From 5e181111216ba05c89b245d9b239b47a914fd714 Mon Sep 17 00:00:00 2001 From: Tom Englund Date: Mon, 12 Jan 2026 18:27:16 +0100 Subject: [PATCH] renderer: shader code refactor (#12926) * shader: begin the shader refactor make SShader a class and rename it to CShader, move createprogram, compileshader, logshadererror to CShader. * shader: move uniform creation to CShader move uniform creation to CShader, reduces tons of duplicated effort, however forcing uniform names to be same in all shaders. * shader: move to array based frag handling use an array with an enum so it gets easier dealing with multiple shaders, move creating program to a for loop and array, reduces line of code a lot. * shader: use shared ptr for frags with smart pointers we can now rename useProgram to useShader and return the shader directly, means only place we have to decide the shader frag is when calling useShader. easier for future shader splitting to reduce branching. * shader: move unneded public members to private move structs and uniforms to private add a get/set for initialtime and add a getUniformLocation to make the code tell what its doing, instead of direct array getting when all we wanted to get was its value, also limits the setting of uniformLocations to the createProgram as it should be. * shader: fix style nits set first enum member to 0 , remove extra {} * shader: dont show a failed notif on success the logic got inverted in the refactor here. * shader: split CM shader to rgba/rgbx variants split shader to rgba/rgbx variants, use bool, and reduce branching. * shader: split up blurprepare CM and non CM split up blurprepare, remove skipcm, move gain to gain.glsl. remove ternary operator and reduce branching by using step() and mix() use vec3 for gain, make brightness a cheap mulitplication with max. * shader: split up border to CM/noncm variants splitup border shader to CM/noncm variant, move common used things to border.glsl , there is room for optimisations here but its a complex shader im putting it for future PR. * shader: touchup blurfinish make brightness a cheap multiplication instead of branching. mod is redundant, fract in hash already returns a value in [0.0, 1.0] --- src/render/OpenGL.cpp | 765 +++++------------- src/render/OpenGL.hpp | 63 +- src/render/Shader.cpp | 305 +++++-- src/render/Shader.hpp | 51 +- src/render/shaders/glsl/CMblurprepare.frag | 36 + src/render/shaders/glsl/CMborder.frag | 98 +++ .../shaders/glsl/{CM.frag => CMrgba.frag} | 26 +- src/render/shaders/glsl/CMrgbx.frag | 44 + src/render/shaders/glsl/blurfinish.frag | 6 +- src/render/shaders/glsl/blurprepare.frag | 30 +- src/render/shaders/glsl/border.frag | 92 +-- src/render/shaders/glsl/border.glsl | 82 ++ src/render/shaders/glsl/gain.glsl | 6 + src/render/shaders/glsl/glitch.frag | 12 +- 14 files changed, 829 insertions(+), 787 deletions(-) create mode 100644 src/render/shaders/glsl/CMblurprepare.frag create mode 100644 src/render/shaders/glsl/CMborder.frag rename src/render/shaders/glsl/{CM.frag => CMrgba.frag} (53%) create mode 100644 src/render/shaders/glsl/CMrgbx.frag create mode 100644 src/render/shaders/glsl/border.glsl create mode 100644 src/render/shaders/glsl/gain.glsl diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp index 47df11c7..2ea55273 100644 --- a/src/render/OpenGL.cpp +++ b/src/render/OpenGL.cpp @@ -433,6 +433,8 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() : m_drmFD(g_pCompositor->m_drmRenderNode.fd > addLastPressToHistory(TOUCH_COORDS, g_pInputManager->getClickMode() == CLICKMODE_KILL, true); }); + + m_finalScreenShader = makeShared(); } CHyprOpenGLImpl::~CHyprOpenGLImpl() { @@ -639,94 +641,6 @@ EGLImageKHR CHyprOpenGLImpl::createEGLImage(const Aquamarine::SDMABUFAttrs& attr return image; } -void CHyprOpenGLImpl::logShaderError(const GLuint& shader, bool program, bool silent) { - GLint maxLength = 0; - if (program) - glGetProgramiv(shader, GL_INFO_LOG_LENGTH, &maxLength); - else - glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); - - std::vector errorLog(maxLength); - if (program) - glGetProgramInfoLog(shader, maxLength, &maxLength, errorLog.data()); - else - glGetShaderInfoLog(shader, maxLength, &maxLength, errorLog.data()); - std::string errorStr(errorLog.begin(), errorLog.end()); - - const auto FULLERROR = (program ? "Screen shader parser: Error linking program:" : "Screen shader parser: Error compiling shader: ") + errorStr; - - Log::logger->log(Log::ERR, "Failed to link shader: {}", FULLERROR); - - if (!silent) - g_pConfigManager->addParseError(FULLERROR); -} - -GLuint CHyprOpenGLImpl::createProgram(const std::string& vert, const std::string& frag, bool dynamic, bool silent) { - auto vertCompiled = compileShader(GL_VERTEX_SHADER, vert, dynamic, silent); - if (dynamic) { - if (vertCompiled == 0) - return 0; - } else - RASSERT(vertCompiled, "Compiling shader failed. VERTEX nullptr! Shader source:\n\n{}", vert); - - auto fragCompiled = compileShader(GL_FRAGMENT_SHADER, frag, dynamic, silent); - if (dynamic) { - if (fragCompiled == 0) - return 0; - } else - RASSERT(fragCompiled, "Compiling shader failed. FRAGMENT nullptr! Shader source:\n\n{}", frag); - - auto prog = glCreateProgram(); - glAttachShader(prog, vertCompiled); - glAttachShader(prog, fragCompiled); - glLinkProgram(prog); - - glDetachShader(prog, vertCompiled); - glDetachShader(prog, fragCompiled); - glDeleteShader(vertCompiled); - glDeleteShader(fragCompiled); - - GLint ok; - glGetProgramiv(prog, GL_LINK_STATUS, &ok); - if (dynamic) { - if (ok == GL_FALSE) { - logShaderError(prog, true, silent); - return 0; - } - } else { - if (ok != GL_TRUE) - logShaderError(prog, true); - RASSERT(ok != GL_FALSE, "createProgram() failed! GL_LINK_STATUS not OK!"); - } - - return prog; -} - -GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src, bool dynamic, bool silent) { - auto shader = glCreateShader(type); - - auto shaderSource = src.c_str(); - - glShaderSource(shader, 1, &shaderSource, nullptr); - glCompileShader(shader); - - GLint ok; - glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); - - if (dynamic) { - if (ok == GL_FALSE) { - logShaderError(shader, false, silent); - return 0; - } - } else { - if (ok != GL_TRUE) - logShaderError(shader, false); - RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!"); - } - - return shader; -} - void CHyprOpenGLImpl::beginSimple(PHLMONITOR pMonitor, const CRegion& damage, SP rb, CFramebuffer* fb) { m_renderData.pMonitor = pMonitor; @@ -878,7 +792,7 @@ void CHyprOpenGLImpl::end() { m_renderData.outFB->bind(); blend(false); - if (m_finalScreenShader.program < 1 && !g_pHyprRenderer->m_crashingInProgress) + if (m_finalScreenShader->program() < 1 && !g_pHyprRenderer->m_crashingInProgress) renderTexturePrimitive(m_renderData.pCurrentMonData->offloadFB.getTexture(), monbox); else renderTexture(m_renderData.pCurrentMonData->offloadFB.getTexture(), monbox, {}); @@ -962,31 +876,6 @@ static std::string processShader(const std::string& filename, const std::map(); const bool isDynamic = m_shadersInitialized; @@ -996,256 +885,64 @@ bool CHyprOpenGLImpl::initShaders() { std::map includes; loadShaderInclude("rounding.glsl", includes); loadShaderInclude("CM.glsl", includes); + loadShaderInclude("gain.glsl", includes); + loadShaderInclude("border.glsl", includes); shaders->TEXVERTSRC = processShader("tex300.vert", includes); shaders->TEXVERTSRC320 = processShader("tex320.vert", includes); - GLuint prog; - if (!*PCM) m_cmSupported = false; else { - const auto TEXFRAGSRCCM = processShader("CM.frag", includes); + std::vector CM_SHADERS = {{ + {SH_FRAG_CM_RGBA, "CMrgba.frag"}, + {SH_FRAG_CM_RGBX, "CMrgbx.frag"}, + {SH_FRAG_CM_BLURPREPARE, "CMblurprepare.frag"}, + {SH_FRAG_CM_BORDER1, "CMborder.frag"}, + }}; - prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCCM, true, true); - if (m_shadersInitialized && m_cmSupported && prog == 0) + bool success = false; + for (const auto& desc : CM_SHADERS) { + const auto fragSrc = processShader(desc.file, includes); + + if (!(success = shaders->frag[desc.id]->createProgram(shaders->TEXVERTSRC, fragSrc, true, true))) + break; + } + + if (m_shadersInitialized && m_cmSupported && !success) g_pHyprNotificationOverlay->addNotification(I18n::i18nEngine()->localize(I18n::TXT_KEY_NOTIF_CM_RELOAD_FAILED), CHyprColor{}, 15000, ICON_WARNING); - m_cmSupported = prog > 0; - if (m_cmSupported) { - shaders->m_shCM.program = prog; - getCMShaderUniforms(shaders->m_shCM); - getRoundingShaderUniforms(shaders->m_shCM); - shaders->m_shCM.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj"); - shaders->m_shCM.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex"); - shaders->m_shCM.uniformLocations[SHADER_TEX_TYPE] = glGetUniformLocation(prog, "texType"); - shaders->m_shCM.uniformLocations[SHADER_ALPHA_MATTE] = glGetUniformLocation(prog, "texMatte"); - shaders->m_shCM.uniformLocations[SHADER_ALPHA] = glGetUniformLocation(prog, "alpha"); - shaders->m_shCM.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord"); - shaders->m_shCM.uniformLocations[SHADER_MATTE_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoordMatte"); - shaders->m_shCM.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos"); - shaders->m_shCM.uniformLocations[SHADER_DISCARD_OPAQUE] = glGetUniformLocation(prog, "discardOpaque"); - shaders->m_shCM.uniformLocations[SHADER_DISCARD_ALPHA] = glGetUniformLocation(prog, "discardAlpha"); - shaders->m_shCM.uniformLocations[SHADER_DISCARD_ALPHA_VALUE] = glGetUniformLocation(prog, "discardAlphaValue"); - shaders->m_shCM.uniformLocations[SHADER_APPLY_TINT] = glGetUniformLocation(prog, "applyTint"); - shaders->m_shCM.uniformLocations[SHADER_TINT] = glGetUniformLocation(prog, "tint"); - shaders->m_shCM.uniformLocations[SHADER_USE_ALPHA_MATTE] = glGetUniformLocation(prog, "useAlphaMatte"); - shaders->m_shCM.createVao(); - } else + m_cmSupported = success; + + if (!m_cmSupported) Log::logger->log( Log::ERR, "WARNING: CM Shader failed compiling, color management will not work. It's likely because your GPU is an old piece of garbage, don't file bug reports " "about this!"); } - const auto FRAGSHADOW = processShader("shadow.frag", includes); - const auto FRAGBORDER1 = processShader("border.frag", includes); - const auto FRAGBLURPREPARE = processShader("blurprepare.frag", includes); - const auto FRAGBLURFINISH = processShader("blurfinish.frag", includes); - const auto QUADFRAGSRC = processShader("quad.frag", includes); - const auto TEXFRAGSRCRGBA = processShader("rgba.frag", includes); - const auto TEXFRAGSRCRGBAPASSTHRU = processShader("passthru.frag", includes); - const auto TEXFRAGSRCRGBAMATTE = processShader("rgbamatte.frag", includes); - const auto FRAGGLITCH = processShader("glitch.frag", includes); - const auto TEXFRAGSRCRGBX = processShader("rgbx.frag", includes); - const auto TEXFRAGSRCEXT = processShader("ext.frag", includes); - const auto FRAGBLUR1 = processShader("blur1.frag", includes); - const auto FRAGBLUR2 = processShader("blur2.frag", includes); + std::vector FRAG_SHADERS = {{ + {SH_FRAG_QUAD, "quad.frag"}, + {SH_FRAG_RGBA, "rgba.frag"}, + {SH_FRAG_PASSTHRURGBA, "passthru.frag"}, + {SH_FRAG_MATTE, "rgbamatte.frag"}, + {SH_FRAG_GLITCH, "glitch.frag"}, + {SH_FRAG_RGBX, "rgbx.frag"}, + {SH_FRAG_EXT, "ext.frag"}, + {SH_FRAG_BLUR1, "blur1.frag"}, + {SH_FRAG_BLUR2, "blur2.frag"}, + {SH_FRAG_BLURPREPARE, "blurprepare.frag"}, + {SH_FRAG_BLURFINISH, "blurfinish.frag"}, + {SH_FRAG_SHADOW, "shadow.frag"}, + {SH_FRAG_BORDER1, "border.frag"}, + }}; - prog = createProgram(shaders->TEXVERTSRC, QUADFRAGSRC, isDynamic); - if (!prog) - return false; - shaders->m_shQUAD.program = prog; - getRoundingShaderUniforms(shaders->m_shQUAD); - shaders->m_shQUAD.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj"); - shaders->m_shQUAD.uniformLocations[SHADER_COLOR] = glGetUniformLocation(prog, "color"); - shaders->m_shQUAD.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos"); - shaders->m_shQUAD.createVao(); + for (const auto& desc : FRAG_SHADERS) { + const auto fragSrc = processShader(desc.file, includes); - prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCRGBA, isDynamic); - if (!prog) - return false; - shaders->m_shRGBA.program = prog; - getRoundingShaderUniforms(shaders->m_shRGBA); - shaders->m_shRGBA.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj"); - shaders->m_shRGBA.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex"); - shaders->m_shRGBA.uniformLocations[SHADER_ALPHA_MATTE] = glGetUniformLocation(prog, "texMatte"); - shaders->m_shRGBA.uniformLocations[SHADER_ALPHA] = glGetUniformLocation(prog, "alpha"); - shaders->m_shRGBA.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord"); - shaders->m_shRGBA.uniformLocations[SHADER_MATTE_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoordMatte"); - shaders->m_shRGBA.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos"); - shaders->m_shRGBA.uniformLocations[SHADER_DISCARD_OPAQUE] = glGetUniformLocation(prog, "discardOpaque"); - shaders->m_shRGBA.uniformLocations[SHADER_DISCARD_ALPHA] = glGetUniformLocation(prog, "discardAlpha"); - shaders->m_shRGBA.uniformLocations[SHADER_DISCARD_ALPHA_VALUE] = glGetUniformLocation(prog, "discardAlphaValue"); - shaders->m_shRGBA.uniformLocations[SHADER_APPLY_TINT] = glGetUniformLocation(prog, "applyTint"); - shaders->m_shRGBA.uniformLocations[SHADER_TINT] = glGetUniformLocation(prog, "tint"); - shaders->m_shRGBA.uniformLocations[SHADER_USE_ALPHA_MATTE] = glGetUniformLocation(prog, "useAlphaMatte"); - shaders->m_shRGBA.createVao(); - - prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCRGBAPASSTHRU, isDynamic); - if (!prog) - return false; - shaders->m_shPASSTHRURGBA.program = prog; - shaders->m_shPASSTHRURGBA.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj"); - shaders->m_shPASSTHRURGBA.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex"); - shaders->m_shPASSTHRURGBA.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord"); - shaders->m_shPASSTHRURGBA.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos"); - shaders->m_shPASSTHRURGBA.createVao(); - - prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCRGBAMATTE, isDynamic); - if (!prog) - return false; - shaders->m_shMATTE.program = prog; - shaders->m_shMATTE.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj"); - shaders->m_shMATTE.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex"); - shaders->m_shMATTE.uniformLocations[SHADER_ALPHA_MATTE] = glGetUniformLocation(prog, "texMatte"); - shaders->m_shMATTE.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord"); - shaders->m_shMATTE.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos"); - shaders->m_shMATTE.createVao(); - - prog = createProgram(shaders->TEXVERTSRC, FRAGGLITCH, isDynamic); - if (!prog) - return false; - shaders->m_shGLITCH.program = prog; - shaders->m_shGLITCH.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj"); - shaders->m_shGLITCH.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex"); - shaders->m_shGLITCH.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord"); - shaders->m_shGLITCH.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos"); - shaders->m_shGLITCH.uniformLocations[SHADER_DISTORT] = glGetUniformLocation(prog, "distort"); - shaders->m_shGLITCH.uniformLocations[SHADER_TIME] = glGetUniformLocation(prog, "time"); - shaders->m_shGLITCH.uniformLocations[SHADER_FULL_SIZE] = glGetUniformLocation(prog, "screenSize"); - shaders->m_shGLITCH.createVao(); - - prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCRGBX, isDynamic); - if (!prog) - return false; - shaders->m_shRGBX.program = prog; - getRoundingShaderUniforms(shaders->m_shRGBX); - shaders->m_shRGBX.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex"); - shaders->m_shRGBX.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj"); - shaders->m_shRGBX.uniformLocations[SHADER_ALPHA] = glGetUniformLocation(prog, "alpha"); - shaders->m_shRGBX.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord"); - shaders->m_shRGBX.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos"); - shaders->m_shRGBX.uniformLocations[SHADER_DISCARD_OPAQUE] = glGetUniformLocation(prog, "discardOpaque"); - shaders->m_shRGBX.uniformLocations[SHADER_DISCARD_ALPHA] = glGetUniformLocation(prog, "discardAlpha"); - shaders->m_shRGBX.uniformLocations[SHADER_DISCARD_ALPHA_VALUE] = glGetUniformLocation(prog, "discardAlphaValue"); - shaders->m_shRGBX.uniformLocations[SHADER_APPLY_TINT] = glGetUniformLocation(prog, "applyTint"); - shaders->m_shRGBX.uniformLocations[SHADER_TINT] = glGetUniformLocation(prog, "tint"); - shaders->m_shRGBX.createVao(); - - prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCEXT, isDynamic); - if (!prog) - return false; - shaders->m_shEXT.program = prog; - getRoundingShaderUniforms(shaders->m_shEXT); - shaders->m_shEXT.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex"); - shaders->m_shEXT.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj"); - shaders->m_shEXT.uniformLocations[SHADER_ALPHA] = glGetUniformLocation(prog, "alpha"); - shaders->m_shEXT.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos"); - shaders->m_shEXT.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord"); - shaders->m_shEXT.uniformLocations[SHADER_DISCARD_OPAQUE] = glGetUniformLocation(prog, "discardOpaque"); - shaders->m_shEXT.uniformLocations[SHADER_DISCARD_ALPHA] = glGetUniformLocation(prog, "discardAlpha"); - shaders->m_shEXT.uniformLocations[SHADER_DISCARD_ALPHA_VALUE] = glGetUniformLocation(prog, "discardAlphaValue"); - shaders->m_shEXT.uniformLocations[SHADER_APPLY_TINT] = glGetUniformLocation(prog, "applyTint"); - shaders->m_shEXT.uniformLocations[SHADER_TINT] = glGetUniformLocation(prog, "tint"); - shaders->m_shEXT.createVao(); - - prog = createProgram(shaders->TEXVERTSRC, FRAGBLUR1, isDynamic); - if (!prog) - return false; - shaders->m_shBLUR1.program = prog; - shaders->m_shBLUR1.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex"); - shaders->m_shBLUR1.uniformLocations[SHADER_ALPHA] = glGetUniformLocation(prog, "alpha"); - shaders->m_shBLUR1.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj"); - shaders->m_shBLUR1.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos"); - shaders->m_shBLUR1.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord"); - shaders->m_shBLUR1.uniformLocations[SHADER_RADIUS] = glGetUniformLocation(prog, "radius"); - shaders->m_shBLUR1.uniformLocations[SHADER_HALFPIXEL] = glGetUniformLocation(prog, "halfpixel"); - shaders->m_shBLUR1.uniformLocations[SHADER_PASSES] = glGetUniformLocation(prog, "passes"); - shaders->m_shBLUR1.uniformLocations[SHADER_VIBRANCY] = glGetUniformLocation(prog, "vibrancy"); - shaders->m_shBLUR1.uniformLocations[SHADER_VIBRANCY_DARKNESS] = glGetUniformLocation(prog, "vibrancy_darkness"); - shaders->m_shBLUR1.createVao(); - - prog = createProgram(shaders->TEXVERTSRC, FRAGBLUR2, isDynamic); - if (!prog) - return false; - shaders->m_shBLUR2.program = prog; - shaders->m_shBLUR2.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex"); - shaders->m_shBLUR2.uniformLocations[SHADER_ALPHA] = glGetUniformLocation(prog, "alpha"); - shaders->m_shBLUR2.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj"); - shaders->m_shBLUR2.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos"); - shaders->m_shBLUR2.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord"); - shaders->m_shBLUR2.uniformLocations[SHADER_RADIUS] = glGetUniformLocation(prog, "radius"); - shaders->m_shBLUR2.uniformLocations[SHADER_HALFPIXEL] = glGetUniformLocation(prog, "halfpixel"); - shaders->m_shBLUR2.createVao(); - - prog = createProgram(shaders->TEXVERTSRC, FRAGBLURPREPARE, isDynamic); - if (!prog) - return false; - shaders->m_shBLURPREPARE.program = prog; - getCMShaderUniforms(shaders->m_shBLURPREPARE); - - shaders->m_shBLURPREPARE.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex"); - shaders->m_shBLURPREPARE.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj"); - shaders->m_shBLURPREPARE.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos"); - shaders->m_shBLURPREPARE.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord"); - shaders->m_shBLURPREPARE.uniformLocations[SHADER_CONTRAST] = glGetUniformLocation(prog, "contrast"); - shaders->m_shBLURPREPARE.uniformLocations[SHADER_BRIGHTNESS] = glGetUniformLocation(prog, "brightness"); - shaders->m_shBLURPREPARE.createVao(); - - prog = createProgram(shaders->TEXVERTSRC, FRAGBLURFINISH, isDynamic); - if (!prog) - return false; - shaders->m_shBLURFINISH.program = prog; - // getCMShaderUniforms(shaders->m_shBLURFINISH); - - shaders->m_shBLURFINISH.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex"); - shaders->m_shBLURFINISH.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj"); - shaders->m_shBLURFINISH.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos"); - shaders->m_shBLURFINISH.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord"); - shaders->m_shBLURFINISH.uniformLocations[SHADER_BRIGHTNESS] = glGetUniformLocation(prog, "brightness"); - shaders->m_shBLURFINISH.uniformLocations[SHADER_NOISE] = glGetUniformLocation(prog, "noise"); - shaders->m_shBLURFINISH.createVao(); - - prog = createProgram(shaders->TEXVERTSRC, FRAGSHADOW, isDynamic); - if (!prog) - return false; - - shaders->m_shSHADOW.program = prog; - getCMShaderUniforms(shaders->m_shSHADOW); - getRoundingShaderUniforms(shaders->m_shSHADOW); - shaders->m_shSHADOW.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj"); - shaders->m_shSHADOW.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos"); - shaders->m_shSHADOW.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord"); - shaders->m_shSHADOW.uniformLocations[SHADER_BOTTOM_RIGHT] = glGetUniformLocation(prog, "bottomRight"); - shaders->m_shSHADOW.uniformLocations[SHADER_RANGE] = glGetUniformLocation(prog, "range"); - shaders->m_shSHADOW.uniformLocations[SHADER_SHADOW_POWER] = glGetUniformLocation(prog, "shadowPower"); - shaders->m_shSHADOW.uniformLocations[SHADER_COLOR] = glGetUniformLocation(prog, "color"); - shaders->m_shSHADOW.createVao(); - - prog = createProgram(shaders->TEXVERTSRC, FRAGBORDER1, isDynamic); - if (!prog) - return false; - - shaders->m_shBORDER1.program = prog; - getCMShaderUniforms(shaders->m_shBORDER1); - getRoundingShaderUniforms(shaders->m_shBORDER1); - shaders->m_shBORDER1.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj"); - shaders->m_shBORDER1.uniformLocations[SHADER_THICK] = glGetUniformLocation(prog, "thick"); - shaders->m_shBORDER1.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos"); - shaders->m_shBORDER1.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord"); - shaders->m_shBORDER1.uniformLocations[SHADER_BOTTOM_RIGHT] = glGetUniformLocation(prog, "bottomRight"); - shaders->m_shBORDER1.uniformLocations[SHADER_FULL_SIZE_UNTRANSFORMED] = glGetUniformLocation(prog, "fullSizeUntransformed"); - shaders->m_shBORDER1.uniformLocations[SHADER_RADIUS_OUTER] = glGetUniformLocation(prog, "radiusOuter"); - shaders->m_shBORDER1.uniformLocations[SHADER_GRADIENT] = glGetUniformLocation(prog, "gradient"); - shaders->m_shBORDER1.uniformLocations[SHADER_GRADIENT2] = glGetUniformLocation(prog, "gradient2"); - shaders->m_shBORDER1.uniformLocations[SHADER_GRADIENT_LENGTH] = glGetUniformLocation(prog, "gradientLength"); - shaders->m_shBORDER1.uniformLocations[SHADER_GRADIENT2_LENGTH] = glGetUniformLocation(prog, "gradient2Length"); - shaders->m_shBORDER1.uniformLocations[SHADER_ANGLE] = glGetUniformLocation(prog, "angle"); - shaders->m_shBORDER1.uniformLocations[SHADER_ANGLE2] = glGetUniformLocation(prog, "angle2"); - shaders->m_shBORDER1.uniformLocations[SHADER_GRADIENT_LERP] = glGetUniformLocation(prog, "gradientLerp"); - shaders->m_shBORDER1.uniformLocations[SHADER_ALPHA] = glGetUniformLocation(prog, "alpha"); - shaders->m_shBORDER1.createVao(); + if (!shaders->frag[desc.id]->createProgram(shaders->TEXVERTSRC, fragSrc, isDynamic)) + return false; + } } catch (const std::exception& e) { if (!m_shadersInitialized) @@ -1266,7 +963,7 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) { static auto PDT = CConfigValue("debug:damage_tracking"); - m_finalScreenShader.destroy(); + m_finalScreenShader->destroy(); if (path.empty() || path == STRVAL_EMPTY) return; @@ -1280,47 +977,23 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) { std::string fragmentShader((std::istreambuf_iterator(infile)), (std::istreambuf_iterator())); - m_finalScreenShader.program = createProgram( // - fragmentShader.starts_with("#version 320 es") // do not break existing custom shaders - ? - m_shaders->TEXVERTSRC320 : - m_shaders->TEXVERTSRC, - fragmentShader, true); - - if (!m_finalScreenShader.program) { + if (!m_finalScreenShader->createProgram( // + fragmentShader.starts_with("#version 320 es") // do not break existing custom shaders + ? + m_shaders->TEXVERTSRC320 : + m_shaders->TEXVERTSRC, + fragmentShader, true)) { // Error will have been sent by now by the underlying cause return; } - m_finalScreenShader.uniformLocations[SHADER_POINTER_HIDDEN] = glGetUniformLocation(m_finalScreenShader.program, "pointer_hidden"); - m_finalScreenShader.uniformLocations[SHADER_POINTER_KILLING] = glGetUniformLocation(m_finalScreenShader.program, "pointer_killing"); - m_finalScreenShader.uniformLocations[SHADER_POINTER_SHAPE] = glGetUniformLocation(m_finalScreenShader.program, "pointer_shape"); - m_finalScreenShader.uniformLocations[SHADER_POINTER_SHAPE_PREVIOUS] = glGetUniformLocation(m_finalScreenShader.program, "pointer_shape_previous"); - m_finalScreenShader.uniformLocations[SHADER_POINTER_SWITCH_TIME] = glGetUniformLocation(m_finalScreenShader.program, "pointer_switch_time"); - m_finalScreenShader.uniformLocations[SHADER_POINTER_PRESSED_POSITIONS] = glGetUniformLocation(m_finalScreenShader.program, "pointer_pressed_positions"); - m_finalScreenShader.uniformLocations[SHADER_POINTER_PRESSED_TIMES] = glGetUniformLocation(m_finalScreenShader.program, "pointer_pressed_times"); - m_finalScreenShader.uniformLocations[SHADER_POINTER_PRESSED_KILLED] = glGetUniformLocation(m_finalScreenShader.program, "pointer_pressed_killed"); - m_finalScreenShader.uniformLocations[SHADER_POINTER_PRESSED_TOUCHED] = glGetUniformLocation(m_finalScreenShader.program, "pointer_pressed_touched"); - m_finalScreenShader.uniformLocations[SHADER_POINTER_INACTIVE_TIMEOUT] = glGetUniformLocation(m_finalScreenShader.program, "pointer_inactive_timeout"); - m_finalScreenShader.uniformLocations[SHADER_POINTER_LAST_ACTIVE] = glGetUniformLocation(m_finalScreenShader.program, "pointer_last_active"); - m_finalScreenShader.uniformLocations[SHADER_POINTER_SIZE] = glGetUniformLocation(m_finalScreenShader.program, "pointer_size"); - m_finalScreenShader.uniformLocations[SHADER_POINTER] = glGetUniformLocation(m_finalScreenShader.program, "pointer_position"); - m_finalScreenShader.uniformLocations[SHADER_PROJ] = glGetUniformLocation(m_finalScreenShader.program, "proj"); - m_finalScreenShader.uniformLocations[SHADER_TEX] = glGetUniformLocation(m_finalScreenShader.program, "tex"); - m_finalScreenShader.uniformLocations[SHADER_TIME] = glGetUniformLocation(m_finalScreenShader.program, "time"); - if (m_finalScreenShader.uniformLocations[SHADER_TIME] != -1) - m_finalScreenShader.initialTime = m_globalTimer.getSeconds(); - m_finalScreenShader.uniformLocations[SHADER_WL_OUTPUT] = glGetUniformLocation(m_finalScreenShader.program, "wl_output"); - m_finalScreenShader.uniformLocations[SHADER_FULL_SIZE] = glGetUniformLocation(m_finalScreenShader.program, "screen_size"); - if (m_finalScreenShader.uniformLocations[SHADER_FULL_SIZE] == -1) - m_finalScreenShader.uniformLocations[SHADER_FULL_SIZE] = glGetUniformLocation(m_finalScreenShader.program, "screenSize"); - m_finalScreenShader.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(m_finalScreenShader.program, "texcoord"); - m_finalScreenShader.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(m_finalScreenShader.program, "pos"); + if (m_finalScreenShader->getUniformLocation(SHADER_TIME) != -1) + m_finalScreenShader->setInitialTime(m_globalTimer.getSeconds()); static auto uniformRequireNoDamage = [this](eShaderUniform uniform, const std::string& name) { if (*PDT == 0) return; - if (m_finalScreenShader.uniformLocations[uniform] == -1) + if (m_finalScreenShader->getUniformLocation(uniform) == -1) return; // The screen shader uses the uniform @@ -1344,8 +1017,6 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) { uniformRequireNoDamage(SHADER_POINTER_KILLING, "pointer_killing"); uniformRequireNoDamage(SHADER_POINTER_SHAPE, "pointer_shape"); uniformRequireNoDamage(SHADER_POINTER_SHAPE_PREVIOUS, "pointer_shape_previous"); - - m_finalScreenShader.createVao(); } void CHyprOpenGLImpl::clear(const CHyprColor& color) { @@ -1465,11 +1136,11 @@ void CHyprOpenGLImpl::renderRectWithDamageInternal(const CBox& box, const CHyprC newBox, Math::wlTransformToHyprutils(Math::invertTransform(!m_monitorTransformEnabled ? WL_OUTPUT_TRANSFORM_NORMAL : m_renderData.pMonitor->m_transform)), newBox.rot); Mat3x3 glMatrix = m_renderData.projection.copy().multiply(matrix); - useProgram(m_shaders->m_shQUAD.program); - m_shaders->m_shQUAD.setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); + auto shader = useShader(m_shaders->frag[SH_FRAG_QUAD]); + shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); // premultiply the color as well as we don't work with straight alpha - m_shaders->m_shQUAD.setUniformFloat4(SHADER_COLOR, col.r * col.a, col.g * col.a, col.b * col.a, col.a); + shader->setUniformFloat4(SHADER_COLOR, col.r * col.a, col.g * col.a, col.b * col.a, col.a); CBox transformedBox = box; transformedBox.transform(Math::wlTransformToHyprutils(Math::invertTransform(m_renderData.pMonitor->m_transform)), m_renderData.pMonitor->m_transformedSize.x, @@ -1479,12 +1150,12 @@ void CHyprOpenGLImpl::renderRectWithDamageInternal(const CBox& box, const CHyprC const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height); // Rounded corners - m_shaders->m_shQUAD.setUniformFloat2(SHADER_TOP_LEFT, sc(TOPLEFT.x), sc(TOPLEFT.y)); - m_shaders->m_shQUAD.setUniformFloat2(SHADER_FULL_SIZE, sc(FULLSIZE.x), sc(FULLSIZE.y)); - m_shaders->m_shQUAD.setUniformFloat(SHADER_RADIUS, data.round); - m_shaders->m_shQUAD.setUniformFloat(SHADER_ROUNDING_POWER, data.roundingPower); + shader->setUniformFloat2(SHADER_TOP_LEFT, sc(TOPLEFT.x), sc(TOPLEFT.y)); + shader->setUniformFloat2(SHADER_FULL_SIZE, sc(FULLSIZE.x), sc(FULLSIZE.y)); + shader->setUniformFloat(SHADER_RADIUS, data.round); + shader->setUniformFloat(SHADER_ROUNDING_POWER, data.roundingPower); - glBindVertexArray(m_shaders->m_shQUAD.uniformLocations[SHADER_SHADER_VAO]); + glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO)); if (m_renderData.clipBox.width != 0 && m_renderData.clipBox.height != 0) { CRegion damageClip{m_renderData.clipBox.x, m_renderData.clipBox.y, m_renderData.clipBox.width, m_renderData.clipBox.height}; @@ -1543,19 +1214,19 @@ static bool isHDR2SDR(const NColorManagement::SImageDescription& imageDescriptio targetImageDescription.transferFunction == NColorManagement::CM_TRANSFER_FUNCTION_GAMMA22); } -void CHyprOpenGLImpl::passCMUniforms(SShader& shader, const NColorManagement::PImageDescription imageDescription, const NColorManagement::PImageDescription targetImageDescription, - bool modifySDR, float sdrMinLuminance, int sdrMaxLuminance) { +void CHyprOpenGLImpl::passCMUniforms(WP shader, const NColorManagement::PImageDescription imageDescription, + const NColorManagement::PImageDescription targetImageDescription, bool modifySDR, float sdrMinLuminance, int sdrMaxLuminance) { static auto PSDREOTF = CConfigValue("render:cm_sdr_eotf"); if (m_renderData.surface.valid() && ((!m_renderData.surface->m_colorManagement.valid() && *PSDREOTF >= 1) || (*PSDREOTF == 2 && m_renderData.surface->m_colorManagement.valid() && imageDescription->value().transferFunction == NColorManagement::eTransferFunction::CM_TRANSFER_FUNCTION_SRGB))) { - shader.setUniformInt(SHADER_SOURCE_TF, NColorManagement::eTransferFunction::CM_TRANSFER_FUNCTION_GAMMA22); + shader->setUniformInt(SHADER_SOURCE_TF, NColorManagement::eTransferFunction::CM_TRANSFER_FUNCTION_GAMMA22); } else - shader.setUniformInt(SHADER_SOURCE_TF, imageDescription->value().transferFunction); + shader->setUniformInt(SHADER_SOURCE_TF, imageDescription->value().transferFunction); - shader.setUniformInt(SHADER_TARGET_TF, targetImageDescription->value().transferFunction); + shader->setUniformInt(SHADER_TARGET_TF, targetImageDescription->value().transferFunction); const auto targetPrimaries = targetImageDescription->getPrimaries(); @@ -1563,28 +1234,28 @@ void CHyprOpenGLImpl::passCMUniforms(SShader& shader, const NColorManagement::PI targetPrimaries->value().red.x, targetPrimaries->value().red.y, targetPrimaries->value().green.x, targetPrimaries->value().green.y, targetPrimaries->value().blue.x, targetPrimaries->value().blue.y, targetPrimaries->value().white.x, targetPrimaries->value().white.y, }; - shader.setUniformMatrix4x2fv(SHADER_TARGET_PRIMARIES, 1, false, glTargetPrimaries); + shader->setUniformMatrix4x2fv(SHADER_TARGET_PRIMARIES, 1, false, glTargetPrimaries); const bool needsSDRmod = modifySDR && isSDR2HDR(imageDescription->value(), targetImageDescription->value()); const bool needsHDRmod = !needsSDRmod && isHDR2SDR(imageDescription->value(), targetImageDescription->value()); - shader.setUniformFloat2(SHADER_SRC_TF_RANGE, imageDescription->value().getTFMinLuminance(needsSDRmod ? sdrMinLuminance : -1), - imageDescription->value().getTFMaxLuminance(needsSDRmod ? sdrMaxLuminance : -1)); - shader.setUniformFloat2(SHADER_DST_TF_RANGE, targetImageDescription->value().getTFMinLuminance(needsSDRmod ? sdrMinLuminance : -1), - targetImageDescription->value().getTFMaxLuminance(needsSDRmod ? sdrMaxLuminance : -1)); + shader->setUniformFloat2(SHADER_SRC_TF_RANGE, imageDescription->value().getTFMinLuminance(needsSDRmod ? sdrMinLuminance : -1), + imageDescription->value().getTFMaxLuminance(needsSDRmod ? sdrMaxLuminance : -1)); + shader->setUniformFloat2(SHADER_DST_TF_RANGE, targetImageDescription->value().getTFMinLuminance(needsSDRmod ? sdrMinLuminance : -1), + targetImageDescription->value().getTFMaxLuminance(needsSDRmod ? sdrMaxLuminance : -1)); - shader.setUniformFloat(SHADER_SRC_REF_LUMINANCE, imageDescription->value().getTFRefLuminance(-1)); - shader.setUniformFloat(SHADER_DST_REF_LUMINANCE, targetImageDescription->value().getTFRefLuminance(-1)); + shader->setUniformFloat(SHADER_SRC_REF_LUMINANCE, imageDescription->value().getTFRefLuminance(-1)); + shader->setUniformFloat(SHADER_DST_REF_LUMINANCE, targetImageDescription->value().getTFRefLuminance(-1)); const float maxLuminance = needsHDRmod ? imageDescription->value().getTFMaxLuminance(-1) : (imageDescription->value().luminances.max > 0 ? imageDescription->value().luminances.max : imageDescription->value().luminances.reference); - shader.setUniformFloat(SHADER_MAX_LUMINANCE, - maxLuminance * targetImageDescription->value().luminances.reference / - (needsHDRmod ? imageDescription->value().getTFRefLuminance(-1) : imageDescription->value().luminances.reference)); - shader.setUniformFloat(SHADER_DST_MAX_LUMINANCE, targetImageDescription->value().luminances.max > 0 ? targetImageDescription->value().luminances.max : 10000); - shader.setUniformFloat(SHADER_SDR_SATURATION, needsSDRmod && m_renderData.pMonitor->m_sdrSaturation > 0 ? m_renderData.pMonitor->m_sdrSaturation : 1.0f); - shader.setUniformFloat(SHADER_SDR_BRIGHTNESS, needsSDRmod && m_renderData.pMonitor->m_sdrBrightness > 0 ? m_renderData.pMonitor->m_sdrBrightness : 1.0f); + shader->setUniformFloat(SHADER_MAX_LUMINANCE, + maxLuminance * targetImageDescription->value().luminances.reference / + (needsHDRmod ? imageDescription->value().getTFRefLuminance(-1) : imageDescription->value().luminances.reference)); + shader->setUniformFloat(SHADER_DST_MAX_LUMINANCE, targetImageDescription->value().luminances.max > 0 ? targetImageDescription->value().luminances.max : 10000); + shader->setUniformFloat(SHADER_SDR_SATURATION, needsSDRmod && m_renderData.pMonitor->m_sdrSaturation > 0 ? m_renderData.pMonitor->m_sdrSaturation : 1.0f); + shader->setUniformFloat(SHADER_SDR_BRIGHTNESS, needsSDRmod && m_renderData.pMonitor->m_sdrBrightness > 0 ? m_renderData.pMonitor->m_sdrBrightness : 1.0f); const auto cacheKey = std::make_pair(imageDescription->id(), targetImageDescription->id()); if (!primariesConversionCache.contains(cacheKey)) { auto conversion = imageDescription->getPrimaries()->convertMatrix(targetImageDescription->getPrimaries()); @@ -1596,10 +1267,10 @@ void CHyprOpenGLImpl::passCMUniforms(SShader& shader, const NColorManagement::PI }; primariesConversionCache.insert(std::make_pair(cacheKey, glConvertMatrix)); } - shader.setUniformMatrix3fv(SHADER_CONVERT_MATRIX, 1, false, primariesConversionCache[cacheKey]); + shader->setUniformMatrix3fv(SHADER_CONVERT_MATRIX, 1, false, primariesConversionCache[cacheKey]); } -void CHyprOpenGLImpl::passCMUniforms(SShader& shader, const PImageDescription imageDescription) { +void CHyprOpenGLImpl::passCMUniforms(WP shader, const PImageDescription imageDescription) { passCMUniforms(shader, imageDescription, m_renderData.pMonitor->m_imageDescription, true, m_renderData.pMonitor->m_sdrMinLuminance, m_renderData.pMonitor->m_sdrMaxLuminance); } @@ -1629,40 +1300,40 @@ void CHyprOpenGLImpl::renderTextureInternal(SP tex, const CBox& box, c if (m_monitorTransformEnabled) TRANSFORM = Math::composeTransform(MONITOR_INVERTED, TRANSFORM); - Mat3x3 matrix = m_renderData.monitorProjection.projectBox(newBox, TRANSFORM, newBox.rot); - Mat3x3 glMatrix = m_renderData.projection.copy().multiply(matrix); + Mat3x3 matrix = m_renderData.monitorProjection.projectBox(newBox, TRANSFORM, newBox.rot); + Mat3x3 glMatrix = m_renderData.projection.copy().multiply(matrix); - SShader* shader = nullptr; + WP shader; - bool usingFinalShader = false; + bool usingFinalShader = false; - const bool CRASHING = m_applyFinalShader && g_pHyprRenderer->m_crashingInProgress; + const bool CRASHING = m_applyFinalShader && g_pHyprRenderer->m_crashingInProgress; - auto texType = tex->m_type; + auto texType = tex->m_type; if (CRASHING) { - shader = &m_shaders->m_shGLITCH; + shader = m_shaders->frag[SH_FRAG_GLITCH]; usingFinalShader = true; - } else if (m_applyFinalShader && m_finalScreenShader.program) { - shader = &m_finalScreenShader; + } else if (m_applyFinalShader && m_finalScreenShader->program()) { + shader = m_finalScreenShader; usingFinalShader = true; } else { if (m_applyFinalShader) { - shader = &m_shaders->m_shPASSTHRURGBA; + shader = m_shaders->frag[SH_FRAG_PASSTHRURGBA]; usingFinalShader = true; } else { switch (tex->m_type) { - case TEXTURE_RGBA: shader = &m_shaders->m_shRGBA; break; - case TEXTURE_RGBX: shader = &m_shaders->m_shRGBX; break; + case TEXTURE_RGBA: shader = m_shaders->frag[SH_FRAG_RGBA]; break; + case TEXTURE_RGBX: shader = m_shaders->frag[SH_FRAG_RGBX]; break; - case TEXTURE_EXTERNAL: shader = &m_shaders->m_shEXT; break; // might be unused + case TEXTURE_EXTERNAL: shader = m_shaders->frag[SH_FRAG_EXT]; break; // might be unused default: RASSERT(false, "tex->m_iTarget unsupported!"); } } } if (m_renderData.currentWindow && m_renderData.currentWindow->m_ruleApplicator->RGBX().valueOrDefault()) { - shader = &m_shaders->m_shRGBX; + shader = m_shaders->frag[SH_FRAG_RGBX]; texType = TEXTURE_RGBX; } @@ -1694,26 +1365,28 @@ void CHyprOpenGLImpl::renderTextureInternal(SP tex, const CBox& box, c (*PPASS == 1 && !isHDRSurface && m_renderData.pMonitor->m_cmType != NCMType::CM_HDR && m_renderData.pMonitor->m_cmType != NCMType::CM_HDR_EDID)) && m_renderData.pMonitor->inFullscreenMode()) /* Fullscreen window with pass cm enabled */; - if (!skipCM && !usingFinalShader && (texType == TEXTURE_RGBA || texType == TEXTURE_RGBX)) - shader = &m_shaders->m_shCM; + if (!skipCM && !usingFinalShader) { + if (texType == TEXTURE_RGBA) + shader = m_shaders->frag[SH_FRAG_CM_RGBA]; + else if (texType == TEXTURE_RGBX) + shader = m_shaders->frag[SH_FRAG_CM_RGBX]; - useProgram(shader->program); + shader = useShader(shader); - if (shader == &m_shaders->m_shCM) { - shader->setUniformInt(SHADER_TEX_TYPE, texType); if (data.cmBackToSRGB) { static auto PSDREOTF = CConfigValue("render:cm_sdr_eotf"); auto chosenSdrEotf = *PSDREOTF != 3 ? NColorManagement::CM_TRANSFER_FUNCTION_GAMMA22 : NColorManagement::CM_TRANSFER_FUNCTION_SRGB; - passCMUniforms(*shader, imageDescription, CImageDescription::from(NColorManagement::SImageDescription{.transferFunction = chosenSdrEotf}), true, -1, -1); + passCMUniforms(shader, imageDescription, CImageDescription::from(NColorManagement::SImageDescription{.transferFunction = chosenSdrEotf}), true, -1, -1); } else - passCMUniforms(*shader, imageDescription); - } + passCMUniforms(shader, imageDescription); + } else + shader = useShader(shader); shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); shader->setUniformInt(SHADER_TEX, 0); if ((usingFinalShader && *PDT == 0) || CRASHING) - shader->setUniformFloat(SHADER_TIME, m_globalTimer.getSeconds() - shader->initialTime); + shader->setUniformFloat(SHADER_TIME, m_globalTimer.getSeconds() - shader->getInitialTime()); else if (usingFinalShader) shader->setUniformFloat(SHADER_TIME, 0.f); @@ -1815,7 +1488,7 @@ void CHyprOpenGLImpl::renderTextureInternal(SP tex, const CBox& box, c shader->setUniformInt(SHADER_APPLY_TINT, 0); } - glBindVertexArray(shader->uniformLocations[SHADER_SHADER_VAO]); + glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO)); if (data.allowCustomUV && m_renderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) { const float customUVs[] = { m_renderData.primarySurfaceUVBottomRight.x, m_renderData.primarySurfaceUVTopLeft.y, m_renderData.primarySurfaceUVTopLeft.x, @@ -1823,10 +1496,10 @@ void CHyprOpenGLImpl::renderTextureInternal(SP tex, const CBox& box, c m_renderData.primarySurfaceUVTopLeft.x, m_renderData.primarySurfaceUVBottomRight.y, }; - glBindBuffer(GL_ARRAY_BUFFER, shader->uniformLocations[SHADER_SHADER_VBO_UV]); + glBindBuffer(GL_ARRAY_BUFFER, shader->getUniformLocation(SHADER_SHADER_VBO_UV)); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(customUVs), customUVs); } else { - glBindBuffer(GL_ARRAY_BUFFER, shader->uniformLocations[SHADER_SHADER_VBO_UV]); + glBindBuffer(GL_ARRAY_BUFFER, shader->getUniformLocation(SHADER_SHADER_VBO_UV)); glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(fullVerts), fullVerts); } @@ -1875,8 +1548,6 @@ void CHyprOpenGLImpl::renderTexturePrimitive(SP tex, const CBox& box) Mat3x3 matrix = m_renderData.monitorProjection.projectBox(newBox, TRANSFORM, newBox.rot); Mat3x3 glMatrix = m_renderData.projection.copy().multiply(matrix); - SShader* shader = &m_shaders->m_shPASSTHRURGBA; - glActiveTexture(GL_TEXTURE0); tex->bind(); @@ -1890,10 +1561,10 @@ void CHyprOpenGLImpl::renderTexturePrimitive(SP tex, const CBox& box) tex->setTexParameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR); } - useProgram(shader->program); + auto shader = useShader(m_shaders->frag[SH_FRAG_PASSTHRURGBA]); shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); shader->setUniformInt(SHADER_TEX, 0); - glBindVertexArray(shader->uniformLocations[SHADER_SHADER_VAO]); + glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO)); m_renderData.damage.forEachRect([this](const auto& RECT) { scissor(&RECT); @@ -1922,9 +1593,7 @@ void CHyprOpenGLImpl::renderTextureMatte(SP tex, const CBox& box, CFra Mat3x3 matrix = m_renderData.monitorProjection.projectBox(newBox, TRANSFORM, newBox.rot); Mat3x3 glMatrix = m_renderData.projection.copy().multiply(matrix); - SShader* shader = &m_shaders->m_shMATTE; - - useProgram(shader->program); + auto shader = useShader(m_shaders->frag[SH_FRAG_MATTE]); shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); shader->setUniformInt(SHADER_TEX, 0); shader->setUniformInt(SHADER_ALPHA_MATTE, 1); @@ -1936,7 +1605,7 @@ void CHyprOpenGLImpl::renderTextureMatte(SP tex, const CBox& box, CFra auto matteTex = matte.getTexture(); matteTex->bind(); - glBindVertexArray(shader->uniformLocations[SHADER_SHADER_VAO]); + glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO)); m_renderData.damage.forEachRect([this](const auto& RECT) { scissor(&RECT); @@ -2009,33 +1678,32 @@ CFramebuffer* CHyprOpenGLImpl::blurFramebufferWithDamage(float a, CRegion* origi currentTex->bind(); currentTex->setTexParameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR); - useProgram(m_shaders->m_shBLURPREPARE.program); + WP shader; // From FB to sRGB const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id(); - m_shaders->m_shBLURPREPARE.setUniformInt(SHADER_SKIP_CM, skipCM); if (!skipCM) { - passCMUniforms(m_shaders->m_shBLURPREPARE, m_renderData.pMonitor->m_imageDescription, DEFAULT_IMAGE_DESCRIPTION); - m_shaders->m_shBLURPREPARE.setUniformFloat(SHADER_SDR_SATURATION, - m_renderData.pMonitor->m_sdrSaturation > 0 && - m_renderData.pMonitor->m_imageDescription->value().transferFunction == - NColorManagement::CM_TRANSFER_FUNCTION_ST2084_PQ ? - m_renderData.pMonitor->m_sdrSaturation : - 1.0f); - m_shaders->m_shBLURPREPARE.setUniformFloat(SHADER_SDR_BRIGHTNESS, - m_renderData.pMonitor->m_sdrBrightness > 0 && - m_renderData.pMonitor->m_imageDescription->value().transferFunction == - NColorManagement::CM_TRANSFER_FUNCTION_ST2084_PQ ? - m_renderData.pMonitor->m_sdrBrightness : - 1.0f); - } + shader = useShader(m_shaders->frag[SH_FRAG_CM_BLURPREPARE]); + passCMUniforms(shader, m_renderData.pMonitor->m_imageDescription, DEFAULT_IMAGE_DESCRIPTION); + shader->setUniformFloat(SHADER_SDR_SATURATION, + m_renderData.pMonitor->m_sdrSaturation > 0 && + m_renderData.pMonitor->m_imageDescription->value().transferFunction == NColorManagement::CM_TRANSFER_FUNCTION_ST2084_PQ ? + m_renderData.pMonitor->m_sdrSaturation : + 1.0f); + shader->setUniformFloat(SHADER_SDR_BRIGHTNESS, + m_renderData.pMonitor->m_sdrBrightness > 0 && + m_renderData.pMonitor->m_imageDescription->value().transferFunction == NColorManagement::CM_TRANSFER_FUNCTION_ST2084_PQ ? + m_renderData.pMonitor->m_sdrBrightness : + 1.0f); + } else + shader = useShader(m_shaders->frag[SH_FRAG_BLURPREPARE]); - m_shaders->m_shBLURPREPARE.setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); - m_shaders->m_shBLURPREPARE.setUniformFloat(SHADER_CONTRAST, *PBLURCONTRAST); - m_shaders->m_shBLURPREPARE.setUniformFloat(SHADER_BRIGHTNESS, *PBLURBRIGHTNESS); - m_shaders->m_shBLURPREPARE.setUniformInt(SHADER_TEX, 0); + shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); + shader->setUniformFloat(SHADER_CONTRAST, *PBLURCONTRAST); + shader->setUniformFloat(SHADER_BRIGHTNESS, *PBLURBRIGHTNESS); + shader->setUniformInt(SHADER_TEX, 0); - glBindVertexArray(m_shaders->m_shBLURPREPARE.uniformLocations[SHADER_SHADER_VAO]); + glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO)); if (!damage.empty()) { damage.forEachRect([this](const auto& RECT) { @@ -2049,7 +1717,7 @@ CFramebuffer* CHyprOpenGLImpl::blurFramebufferWithDamage(float a, CRegion* origi } // declare the draw func - auto drawPass = [&](SShader* pShader, CRegion* pDamage) { + auto drawPass = [&](WP shader, ePreparedFragmentShader frag, CRegion* pDamage) { if (currentRenderToFB == PMIRRORFB) PMIRRORSWAPFB->bind(); else @@ -2063,21 +1731,19 @@ CFramebuffer* CHyprOpenGLImpl::blurFramebufferWithDamage(float a, CRegion* origi currentTex->setTexParameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR); - useProgram(pShader->program); - // prep two shaders - pShader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); - pShader->setUniformFloat(SHADER_RADIUS, *PBLURSIZE * a); // this makes the blursize change with a - if (pShader == &m_shaders->m_shBLUR1) { - m_shaders->m_shBLUR1.setUniformFloat2(SHADER_HALFPIXEL, 0.5f / (m_renderData.pMonitor->m_pixelSize.x / 2.f), 0.5f / (m_renderData.pMonitor->m_pixelSize.y / 2.f)); - m_shaders->m_shBLUR1.setUniformInt(SHADER_PASSES, BLUR_PASSES); - m_shaders->m_shBLUR1.setUniformFloat(SHADER_VIBRANCY, *PBLURVIBRANCY); - m_shaders->m_shBLUR1.setUniformFloat(SHADER_VIBRANCY_DARKNESS, *PBLURVIBRANCYDARKNESS); + shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); + shader->setUniformFloat(SHADER_RADIUS, *PBLURSIZE * a); // this makes the blursize change with a + if (frag == SH_FRAG_BLUR1) { + shader->setUniformFloat2(SHADER_HALFPIXEL, 0.5f / (m_renderData.pMonitor->m_pixelSize.x / 2.f), 0.5f / (m_renderData.pMonitor->m_pixelSize.y / 2.f)); + shader->setUniformInt(SHADER_PASSES, BLUR_PASSES); + shader->setUniformFloat(SHADER_VIBRANCY, *PBLURVIBRANCY); + shader->setUniformFloat(SHADER_VIBRANCY_DARKNESS, *PBLURVIBRANCYDARKNESS); } else - m_shaders->m_shBLUR2.setUniformFloat2(SHADER_HALFPIXEL, 0.5f / (m_renderData.pMonitor->m_pixelSize.x * 2.f), 0.5f / (m_renderData.pMonitor->m_pixelSize.y * 2.f)); - pShader->setUniformInt(SHADER_TEX, 0); + shader->setUniformFloat2(SHADER_HALFPIXEL, 0.5f / (m_renderData.pMonitor->m_pixelSize.x * 2.f), 0.5f / (m_renderData.pMonitor->m_pixelSize.y * 2.f)); + shader->setUniformInt(SHADER_TEX, 0); - glBindVertexArray(pShader->uniformLocations[SHADER_SHADER_VAO]); + glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO)); if (!pDamage->empty()) { pDamage->forEachRect([this](const auto& RECT) { @@ -2103,14 +1769,16 @@ CFramebuffer* CHyprOpenGLImpl::blurFramebufferWithDamage(float a, CRegion* origi CRegion tempDamage{damage}; // and draw + auto shader = useShader(m_shaders->frag[SH_FRAG_BLUR1]); for (auto i = 1; i <= BLUR_PASSES; ++i) { tempDamage = damage.copy().scale(1.f / (1 << i)); - drawPass(&m_shaders->m_shBLUR1, &tempDamage); // down + drawPass(shader, SH_FRAG_BLUR1, &tempDamage); // down } + shader = useShader(m_shaders->frag[SH_FRAG_BLUR2]); for (auto i = BLUR_PASSES - 1; i >= 0; --i) { tempDamage = damage.copy().scale(1.f / (1 << i)); // when upsampling we make the region twice as big - drawPass(&m_shaders->m_shBLUR2, &tempDamage); // up + drawPass(shader, SH_FRAG_BLUR2, &tempDamage); // up } // finalize the image @@ -2131,14 +1799,14 @@ CFramebuffer* CHyprOpenGLImpl::blurFramebufferWithDamage(float a, CRegion* origi currentTex->setTexParameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR); - useProgram(m_shaders->m_shBLURFINISH.program); - m_shaders->m_shBLURFINISH.setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); - m_shaders->m_shBLURFINISH.setUniformFloat(SHADER_NOISE, *PBLURNOISE); - m_shaders->m_shBLURFINISH.setUniformFloat(SHADER_BRIGHTNESS, *PBLURBRIGHTNESS); + auto shader = useShader(m_shaders->frag[SH_FRAG_BLURFINISH]); + shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); + shader->setUniformFloat(SHADER_NOISE, *PBLURNOISE); + shader->setUniformFloat(SHADER_BRIGHTNESS, *PBLURBRIGHTNESS); - m_shaders->m_shBLURFINISH.setUniformInt(SHADER_TEX, 0); + shader->setUniformInt(SHADER_TEX, 0); - glBindVertexArray(m_shaders->m_shBLURFINISH.uniformLocations[SHADER_SHADER_VAO]); + glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO)); if (!damage.empty()) { damage.forEachRect([this](const auto& RECT) { @@ -2491,19 +2159,21 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr const auto BLEND = m_blend; blend(true); - useProgram(m_shaders->m_shBORDER1.program); + WP shader; - const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id(); - m_shaders->m_shBORDER1.setUniformInt(SHADER_SKIP_CM, skipCM); - if (!skipCM) - passCMUniforms(m_shaders->m_shBORDER1, DEFAULT_IMAGE_DESCRIPTION); + const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id(); + if (!skipCM) { + shader = useShader(m_shaders->frag[SH_FRAG_CM_BORDER1]); + passCMUniforms(shader, DEFAULT_IMAGE_DESCRIPTION); + } else + shader = useShader(m_shaders->frag[SH_FRAG_BORDER1]); - m_shaders->m_shBORDER1.setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); - m_shaders->m_shBORDER1.setUniform4fv(SHADER_GRADIENT, grad.m_colorsOkLabA.size() / 4, grad.m_colorsOkLabA); - m_shaders->m_shBORDER1.setUniformInt(SHADER_GRADIENT_LENGTH, grad.m_colorsOkLabA.size() / 4); - m_shaders->m_shBORDER1.setUniformFloat(SHADER_ANGLE, sc(grad.m_angle / (std::numbers::pi / 180.0)) % 360 * (std::numbers::pi / 180.0)); - m_shaders->m_shBORDER1.setUniformFloat(SHADER_ALPHA, data.a); - m_shaders->m_shBORDER1.setUniformInt(SHADER_GRADIENT2_LENGTH, 0); + shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); + shader->setUniform4fv(SHADER_GRADIENT, grad.m_colorsOkLabA.size() / 4, grad.m_colorsOkLabA); + shader->setUniformInt(SHADER_GRADIENT_LENGTH, grad.m_colorsOkLabA.size() / 4); + shader->setUniformFloat(SHADER_ANGLE, sc(grad.m_angle / (std::numbers::pi / 180.0)) % 360 * (std::numbers::pi / 180.0)); + shader->setUniformFloat(SHADER_ALPHA, data.a); + shader->setUniformInt(SHADER_GRADIENT2_LENGTH, 0); CBox transformedBox = newBox; transformedBox.transform(Math::wlTransformToHyprutils(Math::invertTransform(m_renderData.pMonitor->m_transform)), m_renderData.pMonitor->m_transformedSize.x, @@ -2512,15 +2182,15 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr const auto TOPLEFT = Vector2D(transformedBox.x, transformedBox.y); const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height); - m_shaders->m_shBORDER1.setUniformFloat2(SHADER_TOP_LEFT, sc(TOPLEFT.x), sc(TOPLEFT.y)); - m_shaders->m_shBORDER1.setUniformFloat2(SHADER_FULL_SIZE, sc(FULLSIZE.x), sc(FULLSIZE.y)); - m_shaders->m_shBORDER1.setUniformFloat2(SHADER_FULL_SIZE_UNTRANSFORMED, sc(newBox.width), sc(newBox.height)); - m_shaders->m_shBORDER1.setUniformFloat(SHADER_RADIUS, round); - m_shaders->m_shBORDER1.setUniformFloat(SHADER_RADIUS_OUTER, data.outerRound == -1 ? round : data.outerRound); - m_shaders->m_shBORDER1.setUniformFloat(SHADER_ROUNDING_POWER, data.roundingPower); - m_shaders->m_shBORDER1.setUniformFloat(SHADER_THICK, scaledBorderSize); + shader->setUniformFloat2(SHADER_TOP_LEFT, sc(TOPLEFT.x), sc(TOPLEFT.y)); + shader->setUniformFloat2(SHADER_FULL_SIZE, sc(FULLSIZE.x), sc(FULLSIZE.y)); + shader->setUniformFloat2(SHADER_FULL_SIZE_UNTRANSFORMED, sc(newBox.width), sc(newBox.height)); + shader->setUniformFloat(SHADER_RADIUS, round); + shader->setUniformFloat(SHADER_RADIUS_OUTER, data.outerRound == -1 ? round : data.outerRound); + shader->setUniformFloat(SHADER_ROUNDING_POWER, data.roundingPower); + shader->setUniformFloat(SHADER_THICK, scaledBorderSize); - glBindVertexArray(m_shaders->m_shBORDER1.uniformLocations[SHADER_SHADER_VAO]); + glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO)); // calculate the border's region, which we need to render over. No need to run the shader on // things outside there @@ -2575,23 +2245,24 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr const auto BLEND = m_blend; blend(true); - useProgram(m_shaders->m_shBORDER1.program); + WP shader; + const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id(); + if (!skipCM) { + shader = useShader(m_shaders->frag[SH_FRAG_CM_BORDER1]); + passCMUniforms(shader, DEFAULT_IMAGE_DESCRIPTION); + } else + shader = useShader(m_shaders->frag[SH_FRAG_BORDER1]); - const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id(); - m_shaders->m_shBORDER1.setUniformInt(SHADER_SKIP_CM, skipCM); - if (!skipCM) - passCMUniforms(m_shaders->m_shBORDER1, DEFAULT_IMAGE_DESCRIPTION); - - m_shaders->m_shBORDER1.setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); - m_shaders->m_shBORDER1.setUniform4fv(SHADER_GRADIENT, grad1.m_colorsOkLabA.size() / 4, grad1.m_colorsOkLabA); - m_shaders->m_shBORDER1.setUniformInt(SHADER_GRADIENT_LENGTH, grad1.m_colorsOkLabA.size() / 4); - m_shaders->m_shBORDER1.setUniformFloat(SHADER_ANGLE, sc(grad1.m_angle / (std::numbers::pi / 180.0)) % 360 * (std::numbers::pi / 180.0)); + shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); + shader->setUniform4fv(SHADER_GRADIENT, grad1.m_colorsOkLabA.size() / 4, grad1.m_colorsOkLabA); + shader->setUniformInt(SHADER_GRADIENT_LENGTH, grad1.m_colorsOkLabA.size() / 4); + shader->setUniformFloat(SHADER_ANGLE, sc(grad1.m_angle / (std::numbers::pi / 180.0)) % 360 * (std::numbers::pi / 180.0)); if (!grad2.m_colorsOkLabA.empty()) - m_shaders->m_shBORDER1.setUniform4fv(SHADER_GRADIENT2, grad2.m_colorsOkLabA.size() / 4, grad2.m_colorsOkLabA); - m_shaders->m_shBORDER1.setUniformInt(SHADER_GRADIENT2_LENGTH, grad2.m_colorsOkLabA.size() / 4); - m_shaders->m_shBORDER1.setUniformFloat(SHADER_ANGLE2, sc(grad2.m_angle / (std::numbers::pi / 180.0)) % 360 * (std::numbers::pi / 180.0)); - m_shaders->m_shBORDER1.setUniformFloat(SHADER_ALPHA, data.a); - m_shaders->m_shBORDER1.setUniformFloat(SHADER_GRADIENT_LERP, lerp); + shader->setUniform4fv(SHADER_GRADIENT2, grad2.m_colorsOkLabA.size() / 4, grad2.m_colorsOkLabA); + shader->setUniformInt(SHADER_GRADIENT2_LENGTH, grad2.m_colorsOkLabA.size() / 4); + shader->setUniformFloat(SHADER_ANGLE2, sc(grad2.m_angle / (std::numbers::pi / 180.0)) % 360 * (std::numbers::pi / 180.0)); + shader->setUniformFloat(SHADER_ALPHA, data.a); + shader->setUniformFloat(SHADER_GRADIENT_LERP, lerp); CBox transformedBox = newBox; transformedBox.transform(Math::wlTransformToHyprutils(Math::invertTransform(m_renderData.pMonitor->m_transform)), m_renderData.pMonitor->m_transformedSize.x, @@ -2600,15 +2271,15 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr const auto TOPLEFT = Vector2D(transformedBox.x, transformedBox.y); const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height); - m_shaders->m_shBORDER1.setUniformFloat2(SHADER_TOP_LEFT, sc(TOPLEFT.x), sc(TOPLEFT.y)); - m_shaders->m_shBORDER1.setUniformFloat2(SHADER_FULL_SIZE, sc(FULLSIZE.x), sc(FULLSIZE.y)); - m_shaders->m_shBORDER1.setUniformFloat2(SHADER_FULL_SIZE_UNTRANSFORMED, sc(newBox.width), sc(newBox.height)); - m_shaders->m_shBORDER1.setUniformFloat(SHADER_RADIUS, round); - m_shaders->m_shBORDER1.setUniformFloat(SHADER_RADIUS_OUTER, data.outerRound == -1 ? round : data.outerRound); - m_shaders->m_shBORDER1.setUniformFloat(SHADER_ROUNDING_POWER, data.roundingPower); - m_shaders->m_shBORDER1.setUniformFloat(SHADER_THICK, scaledBorderSize); + shader->setUniformFloat2(SHADER_TOP_LEFT, sc(TOPLEFT.x), sc(TOPLEFT.y)); + shader->setUniformFloat2(SHADER_FULL_SIZE, sc(FULLSIZE.x), sc(FULLSIZE.y)); + shader->setUniformFloat2(SHADER_FULL_SIZE_UNTRANSFORMED, sc(newBox.width), sc(newBox.height)); + shader->setUniformFloat(SHADER_RADIUS, round); + shader->setUniformFloat(SHADER_RADIUS_OUTER, data.outerRound == -1 ? round : data.outerRound); + shader->setUniformFloat(SHADER_ROUNDING_POWER, data.roundingPower); + shader->setUniformFloat(SHADER_THICK, scaledBorderSize); - glBindVertexArray(m_shaders->m_shBORDER1.uniformLocations[SHADER_SHADER_VAO]); + glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO)); // calculate the border's region, which we need to render over. No need to run the shader on // things outside there @@ -2653,29 +2324,29 @@ void CHyprOpenGLImpl::renderRoundedShadow(const CBox& box, int round, float roun blend(true); - useProgram(m_shaders->m_shSHADOW.program); + auto shader = useShader(m_shaders->frag[SH_FRAG_SHADOW]); const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id(); - m_shaders->m_shSHADOW.setUniformInt(SHADER_SKIP_CM, skipCM); + shader->setUniformInt(SHADER_SKIP_CM, skipCM); if (!skipCM) - passCMUniforms(m_shaders->m_shSHADOW, DEFAULT_IMAGE_DESCRIPTION); + passCMUniforms(shader, DEFAULT_IMAGE_DESCRIPTION); - m_shaders->m_shSHADOW.setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); - m_shaders->m_shSHADOW.setUniformFloat4(SHADER_COLOR, col.r, col.g, col.b, col.a * a); + shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix()); + shader->setUniformFloat4(SHADER_COLOR, col.r, col.g, col.b, col.a * a); const auto TOPLEFT = Vector2D(range + round, range + round); const auto BOTTOMRIGHT = Vector2D(newBox.width - (range + round), newBox.height - (range + round)); const auto FULLSIZE = Vector2D(newBox.width, newBox.height); // Rounded corners - m_shaders->m_shSHADOW.setUniformFloat2(SHADER_TOP_LEFT, sc(TOPLEFT.x), sc(TOPLEFT.y)); - m_shaders->m_shSHADOW.setUniformFloat2(SHADER_BOTTOM_RIGHT, sc(BOTTOMRIGHT.x), sc(BOTTOMRIGHT.y)); - m_shaders->m_shSHADOW.setUniformFloat2(SHADER_FULL_SIZE, sc(FULLSIZE.x), sc(FULLSIZE.y)); - m_shaders->m_shSHADOW.setUniformFloat(SHADER_RADIUS, range + round); - m_shaders->m_shSHADOW.setUniformFloat(SHADER_ROUNDING_POWER, roundingPower); - m_shaders->m_shSHADOW.setUniformFloat(SHADER_RANGE, range); - m_shaders->m_shSHADOW.setUniformFloat(SHADER_SHADOW_POWER, SHADOWPOWER); + shader->setUniformFloat2(SHADER_TOP_LEFT, sc(TOPLEFT.x), sc(TOPLEFT.y)); + shader->setUniformFloat2(SHADER_BOTTOM_RIGHT, sc(BOTTOMRIGHT.x), sc(BOTTOMRIGHT.y)); + shader->setUniformFloat2(SHADER_FULL_SIZE, sc(FULLSIZE.x), sc(FULLSIZE.y)); + shader->setUniformFloat(SHADER_RADIUS, range + round); + shader->setUniformFloat(SHADER_ROUNDING_POWER, roundingPower); + shader->setUniformFloat(SHADER_RANGE, range); + shader->setUniformFloat(SHADER_SHADOW_POWER, SHADOWPOWER); - glBindVertexArray(m_shaders->m_shSHADOW.uniformLocations[SHADER_SHADER_VAO]); + glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO)); if (m_renderData.clipBox.width != 0 && m_renderData.clipBox.height != 0) { CRegion damageClip{m_renderData.clipBox.x, m_renderData.clipBox.y, m_renderData.clipBox.width, m_renderData.clipBox.height}; @@ -2977,12 +2648,14 @@ void CHyprOpenGLImpl::initMissingAssetTexture() { m_missingAssetTexture = tex; } -void CHyprOpenGLImpl::useProgram(GLuint prog) { - if (m_currentProgram == prog) - return; +WP CHyprOpenGLImpl::useShader(WP prog) { + if (m_currentProgram == prog->program()) + return prog; - glUseProgram(prog); - m_currentProgram = prog; + glUseProgram(prog->program()); + m_currentProgram = prog->program(); + + return prog; } void CHyprOpenGLImpl::initAssets() { diff --git a/src/render/OpenGL.hpp b/src/render/OpenGL.hpp index e71429b7..857cb891 100644 --- a/src/render/OpenGL.hpp +++ b/src/render/OpenGL.hpp @@ -81,23 +81,43 @@ enum eMonitorExtraRenderFBs : uint8_t { FB_MONITOR_RENDER_EXTRA_BLUR, }; +enum ePreparedFragmentShader : uint8_t { + SH_FRAG_QUAD = 0, + SH_FRAG_RGBA, + SH_FRAG_PASSTHRURGBA, + SH_FRAG_MATTE, + SH_FRAG_RGBX, + SH_FRAG_EXT, + SH_FRAG_BLUR1, + SH_FRAG_BLUR2, + SH_FRAG_CM_BLURPREPARE, + SH_FRAG_BLURPREPARE, + SH_FRAG_BLURFINISH, + SH_FRAG_SHADOW, + SH_FRAG_CM_BORDER1, + SH_FRAG_BORDER1, + SH_FRAG_GLITCH, + SH_FRAG_CM_RGBA, + SH_FRAG_CM_RGBX, + + SH_FRAG_LAST, +}; + +struct SFragShaderDesc { + ePreparedFragmentShader id; + const char* file; +}; + struct SPreparedShaders { - std::string TEXVERTSRC; - std::string TEXVERTSRC320; - SShader m_shQUAD; - SShader m_shRGBA; - SShader m_shPASSTHRURGBA; - SShader m_shMATTE; - SShader m_shRGBX; - SShader m_shEXT; - SShader m_shBLUR1; - SShader m_shBLUR2; - SShader m_shBLURPREPARE; - SShader m_shBLURFINISH; - SShader m_shSHADOW; - SShader m_shBORDER1; - SShader m_shGLITCH; - SShader m_shCM; + SPreparedShaders() { + for (auto& f : frag) { + f = makeShared(); + } + } + + std::string TEXVERTSRC; + std::string TEXVERTSRC320; + std::array, SH_FRAG_LAST> frag; }; struct SMonitorRenderData { @@ -274,9 +294,7 @@ class CHyprOpenGLImpl { bool initShaders(); - GLuint createProgram(const std::string&, const std::string&, bool dynamic = false, bool silent = false); - GLuint compileShader(const GLuint&, std::string, bool dynamic = false, bool silent = false); - void useProgram(GLuint prog); + WP useShader(WP prog); void ensureLockTexturesRendered(bool load); @@ -375,13 +393,12 @@ class CHyprOpenGLImpl { SP m_lockDeadTexture; SP m_lockDead2Texture; SP m_lockTtyTextTexture; - SShader m_finalScreenShader; + SP m_finalScreenShader; CTimer m_globalTimer; GLuint m_currentProgram; ASP m_backgroundResource; bool m_backgroundResourceFailed = false; - void logShaderError(const GLuint&, bool program = false, bool silent = false); void createBGTextureForMonitor(PHLMONITOR); void initDRMFormats(); void initEGL(bool gbm); @@ -403,9 +420,9 @@ class CHyprOpenGLImpl { CFramebuffer* blurMainFramebufferWithDamage(float a, CRegion* damage); CFramebuffer* blurFramebufferWithDamage(float a, CRegion* damage, CFramebuffer& source); - void passCMUniforms(SShader&, const NColorManagement::PImageDescription imageDescription, const NColorManagement::PImageDescription targetImageDescription, + void passCMUniforms(WP, const NColorManagement::PImageDescription imageDescription, const NColorManagement::PImageDescription targetImageDescription, bool modifySDR = false, float sdrMinLuminance = -1.0f, int sdrMaxLuminance = -1); - void passCMUniforms(SShader&, const NColorManagement::PImageDescription imageDescription); + void passCMUniforms(WP, const NColorManagement::PImageDescription imageDescription); void renderTexturePrimitive(SP tex, const CBox& box); void renderSplash(cairo_t* const, cairo_surface_t* const, double offset, const Vector2D& size); void renderRectInternal(const CBox&, const CHyprColor&, const SRectRenderData& data); diff --git a/src/render/Shader.cpp b/src/render/Shader.cpp index 5081d4c4..635e1328 100644 --- a/src/render/Shader.cpp +++ b/src/render/Shader.cpp @@ -1,4 +1,5 @@ #include "Shader.hpp" +#include "../config/ConfigManager.hpp" #include "render/OpenGL.hpp" #define EPSILON(x, y) (std::abs((x) - (y)) < 1e-5f) @@ -14,51 +15,235 @@ static bool compareFloat(auto a, auto b) { return true; } -SShader::SShader() { - uniformLocations.fill(-1); +CShader::CShader() { + m_uniformLocations.fill(-1); } -SShader::~SShader() { +CShader::~CShader() { destroy(); } -void SShader::createVao() { +void CShader::logShaderError(const GLuint& shader, bool program, bool silent) { + GLint maxLength = 0; + if (program) + glGetProgramiv(shader, GL_INFO_LOG_LENGTH, &maxLength); + else + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); + + std::vector errorLog(maxLength); + if (program) + glGetProgramInfoLog(shader, maxLength, &maxLength, errorLog.data()); + else + glGetShaderInfoLog(shader, maxLength, &maxLength, errorLog.data()); + std::string errorStr(errorLog.begin(), errorLog.end()); + + const auto FULLERROR = (program ? "Screen shader parser: Error linking program:" : "Screen shader parser: Error compiling shader: ") + errorStr; + + Log::logger->log(Log::ERR, "Failed to link shader: {}", FULLERROR); + + if (!silent) + g_pConfigManager->addParseError(FULLERROR); +} + +GLuint CShader::compileShader(const GLuint& type, std::string src, bool dynamic, bool silent) { + auto shader = glCreateShader(type); + + auto shaderSource = src.c_str(); + + glShaderSource(shader, 1, &shaderSource, nullptr); + glCompileShader(shader); + + GLint ok; + glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); + + if (dynamic) { + if (ok == GL_FALSE) { + logShaderError(shader, false, silent); + return 0; + } + } else { + if (ok != GL_TRUE) + logShaderError(shader, false); + RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!"); + } + + return shader; +} + +bool CShader::createProgram(const std::string& vert, const std::string& frag, bool dynamic, bool silent) { + auto vertCompiled = compileShader(GL_VERTEX_SHADER, vert, dynamic, silent); + if (dynamic) { + if (vertCompiled == 0) + return false; + } else + RASSERT(vertCompiled, "Compiling shader failed. VERTEX nullptr! Shader source:\n\n{}", vert); + + auto fragCompiled = compileShader(GL_FRAGMENT_SHADER, frag, dynamic, silent); + if (dynamic) { + if (fragCompiled == 0) + return false; + } else + RASSERT(fragCompiled, "Compiling shader failed. FRAGMENT nullptr! Shader source:\n\n{}", frag); + + auto prog = glCreateProgram(); + glAttachShader(prog, vertCompiled); + glAttachShader(prog, fragCompiled); + glLinkProgram(prog); + + glDetachShader(prog, vertCompiled); + glDetachShader(prog, fragCompiled); + glDeleteShader(vertCompiled); + glDeleteShader(fragCompiled); + + GLint ok; + glGetProgramiv(prog, GL_LINK_STATUS, &ok); + if (dynamic) { + if (ok == GL_FALSE) { + logShaderError(prog, true, silent); + return false; + } + } else { + if (ok != GL_TRUE) + logShaderError(prog, true); + RASSERT(ok != GL_FALSE, "createProgram() failed! GL_LINK_STATUS not OK!"); + } + + m_program = prog; + + getUniformLocations(); + createVao(); + return true; +} + +// its fine to call glGet on shaders that dont have the uniform +// this however hardcodes the name now. #TODO maybe dont +void CShader::getUniformLocations() { + auto getUniform = [this](const GLchar* name) { return glGetUniformLocation(m_program, name); }; + auto getAttrib = [this](const GLchar* name) { return glGetAttribLocation(m_program, name); }; + + m_uniformLocations[SHADER_PROJ] = getUniform("proj"); + m_uniformLocations[SHADER_COLOR] = getUniform("color"); + m_uniformLocations[SHADER_ALPHA_MATTE] = getUniform("texMatte"); + m_uniformLocations[SHADER_TEX_TYPE] = getUniform("texType"); + + // shader has #include "CM.glsl" + m_uniformLocations[SHADER_SKIP_CM] = getUniform("skipCM"); + m_uniformLocations[SHADER_SOURCE_TF] = getUniform("sourceTF"); + m_uniformLocations[SHADER_TARGET_TF] = getUniform("targetTF"); + m_uniformLocations[SHADER_SRC_TF_RANGE] = getUniform("srcTFRange"); + m_uniformLocations[SHADER_DST_TF_RANGE] = getUniform("dstTFRange"); + m_uniformLocations[SHADER_TARGET_PRIMARIES] = getUniform("targetPrimaries"); + m_uniformLocations[SHADER_MAX_LUMINANCE] = getUniform("maxLuminance"); + m_uniformLocations[SHADER_SRC_REF_LUMINANCE] = getUniform("srcRefLuminance"); + m_uniformLocations[SHADER_DST_MAX_LUMINANCE] = getUniform("dstMaxLuminance"); + m_uniformLocations[SHADER_DST_REF_LUMINANCE] = getUniform("dstRefLuminance"); + m_uniformLocations[SHADER_SDR_SATURATION] = getUniform("sdrSaturation"); + m_uniformLocations[SHADER_SDR_BRIGHTNESS] = getUniform("sdrBrightnessMultiplier"); + m_uniformLocations[SHADER_CONVERT_MATRIX] = getUniform("convertMatrix"); + // + m_uniformLocations[SHADER_TEX] = getUniform("tex"); + m_uniformLocations[SHADER_ALPHA] = getUniform("alpha"); + m_uniformLocations[SHADER_POS_ATTRIB] = getAttrib("pos"); + m_uniformLocations[SHADER_TEX_ATTRIB] = getAttrib("texcoord"); + m_uniformLocations[SHADER_MATTE_TEX_ATTRIB] = getAttrib("texcoordMatte"); + m_uniformLocations[SHADER_DISCARD_OPAQUE] = getUniform("discardOpaque"); + m_uniformLocations[SHADER_DISCARD_ALPHA] = getUniform("discardAlpha"); + m_uniformLocations[SHADER_DISCARD_ALPHA_VALUE] = getUniform("discardAlphaValue"); + /* set in createVao + m_uniformLocations[SHADER_SHADER_VAO] + m_uniformLocations[SHADER_SHADER_VBO_POS] + m_uniformLocations[SHADER_SHADER_VBO_UV] + */ + m_uniformLocations[SHADER_TOP_LEFT] = getUniform("topLeft"); + m_uniformLocations[SHADER_BOTTOM_RIGHT] = getUniform("bottomRight"); + + // compat for screenshaders + auto fullSize = getUniform("fullSize"); + if (fullSize == -1) + fullSize = getUniform("screen_size"); + if (fullSize == -1) + fullSize = getUniform("screenSize"); + m_uniformLocations[SHADER_FULL_SIZE] = fullSize; + + m_uniformLocations[SHADER_FULL_SIZE_UNTRANSFORMED] = getUniform("fullSizeUntransformed"); + m_uniformLocations[SHADER_RADIUS] = getUniform("radius"); + m_uniformLocations[SHADER_RADIUS_OUTER] = getUniform("radiusOuter"); + m_uniformLocations[SHADER_ROUNDING_POWER] = getUniform("roundingPower"); + m_uniformLocations[SHADER_THICK] = getUniform("thick"); + m_uniformLocations[SHADER_HALFPIXEL] = getUniform("halfpixel"); + m_uniformLocations[SHADER_RANGE] = getUniform("range"); + m_uniformLocations[SHADER_SHADOW_POWER] = getUniform("shadowPower"); + m_uniformLocations[SHADER_USE_ALPHA_MATTE] = getUniform("useAlphaMatte"); + m_uniformLocations[SHADER_APPLY_TINT] = getUniform("applyTint"); + m_uniformLocations[SHADER_TINT] = getUniform("tint"); + m_uniformLocations[SHADER_GRADIENT] = getUniform("gradient"); + m_uniformLocations[SHADER_GRADIENT_LENGTH] = getUniform("gradientLength"); + m_uniformLocations[SHADER_GRADIENT2] = getUniform("gradient2"); + m_uniformLocations[SHADER_GRADIENT2_LENGTH] = getUniform("gradient2Length"); + m_uniformLocations[SHADER_ANGLE] = getUniform("angle"); + m_uniformLocations[SHADER_ANGLE2] = getUniform("angle2"); + m_uniformLocations[SHADER_GRADIENT_LERP] = getUniform("gradientLerp"); + m_uniformLocations[SHADER_TIME] = getUniform("time"); + m_uniformLocations[SHADER_DISTORT] = getUniform("distort"); + m_uniformLocations[SHADER_WL_OUTPUT] = getUniform("wl_output"); + m_uniformLocations[SHADER_CONTRAST] = getUniform("contrast"); + m_uniformLocations[SHADER_PASSES] = getUniform("passes"); + m_uniformLocations[SHADER_VIBRANCY] = getUniform("vibrancy"); + m_uniformLocations[SHADER_VIBRANCY_DARKNESS] = getUniform("vibrancy_darkness"); + m_uniformLocations[SHADER_BRIGHTNESS] = getUniform("brightness"); + m_uniformLocations[SHADER_NOISE] = getUniform("noise"); + m_uniformLocations[SHADER_POINTER] = getUniform("pointer_position"); + m_uniformLocations[SHADER_POINTER_SHAPE] = getUniform("pointer_shape"); + m_uniformLocations[SHADER_POINTER_SWITCH_TIME] = getUniform("pointer_switch_time"); + m_uniformLocations[SHADER_POINTER_SHAPE_PREVIOUS] = getUniform("pointer_shape_previous"); + m_uniformLocations[SHADER_POINTER_PRESSED_POSITIONS] = getUniform("pointer_pressed_positions"); + m_uniformLocations[SHADER_POINTER_HIDDEN] = getUniform("pointer_hidden"); + m_uniformLocations[SHADER_POINTER_KILLING] = getUniform("pointer_killing"); + m_uniformLocations[SHADER_POINTER_PRESSED_TIMES] = getUniform("pointer_pressed_times"); + m_uniformLocations[SHADER_POINTER_PRESSED_KILLED] = getUniform("pointer_pressed_killed"); + m_uniformLocations[SHADER_POINTER_PRESSED_TOUCHED] = getUniform("pointer_pressed_touched"); + m_uniformLocations[SHADER_POINTER_INACTIVE_TIMEOUT] = getUniform("pointer_inactive_timeout"); + m_uniformLocations[SHADER_POINTER_LAST_ACTIVE] = getUniform("pointer_last_active"); + m_uniformLocations[SHADER_POINTER_SIZE] = getUniform("pointer_size"); +} + +void CShader::createVao() { GLuint shaderVao = 0, shaderVbo = 0, shaderVboUv = 0; glGenVertexArrays(1, &shaderVao); glBindVertexArray(shaderVao); - if (uniformLocations[SHADER_POS_ATTRIB] != -1) { + if (m_uniformLocations[SHADER_POS_ATTRIB] != -1) { glGenBuffers(1, &shaderVbo); glBindBuffer(GL_ARRAY_BUFFER, shaderVbo); glBufferData(GL_ARRAY_BUFFER, sizeof(fullVerts), fullVerts, GL_STATIC_DRAW); - glEnableVertexAttribArray(uniformLocations[SHADER_POS_ATTRIB]); - glVertexAttribPointer(uniformLocations[SHADER_POS_ATTRIB], 2, GL_FLOAT, GL_FALSE, 0, nullptr); + glEnableVertexAttribArray(m_uniformLocations[SHADER_POS_ATTRIB]); + glVertexAttribPointer(m_uniformLocations[SHADER_POS_ATTRIB], 2, GL_FLOAT, GL_FALSE, 0, nullptr); } // UV VBO (dynamic, may be updated per frame) - if (uniformLocations[SHADER_TEX_ATTRIB] != -1) { + if (m_uniformLocations[SHADER_TEX_ATTRIB] != -1) { glGenBuffers(1, &shaderVboUv); glBindBuffer(GL_ARRAY_BUFFER, shaderVboUv); glBufferData(GL_ARRAY_BUFFER, sizeof(fullVerts), fullVerts, GL_DYNAMIC_DRAW); // Initial dummy UVs - glEnableVertexAttribArray(uniformLocations[SHADER_TEX_ATTRIB]); - glVertexAttribPointer(uniformLocations[SHADER_TEX_ATTRIB], 2, GL_FLOAT, GL_FALSE, 0, nullptr); + glEnableVertexAttribArray(m_uniformLocations[SHADER_TEX_ATTRIB]); + glVertexAttribPointer(m_uniformLocations[SHADER_TEX_ATTRIB], 2, GL_FLOAT, GL_FALSE, 0, nullptr); } glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); - uniformLocations[SHADER_SHADER_VAO] = shaderVao; - uniformLocations[SHADER_SHADER_VBO_POS] = shaderVbo; - uniformLocations[SHADER_SHADER_VBO_UV] = shaderVboUv; + m_uniformLocations[SHADER_SHADER_VAO] = shaderVao; + m_uniformLocations[SHADER_SHADER_VBO_POS] = shaderVbo; + m_uniformLocations[SHADER_SHADER_VBO_UV] = shaderVboUv; - RASSERT(uniformLocations[SHADER_SHADER_VAO] >= 0, "SHADER_SHADER_VAO could not be created"); - RASSERT(uniformLocations[SHADER_SHADER_VBO_POS] >= 0, "SHADER_SHADER_VBO_POS could not be created"); - RASSERT(uniformLocations[SHADER_SHADER_VBO_UV] >= 0, "SHADER_SHADER_VBO_UV could not be created"); + RASSERT(m_uniformLocations[SHADER_SHADER_VAO] >= 0, "SHADER_SHADER_VAO could not be created"); + RASSERT(m_uniformLocations[SHADER_SHADER_VBO_POS] >= 0, "SHADER_SHADER_VBO_POS could not be created"); + RASSERT(m_uniformLocations[SHADER_SHADER_VBO_UV] >= 0, "SHADER_SHADER_VBO_UV could not be created"); } -void SShader::setUniformInt(eShaderUniform location, GLint v0) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformInt(eShaderUniform location, GLint v0) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -67,11 +252,11 @@ void SShader::setUniformInt(eShaderUniform location, GLint v0) { return; cached = v0; - glUniform1i(uniformLocations[location], v0); + glUniform1i(m_uniformLocations[location], v0); } -void SShader::setUniformFloat(eShaderUniform location, GLfloat v0) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformFloat(eShaderUniform location, GLfloat v0) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -83,11 +268,11 @@ void SShader::setUniformFloat(eShaderUniform location, GLfloat v0) { } cached = v0; - glUniform1f(uniformLocations[location], v0); + glUniform1f(m_uniformLocations[location], v0); } -void SShader::setUniformFloat2(eShaderUniform location, GLfloat v0, GLfloat v1) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformFloat2(eShaderUniform location, GLfloat v0, GLfloat v1) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -99,11 +284,11 @@ void SShader::setUniformFloat2(eShaderUniform location, GLfloat v0, GLfloat v1) } cached = std::array{v0, v1}; - glUniform2f(uniformLocations[location], v0, v1); + glUniform2f(m_uniformLocations[location], v0, v1); } -void SShader::setUniformFloat3(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformFloat3(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -115,11 +300,11 @@ void SShader::setUniformFloat3(eShaderUniform location, GLfloat v0, GLfloat v1, } cached = std::array{v0, v1, v2}; - glUniform3f(uniformLocations[location], v0, v1, v2); + glUniform3f(m_uniformLocations[location], v0, v1, v2); } -void SShader::setUniformFloat4(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformFloat4(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -131,11 +316,11 @@ void SShader::setUniformFloat4(eShaderUniform location, GLfloat v0, GLfloat v1, } cached = std::array{v0, v1, v2, v3}; - glUniform4f(uniformLocations[location], v0, v1, v2, v3); + glUniform4f(m_uniformLocations[location], v0, v1, v2, v3); } -void SShader::setUniformMatrix3fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array value) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformMatrix3fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array value) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -147,11 +332,11 @@ void SShader::setUniformMatrix3fv(eShaderUniform location, GLsizei count, GLbool } cached = SUniformMatrix3Data{.count = count, .transpose = transpose, .value = value}; - glUniformMatrix3fv(uniformLocations[location], count, transpose, value.data()); + glUniformMatrix3fv(m_uniformLocations[location], count, transpose, value.data()); } -void SShader::setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array value) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array value) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -163,11 +348,11 @@ void SShader::setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLbo } cached = SUniformMatrix4Data{.count = count, .transpose = transpose, .value = value}; - glUniformMatrix4x2fv(uniformLocations[location], count, transpose, value.data()); + glUniformMatrix4x2fv(m_uniformLocations[location], count, transpose, value.data()); } -void SShader::setUniformfv(eShaderUniform location, GLsizei count, const std::vector& value, GLsizei vec_size) { - if (uniformLocations.at(location) == -1) +void CShader::setUniformfv(eShaderUniform location, GLsizei count, const std::vector& value, GLsizei vec_size) { + if (m_uniformLocations.at(location) == -1) return; auto& cached = uniformStatus.at(location); @@ -180,36 +365,36 @@ void SShader::setUniformfv(eShaderUniform location, GLsizei count, const std::ve cached = SUniformVData{.count = count, .value = value}; switch (vec_size) { - case 1: glUniform1fv(uniformLocations[location], count, value.data()); break; - case 2: glUniform2fv(uniformLocations[location], count, value.data()); break; - case 4: glUniform4fv(uniformLocations[location], count, value.data()); break; + case 1: glUniform1fv(m_uniformLocations[location], count, value.data()); break; + case 2: glUniform2fv(m_uniformLocations[location], count, value.data()); break; + case 4: glUniform4fv(m_uniformLocations[location], count, value.data()); break; default: UNREACHABLE(); } } -void SShader::setUniform1fv(eShaderUniform location, GLsizei count, const std::vector& value) { +void CShader::setUniform1fv(eShaderUniform location, GLsizei count, const std::vector& value) { setUniformfv(location, count, value, 1); } -void SShader::setUniform2fv(eShaderUniform location, GLsizei count, const std::vector& value) { +void CShader::setUniform2fv(eShaderUniform location, GLsizei count, const std::vector& value) { setUniformfv(location, count, value, 2); } -void SShader::setUniform4fv(eShaderUniform location, GLsizei count, const std::vector& value) { +void CShader::setUniform4fv(eShaderUniform location, GLsizei count, const std::vector& value) { setUniformfv(location, count, value, 4); } -void SShader::destroy() { +void CShader::destroy() { uniformStatus.fill(std::monostate()); - if (program == 0) + if (m_program == 0) return; GLuint shaderVao, shaderVbo, shaderVboUv; - shaderVao = uniformLocations[SHADER_SHADER_VAO] == -1 ? 0 : uniformLocations[SHADER_SHADER_VAO]; - shaderVbo = uniformLocations[SHADER_SHADER_VBO_POS] == -1 ? 0 : uniformLocations[SHADER_SHADER_VBO_POS]; - shaderVboUv = uniformLocations[SHADER_SHADER_VBO_UV] == -1 ? 0 : uniformLocations[SHADER_SHADER_VBO_UV]; + shaderVao = m_uniformLocations[SHADER_SHADER_VAO] == -1 ? 0 : m_uniformLocations[SHADER_SHADER_VAO]; + shaderVbo = m_uniformLocations[SHADER_SHADER_VBO_POS] == -1 ? 0 : m_uniformLocations[SHADER_SHADER_VBO_POS]; + shaderVboUv = m_uniformLocations[SHADER_SHADER_VBO_UV] == -1 ? 0 : m_uniformLocations[SHADER_SHADER_VBO_UV]; if (shaderVao) glDeleteVertexArrays(1, &shaderVao); @@ -220,6 +405,22 @@ void SShader::destroy() { if (shaderVboUv) glDeleteBuffers(1, &shaderVboUv); - glDeleteProgram(program); - program = 0; + glDeleteProgram(m_program); + m_program = 0; +} + +GLint CShader::getUniformLocation(eShaderUniform location) const { + return m_uniformLocations[location]; +} + +GLuint CShader::program() const { + return m_program; +} + +int CShader::getInitialTime() const { + return m_initialTime; +} + +void CShader::setInitialTime(int time) { + m_initialTime = time; } diff --git a/src/render/Shader.hpp b/src/render/Shader.hpp index 50ff5889..6ab8248b 100644 --- a/src/render/Shader.hpp +++ b/src/render/Shader.hpp @@ -80,15 +80,32 @@ enum eShaderUniform : uint8_t { SHADER_LAST, }; -struct SShader { - SShader(); - ~SShader(); +class CShader { + public: + CShader(); + ~CShader(); - GLuint program = 0; + bool createProgram(const std::string& vert, const std::string& frag, bool dynamic = false, bool silent = false); + void setUniformInt(eShaderUniform location, GLint v0); + void setUniformFloat(eShaderUniform location, GLfloat v0); + void setUniformFloat2(eShaderUniform location, GLfloat v0, GLfloat v1); + void setUniformFloat3(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2); + void setUniformFloat4(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); + void setUniformMatrix3fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array value); + void setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array value); + void setUniform1fv(eShaderUniform location, GLsizei count, const std::vector& value); + void setUniform2fv(eShaderUniform location, GLsizei count, const std::vector& value); + void setUniform4fv(eShaderUniform location, GLsizei count, const std::vector& value); + void destroy(); + GLuint program() const; + GLint getUniformLocation(eShaderUniform location) const; + int getInitialTime() const; + void setInitialTime(int time); - std::array uniformLocations; - - float initialTime = 0; + private: + GLuint m_program = 0; + float m_initialTime = 0; + std::array m_uniformLocations; struct SUniformMatrix3Data { GLsizei count = 0; @@ -114,19 +131,9 @@ struct SShader { uniformStatus; // - void createVao(); - void setUniformInt(eShaderUniform location, GLint v0); - void setUniformFloat(eShaderUniform location, GLfloat v0); - void setUniformFloat2(eShaderUniform location, GLfloat v0, GLfloat v1); - void setUniformFloat3(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2); - void setUniformFloat4(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); - void setUniformMatrix3fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array value); - void setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array value); - void setUniform1fv(eShaderUniform location, GLsizei count, const std::vector& value); - void setUniform2fv(eShaderUniform location, GLsizei count, const std::vector& value); - void setUniform4fv(eShaderUniform location, GLsizei count, const std::vector& value); - void destroy(); - - private: - void setUniformfv(eShaderUniform location, GLsizei count, const std::vector& value, GLsizei vec_size); + void logShaderError(const GLuint&, bool program = false, bool silent = false); + GLuint compileShader(const GLuint&, std::string, bool dynamic = false, bool silent = false); + void getUniformLocations(); + void createVao(); + void setUniformfv(eShaderUniform location, GLsizei count, const std::vector& value, GLsizei vec_size); }; diff --git a/src/render/shaders/glsl/CMblurprepare.frag b/src/render/shaders/glsl/CMblurprepare.frag new file mode 100644 index 00000000..8ba2d3f8 --- /dev/null +++ b/src/render/shaders/glsl/CMblurprepare.frag @@ -0,0 +1,36 @@ +#version 300 es +#extension GL_ARB_shading_language_include : enable + +precision highp float; +in vec2 v_texcoord; // is in 0-1 +uniform sampler2D tex; + +uniform float contrast; +uniform float brightness; + +uniform int sourceTF; // eTransferFunction +uniform int targetTF; // eTransferFunction + +#include "CM.glsl" +#include "gain.glsl" + +layout(location = 0) out vec4 fragColor; +void main() { + vec4 pixColor = texture(tex, v_texcoord); + + if (sourceTF == CM_TRANSFER_FUNCTION_ST2084_PQ) { + pixColor.rgb /= sdrBrightnessMultiplier; + } + pixColor.rgb = convertMatrix * toLinearRGB(pixColor.rgb, sourceTF); + pixColor = toNit(pixColor, vec2(srcTFRange[0], srcRefLuminance)); + pixColor = fromLinearNit(pixColor, targetTF, dstTFRange); + + // contrast + if (contrast != 1.0) + pixColor.rgb = gain(pixColor.rgb, contrast); + + // brightness + pixColor.rgb *= max(1.0, brightness); + + fragColor = pixColor; +} diff --git a/src/render/shaders/glsl/CMborder.frag b/src/render/shaders/glsl/CMborder.frag new file mode 100644 index 00000000..3c9540a7 --- /dev/null +++ b/src/render/shaders/glsl/CMborder.frag @@ -0,0 +1,98 @@ +#version 300 es +#extension GL_ARB_shading_language_include : enable + +precision highp float; +in vec2 v_texcoord; + +uniform int sourceTF; // eTransferFunction +uniform int targetTF; // eTransferFunction +uniform mat4x2 targetPrimaries; + +uniform vec2 fullSizeUntransformed; +uniform float radiusOuter; +uniform float thick; + +// Gradients are in OkLabA!!!! {l, a, b, alpha} +uniform vec4 gradient[10]; +uniform vec4 gradient2[10]; +uniform int gradientLength; +uniform int gradient2Length; +uniform float angle; +uniform float angle2; +uniform float gradientLerp; +uniform float alpha; + +#include "rounding.glsl" +#include "CM.glsl" +#include "border.glsl" + +layout(location = 0) out vec4 fragColor; +void main() { + highp vec2 pixCoord = vec2(gl_FragCoord); + highp vec2 pixCoordOuter = pixCoord; + highp vec2 originalPixCoord = v_texcoord; + originalPixCoord *= fullSizeUntransformed; + float additionalAlpha = 1.0; + + vec4 pixColor = vec4(1.0, 1.0, 1.0, 1.0); + + bool done = false; + + pixCoord -= topLeft + fullSize * 0.5; + pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0; + pixCoordOuter = pixCoord; + pixCoord -= fullSize * 0.5 - radius; + pixCoordOuter -= fullSize * 0.5 - radiusOuter; + + // center the pixes don't make it top-left + pixCoord += vec2(1.0, 1.0) / fullSize; + pixCoordOuter += vec2(1.0, 1.0) / fullSize; + + if (min(pixCoord.x, pixCoord.y) > 0.0 && radius > 0.0) { + float dist = pow(pow(pixCoord.x,roundingPower)+pow(pixCoord.y,roundingPower),1.0/roundingPower); + float distOuter = pow(pow(pixCoordOuter.x,roundingPower)+pow(pixCoordOuter.y,roundingPower),1.0/roundingPower); + float h = (thick / 2.0); + + if (dist < radius - h) { + // lower + float normalized = smoothstep(0.0, 1.0, (dist - radius + thick + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0)); + additionalAlpha *= normalized; + done = true; + } else if (min(pixCoordOuter.x, pixCoordOuter.y) > 0.0) { + // higher + float normalized = 1.0 - smoothstep(0.0, 1.0, (distOuter - radiusOuter + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0)); + additionalAlpha *= normalized; + done = true; + } else if (distOuter < radiusOuter - h) { + additionalAlpha = 1.0; + done = true; + } + } + + // now check for other shit + if (!done) { + // distance to all straight bb borders + float distanceT = originalPixCoord[1]; + float distanceB = fullSizeUntransformed[1] - originalPixCoord[1]; + float distanceL = originalPixCoord[0]; + float distanceR = fullSizeUntransformed[0] - originalPixCoord[0]; + + // get the smallest + float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR)); + + if (smallest > thick) + discard; + } + + if (additionalAlpha == 0.0) + discard; + + pixColor = getColorForCoord(v_texcoord); + pixColor.rgb *= pixColor[3]; + + pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimaries); + + pixColor *= alpha * additionalAlpha; + + fragColor = pixColor; +} diff --git a/src/render/shaders/glsl/CM.frag b/src/render/shaders/glsl/CMrgba.frag similarity index 53% rename from src/render/shaders/glsl/CM.frag rename to src/render/shaders/glsl/CMrgba.frag index 7f075b82..1e4e024d 100644 --- a/src/render/shaders/glsl/CM.frag +++ b/src/render/shaders/glsl/CMrgba.frag @@ -5,19 +5,17 @@ precision highp float; in vec2 v_texcoord; uniform sampler2D tex; -uniform int texType; // eTextureType: 0 - rgba, 1 - rgbx, 2 - ext -// uniform int skipCM; uniform int sourceTF; // eTransferFunction uniform int targetTF; // eTransferFunction uniform mat4x2 targetPrimaries; uniform float alpha; -uniform int discardOpaque; -uniform int discardAlpha; +uniform bool discardOpaque; +uniform bool discardAlpha; uniform float discardAlphaValue; -uniform int applyTint; +uniform bool applyTint; uniform vec3 tint; #include "rounding.glsl" @@ -25,28 +23,22 @@ uniform vec3 tint; layout(location = 0) out vec4 fragColor; void main() { - vec4 pixColor; - if (texType == 1) - pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0); - //else if (texType == 2) - // discard; // this shouldnt happen. - else // assume rgba - pixColor = texture(tex, v_texcoord); + vec4 pixColor = texture(tex, v_texcoord); - if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) + if (discardOpaque && pixColor.a * alpha == 1.0) discard; - if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue) + if (discardAlpha && pixColor.a <= discardAlphaValue) discard; // this shader shouldn't be used when skipCM == 1 pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimaries); - if (applyTint == 1) - pixColor = vec4(pixColor.rgb * tint.rgb, pixColor[3]); + if (applyTint) + pixColor.rgb *= tint; if (radius > 0.0) pixColor = rounding(pixColor); - + fragColor = pixColor * alpha; } diff --git a/src/render/shaders/glsl/CMrgbx.frag b/src/render/shaders/glsl/CMrgbx.frag new file mode 100644 index 00000000..e2b1a838 --- /dev/null +++ b/src/render/shaders/glsl/CMrgbx.frag @@ -0,0 +1,44 @@ +#version 300 es +#extension GL_ARB_shading_language_include : enable + +precision highp float; +in vec2 v_texcoord; +uniform sampler2D tex; + +uniform int sourceTF; // eTransferFunction +uniform int targetTF; // eTransferFunction +uniform mat4x2 targetPrimaries; + +uniform float alpha; + +uniform bool discardOpaque; +uniform bool discardAlpha; +uniform float discardAlphaValue; + +uniform bool applyTint; +uniform vec3 tint; + +#include "rounding.glsl" +#include "CM.glsl" + +layout(location = 0) out vec4 fragColor; +void main() { + vec4 pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0); + + if (discardOpaque && pixColor.a * alpha == 1.0) + discard; + + if (discardAlpha && pixColor.a <= discardAlphaValue) + discard; + + // this shader shouldn't be used when skipCM == 1 + pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimaries); + + if (applyTint) + pixColor.rgb *= tint; + + if (radius > 0.0) + pixColor = rounding(pixColor); + + fragColor = pixColor * alpha; +} diff --git a/src/render/shaders/glsl/blurfinish.frag b/src/render/shaders/glsl/blurfinish.frag index 6ab48337..e3c560e8 100644 --- a/src/render/shaders/glsl/blurfinish.frag +++ b/src/render/shaders/glsl/blurfinish.frag @@ -20,13 +20,11 @@ void main() { // noise float noiseHash = hash(v_texcoord); - float noiseAmount = (mod(noiseHash, 1.0) - 0.5); + float noiseAmount = noiseHash - 0.5; pixColor.rgb += noiseAmount * noise; // brightness - if (brightness < 1.0) { - pixColor.rgb *= brightness; - } + pixColor.rgb *= min(1.0, brightness); fragColor = pixColor; } diff --git a/src/render/shaders/glsl/blurprepare.frag b/src/render/shaders/glsl/blurprepare.frag index 6b9809f8..67cd9966 100644 --- a/src/render/shaders/glsl/blurprepare.frag +++ b/src/render/shaders/glsl/blurprepare.frag @@ -8,41 +8,19 @@ uniform sampler2D tex; uniform float contrast; uniform float brightness; -uniform int skipCM; -uniform int sourceTF; // eTransferFunction -uniform int targetTF; // eTransferFunction - #include "CM.glsl" - -float gain(float x, float k) { - float a = 0.5 * pow(2.0 * ((x < 0.5) ? x : 1.0 - x), k); - return (x < 0.5) ? a : 1.0 - a; -} +#include "gain.glsl" layout(location = 0) out vec4 fragColor; void main() { vec4 pixColor = texture(tex, v_texcoord); - if (skipCM == 0) { - if (sourceTF == CM_TRANSFER_FUNCTION_ST2084_PQ) { - pixColor.rgb /= sdrBrightnessMultiplier; - } - pixColor.rgb = convertMatrix * toLinearRGB(pixColor.rgb, sourceTF); - pixColor = toNit(pixColor, vec2(srcTFRange[0], srcRefLuminance)); - pixColor = fromLinearNit(pixColor, targetTF, dstTFRange); - } - // contrast - if (contrast != 1.0) { - pixColor.r = gain(pixColor.r, contrast); - pixColor.g = gain(pixColor.g, contrast); - pixColor.b = gain(pixColor.b, contrast); - } + if (contrast != 1.0) + pixColor.rgb = gain(pixColor.rgb, contrast); // brightness - if (brightness > 1.0) { - pixColor.rgb *= brightness; - } + pixColor.rgb *= max(1.0, brightness); fragColor = pixColor; } diff --git a/src/render/shaders/glsl/border.frag b/src/render/shaders/glsl/border.frag index 223b4b29..a672452b 100644 --- a/src/render/shaders/glsl/border.frag +++ b/src/render/shaders/glsl/border.frag @@ -4,11 +4,6 @@ precision highp float; in vec2 v_texcoord; -uniform int skipCM; -uniform int sourceTF; // eTransferFunction -uniform int targetTF; // eTransferFunction -uniform mat4x2 targetPrimaries; - uniform vec2 fullSizeUntransformed; uniform float radiusOuter; uniform float thick; @@ -25,89 +20,7 @@ uniform float alpha; #include "rounding.glsl" #include "CM.glsl" - -vec4 okLabAToSrgb(vec4 lab) { - float l = pow(lab[0] + lab[1] * 0.3963377774 + lab[2] * 0.2158037573, 3.0); - float m = pow(lab[0] + lab[1] * (-0.1055613458) + lab[2] * (-0.0638541728), 3.0); - float s = pow(lab[0] + lab[1] * (-0.0894841775) + lab[2] * (-1.2914855480), 3.0); - - return vec4(fromLinearRGB( - vec3( - l * 4.0767416621 + m * -3.3077115913 + s * 0.2309699292, - l * (-1.2684380046) + m * 2.6097574011 + s * (-0.3413193965), - l * (-0.0041960863) + m * (-0.7034186147) + s * 1.7076147010 - ), CM_TRANSFER_FUNCTION_GAMMA22 - ), lab[3]); -} - -vec4 getOkColorForCoordArray1(vec2 normalizedCoord) { - if (gradientLength < 2) - return gradient[0]; - - float finalAng = 0.0; - - if (angle > 4.71 /* 270 deg */) { - normalizedCoord[1] = 1.0 - normalizedCoord[1]; - finalAng = 6.28 - angle; - } else if (angle > 3.14 /* 180 deg */) { - normalizedCoord[0] = 1.0 - normalizedCoord[0]; - normalizedCoord[1] = 1.0 - normalizedCoord[1]; - finalAng = angle - 3.14; - } else if (angle > 1.57 /* 90 deg */) { - normalizedCoord[0] = 1.0 - normalizedCoord[0]; - finalAng = 3.14 - angle; - } else { - finalAng = angle; - } - - float sine = sin(finalAng); - - float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradientLength - 1); - int bottom = int(floor(progress)); - int top = bottom + 1; - - return gradient[top] * (progress - float(bottom)) + gradient[bottom] * (float(top) - progress); -} - -vec4 getOkColorForCoordArray2(vec2 normalizedCoord) { - if (gradient2Length < 2) - return gradient2[0]; - - float finalAng = 0.0; - - if (angle2 > 4.71 /* 270 deg */) { - normalizedCoord[1] = 1.0 - normalizedCoord[1]; - finalAng = 6.28 - angle; - } else if (angle2 > 3.14 /* 180 deg */) { - normalizedCoord[0] = 1.0 - normalizedCoord[0]; - normalizedCoord[1] = 1.0 - normalizedCoord[1]; - finalAng = angle - 3.14; - } else if (angle2 > 1.57 /* 90 deg */) { - normalizedCoord[0] = 1.0 - normalizedCoord[0]; - finalAng = 3.14 - angle2; - } else { - finalAng = angle2; - } - - float sine = sin(finalAng); - - float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradient2Length - 1); - int bottom = int(floor(progress)); - int top = bottom + 1; - - return gradient2[top] * (progress - float(bottom)) + gradient2[bottom] * (float(top) - progress); -} - -vec4 getColorForCoord(vec2 normalizedCoord) { - vec4 result1 = getOkColorForCoordArray1(normalizedCoord); - - if (gradient2Length <= 0) - return okLabAToSrgb(result1); - - vec4 result2 = getOkColorForCoordArray2(normalizedCoord); - - return okLabAToSrgb(mix(result1, result2, gradientLerp)); -} +#include "border.glsl" layout(location = 0) out vec4 fragColor; void main() { @@ -173,9 +86,6 @@ void main() { pixColor = getColorForCoord(v_texcoord); pixColor.rgb *= pixColor[3]; - if (skipCM == 0) - pixColor = doColorManagement(pixColor, sourceTF, targetTF, targetPrimaries); - pixColor *= alpha * additionalAlpha; fragColor = pixColor; diff --git a/src/render/shaders/glsl/border.glsl b/src/render/shaders/glsl/border.glsl new file mode 100644 index 00000000..c5ad7f3d --- /dev/null +++ b/src/render/shaders/glsl/border.glsl @@ -0,0 +1,82 @@ +vec4 okLabAToSrgb(vec4 lab) { + float l = pow(lab[0] + lab[1] * 0.3963377774 + lab[2] * 0.2158037573, 3.0); + float m = pow(lab[0] + lab[1] * (-0.1055613458) + lab[2] * (-0.0638541728), 3.0); + float s = pow(lab[0] + lab[1] * (-0.0894841775) + lab[2] * (-1.2914855480), 3.0); + + return vec4(fromLinearRGB( + vec3( + l * 4.0767416621 + m * -3.3077115913 + s * 0.2309699292, + l * (-1.2684380046) + m * 2.6097574011 + s * (-0.3413193965), + l * (-0.0041960863) + m * (-0.7034186147) + s * 1.7076147010 + ), CM_TRANSFER_FUNCTION_GAMMA22 + ), lab[3]); +} + +vec4 getOkColorForCoordArray1(vec2 normalizedCoord) { + if (gradientLength < 2) + return gradient[0]; + + float finalAng = 0.0; + + if (angle > 4.71 /* 270 deg */) { + normalizedCoord[1] = 1.0 - normalizedCoord[1]; + finalAng = 6.28 - angle; + } else if (angle > 3.14 /* 180 deg */) { + normalizedCoord[0] = 1.0 - normalizedCoord[0]; + normalizedCoord[1] = 1.0 - normalizedCoord[1]; + finalAng = angle - 3.14; + } else if (angle > 1.57 /* 90 deg */) { + normalizedCoord[0] = 1.0 - normalizedCoord[0]; + finalAng = 3.14 - angle; + } else { + finalAng = angle; + } + + float sine = sin(finalAng); + + float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradientLength - 1); + int bottom = int(floor(progress)); + int top = bottom + 1; + + return gradient[top] * (progress - float(bottom)) + gradient[bottom] * (float(top) - progress); +} + +vec4 getOkColorForCoordArray2(vec2 normalizedCoord) { + if (gradient2Length < 2) + return gradient2[0]; + + float finalAng = 0.0; + + if (angle2 > 4.71 /* 270 deg */) { + normalizedCoord[1] = 1.0 - normalizedCoord[1]; + finalAng = 6.28 - angle; + } else if (angle2 > 3.14 /* 180 deg */) { + normalizedCoord[0] = 1.0 - normalizedCoord[0]; + normalizedCoord[1] = 1.0 - normalizedCoord[1]; + finalAng = angle - 3.14; + } else if (angle2 > 1.57 /* 90 deg */) { + normalizedCoord[0] = 1.0 - normalizedCoord[0]; + finalAng = 3.14 - angle2; + } else { + finalAng = angle2; + } + + float sine = sin(finalAng); + + float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradient2Length - 1); + int bottom = int(floor(progress)); + int top = bottom + 1; + + return gradient2[top] * (progress - float(bottom)) + gradient2[bottom] * (float(top) - progress); +} + +vec4 getColorForCoord(vec2 normalizedCoord) { + vec4 result1 = getOkColorForCoordArray1(normalizedCoord); + + if (gradient2Length <= 0) + return okLabAToSrgb(result1); + + vec4 result2 = getOkColorForCoordArray2(normalizedCoord); + + return okLabAToSrgb(mix(result1, result2, gradientLerp)); +} diff --git a/src/render/shaders/glsl/gain.glsl b/src/render/shaders/glsl/gain.glsl new file mode 100644 index 00000000..2bdc0002 --- /dev/null +++ b/src/render/shaders/glsl/gain.glsl @@ -0,0 +1,6 @@ +vec3 gain(vec3 x, float k) { + vec3 t = step(0.5, x); + vec3 y = mix(x, 1.0 - x, t); + vec3 a = 0.5 * pow(2.0 * y, vec3(k)); + return mix(a, 1.0 - a, t); +} diff --git a/src/render/shaders/glsl/glitch.frag b/src/render/shaders/glsl/glitch.frag index e399a8b1..d7259cc4 100644 --- a/src/render/shaders/glsl/glitch.frag +++ b/src/render/shaders/glsl/glitch.frag @@ -5,7 +5,7 @@ in vec2 v_texcoord; uniform sampler2D tex; uniform float time; // quirk: time is set to 0 at the beginning, should be around 10 when crash. uniform float distort; -uniform vec2 screenSize; +uniform vec2 fullSize; float rand(float co) { return fract(sin(dot(vec2(co, co), vec2(12.9898, 78.233))) * 43758.5453); @@ -31,7 +31,7 @@ void main() { float ABERR_OFFSET = 4.0 * (distort / 5.5) * time; float TEAR_AMOUNT = 9000.0 * (1.0 - (distort / 5.5)); float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0; - float MELT_AMOUNT = (distort * 8.0) / screenSize.y; + float MELT_AMOUNT = (distort * 8.0) / fullSize.y; float NOISE = abs(mod(noise(v_texcoord) * distort * time * 2.771, 1.0)) * time / 10.0; if (time < 2.0) @@ -44,7 +44,7 @@ void main() { if (time < 3.0) blockOffset = vec2(0,0); - float meltSeed = abs(mod(rand(floor(v_texcoord.x * screenSize.x * 17.719)) * 281.882, 1.0)); + float meltSeed = abs(mod(rand(floor(v_texcoord.x * fullSize.x * 17.719)) * 281.882, 1.0)); if (meltSeed < 0.8) { meltSeed = 0.0; } else { @@ -52,11 +52,11 @@ void main() { } float meltAmount = MELT_AMOUNT * meltSeed; - vec2 pixCoord = vec2(v_texcoord.x + offset + NOISE * 3.0 / screenSize.x + blockOffset.x, v_texcoord.y - meltAmount + 0.02 * NOISE / screenSize.x + NOISE * 3.0 / screenSize.y + blockOffset.y); + vec2 pixCoord = vec2(v_texcoord.x + offset + NOISE * 3.0 / fullSize.x + blockOffset.x, v_texcoord.y - meltAmount + 0.02 * NOISE / fullSize.x + NOISE * 3.0 / fullSize.y + blockOffset.y); vec4 pixColor = texture(tex, pixCoord); - vec4 pixColorLeft = texture(tex, pixCoord + vec2(ABERR_OFFSET / screenSize.x, 0)); - vec4 pixColorRight = texture(tex, pixCoord + vec2(-ABERR_OFFSET / screenSize.x, 0)); + vec4 pixColorLeft = texture(tex, pixCoord + vec2(ABERR_OFFSET / fullSize.x, 0)); + vec4 pixColorRight = texture(tex, pixCoord + vec2(-ABERR_OFFSET / fullSize.x, 0)); pixColor[0] = pixColorLeft[0]; pixColor[2] = pixColorRight[2];