962 lines
29 KiB
C
962 lines
29 KiB
C
/*
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The original wlr_renderer was heavily referenced in making this project
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https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2
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*/
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#include <assert.h>
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#include <GLES2/gl2.h>
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#include <stdlib.h>
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#include <wlr/backend.h>
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#include <wlr/render/egl.h>
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#include <wlr/render/gles2.h>
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#include <wlr/types/wlr_matrix.h>
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#include <wlr/util/box.h>
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#include "log.h"
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#include "sway/desktop/fx_renderer/fx_framebuffer.h"
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#include "sway/desktop/fx_renderer/fx_renderer.h"
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#include "sway/desktop/fx_renderer/fx_stencilbuffer.h"
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#include "sway/desktop/fx_renderer/fx_texture.h"
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#include "sway/desktop/fx_renderer/matrix.h"
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#include "sway/server.h"
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// shaders
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#include "blur1_frag_src.h"
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#include "blur2_frag_src.h"
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#include "blur_effects_frag_src.h"
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#include "box_shadow_frag_src.h"
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#include "common_vert_src.h"
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#include "corner_frag_src.h"
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#include "quad_frag_src.h"
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#include "quad_round_frag_src.h"
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#include "stencil_mask_frag_src.h"
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#include "tex_frag_src.h"
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static const GLfloat verts[] = {
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1, 0, // top right
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0, 0, // top left
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1, 1, // bottom right
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0, 1, // bottom left
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};
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static GLuint compile_shader(GLuint type, const GLchar *src) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, NULL);
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glCompileShader(shader);
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GLint ok;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
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if (ok == GL_FALSE) {
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sway_log(SWAY_ERROR, "Failed to compile shader");
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glDeleteShader(shader);
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shader = 0;
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}
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return shader;
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}
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static GLuint link_program(const GLchar *frag_src) {
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const GLchar *vert_src = common_vert_src;
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GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src);
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if (!vert) {
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goto error;
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}
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GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src);
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if (!frag) {
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glDeleteShader(vert);
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goto error;
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}
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GLuint prog = glCreateProgram();
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glAttachShader(prog, vert);
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glAttachShader(prog, frag);
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glLinkProgram(prog);
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glDetachShader(prog, vert);
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glDetachShader(prog, frag);
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glDeleteShader(vert);
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glDeleteShader(frag);
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GLint ok;
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glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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if (ok == GL_FALSE) {
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sway_log(SWAY_ERROR, "Failed to link shader");
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glDeleteProgram(prog);
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goto error;
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}
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return prog;
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error:
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return 0;
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}
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static bool link_blur_program(struct blur_shader *shader, const char *shader_program) {
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GLuint prog;
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shader->program = prog = link_program(shader_program);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->tex = glGetUniformLocation(prog, "tex");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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shader->tex_attrib = glGetAttribLocation(prog, "texcoord");
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shader->radius = glGetUniformLocation(prog, "radius");
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shader->halfpixel = glGetUniformLocation(prog, "halfpixel");
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return true;
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}
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static bool link_blur_effects_program(struct effects_shader *shader, const char *shader_program) {
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GLuint prog;
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shader->program = prog = link_program(shader_program);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->tex = glGetUniformLocation(prog, "tex");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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shader->tex_attrib = glGetAttribLocation(prog, "texcoord");
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shader->noise = glGetUniformLocation(prog, "noise");
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shader->brightness = glGetUniformLocation(prog, "brightness");
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shader->contrast = glGetUniformLocation(prog, "contrast");
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shader->saturation = glGetUniformLocation(prog, "saturation");
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return true;
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}
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static bool link_box_shadow_program(struct box_shadow_shader *shader) {
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GLuint prog;
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shader->program = prog = link_program(box_shadow_frag_src);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->color = glGetUniformLocation(prog, "color");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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shader->position = glGetUniformLocation(prog, "position");
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shader->size = glGetUniformLocation(prog, "size");
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shader->blur_sigma = glGetUniformLocation(prog, "blur_sigma");
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shader->corner_radius = glGetUniformLocation(prog, "corner_radius");
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return true;
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}
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static bool link_corner_program(struct corner_shader *shader) {
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GLuint prog;
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shader->program = prog = link_program(corner_frag_src);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->color = glGetUniformLocation(prog, "color");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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shader->position = glGetUniformLocation(prog, "position");
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shader->half_size = glGetUniformLocation(prog, "half_size");
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shader->half_thickness = glGetUniformLocation(prog, "half_thickness");
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shader->radius = glGetUniformLocation(prog, "radius");
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shader->is_top_left = glGetUniformLocation(prog, "is_top_left");
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shader->is_top_right = glGetUniformLocation(prog, "is_top_right");
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shader->is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
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shader->is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
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return true;
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}
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static bool link_quad_program(struct quad_shader *shader) {
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GLuint prog;
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shader->program = prog = link_program(quad_frag_src);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->color = glGetUniformLocation(prog, "color");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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return true;
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}
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static bool link_rounded_quad_program(struct rounded_quad_shader *shader,
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enum fx_rounded_quad_shader_source source) {
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GLchar quad_src[2048];
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snprintf(quad_src, sizeof(quad_src),
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"#define SOURCE %d\n%s", source, quad_round_frag_src);
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GLuint prog;
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shader->program = prog = link_program(quad_src);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->color = glGetUniformLocation(prog, "color");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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shader->size = glGetUniformLocation(prog, "size");
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shader->position = glGetUniformLocation(prog, "position");
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shader->radius = glGetUniformLocation(prog, "radius");
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return true;
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}
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static bool link_stencil_mask_program(struct stencil_mask_shader *shader) {
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GLuint prog;
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shader->program = prog = link_program(stencil_mask_frag_src);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->color = glGetUniformLocation(prog, "color");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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shader->position = glGetUniformLocation(prog, "position");
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shader->half_size = glGetUniformLocation(prog, "half_size");
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shader->radius = glGetUniformLocation(prog, "radius");
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return true;
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}
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static bool link_tex_program(struct tex_shader *shader,
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enum fx_tex_shader_source source) {
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GLchar frag_src[2048];
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snprintf(frag_src, sizeof(frag_src),
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"#define SOURCE %d\n%s", source, tex_frag_src);
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GLuint prog;
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shader->program = prog = link_program(frag_src);
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if (!shader->program) {
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return false;
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}
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shader->proj = glGetUniformLocation(prog, "proj");
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shader->tex = glGetUniformLocation(prog, "tex");
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shader->alpha = glGetUniformLocation(prog, "alpha");
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shader->dim = glGetUniformLocation(prog, "dim");
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shader->dim_color = glGetUniformLocation(prog, "dim_color");
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shader->pos_attrib = glGetAttribLocation(prog, "pos");
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shader->tex_attrib = glGetAttribLocation(prog, "texcoord");
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shader->size = glGetUniformLocation(prog, "size");
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shader->position = glGetUniformLocation(prog, "position");
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shader->radius = glGetUniformLocation(prog, "radius");
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shader->saturation = glGetUniformLocation(prog, "saturation");
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shader->has_titlebar = glGetUniformLocation(prog, "has_titlebar");
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shader->discard_transparent = glGetUniformLocation(prog, "discard_transparent");
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return true;
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}
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static bool check_gl_ext(const char *exts, const char *ext) {
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size_t extlen = strlen(ext);
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const char *end = exts + strlen(exts);
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while (exts < end) {
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if (exts[0] == ' ') {
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exts++;
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continue;
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}
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size_t n = strcspn(exts, " ");
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if (n == extlen && strncmp(ext, exts, n) == 0) {
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return true;
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}
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exts += n;
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}
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return false;
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}
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static void load_gl_proc(void *proc_ptr, const char *name) {
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void *proc = (void *)eglGetProcAddress(name);
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if (proc == NULL) {
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sway_log(SWAY_ERROR, "GLES2 RENDERER: eglGetProcAddress(%s) failed", name);
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abort();
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}
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*(void **)proc_ptr = proc;
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}
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struct fx_renderer *fx_renderer_create(struct wlr_egl *egl, struct wlr_output *wlr_output) {
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struct fx_renderer *renderer = calloc(1, sizeof(struct fx_renderer));
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if (renderer == NULL) {
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return NULL;
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}
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renderer->wlr_output = wlr_output;
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// TODO: wlr_egl_make_current or eglMakeCurrent?
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// TODO: assert instead of conditional statement?
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if (!eglMakeCurrent(wlr_egl_get_display(egl), EGL_NO_SURFACE, EGL_NO_SURFACE,
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wlr_egl_get_context(egl))) {
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current");
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return NULL;
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}
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renderer->wlr_buffer = fx_framebuffer_create();
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renderer->blur_buffer = fx_framebuffer_create();
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renderer->blur_saved_pixels_buffer = fx_framebuffer_create();
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renderer->effects_buffer = fx_framebuffer_create();
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renderer->effects_buffer_swapped = fx_framebuffer_create();
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renderer->blur_buffer_dirty = true;
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// get extensions
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const char *exts_str = (const char *)glGetString(GL_EXTENSIONS);
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if (exts_str == NULL) {
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Failed to get GL_EXTENSIONS");
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return NULL;
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}
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sway_log(SWAY_INFO, "Creating swayfx GLES2 renderer");
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sway_log(SWAY_INFO, "Using %s", glGetString(GL_VERSION));
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sway_log(SWAY_INFO, "GL vendor: %s", glGetString(GL_VENDOR));
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sway_log(SWAY_INFO, "GL renderer: %s", glGetString(GL_RENDERER));
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sway_log(SWAY_INFO, "Supported GLES2 extensions: %s", exts_str);
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// TODO: the rest of the gl checks
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if (check_gl_ext(exts_str, "GL_OES_EGL_image_external")) {
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renderer->exts.OES_egl_image_external = true;
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load_gl_proc(&renderer->procs.glEGLImageTargetTexture2DOES,
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"glEGLImageTargetTexture2DOES");
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}
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// blur shaders
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if (!link_blur_program(&renderer->shaders.blur1, blur1_frag_src)) {
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goto error;
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}
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if (!link_blur_program(&renderer->shaders.blur2, blur2_frag_src)) {
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goto error;
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}
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// effects shader
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if (!link_blur_effects_program(&renderer->shaders.blur_effects, blur_effects_frag_src)) {
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goto error;
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}
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// box shadow shader
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if (!link_box_shadow_program(&renderer->shaders.box_shadow)) {
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goto error;
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}
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// corner border shader
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if (!link_corner_program(&renderer->shaders.corner)) {
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goto error;
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}
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// quad fragment shader
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if (!link_quad_program(&renderer->shaders.quad)) {
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goto error;
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}
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// rounded quad fragment shaders
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if (!link_rounded_quad_program(&renderer->shaders.rounded_quad,
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SHADER_SOURCE_QUAD_ROUND)) {
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goto error;
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}
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if (!link_rounded_quad_program(&renderer->shaders.rounded_tl_quad,
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SHADER_SOURCE_QUAD_ROUND_TOP_LEFT)) {
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goto error;
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}
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if (!link_rounded_quad_program(&renderer->shaders.rounded_tr_quad,
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SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT)) {
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goto error;
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}
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if (!link_rounded_quad_program(&renderer->shaders.rounded_bl_quad,
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SHADER_SOURCE_QUAD_ROUND_BOTTOM_LEFT)) {
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goto error;
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}
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if (!link_rounded_quad_program(&renderer->shaders.rounded_br_quad,
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SHADER_SOURCE_QUAD_ROUND_BOTTOM_RIGHT)) {
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goto error;
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}
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// stencil mask shader
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if (!link_stencil_mask_program(&renderer->shaders.stencil_mask)) {
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goto error;
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}
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// fragment shaders
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if (!link_tex_program(&renderer->shaders.tex_rgba, SHADER_SOURCE_TEXTURE_RGBA)) {
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goto error;
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}
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if (!link_tex_program(&renderer->shaders.tex_rgbx, SHADER_SOURCE_TEXTURE_RGBX)) {
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goto error;
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}
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if (!link_tex_program(&renderer->shaders.tex_ext, SHADER_SOURCE_TEXTURE_EXTERNAL)) {
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goto error;
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}
|
|
|
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if (!eglMakeCurrent(wlr_egl_get_display(egl),
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EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL");
|
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goto error;
|
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}
|
|
|
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sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully");
|
|
return renderer;
|
|
|
|
error:
|
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glDeleteProgram(renderer->shaders.blur1.program);
|
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glDeleteProgram(renderer->shaders.blur2.program);
|
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glDeleteProgram(renderer->shaders.blur_effects.program);
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glDeleteProgram(renderer->shaders.box_shadow.program);
|
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glDeleteProgram(renderer->shaders.corner.program);
|
|
glDeleteProgram(renderer->shaders.quad.program);
|
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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->blur_buffer);
|
|
fx_framebuffer_release(&renderer->blur_saved_pixels_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 FBO
|
|
renderer->wlr_buffer.fb =
|
|
wlr_gles2_renderer_get_current_fbo(renderer->wlr_output->renderer);
|
|
// Get the fx_texture
|
|
struct wlr_texture *wlr_texture = wlr_texture_from_buffer(
|
|
renderer->wlr_output->renderer, renderer->wlr_output->back_buffer);
|
|
renderer->wlr_buffer.texture = fx_texture_from_wlr_texture(wlr_texture);
|
|
wlr_texture_destroy(wlr_texture);
|
|
// Add the stencil to the wlr fbo
|
|
fx_framebuffer_add_stencil_buffer(&renderer->wlr_buffer, width, height);
|
|
|
|
// Create the framebuffers
|
|
fx_framebuffer_update(&renderer->blur_saved_pixels_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->wlr_buffer);
|
|
|
|
pixman_region32_init(&renderer->blur_padding_region);
|
|
|
|
// refresh projection matrix
|
|
matrix_projection(renderer->projection, width, height,
|
|
WL_OUTPUT_TRANSFORM_FLIPPED_180);
|
|
|
|
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
void fx_renderer_end(struct fx_renderer *renderer) {
|
|
pixman_region32_fini(&renderer->blur_padding_region);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
void fx_renderer_stencil_mask_init() {
|
|
glClearStencil(0);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
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);
|
|
}
|
|
|
|
void fx_renderer_stencil_mask_close(bool draw_inside_mask) {
|
|
// Reenable writing to color buffer
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
if (draw_inside_mask) {
|
|
glStencilFunc(GL_EQUAL, 1, 0xFF);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
return;
|
|
}
|
|
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
}
|
|
|
|
void fx_renderer_stencil_mask_fini() {
|
|
glClearStencil(0);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
glDisable(GL_STENCIL_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) {
|
|
// Fixes corner radii not being "round" when the radii is larger than
|
|
// the height/width
|
|
int min_size = MIN(dst_box->height, dst_box->width) * 0.5;
|
|
if (deco_data.corner_radius > min_size) {
|
|
deco_data.corner_radius = min_size;
|
|
}
|
|
|
|
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->discard_transparent, deco_data.discard_transparent);
|
|
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);
|
|
|
|
// Fixes corner radii not being "round" when the radii is larger than
|
|
// the height/width
|
|
int min_size = MIN(box->height, box->width) * 0.5;
|
|
if (radius > min_size) {
|
|
radius = min_size;
|
|
}
|
|
|
|
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);
|
|
|
|
// Fixes corner radii not being "round" when the radii is larger than
|
|
// the height/width
|
|
int min_size = MIN(box->height, box->width) * 0.5;
|
|
if (radius > min_size) {
|
|
radius = min_size;
|
|
}
|
|
|
|
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);
|
|
|
|
// Fixes corner radii not being "round" when the radii is larger than
|
|
// the height/width
|
|
int min_size = MIN(box->height, box->width) * 0.5;
|
|
if (corner_radius > min_size) {
|
|
corner_radius = min_size;
|
|
}
|
|
|
|
// 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 struct wlr_box *inner_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);
|
|
|
|
// Fixes corner radii not being "round" when the radii is larger than
|
|
// the height/width
|
|
int min_size = MIN(box->height, box->width) * 0.5;
|
|
if (corner_radius > min_size) {
|
|
corner_radius = min_size;
|
|
}
|
|
|
|
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);
|
|
|
|
fx_renderer_stencil_mask_init();
|
|
// Draw the rounded rect as a mask
|
|
fx_render_stencil_mask(renderer, inner_box, matrix, corner_radius);
|
|
fx_renderer_stencil_mask_close(false);
|
|
|
|
// 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);
|
|
|
|
fx_renderer_stencil_mask_fini();
|
|
}
|
|
|
|
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);
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glDisableVertexAttribArray(shader->tex_attrib);
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|
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|
}
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|
|
|
void fx_render_blur_effects(struct fx_renderer *renderer, const float matrix[static 9],
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struct fx_framebuffer **buffer, float blur_noise, float blur_brightness,
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float blur_contrast, float blur_saturation) {
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struct effects_shader shader = renderer->shaders.blur_effects;
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|
|
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glActiveTexture(GL_TEXTURE0);
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glBindTexture((*buffer)->texture.target, (*buffer)->texture.id);
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glTexParameteri((*buffer)->texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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|
|
|
glUseProgram(shader.program);
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|
|
|
// 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);
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|
|
|
glUniform1i(shader.tex, 0);
|
|
glUniform1f(shader.noise, blur_noise);
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|
glUniform1f(shader.brightness, blur_brightness);
|
|
glUniform1f(shader.contrast, blur_contrast);
|
|
glUniform1f(shader.saturation, blur_saturation);
|
|
|
|
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);
|
|
}
|