diff options
Diffstat (limited to 'sway/desktop')
| -rw-r--r-- | sway/desktop/fx_renderer.c | 69 | ||||
| -rw-r--r-- | sway/desktop/shaders/meson.build | 2 | ||||
| -rw-r--r-- | sway/desktop/shaders/quad_round.frag | 22 | ||||
| -rw-r--r-- | sway/desktop/shaders/quad_round_tl.frag | 14 | ||||
| -rw-r--r-- | sway/desktop/shaders/quad_round_tr.frag | 14 | ||||
| -rw-r--r-- | sway/desktop/shaders/tex.frag | 1 | 
6 files changed, 53 insertions, 69 deletions
| diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c index 80ede4d3..a5ad0dab 100644 --- a/sway/desktop/fx_renderer.c +++ b/sway/desktop/fx_renderer.c @@ -22,8 +22,6 @@  #include "corner_frag_src.h"  #include "quad_frag_src.h"  #include "quad_round_frag_src.h" -#include "quad_round_tl_frag_src.h" -#include "quad_round_tr_frag_src.h"  #include "tex_frag_src.h"  static const GLfloat verts[] = { @@ -98,9 +96,9 @@ static void matrix_projection(float mat[static 9], int width, int height,  	mat[8] = 1.0f;  } -static GLuint compile_shader(GLuint type, const GLchar **srcs, size_t srcs_len) { +static GLuint compile_shader(GLuint type, const GLchar *src) {  	GLuint shader = glCreateShader(type); -	glShaderSource(shader, srcs_len, srcs, NULL); +	glShaderSource(shader, 1, &src, NULL);  	glCompileShader(shader);  	GLint ok; @@ -114,24 +112,14 @@ static GLuint compile_shader(GLuint type, const GLchar **srcs, size_t srcs_len)  	return shader;  } -static GLuint link_program(const GLchar *frag_src, enum fx_gles2_shader_source source) { +static GLuint link_program(const GLchar *frag_src) {  	const GLchar *vert_src = common_vert_src; -	GLuint vert = compile_shader(GL_VERTEX_SHADER, &vert_src, 1); +	GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src);  	if (!vert) {  		goto error;  	} -	GLuint frag; -	if (source != WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE) { -		static char frag_preamble[1024]; -		snprintf(frag_preamble, sizeof(frag_preamble), -			"#define SOURCE %d\n", source); - -		const GLchar *frag_srcs[2] = { frag_preamble, frag_src }; -		frag = compile_shader(GL_FRAGMENT_SHADER, frag_srcs, 2); -	} else { -		frag = compile_shader(GL_FRAGMENT_SHADER, &frag_src, 1); -	} +	GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src);  	if (!frag) {  		glDeleteShader(vert);  		goto error; @@ -162,11 +150,13 @@ error:  }  static bool link_tex_program(struct fx_renderer *renderer, -		struct gles2_tex_shader *shader, enum fx_gles2_shader_source source) { -	GLuint prog; -	const GLchar *frag_src = tex_frag_src; +		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); -	shader->program = prog = link_program(frag_src, source); +	GLuint prog; +	shader->program = prog = link_program(frag_src);  	if (!shader->program) {  		return false;  	} @@ -187,18 +177,25 @@ static bool link_tex_program(struct fx_renderer *renderer,  	return true;  } -// initializes a provided rounded quad shader and returns false if unsuccessful -bool init_rounded_quad_shader(struct rounded_quad_shader *shader, GLuint prog) { -	shader->program = prog; +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;  } @@ -269,7 +266,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {  	GLuint prog;  	// quad fragment shader -	prog = link_program(quad_frag_src, WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE); +	prog = link_program(quad_frag_src);  	renderer->shaders.quad.program = prog;  	if (!renderer->shaders.quad.program) {  		goto error; @@ -279,21 +276,21 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {  	renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");  	// rounded quad fragment shaders -	prog = link_program(quad_round_frag_src, WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE); -	if (!init_rounded_quad_shader(&renderer->shaders.rounded_quad, prog)) { +	if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_quad, +			SHADER_SOURCE_QUAD_ROUND)) {  		goto error;  	} -	prog = link_program(quad_round_tl_frag_src, WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE); -	if (!init_rounded_quad_shader(&renderer->shaders.rounded_tl_quad, prog)) { +	if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tl_quad, +			SHADER_SOURCE_QUAD_ROUND_TOP_LEFT)) {  		goto error;  	} -	prog = link_program(quad_round_tr_frag_src, WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE); -	if (!init_rounded_quad_shader(&renderer->shaders.rounded_tr_quad, prog)) { +	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, WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE); +	prog = link_program(corner_frag_src);  	renderer->shaders.corner.program = prog;  	if (!renderer->shaders.corner.program) {  		goto error; @@ -311,7 +308,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {  	renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");  	// box shadow shader -	prog = link_program(box_shadow_frag_src, WLR_GLES2_SHADER_SOURCE_NOT_TEXTURE); +	prog = link_program(box_shadow_frag_src);  	renderer->shaders.box_shadow.program = prog;  	if (!renderer->shaders.box_shadow.program) {  		goto error; @@ -326,15 +323,15 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {  	// fragment shaders  	if (!link_tex_program(renderer, &renderer->shaders.tex_rgba, -			WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBA)) { +			SHADER_SOURCE_TEXTURE_RGBA)) {  		goto error;  	}  	if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx, -			WLR_GLES2_SHADER_SOURCE_TEXTURE_RGBX)) { +			SHADER_SOURCE_TEXTURE_RGBX)) {  		goto error;  	}  	if (!link_tex_program(renderer, &renderer->shaders.tex_ext, -			WLR_GLES2_SHADER_SOURCE_TEXTURE_EXTERNAL)) { +			SHADER_SOURCE_TEXTURE_EXTERNAL)) {  		goto error;  	} diff --git a/sway/desktop/shaders/meson.build b/sway/desktop/shaders/meson.build index 14014c7d..6c0dd1d3 100644 --- a/sway/desktop/shaders/meson.build +++ b/sway/desktop/shaders/meson.build @@ -6,8 +6,6 @@ shaders = [      'corner.frag',      'quad.frag',      'quad_round.frag', -    'quad_round_tl.frag', -    'quad_round_tr.frag',      'tex.frag',  ] diff --git a/sway/desktop/shaders/quad_round.frag b/sway/desktop/shaders/quad_round.frag index ddd6fe9b..4dcf0c53 100644 --- a/sway/desktop/shaders/quad_round.frag +++ b/sway/desktop/shaders/quad_round.frag @@ -1,3 +1,11 @@ +#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; @@ -6,9 +14,19 @@ uniform vec2 size;  uniform vec2 position;  uniform float radius; -void main() { +vec2 getCornerDist() { +#if SOURCE == SOURCE_QUAD_ROUND      vec2 half_size = size * 0.5; -    vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius; +    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); diff --git a/sway/desktop/shaders/quad_round_tl.frag b/sway/desktop/shaders/quad_round_tl.frag deleted file mode 100644 index 758fece9..00000000 --- a/sway/desktop/shaders/quad_round_tl.frag +++ /dev/null @@ -1,14 +0,0 @@ -precision mediump float; -varying vec4 v_color; -varying vec2 v_texcoord; - -uniform vec2 size; -uniform vec2 position; -uniform float radius; - -void main() { -    vec2 q = abs(gl_FragCoord.xy - position - size) - size + radius; -    float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius; -    float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, distance); -    gl_FragColor = mix(vec4(0), v_color, smoothedAlpha); -} diff --git a/sway/desktop/shaders/quad_round_tr.frag b/sway/desktop/shaders/quad_round_tr.frag deleted file mode 100644 index 1d8e879f..00000000 --- a/sway/desktop/shaders/quad_round_tr.frag +++ /dev/null @@ -1,14 +0,0 @@ -precision mediump float; -varying vec4 v_color; -varying vec2 v_texcoord; - -uniform vec2 size; -uniform vec2 position; -uniform float radius; - -void main() { -    vec2 q = abs(gl_FragCoord.xy - position - vec2(0, size.y)) - size + radius; -    float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius; -    float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, distance); -    gl_FragColor = mix(vec4(0), v_color, smoothedAlpha); -} diff --git a/sway/desktop/shaders/tex.frag b/sway/desktop/shaders/tex.frag index 51a42c4f..817b838c 100644 --- a/sway/desktop/shaders/tex.frag +++ b/sway/desktop/shaders/tex.frag @@ -1,4 +1,3 @@ -/* enum wlr_gles2_shader_source */  #define SOURCE_TEXTURE_RGBA 1  #define SOURCE_TEXTURE_RGBX 2  #define SOURCE_TEXTURE_EXTERNAL 3 | 
