/* * shaders.c * Copyright (C) 2017 Kovid Goyal * * Distributed under terms of the GPL3 license. */ #include "fonts.h" #include "gl.h" #include "cleanup.h" #include "colors.h" #include #include "window_logo.h" #include "srgb_gamma.h" #include "uniforms_generated.h" #define BLEND_ONTO_OPAQUE glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // blending onto opaque colors #define BLEND_ONTO_OPAQUE_WITH_OPAQUE_OUTPUT glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); // blending onto opaque colors with final color having alpha 1 #define BLEND_PREMULT glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // blending of pre-multiplied colors enum { CELL_PROGRAM, CELL_BG_PROGRAM, CELL_SPECIAL_PROGRAM, CELL_FG_PROGRAM, BORDERS_PROGRAM, GRAPHICS_PROGRAM, GRAPHICS_PREMULT_PROGRAM, GRAPHICS_ALPHA_MASK_PROGRAM, BGIMAGE_PROGRAM, TINT_PROGRAM, TRAIL_PROGRAM, NUM_PROGRAMS }; enum { SPRITE_MAP_UNIT, GRAPHICS_UNIT, BGIMAGE_UNIT, SPRITE_DECORATIONS_MAP_UNIT }; // Sprites {{{ typedef struct { int xnum, ynum, x, y, z, last_num_of_layers, last_ynum; GLuint texture_id; GLint max_texture_size, max_array_texture_layers; struct decorations_map { GLuint texture_id; unsigned width, height; size_t count; } decorations_map; } 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; static GLfloat srgb_color(uint8_t color) { return srgb_lut[color]; } static void color_vec3(GLint location, color_type color) { glUniform3f(location, srgb_lut[(color >> 16) & 0xFF], srgb_lut[(color >> 8) & 0xFF], srgb_lut[color & 0xFF]); } static void color_vec4_premult(GLint location, color_type color, GLfloat alpha) { glUniform4f(location, srgb_lut[(color >> 16) & 0xFF]*alpha, srgb_lut[(color >> 8) & 0xFF]*alpha, srgb_lut[color & 0xFF]*alpha, alpha); } SPRITE_MAP_HANDLE alloc_sprite_map(void) { 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; return (SPRITE_MAP_HANDLE)ans; } void free_sprite_data(FONTS_DATA_HANDLE fg) { SpriteMap *sprite_map = (SpriteMap*)fg->sprite_map; if (sprite_map) { if (sprite_map->texture_id) free_texture(&sprite_map->texture_id); if (sprite_map->decorations_map.texture_id) free_texture(&sprite_map->texture_id); free(sprite_map); fg->sprite_map = NULL; } } static void copy_32bit_texture(GLuint old_texture, GLuint new_texture, GLenum texture_type) { // requires new texture to be at least as big as old texture. Assumes textures are 32bits per pixel GLint width, height, layers; glBindTexture(texture_type, old_texture); glGetTexLevelParameteriv(texture_type, 0, GL_TEXTURE_WIDTH, &width); glGetTexLevelParameteriv(texture_type, 0, GL_TEXTURE_HEIGHT, &height); glGetTexLevelParameteriv(texture_type, 0, GL_TEXTURE_DEPTH, &layers); if (GLAD_GL_ARB_copy_image) { glCopyImageSubData(old_texture, texture_type, 0, 0, 0, 0, new_texture, texture_type, 0, 0, 0, 0, width, height, layers); return; } static bool copy_image_warned = false; // 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"); } GLint internal_format; glGetTexLevelParameteriv(texture_type, 0, GL_TEXTURE_INTERNAL_FORMAT, &internal_format); GLenum format, type; switch(internal_format) { case GL_R8UI: case GL_R8I: case GL_R16UI: case GL_R16I: case GL_R32UI: case GL_R32I: case GL_RG8UI: case GL_RG8I: case GL_RG16UI: case GL_RG16I: case GL_RG32UI: case GL_RG32I: case GL_RGB8UI: case GL_RGB8I: case GL_RGB16UI: case GL_RGB16I: case GL_RGB32UI: case GL_RGB32I: case GL_RGBA8UI: case GL_RGBA8I: case GL_RGBA16UI: case GL_RGBA16I: case GL_RGBA32UI: case GL_RGBA32I: format = GL_RED_INTEGER; type = GL_UNSIGNED_INT; break; default: format = GL_RGBA; type = GL_UNSIGNED_INT_8_8_8_8; break; } glPixelStorei(GL_UNPACK_ALIGNMENT, 4); RAII_ALLOC(uint8_t, pixels, malloc((size_t)width * height * layers * 4u)); if (!pixels) fatal("Out of memory"); glGetTexImage(texture_type, 0, format, type, pixels); glBindTexture(texture_type, new_texture); glPixelStorei(GL_PACK_ALIGNMENT, 4); if (texture_type == GL_TEXTURE_2D_ARRAY) glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width, height, layers, format, type, pixels); else glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, type, pixels); } static GLuint setup_new_sprites_texture(GLenum texture_type) { GLuint tex; glGenTextures(1, &tex); glBindTexture(texture_type, tex); // We use GL_NEAREST otherwise glyphs that touch the edge of the cell // often show a border between cells glTexParameteri(texture_type, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(texture_type, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); return tex; } static void realloc_sprite_decorations_texture_if_needed(FONTS_DATA_HANDLE fg) { #define dm (sm->decorations_map) SpriteMap *sm = (SpriteMap*)fg->sprite_map; size_t current_capacity = (size_t)dm.width * dm.height; if (dm.count < current_capacity && dm.texture_id) return; GLint new_capacity = dm.count + 256; GLint width = new_capacity, height = 1; if (new_capacity > sm->max_texture_size) { width = sm->max_texture_size; height = 1 + new_capacity / width; } if (height > sm->max_texture_size) fatal("Max texture size too small for sprite decorations map, maybe switch to using a GL_TEXTURE_2D_ARRAY"); const GLenum texture_type = GL_TEXTURE_2D; GLuint tex = setup_new_sprites_texture(texture_type); glTexImage2D(texture_type, 0, GL_R32UI, width, height, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, NULL); if (dm.texture_id) { // copy data from old texture copy_32bit_texture(dm.texture_id, tex, texture_type); glDeleteTextures(1, &dm.texture_id); } glBindTexture(texture_type, 0); dm.texture_id = tex; dm.width = width; dm.height = height; #undef dm } static void realloc_sprite_texture(FONTS_DATA_HANDLE fg) { unsigned int xnum, ynum, z, znum, width, height; sprite_tracker_current_layout(fg, &xnum, &ynum, &z); znum = z + 1; SpriteMap *sprite_map = (SpriteMap*)fg->sprite_map; width = xnum * fg->fcm.cell_width; height = ynum * (fg->fcm.cell_height + 1); const GLenum texture_type = GL_TEXTURE_2D_ARRAY; GLuint tex = setup_new_sprites_texture(texture_type); glTexStorage3D(texture_type, 1, GL_SRGB8_ALPHA8, width, height, znum); if (sprite_map->texture_id) { // copy old texture data into new texture copy_32bit_texture(sprite_map->texture_id, tex, texture_type); glDeleteTextures(1, &sprite_map->texture_id); } glBindTexture(texture_type, 0); sprite_map->last_num_of_layers = znum; sprite_map->last_ynum = ynum; sprite_map->texture_id = tex; } static void ensure_sprite_map(FONTS_DATA_HANDLE fg) { SpriteMap *sprite_map = (SpriteMap*)fg->sprite_map; if (!sprite_map->texture_id) realloc_sprite_texture(fg); if (!sprite_map->decorations_map.texture_id) realloc_sprite_decorations_texture_if_needed(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_DECORATIONS_MAP_UNIT); glBindTexture(GL_TEXTURE_2D, sprite_map->decorations_map.texture_id); glActiveTexture(GL_TEXTURE0 + SPRITE_MAP_UNIT); glBindTexture(GL_TEXTURE_2D_ARRAY, sprite_map->texture_id); } void send_sprite_to_gpu(FONTS_DATA_HANDLE fg, sprite_index idx, pixel *buf, sprite_index decoration_idx) { SpriteMap *sprite_map = (SpriteMap*)fg->sprite_map; unsigned int xnum, ynum, znum, x, y, z; #define dm (sprite_map->decorations_map) if (idx >= dm.count) dm.count = idx + 1; realloc_sprite_decorations_texture_if_needed(fg); div_t d = div(idx, dm.width); x = d.rem; y = d.quot; glActiveTexture(GL_TEXTURE0 + SPRITE_DECORATIONS_MAP_UNIT); glBindTexture(GL_TEXTURE_2D, dm.texture_id); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &decoration_idx); #undef dm 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); sprite_tracker_current_layout(fg, &xnum, &ynum, &znum); } glActiveTexture(GL_TEXTURE0 + SPRITE_MAP_UNIT); glBindTexture(GL_TEXTURE_2D_ARRAY, sprite_map->texture_id); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); sprite_index_to_pos(idx, xnum, ynum, &x, &y, &z); x *= fg->fcm.cell_width; y *= (fg->fcm.cell_height + 1); glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, x, y, z, fg->fcm.cell_width, fg->fcm.cell_height + 1, 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: { static const GLfloat border_color[4] = {0}; glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color); r = GL_CLAMP_TO_BORDER; 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_SRGB_ALPHA, width, height, 0, is_opaque ? GL_RGB : GL_RGBA, GL_UNSIGNED_BYTE, data); } // }}} // Cell {{{ typedef struct CellRenderData { struct { GLfloat xstart, ystart, dx, dy, width, height; } gl; float x_ratio, y_ratio; } CellRenderData; typedef struct { UniformBlock render_data; ArrayInformation color_table; CellUniforms uniforms; } CellProgramLayout; static CellProgramLayout cell_program_layouts[NUM_PROGRAMS]; typedef struct { GraphicsUniforms uniforms; } GraphicsProgramLayout; static GraphicsProgramLayout graphics_program_layouts[NUM_PROGRAMS]; typedef struct { BgimageUniforms uniforms; } BGImageProgramLayout; static BGImageProgramLayout bgimage_program_layout; typedef struct { TintUniforms uniforms; } TintProgramLayout; static TintProgramLayout tint_program_layout; 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); get_uniform_locations_cell(i, &cell_program_layouts[i].uniforms); bind_program(i); glUniform1fv(cell_program_layouts[i].uniforms.gamma_lut, arraysz(srgb_lut), srgb_lut); } // 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_idx, 1); C(p, is_selected, 2); C(p, decorations_sprite_map, 3); } #undef C for (int i = GRAPHICS_PROGRAM; i <= GRAPHICS_ALPHA_MASK_PROGRAM; i++) { get_uniform_locations_graphics(i, &graphics_program_layouts[i].uniforms); } get_uniform_locations_bgimage(BGIMAGE_PROGRAM, &bgimage_program_layout.uniforms); get_uniform_locations_tint(TINT_PROGRAM, &tint_program_layout.uniforms); } #define CELL_BUFFERS enum { cell_data_buffer, selection_buffer, uniform_buffer }; ssize_t create_cell_vao(void) { 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_idx, 2, GL_UNSIGNED_INT, sprite_idx); 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(void) { 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; } #define IS_SPECIAL_COLOR(name) (screen->color_profile->overridden.name.type == COLOR_IS_SPECIAL || (screen->color_profile->overridden.name.type == COLOR_NOT_SET && screen->color_profile->configured.name.type == COLOR_IS_SPECIAL)) static void pick_cursor_color(Line *line, const ColorProfile *color_profile, color_type cell_fg, color_type cell_bg, index_type cell_color_x, color_type *cursor_fg, color_type *cursor_bg, color_type default_fg, color_type default_bg) { ARGB32 fg, bg, dfg, dbg; (void) line; (void) color_profile; (void) cell_color_x; fg.rgb = cell_fg; bg.rgb = cell_bg; *cursor_fg = cell_bg; *cursor_bg = cell_fg; double cell_contrast = rgb_contrast(fg, bg); if (cell_contrast < 2.5) { dfg.rgb = default_fg; dbg.rgb = default_bg; if (rgb_contrast(dfg, dbg) > cell_contrast) { *cursor_fg = default_bg; *cursor_bg = default_fg; } } } static void cell_update_uniform_block(ssize_t vao_idx, Screen *screen, int uniform_buffer, const CellRenderData *crd, CursorRenderInfo *cursor, OSWindow *os_window) { struct GPUCellRenderData { GLfloat xstart, ystart, dx, dy, use_cell_bg_for_selection_fg, use_cell_fg_for_selection_color, use_cell_for_selection_bg; GLuint default_fg, highlight_fg, highlight_bg, cursor_fg, cursor_bg, url_color, url_style, inverted; GLuint xnum, ynum, sprites_xnum, sprites_ynum, cursor_fg_sprite_idx, cell_height; GLuint cursor_x1, cursor_x2, cursor_y1, cursor_y2; GLfloat cursor_opacity; GLuint bg_colors0, bg_colors1, bg_colors2, bg_colors3, bg_colors4, bg_colors5, bg_colors6, bg_colors7; GLfloat bg_opacities0, bg_opacities1, bg_opacities2, bg_opacities3, bg_opacities4, bg_opacities5, bg_opacities6, bg_opacities7; }; // Send the uniform data struct GPUCellRenderData *rd = (struct GPUCellRenderData*)map_vao_buffer(vao_idx, uniform_buffer, GL_WRITE_ONLY); ColorProfile *cp = screen->paused_rendering.expires_at ? &screen->paused_rendering.color_profile : screen->color_profile; if (UNLIKELY(cp->dirty || screen->reload_all_gpu_data)) { copy_color_table_to_buffer(cp, (GLuint*)rd, cell_program_layouts[CELL_PROGRAM].color_table.offset / sizeof(GLuint), cell_program_layouts[CELL_PROGRAM].color_table.stride / sizeof(GLuint)); } #define COLOR(name) colorprofile_to_color(cp, cp->overridden.name, cp->configured.name).rgb rd->default_fg = COLOR(default_fg); rd->highlight_fg = COLOR(highlight_fg); rd->highlight_bg = COLOR(highlight_bg); rd->bg_colors0 = COLOR(default_bg); rd->bg_opacities0 = os_window->is_semi_transparent ? os_window->background_opacity : 1.0f; #define SETBG(which) colorprofile_to_transparent_color(cp, which - 1, &rd->bg_colors##which, &rd->bg_opacities##which) SETBG(1); SETBG(2); SETBG(3); SETBG(4); SETBG(5); SETBG(6); SETBG(7); #undef SETBG // selection if (IS_SPECIAL_COLOR(highlight_fg)) { if (IS_SPECIAL_COLOR(highlight_bg)) { rd->use_cell_bg_for_selection_fg = 1.f; rd->use_cell_fg_for_selection_color = 0.f; } else { rd->use_cell_bg_for_selection_fg = 0.f; rd->use_cell_fg_for_selection_color = 1.f; } } else { rd->use_cell_bg_for_selection_fg = 0.f; rd->use_cell_fg_for_selection_color = 0.f; } rd->use_cell_for_selection_bg = IS_SPECIAL_COLOR(highlight_bg) ? 1. : 0.; // Cursor position enum { BLOCK_IDX = 0, BEAM_IDX = 2, UNDERLINE_IDX = 3, UNFOCUSED_IDX = 4 }; Line *line_for_cursor = NULL; if (cursor->opacity > 0) { rd->cursor_x1 = cursor->x, rd->cursor_y1 = cursor->y; rd->cursor_x2 = cursor->x, rd->cursor_y2 = cursor->y; rd->cursor_opacity = cursor->opacity; CursorShape cs = (cursor->is_focused || OPT(cursor_shape_unfocused) == NO_CURSOR_SHAPE) ? cursor->shape : OPT(cursor_shape_unfocused); switch(cs) { case CURSOR_BEAM: rd->cursor_fg_sprite_idx = BEAM_IDX; break; case CURSOR_UNDERLINE: rd->cursor_fg_sprite_idx = UNDERLINE_IDX; break; case CURSOR_BLOCK: case NUM_OF_CURSOR_SHAPES: case NO_CURSOR_SHAPE: rd->cursor_fg_sprite_idx = BLOCK_IDX; break; case CURSOR_HOLLOW: rd->cursor_fg_sprite_idx = UNFOCUSED_IDX; break; }; color_type cell_fg = rd->default_fg, cell_bg = rd->bg_colors0; index_type cell_color_x = cursor->x; bool reversed = false; if (cursor->x < screen->columns && cursor->y < screen->lines) { if (screen->paused_rendering.expires_at) { linebuf_init_line(screen->paused_rendering.linebuf, cursor->y); line_for_cursor = screen->paused_rendering.linebuf->line; } else { linebuf_init_line(screen->linebuf, cursor->y); line_for_cursor = screen->linebuf->line; } } if (line_for_cursor) { colors_for_cell(line_for_cursor, cp, &cell_color_x, &cell_fg, &cell_bg, &reversed); const CPUCell *cursor_cell; const bool large_cursor = ((cursor_cell = &line_for_cursor->cpu_cells[cursor->x])->is_multicell) && cursor_cell->x == 0 && cursor_cell->y == 0; if (large_cursor) { switch(cs) { case CURSOR_BEAM: rd->cursor_y2 += cursor_cell->scale - 1; break; case CURSOR_UNDERLINE: rd->cursor_y1 += cursor_cell->scale - 1; rd->cursor_y2 = rd->cursor_y1; rd->cursor_x2 += mcd_x_limit(cursor_cell) - 1; break; case CURSOR_BLOCK: rd->cursor_y2 += cursor_cell->scale - 1; rd->cursor_x2 += mcd_x_limit(cursor_cell) - 1; break; case CURSOR_HOLLOW: case NUM_OF_CURSOR_SHAPES: case NO_CURSOR_SHAPE: break; }; } } if (IS_SPECIAL_COLOR(cursor_color)) { if (line_for_cursor) pick_cursor_color(line_for_cursor, cp, cell_fg, cell_bg, cell_color_x, &rd->cursor_fg, &rd->cursor_bg, rd->default_fg, rd->bg_colors0); else { rd->cursor_fg = rd->bg_colors0; rd->cursor_bg = rd->default_fg; } if (cell_bg == cell_fg) { rd->cursor_fg = rd->bg_colors0; rd->cursor_bg = rd->default_fg; } else { rd->cursor_fg = cell_bg; rd->cursor_bg = cell_fg; } } else { rd->cursor_bg = COLOR(cursor_color); if (IS_SPECIAL_COLOR(cursor_text_color)) rd->cursor_fg = cell_bg; else rd->cursor_fg = COLOR(cursor_text_color); } // store last rendered cursor color for trail rendering screen->last_rendered.cursor_bg = rd->cursor_bg; } else { rd->cursor_x1 = screen->columns + 1; rd->cursor_x2 = screen->columns; rd->cursor_y1 = screen->lines + 1; rd->cursor_y2 = screen->lines; } rd->xnum = screen->columns; rd->ynum = screen->lines; rd->xstart = crd->gl.xstart; rd->ystart = crd->gl.ystart; rd->dx = crd->gl.dx; rd->dy = crd->gl.dy; unsigned int x, y, z; sprite_tracker_current_layout(os_window->fonts_data, &x, &y, &z); rd->sprites_xnum = x; rd->sprites_ynum = y; rd->inverted = screen_invert_colors(screen) ? 1 : 0; rd->cell_height = os_window->fonts_data->fcm.cell_height; #undef COLOR rd->url_color = OPT(url_color); rd->url_style = OPT(url_style); unmap_vao_buffer(vao_idx, uniform_buffer); rd = NULL; } static bool cell_prepare_to_render(ssize_t vao_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); const Cursor *cursor = screen->paused_rendering.expires_at ? &screen->paused_rendering.cursor : screen->cursor; bool cursor_pos_changed = cursor->x != screen->last_rendered.cursor_x || cursor->y != screen->last_rendered.cursor_y; bool disable_ligatures = screen->disable_ligatures == DISABLE_LIGATURES_CURSOR; bool screen_resized = screen->last_rendered.columns != screen->columns || screen->last_rendered.lines != screen->lines; #define update_cell_data { \ 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 (screen->paused_rendering.expires_at) { if (!screen->paused_rendering.cell_data_updated) update_cell_data; } else if (screen->reload_all_gpu_data || screen->scroll_changed || screen->is_dirty || screen_resized || (disable_ligatures && cursor_pos_changed)) update_cell_data; if (cursor_pos_changed) { screen->last_rendered.cursor_x = cursor->x; screen->last_rendered.cursor_y = cursor->y; } #define update_selection_data { \ sz = (size_t)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; \ } #define update_graphics_data(grman) \ grman_update_layers(grman, screen->scrolled_by, xstart, ystart, dx, dy, screen->columns, screen->lines, screen->cell_size) if (screen->paused_rendering.expires_at) { if (!screen->paused_rendering.cell_data_updated) { update_selection_data; update_graphics_data(screen->paused_rendering.grman); } screen->paused_rendering.cell_data_updated = true; screen->last_rendered.scrolled_by = screen->paused_rendering.scrolled_by; } else { if (screen->reload_all_gpu_data || screen_resized || screen_is_selection_dirty(screen)) update_selection_data; if (update_graphics_data(screen->grman)) changed = true; screen->last_rendered.scrolled_by = screen->scrolled_by; } #undef update_selection_data #undef update_cell_data screen->last_rendered.columns = screen->columns; screen->last_rendered.lines = screen->lines; return changed; } static void draw_background_image(OSWindow *w) { blank_canvas(w->is_semi_transparent ? OPT(background_opacity) : 1.0f, OPT(background)); bind_program(BGIMAGE_PROGRAM); glUniform1i(bgimage_program_layout.uniforms.image, BGIMAGE_UNIT); glUniform1f(bgimage_program_layout.uniforms.opacity, OPT(background_opacity)); #ifdef __APPLE__ int window_width = w->window_width, window_height = w->window_height; #else int window_width = w->viewport_width, window_height = w->viewport_height; #endif GLfloat iwidth = (GLfloat)w->bgimage->width; GLfloat iheight = (GLfloat)w->bgimage->height; GLfloat vwidth = (GLfloat)window_width; GLfloat vheight = (GLfloat)window_height; if (CENTER_SCALED == OPT(background_image_layout)) { GLfloat ifrac = iwidth / iheight; if (ifrac > (vwidth / vheight)) { iheight = vheight; iwidth = iheight * ifrac; } else { iwidth = vwidth; iheight = iwidth / ifrac; } } glUniform4f(bgimage_program_layout.uniforms.sizes, vwidth, vheight, iwidth, iheight); glUniform1f(bgimage_program_layout.uniforms.premult, w->is_semi_transparent ? 1.f : 0.f); GLfloat tiled = 0.f;; GLfloat left = -1.0, top = 1.0, right = 1.0, bottom = -1.0; switch (OPT(background_image_layout)) { case TILING: case MIRRORED: case CLAMPED: tiled = 1.f; break; case SCALED: break; case CENTER_CLAMPED: case CENTER_SCALED: { GLfloat wfrac = (vwidth - iwidth) / vwidth; GLfloat hfrac = (vheight - iheight) / vheight; left += wfrac; right -= wfrac; top -= hfrac; bottom += hfrac; } break; } glUniform1f(bgimage_program_layout.uniforms.tiled, tiled); glUniform4f(bgimage_program_layout.uniforms.positions, left, top, right, bottom); glActiveTexture(GL_TEXTURE0 + BGIMAGE_UNIT); glBindTexture(GL_TEXTURE_2D, w->bgimage->texture_id); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); unbind_program(); } static void draw_graphics(int program, ssize_t vao_idx, ImageRenderData *data, GLuint start, GLuint count, ImageRect viewport) { bind_program(program); glActiveTexture(GL_TEXTURE0 + GRAPHICS_UNIT); GraphicsUniforms *u = &graphics_program_layouts[program].uniforms; glUniform4f(u->viewport, viewport.left, viewport.top, viewport.right, viewport.bottom); glEnable(GL_CLIP_DISTANCE0); glEnable(GL_CLIP_DISTANCE1); glEnable(GL_CLIP_DISTANCE2); glEnable(GL_CLIP_DISTANCE3); for (GLuint i=0; i < count;) { ImageRenderData *group = data + start + i; glBindTexture(GL_TEXTURE_2D, group->texture_id); if (group->group_count == 0) { i++; continue; } for (GLuint k=0; k < group->group_count; k++, i++) { ImageRenderData *rd = data + start + i; glUniform4f(u->src_rect, rd->src_rect.left, rd->src_rect.top, rd->src_rect.right, rd->src_rect.bottom); glUniform4f(u->dest_rect, rd->dest_rect.left, rd->dest_rect.top, rd->dest_rect.right, rd->dest_rect.bottom); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } } glDisable(GL_CLIP_DISTANCE0); glDisable(GL_CLIP_DISTANCE1); glDisable(GL_CLIP_DISTANCE2); glDisable(GL_CLIP_DISTANCE3); bind_vertex_array(vao_idx); } static ImageRenderData* load_alpha_mask_texture(size_t width, size_t height, uint8_t *canvas) { static ImageRenderData data = {.group_count=1}; 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); return &data; } static void gpu_data_for_centered_image(ImageRenderData *ans, unsigned int screen_width_px, unsigned int screen_height_px, unsigned int width, unsigned int height) { 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; gpu_data_for_image(ans, -1 + hmargin, 1 - vmargin, -1 + hmargin + width_frac, 1 - vmargin - height_frac); } 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, float background_opacity) { ImageRenderData *data = load_alpha_mask_texture(width, height, canvas); gpu_data_for_centered_image(data, screen_width, screen_height, width, height); bind_program(GRAPHICS_ALPHA_MASK_PROGRAM); glUniform1i(graphics_program_layouts[GRAPHICS_ALPHA_MASK_PROGRAM].uniforms.image, GRAPHICS_UNIT); color_vec3(graphics_program_layouts[GRAPHICS_ALPHA_MASK_PROGRAM].uniforms.amask_fg, OPT(foreground)); color_vec4_premult(graphics_program_layouts[GRAPHICS_ALPHA_MASK_PROGRAM].uniforms.amask_bg_premult, OPT(background), background_opacity); glEnable(GL_BLEND); if (os_window->is_semi_transparent) { BLEND_PREMULT; } else { BLEND_ONTO_OPAQUE; } draw_graphics(GRAPHICS_ALPHA_MASK_PROGRAM, 0, data, 0, 1, (ImageRect){-1, 1, 1, -1}); glDisable(GL_BLEND); } static ImageRect viewport_for_cells(const CellRenderData *crd) { return (ImageRect){crd->gl.xstart, crd->gl.ystart, crd->gl.xstart + crd->gl.width, crd->gl.ystart - crd->gl.height}; } static void draw_cells_simple(ssize_t vao_idx, Screen *screen, const CellRenderData *crd, GraphicsRenderData grd, bool is_semi_transparent) { bind_program(CELL_PROGRAM); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); if (grd.count) { glEnable(GL_BLEND); int program = GRAPHICS_PROGRAM; if (is_semi_transparent) { BLEND_PREMULT; program = GRAPHICS_PREMULT_PROGRAM; } else { BLEND_ONTO_OPAQUE; } draw_graphics(program, vao_idx, grd.images, 0, grd.count, viewport_for_cells(crd)); glDisable(GL_BLEND); } } static bool has_bgimage(OSWindow *w) { return w->bgimage && w->bgimage->texture_id > 0; } static void draw_tint(bool premult, Screen *screen, const CellRenderData *crd) { if (premult) { BLEND_PREMULT } else { BLEND_ONTO_OPAQUE_WITH_OPAQUE_OUTPUT } 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).rgb; #define C(shift) srgb_color((window_bg >> shift) & 0xFF) * premult_factor GLfloat premult_factor = premult ? OPT(background_tint) : 1.0f; glUniform4f(tint_program_layout.uniforms.tint_color, C(16), C(8), C(0), OPT(background_tint)); #undef C glUniform4f(tint_program_layout.uniforms.edges, crd->gl.xstart, crd->gl.ystart - crd->gl.height, crd->gl.xstart + crd->gl.width, crd->gl.ystart); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } static bool draw_scroll_indicator(bool premult, Screen *screen, const CellRenderData *crd) { if (OPT(scrollback_indicator_opacity) <= 0 || screen->linebuf != screen->main_linebuf || !screen->scrolled_by) return false; glEnable(GL_BLEND); if (premult) { BLEND_PREMULT } else { BLEND_ONTO_OPAQUE } bind_program(TINT_PROGRAM); const color_type bar_color = colorprofile_to_color(screen->color_profile, screen->color_profile->overridden.highlight_bg, screen->color_profile->configured.highlight_bg).rgb; GLfloat alpha = OPT(scrollback_indicator_opacity); float frac = (float)screen->scrolled_by / (float)screen->historybuf->count; const GLfloat bar_height = crd->gl.dy; GLfloat bottom = (crd->gl.ystart - crd->gl.height); bottom += MAX(0, crd->gl.height - bar_height) * frac; #define C(shift) srgb_color((bar_color >> shift) & 0xFF) * premult_factor GLfloat premult_factor = premult ? alpha : 1.0f; glUniform4f(tint_program_layout.uniforms.tint_color, C(16), C(8), C(0), alpha); #undef C GLfloat width = 0.5f * crd->gl.dx; GLfloat left = (GLfloat)(crd->gl.xstart + (screen->columns * crd->gl.dx - width)); glUniform4f(tint_program_layout.uniforms.edges, left, bottom, left + width, bottom + bar_height); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisable(GL_BLEND); return true; } static float prev_inactive_text_alpha = -1; static void set_cell_uniforms(float current_inactive_text_alpha, bool force) { static bool constants_set = false; if (!constants_set || force) { float text_contrast = 1.0f + OPT(text_contrast) * 0.01f; float text_gamma_adjustment = OPT(text_gamma_adjustment) < 0.01f ? 1.0f : 1.0f / OPT(text_gamma_adjustment); for (int i = GRAPHICS_PROGRAM; i <= GRAPHICS_PREMULT_PROGRAM; i++) { bind_program(i); glUniform1i(graphics_program_layouts[i].uniforms.image, GRAPHICS_UNIT); } for (int i = CELL_PROGRAM; i <= CELL_FG_PROGRAM; i++) { bind_program(i); const CellUniforms *cu = &cell_program_layouts[i].uniforms; switch(i) { case CELL_PROGRAM: case CELL_FG_PROGRAM: glUniform1i(cu->sprites, SPRITE_MAP_UNIT); glUniform1i(cu->sprite_decorations_map, SPRITE_DECORATIONS_MAP_UNIT); glUniform1f(cu->dim_opacity, OPT(dim_opacity)); glUniform1f(cu->text_contrast, text_contrast); glUniform1f(cu->text_gamma_adjustment, text_gamma_adjustment); break; } } constants_set = true; } if (current_inactive_text_alpha != prev_inactive_text_alpha || force) { prev_inactive_text_alpha = current_inactive_text_alpha; for (int i = GRAPHICS_PROGRAM; i <= GRAPHICS_PREMULT_PROGRAM; i++) { bind_program(i); glUniform1f(graphics_program_layouts[i].uniforms.inactive_text_alpha, current_inactive_text_alpha); } #define S(prog, loc) bind_program(prog); glUniform1f(cell_program_layouts[prog].uniforms.inactive_text_alpha, current_inactive_text_alpha); S(CELL_PROGRAM, cploc); S(CELL_FG_PROGRAM, cfploc); #undef S } } static GLfloat render_a_bar(OSWindow *os_window, Screen *screen, const CellRenderData *crd, WindowBarData *bar, PyObject *title, bool along_bottom) { GLfloat left = os_window->viewport_width * (crd->gl.xstart + 1.f) / 2.f; GLfloat right = left + os_window->viewport_width * crd->gl.width / 2.f; unsigned bar_height = os_window->fonts_data->fcm.cell_height + 2; if (!bar_height || right <= left) return 0; unsigned bar_width = (unsigned)ceilf(right - left); if (!bar->buf || bar->width != bar_width || bar->height != bar_height) { free(bar->buf); bar->buf = malloc((size_t)4 * bar_width * bar_height); if (!bar->buf) return 0; bar->height = bar_height; bar->width = bar_width; bar->needs_render = true; } if (bar->last_drawn_title_object_id != title || bar->needs_render) { static char titlebuf[2048] = {0}; if (!title) return 0; snprintf(titlebuf, arraysz(titlebuf), " %s", PyUnicode_AsUTF8(title)); #define RGBCOL(which, fallback) ( 0xff000000 | colorprofile_to_color_with_fallback(screen->color_profile, screen->color_profile->overridden.which, screen->color_profile->configured.which, screen->color_profile->overridden.fallback, screen->color_profile->configured.fallback)) if (!draw_window_title(os_window, titlebuf, RGBCOL(highlight_fg, default_fg), RGBCOL(highlight_bg, default_bg), bar->buf, bar_width, bar_height)) return 0; #undef RGBCOL Py_CLEAR(bar->last_drawn_title_object_id); bar->last_drawn_title_object_id = title; Py_INCREF(bar->last_drawn_title_object_id); } static ImageRenderData data = {.group_count=1}; GLfloat xstart, ystart; xstart = clamp_position_to_nearest_pixel(crd->gl.xstart, os_window->viewport_width); GLfloat height_gl = gl_size(bar_height, os_window->viewport_height); if (along_bottom) ystart = crd->gl.ystart - crd->gl.height + height_gl; else ystart = clamp_position_to_nearest_pixel(crd->gl.ystart, os_window->viewport_height); gpu_data_for_image(&data, xstart, ystart, xstart + crd->gl.width, ystart - height_gl); 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_SRGB_ALPHA, bar_width, bar_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, bar->buf); set_cell_uniforms(1.f, false); bind_program(GRAPHICS_PROGRAM); glEnable(GL_BLEND); if (os_window->is_semi_transparent) { BLEND_PREMULT; } else { BLEND_ONTO_OPAQUE; } draw_graphics(GRAPHICS_PROGRAM, 0, &data, 0, 1, viewport_for_cells(crd)); glDisable(GL_BLEND); return height_gl; } static void draw_hyperlink_target(OSWindow *os_window, Screen *screen, const CellRenderData *crd, Window *window) { WindowBarData *bd = &window->url_target_bar_data; if (bd->hyperlink_id_for_title_object != screen->current_hyperlink_under_mouse.id) { bd->hyperlink_id_for_title_object = screen->current_hyperlink_under_mouse.id; Py_CLEAR(bd->last_drawn_title_object_id); const char *url = get_hyperlink_for_id(screen->hyperlink_pool, bd->hyperlink_id_for_title_object, true); if (url == NULL) url = ""; bd->last_drawn_title_object_id = PyObject_CallMethod(global_state.boss, "sanitize_url_for_dispay_to_user", "s", url); if (bd->last_drawn_title_object_id == NULL) { PyErr_Print(); return; } bd->needs_render = true; } if (bd->last_drawn_title_object_id == NULL) return; const bool along_bottom = screen->current_hyperlink_under_mouse.y < 3; PyObject *ref = bd->last_drawn_title_object_id; Py_INCREF(ref); render_a_bar(os_window, screen, crd, &window->title_bar_data, bd->last_drawn_title_object_id, along_bottom); Py_DECREF(ref); } static void draw_window_logo(ssize_t vao_idx, OSWindow *os_window, const WindowLogoRenderData *wl, const CellRenderData *crd) { if (os_window->live_resize.in_progress) return; BLEND_PREMULT; GLfloat logo_width_gl = gl_size(wl->instance->width, os_window->viewport_width); GLfloat logo_height_gl = gl_size(wl->instance->height, os_window->viewport_height); if (OPT(window_logo_scale.width) > 0 || OPT(window_logo_scale.height) > 0) { unsigned int scaled_wl_width = os_window->viewport_width; unsigned int scaled_wl_height = os_window->viewport_height; // [sx] Scales logo to sx % of the viewports shortest dimension, preserving aspect ratio if (OPT(window_logo_scale.height) < 0) { if (os_window->viewport_height < os_window->viewport_width) { scaled_wl_height = (int)(os_window->viewport_height * OPT(window_logo_scale.width) / 100); scaled_wl_width = wl->instance->width * scaled_wl_height / wl->instance->height; } else { scaled_wl_width = (int)(os_window->viewport_width * OPT(window_logo_scale.width) / 100); scaled_wl_height = wl->instance->height * scaled_wl_width / wl->instance->width; } } // [0 sy] Scales logo's y dimension to sy % of viewporty keeping original x dimension else if (OPT(window_logo_scale.width) == 0.0) { scaled_wl_height = (int)(scaled_wl_height * OPT(window_logo_scale.height) / 100); scaled_wl_width = wl->instance->width; } // [sx 0] Scales logo's x dimension to sx % of viewportx keeping original y dimension else if (OPT(window_logo_scale.height) == 0.0) { scaled_wl_width = (int)(scaled_wl_width * OPT(window_logo_scale.width) / 100); scaled_wl_height = wl->instance->height; } // [sx sy] Scales logo's x and y dimension to sx and sy % of viewportx and viewporty respectively else { scaled_wl_height = (int)(scaled_wl_height * OPT(window_logo_scale.height) / 100); scaled_wl_width = (int)(scaled_wl_width * OPT(window_logo_scale.width) / 100); } logo_height_gl = gl_size(scaled_wl_height, os_window->viewport_height); logo_width_gl = gl_size(scaled_wl_width, os_window->viewport_width); } GLfloat logo_left_gl = clamp_position_to_nearest_pixel( crd->gl.xstart + crd->gl.width * wl->position.canvas_x - logo_width_gl * wl->position.image_x, os_window->viewport_width); GLfloat logo_top_gl = clamp_position_to_nearest_pixel( crd->gl.ystart - crd->gl.height * wl->position.canvas_y + logo_height_gl * wl->position.image_y, os_window->viewport_height); static ImageRenderData ird = {.group_count=1}; ird.texture_id = wl->instance->texture_id; gpu_data_for_image(&ird, logo_left_gl, logo_top_gl, logo_left_gl + logo_width_gl, logo_top_gl - logo_height_gl); bind_program(GRAPHICS_PREMULT_PROGRAM); glUniform1f(graphics_program_layouts[GRAPHICS_PREMULT_PROGRAM].uniforms.inactive_text_alpha, prev_inactive_text_alpha * wl->alpha); draw_graphics(GRAPHICS_PREMULT_PROGRAM, vao_idx, &ird, 0, 1, viewport_for_cells(crd)); glUniform1f(graphics_program_layouts[GRAPHICS_PREMULT_PROGRAM].uniforms.inactive_text_alpha, prev_inactive_text_alpha); } static void draw_window_number(OSWindow *os_window, Screen *screen, const CellRenderData *crd, Window *window) { GLfloat left = os_window->viewport_width * (crd->gl.xstart + 1.f) / 2.f; GLfloat right = left + os_window->viewport_width * crd->gl.width / 2.f; GLfloat title_bar_height = 0; size_t requested_height = (size_t)(os_window->viewport_height * crd->gl.height / 2.f); if (window->title && PyUnicode_Check(window->title) && (requested_height > (os_window->fonts_data->fcm.cell_height + 1) * 2)) { title_bar_height = render_a_bar(os_window, screen, crd, &window->title_bar_data, window->title, false); } GLfloat ystart = crd->gl.ystart, height = crd->gl.height, xstart = crd->gl.xstart, width = crd->gl.width; if (title_bar_height > 0) { ystart -= title_bar_height; height -= title_bar_height; } ystart -= crd->gl.dy / 2.f; height -= crd->gl.dy; // top and bottom margins xstart += crd->gl.dx / 2.f; width -= crd->gl.dx; // left and right margins GLfloat height_gl = MIN(MIN(12 * crd->gl.dy, height), width); requested_height = (size_t)(os_window->viewport_height * height_gl / 2.f); if (requested_height < 4) return; #define lr screen->last_rendered_window_char if (!lr.canvas || lr.ch != screen->display_window_char || lr.requested_height != requested_height) { free(lr.canvas); lr.canvas = NULL; lr.requested_height = requested_height; lr.height_px = requested_height; lr.ch = 0; lr.canvas = draw_single_ascii_char(screen->display_window_char, &lr.width_px, &lr.height_px); if (lr.height_px < 4 || lr.width_px < 4 || !lr.canvas) return; lr.ch = screen->display_window_char; } GLfloat width_gl = gl_size(lr.width_px, os_window->viewport_width); height_gl = gl_size(lr.height_px, os_window->viewport_height); left = xstart + (width - width_gl) / 2.f; left = clamp_position_to_nearest_pixel(left, os_window->viewport_width); right = left + width_gl; GLfloat top = ystart - (height - height_gl) / 2.f; top = clamp_position_to_nearest_pixel(top, os_window->viewport_height); GLfloat bottom = top - height_gl; bind_program(GRAPHICS_ALPHA_MASK_PROGRAM); ImageRenderData *ird = load_alpha_mask_texture(lr.width_px, lr.height_px, lr.canvas); #undef lr gpu_data_for_image(ird, left, top, right, bottom); glEnable(GL_BLEND); BLEND_PREMULT; glUniform1i(graphics_program_layouts[GRAPHICS_ALPHA_MASK_PROGRAM].uniforms.image, GRAPHICS_UNIT); color_type digit_color = colorprofile_to_color_with_fallback(screen->color_profile, screen->color_profile->overridden.highlight_bg, screen->color_profile->configured.highlight_bg, screen->color_profile->overridden.default_fg, screen->color_profile->configured.default_fg); color_vec3(graphics_program_layouts[GRAPHICS_ALPHA_MASK_PROGRAM].uniforms.amask_fg, digit_color); glUniform4f(graphics_program_layouts[GRAPHICS_ALPHA_MASK_PROGRAM].uniforms.amask_bg_premult, 0.f, 0.f, 0.f, 0.f); draw_graphics(GRAPHICS_ALPHA_MASK_PROGRAM, 0, ird, 0, 1, viewport_for_cells(crd)); glDisable(GL_BLEND); } static void draw_visual_bell_flash(GLfloat intensity, const CellRenderData *crd, Screen *screen) { glEnable(GL_BLEND); // BLEND_PREMULT glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); bind_program(TINT_PROGRAM); GLfloat attenuation = 0.4f; #define COLOR(name, fallback) colorprofile_to_color_with_fallback(screen->color_profile, screen->color_profile->overridden.name, screen->color_profile->configured.name, screen->color_profile->overridden.fallback, screen->color_profile->configured.fallback) const color_type flash = !IS_SPECIAL_COLOR(highlight_bg) ? COLOR(visual_bell_color, highlight_bg) : COLOR(visual_bell_color, default_fg); #undef COLOR #define C(shift) srgb_color((flash >> shift) & 0xFF) const GLfloat r = C(16), g = C(8), b = C(0); const GLfloat max_channel = r > g ? (r > b ? r : b) : (g > b ? g : b); #undef C #define C(x) (x * intensity * attenuation) if (max_channel > 0.45) attenuation = 0.6f; // light color glUniform4f(tint_program_layout.uniforms.tint_color, C(r), C(g), C(b), C(1)); #undef C glUniform4f(tint_program_layout.uniforms.edges, crd->gl.xstart, crd->gl.ystart - crd->gl.height, crd->gl.xstart + crd->gl.width, crd->gl.ystart); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisable(GL_BLEND); } static void draw_cells_interleaved(ssize_t vao_idx, Screen *screen, OSWindow *w, const CellRenderData *crd, GraphicsRenderData grd, const WindowLogoRenderData *wl) { 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].uniforms.draw_bg_bitfield, 3); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); } else if (OPT(background_tint) > 0) { draw_tint(false, screen, crd); BLEND_ONTO_OPAQUE; } if (grd.num_of_below_refs || has_bgimage(w) || wl) { if (wl) { draw_window_logo(vao_idx, w, wl, crd); BLEND_ONTO_OPAQUE; } if (grd.num_of_below_refs) draw_graphics( GRAPHICS_PROGRAM, vao_idx, grd.images, 0, grd.num_of_below_refs, viewport_for_cells(crd)); bind_program(CELL_BG_PROGRAM); // draw background for non-default bg cells glUniform1ui(cell_program_layouts[CELL_BG_PROGRAM].uniforms.draw_bg_bitfield, 2); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); } if (grd.num_of_negative_refs) draw_graphics(GRAPHICS_PROGRAM, vao_idx, grd.images, grd.num_of_below_refs, grd.num_of_negative_refs, viewport_for_cells(crd)); bind_program(CELL_SPECIAL_PROGRAM); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); bind_program(CELL_FG_PROGRAM); BLEND_PREMULT; glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); BLEND_ONTO_OPAQUE; if (grd.num_of_positive_refs) draw_graphics(GRAPHICS_PROGRAM, vao_idx, grd.images, grd.num_of_negative_refs + grd.num_of_below_refs, grd.num_of_positive_refs, viewport_for_cells(crd)); glDisable(GL_BLEND); } static void draw_cells_interleaved_premult(ssize_t vao_idx, Screen *screen, OSWindow *os_window, const CellRenderData *crd, GraphicsRenderData grd, const WindowLogoRenderData *wl) { if (OPT(background_tint) > 0.f) { glEnable(GL_BLEND); draw_tint(true, screen, crd); glDisable(GL_BLEND); } bind_program(CELL_BG_PROGRAM); if (!has_bgimage(os_window)) { // draw background for all cells glUniform1ui(cell_program_layouts[CELL_BG_PROGRAM].uniforms.draw_bg_bitfield, 3); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); } glEnable(GL_BLEND); BLEND_PREMULT; if (grd.num_of_below_refs || has_bgimage(os_window) || wl) { if (wl) { draw_window_logo(vao_idx, os_window, wl, crd); BLEND_PREMULT; } if (grd.num_of_below_refs) draw_graphics( GRAPHICS_PREMULT_PROGRAM, vao_idx, grd.images, 0, grd.num_of_below_refs, viewport_for_cells(crd)); bind_program(CELL_BG_PROGRAM); // Draw background for non-default bg cells glUniform1ui(cell_program_layouts[CELL_BG_PROGRAM].uniforms.draw_bg_bitfield, 2); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); } else { // Apply background_opacity glUniform1ui(cell_program_layouts[CELL_BG_PROGRAM].uniforms.draw_bg_bitfield, 0); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); } if (grd.num_of_negative_refs) { draw_graphics(GRAPHICS_PREMULT_PROGRAM, vao_idx, grd.images, grd.num_of_below_refs, grd.num_of_negative_refs, viewport_for_cells(crd)); } 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 (grd.num_of_positive_refs) draw_graphics(GRAPHICS_PREMULT_PROGRAM, vao_idx, grd.images, grd.num_of_negative_refs + grd.num_of_below_refs, grd.num_of_positive_refs, viewport_for_cells(crd)); glDisable(GL_BLEND); } 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) srgb_color((color >> shift) & 0xFF) 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, 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, screen, xstart, ystart, dx, dy, os_window->fonts_data)) changed = true; } return changed; } static Animation *default_visual_bell_animation = NULL; static float get_visual_bell_intensity(Screen *screen) { if (screen->start_visual_bell_at > 0) { if (!default_visual_bell_animation) { default_visual_bell_animation = alloc_animation(); if (!default_visual_bell_animation) fatal("Out of memory"); add_cubic_bezier_animation(default_visual_bell_animation, 0, 1, EASE_IN_OUT); add_cubic_bezier_animation(default_visual_bell_animation, 1, 0, EASE_IN_OUT); } const monotonic_t progress = monotonic() - screen->start_visual_bell_at; const monotonic_t duration = OPT(visual_bell_duration) / 2; if (progress <= duration) { Animation *a = animation_is_valid(OPT(animation.visual_bell)) ? OPT(animation.visual_bell) : default_visual_bell_animation; return (float)apply_easing_curve(a, progress / (double)duration, duration); } screen->start_visual_bell_at = 0; } return 0.0f; } void draw_cells(ssize_t vao_idx, const WindowRenderData *srd, OSWindow *os_window, bool is_active_window, bool is_tab_bar, bool is_single_window, Window *window) { float x_ratio = 1., y_ratio = 1.; if (os_window->live_resize.in_progress) { x_ratio = (float) os_window->viewport_width / (float) os_window->live_resize.width; y_ratio = (float) os_window->viewport_height / (float) os_window->live_resize.height; } Screen *screen = srd->screen; CELL_BUFFERS; CellRenderData crd = { .gl={.xstart = srd->xstart, .ystart = srd->ystart, .dx = srd->dx * x_ratio, .dy = srd->dy * y_ratio}, .x_ratio=x_ratio, .y_ratio=y_ratio }; crd.gl.width = crd.gl.dx * screen->columns; crd.gl.height = crd.gl.dy * screen->lines; cell_update_uniform_block(vao_idx, screen, uniform_buffer, &crd, &screen->cursor_render_info, os_window); bind_vao_uniform_buffer(vao_idx, uniform_buffer, cell_program_layouts[CELL_PROGRAM].render_data.index); bind_vertex_array(vao_idx); // We draw with inactive text alpha if: // - We're not drawing the tab bar // - There's only a single window and the os window is not focused // - There are multiple windows and the current window is not active float current_inactive_text_alpha = is_tab_bar || (!is_single_window && is_active_window) || (is_single_window && screen->cursor_render_info.is_focused) ? 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; bool has_underlying_image = has_bgimage(os_window); WindowLogoRenderData *wl; if (window && (wl = &window->window_logo) && wl->id && (wl->instance = find_window_logo(global_state.all_window_logos, wl->id)) && wl->instance && wl->instance->load_from_disk_ok) { has_underlying_image = true; set_on_gpu_state(window->window_logo.instance, true); } else wl = NULL; ImageRenderData *scaled_render_data = NULL; GraphicsManager *grman = screen->paused_rendering.expires_at && screen->paused_rendering.grman ? screen->paused_rendering.grman : screen->grman; GraphicsRenderData grd = grman_render_data(grman); if (os_window->live_resize.in_progress && grd.count && (crd.x_ratio != 1 || crd.y_ratio != 1)) { scaled_render_data = malloc(sizeof(scaled_render_data[0]) * grd.count); if (scaled_render_data) { memcpy(scaled_render_data, grd.images, sizeof(scaled_render_data[0]) * grd.count); grd.images = scaled_render_data; for (size_t i = 0; i < grd.count; i++) scale_rendered_graphic(grd.images + i, srd->xstart, srd->ystart, crd.x_ratio, crd.y_ratio); } } bool use_premult = false; has_underlying_image |= grd.num_of_below_refs > 0 || grd.num_of_negative_refs > 0; if (os_window->is_semi_transparent) { if (has_underlying_image) { draw_cells_interleaved_premult(vao_idx, screen, os_window, &crd, grd, wl); use_premult = true; } else draw_cells_simple(vao_idx, screen, &crd, grd, os_window->is_semi_transparent); } else { if (has_underlying_image) draw_cells_interleaved(vao_idx, screen, os_window, &crd, grd, wl); else draw_cells_simple(vao_idx, screen, &crd, grd, os_window->is_semi_transparent); } draw_scroll_indicator(use_premult, screen, &crd); if (screen->start_visual_bell_at) { GLfloat intensity = get_visual_bell_intensity(screen); if (intensity > 0.0f) draw_visual_bell_flash(intensity, &crd, screen); } if (window && screen->display_window_char) draw_window_number(os_window, screen, &crd, window); if (OPT(show_hyperlink_targets) && window && screen->current_hyperlink_under_mouse.id && !is_mouse_hidden(os_window)) draw_hyperlink_target(os_window, screen, &crd, window); free(scaled_render_data); } // }}} // Borders {{{ typedef struct BorderProgramLayout { BorderUniforms uniforms; } BorderProgramLayout; static BorderProgramLayout border_program_layout; static void init_borders_program(void) { get_uniform_locations_border(BORDERS_PROGRAM, &border_program_layout.uniforms); bind_program(BORDERS_PROGRAM); glUniform1fv(border_program_layout.uniforms.gamma_lut, 256, srgb_lut); } 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_FLOAT, /*stride=*/sizeof(BorderRect), /*offset=*/(void*)offsetof(BorderRect, left), /*divisor=*/1); add_attribute_to_vao(BORDERS_PROGRAM, vao_idx, "rect_color", /*size=*/1, /*dtype=*/GL_UNSIGNED_INT, /*stride=*/sizeof(BorderRect), /*offset=*/(void*)(offsetof(BorderRect, color)), /*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) { float background_opacity = w->is_semi_transparent ? w->background_opacity: 1.0f; float tint_opacity = background_opacity; float tint_premult = background_opacity; bind_vertex_array(vao_idx); if (has_bgimage(w)) { glEnable(GL_BLEND); BLEND_ONTO_OPAQUE; draw_background_image(w); BLEND_ONTO_OPAQUE; background_opacity = 1.0f; tint_opacity = OPT(background_tint) * OPT(background_tint_gaps); tint_premult = w->is_semi_transparent ? OPT(background_tint) : 1.0f; } if (num_border_rects) { bind_program(BORDERS_PROGRAM); if (rect_data_is_dirty) { const size_t sz = sizeof(BorderRect) * 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); } color_type default_bg = (num_visible_windows > 1 && !all_windows_have_same_bg) ? OPT(background) : active_window_bg; GLuint colors[9] = { default_bg, OPT(active_border_color), OPT(inactive_border_color), 0, OPT(bell_border_color), OPT(tab_bar_background), OPT(tab_bar_margin_color), w->tab_bar_edge_color.left, w->tab_bar_edge_color.right }; glUniform1uiv(border_program_layout.uniforms.colors, arraysz(colors), colors); glUniform1f(border_program_layout.uniforms.background_opacity, background_opacity); glUniform1f(border_program_layout.uniforms.tint_opacity, tint_opacity); glUniform1f(border_program_layout.uniforms.tint_premult, tint_premult); glUniform2ui(border_program_layout.uniforms.viewport, viewport_width, viewport_height); if (has_bgimage(w)) { if (w->is_semi_transparent) { BLEND_PREMULT; } else { BLEND_ONTO_OPAQUE_WITH_OPAQUE_OUTPUT; } } glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, num_border_rects); unbind_program(); } unbind_vertex_array(); if (has_bgimage(w)) glDisable(GL_BLEND); } // }}} // Cursor Trail {{{ typedef struct { TrailUniforms uniforms; } TrailProgramLayout; static TrailProgramLayout trail_program_layout; static void init_trail_program(void) { get_uniform_locations_trail(TRAIL_PROGRAM, &trail_program_layout.uniforms); } void draw_cursor_trail(CursorTrail *trail, Window *active_window) { bind_program(TRAIL_PROGRAM); glEnable(GL_BLEND); BLEND_ONTO_OPAQUE; glUniform4fv(trail_program_layout.uniforms.x_coords, 1, trail->corner_x); glUniform4fv(trail_program_layout.uniforms.y_coords, 1, trail->corner_y); glUniform2fv(trail_program_layout.uniforms.cursor_edge_x, 1, trail->cursor_edge_x); glUniform2fv(trail_program_layout.uniforms.cursor_edge_y, 1, trail->cursor_edge_y); color_vec3(trail_program_layout.uniforms.trail_color, active_window ? active_window->render_data.screen->last_rendered.cursor_bg : OPT(foreground)); glUniform1fv(trail_program_layout.uniforms.trail_opacity, 1, &trail->opacity); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisable(GL_BLEND); unbind_program(); } // }}} // Python API {{{ static bool attach_shaders(PyObject *sources, GLuint program_id, GLenum shader_type) { RAII_ALLOC(const GLchar*, c_sources, calloc(PyTuple_GET_SIZE(sources), sizeof(GLchar*))); for (Py_ssize_t i = 0; i < PyTuple_GET_SIZE(sources); i++) { PyObject *temp = PyTuple_GET_ITEM(sources, i); if (!PyUnicode_Check(temp)) { PyErr_SetString(PyExc_TypeError, "shaders must be strings"); return false; } c_sources[i] = PyUnicode_AsUTF8(temp); } GLuint shader_id = compile_shaders(shader_type, PyTuple_GET_SIZE(sources), c_sources); if (shader_id == 0) return false; glAttachShader(program_id, shader_id); glDeleteShader(shader_id); return true; } static PyObject* compile_program(PyObject UNUSED *self, PyObject *args) { PyObject *vertex_shaders, *fragment_shaders; int which, allow_recompile = 0; if (!PyArg_ParseTuple(args, "iO!O!|p", &which, &PyTuple_Type, &vertex_shaders, &PyTuple_Type, &fragment_shaders, &allow_recompile)) 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) { if (allow_recompile) { glDeleteProgram(program->id); program->id = 0; } else { PyErr_SetString(PyExc_ValueError, "program already compiled"); return NULL; } } #define fail_compile() { glDeleteProgram(program->id); return NULL; } program->id = glCreateProgram(); if (!attach_shaders(vertex_shaders, program->id, GL_VERTEX_SHADER)) fail_compile(); if (!attach_shaders(fragment_shaders, program->id, GL_FRAGMENT_SHADER)) fail_compile(); 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); PyErr_Format(PyExc_ValueError, "Failed to link GLSL shaders:\n%s", glbuf); fail_compile(); } #undef fail_compile init_uniforms(which); 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) NO_ARG(init_trail_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), MW(init_trail_program, METH_NOARGS), {NULL, NULL, 0, NULL} /* Sentinel */ }; static void finalize(void) { default_visual_bell_animation = free_animation(default_visual_bell_animation); } 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(BGIMAGE_PROGRAM); C(TINT_PROGRAM); C(TRAIL_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; register_at_exit_cleanup_func(SHADERS_CLEANUP_FUNC, finalize); return true; } // }}}