Optimize shaders

This commit is contained in:
vaxerski 2022-07-29 17:07:33 +02:00
parent fd999100f0
commit e56699826f
2 changed files with 77 additions and 27 deletions

View file

@ -31,6 +31,11 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
m_shQUAD.color = glGetUniformLocation(prog, "color"); m_shQUAD.color = glGetUniformLocation(prog, "color");
m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos"); m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos");
m_shQUAD.texAttrib = glGetAttribLocation(prog, "texcoord"); m_shQUAD.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shQUAD.topLeft = glGetUniformLocation(prog, "topLeft");
m_shQUAD.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_shQUAD.fullSize = glGetUniformLocation(prog, "fullSize");
m_shQUAD.radius = glGetUniformLocation(prog, "radius");
m_shQUAD.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA); prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA);
m_shRGBA.program = prog; m_shRGBA.program = prog;
@ -40,6 +45,11 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord"); m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos"); m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos");
m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
m_shRGBA.topLeft = glGetUniformLocation(prog, "topLeft");
m_shRGBA.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_shRGBA.fullSize = glGetUniformLocation(prog, "fullSize");
m_shRGBA.radius = glGetUniformLocation(prog, "radius");
m_shRGBA.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBX); prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBX);
m_shRGBX.program = prog; m_shRGBX.program = prog;
@ -49,6 +59,11 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord"); m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos"); m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos");
m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
m_shRGBX.topLeft = glGetUniformLocation(prog, "topLeft");
m_shRGBX.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_shRGBX.fullSize = glGetUniformLocation(prog, "fullSize");
m_shRGBX.radius = glGetUniformLocation(prog, "radius");
m_shRGBX.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCEXT); prog = createProgram(TEXVERTSRC, TEXFRAGSRCEXT);
m_shEXT.program = prog; m_shEXT.program = prog;
@ -58,6 +73,11 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
m_shEXT.posAttrib = glGetAttribLocation(prog, "pos"); m_shEXT.posAttrib = glGetAttribLocation(prog, "pos");
m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord"); m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
m_shEXT.topLeft = glGetUniformLocation(prog, "topLeft");
m_shEXT.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_shEXT.fullSize = glGetUniformLocation(prog, "fullSize");
m_shEXT.radius = glGetUniformLocation(prog, "radius");
m_shEXT.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
prog = createProgram(TEXVERTSRC, FRAGBLUR1); prog = createProgram(TEXVERTSRC, FRAGBLUR1);
m_shBLUR1.program = prog; m_shBLUR1.program = prog;
@ -66,6 +86,8 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
m_shBLUR1.proj = glGetUniformLocation(prog, "proj"); m_shBLUR1.proj = glGetUniformLocation(prog, "proj");
m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos"); m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos");
m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord"); m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shBLUR1.radius = glGetAttribLocation(prog, "radius");
m_shBLUR1.halfpixel = glGetAttribLocation(prog, "halfpixel");
prog = createProgram(TEXVERTSRC, FRAGBLUR2); prog = createProgram(TEXVERTSRC, FRAGBLUR2);
m_shBLUR2.program = prog; m_shBLUR2.program = prog;
@ -74,18 +96,33 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
m_shBLUR2.proj = glGetUniformLocation(prog, "proj"); m_shBLUR2.proj = glGetUniformLocation(prog, "proj");
m_shBLUR2.posAttrib = glGetAttribLocation(prog, "pos"); m_shBLUR2.posAttrib = glGetAttribLocation(prog, "pos");
m_shBLUR2.texAttrib = glGetAttribLocation(prog, "texcoord"); m_shBLUR2.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shBLUR2.radius = glGetAttribLocation(prog, "radius");
m_shBLUR2.halfpixel = glGetAttribLocation(prog, "halfpixel");
prog = createProgram(QUADVERTSRC, FRAGSHADOW); prog = createProgram(QUADVERTSRC, FRAGSHADOW);
m_shSHADOW.program = prog; m_shSHADOW.program = prog;
m_shSHADOW.proj = glGetUniformLocation(prog, "proj"); m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos"); m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos");
m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord"); m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft");
m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize");
m_shSHADOW.radius = glGetUniformLocation(prog, "radius");
m_shSHADOW.range = glGetUniformLocation(prog, "range");
m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower");
prog = createProgram(QUADVERTSRC, FRAGBORDER1); prog = createProgram(QUADVERTSRC, FRAGBORDER1);
m_shBORDER1.program = prog; m_shBORDER1.program = prog;
m_shBORDER1.proj = glGetUniformLocation(prog, "proj"); m_shBORDER1.proj = glGetUniformLocation(prog, "proj");
m_shBORDER1.thick = glGetUniformLocation(prog, "thick");
m_shBORDER1.posAttrib = glGetAttribLocation(prog, "pos"); m_shBORDER1.posAttrib = glGetAttribLocation(prog, "pos");
m_shBORDER1.texAttrib = glGetAttribLocation(prog, "texcoord"); m_shBORDER1.texAttrib = glGetAttribLocation(prog, "texcoord");
m_shBORDER1.topLeft = glGetUniformLocation(prog, "topLeft");
m_shBORDER1.bottomRight = glGetUniformLocation(prog, "bottomRight");
m_shBORDER1.fullSize = glGetUniformLocation(prog, "fullSize");
m_shBORDER1.radius = glGetUniformLocation(prog, "radius");
m_shBORDER1.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
m_shBORDER1.color = glGetUniformLocation(prog, "color");
Debug::log(LOG, "Shaders initialized successfully."); Debug::log(LOG, "Shaders initialized successfully.");
@ -285,11 +322,11 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue; static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
// Rounded corners // Rounded corners
glUniform2f(m_shQUAD.getUniformLocation("topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_shQUAD.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(m_shQUAD.getUniformLocation("bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(m_shQUAD.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(m_shQUAD.getUniformLocation("fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform2f(m_shQUAD.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(m_shQUAD.getUniformLocation("radius"), round); glUniform1f(m_shQUAD.radius, round);
glUniform1i(m_shQUAD.getUniformLocation("primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0)); glUniform1i(m_shQUAD.primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0));
glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
@ -380,11 +417,11 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue; static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
// Rounded corners // Rounded corners
glUniform2f(shader->getUniformLocation("topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(shader->topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(shader->getUniformLocation("bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(shader->bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(shader->getUniformLocation("fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform2f(shader->fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(shader->getUniformLocation("radius"), round); glUniform1f(shader->radius, round);
glUniform1i(shader->getUniformLocation("primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA)); glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
@ -471,11 +508,11 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
// prep two shaders // prep two shaders
glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix); glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
glUniform1f(pShader->getUniformLocation("radius"), *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a glUniform1f(pShader->radius, *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a
if (pShader == &m_shBLUR1) if (pShader == &m_shBLUR1)
glUniform2f(m_shBLUR1.getUniformLocation("halfpixel"), 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f)); glUniform2f(m_shBLUR1.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f));
else else
glUniform2f(m_shBLUR2.getUniformLocation("halfpixel"), 0.5f / (m_RenderData.pMonitor->vecPixelSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y * 2.f)); glUniform2f(m_shBLUR2.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y * 2.f));
glUniform1i(pShader->tex, 0); glUniform1i(pShader->tex, 0);
glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
@ -655,18 +692,18 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
glUseProgram(m_shBORDER1.program); glUseProgram(m_shBORDER1.program);
glUniformMatrix3fv(m_shBORDER1.proj, 1, GL_FALSE, glMatrix); glUniformMatrix3fv(m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
glUniform4f(m_shBORDER1.getUniformLocation("color"), col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f); glUniform4f(m_shBORDER1.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
const auto TOPLEFT = Vector2D(round, round); const auto TOPLEFT = Vector2D(round, round);
const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round); const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round);
const auto FULLSIZE = Vector2D(box->width, box->height); const auto FULLSIZE = Vector2D(box->width, box->height);
glUniform2f(m_shBORDER1.getUniformLocation("topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_shBORDER1.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(m_shBORDER1.getUniformLocation("bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(m_shBORDER1.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(m_shBORDER1.getUniformLocation("fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform2f(m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(m_shBORDER1.getUniformLocation("radius"), round); glUniform1f(m_shBORDER1.radius, round);
glUniform1f(m_shBORDER1.getUniformLocation("thick"), *PBORDERSIZE); glUniform1f(m_shBORDER1.thick, *PBORDERSIZE);
glUniform1i(m_shBORDER1.getUniformLocation("primitiveMultisample"), *PMULTISAMPLE); glUniform1i(m_shBORDER1.primitiveMultisample, *PMULTISAMPLE);
glVertexAttribPointer(m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
@ -890,19 +927,19 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
glUseProgram(m_shSHADOW.program); glUseProgram(m_shSHADOW.program);
glUniformMatrix3fv(m_shSHADOW.proj, 1, GL_FALSE, glMatrix); glUniformMatrix3fv(m_shSHADOW.proj, 1, GL_FALSE, glMatrix);
glUniform4f(m_shSHADOW.getUniformLocation("color"), col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a); glUniform4f(m_shSHADOW.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a);
const auto TOPLEFT = Vector2D(range + round, range + round); const auto TOPLEFT = Vector2D(range + round, range + round);
const auto BOTTOMRIGHT = Vector2D(box->width - (range + round), box->height - (range + round)); const auto BOTTOMRIGHT = Vector2D(box->width - (range + round), box->height - (range + round));
const auto FULLSIZE = Vector2D(box->width, box->height); const auto FULLSIZE = Vector2D(box->width, box->height);
// Rounded corners // Rounded corners
glUniform2f(m_shSHADOW.getUniformLocation("topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_shSHADOW.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(m_shSHADOW.getUniformLocation("bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(m_shSHADOW.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(m_shSHADOW.getUniformLocation("fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform2f(m_shSHADOW.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(m_shSHADOW.getUniformLocation("radius"), range + round); glUniform1f(m_shSHADOW.radius, range + round);
glUniform1f(m_shSHADOW.getUniformLocation("range"), range); glUniform1f(m_shSHADOW.range, range);
glUniform1f(m_shSHADOW.getUniformLocation("shadowPower"), SHADOWPOWER); glUniform1f(m_shSHADOW.shadowPower, SHADOWPOWER);
glVertexAttribPointer(m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);

View file

@ -14,6 +14,19 @@ public:
GLint texAttrib; GLint texAttrib;
GLint discardOpaque; GLint discardOpaque;
GLint topLeft;
GLint bottomRight;
GLint fullSize;
GLint radius;
GLint primitiveMultisample;
GLint thick;
GLint halfpixel;
GLint range;
GLint shadowPower;
GLint getUniformLocation(const std::string&); GLint getUniformLocation(const std::string&);
private: private: