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authorErik Reider <[email protected]>2023-07-13 14:55:28 +0200
committerWilliam McKinnon <[email protected]>2023-07-18 13:14:53 -0400
commitd462d952de20bdb7c3c84b05ed94d15b07ee5116 (patch)
tree7cbe0e380c6c130495a30d8728365ab49cc4d956 /render/fx_renderer/fx_renderer.c
parent920c3c70d20e58b4af5a7abe52b24f47b90bc575 (diff)
feat: initial fx_renderer implementation
Diffstat (limited to 'render/fx_renderer/fx_renderer.c')
-rw-r--r--render/fx_renderer/fx_renderer.c414
1 files changed, 414 insertions, 0 deletions
diff --git a/render/fx_renderer/fx_renderer.c b/render/fx_renderer/fx_renderer.c
new file mode 100644
index 0000000..c30108a
--- /dev/null
+++ b/render/fx_renderer/fx_renderer.c
@@ -0,0 +1,414 @@
+/*
+ The original wlr_renderer was heavily referenced in making this project
+ https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2
+*/
+
+#include <assert.h>
+#include <GLES2/gl2.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <wlr/backend.h>
+#include <wlr/render/egl.h>
+#include <wlr/render/gles2.h>
+#include <wlr/types/wlr_matrix.h>
+#include <wlr/util/box.h>
+#include <wlr/util/log.h>
+
+#include "render/fx_renderer/fx_renderer.h"
+#include "render/fx_renderer/matrix.h"
+
+// shaders
+#include "common_vert_src.h"
+#include "quad_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) {
+ wlr_log(WLR_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) {
+ wlr_log(WLR_ERROR, "Failed to link shader");
+ glDeleteProgram(prog);
+ goto error;
+ }
+
+ return prog;
+
+error:
+ return 0;
+}
+
+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_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->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");
+
+ 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) {
+ wlr_log(WLR_ERROR, "GLES2 RENDERER: eglGetProcAddress(%s) failed", name);
+ abort();
+ }
+ *(void **)proc_ptr = proc;
+}
+
+static void fx_renderer_handle_destroy(struct wlr_addon *addon) {
+ struct fx_renderer *renderer =
+ wl_container_of(addon, renderer, addon);
+ fx_renderer_fini(renderer);
+ free(renderer);
+}
+static const struct wlr_addon_interface fx_renderer_addon_impl = {
+ .name = "fx_renderer",
+ .destroy = fx_renderer_handle_destroy,
+};
+
+void fx_renderer_init_addon(struct wlr_egl *egl, struct wlr_addon_set *addons,
+ const void * owner) {
+ struct fx_renderer *renderer = fx_renderer_create(egl);
+ if (!renderer) {
+ wlr_log(WLR_ERROR, "Failed to create fx_renderer");
+ abort();
+ }
+ wlr_addon_init(&renderer->addon, addons, owner, &fx_renderer_addon_impl);
+}
+
+struct fx_renderer *fx_renderer_addon_find(struct wlr_addon_set *addons,
+ const void * owner) {
+ struct wlr_addon *addon =
+ wlr_addon_find(addons, owner, &fx_renderer_addon_impl);
+ if (addon == NULL) {
+ return NULL;
+ }
+ struct fx_renderer *renderer = wl_container_of(addon, renderer, addon);
+ return renderer;
+}
+
+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;
+ }
+
+ if (!eglMakeCurrent(wlr_egl_get_display(egl), EGL_NO_SURFACE, EGL_NO_SURFACE,
+ wlr_egl_get_context(egl))) {
+ wlr_log(WLR_ERROR, "GLES2 RENDERER: Could not make EGL current");
+ return NULL;
+ }
+
+ // get extensions
+ const char *exts_str = (const char *)glGetString(GL_EXTENSIONS);
+ if (exts_str == NULL) {
+ wlr_log(WLR_ERROR, "GLES2 RENDERER: Failed to get GL_EXTENSIONS");
+ return NULL;
+ }
+
+ wlr_log(WLR_INFO, "Creating scenefx GLES2 renderer");
+ wlr_log(WLR_INFO, "Using %s", glGetString(GL_VERSION));
+ wlr_log(WLR_INFO, "GL vendor: %s", glGetString(GL_VENDOR));
+ wlr_log(WLR_INFO, "GL renderer: %s", glGetString(GL_RENDERER));
+ wlr_log(WLR_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");
+ }
+
+ // quad fragment shader
+ if (!link_quad_program(&renderer->shaders.quad)) {
+ 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)) {
+ wlr_log(WLR_ERROR, "GLES2 RENDERER: Could not unset current EGL");
+ goto error;
+ }
+
+ wlr_log(WLR_INFO, "GLES2 RENDERER: Shaders Initialized Successfully");
+ return renderer;
+
+error:
+ glDeleteProgram(renderer->shaders.quad.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)) {
+ wlr_log(WLR_ERROR, "GLES2 RENDERER: Could not unset current EGL");
+ }
+
+ // TODO: more freeing?
+ free(renderer);
+
+ wlr_log(WLR_ERROR, "GLES2 RENDERER: Error Initializing Shaders");
+ return NULL;
+}
+
+void fx_renderer_fini(struct fx_renderer *renderer) {
+ // NO OP
+}
+
+void fx_renderer_begin(struct fx_renderer *renderer, int width, int height) {
+ glViewport(0, 0, width, height);
+
+ // 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_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 wlr_texture *wlr_texture,
+ const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9]) {
+
+ assert(wlr_texture_is_gles2(wlr_texture));
+ struct wlr_gles2_texture_attribs texture_attrs;
+ wlr_gles2_texture_get_attribs(wlr_texture, &texture_attrs);
+
+ struct tex_shader *shader = NULL;
+
+ switch (texture_attrs.target) {
+ case GL_TEXTURE_2D:
+ if (texture_attrs.has_alpha) {
+ shader = &renderer->shaders.tex_rgba;
+ } else {
+ shader = &renderer->shaders.tex_rgbx;
+ }
+ break;
+ case GL_TEXTURE_EXTERNAL_OES:
+ shader = &renderer->shaders.tex_ext;
+
+ if (!renderer->exts.OES_egl_image_external) {
+ wlr_log(WLR_ERROR, "Failed to render texture: "
+ "GL_TEXTURE_EXTERNAL_OES not supported");
+ return false;
+ }
+ break;
+ default:
+ wlr_log(WLR_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);
+
+ // TODO: accept me as params!
+ float alpha = 1.0;
+ int corner_radius = 0;
+
+ // if there's no opacity or rounded corners we don't need to blend
+ if (!texture_attrs.has_alpha && alpha == 1.0 && !corner_radius) {
+ glDisable(GL_BLEND);
+ } else {
+ glEnable(GL_BLEND);
+ }
+
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture_attrs.target, texture_attrs.tex);
+
+ glTexParameteri(texture_attrs.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+ glUseProgram(shader->program);
+
+ glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
+ glUniform1i(shader->tex, 0);
+ glUniform2f(shader->size, dst_box->width, dst_box->height);
+ glUniform2f(shader->position, dst_box->x, dst_box->y);
+ glUniform1f(shader->alpha, alpha);
+ glUniform1f(shader->radius, corner_radius);
+
+ const GLfloat x1 = src_box->x / wlr_texture->width;
+ const GLfloat y1 = src_box->y / wlr_texture->height;
+ const GLfloat x2 = (src_box->x + src_box->width) / wlr_texture->width;
+ const GLfloat y2 = (src_box->y + src_box->height) / wlr_texture->height;
+ const GLfloat texcoord[] = {
+ x2, y1, // top right
+ x1, y1, // top left
+ x2, y2, // bottom right
+ x1, y2, // bottom left
+ };
+
+ glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
+ glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
+
+ glEnableVertexAttribArray(shader->pos_attrib);
+ glEnableVertexAttribArray(shader->tex_attrib);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glDisableVertexAttribArray(shader->pos_attrib);
+ glDisableVertexAttribArray(shader->tex_attrib);
+
+ glBindTexture(texture_attrs.target, 0);
+
+ return true;
+}
+
+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);
+}