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https://github.com/hyprwm/Hyprland
synced 2024-11-07 17:46:00 +01:00
Optimize shaders
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parent
fd999100f0
commit
e56699826f
2 changed files with 77 additions and 27 deletions
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@ -31,6 +31,11 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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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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@ -40,6 +45,11 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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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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@ -49,6 +59,11 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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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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@ -58,6 +73,11 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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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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@ -66,6 +86,8 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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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 = glGetAttribLocation(prog, "radius");
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m_shBLUR1.halfpixel = glGetAttribLocation(prog, "halfpixel");
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prog = createProgram(TEXVERTSRC, FRAGBLUR2);
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m_shBLUR2.program = prog;
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@ -74,18 +96,33 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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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 = glGetAttribLocation(prog, "radius");
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m_shBLUR2.halfpixel = glGetAttribLocation(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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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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@ -285,11 +322,11 @@ 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.getUniformLocation("topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(m_shQUAD.getUniformLocation("bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(m_shQUAD.getUniformLocation("fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(m_shQUAD.getUniformLocation("radius"), round);
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glUniform1i(m_shQUAD.getUniformLocation("primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0));
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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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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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@ -380,11 +417,11 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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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(shader->getUniformLocation("topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(shader->getUniformLocation("bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(shader->getUniformLocation("fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(shader->getUniformLocation("radius"), round);
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glUniform1i(shader->getUniformLocation("primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
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glUniform2f(shader->topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(shader->bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(shader->fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(shader->radius, round);
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glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
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glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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@ -471,11 +508,11 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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// prep two shaders
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glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
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glUniform1f(pShader->getUniformLocation("radius"), *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a
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glUniform1f(pShader->radius, *PBLURSIZE * (a / 255.f)); // this makes the blursize change with a
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if (pShader == &m_shBLUR1)
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glUniform2f(m_shBLUR1.getUniformLocation("halfpixel"), 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f));
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glUniform2f(m_shBLUR1.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f));
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else
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glUniform2f(m_shBLUR2.getUniformLocation("halfpixel"), 0.5f / (m_RenderData.pMonitor->vecPixelSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y * 2.f));
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glUniform2f(m_shBLUR2.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y * 2.f));
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glUniform1i(pShader->tex, 0);
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glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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@ -655,18 +692,18 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CColor& col, int round) {
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glUseProgram(m_shBORDER1.program);
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glUniformMatrix3fv(m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
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glUniform4f(m_shBORDER1.getUniformLocation("color"), col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f);
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glUniform4f(m_shBORDER1.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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const auto FULLSIZE = Vector2D(box->width, box->height);
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glUniform2f(m_shBORDER1.getUniformLocation("topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(m_shBORDER1.getUniformLocation("bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(m_shBORDER1.getUniformLocation("fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(m_shBORDER1.getUniformLocation("radius"), round);
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glUniform1f(m_shBORDER1.getUniformLocation("thick"), *PBORDERSIZE);
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glUniform1i(m_shBORDER1.getUniformLocation("primitiveMultisample"), *PMULTISAMPLE);
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glUniform2f(m_shBORDER1.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(m_shBORDER1.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(m_shBORDER1.radius, round);
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glUniform1f(m_shBORDER1.thick, *PBORDERSIZE);
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glUniform1i(m_shBORDER1.primitiveMultisample, *PMULTISAMPLE);
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glVertexAttribPointer(m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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@ -890,19 +927,19 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
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glUseProgram(m_shSHADOW.program);
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glUniformMatrix3fv(m_shSHADOW.proj, 1, GL_FALSE, glMatrix);
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glUniform4f(m_shSHADOW.getUniformLocation("color"), col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a);
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glUniform4f(m_shSHADOW.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f * a);
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const auto TOPLEFT = Vector2D(range + round, range + round);
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const auto BOTTOMRIGHT = Vector2D(box->width - (range + round), box->height - (range + round));
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const auto FULLSIZE = Vector2D(box->width, box->height);
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// Rounded corners
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glUniform2f(m_shSHADOW.getUniformLocation("topLeft"), (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(m_shSHADOW.getUniformLocation("bottomRight"), (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(m_shSHADOW.getUniformLocation("fullSize"), (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(m_shSHADOW.getUniformLocation("radius"), range + round);
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glUniform1f(m_shSHADOW.getUniformLocation("range"), range);
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glUniform1f(m_shSHADOW.getUniformLocation("shadowPower"), SHADOWPOWER);
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glUniform2f(m_shSHADOW.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
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glUniform2f(m_shSHADOW.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
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glUniform2f(m_shSHADOW.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
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glUniform1f(m_shSHADOW.radius, range + round);
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glUniform1f(m_shSHADOW.range, range);
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glUniform1f(m_shSHADOW.shadowPower, SHADOWPOWER);
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glVertexAttribPointer(m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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@ -14,6 +14,19 @@ public:
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GLint texAttrib;
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GLint discardOpaque;
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GLint topLeft;
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GLint bottomRight;
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GLint fullSize;
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GLint radius;
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GLint primitiveMultisample;
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GLint thick;
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GLint halfpixel;
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GLint range;
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GLint shadowPower;
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GLint getUniformLocation(const std::string&);
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private:
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