Fix shader invocation for cells output during resize

This commit is contained in:
Kovid Goyal
2019-03-03 12:32:05 +05:30
parent f2a1ff2584
commit 8b5f02bb0b
2 changed files with 23 additions and 13 deletions

View File

@@ -217,6 +217,14 @@ struct CellUniformData {
static struct CellUniformData cell_uniform_data = {0, .prev_inactive_text_alpha=-1};
static inline void
send_graphics_data_to_gpu(size_t image_count, ssize_t gvao_idx, const ImageRenderData *render_data) {
size_t sz = sizeof(GLfloat) * 16 * image_count;
GLfloat *a = alloc_and_map_vao_buffer(gvao_idx, sz, 0, GL_STREAM_DRAW, GL_WRITE_ONLY);
for (size_t i = 0; i < image_count; i++, a += 16) memcpy(a, render_data[i].vertices, sizeof(render_data[0].vertices));
unmap_vao_buffer(gvao_idx, 0); a = NULL;
}
static inline void
cell_update_uniform_block(ssize_t vao_idx, Screen *screen, int uniform_buffer, GLfloat xstart, GLfloat ystart, GLfloat dx, GLfloat dy, CursorRenderInfo *cursor, bool inverted, OSWindow *os_window) {
struct CellRenderData {
@@ -295,10 +303,7 @@ cell_prepare_to_render(ssize_t vao_idx, ssize_t gvao_idx, Screen *screen, GLfloa
}
if (gvao_idx && grman_update_layers(screen->grman, screen->scrolled_by, xstart, ystart, dx, dy, screen->columns, screen->lines, screen->cell_size)) {
sz = sizeof(GLfloat) * 16 * screen->grman->count;
GLfloat *a = alloc_and_map_vao_buffer(gvao_idx, sz, 0, GL_STREAM_DRAW, GL_WRITE_ONLY);
for (size_t i = 0; i < screen->grman->count; i++, a += 16) memcpy(a, screen->grman->render_data[i].vertices, sizeof(screen->grman->render_data[0].vertices));
unmap_vao_buffer(gvao_idx, 0); a = NULL;
send_graphics_data_to_gpu(screen->grman->count, gvao_idx, screen->grman->render_data);
changed = true;
}
return changed;
@@ -324,6 +329,9 @@ draw_graphics(int program, ssize_t vao_idx, ssize_t gvao_idx, ImageRenderData *d
bind_vertex_array(vao_idx);
}
#define BLEND_ONTO_OPAQUE glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // blending onto opaque colors
#define BLEND_PREMULT glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // blending of pre-multiplied colors
void
draw_centered_alpha_mask(ssize_t gvao_idx, size_t screen_width, size_t screen_height, size_t width, size_t height, uint8_t *canvas) {
static ImageRenderData data = {.group_count=1};
@@ -342,12 +350,14 @@ draw_centered_alpha_mask(ssize_t gvao_idx, size_t screen_width, size_t screen_he
glUniform1i(glGetUniformLocation(program_id(GRAPHICS_ALPHA_MASK_PROGRAM), "image"), GRAPHICS_UNIT);
glUniform1ui(glGetUniformLocation(program_id(GRAPHICS_ALPHA_MASK_PROGRAM), "fg"), OPT(foreground));
}
glScissor(0, 0, screen_width, screen_height);
send_graphics_data_to_gpu(1, gvao_idx, &data);
glEnable(GL_BLEND);
BLEND_ONTO_OPAQUE;
draw_graphics(GRAPHICS_ALPHA_MASK_PROGRAM, 0, gvao_idx, &data, 0, 1);
glDisable(GL_BLEND);
}
#define BLEND_ONTO_OPAQUE glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // blending onto opaque colors
#define BLEND_PREMULT glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // blending of pre-multiplied colors
static void
draw_cells_simple(ssize_t vao_idx, ssize_t gvao_idx, Screen *screen) {
bind_program(CELL_PROGRAM);