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authorErik Reider <[email protected]>2024-02-27 18:05:58 +0100
committerGitHub <[email protected]>2024-02-27 18:05:58 +0100
commit7f0883b383b73af7bc68dcf8c2ee845c5eab5807 (patch)
treeff13a416200ac372d0ae303e5996bb9a22f819dd /render/fx_renderer/shaders.c
parent5b6862c981eb5541888f625cd93e7775cabe06b0 (diff)
[FX Renderer] Add blur (#30)
* Initial blur implementation * Added additional blur effects from SwayFX * Simplified blur pass functions to match the other pass functions * Minor fixes * Added support for optimized blur * tinywl: Don't set decoration values every frame * Updated public blur function docs * Simplified blur buffer management * Moved ignore transparent bool into a per buffer option * Clip the scene_buffer when blur is enabled * Added back corner and shadow checks in opaque_region function * Renamed fx_render_blur_options to fx_render_blur_pass_options * Fixed nits * Removed unused fx_framebuffer_bind_wlr_fbo function * Removed wlr_scene impl. Should be moved into future PR instead * Made blur impl independent of wlr_scene * Moved shader init back into fx_renderer.c * Renamed fx_framebuffer_get_or_create_bufferless to fx_framebuffer_get_or_create_custom
Diffstat (limited to 'render/fx_renderer/shaders.c')
-rw-r--r--render/fx_renderer/shaders.c74
1 files changed, 47 insertions, 27 deletions
diff --git a/render/fx_renderer/shaders.c b/render/fx_renderer/shaders.c
index 9257ca3..cd15eea 100644
--- a/render/fx_renderer/shaders.c
+++ b/render/fx_renderer/shaders.c
@@ -12,6 +12,9 @@
#include "tex_frag_src.h"
#include "stencil_mask_frag_src.h"
#include "box_shadow_frag_src.h"
+#include "blur1_frag_src.h"
+#include "blur2_frag_src.h"
+#include "blur_effects_frag_src.h"
GLuint compile_shader(GLuint type, const GLchar *src) {
GLuint shader = glCreateShader(type);
@@ -96,7 +99,7 @@ void load_gl_proc(void *proc_ptr, const char *name) {
// Shaders
-static bool link_quad_program(struct quad_shader *shader) {
+bool link_quad_program(struct quad_shader *shader) {
GLuint prog;
shader->program = prog = link_program(quad_frag_src);
if (!shader->program) {
@@ -110,7 +113,7 @@ static bool link_quad_program(struct quad_shader *shader) {
return true;
}
-static bool link_tex_program(struct tex_shader *shader,
+bool link_tex_program(struct tex_shader *shader,
enum fx_tex_shader_source source) {
GLchar frag_src[2048];
snprintf(frag_src, sizeof(frag_src),
@@ -130,11 +133,12 @@ static bool link_tex_program(struct tex_shader *shader,
shader->size = glGetUniformLocation(prog, "size");
shader->position = glGetUniformLocation(prog, "position");
shader->radius = glGetUniformLocation(prog, "radius");
+ shader->discard_transparent = glGetUniformLocation(prog, "discard_transparent");
return true;
}
-static bool link_stencil_mask_program(struct stencil_mask_shader *shader) {
+bool link_stencil_mask_program(struct stencil_mask_shader *shader) {
GLuint prog;
shader->program = prog = link_program(stencil_mask_frag_src);
if (!shader->program) {
@@ -151,7 +155,7 @@ static bool link_stencil_mask_program(struct stencil_mask_shader *shader) {
return true;
}
-static bool link_box_shadow_program(struct box_shadow_shader *shader) {
+bool link_box_shadow_program(struct box_shadow_shader *shader) {
GLuint prog;
shader->program = prog = link_program(box_shadow_frag_src);
if (!shader->program) {
@@ -168,36 +172,52 @@ static bool link_box_shadow_program(struct box_shadow_shader *shader) {
return true;
}
-bool link_shaders(struct fx_renderer *renderer) {
- // quad fragment shader
- if (!link_quad_program(&renderer->shaders.quad)) {
- wlr_log(WLR_ERROR, "Could not link quad shader");
- return false;
- }
- // fragment shaders
- if (!link_tex_program(&renderer->shaders.tex_rgba, SHADER_SOURCE_TEXTURE_RGBA)) {
- wlr_log(WLR_ERROR, "Could not link tex_RGBA shader");
- return false;
- }
- if (!link_tex_program(&renderer->shaders.tex_rgbx, SHADER_SOURCE_TEXTURE_RGBX)) {
- wlr_log(WLR_ERROR, "Could not link tex_RGBX shader");
- return false;
- }
- if (!link_tex_program(&renderer->shaders.tex_ext, SHADER_SOURCE_TEXTURE_EXTERNAL)) {
- wlr_log(WLR_ERROR, "Could not link tex_EXTERNAL shader");
+bool link_blur1_program(struct blur_shader *shader) {
+ GLuint prog;
+ shader->program = prog = link_program(blur1_frag_src);
+ if (!shader->program) {
return false;
}
+ shader->proj = glGetUniformLocation(prog, "proj");
+ shader->tex = glGetUniformLocation(prog, "tex");
+ shader->pos_attrib = glGetAttribLocation(prog, "pos");
+ shader->tex_proj = glGetUniformLocation(prog, "tex_proj");
+ shader->radius = glGetUniformLocation(prog, "radius");
+ shader->halfpixel = glGetUniformLocation(prog, "halfpixel");
- // stencil mask shader
- if (!link_stencil_mask_program(&renderer->shaders.stencil_mask)) {
- wlr_log(WLR_ERROR, "Could not link stencil mask shader");
+ return true;
+}
+
+bool link_blur2_program(struct blur_shader *shader) {
+ GLuint prog;
+ shader->program = prog = link_program(blur2_frag_src);
+ if (!shader->program) {
return false;
}
- // box shadow shader
- if (!link_box_shadow_program(&renderer->shaders.box_shadow)) {
- wlr_log(WLR_ERROR, "Could not link box shadow shader");
+ shader->proj = glGetUniformLocation(prog, "proj");
+ shader->tex = glGetUniformLocation(prog, "tex");
+ shader->pos_attrib = glGetAttribLocation(prog, "pos");
+ shader->tex_proj = glGetUniformLocation(prog, "tex_proj");
+ shader->radius = glGetUniformLocation(prog, "radius");
+ shader->halfpixel = glGetUniformLocation(prog, "halfpixel");
+
+ return true;
+}
+
+bool link_blur_effects_program(struct blur_effects_shader *shader) {
+ GLuint prog;
+ shader->program = prog = link_program(blur_effects_frag_src);
+ if (!shader->program) {
return false;
}
+ shader->proj = glGetUniformLocation(prog, "proj");
+ shader->tex = glGetUniformLocation(prog, "tex");
+ shader->pos_attrib = glGetAttribLocation(prog, "pos");
+ shader->tex_proj = glGetUniformLocation(prog, "tex_proj");
+ shader->noise = glGetUniformLocation(prog, "noise");
+ shader->brightness = glGetUniformLocation(prog, "brightness");
+ shader->contrast = glGetUniformLocation(prog, "contrast");
+ shader->saturation = glGetUniformLocation(prog, "saturation");
return true;
}