From 420364dd191fa3c22370bbaa34f178b07bcb8318 Mon Sep 17 00:00:00 2001 From: Will McKinnon Date: Thu, 6 Apr 2023 18:49:51 -0400 Subject: structure: moved fx_renderer and related fuctions to a folder --- include/sway/desktop/fx_renderer.h | 149 ----- include/sway/desktop/fx_renderer/fx_renderer.h | 149 +++++ include/sway/desktop/fx_renderer/matrix.h | 9 + include/sway/output.h | 2 +- sway/desktop/fx_renderer.c | 734 ----------------------- sway/desktop/fx_renderer/fx_renderer.c | 671 +++++++++++++++++++++ sway/desktop/fx_renderer/matrix.c | 70 +++ sway/desktop/fx_renderer/shaders/box_shadow.frag | 74 +++ sway/desktop/fx_renderer/shaders/common.vert | 12 + sway/desktop/fx_renderer/shaders/corner.frag | 36 ++ sway/desktop/fx_renderer/shaders/embed.sh | 11 + sway/desktop/fx_renderer/shaders/meson.build | 23 + sway/desktop/fx_renderer/shaders/quad.frag | 7 + sway/desktop/fx_renderer/shaders/quad_round.frag | 37 ++ sway/desktop/fx_renderer/shaders/tex.frag | 62 ++ sway/desktop/output.c | 1 - sway/desktop/render.c | 2 +- sway/desktop/shaders/box_shadow.frag | 74 --- sway/desktop/shaders/common.vert | 12 - sway/desktop/shaders/corner.frag | 36 -- sway/desktop/shaders/embed.sh | 11 - sway/desktop/shaders/meson.build | 23 - sway/desktop/shaders/quad.frag | 7 - sway/desktop/shaders/quad_round.frag | 37 -- sway/desktop/shaders/tex.frag | 62 -- sway/meson.build | 5 +- sway/server.c | 2 +- sway/tree/container.c | 1 - 28 files changed, 1167 insertions(+), 1152 deletions(-) delete mode 100644 include/sway/desktop/fx_renderer.h create mode 100644 include/sway/desktop/fx_renderer/fx_renderer.h create mode 100644 include/sway/desktop/fx_renderer/matrix.h delete mode 100644 sway/desktop/fx_renderer.c create mode 100644 sway/desktop/fx_renderer/fx_renderer.c create mode 100644 sway/desktop/fx_renderer/matrix.c create mode 100644 sway/desktop/fx_renderer/shaders/box_shadow.frag create mode 100644 sway/desktop/fx_renderer/shaders/common.vert create mode 100644 sway/desktop/fx_renderer/shaders/corner.frag create mode 100644 sway/desktop/fx_renderer/shaders/embed.sh create mode 100644 sway/desktop/fx_renderer/shaders/meson.build create mode 100644 sway/desktop/fx_renderer/shaders/quad.frag create mode 100644 sway/desktop/fx_renderer/shaders/quad_round.frag create mode 100644 sway/desktop/fx_renderer/shaders/tex.frag delete mode 100644 sway/desktop/shaders/box_shadow.frag delete mode 100644 sway/desktop/shaders/common.vert delete mode 100644 sway/desktop/shaders/corner.frag delete mode 100644 sway/desktop/shaders/embed.sh delete mode 100644 sway/desktop/shaders/meson.build delete mode 100644 sway/desktop/shaders/quad.frag delete mode 100644 sway/desktop/shaders/quad_round.frag delete mode 100644 sway/desktop/shaders/tex.frag diff --git a/include/sway/desktop/fx_renderer.h b/include/sway/desktop/fx_renderer.h deleted file mode 100644 index a48a00e1..00000000 --- a/include/sway/desktop/fx_renderer.h +++ /dev/null @@ -1,149 +0,0 @@ -#ifndef _SWAY_OPENGL_H -#define _SWAY_OPENGL_H - -#include -#include -#include - -enum corner_location { ALL, TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT, NONE }; - -enum fx_tex_shader_source { - SHADER_SOURCE_TEXTURE_RGBA = 1, - SHADER_SOURCE_TEXTURE_RGBX = 2, - SHADER_SOURCE_TEXTURE_EXTERNAL = 3, -}; - -enum fx_rounded_quad_shader_source { - SHADER_SOURCE_QUAD_ROUND = 1, - SHADER_SOURCE_QUAD_ROUND_TOP_LEFT = 2, - SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT = 3, -}; - -struct decoration_data { - float alpha; - float saturation; - int corner_radius; - float dim; - float* dim_color; - bool has_titlebar; -}; - -struct gles2_tex_shader { - GLuint program; - GLint proj; - GLint tex; - GLint alpha; - GLint pos_attrib; - GLint tex_attrib; - GLint size; - GLint position; - GLint radius; - GLint saturation; - GLint dim; - GLint dim_color; - GLint has_titlebar; -}; - -struct rounded_quad_shader { - GLuint program; - GLint proj; - GLint color; - GLint pos_attrib; - GLint size; - GLint position; - GLint radius; -}; - -struct fx_renderer { - struct wlr_egl *egl; - - float projection[9]; - - GLuint stencil_buffer_id; - - struct { - bool OES_egl_image_external; - } exts; - - struct { - PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES; - } procs; - - - // Shaders - struct { - struct { - GLuint program; - GLint proj; - GLint color; - GLint pos_attrib; - } quad; - - struct rounded_quad_shader rounded_quad; - struct rounded_quad_shader rounded_tl_quad; - struct rounded_quad_shader rounded_tr_quad; - - struct { - GLuint program; - GLint proj; - GLint color; - GLint pos_attrib; - GLint is_top_left; - GLint is_top_right; - GLint is_bottom_left; - GLint is_bottom_right; - GLint position; - GLint radius; - GLint half_size; - GLint half_thickness; - } corner; - - struct { - GLuint program; - GLint proj; - GLint color; - GLint pos_attrib; - GLint position; - GLint size; - GLint blur_sigma; - GLint corner_radius; - } box_shadow; - - struct gles2_tex_shader tex_rgba; - struct gles2_tex_shader tex_rgbx; - struct gles2_tex_shader tex_ext; - } shaders; -}; - -struct fx_renderer *fx_renderer_create(struct wlr_egl *egl); - -void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height); - -void fx_renderer_end(); - -void fx_renderer_clear(const float color[static 4]); - -void fx_renderer_scissor(struct wlr_box *box); - -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); - -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); - -void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, - const float color[static 4], const float projection[static 9]); - -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); - -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); - -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 radius, float blur_sigma); - -#endif diff --git a/include/sway/desktop/fx_renderer/fx_renderer.h b/include/sway/desktop/fx_renderer/fx_renderer.h new file mode 100644 index 00000000..a48a00e1 --- /dev/null +++ b/include/sway/desktop/fx_renderer/fx_renderer.h @@ -0,0 +1,149 @@ +#ifndef _SWAY_OPENGL_H +#define _SWAY_OPENGL_H + +#include +#include +#include + +enum corner_location { ALL, TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT, NONE }; + +enum fx_tex_shader_source { + SHADER_SOURCE_TEXTURE_RGBA = 1, + SHADER_SOURCE_TEXTURE_RGBX = 2, + SHADER_SOURCE_TEXTURE_EXTERNAL = 3, +}; + +enum fx_rounded_quad_shader_source { + SHADER_SOURCE_QUAD_ROUND = 1, + SHADER_SOURCE_QUAD_ROUND_TOP_LEFT = 2, + SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT = 3, +}; + +struct decoration_data { + float alpha; + float saturation; + int corner_radius; + float dim; + float* dim_color; + bool has_titlebar; +}; + +struct gles2_tex_shader { + GLuint program; + GLint proj; + GLint tex; + GLint alpha; + GLint pos_attrib; + GLint tex_attrib; + GLint size; + GLint position; + GLint radius; + GLint saturation; + GLint dim; + GLint dim_color; + GLint has_titlebar; +}; + +struct rounded_quad_shader { + GLuint program; + GLint proj; + GLint color; + GLint pos_attrib; + GLint size; + GLint position; + GLint radius; +}; + +struct fx_renderer { + struct wlr_egl *egl; + + float projection[9]; + + GLuint stencil_buffer_id; + + struct { + bool OES_egl_image_external; + } exts; + + struct { + PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES; + } procs; + + + // Shaders + struct { + struct { + GLuint program; + GLint proj; + GLint color; + GLint pos_attrib; + } quad; + + struct rounded_quad_shader rounded_quad; + struct rounded_quad_shader rounded_tl_quad; + struct rounded_quad_shader rounded_tr_quad; + + struct { + GLuint program; + GLint proj; + GLint color; + GLint pos_attrib; + GLint is_top_left; + GLint is_top_right; + GLint is_bottom_left; + GLint is_bottom_right; + GLint position; + GLint radius; + GLint half_size; + GLint half_thickness; + } corner; + + struct { + GLuint program; + GLint proj; + GLint color; + GLint pos_attrib; + GLint position; + GLint size; + GLint blur_sigma; + GLint corner_radius; + } box_shadow; + + struct gles2_tex_shader tex_rgba; + struct gles2_tex_shader tex_rgbx; + struct gles2_tex_shader tex_ext; + } shaders; +}; + +struct fx_renderer *fx_renderer_create(struct wlr_egl *egl); + +void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height); + +void fx_renderer_end(); + +void fx_renderer_clear(const float color[static 4]); + +void fx_renderer_scissor(struct wlr_box *box); + +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); + +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); + +void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, + const float color[static 4], const float projection[static 9]); + +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); + +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); + +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 radius, float blur_sigma); + +#endif diff --git a/include/sway/desktop/fx_renderer/matrix.h b/include/sway/desktop/fx_renderer/matrix.h new file mode 100644 index 00000000..6931e8d2 --- /dev/null +++ b/include/sway/desktop/fx_renderer/matrix.h @@ -0,0 +1,9 @@ +#ifndef _MATRIX_H +#define _MATRIX_H + +#include + +void matrix_projection(float mat[static 9], int width, int height, + enum wl_output_transform transform); + +#endif diff --git a/include/sway/output.h b/include/sway/output.h index 2d702741..a6bec10a 100644 --- a/include/sway/output.h +++ b/include/sway/output.h @@ -6,7 +6,7 @@ #include #include #include "config.h" -#include "sway/desktop/fx_renderer.h" +#include "sway/desktop/fx_renderer/fx_renderer.h" #include "sway/tree/node.h" #include "sway/tree/view.h" diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c deleted file mode 100644 index a5ad0dab..00000000 --- a/sway/desktop/fx_renderer.c +++ /dev/null @@ -1,734 +0,0 @@ -/* - The original wlr_renderer was heavily referenced in making this project - https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2 -*/ - -#include -#include -#include -#include -#include -#include -#include -#include -#include "log.h" -#include "sway/desktop/fx_renderer.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 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, - }, -}; - -static 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; -} - -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/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 +#include +#include +#include +#include +#include +#include +#include + +#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 +#include +#include + +#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); + } + } +} diff --git a/sway/desktop/output.c b/sway/desktop/output.c index 5107c43c..a7269b7b 100644 --- a/sway/desktop/output.c +++ b/sway/desktop/output.c @@ -30,7 +30,6 @@ #include "sway/tree/root.h" #include "sway/tree/view.h" #include "sway/tree/workspace.h" -#include "sway/desktop/fx_renderer.h" struct sway_output *output_by_name_or_id(const char *name_or_id) { for (int i = 0; i < root->outputs->length; ++i) { diff --git a/sway/desktop/render.c b/sway/desktop/render.c index 244fe62e..3a3517c1 100644 --- a/sway/desktop/render.c +++ b/sway/desktop/render.c @@ -18,7 +18,7 @@ #include "log.h" #include "config.h" #include "sway/config.h" -#include "sway/desktop/fx_renderer.h" +#include "sway/desktop/fx_renderer/fx_renderer.h" #include "sway/input/input-manager.h" #include "sway/input/seat.h" #include "sway/layers.h" diff --git a/sway/desktop/shaders/box_shadow.frag b/sway/desktop/shaders/box_shadow.frag deleted file mode 100644 index c9b2b91f..00000000 --- a/sway/desktop/shaders/box_shadow.frag +++ /dev/null @@ -1,74 +0,0 @@ -// 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/shaders/common.vert b/sway/desktop/shaders/common.vert deleted file mode 100644 index 811e0f2d..00000000 --- a/sway/desktop/shaders/common.vert +++ /dev/null @@ -1,12 +0,0 @@ -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/shaders/corner.frag b/sway/desktop/shaders/corner.frag deleted file mode 100644 index 7699299a..00000000 --- a/sway/desktop/shaders/corner.frag +++ /dev/null @@ -1,36 +0,0 @@ -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/shaders/embed.sh b/sway/desktop/shaders/embed.sh deleted file mode 100644 index 47f07892..00000000 --- a/sway/desktop/shaders/embed.sh +++ /dev/null @@ -1,11 +0,0 @@ -#!/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/shaders/meson.build b/sway/desktop/shaders/meson.build deleted file mode 100644 index 6c0dd1d3..00000000 --- a/sway/desktop/shaders/meson.build +++ /dev/null @@ -1,23 +0,0 @@ -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/shaders/quad.frag b/sway/desktop/shaders/quad.frag deleted file mode 100644 index 7c763272..00000000 --- a/sway/desktop/shaders/quad.frag +++ /dev/null @@ -1,7 +0,0 @@ -precision mediump float; -varying vec4 v_color; -varying vec2 v_texcoord; - -void main() { - gl_FragColor = v_color; -} diff --git a/sway/desktop/shaders/quad_round.frag b/sway/desktop/shaders/quad_round.frag deleted file mode 100644 index 4dcf0c53..00000000 --- a/sway/desktop/shaders/quad_round.frag +++ /dev/null @@ -1,37 +0,0 @@ -#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/shaders/tex.frag b/sway/desktop/shaders/tex.frag deleted file mode 100644 index 817b838c..00000000 --- a/sway/desktop/shaders/tex.frag +++ /dev/null @@ -1,62 +0,0 @@ -#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); - } - } -} diff --git a/sway/meson.build b/sway/meson.build index b6f63c16..7eef011b 100644 --- a/sway/meson.build +++ b/sway/meson.build @@ -14,7 +14,8 @@ sway_sources = files( 'xdg_decoration.c', 'desktop/desktop.c', - 'desktop/fx_renderer.c', + 'desktop/fx_renderer/fx_renderer.c', + 'desktop/fx_renderer/matrix.c', 'desktop/idle_inhibit_v1.c', 'desktop/layer_shell.c', 'desktop/output.c', @@ -224,7 +225,7 @@ sway_sources = files( 'tree/output.c', ) -subdir('desktop/shaders') +subdir('desktop/fx_renderer/shaders') sway_deps = [ cairo, diff --git a/sway/server.c b/sway/server.c index b107d84a..c4d005b6 100644 --- a/sway/server.c +++ b/sway/server.c @@ -41,7 +41,7 @@ #include "list.h" #include "log.h" #include "sway/config.h" -#include "sway/desktop/fx_renderer.h" +#include "sway/desktop/fx_renderer/fx_renderer.h" #include "sway/desktop/idle_inhibit_v1.h" #include "sway/input/input-manager.h" #include "sway/output.h" diff --git a/sway/tree/container.c b/sway/tree/container.c index d22dadd5..f256bafc 100644 --- a/sway/tree/container.c +++ b/sway/tree/container.c @@ -16,7 +16,6 @@ #include "pango.h" #include "sway/config.h" #include "sway/desktop.h" -#include "sway/desktop/fx_renderer.h" #include "sway/desktop/transaction.h" #include "sway/input/input-manager.h" #include "sway/input/seat.h" -- cgit v1.2.3