Add official fx renderer (#3)

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William McKinnon 2022-08-13 02:14:23 -04:00 committed by GitHub
parent 06f19c81a4
commit cf1ed777ae
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 497 additions and 33 deletions

397
sway/desktop/fx_renderer.c Normal file
View file

@ -0,0 +1,397 @@
/*
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>
#include <wlr/render/egl.h>
#include <wlr/render/gles2.h>
#include <wlr/types/wlr_matrix.h>
#include <wlr/util/box.h>
#include "log.h"
#include "sway/desktop/fx_renderer.h"
#include "sway/output.h"
#include "sway/server.h"
/************************
Shaders
*************************/
// 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";
/************************
Matrix Consts
*************************/
/*
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
};
/************************
General Functions
*************************/
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;
}
// TODO: Hyprland way?
// TODO: instead of server, have param be server->backend like wlr_renderer_autocreate
struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
struct fx_renderer *renderer = calloc(1, sizeof(struct fx_renderer));
if (renderer == NULL) {
return NULL;
}
// TODO: wlr_egl_make_current or eglMakeCurrent?
// TODO: assert instead of conditional statement?
if (!wlr_egl_make_current(egl)) {
sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current");
return NULL;
}
// TODO: needed?
renderer->egl = egl;
// 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;
}
sway_log(SWAY_INFO, "Creating swayfx 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(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(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(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(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");
// TODO: if remove renderer->egl, replace below with r->egl
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);
// TODO: more freeing?
free(renderer);
sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders");
return NULL;
}
void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height) {
//push_gles2_debug(renderer);
glViewport(0, 0, width, height);
// refresh projection matrix
wlr_matrix_projection(renderer->projection, width, height,
WL_OUTPUT_TRANSFORM_FLIPPED_180);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
//pop_gles2_debug(renderer);
}
void fx_renderer_end() {
}
void fx_renderer_clear(const float color[static 4]) {
glClearColor(color[0], color[1], color[2], color[3]);
glClear(GL_COLOR_BUFFER_BIT);
}
void fx_renderer_scissor(struct wlr_box *box) {
if (box) {
glScissor(box->x, box->y, box->width, box->height);
glEnable(GL_SCISSOR_TEST);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
/************************
Rendering Functions
*************************/
bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
struct wlr_texture *wlr_texture, const struct wlr_fbox *box,
const float matrix[static 9], float alpha) {
assert(wlr_texture_is_gles2(wlr_texture));
struct wlr_gles2_texture_attribs texture_attrs;
wlr_gles2_texture_get_attribs(wlr_texture, &texture_attrs);
struct gles2_tex_shader *shader = NULL;
switch (texture_attrs.target) {
case GL_TEXTURE_2D:
if (texture_attrs.has_alpha) {
shader = &renderer->shaders.tex_rgba;
} else {
shader = &renderer->shaders.tex_rgbx;
}
break;
/*
case GL_TEXTURE_EXTERNAL_OES:
shader = &renderer->shaders.tex_ext;
// TODO: ADD ME ONCE EXTS ADDED TO RENDERER
if (!renderer->exts.OES_egl_image_external) {
sway_log(SWAY_ERROR, "Failed to render texture: "
"GL_TEXTURE_EXTERNAL_OES not supported");
return false;
}
break;
*/
default:
sway_log(SWAY_ERROR, "Aborting render");
abort();
}
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
// to GL_FALSE
wlr_matrix_transpose(gl_matrix, gl_matrix);
// push_gles2_debug(renderer);
if (!texture_attrs.has_alpha && alpha == 1.0) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture_attrs.target, texture_attrs.tex);
glTexParameteri(texture_attrs.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(shader->program);
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
glUniform1i(shader->tex, 0);
glUniform1f(shader->alpha, alpha);
const GLfloat x1 = box->x / wlr_texture->width;
const GLfloat y1 = box->y / wlr_texture->height;
const GLfloat x2 = (box->x + box->width) / wlr_texture->width;
const GLfloat y2 = (box->y + box->height) / wlr_texture->height;
const GLfloat texcoord[] = {
x2, y1, // top right
x1, y1, // top left
x2, y2, // bottom right
x1, y2, // bottom left
};
glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
glEnableVertexAttribArray(shader->pos_attrib);
glEnableVertexAttribArray(shader->tex_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(shader->pos_attrib);
glDisableVertexAttribArray(shader->tex_attrib);
glBindTexture(texture_attrs.target, 0);
// pop_gles2_debug(renderer);
return true;
}
bool fx_render_texture_with_matrix(struct fx_renderer *renderer,
struct wlr_texture *wlr_texture, const float matrix[static 9], float alpha) {
struct wlr_fbox box = {
.x = 0,
.y = 0,
.width = wlr_texture->width,
.height = wlr_texture->height,
};
return fx_render_subtexture_with_matrix(renderer, wlr_texture, &box, matrix, alpha);
}

View file

@ -31,6 +31,7 @@
#include "sway/tree/root.h"
#include "sway/tree/view.h"
#include "sway/tree/workspace.h"
#include "sway/desktop/fx_renderer.h"
struct sway_output *output_by_name_or_id(const char *name_or_id) {
for (int i = 0; i < root->outputs->length; ++i) {
@ -868,7 +869,7 @@ void handle_new_output(struct wl_listener *listener, void *data) {
}
if (!wlr_output_init_render(wlr_output, server->allocator,
server->renderer)) {
server->wlr_renderer)) {
sway_log(SWAY_ERROR, "Failed to init output render");
return;
}

View file

@ -17,6 +17,7 @@
#include "log.h"
#include "config.h"
#include "sway/config.h"
#include "sway/desktop/fx_renderer.h"
#include "sway/input/input-manager.h"
#include "sway/input/seat.h"
#include "sway/layers.h"
@ -52,7 +53,8 @@ static int scale_length(int length, int offset, float scale) {
static void scissor_output(struct wlr_output *wlr_output,
pixman_box32_t *rect) {
struct wlr_renderer *renderer = wlr_output->renderer;
struct sway_output *output = wlr_output->data;
struct fx_renderer *renderer = output->server->renderer;
assert(renderer);
struct wlr_box box = {
@ -69,7 +71,7 @@ static void scissor_output(struct wlr_output *wlr_output,
wlr_output_transform_invert(wlr_output->transform);
wlr_box_transform(&box, &box, transform, ow, oh);
wlr_renderer_scissor(renderer, &box);
fx_renderer_scissor(&box);
}
static void set_scale_filter(struct wlr_output *wlr_output,
@ -100,8 +102,8 @@ static void render_texture(struct wlr_output *wlr_output,
pixman_region32_t *output_damage, struct wlr_texture *texture,
const struct wlr_fbox *src_box, const struct wlr_box *dst_box,
const float matrix[static 9], float alpha) {
struct wlr_renderer *renderer = wlr_output->renderer;
struct sway_output *output = wlr_output->data;
struct fx_renderer *renderer = output->server->renderer;
pixman_region32_t damage;
pixman_region32_init(&damage);
@ -119,9 +121,9 @@ static void render_texture(struct wlr_output *wlr_output,
scissor_output(wlr_output, &rects[i]);
set_scale_filter(wlr_output, texture, output->scale_filter);
if (src_box != NULL) {
wlr_render_subtexture_with_matrix(renderer, texture, src_box, matrix, alpha);
fx_render_subtexture_with_matrix(renderer, texture, src_box, matrix, alpha);
} else {
wlr_render_texture_with_matrix(renderer, texture, matrix, alpha);
fx_render_texture_with_matrix(renderer, texture, matrix, alpha);
}
}
@ -162,8 +164,7 @@ static void render_surface_iterator(struct sway_output *output,
}
scale_box(&dst_box, wlr_output->scale);
render_texture(wlr_output, output_damage, texture,
&src_box, &dst_box, matrix, alpha);
render_texture(wlr_output, output_damage, texture, &src_box, &dst_box, matrix, alpha);
wlr_presentation_surface_sampled_on_output(server.presentation, surface,
wlr_output);
@ -1027,7 +1028,8 @@ static void render_seatops(struct sway_output *output,
void output_render(struct sway_output *output, struct timespec *when,
pixman_region32_t *damage) {
struct wlr_output *wlr_output = output->wlr_output;
struct wlr_renderer *renderer = output->server->renderer;
struct wlr_renderer *wlr_renderer = output->server->wlr_renderer;
struct fx_renderer *renderer = output->server->renderer;
struct sway_workspace *workspace = output->current.active_workspace;
if (workspace == NULL) {
@ -1039,7 +1041,7 @@ void output_render(struct sway_output *output, struct timespec *when,
fullscreen_con = workspace->current.fullscreen;
}
wlr_renderer_begin(renderer, wlr_output->width, wlr_output->height);
fx_renderer_begin(renderer, wlr_output->width, wlr_output->height);
if (debug.damage == DAMAGE_RERENDER) {
int width, height;
@ -1053,7 +1055,7 @@ void output_render(struct sway_output *output, struct timespec *when,
}
if (debug.damage == DAMAGE_HIGHLIGHT) {
wlr_renderer_clear(renderer, (float[]){1, 1, 0, 1});
fx_renderer_clear((float[]){1, 1, 0, 1});
}
if (output_has_opaque_overlay_layer_surface(output)) {
@ -1067,7 +1069,7 @@ void output_render(struct sway_output *output, struct timespec *when,
pixman_box32_t *rects = pixman_region32_rectangles(damage, &nrects);
for (int i = 0; i < nrects; ++i) {
scissor_output(wlr_output, &rects[i]);
wlr_renderer_clear(renderer, clear_color);
fx_renderer_clear(clear_color);
}
if (fullscreen_con->view) {
@ -1099,7 +1101,7 @@ void output_render(struct sway_output *output, struct timespec *when,
pixman_box32_t *rects = pixman_region32_rectangles(damage, &nrects);
for (int i = 0; i < nrects; ++i) {
scissor_output(wlr_output, &rects[i]);
wlr_renderer_clear(renderer, clear_color);
fx_renderer_clear(clear_color);
}
render_layer_toplevel(output, damage,
@ -1139,9 +1141,11 @@ render_overlay:
render_drag_icons(output, damage, &root->drag_icons);
renderer_end:
wlr_renderer_scissor(renderer, NULL);
fx_renderer_scissor(NULL);
wlr_renderer_begin(wlr_renderer, wlr_output->width, wlr_output->height);
wlr_output_render_software_cursors(wlr_output, damage);
wlr_renderer_end(renderer);
wlr_renderer_end(wlr_renderer);
fx_renderer_end();
int width, height;
wlr_output_transformed_resolution(wlr_output, &width, &height);

View file

@ -12,6 +12,7 @@ sway_sources = files(
'xdg_decoration.c',
'desktop/desktop.c',
'desktop/fx_renderer.c',
'desktop/idle_inhibit_v1.c',
'desktop/layer_shell.c',
'desktop/output.c',

View file

@ -9,6 +9,7 @@
#include <wlr/backend/multi.h>
#include <wlr/backend/session.h>
#include <wlr/config.h>
#include <wlr/render/gles2.h>
#include <wlr/render/wlr_renderer.h>
#include <wlr/types/wlr_compositor.h>
#include <wlr/types/wlr_data_control_v1.h>
@ -38,6 +39,7 @@
#include "list.h"
#include "log.h"
#include "sway/config.h"
#include "sway/desktop/fx_renderer.h"
#include "sway/desktop/idle_inhibit_v1.h"
#include "sway/input/input-manager.h"
#include "sway/output.h"
@ -75,29 +77,35 @@ static void handle_drm_lease_request(struct wl_listener *listener, void *data) {
bool server_init(struct sway_server *server) {
sway_log(SWAY_DEBUG, "Initializing Wayland server");
server->renderer = wlr_renderer_autocreate(server->backend);
server->wlr_renderer = wlr_renderer_autocreate(server->backend);
if (!server->wlr_renderer) {
sway_log(SWAY_ERROR, "Failed to create wlr_renderer");
return false;
}
struct wlr_egl *egl = wlr_gles2_renderer_get_egl(server->wlr_renderer);
server->renderer = fx_renderer_create(egl);
if (!server->renderer) {
sway_log(SWAY_ERROR, "Failed to create renderer");
sway_log(SWAY_ERROR, "Failed to create fx_renderer");
return false;
}
wlr_renderer_init_wl_shm(server->renderer, server->wl_display);
wlr_renderer_init_wl_shm(server->wlr_renderer, server->wl_display);
if (wlr_renderer_get_dmabuf_texture_formats(server->renderer) != NULL) {
wlr_drm_create(server->wl_display, server->renderer);
if (wlr_renderer_get_dmabuf_texture_formats(server->wlr_renderer) != NULL) {
wlr_drm_create(server->wl_display, server->wlr_renderer);
server->linux_dmabuf_v1 =
wlr_linux_dmabuf_v1_create(server->wl_display, server->renderer);
wlr_linux_dmabuf_v1_create(server->wl_display, server->wlr_renderer);
}
server->allocator = wlr_allocator_autocreate(server->backend,
server->renderer);
server->wlr_renderer);
if (!server->allocator) {
sway_log(SWAY_ERROR, "Failed to create allocator");
return false;
}
server->compositor = wlr_compositor_create(server->wl_display,
server->renderer);
server->wlr_renderer);
server->compositor_new_surface.notify = handle_compositor_new_surface;
wl_signal_add(&server->compositor->events.new_surface,
&server->compositor_new_surface);

View file

@ -16,6 +16,7 @@
#include "pango.h"
#include "sway/config.h"
#include "sway/desktop.h"
#include "sway/desktop/fx_renderer.h"
#include "sway/desktop/transaction.h"
#include "sway/input/input-manager.h"
#include "sway/input/seat.h"
@ -1103,10 +1104,10 @@ static void set_fullscreen(struct sway_container *con, bool enable) {
// TODO: add wlroots helpers for all of this stuff
const struct wlr_drm_format_set *renderer_formats =
wlr_renderer_get_dmabuf_texture_formats(server.renderer);
wlr_renderer_get_dmabuf_texture_formats(server.wlr_renderer);
assert(renderer_formats);
int renderer_drm_fd = wlr_renderer_get_drm_fd(server.renderer);
int renderer_drm_fd = wlr_renderer_get_drm_fd(server.wlr_renderer);
int backend_drm_fd = wlr_backend_get_drm_fd(wlr_output->backend);
if (renderer_drm_fd < 0 || backend_drm_fd < 0) {
return;