diff options
author | Erik Reider <[email protected]> | 2024-02-27 18:05:58 +0100 |
---|---|---|
committer | GitHub <[email protected]> | 2024-02-27 18:05:58 +0100 |
commit | 7f0883b383b73af7bc68dcf8c2ee845c5eab5807 (patch) | |
tree | ff13a416200ac372d0ae303e5996bb9a22f819dd /render/fx_renderer/shaders.c | |
parent | 5b6862c981eb5541888f625cd93e7775cabe06b0 (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.c | 74 |
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; } |