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-rw-r--r--sway/desktop/fx_renderer/fx_renderer.c671
-rw-r--r--sway/desktop/fx_renderer/matrix.c70
-rw-r--r--sway/desktop/fx_renderer/shaders/box_shadow.frag74
-rw-r--r--sway/desktop/fx_renderer/shaders/common.vert12
-rw-r--r--sway/desktop/fx_renderer/shaders/corner.frag36
-rw-r--r--sway/desktop/fx_renderer/shaders/embed.sh11
-rw-r--r--sway/desktop/fx_renderer/shaders/meson.build23
-rw-r--r--sway/desktop/fx_renderer/shaders/quad.frag7
-rw-r--r--sway/desktop/fx_renderer/shaders/quad_round.frag37
-rw-r--r--sway/desktop/fx_renderer/shaders/tex.frag62
10 files changed, 1003 insertions, 0 deletions
diff --git a/sway/desktop/fx_renderer/fx_renderer.c b/sway/desktop/fx_renderer/fx_renderer.c
new file mode 100644
index 00000000..36c5bb61
--- /dev/null
+++ b/sway/desktop/fx_renderer/fx_renderer.c
@@ -0,0 +1,671 @@
+/*
+ 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_renderer.h"
+#include "sway/desktop/fx_renderer/matrix.h"
+#include "sway/output.h"
+#include "sway/server.h"
+
+// shaders
+#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 "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_tex_program(struct fx_renderer *renderer,
+ struct gles2_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");
+
+ return true;
+}
+
+static bool link_rounded_quad_program(struct fx_renderer *renderer,
+ 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 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 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 (!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;
+ }
+ // 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: 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");
+ }
+
+ // init shaders
+ GLuint prog;
+
+ // quad fragment shader
+ prog = link_program(quad_frag_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");
+
+ // rounded quad fragment shaders
+ if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_quad,
+ SHADER_SOURCE_QUAD_ROUND)) {
+ goto error;
+ }
+ if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tl_quad,
+ SHADER_SOURCE_QUAD_ROUND_TOP_LEFT)) {
+ goto error;
+ }
+ if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tr_quad,
+ SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT)) {
+ goto error;
+ }
+
+ // Border corner shader
+ prog = link_program(corner_frag_src);
+ renderer->shaders.corner.program = prog;
+ if (!renderer->shaders.corner.program) {
+ goto error;
+ }
+ renderer->shaders.corner.proj = glGetUniformLocation(prog, "proj");
+ renderer->shaders.corner.color = glGetUniformLocation(prog, "color");
+ renderer->shaders.corner.pos_attrib = glGetAttribLocation(prog, "pos");
+ renderer->shaders.corner.is_top_left = glGetUniformLocation(prog, "is_top_left");
+ renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right");
+ renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
+ renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
+ renderer->shaders.corner.position = glGetUniformLocation(prog, "position");
+ renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius");
+ renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size");
+ renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
+
+ // box shadow shader
+ prog = link_program(box_shadow_frag_src);
+ renderer->shaders.box_shadow.program = prog;
+ if (!renderer->shaders.box_shadow.program) {
+ goto error;
+ }
+ renderer->shaders.box_shadow.proj = glGetUniformLocation(prog, "proj");
+ renderer->shaders.box_shadow.color = glGetUniformLocation(prog, "color");
+ renderer->shaders.box_shadow.pos_attrib = glGetAttribLocation(prog, "pos");
+ renderer->shaders.box_shadow.position = glGetUniformLocation(prog, "position");
+ renderer->shaders.box_shadow.size = glGetUniformLocation(prog, "size");
+ renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma");
+ renderer->shaders.box_shadow.corner_radius = glGetUniformLocation(prog, "corner_radius");
+
+ // fragment shaders
+ if (!link_tex_program(renderer, &renderer->shaders.tex_rgba,
+ SHADER_SOURCE_TEXTURE_RGBA)) {
+ goto error;
+ }
+ if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx,
+ SHADER_SOURCE_TEXTURE_RGBX)) {
+ goto error;
+ }
+ if (!link_tex_program(renderer, &renderer->shaders.tex_ext,
+ SHADER_SOURCE_TEXTURE_EXTERNAL)) {
+ goto error;
+ }
+
+
+ if (!eglMakeCurrent(wlr_egl_get_display(renderer->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.quad.program);
+ glDeleteProgram(renderer->shaders.rounded_quad.program);
+ glDeleteProgram(renderer->shaders.rounded_tl_quad.program);
+ glDeleteProgram(renderer->shaders.rounded_tr_quad.program);
+ glDeleteProgram(renderer->shaders.corner.program);
+ glDeleteProgram(renderer->shaders.box_shadow.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(renderer->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_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height) {
+ // Create and render the stencil buffer
+ if (renderer->stencil_buffer_id == 0) {
+ glGenRenderbuffers(1, &renderer->stencil_buffer_id);
+ }
+ glBindRenderbuffer(GL_RENDERBUFFER, renderer->stencil_buffer_id);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, renderer->stencil_buffer_id);
+
+ glViewport(0, 0, width, height);
+
+ // 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() {
+ // TODO
+}
+
+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);
+ }
+}
+
+bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture,
+ const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9],
+ struct decoration_data deco_data) {
+ 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;
+
+ 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 (!texture_attrs.has_alpha && deco_data.alpha == 1.0 && !deco_data.corner_radius) {
+ 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);
+
+ 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->saturation, deco_data.saturation);
+ glUniform1f(shader->radius, deco_data.corner_radius);
+
+ const GLfloat x1 = src_box->x / wlr_texture->width;
+ const GLfloat y1 = src_box->y / wlr_texture->height;
+ const GLfloat x2 = (src_box->x + src_box->width) / wlr_texture->width;
+ const GLfloat y2 = (src_box->y + src_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);
+
+ return true;
+}
+
+bool fx_render_texture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_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 = wlr_texture->width,
+ .height = wlr_texture->height,
+ };
+ return fx_render_subtexture_with_matrix(renderer, wlr_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);
+ }
+
+ glUseProgram(renderer->shaders.quad.program);
+
+ glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);
+ glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
+
+ glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
+ 0, verts);
+
+ glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);
+}
+
+void fx_render_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *box,
+ const float color[static 4], const float projection[static 9],
+ int radius, enum corner_location corner_location) {
+ if (box->width == 0 || box->height == 0) {
+ return;
+ }
+ assert(box->width > 0 && box->height > 0);
+
+ 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;
+ default:
+ sway_log(SWAY_ERROR, "Invalid Corner Location. Aborting render");
+ abort();
+ }
+
+ 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);
+
+ 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 projection[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);
+ 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 && !radius) {
+ glDisable(GL_BLEND);
+ } else {
+ glEnable(GL_BLEND);
+ }
+
+ glUseProgram(renderer->shaders.corner.program);
+
+ glUniformMatrix3fv(renderer->shaders.corner.proj, 1, GL_FALSE, gl_matrix);
+ glUniform4f(renderer->shaders.corner.color, color[0], color[1], color[2], color[3]);
+
+ glUniform1f(renderer->shaders.corner.is_top_left, corner_location == TOP_LEFT);
+ glUniform1f(renderer->shaders.corner.is_top_right, corner_location == TOP_RIGHT);
+ glUniform1f(renderer->shaders.corner.is_bottom_left, corner_location == BOTTOM_LEFT);
+ glUniform1f(renderer->shaders.corner.is_bottom_right, corner_location == BOTTOM_RIGHT);
+
+ glUniform2f(renderer->shaders.corner.position, box->x, box->y);
+ glUniform1f(renderer->shaders.corner.radius, radius);
+ glUniform2f(renderer->shaders.corner.half_size, box->width / 2.0, box->height / 2.0);
+ glUniform1f(renderer->shaders.corner.half_thickness, border_thickness / 2.0);
+
+ glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE,
+ 0, verts);
+
+ glEnableVertexAttribArray(renderer->shaders.corner.pos_attrib);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glDisableVertexAttribArray(renderer->shaders.corner.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 projection[static 9],
+ int corner_radius, float blur_sigma) {
+ 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);
+
+ // 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;
+ inner_box.y += blur_sigma;
+ inner_box.width -= blur_sigma * 2;
+ inner_box.height -= blur_sigma * 2;
+
+ glEnable(GL_STENCIL_TEST);
+ glClearStencil(0);
+ glClear(GL_STENCIL_BUFFER_BIT);
+
+ 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);
+ // Draw the rounded rect as a mask
+ fx_render_rounded_rect(renderer, &inner_box, col, projection, corner_radius, ALL);
+ // Close the mask
+ glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ // Reenable writing to color buffer
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ // 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);
+
+ glUseProgram(renderer->shaders.box_shadow.program);
+
+ glUniformMatrix3fv(renderer->shaders.box_shadow.proj, 1, GL_FALSE, gl_matrix);
+ glUniform4f(renderer->shaders.box_shadow.color, color[0], color[1], color[2], color[3]);
+ glUniform1f(renderer->shaders.box_shadow.blur_sigma, blur_sigma);
+ glUniform1f(renderer->shaders.box_shadow.corner_radius, corner_radius);
+
+ glUniform2f(renderer->shaders.box_shadow.size, box->width, box->height);
+ glUniform2f(renderer->shaders.box_shadow.position, box->x, box->y);
+
+ glVertexAttribPointer(renderer->shaders.box_shadow.pos_attrib, 2, GL_FLOAT, GL_FALSE,
+ 0, verts);
+
+ glEnableVertexAttribArray(renderer->shaders.box_shadow.pos_attrib);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glDisableVertexAttribArray(renderer->shaders.box_shadow.pos_attrib);
+
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+
+ glClearStencil(0);
+ glClear(GL_STENCIL_BUFFER_BIT);
+ glDisable(GL_STENCIL_TEST);
+}
diff --git a/sway/desktop/fx_renderer/matrix.c b/sway/desktop/fx_renderer/matrix.c
new file mode 100644
index 00000000..9c9dabec
--- /dev/null
+++ b/sway/desktop/fx_renderer/matrix.c
@@ -0,0 +1,70 @@
+#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/box_shadow.frag b/sway/desktop/fx_renderer/shaders/box_shadow.frag
new file mode 100644
index 00000000..c9b2b91f
--- /dev/null
+++ b/sway/desktop/fx_renderer/shaders/box_shadow.frag
@@ -0,0 +1,74 @@
+// 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
new file mode 100644
index 00000000..811e0f2d
--- /dev/null
+++ b/sway/desktop/fx_renderer/shaders/common.vert
@@ -0,0 +1,12 @@
+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
new file mode 100644
index 00000000..7699299a
--- /dev/null
+++ b/sway/desktop/fx_renderer/shaders/corner.frag
@@ -0,0 +1,36 @@
+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
new file mode 100644
index 00000000..47f07892
--- /dev/null
+++ b/sway/desktop/fx_renderer/shaders/embed.sh
@@ -0,0 +1,11 @@
+#!/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
new file mode 100644
index 00000000..6c0dd1d3
--- /dev/null
+++ b/sway/desktop/fx_renderer/shaders/meson.build
@@ -0,0 +1,23 @@
+embed = find_program('./embed.sh', native: true)
+
+shaders = [
+ 'box_shadow.frag',
+ 'common.vert',
+ 'corner.frag',
+ 'quad.frag',
+ 'quad_round.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
new file mode 100644
index 00000000..7c763272
--- /dev/null
+++ b/sway/desktop/fx_renderer/shaders/quad.frag
@@ -0,0 +1,7 @@
+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
new file mode 100644
index 00000000..4dcf0c53
--- /dev/null
+++ b/sway/desktop/fx_renderer/shaders/quad_round.frag
@@ -0,0 +1,37 @@
+#define SOURCE_QUAD_ROUND 1
+#define SOURCE_QUAD_ROUND_TOP_LEFT 2
+#define SOURCE_QUAD_ROUND_TOP_RIGHT 3
+
+#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;
+#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);
+
+ if (gl_FragColor.a == 0.0) {
+ discard;
+ }
+}
diff --git a/sway/desktop/fx_renderer/shaders/tex.frag b/sway/desktop/fx_renderer/shaders/tex.frag
new file mode 100644
index 00000000..817b838c
--- /dev/null
+++ b/sway/desktop/fx_renderer/shaders/tex.frag
@@ -0,0 +1,62 @@
+#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 bool has_titlebar;
+uniform float saturation;
+
+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);
+ }
+ }
+}