kitty/kitty/shaders.c
Kovid Goyal df4df76d24
Switch to using an opaque block cursor
The text is rendered in the background color on top of the opaque
block cursor. We use the background color since applications can change
both cursor and background colors, so it is up to the application to
ensure the colors have good contrast. Fix #126
2017-09-17 13:03:02 +05:30

943 lines
33 KiB
C

/*
* shaders.c
* Copyright (C) 2017 Kovid Goyal <kovid at kovidgoyal.net>
*
* Distributed under terms of the GPL3 license.
*/
#include "state.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;
}
static void
update_viewport_size_impl(int w, int h) {
glViewport(0, 0, w, h); check_gl();
}
// }}}
// 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);
global_state.cell_width = sprite_map.cell_width;
global_state.cell_height = sprite_map.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_url_range, CELL_color_table, NUM_CELL_UNIFORMS };
static GLint cell_uniform_locations[NUM_CELL_UNIFORMS] = {0};
static GLint cell_uniform_indices[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;
for (int i = 0; i < p->num_of_uniforms; i++, left--) {
#define SET_LOC(which) if (strcmp(p->uniforms[i].name, #which) == 0 || strcmp(p->uniforms[i].name, #which "[0]") == 0) { cell_uniform_locations[CELL_##which] = p->uniforms[i].location; cell_uniform_indices[CELL_##which] = i; }
SET_LOC(dimensions)
else SET_LOC(color_table)
else SET_LOC(default_colors)
else SET_LOC(color_indices)
else SET_LOC(steps)
else SET_LOC(sprites)
else SET_LOC(sprite_layout)
else SET_LOC(url_range)
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, cell_uniform_indices[CELL_color_table]);
#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(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_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, CursorRenderInfo *cursor) {
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);
}
index_type cx = screen->columns, cy = screen->lines;
if (cursor->is_visible && cursor->shape == CURSOR_BLOCK) { cx = screen->cursor->x, cy = screen->cursor->y; }
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);
glUniform4ui(UL(dimensions), screen->columns, screen->lines, cx, cy); 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)
static GLuint colors[6];
colors[0] = COLOR(default_fg); colors[1] = COLOR(default_bg); colors[2] = COLOR(highlight_fg); colors[3] = COLOR(highlight_bg); colors[4] = cursor->color; colors[5] = OPT(url_color);
glUniform1uiv(UL(default_colors), sizeof(colors)/sizeof(colors[0]), colors); check_gl();
#undef COLOR
GLuint start_x, start_y, end_x, end_y;
screen_url_range(screen, &start_x, &start_y, &end_x, &end_y);
glUniform4ui(UL(url_range), start_x, end_x, start_y, end_y); check_gl();
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_pos, 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(pos);
else { fatal("Unknown uniform in cursor program"); }
}
if (left) { fatal("Left over uniforms in cursor program"); }
#undef SET_LOC
}
static void
draw_cursor_impl(CursorRenderInfo *cursor) {
bind_program(CURSOR_PROGRAM); bind_vertex_array(cursor_vertex_array); check_gl();
glUniform3f(cursor_uniform_locations[CURSOR_color], ((cursor->color >> 16) & 0xff) / 255.0, ((cursor->color >> 8) & 0xff) / 255.0, (cursor->color & 0xff) / 255.0); check_gl();
glUniform4f(cursor_uniform_locations[CURSOR_pos], cursor->left, cursor->top, cursor->right, cursor->bottom); check_gl();
glDrawArrays(global_state.application_focused ? GL_TRIANGLE_FAN : GL_LINE_LOOP, 0, 4); check_gl();
unbind_vertex_array(); unbind_program();
}
// }}}
// 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); check_gl();
fragment_shader_id = compile_shader(GL_FRAGMENT_SHADER, fragment_shader); check_gl();
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)
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)
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(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},
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(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(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;
update_viewport_size = &update_viewport_size_impl;
draw_borders = &draw_borders_impl;
draw_cells = &draw_cells_impl;
draw_cursor = &draw_cursor_impl;
return true;
}
// }}}