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-rw-r--r--sway/desktop/fx_renderer.c397
1 files changed, 397 insertions, 0 deletions
diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c
new file mode 100644
index 00000000..299eca9d
--- /dev/null
+++ b/sway/desktop/fx_renderer.c
@@ -0,0 +1,397 @@
+/*
+ primarily stolen from:
+ - https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2
+ - https://github.com/vaxerski/Hyprland/blob/main/src/render/OpenGL.cpp
+*/
+
+#define _POSIX_C_SOURCE 200809L
+#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.h"
+#include "sway/output.h"
+#include "sway/server.h"
+
+/************************
+ Shaders
+*************************/
+
+// Colored quads
+const GLchar quad_vertex_src[] =
+"uniform mat3 proj;\n"
+"uniform vec4 color;\n"
+"attribute vec2 pos;\n"
+"attribute vec2 texcoord;\n"
+"varying vec4 v_color;\n"
+"varying vec2 v_texcoord;\n"
+"\n"
+"void main() {\n"
+" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
+" v_color = color;\n"
+" v_texcoord = texcoord;\n"
+"}\n";
+
+const GLchar quad_fragment_src[] =
+"precision mediump float;\n"
+"varying vec4 v_color;\n"
+"varying vec2 v_texcoord;\n"
+"\n"
+"void main() {\n"
+" gl_FragColor = v_color;\n"
+"}\n";
+
+// Textured quads
+const GLchar tex_vertex_src[] =
+"uniform mat3 proj;\n"
+"attribute vec2 pos;\n"
+"attribute vec2 texcoord;\n"
+"varying vec2 v_texcoord;\n"
+"\n"
+"void main() {\n"
+" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
+" v_texcoord = texcoord;\n"
+"}\n";
+
+const GLchar tex_fragment_src_rgba[] =
+"precision mediump float;\n"
+"varying vec2 v_texcoord;\n"
+"uniform sampler2D tex;\n"
+"uniform float alpha;\n"
+"\n"
+"void main() {\n"
+" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n"
+"}\n";
+
+const GLchar tex_fragment_src_rgbx[] =
+"precision mediump float;\n"
+"varying vec2 v_texcoord;\n"
+"uniform sampler2D tex;\n"
+"uniform float alpha;\n"
+"\n"
+"void main() {\n"
+" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
+"}\n";
+
+const GLchar tex_fragment_src_external[] =
+"#extension GL_OES_EGL_image_external : require\n\n"
+"precision mediump float;\n"
+"varying vec2 v_texcoord;\n"
+"uniform samplerExternalOES texture0;\n"
+"uniform float alpha;\n"
+"\n"
+"void main() {\n"
+" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n"
+"}\n";
+
+/************************
+ Matrix Consts
+*************************/
+/*
+static const GLfloat flip_180[] = {
+ 1.0f, 0.0f, 0.0f,
+ 0.0f, -1.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f,
+};
+*/
+
+static const GLfloat verts[] = {
+ 1, 0, // top right
+ 0, 0, // top left
+ 1, 1, // bottom right
+ 0, 1, // bottom left
+};
+
+/************************
+ General Functions
+*************************/
+
+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) {
+ glDeleteShader(shader);
+ shader = 0;
+ }
+
+ return shader;
+}
+
+static GLuint link_program(const GLchar *vert_src, const GLchar *frag_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) {
+ glDeleteProgram(prog);
+ goto error;
+ }
+
+ return prog;
+
+error:
+ return 0;
+}
+
+// TODO: Hyprland way?
+// TODO: instead of server, have param be server->backend like wlr_renderer_autocreate
+struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
+ struct fx_renderer *renderer = calloc(1, sizeof(struct fx_renderer));
+ if (renderer == NULL) {
+ return NULL;
+ }
+
+ // TODO: wlr_egl_make_current or eglMakeCurrent?
+ // TODO: assert instead of conditional statement?
+ if (!wlr_egl_make_current(egl)) {
+ sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current");
+ return NULL;
+ }
+ // TODO: needed?
+ renderer->egl = egl;
+
+ // 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: gl checks
+
+ // init shaders
+ GLuint prog;
+
+ prog = link_program(quad_vertex_src, quad_fragment_src);
+ renderer->shaders.quad.program = prog;
+ if (!renderer->shaders.quad.program) {
+ goto error;
+ }
+ renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
+ renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
+ renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
+
+ prog = link_program(tex_vertex_src, tex_fragment_src_rgba);
+ renderer->shaders.tex_rgba.program = prog;
+ if (!renderer->shaders.tex_rgba.program) {
+ goto error;
+ }
+ renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj");
+ renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
+ renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
+ renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
+ renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
+
+ prog = link_program(tex_vertex_src, tex_fragment_src_rgbx);
+ renderer->shaders.tex_rgbx.program = prog;
+ if (!renderer->shaders.tex_rgbx.program) {
+ goto error;
+ }
+ renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj");
+ renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
+ renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
+ renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
+ renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord");
+
+ prog = link_program(tex_vertex_src, tex_fragment_src_external);
+ renderer->shaders.tex_ext.program = prog;
+ if (!renderer->shaders.tex_ext.program) {
+ goto error;
+ }
+ renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj");
+ renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
+ renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
+ renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
+ renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
+
+ // TODO: if remove renderer->egl, replace below with r->egl
+ wlr_egl_unset_current(renderer->egl);
+
+ sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully");
+ return renderer;
+
+error:
+ glDeleteProgram(renderer->shaders.quad.program);
+ glDeleteProgram(renderer->shaders.tex_rgba.program);
+ glDeleteProgram(renderer->shaders.tex_rgbx.program);
+ glDeleteProgram(renderer->shaders.tex_ext.program);
+
+ wlr_egl_unset_current(renderer->egl);
+
+ // TODO: more freeing?
+ free(renderer);
+
+ sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders");
+ return NULL;
+}
+
+void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height) {
+ //push_gles2_debug(renderer);
+
+ glViewport(0, 0, width, height);
+
+ // refresh projection matrix
+ wlr_matrix_projection(renderer->projection, width, height,
+ WL_OUTPUT_TRANSFORM_FLIPPED_180);
+
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+
+ //pop_gles2_debug(renderer);
+
+}
+
+void fx_renderer_end() {
+
+}
+
+void fx_renderer_clear(const float color[static 4]) {
+ glClearColor(color[0], color[1], color[2], color[3]);
+ glClear(GL_COLOR_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);
+ }
+}
+
+/************************
+ Rendering Functions
+*************************/
+
+bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
+ struct wlr_texture *wlr_texture, const struct wlr_fbox *box,
+ const float matrix[static 9], float alpha) {
+
+ assert(wlr_texture_is_gles2(wlr_texture));
+ struct wlr_gles2_texture_attribs texture_attrs;
+ wlr_gles2_texture_get_attribs(wlr_texture, &texture_attrs);
+
+ struct gles2_tex_shader *shader = NULL;
+
+ switch (texture_attrs.target) {
+ case GL_TEXTURE_2D:
+ if (texture_attrs.has_alpha) {
+ shader = &renderer->shaders.tex_rgba;
+ } else {
+ shader = &renderer->shaders.tex_rgbx;
+ }
+ break;
+ /*
+ case GL_TEXTURE_EXTERNAL_OES:
+ shader = &renderer->shaders.tex_ext;
+
+ // TODO: ADD ME ONCE EXTS ADDED TO RENDERER
+ 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);
+
+ // push_gles2_debug(renderer);
+
+ if (!texture_attrs.has_alpha && alpha == 1.0) {
+ glDisable(GL_BLEND);
+ } else {
+ glEnable(GL_BLEND);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture_attrs.target, texture_attrs.tex);
+
+ glTexParameteri(texture_attrs.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+ glUseProgram(shader->program);
+
+ glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
+ glUniform1i(shader->tex, 0);
+ glUniform1f(shader->alpha, alpha);
+
+ const GLfloat x1 = box->x / wlr_texture->width;
+ const GLfloat y1 = box->y / wlr_texture->height;
+ const GLfloat x2 = (box->x + box->width) / wlr_texture->width;
+ const GLfloat y2 = (box->y + box->height) / wlr_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(texture_attrs.target, 0);
+
+ // pop_gles2_debug(renderer);
+ return true;
+}
+
+bool fx_render_texture_with_matrix(struct fx_renderer *renderer,
+ struct wlr_texture *wlr_texture, const float matrix[static 9], float alpha) {
+ struct wlr_fbox box = {
+ .x = 0,
+ .y = 0,
+ .width = wlr_texture->width,
+ .height = wlr_texture->height,
+ };
+ return fx_render_subtexture_with_matrix(renderer, wlr_texture, &box, matrix, alpha);
+}