#include #include #include #include #include "render/fx_renderer/fx_renderer.h" #include "render/fx_renderer/shaders.h" // shaders #include "common_vert_src.h" #include "quad_frag_src.h" #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); 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; } 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; } 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; } void load_gl_proc(void *proc_ptr, const char *name) { void *proc = (void *)eglGetProcAddress(name); if (proc == NULL) { wlr_log(WLR_ERROR, "FX RENDERER: eglGetProcAddress(%s) failed", name); abort(); } *(void **)proc_ptr = proc; } // Shaders 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; } 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_proj = glGetUniformLocation(prog, "tex_proj"); shader->size = glGetUniformLocation(prog, "size"); shader->position = glGetUniformLocation(prog, "position"); shader->radius = glGetUniformLocation(prog, "radius"); shader->discard_transparent = glGetUniformLocation(prog, "discard_transparent"); return true; } bool link_stencil_mask_program(struct stencil_mask_shader *shader) { GLuint prog; shader->program = prog = link_program(stencil_mask_frag_src); if (!shader->program) { return false; } shader->proj = glGetUniformLocation(prog, "proj"); shader->color = glGetUniformLocation(prog, "color"); shader->pos_attrib = glGetAttribLocation(prog, "pos"); shader->position = glGetUniformLocation(prog, "position"); shader->half_size = glGetUniformLocation(prog, "half_size"); shader->radius = glGetUniformLocation(prog, "radius"); return true; } bool link_box_shadow_program(struct box_shadow_shader *shader) { GLuint prog; shader->program = prog = link_program(box_shadow_frag_src); if (!shader->program) { return false; } shader->proj = glGetUniformLocation(prog, "proj"); shader->color = glGetUniformLocation(prog, "color"); shader->pos_attrib = glGetAttribLocation(prog, "pos"); shader->position = glGetUniformLocation(prog, "position"); shader->size = glGetUniformLocation(prog, "size"); shader->blur_sigma = glGetUniformLocation(prog, "blur_sigma"); shader->corner_radius = glGetUniformLocation(prog, "corner_radius"); return true; } 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"); 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; } 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; }