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initial renderer work
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4 changed files with 341 additions and 0 deletions
35
include/sway/desktop/renderer/opengl.h
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35
include/sway/desktop/renderer/opengl.h
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#ifndef _SWAY_OPENGL_H
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#define _SWAY_OPENGL_H
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#include <GLES2/gl2.h>
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struct gles2_tex_shader {
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GLuint program;
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GLint proj;
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GLint tex;
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GLint alpha;
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GLint pos_attrib;
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GLint tex_attrib;
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};
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struct gles2_renderer {
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struct wlr_egl *egl;
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float projection[9];
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uint32_t viewport_width;
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uint32_t viewport_height;
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// Shaders
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struct {
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struct {
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GLuint program;
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GLint proj;
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GLint color;
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GLint pos_attrib;
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} quad;
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struct gles2_tex_shader tex_rgba;
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struct gles2_tex_shader tex_rgbx;
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struct gles2_tex_shader tex_ext;
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} shaders;
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};
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#endif
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235
sway/desktop/renderer/opengl.c
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235
sway/desktop/renderer/opengl.c
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@ -0,0 +1,235 @@
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/*
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primarily stolen from:
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- https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2
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- https://github.com/vaxerski/Hyprland/blob/main/src/render/OpenGL.cpp
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*/
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#define _POSIX_C_SOURCE 200809L
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#include <assert.h>
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#include <GLES2/gl2.h>
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#include <stdlib.h>
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#include <wlr/backend.h> // TODO: remove if removed from renderer_init
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#include <wlr/render/egl.h> // TODO: remove if removed from renderer_init
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#include <wlr/types/wlr_matrix.h>
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#include <wlr/util/box.h>
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#include "log.h"
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#include "sway/desktop/renderer/opengl.h"
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// TODO: update to hyprland shaders (add sup for rounded corners + add blur shaders
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static const GLfloat flip_180[] = {
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1.0f, 0.0f, 0.0f,
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0.0f, -1.0f, 0.0f,
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0.0f, 0.0f, 1.0f,
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};
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static const GLfloat verts[] = {
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1, 0, // top right
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0, 0, // top left
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1, 1, // bottom right
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0, 1, // bottom left
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};
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static GLuint compile_shader(GLuint type, const GLchar *src) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &src, NULL);
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glCompileShader(shader);
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GLint ok;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
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if (ok == GL_FALSE) {
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glDeleteShader(shader);
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shader = 0;
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}
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return shader;
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}
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static GLuint link_program(const GLchar *vert_src, const GLchar *frag_src) {
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GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src);
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if (!vert) {
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goto error;
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}
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GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src);
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if (!frag) {
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glDeleteShader(vert);
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goto error;
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}
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GLuint prog = glCreateProgram();
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glAttachShader(prog, vert);
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glAttachShader(prog, frag);
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glLinkProgram(prog);
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glDetachShader(prog, vert);
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glDetachShader(prog, frag);
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glDeleteShader(vert);
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glDeleteShader(frag);
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GLint ok;
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glGetProgramiv(prog, GL_LINK_STATUS, &ok);
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if (ok == GL_FALSE) {
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glDeleteProgram(prog);
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goto error;
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}
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return prog;
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error:
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return 0;
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}
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struct gles2_renderer *gles2_renderer_create(struct wlr_backend *backend) {
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// TODO: Hyprland way?
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// TODO: handle case of no drm_fd?
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int drm_fd = wlr_backend_get_drm_fd(backend);
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struct wlr_egl *egl = wlr_egl_create_with_drm_fd(drm_fd);
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if (egl == NULL) {
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not initialize EGL");
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return NULL;
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}
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if (!wlr_egl_make_current(egl)) {
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current");
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return NULL;
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}
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// get extensions
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const char *exts_str = (const char *)glGetString(GL_EXTENSIONS);
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if (exts_str == NULL) {
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Failed to get GL_EXTENSIONS");
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return NULL;
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}
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struct gles2_renderer *renderer = calloc(1, sizeof(struct gles2_renderer));
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if (renderer == NULL) {
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return NULL;
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}
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// TODO: needed?
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renderer->egl = egl;
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sway_log(SWAY_INFO, "Creating GLES2 renderer");
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sway_log(SWAY_INFO, "Using %s", glGetString(GL_VERSION));
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sway_log(SWAY_INFO, "GL vendor: %s", glGetString(GL_VENDOR));
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sway_log(SWAY_INFO, "GL renderer: %s", glGetString(GL_RENDERER));
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sway_log(SWAY_INFO, "Supported GLES2 extensions: %s", exts_str);
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// TODO: gl checks
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// init shaders
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GLuint prog;
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prog = link_program(renderer, quad_vertex_src, quad_fragment_src);
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renderer->shaders.quad.program = prog;
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if (!renderer->shaders.quad.program) {
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goto error;
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}
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renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
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renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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prog = link_program(renderer, tex_vertex_src, tex_fragment_src_rgba);
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renderer->shaders.tex_rgba.program = prog;
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if (!renderer->shaders.tex_rgba.program) {
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goto error;
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}
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renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
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prog = link_program(renderer, tex_vertex_src, tex_fragment_src_rgbx);
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renderer->shaders.tex_rgbx.program = prog;
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if (!renderer->shaders.tex_rgbx.program) {
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goto error;
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}
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renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord");
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prog = link_program(renderer, tex_vertex_src, tex_fragment_src_external);
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renderer->shaders.tex_ext.program = prog;
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if (!renderer->shaders.tex_ext.program) {
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goto error;
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}
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renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj");
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renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex");
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renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
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wlr_egl_unset_current(renderer->egl);
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sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully");
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return renderer;
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error:
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glDeleteProgram(renderer->shaders.quad.program);
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glDeleteProgram(renderer->shaders.tex_rgba.program);
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glDeleteProgram(renderer->shaders.tex_rgbx.program);
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glDeleteProgram(renderer->shaders.tex_ext.program);
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wlr_egl_unset_current(renderer->egl);
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free(renderer);
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sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders");
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return NULL;
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}
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// TODO: is gles2_get_renderer_in_context(wlr_renderer) implementation needed?
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static void gles2_begin(struct gles2_renderer *renderer, uint32_t width, uint32_t height) {
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glViewport(0, 0, width, height);
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renderer->viewport_width = width;
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renderer->viewport_height = height;
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// refresh projection matrix
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wlr_matrix_projection(renderer->projection, width, height, WL_OUTPUT_TRANSFORM_NORMAL);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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/************************
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Rendering Functions
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*************************/
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static void gles2_render_rect(struct gles2_renderer *renderer, const struct wlr_box *box, const float color[static 4], const float projection[static 9]) {
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if (box->width == 0 || box->height == 0) {
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return;
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}
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assert(box->width > 0 && box->height > 0);
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float matrix[9];
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wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection);
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float gl_matrix[9];
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wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
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wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
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// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
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// to GL_FALSE
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wlr_matrix_transpose(gl_matrix, gl_matrix);
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if (color[3] == 1.0) {
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glDisable(GL_BLEND);
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} else {
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glEnable(GL_BLEND);
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}
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glUseProgram(renderer->shaders.quad.program);
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glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);
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glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
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glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
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0, verts);
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glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);
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}
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68
sway/desktop/renderer/shaders.c
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68
sway/desktop/renderer/shaders.c
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#include <GLES2/gl2.h>
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat3 proj;\n"
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"uniform vec4 color;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" v_color = color;\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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const GLchar quad_fragment_src[] =
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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"}\n";
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// Textured quads
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const GLchar tex_vertex_src[] =
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"uniform mat3 proj;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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const GLchar tex_fragment_src_rgba[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n"
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"}\n";
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const GLchar tex_fragment_src_rgbx[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
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"}\n";
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const GLchar tex_fragment_src_external[] =
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"#extension GL_OES_EGL_image_external : require\n\n"
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform samplerExternalOES texture0;\n"
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"uniform float alpha;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n"
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"}\n";
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@ -20,6 +20,9 @@ sway_sources = files(
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'desktop/transaction.c',
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'desktop/xdg_shell.c',
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'desktop/renderer/opengl.c',
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'desktop/renderer/shaders.c',
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'input/input-manager.c',
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'input/cursor.c',
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'input/keyboard.c',
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