Fix shader invocation for cells output during resize
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@ -523,8 +523,8 @@ cmp_by_zindex_and_image(const void *a_, const void *b_) {
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}
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static inline void
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set_vertex_data(ImageRenderData *rd, const ImageRef *ref, const ImageRect *source_rect) {
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#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;
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set_vertex_data(ImageRenderData *rd, const ImageRef *ref, const ImageRect *dest_rect) {
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#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;
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R(0, right, top); R(1, right, bottom); R(2, left, bottom); R(3, left, top);
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#undef R
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}
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@ -533,10 +533,10 @@ void
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gpu_data_for_centered_image(ImageRenderData *ans, unsigned int screen_width_px, unsigned int screen_height_px, unsigned int width, unsigned int height) {
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static const ImageRef source_rect = { .src_rect = { .left=0, .top=0, .bottom=1, .right=1 }};
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const ImageRef *ref = &source_rect;
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float width_frac = width / (float)screen_width_px, height_frac = height / (float)screen_height_px;
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float hmargin = MAX(0, 2 - width_frac) / 2;
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float vmargin = MAX(0, 2 - height_frac) / 2;
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const ImageRect r = { .left = -1 + hmargin, .right = -1 + hmargin + width_frac, .top = -1 + vmargin, .bottom = -1 + vmargin + height_frac };
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float width_frac = 2 * MIN(1, width / (float)screen_width_px), height_frac = 2 * MIN(1, height / (float)screen_height_px);
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float hmargin = (2 - width_frac) / 2;
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float vmargin = (2 - height_frac) / 2;
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const ImageRect r = { .left = -1 + hmargin, .right = -1 + hmargin + width_frac, .top = 1 - vmargin, .bottom = 1 - vmargin - height_frac };
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set_vertex_data(ans, ref, &r);
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}
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@ -217,6 +217,14 @@ struct CellUniformData {
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static struct CellUniformData cell_uniform_data = {0, .prev_inactive_text_alpha=-1};
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static inline void
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send_graphics_data_to_gpu(size_t image_count, ssize_t gvao_idx, const ImageRenderData *render_data) {
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size_t sz = sizeof(GLfloat) * 16 * image_count;
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GLfloat *a = alloc_and_map_vao_buffer(gvao_idx, sz, 0, GL_STREAM_DRAW, GL_WRITE_ONLY);
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for (size_t i = 0; i < image_count; i++, a += 16) memcpy(a, render_data[i].vertices, sizeof(render_data[0].vertices));
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unmap_vao_buffer(gvao_idx, 0); a = NULL;
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}
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static inline void
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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) {
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struct CellRenderData {
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@ -295,10 +303,7 @@ cell_prepare_to_render(ssize_t vao_idx, ssize_t gvao_idx, Screen *screen, GLfloa
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}
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if (gvao_idx && grman_update_layers(screen->grman, screen->scrolled_by, xstart, ystart, dx, dy, screen->columns, screen->lines, screen->cell_size)) {
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sz = sizeof(GLfloat) * 16 * screen->grman->count;
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GLfloat *a = alloc_and_map_vao_buffer(gvao_idx, sz, 0, GL_STREAM_DRAW, GL_WRITE_ONLY);
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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));
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unmap_vao_buffer(gvao_idx, 0); a = NULL;
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send_graphics_data_to_gpu(screen->grman->count, gvao_idx, screen->grman->render_data);
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changed = true;
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}
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return changed;
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@ -324,6 +329,9 @@ draw_graphics(int program, ssize_t vao_idx, ssize_t gvao_idx, ImageRenderData *d
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bind_vertex_array(vao_idx);
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}
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#define BLEND_ONTO_OPAQUE glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // blending onto opaque colors
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#define BLEND_PREMULT glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // blending of pre-multiplied colors
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void
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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) {
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static ImageRenderData data = {.group_count=1};
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@ -342,12 +350,14 @@ draw_centered_alpha_mask(ssize_t gvao_idx, size_t screen_width, size_t screen_he
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glUniform1i(glGetUniformLocation(program_id(GRAPHICS_ALPHA_MASK_PROGRAM), "image"), GRAPHICS_UNIT);
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glUniform1ui(glGetUniformLocation(program_id(GRAPHICS_ALPHA_MASK_PROGRAM), "fg"), OPT(foreground));
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}
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glScissor(0, 0, screen_width, screen_height);
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send_graphics_data_to_gpu(1, gvao_idx, &data);
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glEnable(GL_BLEND);
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BLEND_ONTO_OPAQUE;
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draw_graphics(GRAPHICS_ALPHA_MASK_PROGRAM, 0, gvao_idx, &data, 0, 1);
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glDisable(GL_BLEND);
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}
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#define BLEND_ONTO_OPAQUE glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // blending onto opaque colors
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#define BLEND_PREMULT glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // blending of pre-multiplied colors
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static void
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draw_cells_simple(ssize_t vao_idx, ssize_t gvao_idx, Screen *screen) {
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bind_program(CELL_PROGRAM);
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