diff options
author | Reza Jelveh <[email protected]> | 2024-04-15 13:39:41 +0800 |
---|---|---|
committer | GitHub <[email protected]> | 2024-04-15 01:39:41 -0400 |
commit | fb86ed6b0588dfdebfb66ce875bc63cfa0a897f6 (patch) | |
tree | 29857a1769107adc58696f08d379f608aa4e29a2 /sway/desktop/fx_renderer | |
parent | a5e79676c4bd22fc5902182acf0667907202a465 (diff) |
feat: 1.9 merge (#277)
Co-authored-by: William McKinnon <[email protected]>
Co-authored-by: Erik Reider <[email protected]>
Diffstat (limited to 'sway/desktop/fx_renderer')
-rw-r--r-- | sway/desktop/fx_renderer/fx_framebuffer.c | 89 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/fx_renderer.c | 961 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/fx_stencilbuffer.c | 21 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/fx_texture.c | 37 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/matrix.c | 70 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/blur1.frag | 18 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/blur2.frag | 22 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/blur_effects.frag | 54 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/box_shadow.frag | 74 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/common.vert | 12 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/corner.frag | 36 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/embed.sh | 11 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/meson.build | 27 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/quad.frag | 7 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/quad_round.frag | 39 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/stencil_mask.frag | 17 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/tex.frag | 67 |
17 files changed, 0 insertions, 1562 deletions
diff --git a/sway/desktop/fx_renderer/fx_framebuffer.c b/sway/desktop/fx_renderer/fx_framebuffer.c deleted file mode 100644 index dd8c27b1..00000000 --- a/sway/desktop/fx_renderer/fx_framebuffer.c +++ /dev/null @@ -1,89 +0,0 @@ -#include "log.h" -#include "sway/desktop/fx_renderer/fx_framebuffer.h" -#include "sway/desktop/fx_renderer/fx_stencilbuffer.h" -#include "sway/desktop/fx_renderer/fx_texture.h" - -struct fx_framebuffer fx_framebuffer_create() { - return (struct fx_framebuffer) { - .fb = -1, - .stencil_buffer = fx_stencilbuffer_create(), - .texture = fx_texture_create(), - }; -} - -void fx_framebuffer_bind(struct fx_framebuffer *buffer) { - glBindFramebuffer(GL_FRAMEBUFFER, buffer->fb); -} - -void fx_framebuffer_update(struct fx_framebuffer *buffer, int width, int height) { - bool first_alloc = false; - - if (buffer->fb == (uint32_t) -1) { - glGenFramebuffers(1, &buffer->fb); - first_alloc = true; - } - - if (buffer->texture.id == 0) { - first_alloc = true; - glGenTextures(1, &buffer->texture.id); - glBindTexture(GL_TEXTURE_2D, buffer->texture.id); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - } - - if (first_alloc || buffer->texture.width != width || buffer->texture.height != height) { - glBindTexture(GL_TEXTURE_2D, buffer->texture.id); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); - - glBindFramebuffer(GL_FRAMEBUFFER, buffer->fb); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, - buffer->texture.id, 0); - buffer->texture.target = GL_TEXTURE_2D; - buffer->texture.has_alpha = false; - buffer->texture.width = width; - buffer->texture.height = height; - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - if (status != GL_FRAMEBUFFER_COMPLETE) { - sway_log(SWAY_ERROR, "Framebuffer incomplete, couldn't create! (FB status: %i)", status); - return; - } - sway_log(SWAY_DEBUG, "Framebuffer created, status %i", status); - } - - glBindTexture(GL_TEXTURE_2D, 0); -} - -void fx_framebuffer_add_stencil_buffer(struct fx_framebuffer *buffer, int width, int height) { - bool first_alloc = false; - - if (buffer->stencil_buffer.rb == (uint32_t) -1) { - glGenRenderbuffers(1, &buffer->stencil_buffer.rb); - first_alloc = true; - } - - if (first_alloc || buffer->stencil_buffer.width != width || buffer->stencil_buffer.height != height) { - glBindRenderbuffer(GL_RENDERBUFFER, buffer->stencil_buffer.rb); - glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height); - buffer->stencil_buffer.width = width; - buffer->stencil_buffer.height = height; - } - - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, buffer->stencil_buffer.rb); -} - -void fx_framebuffer_release(struct fx_framebuffer *buffer) { - // Release the framebuffer - if (buffer->fb != (uint32_t) -1 && buffer->fb) { - glDeleteFramebuffers(1, &buffer->fb); - } - buffer->fb = -1; - - // Release the stencil buffer - fx_stencilbuffer_release(&buffer->stencil_buffer); - - // Release the texture - fx_texture_release(&buffer->texture); -} diff --git a/sway/desktop/fx_renderer/fx_renderer.c b/sway/desktop/fx_renderer/fx_renderer.c deleted file mode 100644 index f06d93b5..00000000 --- a/sway/desktop/fx_renderer/fx_renderer.c +++ /dev/null @@ -1,961 +0,0 @@ -/* - 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 <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 "log.h" -#include "sway/desktop/fx_renderer/fx_framebuffer.h" -#include "sway/desktop/fx_renderer/fx_renderer.h" -#include "sway/desktop/fx_renderer/fx_stencilbuffer.h" -#include "sway/desktop/fx_renderer/fx_texture.h" -#include "sway/desktop/fx_renderer/matrix.h" -#include "sway/server.h" - -// shaders -#include "blur1_frag_src.h" -#include "blur2_frag_src.h" -#include "blur_effects_frag_src.h" -#include "box_shadow_frag_src.h" -#include "common_vert_src.h" -#include "corner_frag_src.h" -#include "quad_frag_src.h" -#include "quad_round_frag_src.h" -#include "stencil_mask_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) { - sway_log(SWAY_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) { - sway_log(SWAY_ERROR, "Failed to link shader"); - glDeleteProgram(prog); - goto error; - } - - return prog; - -error: - return 0; -} - -static bool link_blur_program(struct blur_shader *shader, const char *shader_program) { - GLuint prog; - shader->program = prog = link_program(shader_program); - if (!shader->program) { - return false; - } - shader->proj = glGetUniformLocation(prog, "proj"); - shader->tex = glGetUniformLocation(prog, "tex"); - shader->pos_attrib = glGetAttribLocation(prog, "pos"); - shader->tex_attrib = glGetAttribLocation(prog, "texcoord"); - shader->radius = glGetUniformLocation(prog, "radius"); - shader->halfpixel = glGetUniformLocation(prog, "halfpixel"); - - return true; -} - -static bool link_blur_effects_program(struct effects_shader *shader, const char *shader_program) { - GLuint prog; - shader->program = prog = link_program(shader_program); - if (!shader->program) { - return false; - } - shader->proj = glGetUniformLocation(prog, "proj"); - shader->tex = glGetUniformLocation(prog, "tex"); - shader->pos_attrib = glGetAttribLocation(prog, "pos"); - shader->tex_attrib = glGetAttribLocation(prog, "texcoord"); - shader->noise = glGetUniformLocation(prog, "noise"); - shader->brightness = glGetUniformLocation(prog, "brightness"); - shader->contrast = glGetUniformLocation(prog, "contrast"); - shader->saturation = glGetUniformLocation(prog, "saturation"); - - return true; - -} - -static 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; -} - -static bool link_corner_program(struct corner_shader *shader) { - GLuint prog; - shader->program = prog = link_program(corner_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->half_thickness = glGetUniformLocation(prog, "half_thickness"); - shader->radius = glGetUniformLocation(prog, "radius"); - shader->is_top_left = glGetUniformLocation(prog, "is_top_left"); - shader->is_top_right = glGetUniformLocation(prog, "is_top_right"); - shader->is_bottom_left = glGetUniformLocation(prog, "is_bottom_left"); - shader->is_bottom_right = glGetUniformLocation(prog, "is_bottom_right"); - - return true; -} - -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_rounded_quad_program(struct rounded_quad_shader *shader, - enum fx_rounded_quad_shader_source source) { - GLchar quad_src[2048]; - snprintf(quad_src, sizeof(quad_src), - "#define SOURCE %d\n%s", source, quad_round_frag_src); - - GLuint prog; - shader->program = prog = link_program(quad_src); - if (!shader->program) { - return false; - } - - shader->proj = glGetUniformLocation(prog, "proj"); - shader->color = glGetUniformLocation(prog, "color"); - shader->pos_attrib = glGetAttribLocation(prog, "pos"); - shader->size = glGetUniformLocation(prog, "size"); - shader->position = glGetUniformLocation(prog, "position"); - shader->radius = glGetUniformLocation(prog, "radius"); - - return true; -} - -static 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; -} - -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->dim = glGetUniformLocation(prog, "dim"); - shader->dim_color = glGetUniformLocation(prog, "dim_color"); - 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"); - shader->saturation = glGetUniformLocation(prog, "saturation"); - shader->has_titlebar = glGetUniformLocation(prog, "has_titlebar"); - shader->discard_transparent = glGetUniformLocation(prog, "discard_transparent"); - - 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) { - sway_log(SWAY_ERROR, "GLES2 RENDERER: eglGetProcAddress(%s) failed", name); - abort(); - } - *(void **)proc_ptr = proc; -} - -struct fx_renderer *fx_renderer_create(struct wlr_egl *egl, struct wlr_output *wlr_output) { - struct fx_renderer *renderer = calloc(1, sizeof(struct fx_renderer)); - if (renderer == NULL) { - return NULL; - } - - renderer->wlr_output = wlr_output; - - // TODO: wlr_egl_make_current or eglMakeCurrent? - // TODO: assert instead of conditional statement? - if (!eglMakeCurrent(wlr_egl_get_display(egl), EGL_NO_SURFACE, EGL_NO_SURFACE, - wlr_egl_get_context(egl))) { - sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current"); - return NULL; - } - - renderer->wlr_buffer = fx_framebuffer_create(); - renderer->blur_buffer = fx_framebuffer_create(); - renderer->blur_saved_pixels_buffer = fx_framebuffer_create(); - renderer->effects_buffer = fx_framebuffer_create(); - renderer->effects_buffer_swapped = fx_framebuffer_create(); - - renderer->blur_buffer_dirty = true; - - // get extensions - const char *exts_str = (const char *)glGetString(GL_EXTENSIONS); - if (exts_str == NULL) { - sway_log(SWAY_ERROR, "GLES2 RENDERER: Failed to get GL_EXTENSIONS"); - return NULL; - } - - sway_log(SWAY_INFO, "Creating swayfx GLES2 renderer"); - sway_log(SWAY_INFO, "Using %s", glGetString(GL_VERSION)); - sway_log(SWAY_INFO, "GL vendor: %s", glGetString(GL_VENDOR)); - sway_log(SWAY_INFO, "GL renderer: %s", glGetString(GL_RENDERER)); - sway_log(SWAY_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"); - } - - // blur shaders - if (!link_blur_program(&renderer->shaders.blur1, blur1_frag_src)) { - goto error; - } - if (!link_blur_program(&renderer->shaders.blur2, blur2_frag_src)) { - goto error; - } - // effects shader - if (!link_blur_effects_program(&renderer->shaders.blur_effects, blur_effects_frag_src)) { - goto error; - } - // box shadow shader - if (!link_box_shadow_program(&renderer->shaders.box_shadow)) { - goto error; - } - // corner border shader - if (!link_corner_program(&renderer->shaders.corner)) { - goto error; - } - // quad fragment shader - if (!link_quad_program(&renderer->shaders.quad)) { - goto error; - } - // rounded quad fragment shaders - if (!link_rounded_quad_program(&renderer->shaders.rounded_quad, - SHADER_SOURCE_QUAD_ROUND)) { - goto error; - } - if (!link_rounded_quad_program(&renderer->shaders.rounded_tl_quad, - SHADER_SOURCE_QUAD_ROUND_TOP_LEFT)) { - goto error; - } - if (!link_rounded_quad_program(&renderer->shaders.rounded_tr_quad, - SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT)) { - goto error; - } - if (!link_rounded_quad_program(&renderer->shaders.rounded_bl_quad, - SHADER_SOURCE_QUAD_ROUND_BOTTOM_LEFT)) { - goto error; - } - if (!link_rounded_quad_program(&renderer->shaders.rounded_br_quad, - SHADER_SOURCE_QUAD_ROUND_BOTTOM_RIGHT)) { - goto error; - } - // stencil mask shader - if (!link_stencil_mask_program(&renderer->shaders.stencil_mask)) { - 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)) { - sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL"); - goto error; - } - - sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully"); - return renderer; - -error: - glDeleteProgram(renderer->shaders.blur1.program); - glDeleteProgram(renderer->shaders.blur2.program); - glDeleteProgram(renderer->shaders.blur_effects.program); - glDeleteProgram(renderer->shaders.box_shadow.program); - glDeleteProgram(renderer->shaders.corner.program); - glDeleteProgram(renderer->shaders.quad.program); - glDeleteProgram(renderer->shaders.rounded_quad.program); - glDeleteProgram(renderer->shaders.rounded_bl_quad.program); - glDeleteProgram(renderer->shaders.rounded_br_quad.program); - glDeleteProgram(renderer->shaders.rounded_tl_quad.program); - glDeleteProgram(renderer->shaders.rounded_tr_quad.program); - glDeleteProgram(renderer->shaders.stencil_mask.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)) { - sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL"); - } - - // TODO: more freeing? - free(renderer); - - sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders"); - return NULL; -} - -void fx_renderer_fini(struct fx_renderer *renderer) { - fx_framebuffer_release(&renderer->blur_buffer); - fx_framebuffer_release(&renderer->blur_saved_pixels_buffer); - fx_framebuffer_release(&renderer->effects_buffer); - fx_framebuffer_release(&renderer->effects_buffer_swapped); -} - -void fx_renderer_begin(struct fx_renderer *renderer, int width, int height) { - glViewport(0, 0, width, height); - renderer->viewport_width = width; - renderer->viewport_height = height; - - // Store the wlr FBO - renderer->wlr_buffer.fb = - wlr_gles2_renderer_get_current_fbo(renderer->wlr_output->renderer); - // Get the fx_texture - struct wlr_texture *wlr_texture = wlr_texture_from_buffer( - renderer->wlr_output->renderer, renderer->wlr_output->back_buffer); - renderer->wlr_buffer.texture = fx_texture_from_wlr_texture(wlr_texture); - wlr_texture_destroy(wlr_texture); - // Add the stencil to the wlr fbo - fx_framebuffer_add_stencil_buffer(&renderer->wlr_buffer, width, height); - - // Create the framebuffers - fx_framebuffer_update(&renderer->blur_saved_pixels_buffer, width, height); - fx_framebuffer_update(&renderer->effects_buffer, width, height); - fx_framebuffer_update(&renderer->effects_buffer_swapped, width, height); - - // Add a stencil buffer to the main buffer & bind the main buffer - fx_framebuffer_bind(&renderer->wlr_buffer); - - pixman_region32_init(&renderer->blur_padding_region); - - // 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_end(struct fx_renderer *renderer) { - pixman_region32_fini(&renderer->blur_padding_region); -} - -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); - } -} - -void fx_renderer_stencil_mask_init() { - 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); -} - -void fx_renderer_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); -} - -void fx_renderer_stencil_mask_fini() { - glClearStencil(0); - glClear(GL_STENCIL_BUFFER_BIT); - glDisable(GL_STENCIL_TEST); -} - -bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct fx_texture *fx_texture, - const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9], - struct decoration_data deco_data) { - // Fixes corner radii not being "round" when the radii is larger than - // the height/width - int min_size = MIN(dst_box->height, dst_box->width) * 0.5; - if (deco_data.corner_radius > min_size) { - deco_data.corner_radius = min_size; - } - - struct tex_shader *shader = NULL; - - switch (fx_texture->target) { - case GL_TEXTURE_2D: - if (fx_texture->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) { - sway_log(SWAY_ERROR, "Failed to render texture: " - "GL_TEXTURE_EXTERNAL_OES not supported"); - return false; - } - break; - default: - sway_log(SWAY_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); - - // if there's no opacity or rounded corners we don't need to blend - if (!fx_texture->has_alpha && deco_data.alpha == 1.0 && !deco_data.corner_radius) { - glDisable(GL_BLEND); - } else { - glEnable(GL_BLEND); - } - - glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - - glActiveTexture(GL_TEXTURE0); - glBindTexture(fx_texture->target, fx_texture->id); - - glTexParameteri(fx_texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - - glUseProgram(shader->program); - - float* dim_color = deco_data.dim_color; - - 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, deco_data.alpha); - glUniform1f(shader->dim, deco_data.dim); - glUniform4f(shader->dim_color, dim_color[0], dim_color[1], dim_color[2], dim_color[3]); - glUniform1f(shader->has_titlebar, deco_data.has_titlebar); - glUniform1f(shader->discard_transparent, deco_data.discard_transparent); - glUniform1f(shader->saturation, deco_data.saturation); - glUniform1f(shader->radius, deco_data.corner_radius); - - const GLfloat x1 = src_box->x / fx_texture->width; - const GLfloat y1 = src_box->y / fx_texture->height; - const GLfloat x2 = (src_box->x + src_box->width) / fx_texture->width; - const GLfloat y2 = (src_box->y + src_box->height) / fx_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(fx_texture->target, 0); - - return true; -} - -bool fx_render_texture_with_matrix(struct fx_renderer *renderer, struct fx_texture *texture, - const struct wlr_box *dst_box, const float matrix[static 9], - struct decoration_data deco_data) { - struct wlr_fbox src_box = { - .x = 0, - .y = 0, - .width = texture->width, - .height = texture->height, - }; - return fx_render_subtexture_with_matrix(renderer, texture, &src_box, - dst_box, matrix, deco_data); -} - -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); -} - -void fx_render_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *box, - const float color[static 4], const float matrix[static 9], int radius, - enum corner_location corner_location) { - if (box->width == 0 || box->height == 0) { - return; - } - assert(box->width > 0 && box->height > 0); - - // Fixes corner radii not being "round" when the radii is larger than - // the height/width - int min_size = MIN(box->height, box->width) * 0.5; - if (radius > min_size) { - radius = min_size; - } - - struct rounded_quad_shader *shader = NULL; - - switch (corner_location) { - case ALL: - shader = &renderer->shaders.rounded_quad; - break; - case TOP_LEFT: - shader = &renderer->shaders.rounded_tl_quad; - break; - case TOP_RIGHT: - shader = &renderer->shaders.rounded_tr_quad; - break; - case BOTTOM_LEFT: - shader = &renderer->shaders.rounded_bl_quad; - break; - case BOTTOM_RIGHT: - shader = &renderer->shaders.rounded_br_quad; - break; - default: - sway_log(SWAY_ERROR, "Invalid Corner Location. Aborting render"); - abort(); - } - - 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); - - glEnable(GL_BLEND); - - glUseProgram(shader->program); - - glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix); - glUniform4f(shader->color, color[0], color[1], color[2], color[3]); - - // rounded corners - glUniform2f(shader->size, box->width, box->height); - glUniform2f(shader->position, box->x, box->y); - glUniform1f(shader->radius, radius); - - 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); -} - -void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box *box, - const float color[static 4], const float matrix[static 9], - enum corner_location corner_location, int radius, int border_thickness) { - if (border_thickness == 0 || box->width == 0 || box->height == 0) { - return; - } - assert(box->width > 0 && box->height > 0); - - // Fixes corner radii not being "round" when the radii is larger than - // the height/width - int min_size = MIN(box->height, box->width) * 0.5; - if (radius > min_size) { - radius = min_size; - } - - 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 && !radius) { - glDisable(GL_BLEND); - } else { - glEnable(GL_BLEND); - } - - struct corner_shader shader = renderer->shaders.corner; - - glUseProgram(shader.program); - - glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); - glUniform4f(shader.color, color[0], color[1], color[2], color[3]); - - glUniform1f(shader.is_top_left, corner_location == TOP_LEFT); - glUniform1f(shader.is_top_right, corner_location == TOP_RIGHT); - glUniform1f(shader.is_bottom_left, corner_location == BOTTOM_LEFT); - glUniform1f(shader.is_bottom_right, corner_location == BOTTOM_RIGHT); - - glUniform2f(shader.position, box->x, box->y); - glUniform1f(shader.radius, radius); - glUniform2f(shader.half_size, box->width / 2.0, box->height / 2.0); - glUniform1f(shader.half_thickness, border_thickness / 2.0); - - 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); -} - -void fx_render_stencil_mask(struct fx_renderer *renderer, const struct wlr_box *box, - const float matrix[static 9], int corner_radius) { - if (box->width == 0 || box->height == 0) { - return; - } - assert(box->width > 0 && box->height > 0); - - // Fixes corner radii not being "round" when the radii is larger than - // the height/width - int min_size = MIN(box->height, box->width) * 0.5; - if (corner_radius > min_size) { - corner_radius = min_size; - } - - // TODO: just pass gl_matrix? - 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); - - glEnable(GL_BLEND); - - struct stencil_mask_shader shader = renderer->shaders.stencil_mask; - - glUseProgram(shader.program); - - glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); - - glUniform2f(shader.half_size, box->width * 0.5, box->height * 0.5); - glUniform2f(shader.position, box->x, box->y); - glUniform1f(shader.radius, corner_radius); - - 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); -} - -// TODO: alpha input arg? -void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box, - const struct wlr_box *inner_box, const float color[static 4], - const float matrix[static 9], int corner_radius, float blur_sigma) { - if (box->width == 0 || box->height == 0) { - return; - } - assert(box->width > 0 && box->height > 0); - - // Fixes corner radii not being "round" when the radii is larger than - // the height/width - int min_size = MIN(box->height, box->width) * 0.5; - if (corner_radius > min_size) { - corner_radius = min_size; - } - - 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); - - fx_renderer_stencil_mask_init(); - // Draw the rounded rect as a mask - fx_render_stencil_mask(renderer, inner_box, matrix, corner_radius); - fx_renderer_stencil_mask_close(false); - - // blending will practically always be needed (unless we have a madman - // who uses opaque shadows with zero sigma), so just enable it - glEnable(GL_BLEND); - - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - struct box_shadow_shader shader = renderer->shaders.box_shadow; - - glUseProgram(shader.program); - - glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); - glUniform4f(shader.color, color[0], color[1], color[2], color[3]); - glUniform1f(shader.blur_sigma, blur_sigma); - glUniform1f(shader.corner_radius, corner_radius); - - glUniform2f(shader.size, box->width, box->height); - glUniform2f(shader.position, box->x, box->y); - - 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); - - glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - - fx_renderer_stencil_mask_fini(); -} - -void fx_render_blur(struct fx_renderer *renderer, const float matrix[static 9], - struct fx_framebuffer **buffer, struct blur_shader *shader, - const struct wlr_box *box, int blur_radius) { - glDisable(GL_BLEND); - glDisable(GL_STENCIL_TEST); - - glActiveTexture(GL_TEXTURE0); - - glBindTexture((*buffer)->texture.target, (*buffer)->texture.id); - - glTexParameteri((*buffer)->texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - - glUseProgram(shader->program); - - // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set - // to GL_FALSE - float gl_matrix[9]; - wlr_matrix_transpose(gl_matrix, matrix); - glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix); - - glUniform1i(shader->tex, 0); - glUniform1f(shader->radius, blur_radius); - - if (shader == &renderer->shaders.blur1) { - glUniform2f(shader->halfpixel, 0.5f / (renderer->viewport_width / 2.0f), 0.5f / (renderer->viewport_height / 2.0f)); - } else { - glUniform2f(shader->halfpixel, 0.5f / (renderer->viewport_width * 2.0f), 0.5f / (renderer->viewport_height * 2.0f)); - } - - glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); - glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); - - glEnableVertexAttribArray(shader->pos_attrib); - glEnableVertexAttribArray(shader->tex_attrib); - - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - glDisableVertexAttribArray(shader->pos_attrib); - glDisableVertexAttribArray(shader->tex_attrib); - -} - -void fx_render_blur_effects(struct fx_renderer *renderer, const float matrix[static 9], - struct fx_framebuffer **buffer, float blur_noise, float blur_brightness, - float blur_contrast, float blur_saturation) { - struct effects_shader shader = renderer->shaders.blur_effects; - - glActiveTexture(GL_TEXTURE0); - glBindTexture((*buffer)->texture.target, (*buffer)->texture.id); - glTexParameteri((*buffer)->texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - - glUseProgram(shader.program); - - // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set - // to GL_FALSE - float gl_matrix[9]; - wlr_matrix_transpose(gl_matrix, matrix); - glUniformMatrix3fv(shader.proj, 1, GL_FALSE, gl_matrix); - - glUniform1i(shader.tex, 0); - glUniform1f(shader.noise, blur_noise); - glUniform1f(shader.brightness, blur_brightness); - glUniform1f(shader.contrast, blur_contrast); - glUniform1f(shader.saturation, blur_saturation); - - glVertexAttribPointer(shader.pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); - glVertexAttribPointer(shader.tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts); - - glEnableVertexAttribArray(shader.pos_attrib); - glEnableVertexAttribArray(shader.tex_attrib); - - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - glDisableVertexAttribArray(shader.pos_attrib); - glDisableVertexAttribArray(shader.tex_attrib); -} diff --git a/sway/desktop/fx_renderer/fx_stencilbuffer.c b/sway/desktop/fx_renderer/fx_stencilbuffer.c deleted file mode 100644 index 5b99ff79..00000000 --- a/sway/desktop/fx_renderer/fx_stencilbuffer.c +++ /dev/null @@ -1,21 +0,0 @@ -#include <assert.h> -#include <wlr/render/gles2.h> - -#include "sway/desktop/fx_renderer/fx_stencilbuffer.h" - -struct fx_stencilbuffer fx_stencilbuffer_create() { - return (struct fx_stencilbuffer) { - .rb = -1, - .width = -1, - .height = -1, - }; -} - -void fx_stencilbuffer_release(struct fx_stencilbuffer *stencil_buffer) { - if (stencil_buffer->rb != (uint32_t) -1 && stencil_buffer->rb) { - glDeleteRenderbuffers(1, &stencil_buffer->rb); - } - stencil_buffer->rb = -1; - stencil_buffer->width = -1; - stencil_buffer->height = -1; -} diff --git a/sway/desktop/fx_renderer/fx_texture.c b/sway/desktop/fx_renderer/fx_texture.c deleted file mode 100644 index cc5d14c8..00000000 --- a/sway/desktop/fx_renderer/fx_texture.c +++ /dev/null @@ -1,37 +0,0 @@ -#include <assert.h> -#include <wlr/render/gles2.h> - -#include "sway/desktop/fx_renderer/fx_texture.h" - -struct fx_texture fx_texture_create() { - return (struct fx_texture) { - .id = 0, - .target = 0, - .width = -1, - .height = -1, - }; -} - -struct fx_texture fx_texture_from_wlr_texture(struct wlr_texture *texture) { - assert(wlr_texture_is_gles2(texture)); - - struct wlr_gles2_texture_attribs texture_attrs; - wlr_gles2_texture_get_attribs(texture, &texture_attrs); - - return (struct fx_texture) { - .target = texture_attrs.target, - .id = texture_attrs.tex, - .has_alpha = texture_attrs.has_alpha, - .width = texture->width, - .height = texture->height, - }; -} - -void fx_texture_release(struct fx_texture *texture) { - if (texture->id) { - glDeleteTextures(1, &texture->id); - } - texture->id = 0; - texture->width = -1; - texture->height = -1; -} diff --git a/sway/desktop/fx_renderer/matrix.c b/sway/desktop/fx_renderer/matrix.c deleted file mode 100644 index 9c9dabec..00000000 --- a/sway/desktop/fx_renderer/matrix.c +++ /dev/null @@ -1,70 +0,0 @@ -#include <math.h> -#include <string.h> -#include <wlr/types/wlr_output.h> - -#include "sway/desktop/fx_renderer/matrix.h" - -static const float transforms[][9] = { - [WL_OUTPUT_TRANSFORM_NORMAL] = { - 1.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, - [WL_OUTPUT_TRANSFORM_90] = { - 0.0f, 1.0f, 0.0f, - -1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, - [WL_OUTPUT_TRANSFORM_180] = { - -1.0f, 0.0f, 0.0f, - 0.0f, -1.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, - [WL_OUTPUT_TRANSFORM_270] = { - 0.0f, -1.0f, 0.0f, - 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, - [WL_OUTPUT_TRANSFORM_FLIPPED] = { - -1.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, - [WL_OUTPUT_TRANSFORM_FLIPPED_90] = { - 0.0f, 1.0f, 0.0f, - 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, - [WL_OUTPUT_TRANSFORM_FLIPPED_180] = { - 1.0f, 0.0f, 0.0f, - 0.0f, -1.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, - [WL_OUTPUT_TRANSFORM_FLIPPED_270] = { - 0.0f, -1.0f, 0.0f, - -1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, - }, -}; - -void matrix_projection(float mat[static 9], int width, int height, - enum wl_output_transform transform) { - memset(mat, 0, sizeof(*mat) * 9); - - const float *t = transforms[transform]; - float x = 2.0f / width; - float y = 2.0f / height; - - // Rotation + reflection - mat[0] = x * t[0]; - mat[1] = x * t[1]; - mat[3] = y * -t[3]; - mat[4] = y * -t[4]; - - // Translation - mat[2] = -copysign(1.0f, mat[0] + mat[1]); - mat[5] = -copysign(1.0f, mat[3] + mat[4]); - - // Identity - mat[8] = 1.0f; -} diff --git a/sway/desktop/fx_renderer/shaders/blur1.frag b/sway/desktop/fx_renderer/shaders/blur1.frag deleted file mode 100644 index e7cb1be8..00000000 --- a/sway/desktop/fx_renderer/shaders/blur1.frag +++ /dev/null @@ -1,18 +0,0 @@ -precision mediump float; -varying mediump vec2 v_texcoord; -uniform sampler2D tex; - -uniform float radius; -uniform vec2 halfpixel; - -void main() { - vec2 uv = v_texcoord * 2.0; - - vec4 sum = texture2D(tex, uv) * 4.0; - sum += texture2D(tex, uv - halfpixel.xy * radius); - sum += texture2D(tex, uv + halfpixel.xy * radius); - sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius); - sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius); - - gl_FragColor = sum / 8.0; -} diff --git a/sway/desktop/fx_renderer/shaders/blur2.frag b/sway/desktop/fx_renderer/shaders/blur2.frag deleted file mode 100644 index 3755a294..00000000 --- a/sway/desktop/fx_renderer/shaders/blur2.frag +++ /dev/null @@ -1,22 +0,0 @@ -precision mediump float; -varying mediump vec2 v_texcoord; -uniform sampler2D tex; - -uniform float radius; -uniform vec2 halfpixel; - -void main() { - vec2 uv = v_texcoord / 2.0; - - vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius); - - sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0; - sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius); - sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0; - sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius); - sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0; - sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius); - sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0; - - gl_FragColor = sum / 12.0; -} diff --git a/sway/desktop/fx_renderer/shaders/blur_effects.frag b/sway/desktop/fx_renderer/shaders/blur_effects.frag deleted file mode 100644 index 2fc16c15..00000000 --- a/sway/desktop/fx_renderer/shaders/blur_effects.frag +++ /dev/null @@ -1,54 +0,0 @@ -precision mediump float; -varying vec2 v_texcoord; -uniform sampler2D tex; - -uniform float noise; -uniform float brightness; -uniform float contrast; -uniform float saturation; - -mat4 brightnessMatrix() { - float b = brightness - 1.0; - return mat4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - b, b, b, 1); -} - -mat4 contrastMatrix() { - float t = (1.0 - contrast) / 2.0; - return mat4(contrast, 0, 0, 0, - 0, contrast, 0, 0, - 0, 0, contrast, 0, - t, t, t, 1); -} - -mat4 saturationMatrix() { - vec3 luminance = vec3(0.3086, 0.6094, 0.0820); - float oneMinusSat = 1.0 - saturation; - vec3 red = vec3(luminance.x * oneMinusSat); - red+= vec3(saturation, 0, 0); - vec3 green = vec3(luminance.y * oneMinusSat); - green += vec3(0, saturation, 0); - vec3 blue = vec3(luminance.z * oneMinusSat); - blue += vec3(0, 0, saturation); - return mat4(red, 0, - green, 0, - blue, 0, - 0, 0, 0, 1); -} - -// Fast generative noise function -float hash(vec2 p) { - return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); -} - -void main() { - vec4 color = texture2D(tex, v_texcoord); - color *= brightnessMatrix() * contrastMatrix() * saturationMatrix(); - float noiseHash = hash(v_texcoord); - float noiseAmount = (mod(noiseHash, 1.0) - 0.5); - color.rgb += noiseAmount * noise; - - gl_FragColor = color; -} diff --git a/sway/desktop/fx_renderer/shaders/box_shadow.frag b/sway/desktop/fx_renderer/shaders/box_shadow.frag deleted file mode 100644 index c9b2b91f..00000000 --- a/sway/desktop/fx_renderer/shaders/box_shadow.frag +++ /dev/null @@ -1,74 +0,0 @@ -// Writeup: https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/ - -precision mediump float; -varying vec4 v_color; -varying vec2 v_texcoord; - -uniform vec2 position; -uniform vec2 size; -uniform float blur_sigma; -uniform float corner_radius; - -float gaussian(float x, float sigma) { - const float pi = 3.141592653589793; - return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma); -} - -// approximates the error function, needed for the gaussian integral -vec2 erf(vec2 x) { - vec2 s = sign(x), a = abs(x); - x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a; - x *= x; - return s - s / (x * x); -} - -// return the blurred mask along the x dimension -float roundedBoxShadowX(float x, float y, float sigma, float corner, vec2 halfSize) { - float delta = min(halfSize.y - corner - abs(y), 0.0); - float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta)); - vec2 integral = 0.5 + 0.5 * erf((x + vec2(-curved, curved)) * (sqrt(0.5) / sigma)); - return integral.y - integral.x; -} - -// return the mask for the shadow of a box from lower to upper -float roundedBoxShadow(vec2 lower, vec2 upper, vec2 point, float sigma, float corner_radius) { - // Center everything to make the math easier - vec2 center = (lower + upper) * 0.5; - vec2 halfSize = (upper - lower) * 0.5; - point -= center; - - // The signal is only non-zero in a limited range, so don't waste samples - float low = point.y - halfSize.y; - float high = point.y + halfSize.y; - float start = clamp(-3.0 * sigma, low, high); - float end = clamp(3.0 * sigma, low, high); - - // Accumulate samples (we can get away with surprisingly few samples) - float step = (end - start) / 4.0; - float y = start + step * 0.5; - float value = 0.0; - for (int i = 0; i < 4; i++) { - value += roundedBoxShadowX(point.x, point.y - y, sigma, corner_radius, halfSize) * gaussian(y, sigma) * step; - y += step; - } - - return value; -} - -// per-pixel "random" number between 0 and 1 -float random() { - return fract(sin(dot(vec2(12.9898, 78.233), gl_FragCoord.xy)) * 43758.5453); -} - -void main() { - float frag_alpha = v_color.a * roundedBoxShadow( - position + blur_sigma, - position + size - blur_sigma, - gl_FragCoord.xy, blur_sigma * 0.5, - corner_radius); - - // dither the alpha to break up color bands - frag_alpha += (random() - 0.5) / 128.0; - - gl_FragColor = vec4(v_color.rgb, frag_alpha); -} diff --git a/sway/desktop/fx_renderer/shaders/common.vert b/sway/desktop/fx_renderer/shaders/common.vert deleted file mode 100644 index 811e0f2d..00000000 --- a/sway/desktop/fx_renderer/shaders/common.vert +++ /dev/null @@ -1,12 +0,0 @@ -uniform mat3 proj; -uniform vec4 color; -attribute vec2 pos; -attribute vec2 texcoord; -varying vec4 v_color; -varying vec2 v_texcoord; - -void main() { - gl_Position = vec4(proj * vec3(pos, 1.0), 1.0); - v_color = color; - v_texcoord = texcoord; -} diff --git a/sway/desktop/fx_renderer/shaders/corner.frag b/sway/desktop/fx_renderer/shaders/corner.frag deleted file mode 100644 index 7699299a..00000000 --- a/sway/desktop/fx_renderer/shaders/corner.frag +++ /dev/null @@ -1,36 +0,0 @@ -precision mediump float; -varying vec4 v_color; -varying vec2 v_texcoord; - -uniform bool is_top_left; -uniform bool is_top_right; -uniform bool is_bottom_left; -uniform bool is_bottom_right; - -uniform vec2 position; -uniform float radius; -uniform vec2 half_size; -uniform float half_thickness; - -float roundedBoxSDF(vec2 center, vec2 size, float radius) { - return length(max(abs(center) - size + radius, 0.0)) - radius; -} - -void main() { - vec2 center = gl_FragCoord.xy - position - half_size; - float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness); - float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness); - // Create an inner circle that isn't as anti-aliased as the outer ring - float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + half_thickness); - gl_FragColor = mix(vec4(0), v_color, smoothedAlphaOuter - smoothedAlphaInner); - - if (is_top_left && (center.y > 0.0 || center.x > 0.0)) { - discard; - } else if (is_top_right && (center.y > 0.0 || center.x < 0.0)) { - discard; - } else if (is_bottom_left && (center.y < 0.0 || center.x > 0.0)) { - discard; - } else if (is_bottom_right && (center.y < 0.0 || center.x < 0.0)) { - discard; - } -} diff --git a/sway/desktop/fx_renderer/shaders/embed.sh b/sway/desktop/fx_renderer/shaders/embed.sh deleted file mode 100644 index 47f07892..00000000 --- a/sway/desktop/fx_renderer/shaders/embed.sh +++ /dev/null @@ -1,11 +0,0 @@ -#!/bin/sh -eu - -var=${1:-data} -hex="$(od -A n -t x1 -v)" - -echo "static const char $var[] = {" -for byte in $hex; do - echo " 0x$byte," -done -echo " 0x00," -echo "};" diff --git a/sway/desktop/fx_renderer/shaders/meson.build b/sway/desktop/fx_renderer/shaders/meson.build deleted file mode 100644 index 19f76dc2..00000000 --- a/sway/desktop/fx_renderer/shaders/meson.build +++ /dev/null @@ -1,27 +0,0 @@ -embed = find_program('./embed.sh', native: true) - -shaders = [ - 'blur1.frag', - 'blur2.frag', - 'blur_effects.frag', - 'box_shadow.frag', - 'common.vert', - 'corner.frag', - 'quad.frag', - 'quad_round.frag', - 'stencil_mask.frag', - 'tex.frag', -] - -foreach name : shaders - output = name.underscorify() + '_src.h' - var = name.underscorify() + '_src' - sway_sources += custom_target( - output, - command: [embed, var], - input: name, - output: output, - feed: true, - capture: true, - ) -endforeach diff --git a/sway/desktop/fx_renderer/shaders/quad.frag b/sway/desktop/fx_renderer/shaders/quad.frag deleted file mode 100644 index 7c763272..00000000 --- a/sway/desktop/fx_renderer/shaders/quad.frag +++ /dev/null @@ -1,7 +0,0 @@ -precision mediump float; -varying vec4 v_color; -varying vec2 v_texcoord; - -void main() { - gl_FragColor = v_color; -} diff --git a/sway/desktop/fx_renderer/shaders/quad_round.frag b/sway/desktop/fx_renderer/shaders/quad_round.frag deleted file mode 100644 index 02e99028..00000000 --- a/sway/desktop/fx_renderer/shaders/quad_round.frag +++ /dev/null @@ -1,39 +0,0 @@ -#define SOURCE_QUAD_ROUND 1 -#define SOURCE_QUAD_ROUND_TOP_LEFT 2 -#define SOURCE_QUAD_ROUND_TOP_RIGHT 3 -#define SOURCE_QUAD_ROUND_BOTTOM_RIGHT 4 -#define SOURCE_QUAD_ROUND_BOTTOM_LEFT 5 - -#if !defined(SOURCE) -#error "Missing shader preamble" -#endif - -precision mediump float; -varying vec4 v_color; -varying vec2 v_texcoord; - -uniform vec2 size; -uniform vec2 position; -uniform float radius; - -vec2 getCornerDist() { -#if SOURCE == SOURCE_QUAD_ROUND - vec2 half_size = size * 0.5; - return abs(gl_FragCoord.xy - position - half_size) - half_size + radius; -#elif SOURCE == SOURCE_QUAD_ROUND_TOP_LEFT - return abs(gl_FragCoord.xy - position - size) - size + radius; -#elif SOURCE == SOURCE_QUAD_ROUND_TOP_RIGHT - return abs(gl_FragCoord.xy - position - vec2(0, size.y)) - size + radius; -#elif SOURCE == SOURCE_QUAD_ROUND_BOTTOM_RIGHT - return abs(gl_FragCoord.xy - position) - size + radius; -#elif SOURCE == SOURCE_QUAD_ROUND_BOTTOM_LEFT - return abs(gl_FragCoord.xy - position - vec2(size.x, 0)) - size + radius; -#endif -} - -void main() { - vec2 q = getCornerDist(); - float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius; - float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist); - gl_FragColor = mix(vec4(0), v_color, smoothedAlpha); -} diff --git a/sway/desktop/fx_renderer/shaders/stencil_mask.frag b/sway/desktop/fx_renderer/shaders/stencil_mask.frag deleted file mode 100644 index ee033070..00000000 --- a/sway/desktop/fx_renderer/shaders/stencil_mask.frag +++ /dev/null @@ -1,17 +0,0 @@ -precision mediump float; -varying vec2 v_texcoord; - -uniform vec2 half_size; -uniform vec2 position; -uniform float radius; - -void main() { - vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius; - float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius; - float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist); - gl_FragColor = mix(vec4(0.0), vec4(1.0), smoothedAlpha); - - if (gl_FragColor.a < 1.0) { - discard; - } -} diff --git a/sway/desktop/fx_renderer/shaders/tex.frag b/sway/desktop/fx_renderer/shaders/tex.frag deleted file mode 100644 index 77501887..00000000 --- a/sway/desktop/fx_renderer/shaders/tex.frag +++ /dev/null @@ -1,67 +0,0 @@ -#define SOURCE_TEXTURE_RGBA 1 -#define SOURCE_TEXTURE_RGBX 2 -#define SOURCE_TEXTURE_EXTERNAL 3 - -#if !defined(SOURCE) -#error "Missing shader preamble" -#endif - -#if SOURCE == SOURCE_TEXTURE_EXTERNAL -#extension GL_OES_EGL_image_external : require -#endif - -precision mediump float; - -varying vec2 v_texcoord; - -#if SOURCE == SOURCE_TEXTURE_EXTERNAL -uniform samplerExternalOES tex; -#elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX -uniform sampler2D tex; -#endif - -uniform float alpha; -uniform float dim; -uniform vec4 dim_color; -uniform vec2 size; -uniform vec2 position; -uniform float radius; -uniform float saturation; -uniform bool has_titlebar; -uniform bool discard_transparent; - -const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721); - -vec4 sample_texture() { -#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL - return texture2D(tex, v_texcoord); -#elif SOURCE == SOURCE_TEXTURE_RGBX - return vec4(texture2D(tex, v_texcoord).rgb, 1.0); -#endif -} - -void main() { - vec4 color = sample_texture(); - // Saturation - if (saturation != 1.0) { - vec4 pixColor = texture2D(tex, v_texcoord); - vec3 irgb = pixColor.rgb; - vec3 target = vec3(dot(irgb, saturation_weight)); - color = vec4(mix(target, irgb, saturation), pixColor.a); - } - // Dimming - gl_FragColor = mix(color, dim_color, dim) * alpha; - - if (!has_titlebar || gl_FragCoord.y - position.y > radius) { - vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy); - if (max(corner_distance.x, corner_distance.y) < radius) { - float d = radius - distance(corner_distance, vec2(radius)); - float smooth = smoothstep(-1.0, 0.5, d); - gl_FragColor = mix(vec4(0), gl_FragColor, smooth); - } - } - - if (discard_transparent && gl_FragColor.a == 0.0) { - discard; - } -} |