Added screen shaders

This commit is contained in:
vaxerski 2022-12-01 13:36:07 +00:00
parent b8ccf3dc3a
commit 7b020ffa84
6 changed files with 158 additions and 39 deletions

View file

@ -30,12 +30,22 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
RASSERT(eglMakeCurrent(wlr_egl_get_display(g_pCompositor->m_sWLREGL), EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT), "Couldn't unset current EGL!");
}
GLuint CHyprOpenGLImpl::createProgram(const std::string& vert, const std::string& frag) {
GLuint CHyprOpenGLImpl::createProgram(const std::string& vert, const std::string& frag, bool dynamic) {
auto vertCompiled = compileShader(GL_VERTEX_SHADER, vert);
RASSERT(vertCompiled, "Compiling shader failed. VERTEX NULL! Shader source:\n\n%s", vert.c_str());
if (dynamic) {
if (vertCompiled == 0)
return 0;
} else {
RASSERT(vertCompiled, "Compiling shader failed. VERTEX NULL! Shader source:\n\n%s", vert.c_str());
}
auto fragCompiled = compileShader(GL_FRAGMENT_SHADER, frag);
RASSERT(fragCompiled, "Compiling shader failed. FRAGMENT NULL! Shader source:\n\n%s", frag.c_str());
if (dynamic) {
if (fragCompiled == 0)
return 0;
} else {
RASSERT(fragCompiled, "Compiling shader failed. FRAGMENT NULL! Shader source:\n\n%s", frag.c_str());
}
auto prog = glCreateProgram();
glAttachShader(prog, vertCompiled);
@ -49,12 +59,17 @@ GLuint CHyprOpenGLImpl::createProgram(const std::string& vert, const std::string
GLint ok;
glGetProgramiv(prog, GL_LINK_STATUS, &ok);
RASSERT(ok != GL_FALSE, "createProgram() failed! GL_LINK_STATUS not OK!");
if (dynamic) {
if (ok == GL_FALSE)
return 0;
} else {
RASSERT(ok != GL_FALSE, "createProgram() failed! GL_LINK_STATUS not OK!");
}
return prog;
}
GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src) {
GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src, bool dynamic) {
auto shader = glCreateShader(type);
auto shaderSource = src.c_str();
@ -64,7 +79,12 @@ GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src) {
GLint ok;
glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!");
if (dynamic) {
if (ok == GL_FALSE)
return 0;
} else {
RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!");
}
return shader;
}
@ -112,6 +132,11 @@ void CHyprOpenGLImpl::begin(CMonitor* pMonitor, pixman_region32_t* pDamage, bool
m_RenderData.pDamage = pDamage;
m_bFakeFrame = fake;
if (m_bReloadScreenShader) {
m_bReloadScreenShader = false;
applyScreenShader(g_pConfigManager->getString("decoration:screen_shader"));
}
}
void CHyprOpenGLImpl::end() {
@ -128,9 +153,11 @@ void CHyprOpenGLImpl::end() {
clear(CColor(11, 11, 11, 255));
m_bEndFrame = true;
m_bApplyFinalShader = true;
renderTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex, &monbox, 255.f, 0);
m_bApplyFinalShader = false;
m_bEndFrame = false;
}
@ -250,6 +277,35 @@ void CHyprOpenGLImpl::initShaders() {
Debug::log(LOG, "Shaders initialized successfully.");
}
void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
m_sFinalScreenShader.destroy();
if (path == "" || path == STRVAL_EMPTY)
return;
std::ifstream infile(absolutePath(path, std::string(getenv("HOME")) + "/.config/hypr"));
if (!infile.good()) {
g_pConfigManager->addParseError("Screen shader parser: Screen shader path not found");
return;
}
std::string fragmentShader((std::istreambuf_iterator<char>(infile)), (std::istreambuf_iterator<char>()));
m_sFinalScreenShader.program = createProgram(TEXVERTSRC, fragmentShader, true);
if (!m_sFinalScreenShader.program) {
g_pConfigManager->addParseError("Screen shader parser: Screen shader parse failed");
return;
}
m_sFinalScreenShader.proj = glGetUniformLocation(m_sFinalScreenShader.program, "proj");
m_sFinalScreenShader.tex = glGetUniformLocation(m_sFinalScreenShader.program, "tex");
m_sFinalScreenShader.texAttrib = glGetAttribLocation(m_sFinalScreenShader.program, "texcoord");
m_sFinalScreenShader.posAttrib = glGetAttribLocation(m_sFinalScreenShader.program, "pos");
}
void CHyprOpenGLImpl::clear(const CColor& color) {
RASSERT(m_RenderData.pMonitor, "Tried to render without begin()!");
@ -420,18 +476,25 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
switch (tex.m_iType) {
case TEXTURE_RGBA:
shader = &m_RenderData.pCurrentMonData->m_shRGBA;
break;
case TEXTURE_RGBX:
shader = &m_RenderData.pCurrentMonData->m_shRGBX;
break;
case TEXTURE_EXTERNAL:
shader = &m_RenderData.pCurrentMonData->m_shEXT;
break;
default:
RASSERT(false, "tex.m_iTarget unsupported!");
bool usingFinalShader = false;
if (m_bApplyFinalShader && m_sFinalScreenShader.program) {
shader = &m_sFinalScreenShader;
usingFinalShader = true;
} else {
switch (tex.m_iType) {
case TEXTURE_RGBA:
shader = &m_RenderData.pCurrentMonData->m_shRGBA;
break;
case TEXTURE_RGBX:
shader = &m_RenderData.pCurrentMonData->m_shRGBX;
break;
case TEXTURE_EXTERNAL:
shader = &m_RenderData.pCurrentMonData->m_shEXT;
break;
default:
RASSERT(false, "tex.m_iTarget unsupported!");
}
}
glActiveTexture(GL_TEXTURE0);
@ -448,8 +511,10 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix);
#endif
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha / 255.f);
glUniform1i(shader->discardOpaque, (int)discardOpaque);
if (!usingFinalShader) {
glUniform1f(shader->alpha, alpha / 255.f);
glUniform1i(shader->discardOpaque, (int)discardOpaque);
}
wlr_box transformedBox;
wlr_box_transform(&transformedBox, pBox, wlr_output_transform_invert(m_RenderData.pMonitor->transform),
@ -459,18 +524,20 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height);
static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
// Rounded corners
glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
glUniform2f(shader->fullSize, FULLSIZE.x ,FULLSIZE.y);
glUniform1f(shader->radius, round);
glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
if (!usingFinalShader) {
// Rounded corners
glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
glUniform2f(shader->fullSize, FULLSIZE.x, FULLSIZE.y);
glUniform1f(shader->radius, round);
glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
if (allowDim && m_pCurrentWindow && *PDIMINACTIVE && m_pCurrentWindow != g_pCompositor->m_pLastWindow) {
glUniform1i(shader->applyTint, 1);
const auto DIM = m_pCurrentWindow->m_fDimPercent.fl();
glUniform3f(shader->tint, 1.f - DIM, 1.f - DIM, 1.f - DIM);
} else {
glUniform1i(shader->applyTint, 0);
if (allowDim && m_pCurrentWindow && *PDIMINACTIVE && m_pCurrentWindow != g_pCompositor->m_pLastWindow) {
glUniform1i(shader->applyTint, 1);
const auto DIM = m_pCurrentWindow->m_fDimPercent.fl();
glUniform3f(shader->tint, 1.f - DIM, 1.f - DIM, 1.f - DIM);
} else {
glUniform1i(shader->applyTint, 0);
}
}
const float verts[] = {
@ -504,13 +571,13 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
}
}
pixman_region32_fini(&damageClip);
pixman_region32_fini(&damageClip);
} else {
PIXMAN_DAMAGE_FOREACH(damage) {
const auto RECT = RECTSARR[i];
scissor(&RECT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
PIXMAN_DAMAGE_FOREACH(damage) {
const auto RECT = RECTSARR[i];
scissor(&RECT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
glDisableVertexAttribArray(shader->posAttrib);

View file

@ -111,11 +111,15 @@ public:
void onWindowResizeStart(CWindow*);
void onWindowResizeEnd(CWindow*);
void applyScreenShader(const std::string& path);
SCurrentRenderData m_RenderData;
GLint m_iCurrentOutputFb = 0;
GLint m_iWLROutputFb = 0;
bool m_bReloadScreenShader = true; // at launch it can be set
CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
pixman_region32_t m_rOriginalDamageRegion; // used for storing the pre-expanded region
@ -134,9 +138,12 @@ private:
bool m_bFakeFrame = false;
bool m_bEndFrame = false;
bool m_bApplyFinalShader = false;
GLuint createProgram(const std::string&, const std::string&);
GLuint compileShader(const GLuint&, std::string);
CShader m_sFinalScreenShader;
GLuint createProgram(const std::string&, const std::string&, bool dynamic = false);
GLuint compileShader(const GLuint&, std::string, bool dynamic = false);
void createBGTextureForMonitor(CMonitor*);
void initShaders();

View file

@ -14,5 +14,11 @@ GLint CShader::getUniformLocation(const std::string& unif) {
CShader::~CShader() {
// destroy shader
destroy();
program = 0;
}
void CShader::destroy() {
glDeleteProgram(program);
}

View file

@ -39,6 +39,8 @@ public:
GLint getUniformLocation(const std::string&);
void destroy();
private:
std::unordered_map<std::string, GLint> m_muUniforms;
};