mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-22 20:45:59 +01:00
compile shaders for every context separately
This commit is contained in:
parent
073f08301a
commit
b178891ab3
2 changed files with 175 additions and 168 deletions
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@ -23,110 +23,6 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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Debug::log(WARN, "!RENDERER: Using the legacy GLES2 renderer!");
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#endif
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// Init shaders
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GLuint prog = createProgram(QUADVERTSRC, QUADFRAGSRC);
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m_shQUAD.program = prog;
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m_shQUAD.proj = glGetUniformLocation(prog, "proj");
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m_shQUAD.color = glGetUniformLocation(prog, "color");
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m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos");
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m_shQUAD.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shQUAD.topLeft = glGetUniformLocation(prog, "topLeft");
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m_shQUAD.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_shQUAD.fullSize = glGetUniformLocation(prog, "fullSize");
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m_shQUAD.radius = glGetUniformLocation(prog, "radius");
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m_shQUAD.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA);
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m_shRGBA.program = prog;
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m_shRGBA.proj = glGetUniformLocation(prog, "proj");
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m_shRGBA.tex = glGetUniformLocation(prog, "tex");
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m_shRGBA.alpha = glGetUniformLocation(prog, "alpha");
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m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
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m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_shRGBA.topLeft = glGetUniformLocation(prog, "topLeft");
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m_shRGBA.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_shRGBA.fullSize = glGetUniformLocation(prog, "fullSize");
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m_shRGBA.radius = glGetUniformLocation(prog, "radius");
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m_shRGBA.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBX);
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m_shRGBX.program = prog;
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m_shRGBX.tex = glGetUniformLocation(prog, "tex");
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m_shRGBX.proj = glGetUniformLocation(prog, "proj");
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m_shRGBX.alpha = glGetUniformLocation(prog, "alpha");
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m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos");
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m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_shRGBX.topLeft = glGetUniformLocation(prog, "topLeft");
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m_shRGBX.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_shRGBX.fullSize = glGetUniformLocation(prog, "fullSize");
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m_shRGBX.radius = glGetUniformLocation(prog, "radius");
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m_shRGBX.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCEXT);
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m_shEXT.program = prog;
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m_shEXT.tex = glGetUniformLocation(prog, "tex");
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m_shEXT.proj = glGetUniformLocation(prog, "proj");
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m_shEXT.alpha = glGetUniformLocation(prog, "alpha");
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m_shEXT.posAttrib = glGetAttribLocation(prog, "pos");
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m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_shEXT.topLeft = glGetUniformLocation(prog, "topLeft");
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m_shEXT.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_shEXT.fullSize = glGetUniformLocation(prog, "fullSize");
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m_shEXT.radius = glGetUniformLocation(prog, "radius");
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m_shEXT.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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prog = createProgram(TEXVERTSRC, FRAGBLUR1);
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m_shBLUR1.program = prog;
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m_shBLUR1.tex = glGetUniformLocation(prog, "tex");
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m_shBLUR1.alpha = glGetUniformLocation(prog, "alpha");
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m_shBLUR1.proj = glGetUniformLocation(prog, "proj");
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m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos");
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m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shBLUR1.radius = glGetUniformLocation(prog, "radius");
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m_shBLUR1.halfpixel = glGetUniformLocation(prog, "halfpixel");
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prog = createProgram(TEXVERTSRC, FRAGBLUR2);
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m_shBLUR2.program = prog;
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m_shBLUR2.tex = glGetUniformLocation(prog, "tex");
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m_shBLUR2.alpha = glGetUniformLocation(prog, "alpha");
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m_shBLUR2.proj = glGetUniformLocation(prog, "proj");
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m_shBLUR2.posAttrib = glGetAttribLocation(prog, "pos");
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m_shBLUR2.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shBLUR2.radius = glGetUniformLocation(prog, "radius");
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m_shBLUR2.halfpixel = glGetUniformLocation(prog, "halfpixel");
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prog = createProgram(QUADVERTSRC, FRAGSHADOW);
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m_shSHADOW.program = prog;
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m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
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m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
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m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
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m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
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m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
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m_shSHADOW.range = glGetUniformLocation(prog, "range");
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m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
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m_shSHADOW.color = glGetUniformLocation(prog, "color");
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prog = createProgram(QUADVERTSRC, FRAGBORDER1);
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m_shBORDER1.program = prog;
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m_shBORDER1.proj = glGetUniformLocation(prog, "proj");
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m_shBORDER1.thick = glGetUniformLocation(prog, "thick");
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m_shBORDER1.posAttrib = glGetAttribLocation(prog, "pos");
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m_shBORDER1.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_shBORDER1.topLeft = glGetUniformLocation(prog, "topLeft");
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m_shBORDER1.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_shBORDER1.fullSize = glGetUniformLocation(prog, "fullSize");
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m_shBORDER1.radius = glGetUniformLocation(prog, "radius");
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m_shBORDER1.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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m_shBORDER1.color = glGetUniformLocation(prog, "color");
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Debug::log(LOG, "Shaders initialized successfully.");
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// End shaders
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pixman_region32_init(&m_rOriginalDamageRegion);
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@ -206,6 +102,9 @@ void CHyprOpenGLImpl::begin(CMonitor* pMonitor, pixman_region32_t* pDamage, bool
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createBGTextureForMonitor(pMonitor);
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}
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if (!m_RenderData.pCurrentMonData->m_bShadersInitialized)
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initShaders();
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// bind the primary Hypr Framebuffer
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m_RenderData.pCurrentMonData->primaryFB.bind();
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@ -236,6 +135,112 @@ void CHyprOpenGLImpl::end() {
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m_iWLROutputFb = 0;
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}
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void CHyprOpenGLImpl::initShaders() {
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GLuint prog = createProgram(QUADVERTSRC, QUADFRAGSRC);
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m_RenderData.pCurrentMonData->m_shQUAD.program = prog;
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m_RenderData.pCurrentMonData->m_shQUAD.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shQUAD.color = glGetUniformLocation(prog, "color");
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m_RenderData.pCurrentMonData->m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shQUAD.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shQUAD.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shQUAD.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shQUAD.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shQUAD.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA);
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m_RenderData.pCurrentMonData->m_shRGBA.program = prog;
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m_RenderData.pCurrentMonData->m_shRGBA.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shRGBA.tex = glGetUniformLocation(prog, "tex");
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m_RenderData.pCurrentMonData->m_shRGBA.alpha = glGetUniformLocation(prog, "alpha");
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m_RenderData.pCurrentMonData->m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_RenderData.pCurrentMonData->m_shRGBA.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shRGBA.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shRGBA.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shRGBA.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shRGBA.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBX);
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m_RenderData.pCurrentMonData->m_shRGBX.program = prog;
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m_RenderData.pCurrentMonData->m_shRGBX.tex = glGetUniformLocation(prog, "tex");
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m_RenderData.pCurrentMonData->m_shRGBX.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shRGBX.alpha = glGetUniformLocation(prog, "alpha");
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m_RenderData.pCurrentMonData->m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_RenderData.pCurrentMonData->m_shRGBX.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shRGBX.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shRGBX.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shRGBX.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shRGBX.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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prog = createProgram(TEXVERTSRC, TEXFRAGSRCEXT);
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m_RenderData.pCurrentMonData->m_shEXT.program = prog;
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m_RenderData.pCurrentMonData->m_shEXT.tex = glGetUniformLocation(prog, "tex");
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m_RenderData.pCurrentMonData->m_shEXT.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shEXT.alpha = glGetUniformLocation(prog, "alpha");
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m_RenderData.pCurrentMonData->m_shEXT.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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m_RenderData.pCurrentMonData->m_shEXT.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shEXT.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shEXT.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shEXT.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shEXT.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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prog = createProgram(TEXVERTSRC, FRAGBLUR1);
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m_RenderData.pCurrentMonData->m_shBLUR1.program = prog;
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m_RenderData.pCurrentMonData->m_shBLUR1.tex = glGetUniformLocation(prog, "tex");
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m_RenderData.pCurrentMonData->m_shBLUR1.alpha = glGetUniformLocation(prog, "alpha");
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m_RenderData.pCurrentMonData->m_shBLUR1.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shBLUR1.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel = glGetUniformLocation(prog, "halfpixel");
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prog = createProgram(TEXVERTSRC, FRAGBLUR2);
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m_RenderData.pCurrentMonData->m_shBLUR2.program = prog;
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m_RenderData.pCurrentMonData->m_shBLUR2.tex = glGetUniformLocation(prog, "tex");
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m_RenderData.pCurrentMonData->m_shBLUR2.alpha = glGetUniformLocation(prog, "alpha");
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m_RenderData.pCurrentMonData->m_shBLUR2.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shBLUR2.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shBLUR2.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shBLUR2.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shBLUR2.halfpixel = glGetUniformLocation(prog, "halfpixel");
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prog = createProgram(QUADVERTSRC, FRAGSHADOW);
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m_RenderData.pCurrentMonData->m_shSHADOW.program = prog;
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m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range");
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m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
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m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color");
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prog = createProgram(QUADVERTSRC, FRAGBORDER1);
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m_RenderData.pCurrentMonData->m_shBORDER1.program = prog;
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m_RenderData.pCurrentMonData->m_shBORDER1.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shBORDER1.thick = glGetUniformLocation(prog, "thick");
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m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shBORDER1.topLeft = glGetUniformLocation(prog, "topLeft");
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m_RenderData.pCurrentMonData->m_shBORDER1.bottomRight = glGetUniformLocation(prog, "bottomRight");
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m_RenderData.pCurrentMonData->m_shBORDER1.fullSize = glGetUniformLocation(prog, "fullSize");
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m_RenderData.pCurrentMonData->m_shBORDER1.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shBORDER1.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
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m_RenderData.pCurrentMonData->m_shBORDER1.color = glGetUniformLocation(prog, "color");
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m_RenderData.pCurrentMonData->m_bShadersInitialized = true;
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Debug::log(LOG, "Shaders initialized successfully.");
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}
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void CHyprOpenGLImpl::clear(const CColor& color) {
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RASSERT(m_RenderData.pMonitor, "Tried to render without begin()!");
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@ -311,10 +316,10 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glUseProgram(m_shQUAD.program);
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glUseProgram(m_RenderData.pCurrentMonData->m_shQUAD.program);
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glUniformMatrix3fv(m_shQUAD.proj, 1, GL_FALSE, glMatrix);
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glUniform4f(m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix);
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glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
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const auto TOPLEFT = Vector2D(round, round);
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const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round);
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@ -323,17 +328,17 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
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static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
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// Rounded corners
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glUniform2f(m_shQUAD.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(m_shQUAD.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(m_shQUAD.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(m_shQUAD.radius, round);
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glUniform1i(m_shQUAD.primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0));
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glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(m_RenderData.pCurrentMonData->m_shQUAD.radius, round);
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glUniform1i(m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0));
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glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(m_shQUAD.posAttrib);
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glEnableVertexAttribArray(m_shQUAD.texAttrib);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib);
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if (pixman_region32_not_empty(damage)) {
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PIXMAN_DAMAGE_FOREACH(damage) {
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@ -343,8 +348,8 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
|
|||
}
|
||||
}
|
||||
|
||||
glDisableVertexAttribArray(m_shQUAD.posAttrib);
|
||||
glDisableVertexAttribArray(m_shQUAD.texAttrib);
|
||||
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib);
|
||||
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib);
|
||||
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
|
@ -385,13 +390,13 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
|
|||
|
||||
switch (tex.m_iType) {
|
||||
case TEXTURE_RGBA:
|
||||
shader = &m_shRGBA;
|
||||
shader = &m_RenderData.pCurrentMonData->m_shRGBA;
|
||||
break;
|
||||
case TEXTURE_RGBX:
|
||||
shader = &m_shRGBX;
|
||||
shader = &m_RenderData.pCurrentMonData->m_shRGBX;
|
||||
break;
|
||||
case TEXTURE_EXTERNAL:
|
||||
shader = &m_shEXT;
|
||||
shader = &m_RenderData.pCurrentMonData->m_shEXT;
|
||||
break;
|
||||
default:
|
||||
RASSERT(false, "tex.m_iTarget unsupported!");
|
||||
|
@ -510,10 +515,10 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
|
|||
// prep two shaders
|
||||
glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
|
||||
glUniform1f(pShader->radius, *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a
|
||||
if (pShader == &m_shBLUR1)
|
||||
glUniform2f(m_shBLUR1.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f));
|
||||
if (pShader == &m_RenderData.pCurrentMonData->m_shBLUR1)
|
||||
glUniform2f(m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f));
|
||||
else
|
||||
glUniform2f(m_shBLUR2.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y * 2.f));
|
||||
glUniform2f(m_RenderData.pCurrentMonData->m_shBLUR2.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y * 2.f));
|
||||
glUniform1i(pShader->tex, 0);
|
||||
|
||||
glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
|
||||
|
@ -550,17 +555,17 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
|
|||
pixman_region32_init(&tempDamage);
|
||||
wlr_region_scale(&tempDamage, &damage, 1.f / 2.f); // when DOWNscaling, we make the region twice as small because it's the TARGET
|
||||
|
||||
drawPass(&m_shBLUR1, &tempDamage);
|
||||
drawPass(&m_RenderData.pCurrentMonData->m_shBLUR1, &tempDamage);
|
||||
|
||||
// and draw
|
||||
for (int i = 1; i < *PBLURPASSES; ++i) {
|
||||
wlr_region_scale(&tempDamage, &damage, 1.f / (1 << (i + 1)));
|
||||
drawPass(&m_shBLUR1, &tempDamage); // down
|
||||
drawPass(&m_RenderData.pCurrentMonData->m_shBLUR1, &tempDamage); // down
|
||||
}
|
||||
|
||||
for (int i = *PBLURPASSES - 1; i >= 0; --i) {
|
||||
wlr_region_scale(&tempDamage, &damage, 1.f / (1 << i)); // when upsampling we make the region twice as big
|
||||
drawPass(&m_shBLUR2, &tempDamage); // up
|
||||
drawPass(&m_RenderData.pCurrentMonData->m_shBLUR2, &tempDamage); // up
|
||||
}
|
||||
|
||||
// finish
|
||||
|
@ -778,27 +783,27 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
|
|||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glUseProgram(m_shBORDER1.program);
|
||||
glUseProgram(m_RenderData.pCurrentMonData->m_shBORDER1.program);
|
||||
|
||||
glUniformMatrix3fv(m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
|
||||
glUniform4f(m_shBORDER1.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
|
||||
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
|
||||
glUniform4f(m_RenderData.pCurrentMonData->m_shBORDER1.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
|
||||
|
||||
const auto TOPLEFT = Vector2D(round, round);
|
||||
const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round);
|
||||
const auto FULLSIZE = Vector2D(box->width, box->height);
|
||||
|
||||
glUniform2f(m_shBORDER1.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
|
||||
glUniform2f(m_shBORDER1.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
|
||||
glUniform2f(m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
|
||||
glUniform1f(m_shBORDER1.radius, round);
|
||||
glUniform1f(m_shBORDER1.thick, *PBORDERSIZE);
|
||||
glUniform1i(m_shBORDER1.primitiveMultisample, *PMULTISAMPLE);
|
||||
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
|
||||
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
|
||||
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
|
||||
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radius, round);
|
||||
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.thick, *PBORDERSIZE);
|
||||
glUniform1i(m_RenderData.pCurrentMonData->m_shBORDER1.primitiveMultisample, *PMULTISAMPLE);
|
||||
|
||||
glVertexAttribPointer(m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
|
||||
glVertexAttribPointer(m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
|
||||
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
|
||||
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
|
||||
|
||||
glEnableVertexAttribArray(m_shBORDER1.posAttrib);
|
||||
glEnableVertexAttribArray(m_shBORDER1.texAttrib);
|
||||
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib);
|
||||
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib);
|
||||
|
||||
if (pixman_region32_not_empty(m_RenderData.pDamage)) {
|
||||
PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
|
||||
|
@ -808,8 +813,8 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
|
|||
}
|
||||
}
|
||||
|
||||
glDisableVertexAttribArray(m_shBORDER1.posAttrib);
|
||||
glDisableVertexAttribArray(m_shBORDER1.texAttrib);
|
||||
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib);
|
||||
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib);
|
||||
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
|
@ -1021,28 +1026,28 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
|
|||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glUseProgram(m_shSHADOW.program);
|
||||
glUseProgram(m_RenderData.pCurrentMonData->m_shSHADOW.program);
|
||||
|
||||
glUniformMatrix3fv(m_shSHADOW.proj, 1, GL_FALSE, glMatrix);
|
||||
glUniform4f(m_shSHADOW.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a);
|
||||
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_FALSE, glMatrix);
|
||||
glUniform4f(m_RenderData.pCurrentMonData->m_shSHADOW.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a);
|
||||
|
||||
const auto TOPLEFT = Vector2D(range + round, range + round);
|
||||
const auto BOTTOMRIGHT = Vector2D(box->width - (range + round), box->height - (range + round));
|
||||
const auto FULLSIZE = Vector2D(box->width, box->height);
|
||||
|
||||
// Rounded corners
|
||||
glUniform2f(m_shSHADOW.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
|
||||
glUniform2f(m_shSHADOW.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
|
||||
glUniform2f(m_shSHADOW.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
|
||||
glUniform1f(m_shSHADOW.radius, range + round);
|
||||
glUniform1f(m_shSHADOW.range, range);
|
||||
glUniform1f(m_shSHADOW.shadowPower, SHADOWPOWER);
|
||||
glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
|
||||
glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
|
||||
glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
|
||||
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.radius, range + round);
|
||||
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.range, range);
|
||||
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower, SHADOWPOWER);
|
||||
|
||||
glVertexAttribPointer(m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
|
||||
glVertexAttribPointer(m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
|
||||
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
|
||||
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
|
||||
|
||||
glEnableVertexAttribArray(m_shSHADOW.posAttrib);
|
||||
glEnableVertexAttribArray(m_shSHADOW.texAttrib);
|
||||
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
|
||||
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
|
||||
|
||||
if (pixman_region32_not_empty(m_RenderData.pDamage)) {
|
||||
PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
|
||||
|
@ -1052,8 +1057,8 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
|
|||
}
|
||||
}
|
||||
|
||||
glDisableVertexAttribArray(m_shSHADOW.posAttrib);
|
||||
glDisableVertexAttribArray(m_shSHADOW.texAttrib);
|
||||
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
|
||||
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
|
||||
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
|
|
|
@ -42,6 +42,18 @@ struct SMonitorRenderData {
|
|||
bool blurFBDirty = true;
|
||||
|
||||
wlr_box backgroundTexBox;
|
||||
|
||||
// Shaders
|
||||
bool m_bShadersInitialized = false;
|
||||
CShader m_shQUAD;
|
||||
CShader m_shRGBA;
|
||||
CShader m_shRGBX;
|
||||
CShader m_shEXT;
|
||||
CShader m_shBLUR1;
|
||||
CShader m_shBLUR2;
|
||||
CShader m_shSHADOW;
|
||||
CShader m_shBORDER1;
|
||||
//
|
||||
};
|
||||
|
||||
struct SCurrentRenderData {
|
||||
|
@ -114,20 +126,10 @@ private:
|
|||
bool m_bFakeFrame = false;
|
||||
bool m_bEndFrame = false;
|
||||
|
||||
// Shaders
|
||||
CShader m_shQUAD;
|
||||
CShader m_shRGBA;
|
||||
CShader m_shRGBX;
|
||||
CShader m_shEXT;
|
||||
CShader m_shBLUR1;
|
||||
CShader m_shBLUR2;
|
||||
CShader m_shSHADOW;
|
||||
CShader m_shBORDER1;
|
||||
//
|
||||
|
||||
GLuint createProgram(const std::string&, const std::string&);
|
||||
GLuint compileShader(const GLuint&, std::string);
|
||||
void createBGTextureForMonitor(CMonitor*);
|
||||
void initShaders();
|
||||
|
||||
// returns the out FB, can be either Mirror or MirrorSwap
|
||||
CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
|
||||
|
|
Loading…
Reference in a new issue