From ace9a222b8557aa93ba2b6f3dac27424131574e4 Mon Sep 17 00:00:00 2001 From: Will McKinnon Date: Sun, 30 Apr 2023 13:03:09 -0400 Subject: [PATCH] style: created struct for each shader type --- .../sway/desktop/fx_renderer/fx_renderer.h | 146 +++---- sway/desktop/fx_renderer/fx_renderer.c | 356 ++++++++++-------- 2 files changed, 264 insertions(+), 238 deletions(-) diff --git a/include/sway/desktop/fx_renderer/fx_renderer.h b/include/sway/desktop/fx_renderer/fx_renderer.h index 2aa38a7f..bdbcefe1 100644 --- a/include/sway/desktop/fx_renderer/fx_renderer.h +++ b/include/sway/desktop/fx_renderer/fx_renderer.h @@ -35,7 +35,70 @@ struct decoration_data { bool blur; }; -struct gles2_tex_shader { +struct blur_shader { + GLuint program; + GLint proj; + GLint tex; + GLint pos_attrib; + GLint tex_attrib; + GLint radius; + GLint halfpixel; +}; + +struct box_shadow_shader { + GLuint program; + GLint proj; + GLint color; + GLint pos_attrib; + GLint position; + GLint size; + GLint blur_sigma; + GLint corner_radius; +}; + +struct corner_shader { + GLuint program; + GLint proj; + GLint color; + GLint pos_attrib; + GLint is_top_left; + GLint is_top_right; + GLint is_bottom_left; + GLint is_bottom_right; + GLint position; + GLint radius; + GLint half_size; + GLint half_thickness; +}; + +struct quad_shader { + GLuint program; + GLint proj; + GLint color; + GLint pos_attrib; +}; + +struct rounded_quad_shader { + GLuint program; + GLint proj; + GLint color; + GLint pos_attrib; + GLint size; + GLint position; + GLint radius; +}; + +struct stencil_mask_shader { + GLuint program; + GLint proj; + GLint color; + GLint pos_attrib; + GLint half_size; + GLint position; + GLint radius; +}; + +struct tex_shader { GLuint program; GLint proj; GLint tex; @@ -51,26 +114,6 @@ struct gles2_tex_shader { GLint has_titlebar; }; -struct rounded_quad_shader { - GLuint program; - GLint proj; - GLint color; - GLint pos_attrib; - GLint size; - GLint position; - GLint radius; -}; - -struct blur_shader { - GLuint program; - GLint proj; - GLint tex; - GLint pos_attrib; - GLint tex_attrib; - GLint radius; - GLint halfpixel; -}; - struct fx_renderer { float projection[9]; @@ -95,64 +138,21 @@ struct fx_renderer { PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES; } procs; - - // Shaders struct { - struct { - GLuint program; - GLint proj; - GLint color; - GLint pos_attrib; - } quad; - + struct box_shadow_shader box_shadow; + struct blur_shader blur1; + struct blur_shader blur2; + struct corner_shader corner; + struct quad_shader quad; struct rounded_quad_shader rounded_quad; struct rounded_quad_shader rounded_tl_quad; struct rounded_quad_shader rounded_tr_quad; struct rounded_quad_shader rounded_bl_quad; struct rounded_quad_shader rounded_br_quad; - - struct { - GLuint program; - GLint proj; - GLint color; - GLint pos_attrib; - GLint half_size; - GLint position; - GLint radius; - } stencil_mask; - - struct blur_shader blur1; - struct blur_shader blur2; - - struct { - GLuint program; - GLint proj; - GLint color; - GLint pos_attrib; - GLint is_top_left; - GLint is_top_right; - GLint is_bottom_left; - GLint is_bottom_right; - GLint position; - GLint radius; - GLint half_size; - GLint half_thickness; - } corner; - - struct { - GLuint program; - GLint proj; - GLint color; - GLint pos_attrib; - GLint position; - GLint size; - GLint blur_sigma; - GLint corner_radius; - } box_shadow; - - struct gles2_tex_shader tex_rgba; - struct gles2_tex_shader tex_rgbx; - struct gles2_tex_shader tex_ext; + struct stencil_mask_shader stencil_mask; + struct tex_shader tex_rgba; + struct tex_shader tex_rgbx; + struct tex_shader tex_ext; } shaders; }; diff --git a/sway/desktop/fx_renderer/fx_renderer.c b/sway/desktop/fx_renderer/fx_renderer.c index 18b847a6..576d50c6 100644 --- a/sway/desktop/fx_renderer/fx_renderer.c +++ b/sway/desktop/fx_renderer/fx_renderer.c @@ -112,8 +112,115 @@ error: return 0; } -static bool link_tex_program(struct fx_renderer *renderer, - struct gles2_tex_shader *shader, enum fx_tex_shader_source source) { +static bool link_blur_program(struct blur_shader *shader, const char *shader_program) { + GLuint prog; + shader->program = prog = link_program(shader_program); + if (!shader->program) { + return false; + } + shader->proj = glGetUniformLocation(prog, "proj"); + shader->tex = glGetUniformLocation(prog, "tex"); + shader->pos_attrib = glGetAttribLocation(prog, "pos"); + shader->tex_attrib = glGetAttribLocation(prog, "texcoord"); + shader->radius = glGetUniformLocation(prog, "radius"); + shader->halfpixel = glGetUniformLocation(prog, "halfpixel"); + + return true; +} + +static bool link_box_shadow_program(struct box_shadow_shader *shader) { + GLuint prog; + shader->program = prog = link_program(box_shadow_frag_src); + if (!shader->program) { + return false; + } + shader->proj = glGetUniformLocation(prog, "proj"); + shader->color = glGetUniformLocation(prog, "color"); + shader->pos_attrib = glGetAttribLocation(prog, "pos"); + shader->position = glGetUniformLocation(prog, "position"); + shader->size = glGetUniformLocation(prog, "size"); + shader->blur_sigma = glGetUniformLocation(prog, "blur_sigma"); + shader->corner_radius = glGetUniformLocation(prog, "corner_radius"); + + return true; +} + +static bool link_corner_program(struct corner_shader *shader) { + GLuint prog; + shader->program = prog = link_program(corner_frag_src); + if (!shader->program) { + return false; + } + shader->proj = glGetUniformLocation(prog, "proj"); + shader->color = glGetUniformLocation(prog, "color"); + shader->pos_attrib = glGetAttribLocation(prog, "pos"); + shader->position = glGetUniformLocation(prog, "position"); + shader->half_size = glGetUniformLocation(prog, "half_size"); + shader->half_thickness = glGetUniformLocation(prog, "half_thickness"); + shader->radius = glGetUniformLocation(prog, "radius"); + shader->is_top_left = glGetUniformLocation(prog, "is_top_left"); + shader->is_top_right = glGetUniformLocation(prog, "is_top_right"); + shader->is_bottom_left = glGetUniformLocation(prog, "is_bottom_left"); + shader->is_bottom_right = glGetUniformLocation(prog, "is_bottom_right"); + + return true; +} + +static bool link_quad_program(struct quad_shader *shader) { + GLuint prog; + shader->program = prog = link_program(quad_frag_src); + if (!shader->program) { + return false; + } + + shader->proj = glGetUniformLocation(prog, "proj"); + shader->color = glGetUniformLocation(prog, "color"); + shader->pos_attrib = glGetAttribLocation(prog, "pos"); + + return true; +} + +static bool link_rounded_quad_program(struct rounded_quad_shader *shader, + enum fx_rounded_quad_shader_source source) { + GLchar quad_src[2048]; + snprintf(quad_src, sizeof(quad_src), + "#define SOURCE %d\n%s", source, quad_round_frag_src); + + GLuint prog; + shader->program = prog = link_program(quad_src); + 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; +} + +static bool link_stencil_mask_program(struct stencil_mask_shader *shader) { + GLuint prog; + shader->program = prog = link_program(stencil_mask_frag_src); + if (!shader->program) { + return false; + } + + shader->proj = glGetUniformLocation(prog, "proj"); + shader->color = glGetUniformLocation(prog, "color"); + shader->pos_attrib = glGetAttribLocation(prog, "pos"); + shader->position = glGetUniformLocation(prog, "position"); + shader->half_size = glGetUniformLocation(prog, "half_size"); + shader->radius = glGetUniformLocation(prog, "radius"); + + return true; +} + +static bool link_tex_program(struct tex_shader *shader, + enum fx_tex_shader_source source) { GLchar frag_src[2048]; snprintf(frag_src, sizeof(frag_src), "#define SOURCE %d\n%s", source, tex_frag_src); @@ -140,28 +247,6 @@ static bool link_tex_program(struct fx_renderer *renderer, return true; } -static bool link_rounded_quad_program(struct fx_renderer *renderer, - struct rounded_quad_shader *shader, enum fx_rounded_quad_shader_source source) { - GLchar quad_src[2048]; - snprintf(quad_src, sizeof(quad_src), - "#define SOURCE %d\n%s", source, quad_round_frag_src); - - GLuint prog; - shader->program = prog = link_program(quad_src); - 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; -} - static bool check_gl_ext(const char *exts, const char *ext) { size_t extlen = strlen(ext); const char *end = exts + strlen(exts); @@ -232,127 +317,61 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { "glEGLImageTargetTexture2DOES"); } - // init shaders - GLuint prog; - - // quad fragment shader - prog = link_program(quad_frag_src); - renderer->shaders.quad.program = prog; - if (!renderer->shaders.quad.program) { + // blur shaders + if (!link_blur_program(&renderer->shaders.blur1, blur1_frag_src)) { + goto error; + } + if (!link_blur_program(&renderer->shaders.blur2, blur2_frag_src)) { + goto error; + } + // box shadow shader + if (!link_box_shadow_program(&renderer->shaders.box_shadow)) { + goto error; + } + // corner border shader + if (!link_corner_program(&renderer->shaders.corner)) { + goto error; + } + // quad fragment shader + if (!link_quad_program(&renderer->shaders.quad)) { goto error; } - renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj"); - renderer->shaders.quad.color = glGetUniformLocation(prog, "color"); - renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos"); - // rounded quad fragment shaders - if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_quad, + if (!link_rounded_quad_program(&renderer->shaders.rounded_quad, SHADER_SOURCE_QUAD_ROUND)) { goto error; } - if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tl_quad, + if (!link_rounded_quad_program(&renderer->shaders.rounded_tl_quad, SHADER_SOURCE_QUAD_ROUND_TOP_LEFT)) { goto error; } - if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tr_quad, + if (!link_rounded_quad_program(&renderer->shaders.rounded_tr_quad, SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT)) { goto error; } - if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_bl_quad, + if (!link_rounded_quad_program(&renderer->shaders.rounded_bl_quad, SHADER_SOURCE_QUAD_ROUND_BOTTOM_LEFT)) { goto error; } - if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_br_quad, + if (!link_rounded_quad_program(&renderer->shaders.rounded_br_quad, SHADER_SOURCE_QUAD_ROUND_BOTTOM_RIGHT)) { goto error; } - - // Border corner shader - prog = link_program(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"); - - // box shadow shader - prog = link_program(box_shadow_frag_src); - renderer->shaders.box_shadow.program = prog; - if (!renderer->shaders.box_shadow.program) { - goto error; - } - renderer->shaders.box_shadow.proj = glGetUniformLocation(prog, "proj"); - renderer->shaders.box_shadow.color = glGetUniformLocation(prog, "color"); - renderer->shaders.box_shadow.pos_attrib = glGetAttribLocation(prog, "pos"); - renderer->shaders.box_shadow.position = glGetUniformLocation(prog, "position"); - renderer->shaders.box_shadow.size = glGetUniformLocation(prog, "size"); - renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma"); - renderer->shaders.box_shadow.corner_radius = glGetUniformLocation(prog, "corner_radius"); - // stencil mask shader - prog = link_program(stencil_mask_frag_src); - renderer->shaders.stencil_mask.program = prog; - if (!renderer->shaders.stencil_mask.program) { + if (!link_stencil_mask_program(&renderer->shaders.stencil_mask)) { goto error; } - renderer->shaders.stencil_mask.proj = glGetUniformLocation(prog, "proj"); - renderer->shaders.stencil_mask.color = glGetUniformLocation(prog, "color"); - renderer->shaders.stencil_mask.pos_attrib = glGetAttribLocation(prog, "pos"); - renderer->shaders.stencil_mask.position = glGetUniformLocation(prog, "position"); - renderer->shaders.stencil_mask.radius = glGetUniformLocation(prog, "radius"); - renderer->shaders.stencil_mask.half_size = glGetUniformLocation(prog, "half_size"); - - // Blur 1 - prog = link_program(blur1_frag_src); - renderer->shaders.blur1.program = prog; - if (!renderer->shaders.blur1.program) { - goto error; - } - renderer->shaders.blur1.proj = glGetUniformLocation(prog, "proj"); - renderer->shaders.blur1.tex = glGetUniformLocation(prog, "tex"); - renderer->shaders.blur1.pos_attrib = glGetAttribLocation(prog, "pos"); - renderer->shaders.blur1.tex_attrib = glGetAttribLocation(prog, "texcoord"); - renderer->shaders.blur1.radius = glGetUniformLocation(prog, "radius"); - renderer->shaders.blur1.halfpixel = glGetUniformLocation(prog, "halfpixel"); - - // Blur 2 - prog = link_program(blur2_frag_src); - renderer->shaders.blur2.program = prog; - if (!renderer->shaders.blur2.program) { - goto error; - } - renderer->shaders.blur2.proj = glGetUniformLocation(prog, "proj"); - renderer->shaders.blur2.tex = glGetUniformLocation(prog, "tex"); - renderer->shaders.blur2.pos_attrib = glGetAttribLocation(prog, "pos"); - renderer->shaders.blur2.tex_attrib = glGetAttribLocation(prog, "texcoord"); - renderer->shaders.blur2.radius = glGetUniformLocation(prog, "radius"); - renderer->shaders.blur2.halfpixel = glGetUniformLocation(prog, "halfpixel"); - // fragment shaders - if (!link_tex_program(renderer, &renderer->shaders.tex_rgba, - SHADER_SOURCE_TEXTURE_RGBA)) { + if (!link_tex_program(&renderer->shaders.tex_rgba, SHADER_SOURCE_TEXTURE_RGBA)) { goto error; } - if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx, - SHADER_SOURCE_TEXTURE_RGBX)) { + if (!link_tex_program(&renderer->shaders.tex_rgbx, SHADER_SOURCE_TEXTURE_RGBX)) { goto error; } - if (!link_tex_program(renderer, &renderer->shaders.tex_ext, - SHADER_SOURCE_TEXTURE_EXTERNAL)) { + if (!link_tex_program(&renderer->shaders.tex_ext, SHADER_SOURCE_TEXTURE_EXTERNAL)) { goto error; } - if (!eglMakeCurrent(wlr_egl_get_display(egl), EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) { sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL"); @@ -363,17 +382,17 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { return renderer; error: - glDeleteProgram(renderer->shaders.quad.program); - glDeleteProgram(renderer->shaders.rounded_quad.program); - glDeleteProgram(renderer->shaders.rounded_tl_quad.program); - glDeleteProgram(renderer->shaders.rounded_tr_quad.program); - glDeleteProgram(renderer->shaders.rounded_bl_quad.program); - glDeleteProgram(renderer->shaders.rounded_br_quad.program); - glDeleteProgram(renderer->shaders.corner.program); - glDeleteProgram(renderer->shaders.stencil_mask.program); - glDeleteProgram(renderer->shaders.box_shadow.program); glDeleteProgram(renderer->shaders.blur1.program); glDeleteProgram(renderer->shaders.blur2.program); + glDeleteProgram(renderer->shaders.box_shadow.program); + glDeleteProgram(renderer->shaders.corner.program); + glDeleteProgram(renderer->shaders.quad.program); + glDeleteProgram(renderer->shaders.rounded_quad.program); + glDeleteProgram(renderer->shaders.rounded_bl_quad.program); + glDeleteProgram(renderer->shaders.rounded_br_quad.program); + glDeleteProgram(renderer->shaders.rounded_tl_quad.program); + glDeleteProgram(renderer->shaders.rounded_tr_quad.program); + glDeleteProgram(renderer->shaders.stencil_mask.program); glDeleteProgram(renderer->shaders.tex_rgba.program); glDeleteProgram(renderer->shaders.tex_rgbx.program); glDeleteProgram(renderer->shaders.tex_ext.program); @@ -453,7 +472,7 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct fx_te const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9], struct decoration_data deco_data) { - struct gles2_tex_shader *shader = NULL; + struct tex_shader *shader = NULL; switch (fx_texture->target) { case GL_TEXTURE_2D: @@ -576,19 +595,20 @@ void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, glEnable(GL_BLEND); } - glUseProgram(renderer->shaders.quad.program); + struct quad_shader shader = renderer->shaders.quad; + glUseProgram(shader.program); - glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix); - glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]); + glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); + glUniform4f(shader.color, color[0], color[1], color[2], color[3]); - glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE, + glVertexAttribPointer(shader.pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); - glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib); + glEnableVertexAttribArray(shader.pos_attrib); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib); + glDisableVertexAttribArray(shader.pos_attrib); } void fx_render_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *box, @@ -674,29 +694,31 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box glEnable(GL_BLEND); } - glUseProgram(renderer->shaders.corner.program); + struct corner_shader shader = renderer->shaders.corner; - glUniformMatrix3fv(renderer->shaders.corner.proj, 1, GL_FALSE, gl_matrix); - glUniform4f(renderer->shaders.corner.color, color[0], color[1], color[2], color[3]); + glUseProgram(shader.program); - 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); + glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); + glUniform4f(shader.color, color[0], color[1], color[2], color[3]); - 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); + glUniform1f(shader.is_top_left, corner_location == TOP_LEFT); + glUniform1f(shader.is_top_right, corner_location == TOP_RIGHT); + glUniform1f(shader.is_bottom_left, corner_location == BOTTOM_LEFT); + glUniform1f(shader.is_bottom_right, corner_location == BOTTOM_RIGHT); - glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE, + glUniform2f(shader.position, box->x, box->y); + glUniform1f(shader.radius, radius); + glUniform2f(shader.half_size, box->width / 2.0, box->height / 2.0); + glUniform1f(shader.half_thickness, border_thickness / 2.0); + + glVertexAttribPointer(shader.pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); - glEnableVertexAttribArray(renderer->shaders.corner.pos_attrib); + glEnableVertexAttribArray(shader.pos_attrib); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib); + glDisableVertexAttribArray(shader.pos_attrib); } void fx_render_stencil_mask(struct fx_renderer *renderer, const struct wlr_box *box, @@ -717,28 +739,30 @@ void fx_render_stencil_mask(struct fx_renderer *renderer, const struct wlr_box * glEnable(GL_BLEND); - glUseProgram(renderer->shaders.stencil_mask.program); + struct stencil_mask_shader shader = renderer->shaders.stencil_mask; - glUniformMatrix3fv(renderer->shaders.stencil_mask.proj, 1, GL_FALSE, gl_matrix); + glUseProgram(shader.program); - glUniform2f(renderer->shaders.stencil_mask.half_size, box->width * 0.5, box->height * 0.5); - glUniform2f(renderer->shaders.stencil_mask.position, box->x, box->y); - glUniform1f(renderer->shaders.stencil_mask.radius, corner_radius); + glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); - glVertexAttribPointer(renderer->shaders.stencil_mask.pos_attrib, 2, GL_FLOAT, GL_FALSE, + glUniform2f(shader.half_size, box->width * 0.5, box->height * 0.5); + glUniform2f(shader.position, box->x, box->y); + glUniform1f(shader.radius, corner_radius); + + glVertexAttribPointer(shader.pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); - glEnableVertexAttribArray(renderer->shaders.stencil_mask.pos_attrib); + glEnableVertexAttribArray(shader.pos_attrib); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - glDisableVertexAttribArray(renderer->shaders.stencil_mask.pos_attrib); + glDisableVertexAttribArray(shader.pos_attrib); } // TODO: alpha input arg? void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box, - const float color[static 4], const float matrix [static 9], int corner_radius, + const float color[static 4], const float matrix[static 9], int corner_radius, float blur_sigma) { if (box->width == 0 || box->height == 0) { return; @@ -783,24 +807,26 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glUseProgram(renderer->shaders.box_shadow.program); + struct box_shadow_shader shader = renderer->shaders.box_shadow; - glUniformMatrix3fv(renderer->shaders.box_shadow.proj, 1, GL_FALSE, gl_matrix); - glUniform4f(renderer->shaders.box_shadow.color, color[0], color[1], color[2], color[3]); - glUniform1f(renderer->shaders.box_shadow.blur_sigma, blur_sigma); - glUniform1f(renderer->shaders.box_shadow.corner_radius, corner_radius); + glUseProgram(shader.program); - glUniform2f(renderer->shaders.box_shadow.size, box->width, box->height); - glUniform2f(renderer->shaders.box_shadow.position, box->x, box->y); + glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); + glUniform4f(shader.color, color[0], color[1], color[2], color[3]); + glUniform1f(shader.blur_sigma, blur_sigma); + glUniform1f(shader.corner_radius, corner_radius); - glVertexAttribPointer(renderer->shaders.box_shadow.pos_attrib, 2, GL_FLOAT, GL_FALSE, + glUniform2f(shader.size, box->width, box->height); + glUniform2f(shader.position, box->x, box->y); + + glVertexAttribPointer(shader.pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); - glEnableVertexAttribArray(renderer->shaders.box_shadow.pos_attrib); + glEnableVertexAttribArray(shader.pos_attrib); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - glDisableVertexAttribArray(renderer->shaders.box_shadow.pos_attrib); + glDisableVertexAttribArray(shader.pos_attrib); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);