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-rw-r--r--include/sway/desktop/fx_renderer/fx_renderer.h10
-rw-r--r--sway/desktop/fx_renderer/fx_renderer.c56
-rw-r--r--sway/desktop/fx_renderer/shaders/meson.build1
-rw-r--r--sway/desktop/fx_renderer/shaders/quad_round.frag4
-rw-r--r--sway/desktop/fx_renderer/shaders/stencil_mask.frag17
5 files changed, 81 insertions, 7 deletions
diff --git a/include/sway/desktop/fx_renderer/fx_renderer.h b/include/sway/desktop/fx_renderer/fx_renderer.h
index 109351e2..2aa38a7f 100644
--- a/include/sway/desktop/fx_renderer/fx_renderer.h
+++ b/include/sway/desktop/fx_renderer/fx_renderer.h
@@ -111,6 +111,16 @@ struct fx_renderer {
struct rounded_quad_shader rounded_bl_quad;
struct rounded_quad_shader rounded_br_quad;
+ struct {
+ GLuint program;
+ GLint proj;
+ GLint color;
+ GLint pos_attrib;
+ GLint half_size;
+ GLint position;
+ GLint radius;
+ } stencil_mask;
+
struct blur_shader blur1;
struct blur_shader blur2;
diff --git a/sway/desktop/fx_renderer/fx_renderer.c b/sway/desktop/fx_renderer/fx_renderer.c
index 8de11874..18b847a6 100644
--- a/sway/desktop/fx_renderer/fx_renderer.c
+++ b/sway/desktop/fx_renderer/fx_renderer.c
@@ -25,6 +25,7 @@
#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[] = {
@@ -298,6 +299,19 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma");
renderer->shaders.box_shadow.corner_radius = glGetUniformLocation(prog, "corner_radius");
+ // stencil mask shader
+ prog = link_program(stencil_mask_frag_src);
+ renderer->shaders.stencil_mask.program = prog;
+ if (!renderer->shaders.stencil_mask.program) {
+ goto error;
+ }
+ renderer->shaders.stencil_mask.proj = glGetUniformLocation(prog, "proj");
+ renderer->shaders.stencil_mask.color = glGetUniformLocation(prog, "color");
+ renderer->shaders.stencil_mask.pos_attrib = glGetAttribLocation(prog, "pos");
+ renderer->shaders.stencil_mask.position = glGetUniformLocation(prog, "position");
+ renderer->shaders.stencil_mask.radius = glGetUniformLocation(prog, "radius");
+ renderer->shaders.stencil_mask.half_size = glGetUniformLocation(prog, "half_size");
+
// Blur 1
prog = link_program(blur1_frag_src);
renderer->shaders.blur1.program = prog;
@@ -356,6 +370,7 @@ error:
glDeleteProgram(renderer->shaders.rounded_bl_quad.program);
glDeleteProgram(renderer->shaders.rounded_br_quad.program);
glDeleteProgram(renderer->shaders.corner.program);
+ glDeleteProgram(renderer->shaders.stencil_mask.program);
glDeleteProgram(renderer->shaders.box_shadow.program);
glDeleteProgram(renderer->shaders.blur1.program);
glDeleteProgram(renderer->shaders.blur2.program);
@@ -684,6 +699,43 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
glDisableVertexAttribArray(renderer->shaders.corner.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);
+
+ // 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);
+
+ glUseProgram(renderer->shaders.stencil_mask.program);
+
+ glUniformMatrix3fv(renderer->shaders.stencil_mask.proj, 1, GL_FALSE, gl_matrix);
+
+ glUniform2f(renderer->shaders.stencil_mask.half_size, box->width * 0.5, box->height * 0.5);
+ glUniform2f(renderer->shaders.stencil_mask.position, box->x, box->y);
+ glUniform1f(renderer->shaders.stencil_mask.radius, corner_radius);
+
+ glVertexAttribPointer(renderer->shaders.stencil_mask.pos_attrib, 2, GL_FLOAT, GL_FALSE,
+ 0, verts);
+
+ glEnableVertexAttribArray(renderer->shaders.stencil_mask.pos_attrib);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glDisableVertexAttribArray(renderer->shaders.stencil_mask.pos_attrib);
+
+}
+
// TODO: alpha input arg?
void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box,
const float color[static 4], const float matrix [static 9], int corner_radius,
@@ -702,8 +754,6 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo
wlr_matrix_transpose(gl_matrix, gl_matrix);
// Init stencil work
- // NOTE: Alpha needs to be set to 1.0 to be able to discard any "empty" pixels
- const float col[4] = {0.0, 0.0, 0.0, 1.0};
struct wlr_box inner_box;
memcpy(&inner_box, box, sizeof(struct wlr_box));
inner_box.x += blur_sigma;
@@ -720,7 +770,7 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo
// Disable writing to color buffer
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
// Draw the rounded rect as a mask
- fx_render_rounded_rect(renderer, &inner_box, col, matrix, corner_radius, ALL);
+ fx_render_stencil_mask(renderer, &inner_box, matrix, corner_radius);
// Close the mask
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
diff --git a/sway/desktop/fx_renderer/shaders/meson.build b/sway/desktop/fx_renderer/shaders/meson.build
index 83119963..7a27de80 100644
--- a/sway/desktop/fx_renderer/shaders/meson.build
+++ b/sway/desktop/fx_renderer/shaders/meson.build
@@ -8,6 +8,7 @@ shaders = [
'corner.frag',
'quad.frag',
'quad_round.frag',
+ 'stencil_mask.frag',
'tex.frag',
]
diff --git a/sway/desktop/fx_renderer/shaders/quad_round.frag b/sway/desktop/fx_renderer/shaders/quad_round.frag
index 4099e60a..02e99028 100644
--- a/sway/desktop/fx_renderer/shaders/quad_round.frag
+++ b/sway/desktop/fx_renderer/shaders/quad_round.frag
@@ -36,8 +36,4 @@ void main() {
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);
-
- if (gl_FragColor.a == 0.0) {
- discard;
- }
}
diff --git a/sway/desktop/fx_renderer/shaders/stencil_mask.frag b/sway/desktop/fx_renderer/shaders/stencil_mask.frag
new file mode 100644
index 00000000..496981ef
--- /dev/null
+++ b/sway/desktop/fx_renderer/shaders/stencil_mask.frag
@@ -0,0 +1,17 @@
+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 == 0.0) {
+ discard;
+ }
+}