#define _POSIX_C_SOURCE 199309L #include #include #include #include #include #include #include #include #include #include "render/egl.h" #include "render/fx_renderer/fx_renderer.h" #include "render/fx_renderer/matrix.h" #include "render/pass.h" #include "scenefx/render/fx_renderer/fx_renderer.h" #include "scenefx/render/fx_renderer/fx_effect_framebuffers.h" #include "scenefx/types/fx/blur_data.h" #include "scenefx/types/fx/shadow_data.h" #define MAX_QUADS 86 // 4kb struct fx_render_texture_options fx_render_texture_options_default( const struct wlr_render_texture_options *base) { struct fx_render_texture_options options = { .corner_radius = 0, .has_titlebar = false, .discard_transparent = false, .dim = 0.0f, .dim_color = { 1, 1, 1, 1 }, .clip_box = NULL, }; memcpy(&options.base, base, sizeof(*base)); return options; } struct fx_render_rect_options fx_render_rect_options_default( const struct wlr_render_rect_options *base) { struct fx_render_rect_options options = { .base = *base, }; return options; } // Gets a non-transformed wlr_box static struct wlr_box get_monitor_box(struct wlr_output *output) { return (struct wlr_box) { 0, 0, output->width, output->height }; } /// /// Base Wlroots pass functions /// static const struct wlr_render_pass_impl render_pass_impl; static struct fx_gles_render_pass *get_render_pass(struct wlr_render_pass *wlr_pass) { assert(wlr_pass->impl == &render_pass_impl); struct fx_gles_render_pass *pass = wl_container_of(wlr_pass, pass, base); return pass; } static bool render_pass_submit(struct wlr_render_pass *wlr_pass) { struct fx_gles_render_pass *pass = get_render_pass(wlr_pass); struct fx_renderer *renderer = pass->buffer->renderer; struct fx_render_timer *timer = pass->timer; push_fx_debug(renderer); if (timer) { // clear disjoint flag GLint64 disjoint; renderer->procs.glGetInteger64vEXT(GL_GPU_DISJOINT_EXT, &disjoint); // set up the query renderer->procs.glQueryCounterEXT(timer->id, GL_TIMESTAMP_EXT); // get end-of-CPU-work time in GL time domain renderer->procs.glGetInteger64vEXT(GL_TIMESTAMP_EXT, &timer->gl_cpu_end); // get end-of-CPU-work time in CPU time domain clock_gettime(CLOCK_MONOTONIC, &timer->cpu_end); } glFlush(); glBindFramebuffer(GL_FRAMEBUFFER, 0); pop_fx_debug(renderer); wlr_buffer_unlock(pass->buffer->buffer); if (pass->output) { struct fx_effect_framebuffers *fbos = fx_effect_framebuffers_try_get(pass->output); pixman_region32_fini(&fbos->blur_padding_region); } free(pass); return true; } static void render_pass_add_texture(struct wlr_render_pass *wlr_pass, const struct wlr_render_texture_options *options) { struct fx_gles_render_pass *pass = get_render_pass(wlr_pass); const struct fx_render_texture_options fx_options = fx_render_texture_options_default(options); // Re-use fx function but with default options fx_render_pass_add_texture(pass, &fx_options); } static void render_pass_add_rect(struct wlr_render_pass *wlr_pass, const struct wlr_render_rect_options *options) { struct fx_gles_render_pass *pass = get_render_pass(wlr_pass); const struct fx_render_rect_options fx_options = fx_render_rect_options_default(options); // Re-use fx function but with default options fx_render_pass_add_rect(pass, &fx_options); } static const struct wlr_render_pass_impl render_pass_impl = { .submit = render_pass_submit, .add_texture = render_pass_add_texture, .add_rect = render_pass_add_rect, }; /// /// FX pass functions /// // TODO: REMOVE STENCILING // Initialize the stenciling work static void stencil_mask_init(void) { 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); } // Close the mask static void 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); } // Finish stenciling and clear the buffer static void stencil_mask_fini(void) { glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glDisable(GL_STENCIL_TEST); } static void render(const struct wlr_box *box, const pixman_region32_t *clip, GLint attrib) { pixman_region32_t region; pixman_region32_init_rect(®ion, box->x, box->y, box->width, box->height); if (clip) { pixman_region32_intersect(®ion, ®ion, clip); } int rects_len; const pixman_box32_t *rects = pixman_region32_rectangles(®ion, &rects_len); if (rects_len == 0) { pixman_region32_fini(®ion); return; } glEnableVertexAttribArray(attrib); for (int i = 0; i < rects_len;) { int batch = rects_len - i < MAX_QUADS ? rects_len - i : MAX_QUADS; int batch_end = batch + i; size_t vert_index = 0; GLfloat verts[MAX_QUADS * 6 * 2]; for (; i < batch_end; i++) { const pixman_box32_t *rect = &rects[i]; verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width; verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height; verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width; verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height; verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width; verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height; verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width; verts[vert_index++] = (GLfloat)(rect->y1 - box->y) / box->height; verts[vert_index++] = (GLfloat)(rect->x2 - box->x) / box->width; verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height; verts[vert_index++] = (GLfloat)(rect->x1 - box->x) / box->width; verts[vert_index++] = (GLfloat)(rect->y2 - box->y) / box->height; } glVertexAttribPointer(attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); glDrawArrays(GL_TRIANGLES, 0, batch * 6); } glDisableVertexAttribArray(attrib); pixman_region32_fini(®ion); } static void set_proj_matrix(GLint loc, float proj[9], const struct wlr_box *box) { float gl_matrix[9]; wlr_matrix_identity(gl_matrix); wlr_matrix_translate(gl_matrix, box->x, box->y); wlr_matrix_scale(gl_matrix, box->width, box->height); wlr_matrix_multiply(gl_matrix, proj, gl_matrix); glUniformMatrix3fv(loc, 1, GL_FALSE, gl_matrix); } static void set_tex_matrix(GLint loc, enum wl_output_transform trans, const struct wlr_fbox *box) { float tex_matrix[9]; wlr_matrix_identity(tex_matrix); wlr_matrix_translate(tex_matrix, box->x, box->y); wlr_matrix_scale(tex_matrix, box->width, box->height); wlr_matrix_translate(tex_matrix, .5, .5); // since textures have a different origin point we have to transform // differently if we are rotating if (trans & WL_OUTPUT_TRANSFORM_90) { wlr_matrix_transform(tex_matrix, wlr_output_transform_invert(trans)); } else { wlr_matrix_transform(tex_matrix, trans); } wlr_matrix_translate(tex_matrix, -.5, -.5); glUniformMatrix3fv(loc, 1, GL_FALSE, tex_matrix); } static void setup_blending(enum wlr_render_blend_mode mode) { switch (mode) { case WLR_RENDER_BLEND_MODE_PREMULTIPLIED: glEnable(GL_BLEND); break; case WLR_RENDER_BLEND_MODE_NONE: glDisable(GL_BLEND); break; } } // make sure the texture source box does not try and sample outside of the // texture static void check_tex_src_box(const struct wlr_render_texture_options *options) { if (!wlr_fbox_empty(&options->src_box)) { const struct wlr_fbox *box = &options->src_box; assert(box->x >= 0 && box->y >= 0 && box->x + box->width <= options->texture->width && box->y + box->height <= options->texture->height); } } void fx_render_pass_add_texture(struct fx_gles_render_pass *pass, const struct fx_render_texture_options *fx_options) { const struct wlr_render_texture_options *options = &fx_options->base; check_tex_src_box(options); struct fx_renderer *renderer = pass->buffer->renderer; struct fx_texture *texture = fx_get_texture(options->texture); struct tex_shader *shader = NULL; switch (texture->target) { case GL_TEXTURE_2D: if (texture->has_alpha) { shader = &renderer->shaders.tex_rgba; } else { shader = &renderer->shaders.tex_rgbx; } break; case GL_TEXTURE_EXTERNAL_OES: // EGL_EXT_image_dma_buf_import_modifiers requires // GL_OES_EGL_image_external assert(renderer->exts.OES_egl_image_external); shader = &renderer->shaders.tex_ext; break; default: abort(); } struct wlr_box dst_box; struct wlr_fbox src_fbox; wlr_render_texture_options_get_src_box(options, &src_fbox); wlr_render_texture_options_get_dst_box(options, &dst_box); float alpha = wlr_render_texture_options_get_alpha(options); const struct wlr_box *clip_box = &dst_box; if (!wlr_box_empty(fx_options->clip_box)) { clip_box = fx_options->clip_box; } src_fbox.x /= options->texture->width; src_fbox.y /= options->texture->height; src_fbox.width /= options->texture->width; src_fbox.height /= options->texture->height; push_fx_debug(renderer); bool has_alpha = texture->has_alpha || alpha < 1.0 || fx_options->corner_radius > 0 || fx_options->discard_transparent || (fx_options->dim && fx_options->dim_color.a < 1.0); setup_blending(!has_alpha ? WLR_RENDER_BLEND_MODE_NONE : options->blend_mode); glUseProgram(shader->program); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex); switch (options->filter_mode) { case WLR_SCALE_FILTER_BILINEAR: glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); break; case WLR_SCALE_FILTER_NEAREST: glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); break; } glUniform1i(shader->tex, 0); glUniform1f(shader->alpha, alpha); glUniform2f(shader->half_size, (float)clip_box->width / 2.0, (float)clip_box->height / 2.0); glUniform2f(shader->position, clip_box->x, clip_box->y); glUniform1f(shader->radius, fx_options->corner_radius); glUniform1f(shader->has_titlebar, fx_options->has_titlebar); glUniform1f(shader->discard_transparent, fx_options->discard_transparent); glUniform1f(shader->dim, fx_options->dim); struct wlr_render_color dim_color = fx_options->dim_color; glUniform4f(shader->dim_color, dim_color.r, dim_color.g, dim_color.b, dim_color.a); set_proj_matrix(shader->proj, pass->projection_matrix, &dst_box); set_tex_matrix(shader->tex_proj, options->transform, &src_fbox); render(&dst_box, options->clip, shader->pos_attrib); glBindTexture(texture->target, 0); pop_fx_debug(renderer); } void fx_render_pass_add_rect(struct fx_gles_render_pass *pass, const struct fx_render_rect_options *fx_options) { const struct wlr_render_rect_options *options = &fx_options->base; struct fx_renderer *renderer = pass->buffer->renderer; const struct wlr_render_color *color = &options->color; struct wlr_box box; wlr_render_rect_options_get_box(options, pass->buffer->buffer, &box); push_fx_debug(renderer); setup_blending(color->a == 1.0 ? WLR_RENDER_BLEND_MODE_NONE : options->blend_mode); glUseProgram(renderer->shaders.quad.program); set_proj_matrix(renderer->shaders.quad.proj, pass->projection_matrix, &box); glUniform4f(renderer->shaders.quad.color, color->r, color->g, color->b, color->a); render(&box, options->clip, renderer->shaders.quad.pos_attrib); pop_fx_debug(renderer); } void fx_render_pass_add_rounded_rect(struct fx_gles_render_pass *pass, const struct fx_render_rounded_rect_options *fx_options) { const struct wlr_render_rect_options *options = &fx_options->base; struct fx_renderer *renderer = pass->buffer->renderer; struct quad_round_shader *shader = NULL; switch (fx_options->corner_location) { case ALL: shader = &renderer->shaders.quad_round; break; case TOP_LEFT: shader = &renderer->shaders.quad_round_tl; break; case TOP_RIGHT: shader = &renderer->shaders.quad_round_tr; break; case BOTTOM_LEFT: shader = &renderer->shaders.quad_round_bl; break; case BOTTOM_RIGHT: shader = &renderer->shaders.quad_round_br; break; default: wlr_log(WLR_ERROR, "Invalid Corner Location. Aborting render"); abort(); } const struct wlr_render_color *color = &options->color; struct wlr_box box; wlr_render_rect_options_get_box(options, pass->buffer->buffer, &box); push_fx_debug(renderer); setup_blending(WLR_RENDER_BLEND_MODE_PREMULTIPLIED); glUseProgram(shader->program); set_proj_matrix(shader->proj, pass->projection_matrix, &box); glUniform4f(shader->color, color->r, color->g, color->b, color->a); glUniform2f(shader->size, box.width, box.height); glUniform2f(shader->position, box.x, box.y); glUniform1f(shader->radius, fx_options->corner_radius); render(&box, options->clip, shader->pos_attrib); pop_fx_debug(renderer); } void fx_render_pass_add_rounded_border_corner(struct fx_gles_render_pass *pass, const struct fx_render_rounded_border_corner_options *fx_options) { const struct wlr_render_rect_options *options = &fx_options->base; struct fx_renderer *renderer = pass->buffer->renderer; const struct wlr_render_color *color = &options->color; struct wlr_box box; wlr_render_rect_options_get_box(options, pass->buffer->buffer, &box); assert(box.width > 0 && box.width == box.height); // should be a perfect square since we are drawing a circle push_fx_debug(renderer); setup_blending(WLR_RENDER_BLEND_MODE_PREMULTIPLIED); glUseProgram(renderer->shaders.rounded_border_corner.program); set_proj_matrix(renderer->shaders.rounded_border_corner.proj, pass->projection_matrix, &box); glUniform4f(renderer->shaders.rounded_border_corner.color, color->r, color->g, color->b, color->a); glUniform1f(renderer->shaders.rounded_border_corner.is_top_left, fx_options->corner_location == TOP_LEFT); glUniform1f(renderer->shaders.rounded_border_corner.is_top_right, fx_options->corner_location == TOP_RIGHT); glUniform1f(renderer->shaders.rounded_border_corner.is_bottom_left, fx_options->corner_location == BOTTOM_LEFT); glUniform1f(renderer->shaders.rounded_border_corner.is_bottom_right, fx_options->corner_location == BOTTOM_RIGHT); glUniform2f(renderer->shaders.rounded_border_corner.position, box.x, box.y); glUniform1f(renderer->shaders.rounded_border_corner.radius, fx_options->corner_radius); glUniform2f(renderer->shaders.rounded_border_corner.half_size, box.width / 2.0, box.height / 2.0); glUniform1f(renderer->shaders.rounded_border_corner.half_thickness, fx_options->border_thickness / 2.0); render(&box, options->clip, renderer->shaders.rounded_border_corner.pos_attrib); pop_fx_debug(renderer); } void fx_render_pass_add_box_shadow(struct fx_gles_render_pass *pass, const struct fx_render_box_shadow_options *options) { struct fx_renderer *renderer = pass->buffer->renderer; struct shadow_data *shadow_data = options->shadow_data; const struct wlr_render_color *color = &shadow_data->color; struct wlr_box shadow_box = options->shadow_box; assert(shadow_box.width > 0 && shadow_box.height > 0); struct wlr_box surface_box = options->clip_box; pixman_region32_t render_region; pixman_region32_init(&render_region); pixman_region32_t inner_region; pixman_region32_init_rect(&inner_region, surface_box.x + options->corner_radius * 0.3, surface_box.y + options->corner_radius * 0.3, fmax(surface_box.width - options->corner_radius * 0.6, 0), fmax(surface_box.height - options->corner_radius * 0.6, 0)); pixman_region32_subtract(&render_region, options->clip, &inner_region); pixman_region32_fini(&inner_region); push_fx_debug(renderer); // blending will practically always be needed (unless we have a madman // who uses opaque shadows with zero sigma), so just enable it setup_blending(WLR_RENDER_BLEND_MODE_PREMULTIPLIED); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glUseProgram(renderer->shaders.box_shadow.program); set_proj_matrix(renderer->shaders.box_shadow.proj, pass->projection_matrix, &shadow_box); glUniform4f(renderer->shaders.box_shadow.color, color->r, color->g, color->b, color->a); glUniform1f(renderer->shaders.box_shadow.blur_sigma, shadow_data->blur_sigma); glUniform1f(renderer->shaders.box_shadow.corner_radius, options->corner_radius); glUniform2f(renderer->shaders.box_shadow.size, shadow_box.width, shadow_box.height); glUniform2f(renderer->shaders.box_shadow.position, shadow_box.x, shadow_box.y); // TODO: also account for options->clip render(&shadow_box, &render_region, renderer->shaders.box_shadow.pos_attrib); pixman_region32_fini(&render_region); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); pop_fx_debug(renderer); } // Renders the blur for each damaged rect and swaps the buffer static void render_blur_segments(struct fx_gles_render_pass *pass, struct fx_render_blur_pass_options *fx_options, struct blur_shader* shader) { struct fx_render_texture_options *tex_options = &fx_options->tex_options; struct wlr_render_texture_options *options = &tex_options->base; struct fx_renderer *renderer = pass->buffer->renderer; struct blur_data *blur_data = fx_options->blur_data; // Swap fbo if (fx_options->current_buffer == pass->fx_effect_framebuffers->effects_buffer) { fx_framebuffer_bind(pass->fx_effect_framebuffers->effects_buffer_swapped); } else { fx_framebuffer_bind(pass->fx_effect_framebuffers->effects_buffer); } options->texture = fx_texture_from_buffer(&renderer->wlr_renderer, fx_options->current_buffer->buffer); struct fx_texture *texture = fx_get_texture(options->texture); check_tex_src_box(options); /* * Render */ struct wlr_box dst_box; struct wlr_fbox src_fbox; wlr_render_texture_options_get_src_box(options, &src_fbox); wlr_render_texture_options_get_dst_box(options, &dst_box); src_fbox.x /= options->texture->width; src_fbox.y /= options->texture->height; src_fbox.width /= options->texture->width; src_fbox.height /= options->texture->height; glDisable(GL_BLEND); glDisable(GL_STENCIL_TEST); push_fx_debug(renderer); glUseProgram(shader->program); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex); switch (options->filter_mode) { case WLR_SCALE_FILTER_BILINEAR: glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); break; case WLR_SCALE_FILTER_NEAREST: abort(); } glUniform1i(shader->tex, 0); glUniform1f(shader->radius, blur_data->radius); if (shader == &renderer->shaders.blur1) { glUniform2f(shader->halfpixel, 0.5f / (options->texture->width / 2.0f), 0.5f / (options->texture->height / 2.0f)); } else { glUniform2f(shader->halfpixel, 0.5f / (options->texture->width * 2.0f), 0.5f / (options->texture->height * 2.0f)); } set_proj_matrix(shader->proj, pass->projection_matrix, &dst_box); set_tex_matrix(shader->tex_proj, options->transform, &src_fbox); render(&dst_box, options->clip, shader->pos_attrib); glBindTexture(texture->target, 0); pop_fx_debug(renderer); wlr_texture_destroy(options->texture); // Swap buffer. We don't want to draw to the same buffer if (fx_options->current_buffer != pass->fx_effect_framebuffers->effects_buffer) { fx_options->current_buffer = pass->fx_effect_framebuffers->effects_buffer; } else { fx_options->current_buffer = pass->fx_effect_framebuffers->effects_buffer_swapped; } } static void render_blur_effects(struct fx_gles_render_pass *pass, struct fx_render_blur_pass_options *fx_options) { struct fx_render_texture_options *tex_options = &fx_options->tex_options; struct wlr_render_texture_options *options = &tex_options->base; check_tex_src_box(options); struct fx_renderer *renderer = pass->buffer->renderer; struct blur_data *blur_data = fx_options->blur_data; struct fx_texture *texture = fx_get_texture(options->texture); struct blur_effects_shader shader = renderer->shaders.blur_effects; struct wlr_box dst_box; struct wlr_fbox src_fbox; wlr_render_texture_options_get_src_box(options, &src_fbox); wlr_render_texture_options_get_dst_box(options, &dst_box); src_fbox.x /= options->texture->width; src_fbox.y /= options->texture->height; src_fbox.width /= options->texture->width; src_fbox.height /= options->texture->height; glDisable(GL_BLEND); glDisable(GL_STENCIL_TEST); push_fx_debug(renderer); glUseProgram(shader.program); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex); switch (options->filter_mode) { case WLR_SCALE_FILTER_BILINEAR: glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); break; case WLR_SCALE_FILTER_NEAREST: abort(); } glUniform1i(shader.tex, 0); glUniform1f(shader.noise, blur_data->noise); glUniform1f(shader.brightness, blur_data->brightness); glUniform1f(shader.contrast, blur_data->contrast); glUniform1f(shader.saturation, blur_data->saturation); set_proj_matrix(shader.proj, pass->projection_matrix, &dst_box); set_tex_matrix(shader.tex_proj, options->transform, &src_fbox); render(&dst_box, options->clip, shader.pos_attrib); glBindTexture(texture->target, 0); pop_fx_debug(renderer); wlr_texture_destroy(options->texture); } // Blurs the main_buffer content and returns the blurred framebuffer static struct fx_framebuffer *get_main_buffer_blur(struct fx_gles_render_pass *pass, struct fx_render_blur_pass_options *fx_options) { struct fx_renderer *renderer = pass->buffer->renderer; struct blur_data *blur_data = fx_options->blur_data; struct wlr_box monitor_box = get_monitor_box(pass->output); pixman_region32_t damage; pixman_region32_init(&damage); pixman_region32_copy(&damage, fx_options->tex_options.base.clip); wlr_region_transform(&damage, &damage, fx_options->tex_options.base.transform, monitor_box.width, monitor_box.height); wlr_region_expand(&damage, &damage, blur_data_calc_size(fx_options->blur_data)); // damage region will be scaled, make a temp pixman_region32_t scaled_damage; pixman_region32_init(&scaled_damage); fx_options->tex_options.base.src_box = (struct wlr_fbox) { monitor_box.x, monitor_box.y, monitor_box.width, monitor_box.height, }; fx_options->tex_options.base.dst_box = monitor_box; // Clip the blur to the damage fx_options->tex_options.base.clip = &scaled_damage; // Artifacts with NEAREST filter fx_options->tex_options.base.filter_mode = WLR_SCALE_FILTER_BILINEAR; // Downscale for (int i = 0; i < blur_data->num_passes; ++i) { wlr_region_scale(&scaled_damage, &damage, 1.0f / (1 << (i + 1))); render_blur_segments(pass, fx_options, &renderer->shaders.blur1); } // Upscale for (int i = blur_data->num_passes - 1; i >= 0; --i) { // when upsampling we make the region twice as big wlr_region_scale(&scaled_damage, &damage, 1.0f / (1 << i)); render_blur_segments(pass, fx_options, &renderer->shaders.blur2); } pixman_region32_fini(&scaled_damage); // Render additional blur effects like saturation, noise, contrast, etc... if (blur_data_should_parameters_blur_effects(blur_data) && pixman_region32_not_empty(&damage)) { if (fx_options->current_buffer == pass->fx_effect_framebuffers->effects_buffer) { fx_framebuffer_bind(pass->fx_effect_framebuffers->effects_buffer_swapped); } else { fx_framebuffer_bind(pass->fx_effect_framebuffers->effects_buffer); } fx_options->tex_options.base.clip = &damage; fx_options->tex_options.base.texture = fx_texture_from_buffer( &renderer->wlr_renderer, fx_options->current_buffer->buffer); render_blur_effects(pass, fx_options); if (fx_options->current_buffer != pass->fx_effect_framebuffers->effects_buffer) { fx_options->current_buffer = pass->fx_effect_framebuffers->effects_buffer; } else { fx_options->current_buffer = pass->fx_effect_framebuffers->effects_buffer_swapped; } } pixman_region32_fini(&damage); // Bind back to the default buffer fx_framebuffer_bind(pass->buffer); return fx_options->current_buffer; } void fx_render_pass_add_blur(struct fx_gles_render_pass *pass, struct fx_render_blur_pass_options *fx_options) { if (pass->buffer->renderer->basic_renderer) { wlr_log(WLR_ERROR, "Please use 'fx_renderer_begin_buffer_pass' instead of " "'wlr_renderer_begin_buffer_pass' to use advanced effects"); return; } struct fx_renderer *renderer = pass->buffer->renderer; struct fx_render_texture_options *tex_options = &fx_options->tex_options; const struct wlr_render_texture_options *options = &tex_options->base; pixman_region32_t translucent_region; pixman_region32_init(&translucent_region); struct wlr_box dst_box; wlr_render_texture_options_get_dst_box(options, &dst_box); // Gets the translucent region pixman_box32_t surface_box = { 0, 0, dst_box.width, dst_box.height }; pixman_region32_copy(&translucent_region, fx_options->opaque_region); pixman_region32_inverse(&translucent_region, &translucent_region, &surface_box); if (!pixman_region32_not_empty(&translucent_region)) { goto damage_finish; } struct fx_framebuffer *buffer = pass->fx_effect_framebuffers->optimized_blur_buffer; if (!buffer || !fx_options->use_optimized_blur) { pixman_region32_translate(&translucent_region, dst_box.x, dst_box.y); pixman_region32_intersect(&translucent_region, &translucent_region, options->clip); // Render the blur into its own buffer struct fx_render_blur_pass_options blur_options = *fx_options; blur_options.tex_options.base.clip = &translucent_region; blur_options.current_buffer = pass->buffer; buffer = get_main_buffer_blur(pass, &blur_options); } struct wlr_texture *wlr_texture = fx_texture_from_buffer(&renderer->wlr_renderer, buffer->buffer); struct fx_texture *blur_texture = fx_get_texture(wlr_texture); blur_texture->has_alpha = true; // Get a stencil of the window ignoring transparent regions if (fx_options->ignore_transparent && fx_options->tex_options.base.texture) { stencil_mask_init(); struct fx_render_texture_options tex_options = fx_options->tex_options; tex_options.discard_transparent = true; fx_render_pass_add_texture(pass, &tex_options); stencil_mask_close(true); } // Draw the blurred texture tex_options->base.dst_box = get_monitor_box(pass->output); tex_options->base.src_box = (struct wlr_fbox) { .x = 0, .y = 0, .width = buffer->buffer->width, .height = buffer->buffer->height, }; tex_options->base.texture = &blur_texture->wlr_texture; fx_render_pass_add_texture(pass, tex_options); wlr_texture_destroy(&blur_texture->wlr_texture); // Finish stenciling if (fx_options->ignore_transparent && fx_options->tex_options.base.texture) { stencil_mask_fini(); } damage_finish: pixman_region32_fini(&translucent_region); } void fx_render_pass_add_optimized_blur(struct fx_gles_render_pass *pass, struct fx_render_blur_pass_options *fx_options) { if (pass->buffer->renderer->basic_renderer) { wlr_log(WLR_ERROR, "Please use 'fx_renderer_begin_buffer_pass' instead of " "'wlr_renderer_begin_buffer_pass' to use advanced effects"); return; } struct fx_renderer *renderer = pass->buffer->renderer; struct wlr_box monitor_box = get_monitor_box(pass->output); pixman_region32_t fake_damage; pixman_region32_init_rect(&fake_damage, 0, 0, monitor_box.width, monitor_box.height); // Render the blur into its own buffer struct fx_render_blur_pass_options blur_options = *fx_options; blur_options.tex_options.base.clip = &fake_damage; blur_options.current_buffer = pass->buffer; struct fx_framebuffer *buffer = get_main_buffer_blur(pass, &blur_options); // Update the optimized blur buffer if invalid fx_framebuffer_get_or_create_custom(renderer, pass->output, &pass->fx_effect_framebuffers->optimized_blur_buffer); // Render the newly blurred content into the blur_buffer fx_renderer_read_to_buffer(pass, &fake_damage, pass->fx_effect_framebuffers->optimized_blur_buffer, buffer, false); pixman_region32_fini(&fake_damage); pass->fx_effect_framebuffers->blur_buffer_dirty = false; } void fx_renderer_read_to_buffer(struct fx_gles_render_pass *pass, pixman_region32_t *_region, struct fx_framebuffer *dst_buffer, struct fx_framebuffer *src_buffer, bool transformed_region) { if (!_region || !pixman_region32_not_empty(_region)) { return; } pixman_region32_t region; pixman_region32_init(®ion); pixman_region32_copy(®ion, _region); // Restore the transformed region to normal if (pass->output && transformed_region) { int ow, oh; wlr_output_transformed_resolution(pass->output, &ow, &oh); enum wl_output_transform transform = wlr_output_transform_invert(pass->output->transform); wlr_region_transform(®ion, ®ion, transform, ow, oh); } struct wlr_texture *src_tex = fx_texture_from_buffer(&pass->buffer->renderer->wlr_renderer, src_buffer->buffer); if (src_tex == NULL) { pixman_region32_fini(®ion); return; } // Draw onto the dst_buffer fx_framebuffer_bind(dst_buffer); wlr_render_pass_add_texture(&pass->base, &(struct wlr_render_texture_options) { .texture = src_tex, .clip = ®ion, .transform = WL_OUTPUT_TRANSFORM_NORMAL, .blend_mode = WLR_RENDER_BLEND_MODE_NONE, .dst_box = (struct wlr_box){ .width = dst_buffer->buffer->width, .height = dst_buffer->buffer->height, }, .src_box = (struct wlr_fbox){ .x = 0, .y = 0, .width = src_buffer->buffer->width, .height = src_buffer->buffer->height, }, }); wlr_texture_destroy(src_tex); // Bind back to the main WLR buffer fx_framebuffer_bind(pass->buffer); pixman_region32_fini(®ion); } static const char *reset_status_str(GLenum status) { switch (status) { case GL_GUILTY_CONTEXT_RESET_KHR: return "guilty"; case GL_INNOCENT_CONTEXT_RESET_KHR: return "innocent"; case GL_UNKNOWN_CONTEXT_RESET_KHR: return "unknown"; default: return ""; } } static struct fx_gles_render_pass *begin_buffer_pass(struct fx_framebuffer *buffer, struct fx_render_timer *timer) { struct fx_renderer *renderer = buffer->renderer; struct wlr_buffer *wlr_buffer = buffer->buffer; if (renderer->procs.glGetGraphicsResetStatusKHR) { GLenum status = renderer->procs.glGetGraphicsResetStatusKHR(); if (status != GL_NO_ERROR) { wlr_log(WLR_ERROR, "GPU reset (%s)", reset_status_str(status)); wl_signal_emit_mutable(&renderer->wlr_renderer.events.lost, NULL); return NULL; } } struct fx_gles_render_pass *pass = calloc(1, sizeof(*pass)); if (pass == NULL) { return NULL; } wlr_render_pass_init(&pass->base, &render_pass_impl); wlr_buffer_lock(wlr_buffer); pass->buffer = buffer; pass->timer = timer; matrix_projection(pass->projection_matrix, wlr_buffer->width, wlr_buffer->height, WL_OUTPUT_TRANSFORM_FLIPPED_180); push_fx_debug(renderer); glBindFramebuffer(GL_FRAMEBUFFER, buffer->fbo); glViewport(0, 0, wlr_buffer->width, wlr_buffer->height); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_SCISSOR_TEST); pop_fx_debug(renderer); return pass; } struct fx_gles_render_pass *fx_renderer_begin_buffer_pass( struct wlr_renderer *wlr_renderer, struct wlr_buffer *wlr_buffer, struct wlr_output *output, const struct wlr_buffer_pass_options *options) { struct fx_renderer *renderer = fx_get_renderer(wlr_renderer); renderer->basic_renderer = (output == NULL); if (!wlr_egl_make_current(renderer->egl)) { return NULL; } struct fx_render_timer *timer = NULL; if (options->timer) { timer = fx_get_render_timer(options->timer); clock_gettime(CLOCK_MONOTONIC, &timer->cpu_start); } struct fx_framebuffer *buffer = fx_framebuffer_get_or_create(renderer, wlr_buffer); if (!buffer) { return NULL; } // For per output framebuffers struct fx_effect_framebuffers *fbos = NULL; // Update the buffers if needed if (!renderer->basic_renderer) { fbos = fx_effect_framebuffers_try_get(output); fx_framebuffer_get_or_create_custom(renderer, output, &fbos->blur_saved_pixels_buffer); fx_framebuffer_get_or_create_custom(renderer, output, &fbos->effects_buffer); fx_framebuffer_get_or_create_custom(renderer, output, &fbos->effects_buffer_swapped); pixman_region32_init(&fbos->blur_padding_region); } struct fx_gles_render_pass *pass = begin_buffer_pass(buffer, timer); if (!pass) { return NULL; } pass->fx_effect_framebuffers = fbos; pass->output = output; return pass; }