/* The original wlr_renderer was heavily referenced in making this project https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2 */ #include #include #include #include #include #include #include #include #include "log.h" #include "sway/desktop/fx_renderer/fx_framebuffer.h" #include "sway/desktop/fx_renderer/fx_renderer.h" #include "sway/desktop/fx_renderer/matrix.h" #include "sway/server.h" // shaders #include "blur1_frag_src.h" #include "blur2_frag_src.h" #include "box_shadow_frag_src.h" #include "common_vert_src.h" #include "corner_frag_src.h" #include "quad_frag_src.h" #include "quad_round_frag_src.h" #include "stencil_mask_frag_src.h" #include "tex_frag_src.h" 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) { sway_log(SWAY_ERROR, "Failed to compile shader"); glDeleteShader(shader); shader = 0; } return shader; } static GLuint link_program(const GLchar *frag_src) { const GLchar *vert_src = common_vert_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) { sway_log(SWAY_ERROR, "Failed to link shader"); glDeleteProgram(prog); goto error; } return prog; error: return 0; } 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); GLuint prog; shader->program = prog = link_program(frag_src); if (!shader->program) { return false; } shader->proj = glGetUniformLocation(prog, "proj"); shader->tex = glGetUniformLocation(prog, "tex"); shader->alpha = glGetUniformLocation(prog, "alpha"); shader->dim = glGetUniformLocation(prog, "dim"); shader->dim_color = glGetUniformLocation(prog, "dim_color"); shader->pos_attrib = glGetAttribLocation(prog, "pos"); shader->tex_attrib = glGetAttribLocation(prog, "texcoord"); shader->size = glGetUniformLocation(prog, "size"); shader->position = glGetUniformLocation(prog, "position"); shader->radius = glGetUniformLocation(prog, "radius"); shader->saturation = glGetUniformLocation(prog, "saturation"); shader->has_titlebar = glGetUniformLocation(prog, "has_titlebar"); return true; } static bool check_gl_ext(const char *exts, const char *ext) { size_t extlen = strlen(ext); const char *end = exts + strlen(exts); while (exts < end) { if (exts[0] == ' ') { exts++; continue; } size_t n = strcspn(exts, " "); if (n == extlen && strncmp(ext, exts, n) == 0) { return true; } exts += n; } return false; } static void load_gl_proc(void *proc_ptr, const char *name) { void *proc = (void *)eglGetProcAddress(name); if (proc == NULL) { sway_log(SWAY_ERROR, "GLES2 RENDERER: eglGetProcAddress(%s) failed", name); abort(); } *(void **)proc_ptr = proc; } 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 (!eglMakeCurrent(wlr_egl_get_display(egl), EGL_NO_SURFACE, EGL_NO_SURFACE, wlr_egl_get_context(egl))) { sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current"); return NULL; } renderer->main_buffer = fx_framebuffer_create(); renderer->blur_buffer = fx_framebuffer_create(); renderer->effects_buffer = fx_framebuffer_create(); renderer->effects_buffer_swapped = fx_framebuffer_create(); renderer->blur_buffer_dirty = true; // 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: the rest of the gl checks if (check_gl_ext(exts_str, "GL_OES_EGL_image_external")) { renderer->exts.OES_egl_image_external = true; load_gl_proc(&renderer->procs.glEGLImageTargetTexture2DOES, "glEGLImageTargetTexture2DOES"); } // 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; } // rounded quad fragment shaders if (!link_rounded_quad_program(&renderer->shaders.rounded_quad, SHADER_SOURCE_QUAD_ROUND)) { goto error; } if (!link_rounded_quad_program(&renderer->shaders.rounded_tl_quad, SHADER_SOURCE_QUAD_ROUND_TOP_LEFT)) { goto error; } if (!link_rounded_quad_program(&renderer->shaders.rounded_tr_quad, SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT)) { goto error; } if (!link_rounded_quad_program(&renderer->shaders.rounded_bl_quad, SHADER_SOURCE_QUAD_ROUND_BOTTOM_LEFT)) { goto error; } if (!link_rounded_quad_program(&renderer->shaders.rounded_br_quad, SHADER_SOURCE_QUAD_ROUND_BOTTOM_RIGHT)) { goto error; } // stencil mask shader if (!link_stencil_mask_program(&renderer->shaders.stencil_mask)) { goto error; } // fragment shaders if (!link_tex_program(&renderer->shaders.tex_rgba, SHADER_SOURCE_TEXTURE_RGBA)) { goto error; } if (!link_tex_program(&renderer->shaders.tex_rgbx, SHADER_SOURCE_TEXTURE_RGBX)) { goto error; } 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"); goto error; } sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully"); return renderer; error: 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); 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"); } // TODO: more freeing? free(renderer); sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders"); return NULL; } void fx_renderer_fini(struct fx_renderer *renderer) { fx_framebuffer_release(&renderer->main_buffer); fx_framebuffer_release(&renderer->blur_buffer); fx_framebuffer_release(&renderer->effects_buffer); fx_framebuffer_release(&renderer->effects_buffer_swapped); } void fx_renderer_begin(struct fx_renderer *renderer, int width, int height) { glViewport(0, 0, width, height); renderer->viewport_width = width; renderer->viewport_height = height; // Store the wlr framebuffer GLint wlr_fb = -1; glGetIntegerv(GL_FRAMEBUFFER_BINDING, &wlr_fb); if (wlr_fb < 0) { sway_log(SWAY_ERROR, "Failed to get wlr framebuffer!"); abort(); } renderer->wlr_buffer.fb = wlr_fb; // Create the framebuffers fx_framebuffer_update(&renderer->main_buffer, width, height); fx_framebuffer_update(&renderer->effects_buffer, width, height); fx_framebuffer_update(&renderer->effects_buffer_swapped, width, height); // Add a stencil buffer to the main buffer & bind the main buffer fx_framebuffer_bind(&renderer->main_buffer); fx_framebuffer_add_stencil_buffer(&renderer->main_buffer, width, height); // refresh projection matrix matrix_projection(renderer->projection, width, height, WL_OUTPUT_TRANSFORM_FLIPPED_180); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // Bind to our main framebuffer fx_framebuffer_bind(&renderer->main_buffer); } void fx_renderer_clear(const float color[static 4]) { glClearColor(color[0], color[1], color[2], color[3]); glClearStencil(0); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_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); } } bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct fx_texture *fx_texture, const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9], struct decoration_data deco_data) { struct tex_shader *shader = NULL; switch (fx_texture->target) { case GL_TEXTURE_2D: if (fx_texture->has_alpha) { shader = &renderer->shaders.tex_rgba; } else { shader = &renderer->shaders.tex_rgbx; } break; case GL_TEXTURE_EXTERNAL_OES: shader = &renderer->shaders.tex_ext; 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); // if there's no opacity or rounded corners we don't need to blend if (!fx_texture->has_alpha && deco_data.alpha == 1.0 && !deco_data.corner_radius) { glDisable(GL_BLEND); } else { glEnable(GL_BLEND); } glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glActiveTexture(GL_TEXTURE0); glBindTexture(fx_texture->target, fx_texture->id); glTexParameteri(fx_texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glUseProgram(shader->program); float* dim_color = deco_data.dim_color; glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix); glUniform1i(shader->tex, 0); glUniform2f(shader->size, dst_box->width, dst_box->height); glUniform2f(shader->position, dst_box->x, dst_box->y); glUniform1f(shader->alpha, deco_data.alpha); glUniform1f(shader->dim, deco_data.dim); glUniform4f(shader->dim_color, dim_color[0], dim_color[1], dim_color[2], dim_color[3]); glUniform1f(shader->has_titlebar, deco_data.has_titlebar); glUniform1f(shader->saturation, deco_data.saturation); glUniform1f(shader->radius, deco_data.corner_radius); const GLfloat x1 = src_box->x / fx_texture->width; const GLfloat y1 = src_box->y / fx_texture->height; const GLfloat x2 = (src_box->x + src_box->width) / fx_texture->width; const GLfloat y2 = (src_box->y + src_box->height) / fx_texture->height; 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(fx_texture->target, 0); return true; } bool fx_render_texture_with_matrix(struct fx_renderer *renderer, struct fx_texture *texture, const struct wlr_box *dst_box, const float matrix[static 9], struct decoration_data deco_data) { struct wlr_fbox src_box = { .x = 0, .y = 0, .width = texture->width, .height = texture->height, }; return fx_render_subtexture_with_matrix(renderer, texture, &src_box, dst_box, matrix, deco_data); } 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); // 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); } struct quad_shader shader = renderer->shaders.quad; glUseProgram(shader.program); glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); glUniform4f(shader.color, color[0], color[1], color[2], color[3]); 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_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *box, const float color[static 4], const float matrix[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 ALL: shader = &renderer->shaders.rounded_quad; break; case TOP_LEFT: shader = &renderer->shaders.rounded_tl_quad; break; case TOP_RIGHT: shader = &renderer->shaders.rounded_tr_quad; break; case BOTTOM_LEFT: shader = &renderer->shaders.rounded_bl_quad; break; case BOTTOM_RIGHT: shader = &renderer->shaders.rounded_br_quad; break; default: sway_log(SWAY_ERROR, "Invalid Corner Location. Aborting render"); abort(); } 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 matrix[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 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); } struct corner_shader shader = renderer->shaders.corner; glUseProgram(shader.program); glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); glUniform4f(shader.color, color[0], color[1], color[2], color[3]); 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); 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(shader.pos_attrib); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(shader.pos_attrib); } void fx_render_stencil_mask(struct fx_renderer *renderer, const struct wlr_box *box, const float matrix[static 9], int corner_radius) { if (box->width == 0 || box->height == 0) { return; } assert(box->width > 0 && box->height > 0); // TODO: just pass gl_matrix? 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); struct stencil_mask_shader shader = renderer->shaders.stencil_mask; glUseProgram(shader.program); glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); 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(shader.pos_attrib); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); 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, float blur_sigma) { if (box->width == 0 || box->height == 0) { return; } assert(box->width > 0 && box->height > 0); 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); // Init stencil work struct wlr_box inner_box; memcpy(&inner_box, box, sizeof(struct wlr_box)); inner_box.x += blur_sigma; inner_box.y += blur_sigma; inner_box.width -= blur_sigma * 2; inner_box.height -= blur_sigma * 2; glEnable(GL_STENCIL_TEST); glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glStencilFunc(GL_ALWAYS, 1, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // Disable writing to color buffer glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // Draw the rounded rect as a mask fx_render_stencil_mask(renderer, &inner_box, matrix, corner_radius); // Close the mask glStencilFunc(GL_NOTEQUAL, 1, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // Reenable writing to color buffer glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // blending will practically always be needed (unless we have a madman // who uses opaque shadows with zero sigma), so just enable it glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); struct box_shadow_shader shader = renderer->shaders.box_shadow; glUseProgram(shader.program); 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); 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(shader.pos_attrib); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(shader.pos_attrib); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glDisable(GL_STENCIL_TEST); } void fx_render_blur(struct fx_renderer *renderer, const float matrix[static 9], struct fx_framebuffer **buffer, struct blur_shader *shader, const struct wlr_box *box, int blur_radius) { glDisable(GL_BLEND); glDisable(GL_STENCIL_TEST); glActiveTexture(GL_TEXTURE0); glBindTexture((*buffer)->texture.target, (*buffer)->texture.id); glTexParameteri((*buffer)->texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glUseProgram(shader->program); // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set // to GL_FALSE float gl_matrix[9]; wlr_matrix_transpose(gl_matrix, matrix); glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix); glUniform1i(shader->tex, 0); glUniform1f(shader->radius, blur_radius); if (shader == &renderer->shaders.blur1) { glUniform2f(shader->halfpixel, 0.5f / (renderer->viewport_width / 2.0f), 0.5f / (renderer->viewport_height / 2.0f)); } else { glUniform2f(shader->halfpixel, 0.5f / (renderer->viewport_width * 2.0f), 0.5f / (renderer->viewport_height * 2.0f)); } glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); glEnableVertexAttribArray(shader->pos_attrib); glEnableVertexAttribArray(shader->tex_attrib); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(shader->pos_attrib); glDisableVertexAttribArray(shader->tex_attrib); }