glx_set_clip(ps, reg_copy, NULL, 0); + glx_set_clip(ps, reg_copy, NULL); free_region(ps, ®_copy); } @@ -577,22 +572,19 @@ glx_paint_pre(session_t *ps, XserverRegion *preg) { } } - glx_set_clip(ps, *preg, NULL, 0); + glx_set_clip(ps, *preg, NULL); } /** * Set clipping region on the target window. */ void -glx_set_clip(session_t *ps, XserverRegion reg, - const XRectangle * const cache_rects, const int cache_nrects) { +glx_set_clip(session_t *ps, XserverRegion reg, const reg_data_t *pcache_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 - }; + static XRectangle rect_blank = { .x = 0, .y = 0, .width = 0, .height = 0 }; glDisable(GL_STENCIL_TEST); glDisable(GL_SCISSOR_TEST); @@ -600,13 +592,18 @@ glx_set_clip(session_t *ps, XserverRegion reg, if (!reg) return; - int nrects = cache_nrects; + int nrects = 0; XRectangle *rects_free = NULL; - const XRectangle *rects = cache_rects; + const XRectangle *rects = NULL; + if (pcache_reg) { + rects = pcache_reg->rects; + nrects = pcache_reg->nrects; + } if (!rects) { nrects = 0; rects = rects_free = XFixesFetchRegion(ps->dpy, reg, &nrects); } + // Use one empty rectangle if the region is empty if (!nrects) { cxfree(rects_free); rects_free = NULL; @@ -657,9 +654,45 @@ glx_set_clip(session_t *ps, XserverRegion reg, cxfree(rects_free); } +#define P_PAINTREG_START() \ + XserverRegion reg_new = None; \ + XRectangle rec_all = { .x = dx, .y = dy, .width = width, .height = height }; \ + XRectangle *rects = &rec_all; \ + int nrects = 1; \ + \ + if (ps->o.glx_no_stencil && reg_tgt) { \ + if (pcache_reg) { \ + rects = pcache_reg->rects; \ + nrects = pcache_reg->nrects; \ + } \ + else { \ + 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); \ + } \ + } \ + glBegin(GL_QUADS); \ + \ + for (int i = 0; i < nrects; ++i) { \ + XRectangle crect; \ + rect_crop(&crect, &rects[i], &rec_all); \ + \ + if (!crect.width || !crect.height) \ + continue; \ + +#define P_PAINTREG_END() \ + } \ + glEnd(); \ + \ + if (rects && rects != &rec_all && !(pcache_reg && pcache_reg->rects == rects)) \ + cxfree(rects); \ + free_region(ps, ®_new); \ + bool glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z, - GLfloat factor_center) { + GLfloat factor_center, XserverRegion reg_tgt, const reg_data_t *pcache_reg) { // Read destination pixels into a texture GLuint tex_scr = 0; glGenTextures(1, &tex_scr); @@ -699,37 +732,37 @@ glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z, 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; + P_PAINTREG_START(); + { + const GLfloat rx = (double) (crect.x - dx) / width; + const GLfloat ry = 1.0 - (double) (crect.y - dy) / height; + const GLfloat rxe = rx + (double) crect.width / width; + const GLfloat rye = ry - (double) crect.height / height; + const GLfloat rdx = crect.x; + const GLfloat rdy = ps->root_height - crect.y; + const GLfloat rdxe = rdx + crect.width; + const GLfloat rdye = rdy - crect.height; #ifdef DEBUG_GLX - printf_dbgf("(): %f, %f, %f, %f -> %d, %d, %d, %d\n", rx, ry, rxe, rye, rdx, rdy, rdxe, rdye); + 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(rx, ry); + glVertex3f(rdx, rdy, z); - glTexCoord2f(rxe, ry); - glVertex3f(rdxe, rdy, z); + glTexCoord2f(rxe, ry); + glVertex3f(rdxe, rdy, z); - glTexCoord2f(rxe, rye); - glVertex3f(rdxe, rdye, z); + glTexCoord2f(rxe, rye); + glVertex3f(rdxe, rdye, z); - glTexCoord2f(rx, rye); - glVertex3f(rdx, rdye, z); + glTexCoord2f(rx, rye); + glVertex3f(rdx, rdye, z); + } + P_PAINTREG_END(); } - glEnd(); - #ifdef CONFIG_VSYNC_OPENGL_GLSL glUseProgram(0); #endif @@ -743,25 +776,27 @@ glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z, bool glx_dim_dst(session_t *ps, int dx, int dy, int width, int height, float z, - GLfloat factor) { + GLfloat factor, XserverRegion reg_tgt, const reg_data_t *pcache_reg) { // It's possible to dim in glx_render(), but it would be over-complicated // considering all those mess in color negation and modulation glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glColor4f(0.0f, 0.0f, 0.0f, factor); - glBegin(GL_QUADS); - { - GLint rdx = dx; - GLint rdy = ps->root_height - dy; - GLint rdxe = rdx + width; - GLint rdye = rdy - height; - - glVertex3i(rdx, rdy, z); - glVertex3i(rdxe, rdy, z); - glVertex3i(rdxe, rdye, z); - glVertex3i(rdx, rdye, z); + P_PAINTREG_START(); + { + GLint rdx = crect.x; + GLint rdy = ps->root_height - crect.y; + GLint rdxe = rdx + crect.width; + GLint rdye = rdy - crect.height; + + glVertex3i(rdx, rdy, z); + glVertex3i(rdxe, rdy, z); + glVertex3i(rdxe, rdye, z); + glVertex3i(rdx, rdye, z); + } + P_PAINTREG_END(); } glEnd(); @@ -778,7 +813,8 @@ glx_dim_dst(session_t *ps, int dx, int dy, int width, int height, float z, 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) { + double opacity, bool neg, + XserverRegion reg_tgt, const reg_data_t *pcache_reg) { if (!ptex || !ptex->texture) { printf_errf("(): Missing texture."); return false; @@ -878,51 +914,30 @@ glx_render(session_t *ps, const glx_texture_t *ptex, } } - { - 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); + 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); - } - + // Bind texture + glBindTexture(ptex->target, ptex->texture); + if (dual_texture) { + glActiveTexture(GL_TEXTURE1); glBindTexture(ptex->target, ptex->texture); - if (dual_texture) { - glActiveTexture(GL_TEXTURE1); - glBindTexture(ptex->target, ptex->texture); - glActiveTexture(GL_TEXTURE0); - } - - glBegin(GL_QUADS); + glActiveTexture(GL_TEXTURE0); + } - 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; + // Painting + { + P_PAINTREG_START(); + { + GLfloat rx = (double) (crect.x - dx + x) / ptex->width; + GLfloat ry = (double) (crect.y - dy + y) / ptex->height; + GLfloat rxe = rx + (double) crect.width / ptex->width; + GLfloat rye = ry + (double) crect.height / ptex->height; + GLint rdx = crect.x; + GLint rdy = ps->root_height - crect.y; + GLint rdxe = rdx + crect.width; + GLint rdye = rdy - crect.height; // Invert Y if needed, this may not work as expected, though. I don't // have such a FBConfig to test with. @@ -954,12 +969,7 @@ glx_render(session_t *ps, const glx_texture_t *ptex, P_TEXCOORD(rx, rye); glVertex3i(rdx, rdye, z); } - - glEnd(); - - if (rects && rects != &rec_all) - cxfree(rects); - free_region(ps, ®_new); + P_PAINTREG_END(); } // Cleanup @@ -993,7 +1003,7 @@ glx_swap_copysubbuffermesa(session_t *ps, XserverRegion reg) { glXSwapBuffers(ps->dpy, get_tgt_window(ps)); } else { - glx_set_clip(ps, None, NULL, 0); + glx_set_clip(ps, None, NULL); for (int i = 0; i < nrects; ++i) { const int x = rects[i].x; const int y = ps->root_height - rects[i].y - rects[i].height; |