swayfx/sway/desktop/fx_renderer.c

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// The original wlr_renderer was heavily referenced in making this project
// https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2
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// TODO: add push / pop_gles2_debug(renderer)?
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#define _POSIX_C_SOURCE 200809L
#include <assert.h>
#include <GLES2/gl2.h>
#include <stdlib.h>
#include <wlr/backend.h>
#include <wlr/render/egl.h>
#include <wlr/render/gles2.h>
#include <wlr/types/wlr_matrix.h>
#include <wlr/util/box.h>
#include "log.h"
#include "sway/desktop/fx_renderer.h"
#include "sway/output.h"
#include "sway/server.h"
// shaders
#include "quad_vert_src.h"
#include "quad_frag_src.h"
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#include "quad_round_tl_frag_src.h"
#include "quad_round_tr_frag_src.h"
#include "corner_frag_src.h"
#include "tex_vert_src.h"
#include "tex_rgba_frag_src.h"
#include "tex_rgbx_frag_src.h"
#include "tex_external_frag_src.h"
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static const GLfloat verts[] = {
1, 0, // top right
0, 0, // top left
1, 1, // bottom right
0, 1, // bottom left
};
static GLuint compile_shader(GLuint type, const GLchar *src) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
GLint ok;
glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
if (ok == GL_FALSE) {
glDeleteShader(shader);
shader = 0;
}
return shader;
}
static GLuint link_program(const GLchar *vert_src, const GLchar *frag_src) {
GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src);
if (!vert) {
goto error;
}
GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src);
if (!frag) {
glDeleteShader(vert);
goto error;
}
GLuint prog = glCreateProgram();
glAttachShader(prog, vert);
glAttachShader(prog, frag);
glLinkProgram(prog);
glDetachShader(prog, vert);
glDetachShader(prog, frag);
glDeleteShader(vert);
glDeleteShader(frag);
GLint ok;
glGetProgramiv(prog, GL_LINK_STATUS, &ok);
if (ok == GL_FALSE) {
glDeleteProgram(prog);
goto error;
}
return prog;
error:
return 0;
}
// initializes a provided fragment shader and returns false if unsuccessful
bool init_frag_shader(struct gles2_tex_shader *shader, GLuint prog) {
shader->program = prog;
if (!shader->program) {
return false;
}
shader->proj = glGetUniformLocation(prog, "proj");
shader->tex = glGetUniformLocation(prog, "tex");
shader->alpha = glGetUniformLocation(prog, "alpha");
shader->pos_attrib = glGetAttribLocation(prog, "pos");
shader->tex_attrib = glGetAttribLocation(prog, "texcoord");
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shader->size = glGetUniformLocation(prog, "size");
shader->position = glGetUniformLocation(prog, "position");
shader->radius = glGetUniformLocation(prog, "radius");
shader->saturation = glGetUniformLocation(prog, "saturation");
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shader->has_titlebar = glGetUniformLocation(prog, "has_titlebar");
return true;
}
// initializes a provided rounded quad shader and returns false if unsuccessful
bool init_rounded_quad_shader(struct rounded_quad_shader *shader, GLuint prog) {
shader->program = prog;
if (!shader->program) {
return false;
}
shader->proj = glGetUniformLocation(prog, "proj");
shader->color = glGetUniformLocation(prog, "color");
shader->pos_attrib = glGetAttribLocation(prog, "pos");
shader->size = glGetUniformLocation(prog, "size");
shader->position = glGetUniformLocation(prog, "position");
shader->radius = glGetUniformLocation(prog, "radius");
return true;
}
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struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
struct fx_renderer *renderer = calloc(1, sizeof(struct fx_renderer));
if (renderer == NULL) {
return NULL;
}
// TODO: wlr_egl_make_current or eglMakeCurrent?
// TODO: assert instead of conditional statement?
if (!wlr_egl_make_current(egl)) {
sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current");
return NULL;
}
// TODO: needed?
renderer->egl = egl;
// get extensions
const char *exts_str = (const char *)glGetString(GL_EXTENSIONS);
if (exts_str == NULL) {
sway_log(SWAY_ERROR, "GLES2 RENDERER: Failed to get GL_EXTENSIONS");
return NULL;
}
sway_log(SWAY_INFO, "Creating swayfx GLES2 renderer");
sway_log(SWAY_INFO, "Using %s", glGetString(GL_VERSION));
sway_log(SWAY_INFO, "GL vendor: %s", glGetString(GL_VENDOR));
sway_log(SWAY_INFO, "GL renderer: %s", glGetString(GL_RENDERER));
sway_log(SWAY_INFO, "Supported GLES2 extensions: %s", exts_str);
// TODO: gl checks
// init shaders
GLuint prog;
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// quad fragment shader
prog = link_program(quad_vert_src, quad_frag_src);
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renderer->shaders.quad.program = prog;
if (!renderer->shaders.quad.program) {
goto error;
}
renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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// rounded quad fragment shaders
prog = link_program(quad_vert_src, quad_round_tl_frag_src);
if (!init_rounded_quad_shader(&renderer->shaders.rounded_tl_quad, prog)) {
goto error;
}
prog = link_program(quad_vert_src, quad_round_tr_frag_src);
if (!init_rounded_quad_shader(&renderer->shaders.rounded_tr_quad, prog)) {
goto error;
}
// Border corner shader
prog = link_program(quad_vert_src, corner_frag_src);
renderer->shaders.corner.program = prog;
if (!renderer->shaders.corner.program) {
goto error;
}
renderer->shaders.corner.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.corner.color = glGetUniformLocation(prog, "color");
renderer->shaders.corner.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.corner.is_top_left = glGetUniformLocation(prog, "is_top_left");
renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right");
renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
renderer->shaders.corner.position = glGetUniformLocation(prog, "position");
renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius");
renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size");
renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
// fragment shaders
prog = link_program(tex_vert_src, tex_rgba_frag_src);
if (!init_frag_shader(&renderer->shaders.tex_rgba, prog)) {
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goto error;
}
prog = link_program(tex_vert_src, tex_rgbx_frag_src);
if (!init_frag_shader(&renderer->shaders.tex_rgbx, prog)) {
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goto error;
}
prog = link_program(tex_vert_src, tex_external_frag_src);
if (!init_frag_shader(&renderer->shaders.tex_ext, prog)) {
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goto error;
}
wlr_egl_unset_current(renderer->egl);
sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully");
return renderer;
error:
glDeleteProgram(renderer->shaders.quad.program);
glDeleteProgram(renderer->shaders.corner.program);
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glDeleteProgram(renderer->shaders.tex_rgba.program);
glDeleteProgram(renderer->shaders.tex_rgbx.program);
glDeleteProgram(renderer->shaders.tex_ext.program);
wlr_egl_unset_current(renderer->egl);
// TODO: more freeing?
free(renderer);
sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders");
return NULL;
}
void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height) {
glViewport(0, 0, width, height);
// refresh projection matrix
wlr_matrix_projection(renderer->projection, width, height,
WL_OUTPUT_TRANSFORM_FLIPPED_180);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
void fx_renderer_end() {
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// TODO
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}
void fx_renderer_clear(const float color[static 4]) {
glClearColor(color[0], color[1], color[2], color[3]);
glClear(GL_COLOR_BUFFER_BIT);
}
void fx_renderer_scissor(struct wlr_box *box) {
if (box) {
glScissor(box->x, box->y, box->width, box->height);
glEnable(GL_SCISSOR_TEST);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
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bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture,
const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9],
float alpha, int radius, float saturation, const bool has_titlebar) {
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assert(wlr_texture_is_gles2(wlr_texture));
struct wlr_gles2_texture_attribs texture_attrs;
wlr_gles2_texture_get_attribs(wlr_texture, &texture_attrs);
struct gles2_tex_shader *shader = NULL;
switch (texture_attrs.target) {
case GL_TEXTURE_2D:
if (texture_attrs.has_alpha) {
shader = &renderer->shaders.tex_rgba;
} else {
shader = &renderer->shaders.tex_rgbx;
}
break;
/*
case GL_TEXTURE_EXTERNAL_OES:
shader = &renderer->shaders.tex_ext;
// TODO: ADD ME ONCE EXTS ADDED TO RENDERER
if (!renderer->exts.OES_egl_image_external) {
sway_log(SWAY_ERROR, "Failed to render texture: "
"GL_TEXTURE_EXTERNAL_OES not supported");
return false;
}
break;
*/
default:
sway_log(SWAY_ERROR, "Aborting render");
abort();
}
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
// to GL_FALSE
wlr_matrix_transpose(gl_matrix, gl_matrix);
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// if there's no opacity or rounded corners we don't need to blend
if (!texture_attrs.has_alpha && alpha == 1.0 && !radius) {
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glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture_attrs.target, texture_attrs.tex);
glTexParameteri(texture_attrs.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(shader->program);
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha);
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glUniform1f(shader->has_titlebar, has_titlebar);
glUniform1f(shader->saturation, saturation);
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// rounded corners
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glUniform2f(shader->size, dst_box->width, dst_box->height);
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glUniform2f(shader->position, dst_box->x, dst_box->y);
glUniform1f(shader->radius, radius);
const GLfloat x1 = src_box->x / wlr_texture->width;
const GLfloat y1 = src_box->y / wlr_texture->height;
const GLfloat x2 = (src_box->x + src_box->width) / wlr_texture->width;
const GLfloat y2 = (src_box->y + src_box->height) / wlr_texture->height;
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const GLfloat texcoord[] = {
x2, y1, // top right
x1, y1, // top left
x2, y2, // bottom right
x1, y2, // bottom left
};
glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
glEnableVertexAttribArray(shader->pos_attrib);
glEnableVertexAttribArray(shader->tex_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(shader->pos_attrib);
glDisableVertexAttribArray(shader->tex_attrib);
glBindTexture(texture_attrs.target, 0);
return true;
}
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bool fx_render_texture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture,
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const struct wlr_box *dst_box, const float matrix[static 9], float alpha, int radius,
float saturation, const bool has_titlebar) {
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struct wlr_fbox src_box = {
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.x = 0,
.y = 0,
.width = wlr_texture->width,
.height = wlr_texture->height,
};
return fx_render_subtexture_with_matrix(renderer, wlr_texture, &src_box, dst_box, matrix, alpha, radius, saturation, has_titlebar);
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}
void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box,
const float color[static 4], const float projection[static 9]) {
if (box->width == 0 || box->height == 0) {
return;
}
assert(box->width > 0 && box->height > 0);
float matrix[9];
wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection);
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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// TODO: investigate why matrix is flipped prior to this cmd
// wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
wlr_matrix_transpose(gl_matrix, gl_matrix);
if (color[3] == 1.0) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
}
glUseProgram(renderer->shaders.quad.program);
glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);
glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);
glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);
}
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void fx_render_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *box,
const float color[static 4], const float projection[static 9],
int radius, enum corner_location corner_location) {
if (box->width == 0 || box->height == 0) {
return;
}
assert(box->width > 0 && box->height > 0);
struct rounded_quad_shader *shader = NULL;
switch (corner_location) {
case TOP_LEFT:
shader = &renderer->shaders.rounded_tl_quad;
break;
case TOP_RIGHT:
shader = &renderer->shaders.rounded_tr_quad;
break;
default:
sway_log(SWAY_ERROR, "Invalid Corner Location. Aborting render");
abort();
}
float matrix[9];
wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection);
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
// TODO: investigate why matrix is flipped prior to this cmd
// wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
wlr_matrix_transpose(gl_matrix, gl_matrix);
glEnable(GL_BLEND);
glUseProgram(shader->program);
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
glUniform4f(shader->color, color[0], color[1], color[2], color[3]);
// rounded corners
glUniform2f(shader->size, box->width, box->height);
glUniform2f(shader->position, box->x, box->y);
glUniform1f(shader->radius, radius);
glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);
glEnableVertexAttribArray(shader->pos_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(shader->pos_attrib);
}
void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box *box,
const float color[static 4], const float projection[static 9],
enum corner_location corner_location, int radius, int border_thickness) {
if (border_thickness == 0 || box->width == 0 || box->height == 0) {
return;
}
assert(box->width > 0 && box->height > 0);
float matrix[9];
wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection);
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
// TODO: investigate why matrix is flipped prior to this cmd
// wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
wlr_matrix_transpose(gl_matrix, gl_matrix);
if (color[3] == 1.0 && !radius) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
}
glUseProgram(renderer->shaders.corner.program);
glUniformMatrix3fv(renderer->shaders.corner.proj, 1, GL_FALSE, gl_matrix);
glUniform4f(renderer->shaders.corner.color, color[0], color[1], color[2], color[3]);
glUniform1f(renderer->shaders.corner.is_top_left, corner_location == TOP_LEFT);
glUniform1f(renderer->shaders.corner.is_top_right, corner_location == TOP_RIGHT);
glUniform1f(renderer->shaders.corner.is_bottom_left, corner_location == BOTTOM_LEFT);
glUniform1f(renderer->shaders.corner.is_bottom_right, corner_location == BOTTOM_RIGHT);
glUniform2f(renderer->shaders.corner.position, box->x, box->y);
glUniform1f(renderer->shaders.corner.radius, radius);
glUniform2f(renderer->shaders.corner.half_size, box->width / 2.0, box->height / 2.0);
glUniform1f(renderer->shaders.corner.half_thickness, border_thickness / 2.0);
glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);
glEnableVertexAttribArray(renderer->shaders.corner.pos_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib);
}