/* * shaders.c * Copyright (C) 2017 Kovid Goyal * * Distributed under terms of the GPL3 license. */ #include "fonts.h" #include "gl.h" #include enum { CELL_PROGRAM, CELL_BG_PROGRAM, CELL_SPECIAL_PROGRAM, CELL_FG_PROGRAM, BORDERS_PROGRAM, GRAPHICS_PROGRAM, GRAPHICS_PREMULT_PROGRAM, GRAPHICS_ALPHA_MASK_PROGRAM, BLIT_PROGRAM, BGIMAGE_PROGRAM, TINT_PROGRAM, NUM_PROGRAMS }; enum { SPRITE_MAP_UNIT, GRAPHICS_UNIT, BLIT_UNIT, BGIMAGE_UNIT }; // Sprites {{{ typedef struct { unsigned int cell_width, cell_height; int xnum, ynum, x, y, z, last_num_of_layers, last_ynum; GLuint texture_id; GLint max_texture_size, max_array_texture_layers; } SpriteMap; static const SpriteMap NEW_SPRITE_MAP = { .xnum = 1, .ynum = 1, .last_num_of_layers = 1, .last_ynum = -1 }; static GLint max_texture_size = 0, max_array_texture_layers = 0; SPRITE_MAP_HANDLE alloc_sprite_map(unsigned int cell_width, unsigned int cell_height) { if (!max_texture_size) { glGetIntegerv(GL_MAX_TEXTURE_SIZE, &(max_texture_size)); glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &(max_array_texture_layers)); #ifdef __APPLE__ // Since on Apple we could have multiple GPUs, with different capabilities, // upper bound the values according to the data from https://developer.apple.com/graphicsimaging/opengl/capabilities/ max_texture_size = MIN(8192, max_texture_size); max_array_texture_layers = MIN(512, max_array_texture_layers); #endif sprite_tracker_set_limits(max_texture_size, max_array_texture_layers); } SpriteMap *ans = calloc(1, sizeof(SpriteMap)); if (!ans) fatal("Out of memory allocating a sprite map"); *ans = NEW_SPRITE_MAP; ans->max_texture_size = max_texture_size; ans->max_array_texture_layers = max_array_texture_layers; ans->cell_width = cell_width; ans->cell_height = cell_height; return (SPRITE_MAP_HANDLE)ans; } SPRITE_MAP_HANDLE free_sprite_map(SPRITE_MAP_HANDLE sm) { SpriteMap *sprite_map = (SpriteMap*)sm; if (sprite_map) { if (sprite_map->texture_id) free_texture(&sprite_map->texture_id); free(sprite_map); } return NULL; } static bool copy_image_warned = false; static void copy_image_sub_data(GLuint src_texture_id, GLuint dest_texture_id, unsigned int width, unsigned int height, unsigned int num_levels) { if (!GLAD_GL_ARB_copy_image) { // ARB_copy_image not available, do a slow roundtrip copy if (!copy_image_warned) { copy_image_warned = true; log_error("WARNING: Your system's OpenGL implementation does not have glCopyImageSubData, falling back to a slower implementation"); } size_t sz = width * height * num_levels; pixel *src = malloc(sz * sizeof(pixel)); if (src == NULL) { fatal("Out of memory."); } glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture_id); glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_UNSIGNED_BYTE, src); glBindTexture(GL_TEXTURE_2D_ARRAY, dest_texture_id); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width, height, num_levels, GL_RGBA, GL_UNSIGNED_BYTE, src); free(src); } else { glCopyImageSubData(src_texture_id, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, dest_texture_id, GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width, height, num_levels); } } static void realloc_sprite_texture(FONTS_DATA_HANDLE fg) { GLuint tex; glGenTextures(1, &tex); glBindTexture(GL_TEXTURE_2D_ARRAY, tex); // We use GL_NEAREST otherwise glyphs that touch the edge of the cell // often show a border between cells glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); unsigned int xnum, ynum, z, znum, width, height, src_ynum; sprite_tracker_current_layout(fg, &xnum, &ynum, &z); znum = z + 1; SpriteMap *sprite_map = (SpriteMap*)fg->sprite_map; width = xnum * sprite_map->cell_width; height = ynum * sprite_map->cell_height; glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, width, height, znum); if (sprite_map->texture_id) { // need to re-alloc src_ynum = MAX(1, sprite_map->last_ynum); copy_image_sub_data(sprite_map->texture_id, tex, width, src_ynum * sprite_map->cell_height, sprite_map->last_num_of_layers); glDeleteTextures(1, &sprite_map->texture_id); } glBindTexture(GL_TEXTURE_2D_ARRAY, 0); sprite_map->last_num_of_layers = znum; sprite_map->last_ynum = ynum; sprite_map->texture_id = tex; } static inline void ensure_sprite_map(FONTS_DATA_HANDLE fg) { SpriteMap *sprite_map = (SpriteMap*)fg->sprite_map; if (!sprite_map->texture_id) realloc_sprite_texture(fg); // We have to rebind since we don't know if the texture was ever bound // in the context of the current OSWindow glActiveTexture(GL_TEXTURE0 + SPRITE_MAP_UNIT); glBindTexture(GL_TEXTURE_2D_ARRAY, sprite_map->texture_id); } void send_sprite_to_gpu(FONTS_DATA_HANDLE fg, unsigned int x, unsigned int y, unsigned int z, pixel *buf) { SpriteMap *sprite_map = (SpriteMap*)fg->sprite_map; unsigned int xnum, ynum, znum; sprite_tracker_current_layout(fg, &xnum, &ynum, &znum); if ((int)znum >= sprite_map->last_num_of_layers || (znum == 0 && (int)ynum > sprite_map->last_ynum)) realloc_sprite_texture(fg); glBindTexture(GL_TEXTURE_2D_ARRAY, sprite_map->texture_id); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); x *= sprite_map->cell_width; y *= sprite_map->cell_height; glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, x, y, z, sprite_map->cell_width, sprite_map->cell_height, 1, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, buf); } void send_image_to_gpu(GLuint *tex_id, const void* data, GLsizei width, GLsizei height, bool is_opaque, bool is_4byte_aligned, bool linear, RepeatStrategy repeat) { if (!(*tex_id)) { glGenTextures(1, tex_id); } glBindTexture(GL_TEXTURE_2D, *tex_id); glPixelStorei(GL_UNPACK_ALIGNMENT, is_4byte_aligned ? 4 : 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear ? GL_LINEAR : GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear ? GL_LINEAR : GL_NEAREST); RepeatStrategy r; switch (repeat) { case REPEAT_MIRROR: r = GL_MIRRORED_REPEAT; break; case REPEAT_CLAMP: r = GL_CLAMP_TO_EDGE; break; default: r = GL_REPEAT; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, r); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, r); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, is_opaque ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, data); } // }}} // Cell {{{ typedef struct { UniformBlock render_data; ArrayInformation color_table; GLint draw_bg_bitfield_location; } CellProgramLayout; static CellProgramLayout cell_program_layouts[NUM_PROGRAMS]; static ssize_t blit_vertex_array; typedef struct { GLint image_location, tiled_location, sizes_location, opacity_location, premult_location; } BGImageProgramLayout; static BGImageProgramLayout bgimage_program_layout = {0}; typedef struct { GLint tint_color_location, edges_location; } TintProgramLayout; static TintProgramLayout tint_program_layout = {0}; static void init_cell_program(void) { for (int i = CELL_PROGRAM; i < BORDERS_PROGRAM; i++) { cell_program_layouts[i].render_data.index = block_index(i, "CellRenderData"); cell_program_layouts[i].render_data.size = block_size(i, cell_program_layouts[i].render_data.index); cell_program_layouts[i].color_table.size = get_uniform_information(i, "color_table[0]", GL_UNIFORM_SIZE); cell_program_layouts[i].color_table.offset = get_uniform_information(i, "color_table[0]", GL_UNIFORM_OFFSET); cell_program_layouts[i].color_table.stride = get_uniform_information(i, "color_table[0]", GL_UNIFORM_ARRAY_STRIDE); } cell_program_layouts[CELL_BG_PROGRAM].draw_bg_bitfield_location = get_uniform_location(CELL_BG_PROGRAM, "draw_bg_bitfield"); // Sanity check to ensure the attribute location binding worked #define C(p, name, expected) { int aloc = attrib_location(p, #name); if (aloc != expected && aloc != -1) fatal("The attribute location for %s is %d != %d in program: %d", #name, aloc, expected, p); } for (int p = CELL_PROGRAM; p < BORDERS_PROGRAM; p++) { C(p, colors, 0); C(p, sprite_coords, 1); C(p, is_selected, 2); } #undef C blit_vertex_array = create_vao(); bgimage_program_layout.image_location = get_uniform_location(BGIMAGE_PROGRAM, "image"); bgimage_program_layout.opacity_location = get_uniform_location(BGIMAGE_PROGRAM, "opacity"); bgimage_program_layout.sizes_location = get_uniform_location(BGIMAGE_PROGRAM, "sizes"); bgimage_program_layout.tiled_location = get_uniform_location(BGIMAGE_PROGRAM, "tiled"); bgimage_program_layout.premult_location = get_uniform_location(BGIMAGE_PROGRAM, "premult"); tint_program_layout.tint_color_location = get_uniform_location(TINT_PROGRAM, "tint_color"); tint_program_layout.edges_location = get_uniform_location(TINT_PROGRAM, "edges"); } #define CELL_BUFFERS enum { cell_data_buffer, selection_buffer, uniform_buffer }; ssize_t create_cell_vao() { ssize_t vao_idx = create_vao(); #define A(name, size, dtype, offset, stride) \ add_attribute_to_vao(CELL_PROGRAM, vao_idx, #name, \ /*size=*/size, /*dtype=*/dtype, /*stride=*/stride, /*offset=*/offset, /*divisor=*/1); #define A1(name, size, dtype, offset) A(name, size, dtype, (void*)(offsetof(GPUCell, offset)), sizeof(GPUCell)) add_buffer_to_vao(vao_idx, GL_ARRAY_BUFFER); A1(sprite_coords, 4, GL_UNSIGNED_SHORT, sprite_x); A1(colors, 3, GL_UNSIGNED_INT, fg); add_buffer_to_vao(vao_idx, GL_ARRAY_BUFFER); A(is_selected, 1, GL_UNSIGNED_BYTE, NULL, 0); size_t bufnum = add_buffer_to_vao(vao_idx, GL_UNIFORM_BUFFER); alloc_vao_buffer(vao_idx, cell_program_layouts[CELL_PROGRAM].render_data.size, bufnum, GL_STREAM_DRAW); return vao_idx; #undef A #undef A1 } ssize_t create_graphics_vao() { ssize_t vao_idx = create_vao(); add_buffer_to_vao(vao_idx, GL_ARRAY_BUFFER); add_attribute_to_vao(GRAPHICS_PROGRAM, vao_idx, "src", 4, GL_FLOAT, 0, NULL, 0); return vao_idx; } struct CellUniformData { bool constants_set; bool alpha_mask_fg_set; GLint gploc, gpploc, cploc, cfploc, fg_loc, amask_premult_loc; GLfloat prev_inactive_text_alpha; }; 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 { GLfloat xstart, ystart, dx, dy, sprite_dx, sprite_dy, background_opacity, cursor_text_uses_bg; GLuint default_fg, default_bg, highlight_fg, highlight_bg, cursor_color, cursor_text_color, url_color, url_style, inverted; GLuint xnum, ynum, cursor_fg_sprite_idx; GLfloat cursor_x, cursor_y, cursor_w; }; static struct CellRenderData *rd; // Send the uniform data rd = (struct CellRenderData*)map_vao_buffer(vao_idx, uniform_buffer, GL_WRITE_ONLY); if (UNLIKELY(screen->color_profile->dirty || screen->reload_all_gpu_data)) { copy_color_table_to_buffer(screen->color_profile, (GLuint*)rd, cell_program_layouts[CELL_PROGRAM].color_table.offset / sizeof(GLuint), cell_program_layouts[CELL_PROGRAM].color_table.stride / sizeof(GLuint)); } // Cursor position enum { BLOCK_IDX = 0, BEAM_IDX = 6, UNDERLINE_IDX = 7, UNFOCUSED_IDX = 8 }; if (cursor->is_visible) { rd->cursor_x = screen->cursor->x, rd->cursor_y = screen->cursor->y; if (cursor->is_focused) { switch(cursor->shape) { default: rd->cursor_fg_sprite_idx = BLOCK_IDX; break; case CURSOR_BEAM: rd->cursor_fg_sprite_idx = BEAM_IDX; break; case CURSOR_UNDERLINE: rd->cursor_fg_sprite_idx = UNDERLINE_IDX; break; } } else rd->cursor_fg_sprite_idx = UNFOCUSED_IDX; } else rd->cursor_x = screen->columns, rd->cursor_y = screen->lines; rd->cursor_w = rd->cursor_x; if ( (rd->cursor_fg_sprite_idx == BLOCK_IDX || rd->cursor_fg_sprite_idx == UNDERLINE_IDX) && screen_current_char_width(screen) > 1 ) rd->cursor_w += 1; rd->xnum = screen->columns; rd->ynum = screen->lines; rd->xstart = xstart; rd->ystart = ystart; rd->dx = dx; rd->dy = dy; unsigned int x, y, z; sprite_tracker_current_layout(os_window->fonts_data, &x, &y, &z); rd->sprite_dx = 1.0f / (float)x; rd->sprite_dy = 1.0f / (float)y; rd->inverted = inverted ? 1 : 0; rd->background_opacity = os_window->is_semi_transparent ? os_window->background_opacity : 1.0f; #define COLOR(name) colorprofile_to_color(screen->color_profile, screen->color_profile->overridden.name, screen->color_profile->configured.name) rd->default_fg = COLOR(default_fg); rd->default_bg = COLOR(default_bg); rd->highlight_fg = COLOR(highlight_fg); rd->highlight_bg = COLOR(highlight_bg); rd->cursor_text_color = COLOR(cursor_text_color); #undef COLOR rd->cursor_color = cursor->color; rd->url_color = OPT(url_color); rd->url_style = OPT(url_style); rd->cursor_text_uses_bg = cursor_text_as_bg(screen->color_profile); unmap_vao_buffer(vao_idx, uniform_buffer); rd = NULL; } static inline bool cell_prepare_to_render(ssize_t vao_idx, ssize_t gvao_idx, Screen *screen, GLfloat xstart, GLfloat ystart, GLfloat dx, GLfloat dy, FONTS_DATA_HANDLE fonts_data) { size_t sz; CELL_BUFFERS; void *address; bool changed = false; ensure_sprite_map(fonts_data); bool cursor_pos_changed = screen->cursor->x != screen->last_rendered.cursor_x || screen->cursor->y != screen->last_rendered.cursor_y; bool disable_ligatures = screen->disable_ligatures == DISABLE_LIGATURES_CURSOR; if (screen->reload_all_gpu_data || screen->scroll_changed || screen->is_dirty || (disable_ligatures && cursor_pos_changed)) { sz = sizeof(GPUCell) * screen->lines * screen->columns; address = alloc_and_map_vao_buffer(vao_idx, sz, cell_data_buffer, GL_STREAM_DRAW, GL_WRITE_ONLY); screen_update_cell_data(screen, address, fonts_data, disable_ligatures && cursor_pos_changed); unmap_vao_buffer(vao_idx, cell_data_buffer); address = NULL; changed = true; } if (cursor_pos_changed) { screen->last_rendered.cursor_x = screen->cursor->x; screen->last_rendered.cursor_y = screen->cursor->y; } if (screen->reload_all_gpu_data || screen_is_selection_dirty(screen)) { sz = screen->lines * screen->columns; address = alloc_and_map_vao_buffer(vao_idx, sz, selection_buffer, GL_STREAM_DRAW, GL_WRITE_ONLY); screen_apply_selection(screen, address, sz); unmap_vao_buffer(vao_idx, selection_buffer); address = NULL; changed = true; } if (gvao_idx && grman_update_layers(screen->grman, screen->scrolled_by, xstart, ystart, dx, dy, screen->columns, screen->lines, screen->cell_size)) { send_graphics_data_to_gpu(screen->grman->count, gvao_idx, screen->grman->render_data); changed = true; } screen->last_rendered.scrolled_by = screen->scrolled_by; return changed; } static void draw_bg(OSWindow *w) { blank_canvas(w->is_semi_transparent ? OPT(background_opacity) : 1.0f, OPT(background)); bind_program(BGIMAGE_PROGRAM); bind_vertex_array(blit_vertex_array); static bool bgimage_constants_set = false; if (!bgimage_constants_set) { glUniform1i(bgimage_program_layout.image_location, BGIMAGE_UNIT); glUniform1f(bgimage_program_layout.opacity_location, OPT(background_opacity)); GLfloat tiled = (OPT(background_image_layout) == TILING || OPT(background_image_layout) == MIRRORED) ? 1 : 0; glUniform1f(bgimage_program_layout.tiled_location, tiled); bgimage_constants_set = true; } glUniform4f(bgimage_program_layout.sizes_location, (GLfloat)w->window_width, (GLfloat)w->window_height, (GLfloat)w->bgimage->width, (GLfloat)w->bgimage->height); glUniform1f(bgimage_program_layout.premult_location, w->is_semi_transparent ? 1.f : 0.f); glActiveTexture(GL_TEXTURE0 + BGIMAGE_UNIT); glBindTexture(GL_TEXTURE_2D, w->bgimage->texture_id); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); unbind_vertex_array(); unbind_program(); } static void draw_graphics(int program, ssize_t vao_idx, ssize_t gvao_idx, ImageRenderData *data, GLuint start, GLuint count) { bind_program(program); bind_vertex_array(gvao_idx); glActiveTexture(GL_TEXTURE0 + GRAPHICS_UNIT); GLuint base = 4 * start; glEnable(GL_SCISSOR_TEST); for (GLuint i=0; i < count;) { ImageRenderData *rd = data + start + i; glBindTexture(GL_TEXTURE_2D, rd->texture_id); // You could reduce the number of draw calls by using // glDrawArraysInstancedBaseInstance but Apple chose to abandon OpenGL // before implementing it. for (GLuint k=0; k < rd->group_count; k++, base += 4, i++) glDrawArrays(GL_TRIANGLE_FAN, base, 4); } glDisable(GL_SCISSOR_TEST); 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(OSWindow *os_window, size_t screen_width, size_t screen_height, size_t width, size_t height, uint8_t *canvas) { static ImageRenderData data = {.group_count=1}; gpu_data_for_centered_image(&data, screen_width, screen_height, width, height); if (!data.texture_id) { glGenTextures(1, &data.texture_id); } glBindTexture(GL_TEXTURE_2D, data.texture_id); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); 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_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, canvas); bind_program(GRAPHICS_ALPHA_MASK_PROGRAM); if (!cell_uniform_data.alpha_mask_fg_set) { cell_uniform_data.alpha_mask_fg_set = true; glUniform1i(glGetUniformLocation(program_id(GRAPHICS_ALPHA_MASK_PROGRAM), "image"), GRAPHICS_UNIT); glUniform1ui(glGetUniformLocation(program_id(GRAPHICS_ALPHA_MASK_PROGRAM), "fg"), OPT(foreground)); } glUniform1f(cell_uniform_data.amask_premult_loc, os_window->is_semi_transparent ? 1.f : 0.f); send_graphics_data_to_gpu(1, os_window->gvao_idx, &data); glEnable(GL_BLEND); if (os_window->is_semi_transparent) { BLEND_PREMULT; } else { BLEND_ONTO_OPAQUE; } draw_graphics(GRAPHICS_ALPHA_MASK_PROGRAM, 0, os_window->gvao_idx, &data, 0, 1); glDisable(GL_BLEND); } static void draw_cells_simple(ssize_t vao_idx, ssize_t gvao_idx, Screen *screen) { bind_program(CELL_PROGRAM); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); if (screen->grman->count) { glEnable(GL_BLEND); BLEND_ONTO_OPAQUE; draw_graphics(GRAPHICS_PROGRAM, vao_idx, gvao_idx, screen->grman->render_data, 0, screen->grman->count); glDisable(GL_BLEND); } } static inline bool has_bgimage(OSWindow *w) { return w->bgimage && w->bgimage->texture_id > 0; } static void draw_tint(bool premult, Screen *screen, GLfloat xstart, GLfloat ystart, GLfloat width, GLfloat height) { bind_program(TINT_PROGRAM); color_type window_bg = colorprofile_to_color(screen->color_profile, screen->color_profile->overridden.default_bg, screen->color_profile->configured.default_bg); #define C(shift) ((((GLfloat)((window_bg >> shift) & 0xFF)) / 255.0f)) float alpha = OPT(background_tint); if (premult) glUniform4f(tint_program_layout.tint_color_location, C(16) * alpha, C(8) * alpha, C(0) * alpha, alpha); else glUniform4f(tint_program_layout.tint_color_location, C(16), C(8), C(0), alpha); #undef C glUniform4f(tint_program_layout.edges_location, xstart, ystart - height, xstart + width, ystart); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } static void draw_cells_interleaved(ssize_t vao_idx, ssize_t gvao_idx, Screen *screen, OSWindow *w, GLfloat xstart, GLfloat ystart, GLfloat width, GLfloat height) { glEnable(GL_BLEND); BLEND_ONTO_OPAQUE; // draw background for all cells if (!has_bgimage(w)) { bind_program(CELL_BG_PROGRAM); glUniform1ui(cell_program_layouts[CELL_BG_PROGRAM].draw_bg_bitfield_location, 3); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); } else if (OPT(background_tint) > 0) draw_tint(false, screen, xstart, ystart, width, height); if (screen->grman->num_of_below_refs || has_bgimage(w)) { if (screen->grman->num_of_below_refs) draw_graphics( GRAPHICS_PROGRAM, vao_idx, gvao_idx, screen->grman->render_data, 0, screen->grman->num_of_below_refs); bind_program(CELL_BG_PROGRAM); // draw background for non-default bg cells glUniform1ui(cell_program_layouts[CELL_BG_PROGRAM].draw_bg_bitfield_location, 2); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); } if (screen->grman->num_of_negative_refs) draw_graphics(GRAPHICS_PROGRAM, vao_idx, gvao_idx, screen->grman->render_data, screen->grman->num_of_below_refs, screen->grman->num_of_negative_refs); bind_program(CELL_SPECIAL_PROGRAM); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); bind_program(CELL_FG_PROGRAM); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); if (screen->grman->num_of_positive_refs) draw_graphics(GRAPHICS_PROGRAM, vao_idx, gvao_idx, screen->grman->render_data, screen->grman->num_of_negative_refs + screen->grman->num_of_below_refs, screen->grman->num_of_positive_refs); glDisable(GL_BLEND); } static void draw_cells_interleaved_premult(ssize_t vao_idx, ssize_t gvao_idx, Screen *screen, OSWindow *os_window, GLfloat xstart, GLfloat ystart, GLfloat width, GLfloat height) { if (OPT(background_tint) > 0.f) { glEnable(GL_BLEND); BLEND_PREMULT; draw_tint(true, screen, xstart, ystart, width, height); glDisable(GL_BLEND); } if (!os_window->offscreen_texture_id) { glGenFramebuffers(1, &os_window->offscreen_framebuffer); glGenTextures(1, &os_window->offscreen_texture_id); glBindTexture(GL_TEXTURE_2D, os_window->offscreen_texture_id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, os_window->viewport_width, os_window->viewport_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } glBindTexture(GL_TEXTURE_2D, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, os_window->offscreen_framebuffer); glFramebufferTexture(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, os_window->offscreen_texture_id, 0); /* if (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) fatal("Offscreen framebuffer not complete"); */ bind_program(CELL_BG_PROGRAM); if (!has_bgimage(os_window)) { // draw background for all cells glUniform1ui(cell_program_layouts[CELL_BG_PROGRAM].draw_bg_bitfield_location, 3); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); } else blank_canvas(0, 0); glEnable(GL_BLEND); BLEND_PREMULT; if (screen->grman->num_of_below_refs || has_bgimage(os_window)) { if (screen->grman->num_of_below_refs) draw_graphics( GRAPHICS_PREMULT_PROGRAM, vao_idx, gvao_idx, screen->grman->render_data, 0, screen->grman->num_of_below_refs); bind_program(CELL_BG_PROGRAM); // Draw background for non-default bg cells glUniform1ui(cell_program_layouts[CELL_BG_PROGRAM].draw_bg_bitfield_location, 2); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); } else { // Apply background_opacity glUniform1ui(cell_program_layouts[CELL_BG_PROGRAM].draw_bg_bitfield_location, 0); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); } if (screen->grman->num_of_negative_refs) { draw_graphics(GRAPHICS_PREMULT_PROGRAM, vao_idx, gvao_idx, screen->grman->render_data, screen->grman->num_of_below_refs, screen->grman->num_of_negative_refs); } bind_program(CELL_SPECIAL_PROGRAM); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); bind_program(CELL_FG_PROGRAM); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); if (screen->grman->num_of_positive_refs) draw_graphics(GRAPHICS_PREMULT_PROGRAM, vao_idx, gvao_idx, screen->grman->render_data, screen->grman->num_of_negative_refs + screen->grman->num_of_below_refs, screen->grman->num_of_positive_refs); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); if (!has_bgimage(os_window)) glDisable(GL_BLEND); glEnable(GL_SCISSOR_TEST); // Now render the framebuffer to the screen bind_program(BLIT_PROGRAM); bind_vertex_array(blit_vertex_array); static bool blit_constants_set = false; if (!blit_constants_set) { glUniform1i(glGetUniformLocation(program_id(BLIT_PROGRAM), "image"), BLIT_UNIT); blit_constants_set = true; } glActiveTexture(GL_TEXTURE0 + BLIT_UNIT); glBindTexture(GL_TEXTURE_2D, os_window->offscreen_texture_id); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisable(GL_SCISSOR_TEST); glDisable(GL_BLEND); } static inline void set_cell_uniforms(float current_inactive_text_alpha, bool force) { if (!cell_uniform_data.constants_set || force) { cell_uniform_data.gploc = glGetUniformLocation(program_id(GRAPHICS_PROGRAM), "inactive_text_alpha"); cell_uniform_data.gpploc = glGetUniformLocation(program_id(GRAPHICS_PREMULT_PROGRAM), "inactive_text_alpha"); cell_uniform_data.cploc = glGetUniformLocation(program_id(CELL_PROGRAM), "inactive_text_alpha"); cell_uniform_data.cfploc = glGetUniformLocation(program_id(CELL_FG_PROGRAM), "inactive_text_alpha"); cell_uniform_data.amask_premult_loc = glGetUniformLocation(program_id(GRAPHICS_ALPHA_MASK_PROGRAM), "alpha_mask_premult"); #define S(prog, name, val, type) { bind_program(prog); glUniform##type(glGetUniformLocation(program_id(prog), #name), val); } S(GRAPHICS_PROGRAM, image, GRAPHICS_UNIT, 1i); S(GRAPHICS_PREMULT_PROGRAM, image, GRAPHICS_UNIT, 1i); S(CELL_PROGRAM, sprites, SPRITE_MAP_UNIT, 1i); S(CELL_FG_PROGRAM, sprites, SPRITE_MAP_UNIT, 1i); S(CELL_PROGRAM, dim_opacity, OPT(dim_opacity), 1f); S(CELL_FG_PROGRAM, dim_opacity, OPT(dim_opacity), 1f); S(CELL_BG_PROGRAM, defaultbg, OPT(background), 1f); #undef S cell_uniform_data.constants_set = true; } if (current_inactive_text_alpha != cell_uniform_data.prev_inactive_text_alpha || force) { cell_uniform_data.prev_inactive_text_alpha = current_inactive_text_alpha; #define S(prog, loc) { bind_program(prog); glUniform1f(cell_uniform_data.loc, current_inactive_text_alpha); } S(CELL_PROGRAM, cploc); S(CELL_FG_PROGRAM, cfploc); S(GRAPHICS_PROGRAM, gploc); S(GRAPHICS_PREMULT_PROGRAM, gpploc); #undef S } } void blank_canvas(float background_opacity, color_type color) { // See https://github.com/glfw/glfw/issues/1538 for why we use pre-multiplied alpha #define C(shift) ((((GLfloat)((color >> shift) & 0xFF)) / 255.0f) * background_opacity) glClearColor(C(16), C(8), C(0), background_opacity); #undef C glClear(GL_COLOR_BUFFER_BIT); } bool send_cell_data_to_gpu(ssize_t vao_idx, ssize_t gvao_idx, GLfloat xstart, GLfloat ystart, GLfloat dx, GLfloat dy, Screen *screen, OSWindow *os_window) { bool changed = false; if (os_window->fonts_data) { if (cell_prepare_to_render(vao_idx, gvao_idx, screen, xstart, ystart, dx, dy, os_window->fonts_data)) changed = true; } return changed; } void draw_cells(ssize_t vao_idx, ssize_t gvao_idx, GLfloat xstart, GLfloat ystart, GLfloat dx, GLfloat dy, Screen *screen, OSWindow *os_window, bool is_active_window, bool can_be_focused) { CELL_BUFFERS; bool inverted = screen_invert_colors(screen); cell_update_uniform_block(vao_idx, screen, uniform_buffer, xstart, ystart, dx, dy, &screen->cursor_render_info, inverted, os_window); bind_vao_uniform_buffer(vao_idx, uniform_buffer, cell_program_layouts[CELL_PROGRAM].render_data.index); bind_vertex_array(vao_idx); float current_inactive_text_alpha = (!can_be_focused || screen->cursor_render_info.is_focused) && is_active_window ? 1.0f : (float)OPT(inactive_text_alpha); set_cell_uniforms(current_inactive_text_alpha, screen->reload_all_gpu_data); screen->reload_all_gpu_data = false; GLfloat w = (GLfloat)screen->columns * dx, h = (GLfloat)screen->lines * dy; // The scissor limits below are calculated to ensure that they do not // overlap with the pixels outside the draw area, // for a test case (scissor is also used to blit framebuffer in draw_cells_interleaved_premult) run: // kitty -o background=cyan -o background_opacity=0.7 -o cursor_blink_interval=0 -o window_margin_width=40 sh -c "kitty +kitten icat logo/kitty.png; read" #define SCALE(w, x) ((GLfloat)(os_window->viewport_##w) * (GLfloat)(x)) /* printf("columns=%d dx=%f w=%f vw=%d vh=%d left=%f width=%f\n", screen->columns, dx, w, os_window->viewport_width, os_window->viewport_height, SCALE(width, (xstart + 1.f)/2.f), SCALE(width, w / 2.f)); */ glScissor( (GLint)roundf(SCALE(width, (xstart + 1.f)/2.f)), // x (GLint)roundf(SCALE(height, (ystart - h + 1.f)/2.f)), // y (GLsizei)roundf(SCALE(width, w / 2.f)), // width (GLsizei)roundf(SCALE(height, h / 2.f)) // height ); #undef SCALE if (os_window->is_semi_transparent) { if (screen->grman->count || has_bgimage(os_window)) draw_cells_interleaved_premult( vao_idx, gvao_idx, screen, os_window, xstart, ystart, w, h); else draw_cells_simple(vao_idx, gvao_idx, screen); } else { if (screen->grman->num_of_negative_refs || screen->grman->num_of_below_refs || has_bgimage(os_window)) draw_cells_interleaved( vao_idx, gvao_idx, screen, os_window, xstart, ystart, w, h); else draw_cells_simple(vao_idx, gvao_idx, screen); } } // }}} // Borders {{{ enum BorderUniforms { BORDER_viewport, BORDER_background_opacity, BORDER_default_bg, BORDER_active_border_color, BORDER_inactive_border_color, BORDER_bell_border_color, NUM_BORDER_UNIFORMS }; static GLint border_uniform_locations[NUM_BORDER_UNIFORMS] = {0}; static void init_borders_program(void) { Program *p = program_ptr(BORDERS_PROGRAM); int left = NUM_BORDER_UNIFORMS; for (int i = 0; i < p->num_of_uniforms; i++, left--) { #define SET_LOC(which) (strcmp(p->uniforms[i].name, #which) == 0) border_uniform_locations[BORDER_##which] = p->uniforms[i].location if SET_LOC(viewport); else if SET_LOC(background_opacity); else if SET_LOC(default_bg); else if SET_LOC(active_border_color); else if SET_LOC(inactive_border_color); else if SET_LOC(bell_border_color); else { fatal("Unknown uniform in borders program: %s", p->uniforms[i].name); return; } } if (left) { fatal("Left over uniforms in borders program"); return; } #undef SET_LOC } ssize_t create_border_vao(void) { ssize_t vao_idx = create_vao(); add_buffer_to_vao(vao_idx, GL_ARRAY_BUFFER); add_attribute_to_vao(BORDERS_PROGRAM, vao_idx, "rect", /*size=*/4, /*dtype=*/GL_UNSIGNED_INT, /*stride=*/sizeof(GLuint)*5, /*offset=*/0, /*divisor=*/1); add_attribute_to_vao(BORDERS_PROGRAM, vao_idx, "rect_color", /*size=*/1, /*dtype=*/GL_UNSIGNED_INT, /*stride=*/sizeof(GLuint)*5, /*offset=*/(void*)(sizeof(GLuint)*4), /*divisor=*/1); return vao_idx; } void draw_borders(ssize_t vao_idx, unsigned int num_border_rects, BorderRect *rect_buf, bool rect_data_is_dirty, uint32_t viewport_width, uint32_t viewport_height, color_type active_window_bg, unsigned int num_visible_windows, bool all_windows_have_same_bg, OSWindow *w) { if (has_bgimage(w)) { glEnable(GL_BLEND); BLEND_ONTO_OPAQUE; draw_bg(w); } if (num_border_rects) { bind_vertex_array(vao_idx); bind_program(BORDERS_PROGRAM); if (rect_data_is_dirty) { size_t sz = sizeof(GLuint) * 5 * num_border_rects; void *borders_buf_address = alloc_and_map_vao_buffer(vao_idx, sz, 0, GL_STATIC_DRAW, GL_WRITE_ONLY); if (borders_buf_address) memcpy(borders_buf_address, rect_buf, sz); unmap_vao_buffer(vao_idx, 0); } #define CV3(x) (((float)((x >> 16) & 0xff))/255.f), (((float)((x >> 8) & 0xff))/255.f), (((float)(x & 0xff))/255.f) glUniform1f(border_uniform_locations[BORDER_background_opacity], w->is_semi_transparent ? w->background_opacity: 1.0f); glUniform3f(border_uniform_locations[BORDER_active_border_color], CV3(OPT(active_border_color))); glUniform3f(border_uniform_locations[BORDER_inactive_border_color], CV3(OPT(inactive_border_color))); glUniform3f(border_uniform_locations[BORDER_bell_border_color], CV3(OPT(bell_border_color))); glUniform2ui(border_uniform_locations[BORDER_viewport], viewport_width, viewport_height); color_type default_bg = (num_visible_windows > 1 && !all_windows_have_same_bg) ? OPT(background) : active_window_bg; glUniform3f(border_uniform_locations[BORDER_default_bg], CV3(default_bg)); #undef CV3 glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, num_border_rects); unbind_vertex_array(); unbind_program(); } if (has_bgimage(w)) glDisable(GL_BLEND); } // }}} // Python API {{{ static PyObject* compile_program(PyObject UNUSED *self, PyObject *args) { const char *vertex_shader, *fragment_shader; int which; GLuint vertex_shader_id = 0, fragment_shader_id = 0; if (!PyArg_ParseTuple(args, "iss", &which, &vertex_shader, &fragment_shader)) return NULL; if (which < 0 || which >= NUM_PROGRAMS) { PyErr_Format(PyExc_ValueError, "Unknown program: %d", which); return NULL; } Program *program = program_ptr(which); if (program->id != 0) { PyErr_SetString(PyExc_ValueError, "program already compiled"); return NULL; } program->id = glCreateProgram(); vertex_shader_id = compile_shader(GL_VERTEX_SHADER, vertex_shader); fragment_shader_id = compile_shader(GL_FRAGMENT_SHADER, fragment_shader); glAttachShader(program->id, vertex_shader_id); glAttachShader(program->id, fragment_shader_id); glLinkProgram(program->id); GLint ret = GL_FALSE; glGetProgramiv(program->id, GL_LINK_STATUS, &ret); if (ret != GL_TRUE) { GLsizei len; static char glbuf[4096]; glGetProgramInfoLog(program->id, sizeof(glbuf), &len, glbuf); log_error("Failed to compile GLSL shader!\n%s", glbuf); PyErr_SetString(PyExc_ValueError, "Failed to compile shader"); goto end; } init_uniforms(which); end: if (vertex_shader_id != 0) glDeleteShader(vertex_shader_id); if (fragment_shader_id != 0) glDeleteShader(fragment_shader_id); if (PyErr_Occurred()) { glDeleteProgram(program->id); program->id = 0; return NULL;} return Py_BuildValue("I", program->id); } #define PYWRAP0(name) static PyObject* py##name(PYNOARG) #define PYWRAP1(name) static PyObject* py##name(PyObject UNUSED *self, PyObject *args) #define PA(fmt, ...) if(!PyArg_ParseTuple(args, fmt, __VA_ARGS__)) return NULL; #define ONE_INT(name) PYWRAP1(name) { name(PyLong_AsSsize_t(args)); Py_RETURN_NONE; } #define TWO_INT(name) PYWRAP1(name) { int a, b; PA("ii", &a, &b); name(a, b); Py_RETURN_NONE; } #define NO_ARG(name) PYWRAP0(name) { name(); Py_RETURN_NONE; } #define NO_ARG_INT(name) PYWRAP0(name) { return PyLong_FromSsize_t(name()); } ONE_INT(bind_program) NO_ARG(unbind_program) PYWRAP0(create_vao) { int ans = create_vao(); if (ans < 0) return NULL; return Py_BuildValue("i", ans); } ONE_INT(bind_vertex_array) NO_ARG(unbind_vertex_array) TWO_INT(unmap_vao_buffer) NO_ARG(init_borders_program) NO_ARG(init_cell_program) static PyObject* sprite_map_set_limits(PyObject UNUSED *self, PyObject *args) { unsigned int w, h; if(!PyArg_ParseTuple(args, "II", &w, &h)) return NULL; sprite_tracker_set_limits(w, h); max_texture_size = w; max_array_texture_layers = h; Py_RETURN_NONE; } #define M(name, arg_type) {#name, (PyCFunction)name, arg_type, NULL} #define MW(name, arg_type) {#name, (PyCFunction)py##name, arg_type, NULL} static PyMethodDef module_methods[] = { M(compile_program, METH_VARARGS), M(sprite_map_set_limits, METH_VARARGS), MW(create_vao, METH_NOARGS), MW(bind_vertex_array, METH_O), MW(unbind_vertex_array, METH_NOARGS), MW(unmap_vao_buffer, METH_VARARGS), MW(bind_program, METH_O), MW(unbind_program, METH_NOARGS), MW(init_borders_program, METH_NOARGS), MW(init_cell_program, METH_NOARGS), {NULL, NULL, 0, NULL} /* Sentinel */ }; bool init_shaders(PyObject *module) { #define C(x) if (PyModule_AddIntConstant(module, #x, x) != 0) { PyErr_NoMemory(); return false; } C(CELL_PROGRAM); C(CELL_BG_PROGRAM); C(CELL_SPECIAL_PROGRAM); C(CELL_FG_PROGRAM); C(BORDERS_PROGRAM); C(GRAPHICS_PROGRAM); C(GRAPHICS_PREMULT_PROGRAM); C(GRAPHICS_ALPHA_MASK_PROGRAM); C(BLIT_PROGRAM); C(BGIMAGE_PROGRAM); C(TINT_PROGRAM); C(GLSL_VERSION); C(GL_VERSION); C(GL_VENDOR); C(GL_SHADING_LANGUAGE_VERSION); C(GL_RENDERER); C(GL_TRIANGLE_FAN); C(GL_TRIANGLE_STRIP); C(GL_TRIANGLES); C(GL_LINE_LOOP); C(GL_COLOR_BUFFER_BIT); C(GL_VERTEX_SHADER); C(GL_FRAGMENT_SHADER); C(GL_TRUE); C(GL_FALSE); C(GL_COMPILE_STATUS); C(GL_LINK_STATUS); C(GL_TEXTURE0); C(GL_TEXTURE1); C(GL_TEXTURE2); C(GL_TEXTURE3); C(GL_TEXTURE4); C(GL_TEXTURE5); C(GL_TEXTURE6); C(GL_TEXTURE7); C(GL_TEXTURE8); C(GL_MAX_ARRAY_TEXTURE_LAYERS); C(GL_TEXTURE_BINDING_BUFFER); C(GL_MAX_TEXTURE_BUFFER_SIZE); C(GL_MAX_TEXTURE_SIZE); C(GL_TEXTURE_2D_ARRAY); C(GL_LINEAR); C(GL_CLAMP_TO_EDGE); C(GL_NEAREST); C(GL_TEXTURE_MIN_FILTER); C(GL_TEXTURE_MAG_FILTER); C(GL_TEXTURE_WRAP_S); C(GL_TEXTURE_WRAP_T); C(GL_UNPACK_ALIGNMENT); C(GL_R8); C(GL_RED); C(GL_UNSIGNED_BYTE); C(GL_UNSIGNED_SHORT); C(GL_R32UI); C(GL_RGB32UI); C(GL_RGBA); C(GL_TEXTURE_BUFFER); C(GL_STATIC_DRAW); C(GL_STREAM_DRAW); C(GL_DYNAMIC_DRAW); C(GL_SRC_ALPHA); C(GL_ONE_MINUS_SRC_ALPHA); C(GL_WRITE_ONLY); C(GL_READ_ONLY); C(GL_READ_WRITE); C(GL_BLEND); C(GL_FLOAT); C(GL_UNSIGNED_INT); C(GL_ARRAY_BUFFER); C(GL_UNIFORM_BUFFER); #undef C if (PyModule_AddFunctions(module, module_methods) != 0) return false; return true; } // }}}