initial renderer work

This commit is contained in:
Will McKinnon 2022-05-16 22:57:52 -04:00
parent 06f19c81a4
commit 4891c1661c
4 changed files with 341 additions and 0 deletions

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@ -0,0 +1,35 @@
#ifndef _SWAY_OPENGL_H
#define _SWAY_OPENGL_H
#include <GLES2/gl2.h>
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

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/*
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 <assert.h>
#include <GLES2/gl2.h>
#include <stdlib.h>
#include <wlr/backend.h> // TODO: remove if removed from renderer_init
#include <wlr/render/egl.h> // TODO: remove if removed from renderer_init
#include <wlr/types/wlr_matrix.h>
#include <wlr/util/box.h>
#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);
}

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#include <GLES2/gl2.h>
// 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";

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@ -20,6 +20,9 @@ sway_sources = files(
'desktop/transaction.c', 'desktop/transaction.c',
'desktop/xdg_shell.c', 'desktop/xdg_shell.c',
'desktop/renderer/opengl.c',
'desktop/renderer/shaders.c',
'input/input-manager.c', 'input/input-manager.c',
'input/cursor.c', 'input/cursor.c',
'input/keyboard.c', 'input/keyboard.c',