kitty/kitty/shaders.c
2017-09-15 10:45:24 +05:30

970 lines
33 KiB
C

/*
* shaders.c
* Copyright (C) 2017 Kovid Goyal <kovid at kovidgoyal.net>
*
* Distributed under terms of the GPL3 license.
*/
#include "data-types.h"
#include "screen.h"
#include "sprites.h"
#ifdef __APPLE__
#include <OpenGL/gl3.h>
#include <OpenGL/gl3ext.h>
#else
#include <GL/glew.h>
#endif
#include <string.h>
#include <stddef.h>
static char glbuf[4096];
// GL setup and error handling {{{
// Required minimum OpenGL version
#define REQUIRED_VERSION_MAJOR 3
#define REQUIRED_VERSION_MINOR 3
#define GLSL_VERSION (REQUIRED_VERSION_MAJOR * 100 + REQUIRED_VERSION_MINOR * 10)
#ifndef GL_STACK_UNDERFLOW
#define GL_STACK_UNDERFLOW 0x0504
#endif
#ifndef GL_STACK_OVERFLOW
#define GL_STACK_OVERFLOW 0x0503
#endif
#ifdef ENABLE_DEBUG_GL
static void
check_for_gl_error(int line) {
#define f(msg) fatal("%s (at line: %d)", msg, line); break;
int code = glGetError();
switch(code) {
case GL_NO_ERROR: break;
case GL_INVALID_ENUM:
f("An enum value is invalid (GL_INVALID_ENUM)");
case GL_INVALID_VALUE:
f("An numeric value is invalid (GL_INVALID_VALUE)");
case GL_INVALID_OPERATION:
f("This operation is invalid (GL_INVALID_OPERATION)");
case GL_INVALID_FRAMEBUFFER_OPERATION:
f("The framebuffer object is not complete (GL_INVALID_FRAMEBUFFER_OPERATION)");
case GL_OUT_OF_MEMORY:
f("There is not enough memory left to execute the command. (GL_OUT_OF_MEMORY)");
case GL_STACK_UNDERFLOW:
f("An attempt has been made to perform an operation that would cause an internal stack to underflow. (GL_STACK_UNDERFLOW)");
case GL_STACK_OVERFLOW:
f("An attempt has been made to perform an operation that would cause an internal stack to underflow. (GL_STACK_OVERFLOW)");
default:
fatal("An unknown OpenGL error occurred with code: %d (at line: %d)", code, line);
break;
}
}
#define check_gl() { check_for_gl_error(__LINE__); }
#else
#define check_gl() {}
#endif
static PyObject*
glew_init(PyObject UNUSED *self) {
#ifndef __APPLE__
GLenum err = glewInit();
if (err != GLEW_OK) {
PyErr_Format(PyExc_RuntimeError, "GLEW init failed: %s", glewGetErrorString(err));
return NULL;
}
#define ARB_TEST(name) \
if (!GLEW_ARB_##name) { \
PyErr_Format(PyExc_RuntimeError, "The OpenGL driver on this system is missing the required extension: ARB_%s", #name); \
return NULL; \
}
ARB_TEST(texture_storage);
#undef ARB_TEST
#endif
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Py_RETURN_NONE;
}
// }}}
// Programs {{{
enum ProgramNames { CELL_PROGRAM, CURSOR_PROGRAM, BORDERS_PROGRAM, NUM_PROGRAMS };
typedef struct {
char name[256];
GLint size, location, idx;
GLenum type;
} Uniform;
typedef struct {
GLuint id;
Uniform uniforms[256];
GLint num_of_uniforms;
} Program;
static Program programs[NUM_PROGRAMS] = {{0}};
static inline GLuint
compile_shader(GLenum shader_type, const char *source) {
GLuint shader_id = glCreateShader(shader_type);
check_gl();
glShaderSource(shader_id, 1, (const GLchar **)&source, NULL);
check_gl();
glCompileShader(shader_id);
check_gl();
GLint ret = GL_FALSE;
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &ret);
if (ret != GL_TRUE) {
GLsizei len;
glGetShaderInfoLog(shader_id, sizeof(glbuf), &len, glbuf);
fprintf(stderr, "Failed to compile GLSL shader!\n%s", glbuf);
glDeleteShader(shader_id);
PyErr_SetString(PyExc_ValueError, "Failed to compile shader");
return 0;
}
return shader_id;
}
static inline void
init_uniforms(int program) {
Program *p = programs + program;
glGetProgramiv(p->id, GL_ACTIVE_UNIFORMS, &(p->num_of_uniforms));
check_gl();
for (GLint i = 0; i < p->num_of_uniforms; i++) {
Uniform *u = p->uniforms + i;
glGetActiveUniform(p->id, (GLuint)i, sizeof(u->name)/sizeof(u->name[0]), NULL, &(u->size), &(u->type), u->name);
check_gl();
u->location = glGetUniformLocation(p->id, u->name);
u->idx = i;
}
}
static inline GLint
attrib_location(int program, const char *name) {
GLint ans = glGetAttribLocation(programs[program].id, name);
check_gl();
return ans;
}
static inline GLuint
block_index(int program, const char *name) {
GLuint ans = glGetUniformBlockIndex(programs[program].id, name);
check_gl();
if (ans == GL_INVALID_INDEX) { fatal("Could not find block index"); }
return ans;
}
static inline GLint
block_size(int program, GLuint block_index) {
GLint ans;
glGetActiveUniformBlockiv(programs[program].id, block_index, GL_UNIFORM_BLOCK_DATA_SIZE, &ans);
check_gl();
return ans;
}
static GLint
block_offset(int program, GLuint uniform_idx) {
GLint program_id = programs[program].id;
GLint ans;
glGetActiveUniformsiv(program_id, 1, &uniform_idx, GL_UNIFORM_OFFSET, &ans);
check_gl();
return ans;
}
static void
bind_program(int program) {
glUseProgram(programs[program].id);
check_gl();
}
static void
unbind_program() {
glUseProgram(0);
check_gl();
}
// }}}
// Buffers {{{
typedef struct {
GLuint id;
GLsizeiptr size;
GLenum usage;
} Buffer;
static Buffer buffers[MAX_CHILDREN * 4 + 4] = {{0}};
static ssize_t
create_buffer(GLenum usage) {
GLuint buffer_id;
glGenBuffers(1, &buffer_id);
check_gl();
for (size_t i = 0; i < sizeof(buffers)/sizeof(buffers[0]); i++) {
if (buffers[i].id == 0) {
buffers[i].id = buffer_id;
buffers[i].size = 0;
buffers[i].usage = usage;
return i;
}
}
glDeleteBuffers(1, &buffer_id);
fatal("too many buffers");
return -1;
}
static void
delete_buffer(ssize_t buf_idx) {
glDeleteBuffers(1, &(buffers[buf_idx].id));
check_gl();
buffers[buf_idx].id = 0;
buffers[buf_idx].size = 0;
}
static GLuint
bind_buffer(ssize_t buf_idx) {
glBindBuffer(buffers[buf_idx].usage, buffers[buf_idx].id);
check_gl();
return buffers[buf_idx].id;
}
static void
unbind_buffer(ssize_t buf_idx) {
glBindBuffer(buffers[buf_idx].usage, 0);
check_gl();
}
static inline void
alloc_buffer(ssize_t idx, GLsizeiptr size, GLenum usage) {
Buffer *b = buffers + idx;
if (b->size == size) return;
b->size = size;
glBufferData(b->usage, size, NULL, usage);
check_gl();
}
static inline void*
map_buffer(ssize_t idx, GLenum access) {
void *ans = glMapBuffer(buffers[idx].usage, access);
check_gl();
return ans;
}
static inline void
unmap_buffer(ssize_t idx) {
glUnmapBuffer(buffers[idx].usage);
check_gl();
}
// }}}
// Vertex Array Objects (VAO) {{{
typedef struct {
GLuint id;
size_t num_buffers;
ssize_t buffers[10];
} VAO;
static VAO vaos[MAX_CHILDREN + 10] = {{0}};
static ssize_t
create_vao() {
GLuint vao_id;
glGenVertexArrays(1, &vao_id);
check_gl();
for (size_t i = 0; i < sizeof(vaos)/sizeof(vaos[0]); i++) {
if (!vaos[i].id) {
vaos[i].id = vao_id;
vaos[i].num_buffers = 0;
glBindVertexArray(vao_id);
check_gl();
return i;
}
}
glDeleteVertexArrays(1, &vao_id);
fatal("too many VAOs");
return -1;
}
static void
add_buffer_to_vao(ssize_t vao_idx, GLenum usage) {
VAO* vao = vaos + vao_idx;
if (vao->num_buffers >= sizeof(vao->buffers) / sizeof(vao->buffers[0])) {
fatal("too many buffers in a single VAO");
return;
}
ssize_t buf = create_buffer(usage);
vao->buffers[vao->num_buffers++] = buf;
}
static void
add_attribute_to_vao(int p, ssize_t vao_idx, const char *name, GLint size, GLenum data_type, GLsizei stride, void *offset, GLuint divisor) {
VAO *vao = vaos + vao_idx;
if (!vao->num_buffers) { fatal("You must create a buffer for this attribute first"); return; }
GLint aloc = attrib_location(p, name);
if (aloc == -1) { fatal("No attribute named: %s found in this program", name); return; }
ssize_t buf = vao->buffers[vao->num_buffers - 1];
bind_buffer(buf);
glEnableVertexAttribArray(aloc);
check_gl();
switch(data_type) {
case GL_BYTE:
case GL_UNSIGNED_BYTE:
case GL_SHORT:
case GL_UNSIGNED_SHORT:
case GL_INT:
case GL_UNSIGNED_INT:
glVertexAttribIPointer(aloc, size, data_type, stride, offset);
break;
default:
glVertexAttribPointer(aloc, size, data_type, GL_FALSE, stride, offset);
break;
}
check_gl();
if (divisor) {
glVertexAttribDivisor(aloc, divisor);
check_gl();
}
unbind_buffer(buf);
return;
}
static void
remove_vao(ssize_t vao_idx) {
VAO *vao = vaos + vao_idx;
while (vao->num_buffers) {
vao->num_buffers--;
delete_buffer(vao->buffers[vao->num_buffers]);
}
glDeleteVertexArrays(1, &(vao->id));
check_gl();
vaos[vao_idx].id = 0;
}
static void
bind_vertex_array(ssize_t vao_idx) {
glBindVertexArray(vaos[vao_idx].id);
check_gl();
}
static void
unbind_vertex_array() {
glBindVertexArray(0);
check_gl();
}
static void*
map_vao_buffer(ssize_t vao_idx, GLsizeiptr size, size_t bufnum, GLenum usage, GLenum access) {
ssize_t buf_idx = vaos[vao_idx].buffers[bufnum];
bind_buffer(buf_idx);
alloc_buffer(buf_idx, size, usage);
void *ans = map_buffer(buf_idx, access);
return ans;
}
static void
bind_vao_uniform_buffer(ssize_t vao_idx, size_t bufnum, GLuint block_index) {
ssize_t buf_idx = vaos[vao_idx].buffers[bufnum];
glBindBufferBase(GL_UNIFORM_BUFFER, block_index, buffers[buf_idx].id);
check_gl();
}
static void
unmap_vao_buffer(ssize_t vao_idx, size_t bufnum) {
ssize_t buf_idx = vaos[vao_idx].buffers[bufnum];
unmap_buffer(buf_idx);
unbind_buffer(buf_idx);
}
// }}}
// Sprites {{{
typedef struct {
int xnum, ynum, x, y, z, last_num_of_layers, last_ynum;
unsigned int cell_width, cell_height;
GLuint texture_id;
GLenum texture_unit;
GLint max_texture_size, max_array_texture_layers;
PyObject *render_cell;
} SpriteMap;
static SpriteMap sprite_map = { .xnum = 1, .ynum = 1, .last_num_of_layers = 1, .last_ynum = -1, .texture_unit = GL_TEXTURE0 };
#ifdef __APPLE__
#define glCopyImageSubData(...)
#define GLEW_ARB_copy_image false
#endif
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 (!GLEW_ARB_copy_image) {
// ARB_copy_image not available, do a slow roundtrip copy
if (!copy_image_warned) {
copy_image_warned = true;
fprintf(stderr, "WARNING: Your system's OpenGL implementation does not have glCopyImageSubData, falling back to a slower implementation.\n");
}
uint8_t *src = malloc(5 * width * height * num_levels);
if (src == NULL) { fatal("Out of memory."); }
uint8_t *dest = src + (4 * width * height * num_levels);
glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture_id); check_gl();
glGetTexImage(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, GL_UNSIGNED_BYTE, src); check_gl();
glBindTexture(GL_TEXTURE_2D_ARRAY, dest_texture_id); check_gl();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); check_gl();
for(size_t i = 0; i < width * height * num_levels; i++) dest[i] = src[4*i];
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width, height, num_levels, GL_RED, GL_UNSIGNED_BYTE, dest); check_gl();
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); check_gl();
}
}
static void
realloc_sprite_texture() {
GLuint tex;
glGenTextures(1, &tex); check_gl();
glBindTexture(GL_TEXTURE_2D_ARRAY, tex); check_gl();
// 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); check_gl();
unsigned int xnum, ynum, z, znum, width, height, src_ynum;
sprite_map_current_layout(&xnum, &ynum, &z);
znum = z + 1;
width = xnum * sprite_map.cell_width; height = ynum * sprite_map.cell_height;
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_R8, width, height, znum); check_gl();
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); check_gl();
}
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 PyObject*
render_cell(PyObject *text, bool bold, bool italic, unsigned int underline, bool strikethrough, bool is_second) {
#define B(x) (x ? Py_True : Py_False)
PyObject *ret = PyObject_CallFunction(sprite_map.render_cell, "OOOIOO", text, B(bold), B(italic), underline, B(strikethrough), B(is_second));
if (ret == NULL) { PyErr_Print(); fatal("Rendering of a cell failed, aborting"); }
return ret;
#undef B
}
static inline int
bind_sprite_map() {
if (!sprite_map.texture_id) realloc_sprite_texture();
glActiveTexture(GL_TEXTURE0); check_gl();
glBindTexture(GL_TEXTURE_2D_ARRAY, sprite_map.texture_id); check_gl();
return 0; // corresponds to GL_TEXTURE0
}
static inline void
unbind_sprite_map() {
glBindTexture(GL_TEXTURE_2D_ARRAY, 0); check_gl();
}
static void
sprite_send_to_gpu(unsigned int x, unsigned int y, unsigned int z, PyObject *buf) {
unsigned int xnum, ynum, znum;
sprite_map_current_layout(&xnum, &ynum, &znum);
if ((int)znum >= sprite_map.last_num_of_layers || (znum == 0 && (int)ynum > sprite_map.last_ynum)) realloc_sprite_texture();
glBindTexture(GL_TEXTURE_2D_ARRAY, sprite_map.texture_id); check_gl();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); check_gl();
x *= sprite_map.cell_width; y *= sprite_map.cell_height;
PyObject *ret = PyObject_CallObject(buf, NULL);
if (ret == NULL) { PyErr_Print(); fatal("Failed to get address of rendered cell buffer"); }
void *address = PyLong_AsVoidPtr(ret);
Py_DECREF(ret);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, x, y, z, sprite_map.cell_width, sprite_map.cell_height, 1, GL_RED, GL_UNSIGNED_BYTE, address); check_gl();
Py_DECREF(buf);
}
static void
render_and_send_dirty_sprites(PyObject *text, bool bold, bool italic, bool is_second, sprite_index x, sprite_index y, sprite_index z) {
if (text == NULL) { fatal("The text for a sprite was NULL, probably out of memory."); }
PyObject *buf = render_cell(text, bold, italic, false, false, is_second);
sprite_send_to_gpu(x, y, z, buf);
}
static inline sprite_index
send_prerendered(unsigned int underline, bool strikethrough) {
sprite_index x, y, z;
PyObject *blank = PyUnicode_FromString(" ");
if (blank == NULL) { fatal("Out of memory"); }
PyObject *buf = render_cell(blank, false, false, underline, strikethrough, false);
Py_CLEAR(blank);
if (sprite_map_increment(&x, &y, &z) != 0) { fatal("Failed to increment sprite map for prerendering"); }
sprite_send_to_gpu(x, y, z, buf);
return x;
}
static void
layout_sprite_map(unsigned int cell_width, unsigned int cell_height, PyObject *render_cell) {
sprite_map.cell_width = MAX(1, cell_width);
sprite_map.cell_height = MAX(1, cell_height);
if (sprite_map.max_texture_size == 0) {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &(sprite_map.max_texture_size));
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &(sprite_map.max_array_texture_layers));
check_gl();
sprite_map_set_limits(sprite_map.max_texture_size, sprite_map.max_array_texture_layers);
}
sprite_map_set_layout(cell_width, cell_height);
Py_CLEAR(sprite_map.render_cell);
sprite_map.render_cell = render_cell; Py_INCREF(sprite_map.render_cell);
if (!sprite_map.texture_id) realloc_sprite_texture();
// Pre-render the basic cells to ensure they have known sprite numbers
send_prerendered(0, false);
send_prerendered(1, false);
send_prerendered(2, false);
if (send_prerendered(0, true) != 3) { fatal("Available OpenGL texture size is too small"); }
}
static void
destroy_sprite_map() {
sprite_map_free();
Py_CLEAR(sprite_map.render_cell);
if (sprite_map.texture_id) {
glDeleteTextures(1, &(sprite_map.texture_id));
check_gl();
sprite_map.texture_id = 0;
}
}
// }}}
// Cell {{{
enum CellUniforms { CELL_dimensions, CELL_default_colors, CELL_color_indices, CELL_steps, CELL_sprites, CELL_sprite_layout, CELL_color_table, NUM_CELL_UNIFORMS };
static GLint cell_uniform_locations[NUM_CELL_UNIFORMS] = {0};
static GLint cell_color_table_stride = 0, cell_color_table_offset = 0, cell_color_table_size = 0, cell_color_table_block_index = 0;
static void
init_cell_program() {
Program *p = programs + CELL_PROGRAM;
int left = NUM_CELL_UNIFORMS;
GLint ctable_idx = 0;
for (int i = 0; i < p->num_of_uniforms; i++, left--) {
#define SET_LOC(which) if (strcmp(p->uniforms[i].name, #which) == 0) cell_uniform_locations[CELL_##which] = p->uniforms[i].location
SET_LOC(dimensions);
else SET_LOC(default_colors);
else SET_LOC(color_indices);
else SET_LOC(steps);
else SET_LOC(sprites);
else SET_LOC(sprite_layout);
else if (strcmp(p->uniforms[i].name, "color_table[0]") == 0) { ctable_idx = i; cell_uniform_locations[CELL_color_table] = p->uniforms[i].location; }
else { fatal("Unknown uniform in cell program: %s", p->uniforms[i].name); }
}
if (left) { fatal("Left over uniforms in cell program"); }
cell_color_table_block_index = block_index(CELL_PROGRAM, "ColorTable");
cell_color_table_size = block_size(CELL_PROGRAM, cell_color_table_block_index);
cell_color_table_stride = cell_color_table_size / (256 * sizeof(GLuint));
cell_color_table_offset = block_offset(CELL_PROGRAM, ctable_idx);
#undef SET_LOC
}
static 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(Cell, offset)), sizeof(Cell))
add_buffer_to_vao(vao_idx, GL_ARRAY_BUFFER);
A1(text_attrs, 1, GL_UNSIGNED_INT, ch);
A1(sprite_coords, 3, 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_FLOAT, NULL, 0);
add_buffer_to_vao(vao_idx, GL_UNIFORM_BUFFER);
return vao_idx;
#undef A
#undef A1
}
static void
draw_cells_impl(ssize_t vao_idx, GLfloat xstart, GLfloat ystart, GLfloat dx, GLfloat dy, Screen *screen) {
size_t sz;
void *address;
bool inverted = screen_invert_colors(screen);
if (screen->scroll_changed || screen->is_dirty) {
sz = sizeof(Cell) * screen->lines * screen->columns;
address = map_vao_buffer(vao_idx, sz, 0, GL_STREAM_DRAW, GL_WRITE_ONLY);
screen_update_cell_data(screen, address, sz);
unmap_vao_buffer(vao_idx, 0);
}
if (screen_is_selection_dirty(screen)) {
sz = sizeof(GLfloat) * screen->lines * screen->columns;
address = map_vao_buffer(vao_idx, sz, 1, GL_STREAM_DRAW, GL_WRITE_ONLY);
screen_apply_selection(screen, address, sz);
unmap_vao_buffer(vao_idx, 1);
}
if (UNLIKELY(screen->color_profile->dirty)) {
address = map_vao_buffer(vao_idx, cell_color_table_size, 2, GL_STATIC_DRAW, GL_WRITE_ONLY);
copy_color_table_to_buffer(screen->color_profile, address, cell_color_table_offset, cell_color_table_stride);
unmap_vao_buffer(vao_idx, 2);
}
int sprite_map_unit = bind_sprite_map();
render_dirty_sprites(render_and_send_dirty_sprites);
#define UL(name) cell_uniform_locations[CELL_##name]
bind_program(CELL_PROGRAM);
bind_vao_uniform_buffer(vao_idx, 2, cell_color_table_block_index);
glUniform2ui(UL(dimensions), screen->columns, screen->lines);
check_gl();
glUniform4f(UL(steps), xstart, ystart, dx, dy);
check_gl();
glUniform2i(UL(color_indices), inverted & 1, 1 - (inverted & 1));
check_gl();
#define COLOR(name) colorprofile_to_color(screen->color_profile, screen->color_profile->overridden.name, screen->color_profile->configured.name)
glUniform4ui(UL(default_colors), COLOR(default_fg), COLOR(default_bg), COLOR(highlight_fg), COLOR(highlight_bg));
check_gl();
#undef COLOR
glUniform1i(UL(sprites), sprite_map_unit);
check_gl();
unsigned int x, y, z;
sprite_map_current_layout(&x, &y, &z);
glUniform2f(UL(sprite_layout), 1.0 / (float)x, 1.0 / (float)y);
check_gl();
bind_vertex_array(vao_idx);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns);
check_gl();
unbind_vertex_array();
unbind_program();
unbind_sprite_map();
#undef UL
}
// }}}
// Cursor {{{
enum CursorUniforms { CURSOR_color, CURSOR_xpos, CURSOR_ypos, NUM_CURSOR_UNIFORMS };
static GLint cursor_uniform_locations[NUM_CURSOR_UNIFORMS] = {0};
static ssize_t cursor_vertex_array;
static void
init_cursor_program() {
Program *p = programs + CURSOR_PROGRAM;
int left = NUM_CURSOR_UNIFORMS;
cursor_vertex_array = create_vao();
for (int i = 0; i < p->num_of_uniforms; i++, left--) {
#define SET_LOC(which) if (strcmp(p->uniforms[i].name, #which) == 0) cursor_uniform_locations[CURSOR_##which] = p->uniforms[i].location
SET_LOC(color);
else SET_LOC(xpos);
else SET_LOC(ypos);
else { fatal("Unknown uniform in cursor program"); }
}
if (left) { fatal("Left over uniforms in cursor program"); }
#undef SET_LOC
}
static void
draw_cursor(bool semi_transparent, bool is_focused, color_type color, float alpha, float left, float right, float top, float bottom) {
if (semi_transparent) { glEnable(GL_BLEND); check_gl(); }
bind_program(CURSOR_PROGRAM); bind_vertex_array(cursor_vertex_array);
glUniform4f(cursor_uniform_locations[CURSOR_color], ((color >> 16) & 0xff) / 255.0, ((color >> 8) & 0xff) / 255.0, (color & 0xff) / 255.0, alpha);
check_gl();
glUniform2f(cursor_uniform_locations[CURSOR_xpos], left, right);
check_gl();
glUniform2f(cursor_uniform_locations[CURSOR_ypos], top, bottom);
check_gl();
glDrawArrays(is_focused ? GL_TRIANGLE_FAN : GL_LINE_LOOP, 0, 4);
check_gl();
unbind_vertex_array(); unbind_program();
if (semi_transparent) { glDisable(GL_BLEND); check_gl(); }
}
// }}}
// Borders {{{
enum BorderUniforms { BORDER_viewport, NUM_BORDER_UNIFORMS };
static GLint border_uniform_locations[NUM_BORDER_UNIFORMS] = {0};
static ssize_t border_vertex_array;
static GLsizei num_border_rects = 0;
static GLuint rect_buf[5 * 1024];
static GLuint *rect_pos = NULL;
static void
init_borders_program() {
Program *p = programs + BORDERS_PROGRAM;
int left = NUM_BORDER_UNIFORMS;
border_vertex_array = create_vao();
for (int i = 0; i < p->num_of_uniforms; i++, left--) {
#define SET_LOC(which) if (strcmp(p->uniforms[i].name, #which) == 0) border_uniform_locations[BORDER_##which] = p->uniforms[i].location
SET_LOC(viewport);
else { fatal("Unknown uniform in borders program"); return; }
}
if (left) { fatal("Left over uniforms in borders program"); return; }
#undef SET_LOC
add_buffer_to_vao(border_vertex_array, GL_ARRAY_BUFFER);
add_attribute_to_vao(BORDERS_PROGRAM, border_vertex_array, "rect",
/*size=*/4, /*dtype=*/GL_UNSIGNED_INT, /*stride=*/sizeof(GLuint)*5, /*offset=*/0, /*divisor=*/1);
add_attribute_to_vao(BORDERS_PROGRAM, border_vertex_array, "rect_color",
/*size=*/1, /*dtype=*/GL_UNSIGNED_INT, /*stride=*/sizeof(GLuint)*5, /*offset=*/(void*)(sizeof(GLuint)*4), /*divisor=*/1);
}
static void
draw_borders_impl() {
if (num_border_rects) {
bind_program(BORDERS_PROGRAM);
bind_vertex_array(border_vertex_array);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, num_border_rects);
check_gl();
unbind_vertex_array();
unbind_program();
}
}
static void
add_borders_rect(GLuint left, GLuint top, GLuint right, GLuint bottom, GLuint color) {
if (!left && !top && !right && !bottom) { num_border_rects = 0; rect_pos = rect_buf; return; }
num_border_rects++;
*(rect_pos++) = left;
*(rect_pos++) = top;
*(rect_pos++) = right;
*(rect_pos++) = bottom;
*(rect_pos++) = color;
}
static void
send_borders_rects(GLuint vw, GLuint vh) {
if (num_border_rects) {
size_t sz = sizeof(GLuint) * 5 * num_border_rects;
void *borders_buf_address = map_vao_buffer(border_vertex_array, sz, 0, GL_STATIC_DRAW, GL_WRITE_ONLY);
if (borders_buf_address) memcpy(borders_buf_address, rect_buf, sz);
unmap_vao_buffer(border_vertex_array, 0);
}
bind_program(BORDERS_PROGRAM);
glUniform2ui(border_uniform_locations[BORDER_viewport], vw, vh);
check_gl();
unbind_program();
}
// }}}
// 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 < CELL_PROGRAM || which >= NUM_PROGRAMS) { PyErr_Format(PyExc_ValueError, "Unknown program: %d", which); return NULL; }
if (programs[which].id != 0) { PyErr_SetString(PyExc_ValueError, "program already compiled"); return NULL; }
programs[which].id = glCreateProgram();
check_gl();
vertex_shader_id = compile_shader(GL_VERTEX_SHADER, vertex_shader);
fragment_shader_id = compile_shader(GL_FRAGMENT_SHADER, fragment_shader);
glAttachShader(programs[which].id, vertex_shader_id);
check_gl();
glAttachShader(programs[which].id, fragment_shader_id);
check_gl();
glLinkProgram(programs[which].id);
check_gl();
GLint ret = GL_FALSE;
glGetProgramiv(programs[which].id, GL_LINK_STATUS, &ret);
if (ret != GL_TRUE) {
GLsizei len;
glGetProgramInfoLog(programs[which].id, sizeof(glbuf), &len, glbuf);
fprintf(stderr, "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);
check_gl();
if (PyErr_Occurred()) { glDeleteProgram(programs[which].id); programs[which].id = 0; return NULL;}
return Py_BuildValue("I", programs[which].id);
Py_RETURN_NONE;
}
#define PYWRAP0(name) static PyObject* py##name(PyObject UNUSED *self)
#define PYWRAP1(name) static PyObject* py##name(PyObject UNUSED *self, PyObject *args)
#define PYWRAP2(name) static PyObject* py##name(PyObject UNUSED *self, PyObject *args, PyObject *kw)
#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(remove_vao)
ONE_INT(bind_vertex_array)
NO_ARG(unbind_vertex_array)
TWO_INT(unmap_vao_buffer)
PYWRAP1(map_vao_buffer) {
int vao_idx, bufnum=0, size, usage=GL_STREAM_DRAW, access=GL_WRITE_ONLY;
PA("ii|iii", &vao_idx, &size, &bufnum, &usage, &access);
void *ans = map_vao_buffer(vao_idx, size, bufnum, usage, access);
return PyLong_FromVoidPtr(ans);
}
NO_ARG(init_cursor_program)
PYWRAP1(draw_cursor) {
int semi_transparent, is_focused;
unsigned int color;
float alpha, left, right, top, bottom;
PA("ppIfffff", &semi_transparent, &is_focused, &color, &alpha, &left, &right, &top, &bottom);
draw_cursor(semi_transparent, is_focused, color, alpha, left, right, top, bottom);
Py_RETURN_NONE;
}
NO_ARG(init_borders_program)
PYWRAP1(add_borders_rect) { unsigned int a, b, c, d, e; PA("IIIII", &a, &b, &c, &d, &e); add_borders_rect(a, b, c, d, e); Py_RETURN_NONE; }
TWO_INT(send_borders_rects)
NO_ARG(init_cell_program)
NO_ARG_INT(create_cell_vao)
PYWRAP1(draw_cells) {
float xstart, ystart, dx, dy;
int vao_idx;
Screen *screen;
PA("iffffO", &vao_idx, &xstart, &ystart, &dx, &dy, &screen);
draw_cells_impl(vao_idx, xstart, ystart, dx, dy, screen);
Py_RETURN_NONE;
}
NO_ARG(destroy_sprite_map)
PYWRAP1(layout_sprite_map) {
unsigned int cell_width, cell_height;
PyObject *render_cell;
PA("IIO", &cell_width, &cell_height, &render_cell);
layout_sprite_map(cell_width, cell_height, render_cell);
Py_RETURN_NONE;
}
PYWRAP1(resize_gl_viewport) {
unsigned int w, h; PA("II", &w, &h);
glViewport(0, 0, w, h);
Py_RETURN_NONE;
}
PYWRAP1(clear_buffers) {
PyObject *swap_buffers;
unsigned int bg;
PA("OI", &swap_buffers, &bg);
#define C(shift) ((float)((bg >> shift) & 0xff)) / 255.0
glClearColor(C(16), C(8), C(0), 1);
#undef C
glClear(GL_COLOR_BUFFER_BIT);
PyObject *ret = PyObject_CallFunctionObjArgs(swap_buffers, NULL);
if (ret == NULL) return NULL;
Py_DECREF(ret);
glClear(GL_COLOR_BUFFER_BIT);
Py_RETURN_NONE;
}
PYWRAP0(check_for_extensions) {
GLint n = 0, i, left = 2;
glGetIntegerv(GL_NUM_EXTENSIONS, &n);
bool texture_storage = false;
#define CHECK(name) if (!name) { \
if (strstr((const char*)ext, "GL_ARB_" #name) == (const char *)ext) { left--; name = true; } \
}
for (i = 0; i < n; i++) {
const GLubyte *ext = glGetStringi(GL_EXTENSIONS, i);
CHECK(texture_storage);
if (left < 1) break;
}
#undef CHECK
if (left > 0) {
#define CHECK(name) if (!name) { PyErr_Format(PyExc_RuntimeError, "The OpenGL driver on this system is missing the required extension: GL_ARB_%s", #name); return NULL; }
CHECK(texture_storage);
#undef CHECK
}
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[] = {
{"glewInit", (PyCFunction)glew_init, METH_NOARGS, NULL},
{"draw_cells", (PyCFunction)pydraw_cells, METH_VARARGS, NULL},
M(compile_program, METH_VARARGS),
MW(check_for_extensions, METH_NOARGS),
MW(create_vao, METH_NOARGS),
MW(remove_vao, METH_O),
MW(bind_vertex_array, METH_O),
MW(unbind_vertex_array, METH_NOARGS),
MW(map_vao_buffer, METH_VARARGS),
MW(unmap_vao_buffer, METH_VARARGS),
MW(bind_program, METH_O),
MW(unbind_program, METH_NOARGS),
MW(init_cursor_program, METH_NOARGS),
MW(draw_cursor, METH_VARARGS),
MW(init_borders_program, METH_NOARGS),
MW(add_borders_rect, METH_VARARGS),
MW(send_borders_rects, METH_VARARGS),
MW(init_cell_program, METH_NOARGS),
MW(create_cell_vao, METH_NOARGS),
MW(layout_sprite_map, METH_VARARGS),
MW(destroy_sprite_map, METH_NOARGS),
MW(resize_gl_viewport, METH_VARARGS),
MW(clear_buffers, METH_VARARGS),
{NULL, NULL, 0, NULL} /* Sentinel */
};
bool
#ifdef ENABLE_DEBUG_GL
init_shaders_debug(PyObject *module) {
#else
init_shaders(PyObject *module) {
#endif
#define C(x) if (PyModule_AddIntConstant(module, #x, x) != 0) { PyErr_NoMemory(); return false; }
C(CELL_PROGRAM); C(CURSOR_PROGRAM); C(BORDERS_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
PyModule_AddObject(module, "GL_VERSION_REQUIRED", Py_BuildValue("II", REQUIRED_VERSION_MAJOR, REQUIRED_VERSION_MINOR));
if (PyModule_AddFunctions(module, module_methods) != 0) return false;
draw_borders = &draw_borders_impl;
draw_cells = &draw_cells_impl;
return true;
}
// }}}