diff --git a/include/sway/desktop/renderer/opengl.h b/include/sway/desktop/renderer/opengl.h new file mode 100644 index 000000000..76c613ab4 --- /dev/null +++ b/include/sway/desktop/renderer/opengl.h @@ -0,0 +1,35 @@ +#ifndef _SWAY_OPENGL_H +#define _SWAY_OPENGL_H + +#include + +struct gles2_tex_shader { + GLuint program; + GLint proj; + GLint tex; + GLint alpha; + GLint pos_attrib; + GLint tex_attrib; +}; + +struct gles2_renderer { + struct wlr_egl *egl; + float projection[9]; + uint32_t viewport_width; + uint32_t viewport_height; + + // Shaders + struct { + struct { + GLuint program; + GLint proj; + GLint color; + GLint pos_attrib; + } quad; + struct gles2_tex_shader tex_rgba; + struct gles2_tex_shader tex_rgbx; + struct gles2_tex_shader tex_ext; + } shaders; +}; + +#endif diff --git a/sway/desktop/renderer/opengl.c b/sway/desktop/renderer/opengl.c new file mode 100644 index 000000000..6995c667d --- /dev/null +++ b/sway/desktop/renderer/opengl.c @@ -0,0 +1,235 @@ +/* + primarily stolen from: + - https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2 + - https://github.com/vaxerski/Hyprland/blob/main/src/render/OpenGL.cpp +*/ + +#define _POSIX_C_SOURCE 200809L +#include +#include +#include +#include // TODO: remove if removed from renderer_init +#include // TODO: remove if removed from renderer_init +#include +#include +#include "log.h" +#include "sway/desktop/renderer/opengl.h" + +// TODO: update to hyprland shaders (add sup for rounded corners + add blur shaders + +static const GLfloat flip_180[] = { + 1.0f, 0.0f, 0.0f, + 0.0f, -1.0f, 0.0f, + 0.0f, 0.0f, 1.0f, +}; + +static const GLfloat verts[] = { + 1, 0, // top right + 0, 0, // top left + 1, 1, // bottom right + 0, 1, // bottom left +}; + +static GLuint compile_shader(GLuint type, const GLchar *src) { + GLuint shader = glCreateShader(type); + glShaderSource(shader, 1, &src, NULL); + glCompileShader(shader); + + GLint ok; + glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); + if (ok == GL_FALSE) { + glDeleteShader(shader); + shader = 0; + } + + return shader; +} + +static GLuint link_program(const GLchar *vert_src, const GLchar *frag_src) { + GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src); + if (!vert) { + goto error; + } + + GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src); + if (!frag) { + glDeleteShader(vert); + goto error; + } + + GLuint prog = glCreateProgram(); + glAttachShader(prog, vert); + glAttachShader(prog, frag); + glLinkProgram(prog); + + glDetachShader(prog, vert); + glDetachShader(prog, frag); + glDeleteShader(vert); + glDeleteShader(frag); + + GLint ok; + glGetProgramiv(prog, GL_LINK_STATUS, &ok); + if (ok == GL_FALSE) { + glDeleteProgram(prog); + goto error; + } + + return prog; + +error: + return 0; +} + +struct gles2_renderer *gles2_renderer_create(struct wlr_backend *backend) { + // TODO: Hyprland way? + // TODO: handle case of no drm_fd? + int drm_fd = wlr_backend_get_drm_fd(backend); + struct wlr_egl *egl = wlr_egl_create_with_drm_fd(drm_fd); + if (egl == NULL) { + sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not initialize EGL"); + return NULL; + } + if (!wlr_egl_make_current(egl)) { + sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current"); + return NULL; + } + + // get extensions + const char *exts_str = (const char *)glGetString(GL_EXTENSIONS); + if (exts_str == NULL) { + sway_log(SWAY_ERROR, "GLES2 RENDERER: Failed to get GL_EXTENSIONS"); + return NULL; + } + + struct gles2_renderer *renderer = calloc(1, sizeof(struct gles2_renderer)); + if (renderer == NULL) { + return NULL; + } + + // TODO: needed? + renderer->egl = egl; + + sway_log(SWAY_INFO, "Creating GLES2 renderer"); + sway_log(SWAY_INFO, "Using %s", glGetString(GL_VERSION)); + sway_log(SWAY_INFO, "GL vendor: %s", glGetString(GL_VENDOR)); + sway_log(SWAY_INFO, "GL renderer: %s", glGetString(GL_RENDERER)); + sway_log(SWAY_INFO, "Supported GLES2 extensions: %s", exts_str); + + // TODO: gl checks + + // init shaders + GLuint prog; + + prog = link_program(renderer, quad_vertex_src, quad_fragment_src); + renderer->shaders.quad.program = prog; + if (!renderer->shaders.quad.program) { + goto error; + } + renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj"); + renderer->shaders.quad.color = glGetUniformLocation(prog, "color"); + renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos"); + + prog = link_program(renderer, tex_vertex_src, tex_fragment_src_rgba); + renderer->shaders.tex_rgba.program = prog; + if (!renderer->shaders.tex_rgba.program) { + goto error; + } + renderer->shaders.tex_rgba.proj = glGetUniformLocation(prog, "proj"); + renderer->shaders.tex_rgba.tex = glGetUniformLocation(prog, "tex"); + renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha"); + renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos"); + renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord"); + + prog = link_program(renderer, tex_vertex_src, tex_fragment_src_rgbx); + renderer->shaders.tex_rgbx.program = prog; + if (!renderer->shaders.tex_rgbx.program) { + goto error; + } + renderer->shaders.tex_rgbx.proj = glGetUniformLocation(prog, "proj"); + renderer->shaders.tex_rgbx.tex = glGetUniformLocation(prog, "tex"); + renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha"); + renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos"); + renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord"); + + prog = link_program(renderer, tex_vertex_src, tex_fragment_src_external); + renderer->shaders.tex_ext.program = prog; + if (!renderer->shaders.tex_ext.program) { + goto error; + } + renderer->shaders.tex_ext.proj = glGetUniformLocation(prog, "proj"); + renderer->shaders.tex_ext.tex = glGetUniformLocation(prog, "tex"); + renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha"); + renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos"); + renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord"); + + wlr_egl_unset_current(renderer->egl); + + sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully"); + return renderer; + +error: + glDeleteProgram(renderer->shaders.quad.program); + glDeleteProgram(renderer->shaders.tex_rgba.program); + glDeleteProgram(renderer->shaders.tex_rgbx.program); + glDeleteProgram(renderer->shaders.tex_ext.program); + + wlr_egl_unset_current(renderer->egl); + + free(renderer); + + sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders"); + return NULL; +} + +// TODO: is gles2_get_renderer_in_context(wlr_renderer) implementation needed? +static void gles2_begin(struct gles2_renderer *renderer, uint32_t width, uint32_t height) { + glViewport(0, 0, width, height); + renderer->viewport_width = width; + renderer->viewport_height = height; + + // refresh projection matrix + wlr_matrix_projection(renderer->projection, width, height, WL_OUTPUT_TRANSFORM_NORMAL); + + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); +} + +/************************ + Rendering Functions +*************************/ + +static void gles2_render_rect(struct gles2_renderer *renderer, const struct wlr_box *box, const float color[static 4], const float projection[static 9]) { + if (box->width == 0 || box->height == 0) { + return; + } + assert(box->width > 0 && box->height > 0); + float matrix[9]; + wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection); + + float gl_matrix[9]; + wlr_matrix_multiply(gl_matrix, renderer->projection, matrix); + wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix); + + // OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set + // to GL_FALSE + wlr_matrix_transpose(gl_matrix, gl_matrix); + + if (color[3] == 1.0) { + glDisable(GL_BLEND); + } else { + glEnable(GL_BLEND); + } + + glUseProgram(renderer->shaders.quad.program); + + glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix); + glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]); + + glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE, + 0, verts); + + glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib); +} diff --git a/sway/desktop/renderer/shaders.c b/sway/desktop/renderer/shaders.c new file mode 100644 index 000000000..8bcb13d76 --- /dev/null +++ b/sway/desktop/renderer/shaders.c @@ -0,0 +1,68 @@ +#include + +// Colored quads +const GLchar quad_vertex_src[] = +"uniform mat3 proj;\n" +"uniform vec4 color;\n" +"attribute vec2 pos;\n" +"attribute vec2 texcoord;\n" +"varying vec4 v_color;\n" +"varying vec2 v_texcoord;\n" +"\n" +"void main() {\n" +" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n" +" v_color = color;\n" +" v_texcoord = texcoord;\n" +"}\n"; + +const GLchar quad_fragment_src[] = +"precision mediump float;\n" +"varying vec4 v_color;\n" +"varying vec2 v_texcoord;\n" +"\n" +"void main() {\n" +" gl_FragColor = v_color;\n" +"}\n"; + +// Textured quads +const GLchar tex_vertex_src[] = +"uniform mat3 proj;\n" +"attribute vec2 pos;\n" +"attribute vec2 texcoord;\n" +"varying vec2 v_texcoord;\n" +"\n" +"void main() {\n" +" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n" +" v_texcoord = texcoord;\n" +"}\n"; + +const GLchar tex_fragment_src_rgba[] = +"precision mediump float;\n" +"varying vec2 v_texcoord;\n" +"uniform sampler2D tex;\n" +"uniform float alpha;\n" +"\n" +"void main() {\n" +" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n" +"}\n"; + +const GLchar tex_fragment_src_rgbx[] = +"precision mediump float;\n" +"varying vec2 v_texcoord;\n" +"uniform sampler2D tex;\n" +"uniform float alpha;\n" +"\n" +"void main() {\n" +" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n" +"}\n"; + +const GLchar tex_fragment_src_external[] = +"#extension GL_OES_EGL_image_external : require\n\n" +"precision mediump float;\n" +"varying vec2 v_texcoord;\n" +"uniform samplerExternalOES texture0;\n" +"uniform float alpha;\n" +"\n" +"void main() {\n" +" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n" +"}\n"; diff --git a/sway/meson.build b/sway/meson.build index 4ccb2ba10..bbb196b52 100644 --- a/sway/meson.build +++ b/sway/meson.build @@ -20,6 +20,9 @@ sway_sources = files( 'desktop/transaction.c', 'desktop/xdg_shell.c', + 'desktop/renderer/opengl.c', + 'desktop/renderer/shaders.c', + 'input/input-manager.c', 'input/cursor.c', 'input/keyboard.c',