compile shaders for every context separately

This commit is contained in:
vaxerski 2022-08-11 20:29:21 +02:00
parent 073f08301a
commit b178891ab3
2 changed files with 175 additions and 168 deletions

View File

@ -23,110 +23,6 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
Debug::log(WARN, "!RENDERER: Using the legacy GLES2 renderer!"); Debug::log(WARN, "!RENDERER: Using the legacy GLES2 renderer!");
#endif #endif
// Init shaders
GLuint prog = createProgram(QUADVERTSRC, QUADFRAGSRC);
m_shQUAD.program = prog;
m_shQUAD.proj = glGetUniformLocation(prog, "proj");
m_shQUAD.color = glGetUniformLocation(prog, "color");
m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos");
m_shQUAD.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shQUAD.topLeft = glGetUniformLocation(prog, "topLeft");
m_shQUAD.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_shQUAD.fullSize = glGetUniformLocation(prog, "fullSize");
m_shQUAD.radius = glGetUniformLocation(prog, "radius");
m_shQUAD.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA);
m_shRGBA.program = prog;
m_shRGBA.proj = glGetUniformLocation(prog, "proj");
m_shRGBA.tex = glGetUniformLocation(prog, "tex");
m_shRGBA.alpha = glGetUniformLocation(prog, "alpha");
m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
m_shRGBA.topLeft = glGetUniformLocation(prog, "topLeft");
m_shRGBA.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_shRGBA.fullSize = glGetUniformLocation(prog, "fullSize");
m_shRGBA.radius = glGetUniformLocation(prog, "radius");
m_shRGBA.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBX);
m_shRGBX.program = prog;
m_shRGBX.tex = glGetUniformLocation(prog, "tex");
m_shRGBX.proj = glGetUniformLocation(prog, "proj");
m_shRGBX.alpha = glGetUniformLocation(prog, "alpha");
m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos");
m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
m_shRGBX.topLeft = glGetUniformLocation(prog, "topLeft");
m_shRGBX.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_shRGBX.fullSize = glGetUniformLocation(prog, "fullSize");
m_shRGBX.radius = glGetUniformLocation(prog, "radius");
m_shRGBX.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCEXT);
m_shEXT.program = prog;
m_shEXT.tex = glGetUniformLocation(prog, "tex");
m_shEXT.proj = glGetUniformLocation(prog, "proj");
m_shEXT.alpha = glGetUniformLocation(prog, "alpha");
m_shEXT.posAttrib = glGetAttribLocation(prog, "pos");
m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
m_shEXT.topLeft = glGetUniformLocation(prog, "topLeft");
m_shEXT.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_shEXT.fullSize = glGetUniformLocation(prog, "fullSize");
m_shEXT.radius = glGetUniformLocation(prog, "radius");
m_shEXT.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
prog = createProgram(TEXVERTSRC, FRAGBLUR1);
m_shBLUR1.program = prog;
m_shBLUR1.tex = glGetUniformLocation(prog, "tex");
m_shBLUR1.alpha = glGetUniformLocation(prog, "alpha");
m_shBLUR1.proj = glGetUniformLocation(prog, "proj");
m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos");
m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shBLUR1.radius = glGetUniformLocation(prog, "radius");
m_shBLUR1.halfpixel = glGetUniformLocation(prog, "halfpixel");
prog = createProgram(TEXVERTSRC, FRAGBLUR2);
m_shBLUR2.program = prog;
m_shBLUR2.tex = glGetUniformLocation(prog, "tex");
m_shBLUR2.alpha = glGetUniformLocation(prog, "alpha");
m_shBLUR2.proj = glGetUniformLocation(prog, "proj");
m_shBLUR2.posAttrib = glGetAttribLocation(prog, "pos");
m_shBLUR2.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shBLUR2.radius = glGetUniformLocation(prog, "radius");
m_shBLUR2.halfpixel = glGetUniformLocation(prog, "halfpixel");
prog = createProgram(QUADVERTSRC, FRAGSHADOW);
m_shSHADOW.program = prog;
m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
m_shSHADOW.range = glGetUniformLocation(prog, "range");
m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
m_shSHADOW.color = glGetUniformLocation(prog, "color");
prog = createProgram(QUADVERTSRC, FRAGBORDER1);
m_shBORDER1.program = prog;
m_shBORDER1.proj = glGetUniformLocation(prog, "proj");
m_shBORDER1.thick = glGetUniformLocation(prog, "thick");
m_shBORDER1.posAttrib = glGetAttribLocation(prog, "pos");
m_shBORDER1.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shBORDER1.topLeft = glGetUniformLocation(prog, "topLeft");
m_shBORDER1.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_shBORDER1.fullSize = glGetUniformLocation(prog, "fullSize");
m_shBORDER1.radius = glGetUniformLocation(prog, "radius");
m_shBORDER1.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
m_shBORDER1.color = glGetUniformLocation(prog, "color");
Debug::log(LOG, "Shaders initialized successfully.");
// End shaders // End shaders
pixman_region32_init(&m_rOriginalDamageRegion); pixman_region32_init(&m_rOriginalDamageRegion);
@ -206,6 +102,9 @@ void CHyprOpenGLImpl::begin(CMonitor* pMonitor, pixman_region32_t* pDamage, bool
createBGTextureForMonitor(pMonitor); createBGTextureForMonitor(pMonitor);
} }
if (!m_RenderData.pCurrentMonData->m_bShadersInitialized)
initShaders();
// bind the primary Hypr Framebuffer // bind the primary Hypr Framebuffer
m_RenderData.pCurrentMonData->primaryFB.bind(); m_RenderData.pCurrentMonData->primaryFB.bind();
@ -236,6 +135,112 @@ void CHyprOpenGLImpl::end() {
m_iWLROutputFb = 0; m_iWLROutputFb = 0;
} }
void CHyprOpenGLImpl::initShaders() {
GLuint prog = createProgram(QUADVERTSRC, QUADFRAGSRC);
m_RenderData.pCurrentMonData->m_shQUAD.program = prog;
m_RenderData.pCurrentMonData->m_shQUAD.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shQUAD.color = glGetUniformLocation(prog, "color");
m_RenderData.pCurrentMonData->m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shQUAD.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shQUAD.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shQUAD.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shQUAD.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shQUAD.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA);
m_RenderData.pCurrentMonData->m_shRGBA.program = prog;
m_RenderData.pCurrentMonData->m_shRGBA.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shRGBA.tex = glGetUniformLocation(prog, "tex");
m_RenderData.pCurrentMonData->m_shRGBA.alpha = glGetUniformLocation(prog, "alpha");
m_RenderData.pCurrentMonData->m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
m_RenderData.pCurrentMonData->m_shRGBA.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shRGBA.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shRGBA.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shRGBA.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shRGBA.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBX);
m_RenderData.pCurrentMonData->m_shRGBX.program = prog;
m_RenderData.pCurrentMonData->m_shRGBX.tex = glGetUniformLocation(prog, "tex");
m_RenderData.pCurrentMonData->m_shRGBX.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shRGBX.alpha = glGetUniformLocation(prog, "alpha");
m_RenderData.pCurrentMonData->m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
m_RenderData.pCurrentMonData->m_shRGBX.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shRGBX.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shRGBX.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shRGBX.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shRGBX.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCEXT);
m_RenderData.pCurrentMonData->m_shEXT.program = prog;
m_RenderData.pCurrentMonData->m_shEXT.tex = glGetUniformLocation(prog, "tex");
m_RenderData.pCurrentMonData->m_shEXT.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shEXT.alpha = glGetUniformLocation(prog, "alpha");
m_RenderData.pCurrentMonData->m_shEXT.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
m_RenderData.pCurrentMonData->m_shEXT.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shEXT.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shEXT.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shEXT.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shEXT.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
prog = createProgram(TEXVERTSRC, FRAGBLUR1);
m_RenderData.pCurrentMonData->m_shBLUR1.program = prog;
m_RenderData.pCurrentMonData->m_shBLUR1.tex = glGetUniformLocation(prog, "tex");
m_RenderData.pCurrentMonData->m_shBLUR1.alpha = glGetUniformLocation(prog, "alpha");
m_RenderData.pCurrentMonData->m_shBLUR1.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shBLUR1.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel = glGetUniformLocation(prog, "halfpixel");
prog = createProgram(TEXVERTSRC, FRAGBLUR2);
m_RenderData.pCurrentMonData->m_shBLUR2.program = prog;
m_RenderData.pCurrentMonData->m_shBLUR2.tex = glGetUniformLocation(prog, "tex");
m_RenderData.pCurrentMonData->m_shBLUR2.alpha = glGetUniformLocation(prog, "alpha");
m_RenderData.pCurrentMonData->m_shBLUR2.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shBLUR2.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shBLUR2.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shBLUR2.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shBLUR2.halfpixel = glGetUniformLocation(prog, "halfpixel");
prog = createProgram(QUADVERTSRC, FRAGSHADOW);
m_RenderData.pCurrentMonData->m_shSHADOW.program = prog;
m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range");
m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color");
prog = createProgram(QUADVERTSRC, FRAGBORDER1);
m_RenderData.pCurrentMonData->m_shBORDER1.program = prog;
m_RenderData.pCurrentMonData->m_shBORDER1.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shBORDER1.thick = glGetUniformLocation(prog, "thick");
m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shBORDER1.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shBORDER1.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_RenderData.pCurrentMonData->m_shBORDER1.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shBORDER1.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shBORDER1.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
m_RenderData.pCurrentMonData->m_shBORDER1.color = glGetUniformLocation(prog, "color");
m_RenderData.pCurrentMonData->m_bShadersInitialized = true;
Debug::log(LOG, "Shaders initialized successfully.");
}
void CHyprOpenGLImpl::clear(const CColor& color) { void CHyprOpenGLImpl::clear(const CColor& color) {
RASSERT(m_RenderData.pMonitor, "Tried to render without begin()!"); RASSERT(m_RenderData.pMonitor, "Tried to render without begin()!");
@ -311,10 +316,10 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(m_shQUAD.program); glUseProgram(m_RenderData.pCurrentMonData->m_shQUAD.program);
glUniformMatrix3fv(m_shQUAD.proj, 1, GL_FALSE, glMatrix); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix);
glUniform4f(m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f); glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
const auto TOPLEFT = Vector2D(round, round); const auto TOPLEFT = Vector2D(round, round);
const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round); const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round);
@ -323,17 +328,17 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue; static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
// Rounded corners // Rounded corners
glUniform2f(m_shQUAD.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(m_shQUAD.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(m_shQUAD.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(m_shQUAD.radius, round); glUniform1f(m_RenderData.pCurrentMonData->m_shQUAD.radius, round);
glUniform1i(m_shQUAD.primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0)); glUniform1i(m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0));
glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(m_shQUAD.posAttrib); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib);
glEnableVertexAttribArray(m_shQUAD.texAttrib); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib);
if (pixman_region32_not_empty(damage)) { if (pixman_region32_not_empty(damage)) {
PIXMAN_DAMAGE_FOREACH(damage) { PIXMAN_DAMAGE_FOREACH(damage) {
@ -343,8 +348,8 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
} }
} }
glDisableVertexAttribArray(m_shQUAD.posAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib);
glDisableVertexAttribArray(m_shQUAD.texAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} }
@ -385,13 +390,13 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
switch (tex.m_iType) { switch (tex.m_iType) {
case TEXTURE_RGBA: case TEXTURE_RGBA:
shader = &m_shRGBA; shader = &m_RenderData.pCurrentMonData->m_shRGBA;
break; break;
case TEXTURE_RGBX: case TEXTURE_RGBX:
shader = &m_shRGBX; shader = &m_RenderData.pCurrentMonData->m_shRGBX;
break; break;
case TEXTURE_EXTERNAL: case TEXTURE_EXTERNAL:
shader = &m_shEXT; shader = &m_RenderData.pCurrentMonData->m_shEXT;
break; break;
default: default:
RASSERT(false, "tex.m_iTarget unsupported!"); RASSERT(false, "tex.m_iTarget unsupported!");
@ -510,10 +515,10 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
// prep two shaders // prep two shaders
glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix); glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
glUniform1f(pShader->radius, *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a glUniform1f(pShader->radius, *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a
if (pShader == &m_shBLUR1) if (pShader == &m_RenderData.pCurrentMonData->m_shBLUR1)
glUniform2f(m_shBLUR1.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f)); glUniform2f(m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f));
else else
glUniform2f(m_shBLUR2.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y * 2.f)); glUniform2f(m_RenderData.pCurrentMonData->m_shBLUR2.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y * 2.f));
glUniform1i(pShader->tex, 0); glUniform1i(pShader->tex, 0);
glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
@ -550,17 +555,17 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
pixman_region32_init(&tempDamage); pixman_region32_init(&tempDamage);
wlr_region_scale(&tempDamage, &damage, 1.f / 2.f); // when DOWNscaling, we make the region twice as small because it's the TARGET wlr_region_scale(&tempDamage, &damage, 1.f / 2.f); // when DOWNscaling, we make the region twice as small because it's the TARGET
drawPass(&m_shBLUR1, &tempDamage); drawPass(&m_RenderData.pCurrentMonData->m_shBLUR1, &tempDamage);
// and draw // and draw
for (int i = 1; i < *PBLURPASSES; ++i) { for (int i = 1; i < *PBLURPASSES; ++i) {
wlr_region_scale(&tempDamage, &damage, 1.f / (1 << (i + 1))); wlr_region_scale(&tempDamage, &damage, 1.f / (1 << (i + 1)));
drawPass(&m_shBLUR1, &tempDamage); // down drawPass(&m_RenderData.pCurrentMonData->m_shBLUR1, &tempDamage); // down
} }
for (int i = *PBLURPASSES - 1; i >= 0; --i) { for (int i = *PBLURPASSES - 1; i >= 0; --i) {
wlr_region_scale(&tempDamage, &damage, 1.f / (1 << i)); // when upsampling we make the region twice as big wlr_region_scale(&tempDamage, &damage, 1.f / (1 << i)); // when upsampling we make the region twice as big
drawPass(&m_shBLUR2, &tempDamage); // up drawPass(&m_RenderData.pCurrentMonData->m_shBLUR2, &tempDamage); // up
} }
// finish // finish
@ -778,27 +783,27 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(m_shBORDER1.program); glUseProgram(m_RenderData.pCurrentMonData->m_shBORDER1.program);
glUniformMatrix3fv(m_shBORDER1.proj, 1, GL_FALSE, glMatrix); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
glUniform4f(m_shBORDER1.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f); glUniform4f(m_RenderData.pCurrentMonData->m_shBORDER1.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
const auto TOPLEFT = Vector2D(round, round); const auto TOPLEFT = Vector2D(round, round);
const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round); const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round);
const auto FULLSIZE = Vector2D(box->width, box->height); const auto FULLSIZE = Vector2D(box->width, box->height);
glUniform2f(m_shBORDER1.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(m_shBORDER1.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(m_shBORDER1.radius, round); glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radius, round);
glUniform1f(m_shBORDER1.thick, *PBORDERSIZE); glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.thick, *PBORDERSIZE);
glUniform1i(m_shBORDER1.primitiveMultisample, *PMULTISAMPLE); glUniform1i(m_RenderData.pCurrentMonData->m_shBORDER1.primitiveMultisample, *PMULTISAMPLE);
glVertexAttribPointer(m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(m_shBORDER1.posAttrib); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib);
glEnableVertexAttribArray(m_shBORDER1.texAttrib); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib);
if (pixman_region32_not_empty(m_RenderData.pDamage)) { if (pixman_region32_not_empty(m_RenderData.pDamage)) {
PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) { PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
@ -808,8 +813,8 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
} }
} }
glDisableVertexAttribArray(m_shBORDER1.posAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib);
glDisableVertexAttribArray(m_shBORDER1.texAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} }
@ -1021,28 +1026,28 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(m_shSHADOW.program); glUseProgram(m_RenderData.pCurrentMonData->m_shSHADOW.program);
glUniformMatrix3fv(m_shSHADOW.proj, 1, GL_FALSE, glMatrix); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_FALSE, glMatrix);
glUniform4f(m_shSHADOW.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a); glUniform4f(m_RenderData.pCurrentMonData->m_shSHADOW.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a);
const auto TOPLEFT = Vector2D(range + round, range + round); const auto TOPLEFT = Vector2D(range + round, range + round);
const auto BOTTOMRIGHT = Vector2D(box->width - (range + round), box->height - (range + round)); const auto BOTTOMRIGHT = Vector2D(box->width - (range + round), box->height - (range + round));
const auto FULLSIZE = Vector2D(box->width, box->height); const auto FULLSIZE = Vector2D(box->width, box->height);
// Rounded corners // Rounded corners
glUniform2f(m_shSHADOW.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(m_shSHADOW.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(m_shSHADOW.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(m_shSHADOW.radius, range + round); glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.radius, range + round);
glUniform1f(m_shSHADOW.range, range); glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.range, range);
glUniform1f(m_shSHADOW.shadowPower, SHADOWPOWER); glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower, SHADOWPOWER);
glVertexAttribPointer(m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(m_shSHADOW.posAttrib); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
glEnableVertexAttribArray(m_shSHADOW.texAttrib); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
if (pixman_region32_not_empty(m_RenderData.pDamage)) { if (pixman_region32_not_empty(m_RenderData.pDamage)) {
PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) { PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
@ -1052,8 +1057,8 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
} }
} }
glDisableVertexAttribArray(m_shSHADOW.posAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
glDisableVertexAttribArray(m_shSHADOW.texAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} }

View File

@ -42,6 +42,18 @@ struct SMonitorRenderData {
bool blurFBDirty = true; bool blurFBDirty = true;
wlr_box backgroundTexBox; wlr_box backgroundTexBox;
// Shaders
bool m_bShadersInitialized = false;
CShader m_shQUAD;
CShader m_shRGBA;
CShader m_shRGBX;
CShader m_shEXT;
CShader m_shBLUR1;
CShader m_shBLUR2;
CShader m_shSHADOW;
CShader m_shBORDER1;
//
}; };
struct SCurrentRenderData { struct SCurrentRenderData {
@ -114,20 +126,10 @@ private:
bool m_bFakeFrame = false; bool m_bFakeFrame = false;
bool m_bEndFrame = false; bool m_bEndFrame = false;
// Shaders
CShader m_shQUAD;
CShader m_shRGBA;
CShader m_shRGBX;
CShader m_shEXT;
CShader m_shBLUR1;
CShader m_shBLUR2;
CShader m_shSHADOW;
CShader m_shBORDER1;
//
GLuint createProgram(const std::string&, const std::string&); GLuint createProgram(const std::string&, const std::string&);
GLuint compileShader(const GLuint&, std::string); GLuint compileShader(const GLuint&, std::string);
void createBGTextureForMonitor(CMonitor*); void createBGTextureForMonitor(CMonitor*);
void initShaders();
// returns the out FB, can be either Mirror or MirrorSwap // returns the out FB, can be either Mirror or MirrorSwap
CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage); CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);