From 1a10c61165a790b95c6fdd7c640ce7d4e9d7d978 Mon Sep 17 00:00:00 2001 From: Will McKinnon Date: Sat, 18 Mar 2023 01:03:02 -0400 Subject: [PATCH] refactor: merged tex shaders --- include/sway/desktop/fx_renderer.h | 7 +++ sway/desktop/fx_renderer.c | 62 ++++++++++++------- sway/desktop/shaders/meson.build | 4 +- sway/desktop/shaders/tex.frag | 36 +++++++++++ .../{tex_rgba.frag => tex_decorated.frag} | 32 +++++++++- sway/desktop/shaders/tex_external.frag | 37 ----------- sway/desktop/shaders/tex_rgbx.frag | 34 ---------- 7 files changed, 113 insertions(+), 99 deletions(-) create mode 100644 sway/desktop/shaders/tex.frag rename sway/desktop/shaders/{tex_rgba.frag => tex_decorated.frag} (61%) delete mode 100644 sway/desktop/shaders/tex_external.frag delete mode 100644 sway/desktop/shaders/tex_rgbx.frag diff --git a/include/sway/desktop/fx_renderer.h b/include/sway/desktop/fx_renderer.h index 8f3aafe2..86cd21a3 100644 --- a/include/sway/desktop/fx_renderer.h +++ b/include/sway/desktop/fx_renderer.h @@ -7,6 +7,13 @@ enum corner_location { ALL, TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT, NONE }; +enum fx_gles2_shader_source { + WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBA = 1, + WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBX = 2, + WLR_GLES2_SHADER_SOURCE_TEXTURE_EXTERNAL = 3, + WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE = 4, +}; + struct decoration_data { float alpha; float saturation; diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c index 03645b0f..7ad209d7 100644 --- a/sway/desktop/fx_renderer.c +++ b/sway/desktop/fx_renderer.c @@ -25,9 +25,8 @@ #include "quad_round_tr_frag_src.h" #include "corner_frag_src.h" #include "box_shadow_frag_src.h" -#include "tex_rgba_frag_src.h" -#include "tex_rgbx_frag_src.h" -#include "tex_external_frag_src.h" +//#include "tex_frag_src.h" +#include "tex_decorated_frag_src.h" static const GLfloat verts[] = { 1, 0, // top right @@ -101,9 +100,9 @@ static void matrix_projection(float mat[static 9], int width, int height, mat[8] = 1.0f; } -static GLuint compile_shader(GLuint type, const GLchar *src) { +static GLuint compile_shader(GLuint type, const GLchar **srcs, size_t srcs_len) { GLuint shader = glCreateShader(type); - glShaderSource(shader, 1, &src, NULL); + glShaderSource(shader, srcs_len, srcs, NULL); glCompileShader(shader); GLint ok; @@ -117,13 +116,24 @@ static GLuint compile_shader(GLuint type, const GLchar *src) { return shader; } -static GLuint link_program(const GLchar *vert_src, const GLchar *frag_src) { - GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src); +static GLuint link_program(const GLchar *frag_src, enum fx_gles2_shader_source source) { + const GLchar *vert_src = common_vert_src; + GLuint vert = compile_shader(GL_VERTEX_SHADER, &vert_src, 1); if (!vert) { goto error; } - GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src); + GLuint frag; + if (source != WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE) { + static char frag_preamble[1024]; + snprintf(frag_preamble, sizeof(frag_preamble), + "#define SOURCE %d\n", source); + + const GLchar *frag_srcs[2] = { frag_preamble, frag_src }; + frag = compile_shader(GL_FRAGMENT_SHADER, frag_srcs, 2); + } else { + frag = compile_shader(GL_FRAGMENT_SHADER, &frag_src, 1); + } if (!frag) { glDeleteShader(vert); goto error; @@ -153,12 +163,16 @@ 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; +static bool link_tex_program(struct fx_renderer *renderer, + struct gles2_tex_shader *shader, enum fx_gles2_shader_source source) { + GLuint prog; + const GLchar *frag_src = tex_decorated_frag_src; + + shader->program = prog = link_program(frag_src, source); if (!shader->program) { return false; } + shader->proj = glGetUniformLocation(prog, "proj"); shader->tex = glGetUniformLocation(prog, "tex"); shader->alpha = glGetUniformLocation(prog, "alpha"); @@ -171,6 +185,7 @@ bool init_frag_shader(struct gles2_tex_shader *shader, GLuint prog) { shader->radius = glGetUniformLocation(prog, "radius"); shader->saturation = glGetUniformLocation(prog, "saturation"); shader->has_titlebar = glGetUniformLocation(prog, "has_titlebar"); + return true; } @@ -256,7 +271,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { GLuint prog; // quad fragment shader - prog = link_program(common_vert_src, quad_frag_src); + prog = link_program(quad_frag_src, WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE); renderer->shaders.quad.program = prog; if (!renderer->shaders.quad.program) { goto error; @@ -266,21 +281,21 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos"); // rounded quad fragment shaders - prog = link_program(common_vert_src, quad_round_frag_src); + prog = link_program(quad_round_frag_src, WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE); if (!init_rounded_quad_shader(&renderer->shaders.rounded_quad, prog)) { goto error; } - prog = link_program(common_vert_src, quad_round_tl_frag_src); + prog = link_program(quad_round_tl_frag_src, WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE); if (!init_rounded_quad_shader(&renderer->shaders.rounded_tl_quad, prog)) { goto error; } - prog = link_program(common_vert_src, quad_round_tr_frag_src); + prog = link_program(quad_round_tr_frag_src, WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE); if (!init_rounded_quad_shader(&renderer->shaders.rounded_tr_quad, prog)) { goto error; } // Border corner shader - prog = link_program(common_vert_src, corner_frag_src); + prog = link_program(corner_frag_src, WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE); renderer->shaders.corner.program = prog; if (!renderer->shaders.corner.program) { goto error; @@ -298,7 +313,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness"); // box shadow shader - prog = link_program(common_vert_src, box_shadow_frag_src); + prog = link_program(box_shadow_frag_src, WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE); renderer->shaders.box_shadow.program = prog; if (!renderer->shaders.box_shadow.program) { goto error; @@ -312,19 +327,20 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { renderer->shaders.box_shadow.corner_radius = glGetUniformLocation(prog, "corner_radius"); // fragment shaders - prog = link_program(common_vert_src, tex_rgba_frag_src); - if (!init_frag_shader(&renderer->shaders.tex_rgba, prog)) { + if (!link_tex_program(renderer, &renderer->shaders.tex_rgba, + WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBA)) { goto error; } - prog = link_program(common_vert_src, tex_rgbx_frag_src); - if (!init_frag_shader(&renderer->shaders.tex_rgbx, prog)) { + if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx, + WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBX)) { goto error; } - prog = link_program(common_vert_src, tex_external_frag_src); - if (!init_frag_shader(&renderer->shaders.tex_ext, prog)) { + if (!link_tex_program(renderer, &renderer->shaders.tex_ext, + WLR_GLES2_SHADER_SOURCE_TEXTURE_EXTERNAL)) { goto error; } + if (!eglMakeCurrent(wlr_egl_get_display(renderer->egl), EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) { sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL"); diff --git a/sway/desktop/shaders/meson.build b/sway/desktop/shaders/meson.build index ce2439de..ff5e04b2 100644 --- a/sway/desktop/shaders/meson.build +++ b/sway/desktop/shaders/meson.build @@ -8,9 +8,7 @@ shaders = [ 'quad_round_tr.frag', 'corner.frag', 'box_shadow.frag', - 'tex_rgba.frag', - 'tex_rgbx.frag', - 'tex_external.frag', + 'tex_decorated.frag', ] foreach name : shaders diff --git a/sway/desktop/shaders/tex.frag b/sway/desktop/shaders/tex.frag new file mode 100644 index 00000000..3f529137 --- /dev/null +++ b/sway/desktop/shaders/tex.frag @@ -0,0 +1,36 @@ +/* enum wlr_gles2_shader_source */ +#define SOURCE_TEXTURE_RGBA 1 +#define SOURCE_TEXTURE_RGBX 2 +#define SOURCE_TEXTURE_EXTERNAL 3 + +#if !defined(SOURCE) +#error "Missing shader preamble" +#endif + +#if SOURCE == SOURCE_TEXTURE_EXTERNAL +#extension GL_OES_EGL_image_external : require +#endif + +precision mediump float; + +varying vec2 v_texcoord; + +#if SOURCE == SOURCE_TEXTURE_EXTERNAL +uniform samplerExternalOES tex; +#elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX +uniform sampler2D tex; +#endif + +uniform float alpha; + +vec4 sample_texture() { +#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL + return texture2D(tex, v_texcoord); +#elif SOURCE == SOURCE_TEXTURE_RGBX + return vec4(texture2D(tex, v_texcoord).rgb, 1.0); +#endif +} + +void main() { + gl_FragColor = sample_texture() * alpha; +} diff --git a/sway/desktop/shaders/tex_rgba.frag b/sway/desktop/shaders/tex_decorated.frag similarity index 61% rename from sway/desktop/shaders/tex_rgba.frag rename to sway/desktop/shaders/tex_decorated.frag index b46885b2..40320f9b 100644 --- a/sway/desktop/shaders/tex_rgba.frag +++ b/sway/desktop/shaders/tex_decorated.frag @@ -1,19 +1,47 @@ +/* enum wlr_gles2_shader_source */ +#define SOURCE_TEXTURE_RGBA 1 +#define SOURCE_TEXTURE_RGBX 2 +#define SOURCE_TEXTURE_EXTERNAL 3 + +#if !defined(SOURCE) +#error "Missing shader preamble" +#endif + +#if SOURCE == SOURCE_TEXTURE_EXTERNAL +#extension GL_OES_EGL_image_external : require +#endif + precision mediump float; + varying vec2 v_texcoord; + +#if SOURCE == SOURCE_TEXTURE_EXTERNAL +uniform samplerExternalOES tex; +#elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX uniform sampler2D tex; +#endif + uniform float alpha; uniform float dim; uniform vec4 dim_color; - uniform vec2 size; uniform vec2 position; uniform float radius; uniform bool has_titlebar; uniform float saturation; + const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721); +vec4 sample_texture() { +#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL + return texture2D(tex, v_texcoord); +#elif SOURCE == SOURCE_TEXTURE_RGBX + return vec4(texture2D(tex, v_texcoord).rgb, 1.0); +#endif +} + void main() { - vec4 color = texture2D(tex, v_texcoord); + vec4 color = sample_texture(); // Saturation if (saturation != 1.0) { vec4 pixColor = texture2D(tex, v_texcoord); diff --git a/sway/desktop/shaders/tex_external.frag b/sway/desktop/shaders/tex_external.frag deleted file mode 100644 index 9976eb51..00000000 --- a/sway/desktop/shaders/tex_external.frag +++ /dev/null @@ -1,37 +0,0 @@ -#extension GL_OES_EGL_image_external : require - -precision mediump float; -varying vec2 v_texcoord; -uniform samplerExternalOES texture0; -uniform float alpha; -uniform float dim; -uniform vec4 dim_color; - -uniform vec2 size; -uniform vec2 position; -uniform float radius; -uniform bool has_titlebar; -uniform float saturation; -const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721); - -void main() { - vec4 color = texture2D(texture0, v_texcoord); - // Saturation - if (saturation != 1.0) { - vec4 pixColor = texture2D(texture0, v_texcoord); - vec3 irgb = pixColor.rgb; - vec3 target = vec3(dot(irgb, saturation_weight)); - color = vec4(mix(target, irgb, saturation), pixColor.a); - } - // Dimming - gl_FragColor = mix(color, dim_color, dim) * alpha; - - if (!has_titlebar || gl_FragCoord.y - position.y > radius) { - vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy); - if (max(corner_distance.x, corner_distance.y) < radius) { - float d = radius - distance(corner_distance, vec2(radius)); - float smooth = smoothstep(-1.0f, 0.5f, d); - gl_FragColor = mix(vec4(0), gl_FragColor, smooth); - } - } -} diff --git a/sway/desktop/shaders/tex_rgbx.frag b/sway/desktop/shaders/tex_rgbx.frag deleted file mode 100644 index 283963f2..00000000 --- a/sway/desktop/shaders/tex_rgbx.frag +++ /dev/null @@ -1,34 +0,0 @@ -precision mediump float; -varying vec2 v_texcoord; -uniform sampler2D tex; -uniform float alpha; -uniform float dim; -uniform vec4 dim_color; - -uniform vec2 size; -uniform vec2 position; -uniform float radius; -uniform bool has_titlebar; -uniform float saturation; -const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721); - -void main() { - vec4 color = vec4(texture2D(tex, v_texcoord).rgb, 1.0); - // Saturation - if (saturation != 1.0) { - vec3 irgb = texture2D(tex, v_texcoord).rgb; - vec3 target = vec3(dot(irgb, saturation_weight)); - color = vec4(mix(target, irgb, saturation), 1.0); - } - // Dimming - gl_FragColor = mix(color, dim_color, dim) * alpha; - - if (!has_titlebar || gl_FragCoord.y - position.y > radius) { - vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy); - if (max(corner_distance.x, corner_distance.y) < radius) { - float d = radius - distance(corner_distance, vec2(radius)); - float smooth = smoothstep(-1.0f, 0.5f, d); - gl_FragColor = mix(vec4(0), gl_FragColor, smooth); - } - } -}