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path: root/sway/desktop/fx_renderer/fx_renderer.c
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Diffstat (limited to 'sway/desktop/fx_renderer/fx_renderer.c')
-rw-r--r--sway/desktop/fx_renderer/fx_renderer.c961
1 files changed, 0 insertions, 961 deletions
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);
-}