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
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GPG Key ID: 06BC317B515ACE7C
2 changed files with 23 additions and 13 deletions

View File

@ -523,8 +523,8 @@ cmp_by_zindex_and_image(const void *a_, const void *b_) {
}
static inline void
set_vertex_data(ImageRenderData *rd, const ImageRef *ref, const ImageRect *source_rect) {
#define R(n, a, b) rd->vertices[n*4] = ref->src_rect.a; rd->vertices[n*4 + 1] = ref->src_rect.b; rd->vertices[n*4 + 2] = source_rect->a; rd->vertices[n*4 + 3] = source_rect->b;
set_vertex_data(ImageRenderData *rd, const ImageRef *ref, const ImageRect *dest_rect) {
#define R(n, a, b) rd->vertices[n*4] = ref->src_rect.a; rd->vertices[n*4 + 1] = ref->src_rect.b; rd->vertices[n*4 + 2] = dest_rect->a; rd->vertices[n*4 + 3] = dest_rect->b;
R(0, right, top); R(1, right, bottom); R(2, left, bottom); R(3, left, top);
#undef R
}
@ -533,10 +533,10 @@ void
gpu_data_for_centered_image(ImageRenderData *ans, unsigned int screen_width_px, unsigned int screen_height_px, unsigned int width, unsigned int height) {
static const ImageRef source_rect = { .src_rect = { .left=0, .top=0, .bottom=1, .right=1 }};
const ImageRef *ref = &source_rect;
float width_frac = width / (float)screen_width_px, height_frac = height / (float)screen_height_px;
float hmargin = MAX(0, 2 - width_frac) / 2;
float vmargin = MAX(0, 2 - height_frac) / 2;
const ImageRect r = { .left = -1 + hmargin, .right = -1 + hmargin + width_frac, .top = -1 + vmargin, .bottom = -1 + vmargin + height_frac };
float width_frac = 2 * MIN(1, width / (float)screen_width_px), height_frac = 2 * MIN(1, height / (float)screen_height_px);
float hmargin = (2 - width_frac) / 2;
float vmargin = (2 - height_frac) / 2;
const ImageRect r = { .left = -1 + hmargin, .right = -1 + hmargin + width_frac, .top = 1 - vmargin, .bottom = 1 - vmargin - height_frac };
set_vertex_data(ans, ref, &r);
}

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);