summaryrefslogtreecommitdiff
path: root/src/render/OpenGL.cpp
diff options
context:
space:
mode:
authorTom Englund <tomenglund26@gmail.com>2026-01-12 18:27:16 +0100
committerGitHub <noreply@github.com>2026-01-12 18:27:16 +0100
commit5e181111216ba05c89b245d9b239b47a914fd714 (patch)
tree988ed91b26a1256db61ac20b5c1a64a7fab1e74d /src/render/OpenGL.cpp
parentfbf421df889ceff3bac08a9f4b9493def5eecc4d (diff)
renderer: shader code refactor (#12926)
* shader: begin the shader refactor make SShader a class and rename it to CShader, move createprogram, compileshader, logshadererror to CShader. * shader: move uniform creation to CShader move uniform creation to CShader, reduces tons of duplicated effort, however forcing uniform names to be same in all shaders. * shader: move to array based frag handling use an array with an enum so it gets easier dealing with multiple shaders, move creating program to a for loop and array, reduces line of code a lot. * shader: use shared ptr for frags with smart pointers we can now rename useProgram to useShader and return the shader directly, means only place we have to decide the shader frag is when calling useShader. easier for future shader splitting to reduce branching. * shader: move unneded public members to private move structs and uniforms to private add a get/set for initialtime and add a getUniformLocation to make the code tell what its doing, instead of direct array getting when all we wanted to get was its value, also limits the setting of uniformLocations to the createProgram as it should be. * shader: fix style nits set first enum member to 0 , remove extra {} * shader: dont show a failed notif on success the logic got inverted in the refactor here. * shader: split CM shader to rgba/rgbx variants split shader to rgba/rgbx variants, use bool, and reduce branching. * shader: split up blurprepare CM and non CM split up blurprepare, remove skipcm, move gain to gain.glsl. remove ternary operator and reduce branching by using step() and mix() use vec3 for gain, make brightness a cheap mulitplication with max. * shader: split up border to CM/noncm variants splitup border shader to CM/noncm variant, move common used things to border.glsl , there is room for optimisations here but its a complex shader im putting it for future PR. * shader: touchup blurfinish make brightness a cheap multiplication instead of branching. mod is redundant, fract in hash already returns a value in [0.0, 1.0]
Diffstat (limited to 'src/render/OpenGL.cpp')
-rw-r--r--src/render/OpenGL.cpp769
1 files changed, 221 insertions, 548 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index 47df11c7..2ea55273 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -433,6 +433,8 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() : m_drmFD(g_pCompositor->m_drmRenderNode.fd >
addLastPressToHistory(TOUCH_COORDS, g_pInputManager->getClickMode() == CLICKMODE_KILL, true);
});
+
+ m_finalScreenShader = makeShared<CShader>();
}
CHyprOpenGLImpl::~CHyprOpenGLImpl() {
@@ -639,94 +641,6 @@ EGLImageKHR CHyprOpenGLImpl::createEGLImage(const Aquamarine::SDMABUFAttrs& attr
return image;
}
-void CHyprOpenGLImpl::logShaderError(const GLuint& shader, bool program, bool silent) {
- GLint maxLength = 0;
- if (program)
- glGetProgramiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
- else
- glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength);
-
- std::vector<GLchar> errorLog(maxLength);
- if (program)
- glGetProgramInfoLog(shader, maxLength, &maxLength, errorLog.data());
- else
- glGetShaderInfoLog(shader, maxLength, &maxLength, errorLog.data());
- std::string errorStr(errorLog.begin(), errorLog.end());
-
- const auto FULLERROR = (program ? "Screen shader parser: Error linking program:" : "Screen shader parser: Error compiling shader: ") + errorStr;
-
- Log::logger->log(Log::ERR, "Failed to link shader: {}", FULLERROR);
-
- if (!silent)
- g_pConfigManager->addParseError(FULLERROR);
-}
-
-GLuint CHyprOpenGLImpl::createProgram(const std::string& vert, const std::string& frag, bool dynamic, bool silent) {
- auto vertCompiled = compileShader(GL_VERTEX_SHADER, vert, dynamic, silent);
- if (dynamic) {
- if (vertCompiled == 0)
- return 0;
- } else
- RASSERT(vertCompiled, "Compiling shader failed. VERTEX nullptr! Shader source:\n\n{}", vert);
-
- auto fragCompiled = compileShader(GL_FRAGMENT_SHADER, frag, dynamic, silent);
- if (dynamic) {
- if (fragCompiled == 0)
- return 0;
- } else
- RASSERT(fragCompiled, "Compiling shader failed. FRAGMENT nullptr! Shader source:\n\n{}", frag);
-
- auto prog = glCreateProgram();
- glAttachShader(prog, vertCompiled);
- glAttachShader(prog, fragCompiled);
- glLinkProgram(prog);
-
- glDetachShader(prog, vertCompiled);
- glDetachShader(prog, fragCompiled);
- glDeleteShader(vertCompiled);
- glDeleteShader(fragCompiled);
-
- GLint ok;
- glGetProgramiv(prog, GL_LINK_STATUS, &ok);
- if (dynamic) {
- if (ok == GL_FALSE) {
- logShaderError(prog, true, silent);
- return 0;
- }
- } else {
- if (ok != GL_TRUE)
- logShaderError(prog, true);
- RASSERT(ok != GL_FALSE, "createProgram() failed! GL_LINK_STATUS not OK!");
- }
-
- return prog;
-}
-
-GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src, bool dynamic, bool silent) {
- auto shader = glCreateShader(type);
-
- auto shaderSource = src.c_str();
-
- glShaderSource(shader, 1, &shaderSource, nullptr);
- glCompileShader(shader);
-
- GLint ok;
- glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
-
- if (dynamic) {
- if (ok == GL_FALSE) {
- logShaderError(shader, false, silent);
- return 0;
- }
- } else {
- if (ok != GL_TRUE)
- logShaderError(shader, false);
- RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!");
- }
-
- return shader;
-}
-
void CHyprOpenGLImpl::beginSimple(PHLMONITOR pMonitor, const CRegion& damage, SP<CRenderbuffer> rb, CFramebuffer* fb) {
m_renderData.pMonitor = pMonitor;
@@ -878,7 +792,7 @@ void CHyprOpenGLImpl::end() {
m_renderData.outFB->bind();
blend(false);
- if (m_finalScreenShader.program < 1 && !g_pHyprRenderer->m_crashingInProgress)
+ if (m_finalScreenShader->program() < 1 && !g_pHyprRenderer->m_crashingInProgress)
renderTexturePrimitive(m_renderData.pCurrentMonData->offloadFB.getTexture(), monbox);
else
renderTexture(m_renderData.pCurrentMonData->offloadFB.getTexture(), monbox, {});
@@ -962,31 +876,6 @@ static std::string processShader(const std::string& filename, const std::map<std
return source;
}
-// shader has #include "CM.glsl"
-static void getCMShaderUniforms(SShader& shader) {
- shader.uniformLocations[SHADER_SKIP_CM] = glGetUniformLocation(shader.program, "skipCM");
- shader.uniformLocations[SHADER_SOURCE_TF] = glGetUniformLocation(shader.program, "sourceTF");
- shader.uniformLocations[SHADER_TARGET_TF] = glGetUniformLocation(shader.program, "targetTF");
- shader.uniformLocations[SHADER_SRC_TF_RANGE] = glGetUniformLocation(shader.program, "srcTFRange");
- shader.uniformLocations[SHADER_DST_TF_RANGE] = glGetUniformLocation(shader.program, "dstTFRange");
- shader.uniformLocations[SHADER_TARGET_PRIMARIES] = glGetUniformLocation(shader.program, "targetPrimaries");
- shader.uniformLocations[SHADER_MAX_LUMINANCE] = glGetUniformLocation(shader.program, "maxLuminance");
- shader.uniformLocations[SHADER_SRC_REF_LUMINANCE] = glGetUniformLocation(shader.program, "srcRefLuminance");
- shader.uniformLocations[SHADER_DST_MAX_LUMINANCE] = glGetUniformLocation(shader.program, "dstMaxLuminance");
- shader.uniformLocations[SHADER_DST_REF_LUMINANCE] = glGetUniformLocation(shader.program, "dstRefLuminance");
- shader.uniformLocations[SHADER_SDR_SATURATION] = glGetUniformLocation(shader.program, "sdrSaturation");
- shader.uniformLocations[SHADER_SDR_BRIGHTNESS] = glGetUniformLocation(shader.program, "sdrBrightnessMultiplier");
- shader.uniformLocations[SHADER_CONVERT_MATRIX] = glGetUniformLocation(shader.program, "convertMatrix");
-}
-
-// shader has #include "rounding.glsl"
-static void getRoundingShaderUniforms(SShader& shader) {
- shader.uniformLocations[SHADER_TOP_LEFT] = glGetUniformLocation(shader.program, "topLeft");
- shader.uniformLocations[SHADER_FULL_SIZE] = glGetUniformLocation(shader.program, "fullSize");
- shader.uniformLocations[SHADER_RADIUS] = glGetUniformLocation(shader.program, "radius");
- shader.uniformLocations[SHADER_ROUNDING_POWER] = glGetUniformLocation(shader.program, "roundingPower");
-}
-
bool CHyprOpenGLImpl::initShaders() {
auto shaders = makeShared<SPreparedShaders>();
const bool isDynamic = m_shadersInitialized;
@@ -996,256 +885,64 @@ bool CHyprOpenGLImpl::initShaders() {
std::map<std::string, std::string> includes;
loadShaderInclude("rounding.glsl", includes);
loadShaderInclude("CM.glsl", includes);
+ loadShaderInclude("gain.glsl", includes);
+ loadShaderInclude("border.glsl", includes);
shaders->TEXVERTSRC = processShader("tex300.vert", includes);
shaders->TEXVERTSRC320 = processShader("tex320.vert", includes);
- GLuint prog;
-
if (!*PCM)
m_cmSupported = false;
else {
- const auto TEXFRAGSRCCM = processShader("CM.frag", includes);
+ std::vector<SFragShaderDesc> CM_SHADERS = {{
+ {SH_FRAG_CM_RGBA, "CMrgba.frag"},
+ {SH_FRAG_CM_RGBX, "CMrgbx.frag"},
+ {SH_FRAG_CM_BLURPREPARE, "CMblurprepare.frag"},
+ {SH_FRAG_CM_BORDER1, "CMborder.frag"},
+ }};
+
+ bool success = false;
+ for (const auto& desc : CM_SHADERS) {
+ const auto fragSrc = processShader(desc.file, includes);
+
+ if (!(success = shaders->frag[desc.id]->createProgram(shaders->TEXVERTSRC, fragSrc, true, true)))
+ break;
+ }
- prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCCM, true, true);
- if (m_shadersInitialized && m_cmSupported && prog == 0)
+ if (m_shadersInitialized && m_cmSupported && !success)
g_pHyprNotificationOverlay->addNotification(I18n::i18nEngine()->localize(I18n::TXT_KEY_NOTIF_CM_RELOAD_FAILED), CHyprColor{}, 15000, ICON_WARNING);
- m_cmSupported = prog > 0;
- if (m_cmSupported) {
- shaders->m_shCM.program = prog;
- getCMShaderUniforms(shaders->m_shCM);
- getRoundingShaderUniforms(shaders->m_shCM);
- shaders->m_shCM.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
- shaders->m_shCM.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex");
- shaders->m_shCM.uniformLocations[SHADER_TEX_TYPE] = glGetUniformLocation(prog, "texType");
- shaders->m_shCM.uniformLocations[SHADER_ALPHA_MATTE] = glGetUniformLocation(prog, "texMatte");
- shaders->m_shCM.uniformLocations[SHADER_ALPHA] = glGetUniformLocation(prog, "alpha");
- shaders->m_shCM.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord");
- shaders->m_shCM.uniformLocations[SHADER_MATTE_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoordMatte");
- shaders->m_shCM.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
- shaders->m_shCM.uniformLocations[SHADER_DISCARD_OPAQUE] = glGetUniformLocation(prog, "discardOpaque");
- shaders->m_shCM.uniformLocations[SHADER_DISCARD_ALPHA] = glGetUniformLocation(prog, "discardAlpha");
- shaders->m_shCM.uniformLocations[SHADER_DISCARD_ALPHA_VALUE] = glGetUniformLocation(prog, "discardAlphaValue");
- shaders->m_shCM.uniformLocations[SHADER_APPLY_TINT] = glGetUniformLocation(prog, "applyTint");
- shaders->m_shCM.uniformLocations[SHADER_TINT] = glGetUniformLocation(prog, "tint");
- shaders->m_shCM.uniformLocations[SHADER_USE_ALPHA_MATTE] = glGetUniformLocation(prog, "useAlphaMatte");
- shaders->m_shCM.createVao();
- } else
+ m_cmSupported = success;
+
+ if (!m_cmSupported)
Log::logger->log(
Log::ERR,
"WARNING: CM Shader failed compiling, color management will not work. It's likely because your GPU is an old piece of garbage, don't file bug reports "
"about this!");
}
- const auto FRAGSHADOW = processShader("shadow.frag", includes);
- const auto FRAGBORDER1 = processShader("border.frag", includes);
- const auto FRAGBLURPREPARE = processShader("blurprepare.frag", includes);
- const auto FRAGBLURFINISH = processShader("blurfinish.frag", includes);
- const auto QUADFRAGSRC = processShader("quad.frag", includes);
- const auto TEXFRAGSRCRGBA = processShader("rgba.frag", includes);
- const auto TEXFRAGSRCRGBAPASSTHRU = processShader("passthru.frag", includes);
- const auto TEXFRAGSRCRGBAMATTE = processShader("rgbamatte.frag", includes);
- const auto FRAGGLITCH = processShader("glitch.frag", includes);
- const auto TEXFRAGSRCRGBX = processShader("rgbx.frag", includes);
- const auto TEXFRAGSRCEXT = processShader("ext.frag", includes);
- const auto FRAGBLUR1 = processShader("blur1.frag", includes);
- const auto FRAGBLUR2 = processShader("blur2.frag", includes);
-
- prog = createProgram(shaders->TEXVERTSRC, QUADFRAGSRC, isDynamic);
- if (!prog)
- return false;
- shaders->m_shQUAD.program = prog;
- getRoundingShaderUniforms(shaders->m_shQUAD);
- shaders->m_shQUAD.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
- shaders->m_shQUAD.uniformLocations[SHADER_COLOR] = glGetUniformLocation(prog, "color");
- shaders->m_shQUAD.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
- shaders->m_shQUAD.createVao();
-
- prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCRGBA, isDynamic);
- if (!prog)
- return false;
- shaders->m_shRGBA.program = prog;
- getRoundingShaderUniforms(shaders->m_shRGBA);
- shaders->m_shRGBA.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
- shaders->m_shRGBA.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex");
- shaders->m_shRGBA.uniformLocations[SHADER_ALPHA_MATTE] = glGetUniformLocation(prog, "texMatte");
- shaders->m_shRGBA.uniformLocations[SHADER_ALPHA] = glGetUniformLocation(prog, "alpha");
- shaders->m_shRGBA.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord");
- shaders->m_shRGBA.uniformLocations[SHADER_MATTE_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoordMatte");
- shaders->m_shRGBA.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
- shaders->m_shRGBA.uniformLocations[SHADER_DISCARD_OPAQUE] = glGetUniformLocation(prog, "discardOpaque");
- shaders->m_shRGBA.uniformLocations[SHADER_DISCARD_ALPHA] = glGetUniformLocation(prog, "discardAlpha");
- shaders->m_shRGBA.uniformLocations[SHADER_DISCARD_ALPHA_VALUE] = glGetUniformLocation(prog, "discardAlphaValue");
- shaders->m_shRGBA.uniformLocations[SHADER_APPLY_TINT] = glGetUniformLocation(prog, "applyTint");
- shaders->m_shRGBA.uniformLocations[SHADER_TINT] = glGetUniformLocation(prog, "tint");
- shaders->m_shRGBA.uniformLocations[SHADER_USE_ALPHA_MATTE] = glGetUniformLocation(prog, "useAlphaMatte");
- shaders->m_shRGBA.createVao();
-
- prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCRGBAPASSTHRU, isDynamic);
- if (!prog)
- return false;
- shaders->m_shPASSTHRURGBA.program = prog;
- shaders->m_shPASSTHRURGBA.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
- shaders->m_shPASSTHRURGBA.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex");
- shaders->m_shPASSTHRURGBA.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord");
- shaders->m_shPASSTHRURGBA.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
- shaders->m_shPASSTHRURGBA.createVao();
-
- prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCRGBAMATTE, isDynamic);
- if (!prog)
- return false;
- shaders->m_shMATTE.program = prog;
- shaders->m_shMATTE.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
- shaders->m_shMATTE.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex");
- shaders->m_shMATTE.uniformLocations[SHADER_ALPHA_MATTE] = glGetUniformLocation(prog, "texMatte");
- shaders->m_shMATTE.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord");
- shaders->m_shMATTE.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
- shaders->m_shMATTE.createVao();
-
- prog = createProgram(shaders->TEXVERTSRC, FRAGGLITCH, isDynamic);
- if (!prog)
- return false;
- shaders->m_shGLITCH.program = prog;
- shaders->m_shGLITCH.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
- shaders->m_shGLITCH.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex");
- shaders->m_shGLITCH.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord");
- shaders->m_shGLITCH.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
- shaders->m_shGLITCH.uniformLocations[SHADER_DISTORT] = glGetUniformLocation(prog, "distort");
- shaders->m_shGLITCH.uniformLocations[SHADER_TIME] = glGetUniformLocation(prog, "time");
- shaders->m_shGLITCH.uniformLocations[SHADER_FULL_SIZE] = glGetUniformLocation(prog, "screenSize");
- shaders->m_shGLITCH.createVao();
-
- prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCRGBX, isDynamic);
- if (!prog)
- return false;
- shaders->m_shRGBX.program = prog;
- getRoundingShaderUniforms(shaders->m_shRGBX);
- shaders->m_shRGBX.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex");
- shaders->m_shRGBX.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
- shaders->m_shRGBX.uniformLocations[SHADER_ALPHA] = glGetUniformLocation(prog, "alpha");
- shaders->m_shRGBX.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord");
- shaders->m_shRGBX.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
- shaders->m_shRGBX.uniformLocations[SHADER_DISCARD_OPAQUE] = glGetUniformLocation(prog, "discardOpaque");
- shaders->m_shRGBX.uniformLocations[SHADER_DISCARD_ALPHA] = glGetUniformLocation(prog, "discardAlpha");
- shaders->m_shRGBX.uniformLocations[SHADER_DISCARD_ALPHA_VALUE] = glGetUniformLocation(prog, "discardAlphaValue");
- shaders->m_shRGBX.uniformLocations[SHADER_APPLY_TINT] = glGetUniformLocation(prog, "applyTint");
- shaders->m_shRGBX.uniformLocations[SHADER_TINT] = glGetUniformLocation(prog, "tint");
- shaders->m_shRGBX.createVao();
-
- prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCEXT, isDynamic);
- if (!prog)
- return false;
- shaders->m_shEXT.program = prog;
- getRoundingShaderUniforms(shaders->m_shEXT);
- shaders->m_shEXT.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex");
- shaders->m_shEXT.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
- shaders->m_shEXT.uniformLocations[SHADER_ALPHA] = glGetUniformLocation(prog, "alpha");
- shaders->m_shEXT.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
- shaders->m_shEXT.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord");
- shaders->m_shEXT.uniformLocations[SHADER_DISCARD_OPAQUE] = glGetUniformLocation(prog, "discardOpaque");
- shaders->m_shEXT.uniformLocations[SHADER_DISCARD_ALPHA] = glGetUniformLocation(prog, "discardAlpha");
- shaders->m_shEXT.uniformLocations[SHADER_DISCARD_ALPHA_VALUE] = glGetUniformLocation(prog, "discardAlphaValue");
- shaders->m_shEXT.uniformLocations[SHADER_APPLY_TINT] = glGetUniformLocation(prog, "applyTint");
- shaders->m_shEXT.uniformLocations[SHADER_TINT] = glGetUniformLocation(prog, "tint");
- shaders->m_shEXT.createVao();
-
- prog = createProgram(shaders->TEXVERTSRC, FRAGBLUR1, isDynamic);
- if (!prog)
- return false;
- shaders->m_shBLUR1.program = prog;
- shaders->m_shBLUR1.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex");
- shaders->m_shBLUR1.uniformLocations[SHADER_ALPHA] = glGetUniformLocation(prog, "alpha");
- shaders->m_shBLUR1.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
- shaders->m_shBLUR1.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
- shaders->m_shBLUR1.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord");
- shaders->m_shBLUR1.uniformLocations[SHADER_RADIUS] = glGetUniformLocation(prog, "radius");
- shaders->m_shBLUR1.uniformLocations[SHADER_HALFPIXEL] = glGetUniformLocation(prog, "halfpixel");
- shaders->m_shBLUR1.uniformLocations[SHADER_PASSES] = glGetUniformLocation(prog, "passes");
- shaders->m_shBLUR1.uniformLocations[SHADER_VIBRANCY] = glGetUniformLocation(prog, "vibrancy");
- shaders->m_shBLUR1.uniformLocations[SHADER_VIBRANCY_DARKNESS] = glGetUniformLocation(prog, "vibrancy_darkness");
- shaders->m_shBLUR1.createVao();
-
- prog = createProgram(shaders->TEXVERTSRC, FRAGBLUR2, isDynamic);
- if (!prog)
- return false;
- shaders->m_shBLUR2.program = prog;
- shaders->m_shBLUR2.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex");
- shaders->m_shBLUR2.uniformLocations[SHADER_ALPHA] = glGetUniformLocation(prog, "alpha");
- shaders->m_shBLUR2.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
- shaders->m_shBLUR2.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
- shaders->m_shBLUR2.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord");
- shaders->m_shBLUR2.uniformLocations[SHADER_RADIUS] = glGetUniformLocation(prog, "radius");
- shaders->m_shBLUR2.uniformLocations[SHADER_HALFPIXEL] = glGetUniformLocation(prog, "halfpixel");
- shaders->m_shBLUR2.createVao();
-
- prog = createProgram(shaders->TEXVERTSRC, FRAGBLURPREPARE, isDynamic);
- if (!prog)
- return false;
- shaders->m_shBLURPREPARE.program = prog;
- getCMShaderUniforms(shaders->m_shBLURPREPARE);
-
- shaders->m_shBLURPREPARE.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex");
- shaders->m_shBLURPREPARE.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
- shaders->m_shBLURPREPARE.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
- shaders->m_shBLURPREPARE.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord");
- shaders->m_shBLURPREPARE.uniformLocations[SHADER_CONTRAST] = glGetUniformLocation(prog, "contrast");
- shaders->m_shBLURPREPARE.uniformLocations[SHADER_BRIGHTNESS] = glGetUniformLocation(prog, "brightness");
- shaders->m_shBLURPREPARE.createVao();
-
- prog = createProgram(shaders->TEXVERTSRC, FRAGBLURFINISH, isDynamic);
- if (!prog)
- return false;
- shaders->m_shBLURFINISH.program = prog;
- // getCMShaderUniforms(shaders->m_shBLURFINISH);
-
- shaders->m_shBLURFINISH.uniformLocations[SHADER_TEX] = glGetUniformLocation(prog, "tex");
- shaders->m_shBLURFINISH.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
- shaders->m_shBLURFINISH.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
- shaders->m_shBLURFINISH.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord");
- shaders->m_shBLURFINISH.uniformLocations[SHADER_BRIGHTNESS] = glGetUniformLocation(prog, "brightness");
- shaders->m_shBLURFINISH.uniformLocations[SHADER_NOISE] = glGetUniformLocation(prog, "noise");
- shaders->m_shBLURFINISH.createVao();
-
- prog = createProgram(shaders->TEXVERTSRC, FRAGSHADOW, isDynamic);
- if (!prog)
- return false;
-
- shaders->m_shSHADOW.program = prog;
- getCMShaderUniforms(shaders->m_shSHADOW);
- getRoundingShaderUniforms(shaders->m_shSHADOW);
- shaders->m_shSHADOW.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
- shaders->m_shSHADOW.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
- shaders->m_shSHADOW.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord");
- shaders->m_shSHADOW.uniformLocations[SHADER_BOTTOM_RIGHT] = glGetUniformLocation(prog, "bottomRight");
- shaders->m_shSHADOW.uniformLocations[SHADER_RANGE] = glGetUniformLocation(prog, "range");
- shaders->m_shSHADOW.uniformLocations[SHADER_SHADOW_POWER] = glGetUniformLocation(prog, "shadowPower");
- shaders->m_shSHADOW.uniformLocations[SHADER_COLOR] = glGetUniformLocation(prog, "color");
- shaders->m_shSHADOW.createVao();
-
- prog = createProgram(shaders->TEXVERTSRC, FRAGBORDER1, isDynamic);
- if (!prog)
- return false;
-
- shaders->m_shBORDER1.program = prog;
- getCMShaderUniforms(shaders->m_shBORDER1);
- getRoundingShaderUniforms(shaders->m_shBORDER1);
- shaders->m_shBORDER1.uniformLocations[SHADER_PROJ] = glGetUniformLocation(prog, "proj");
- shaders->m_shBORDER1.uniformLocations[SHADER_THICK] = glGetUniformLocation(prog, "thick");
- shaders->m_shBORDER1.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(prog, "pos");
- shaders->m_shBORDER1.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(prog, "texcoord");
- shaders->m_shBORDER1.uniformLocations[SHADER_BOTTOM_RIGHT] = glGetUniformLocation(prog, "bottomRight");
- shaders->m_shBORDER1.uniformLocations[SHADER_FULL_SIZE_UNTRANSFORMED] = glGetUniformLocation(prog, "fullSizeUntransformed");
- shaders->m_shBORDER1.uniformLocations[SHADER_RADIUS_OUTER] = glGetUniformLocation(prog, "radiusOuter");
- shaders->m_shBORDER1.uniformLocations[SHADER_GRADIENT] = glGetUniformLocation(prog, "gradient");
- shaders->m_shBORDER1.uniformLocations[SHADER_GRADIENT2] = glGetUniformLocation(prog, "gradient2");
- shaders->m_shBORDER1.uniformLocations[SHADER_GRADIENT_LENGTH] = glGetUniformLocation(prog, "gradientLength");
- shaders->m_shBORDER1.uniformLocations[SHADER_GRADIENT2_LENGTH] = glGetUniformLocation(prog, "gradient2Length");
- shaders->m_shBORDER1.uniformLocations[SHADER_ANGLE] = glGetUniformLocation(prog, "angle");
- shaders->m_shBORDER1.uniformLocations[SHADER_ANGLE2] = glGetUniformLocation(prog, "angle2");
- shaders->m_shBORDER1.uniformLocations[SHADER_GRADIENT_LERP] = glGetUniformLocation(prog, "gradientLerp");
- shaders->m_shBORDER1.uniformLocations[SHADER_ALPHA] = glGetUniformLocation(prog, "alpha");
- shaders->m_shBORDER1.createVao();
+ std::vector<SFragShaderDesc> FRAG_SHADERS = {{
+ {SH_FRAG_QUAD, "quad.frag"},
+ {SH_FRAG_RGBA, "rgba.frag"},
+ {SH_FRAG_PASSTHRURGBA, "passthru.frag"},
+ {SH_FRAG_MATTE, "rgbamatte.frag"},
+ {SH_FRAG_GLITCH, "glitch.frag"},
+ {SH_FRAG_RGBX, "rgbx.frag"},
+ {SH_FRAG_EXT, "ext.frag"},
+ {SH_FRAG_BLUR1, "blur1.frag"},
+ {SH_FRAG_BLUR2, "blur2.frag"},
+ {SH_FRAG_BLURPREPARE, "blurprepare.frag"},
+ {SH_FRAG_BLURFINISH, "blurfinish.frag"},
+ {SH_FRAG_SHADOW, "shadow.frag"},
+ {SH_FRAG_BORDER1, "border.frag"},
+ }};
+
+ for (const auto& desc : FRAG_SHADERS) {
+ const auto fragSrc = processShader(desc.file, includes);
+
+ if (!shaders->frag[desc.id]->createProgram(shaders->TEXVERTSRC, fragSrc, isDynamic))
+ return false;
+ }
} catch (const std::exception& e) {
if (!m_shadersInitialized)
@@ -1266,7 +963,7 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
static auto PDT = CConfigValue<Hyprlang::INT>("debug:damage_tracking");
- m_finalScreenShader.destroy();
+ m_finalScreenShader->destroy();
if (path.empty() || path == STRVAL_EMPTY)
return;
@@ -1280,47 +977,23 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
std::string fragmentShader((std::istreambuf_iterator<char>(infile)), (std::istreambuf_iterator<char>()));
- m_finalScreenShader.program = createProgram( //
- fragmentShader.starts_with("#version 320 es") // do not break existing custom shaders
- ?
- m_shaders->TEXVERTSRC320 :
- m_shaders->TEXVERTSRC,
- fragmentShader, true);
-
- if (!m_finalScreenShader.program) {
+ if (!m_finalScreenShader->createProgram( //
+ fragmentShader.starts_with("#version 320 es") // do not break existing custom shaders
+ ?
+ m_shaders->TEXVERTSRC320 :
+ m_shaders->TEXVERTSRC,
+ fragmentShader, true)) {
// Error will have been sent by now by the underlying cause
return;
}
- m_finalScreenShader.uniformLocations[SHADER_POINTER_HIDDEN] = glGetUniformLocation(m_finalScreenShader.program, "pointer_hidden");
- m_finalScreenShader.uniformLocations[SHADER_POINTER_KILLING] = glGetUniformLocation(m_finalScreenShader.program, "pointer_killing");
- m_finalScreenShader.uniformLocations[SHADER_POINTER_SHAPE] = glGetUniformLocation(m_finalScreenShader.program, "pointer_shape");
- m_finalScreenShader.uniformLocations[SHADER_POINTER_SHAPE_PREVIOUS] = glGetUniformLocation(m_finalScreenShader.program, "pointer_shape_previous");
- m_finalScreenShader.uniformLocations[SHADER_POINTER_SWITCH_TIME] = glGetUniformLocation(m_finalScreenShader.program, "pointer_switch_time");
- m_finalScreenShader.uniformLocations[SHADER_POINTER_PRESSED_POSITIONS] = glGetUniformLocation(m_finalScreenShader.program, "pointer_pressed_positions");
- m_finalScreenShader.uniformLocations[SHADER_POINTER_PRESSED_TIMES] = glGetUniformLocation(m_finalScreenShader.program, "pointer_pressed_times");
- m_finalScreenShader.uniformLocations[SHADER_POINTER_PRESSED_KILLED] = glGetUniformLocation(m_finalScreenShader.program, "pointer_pressed_killed");
- m_finalScreenShader.uniformLocations[SHADER_POINTER_PRESSED_TOUCHED] = glGetUniformLocation(m_finalScreenShader.program, "pointer_pressed_touched");
- m_finalScreenShader.uniformLocations[SHADER_POINTER_INACTIVE_TIMEOUT] = glGetUniformLocation(m_finalScreenShader.program, "pointer_inactive_timeout");
- m_finalScreenShader.uniformLocations[SHADER_POINTER_LAST_ACTIVE] = glGetUniformLocation(m_finalScreenShader.program, "pointer_last_active");
- m_finalScreenShader.uniformLocations[SHADER_POINTER_SIZE] = glGetUniformLocation(m_finalScreenShader.program, "pointer_size");
- m_finalScreenShader.uniformLocations[SHADER_POINTER] = glGetUniformLocation(m_finalScreenShader.program, "pointer_position");
- m_finalScreenShader.uniformLocations[SHADER_PROJ] = glGetUniformLocation(m_finalScreenShader.program, "proj");
- m_finalScreenShader.uniformLocations[SHADER_TEX] = glGetUniformLocation(m_finalScreenShader.program, "tex");
- m_finalScreenShader.uniformLocations[SHADER_TIME] = glGetUniformLocation(m_finalScreenShader.program, "time");
- if (m_finalScreenShader.uniformLocations[SHADER_TIME] != -1)
- m_finalScreenShader.initialTime = m_globalTimer.getSeconds();
- m_finalScreenShader.uniformLocations[SHADER_WL_OUTPUT] = glGetUniformLocation(m_finalScreenShader.program, "wl_output");
- m_finalScreenShader.uniformLocations[SHADER_FULL_SIZE] = glGetUniformLocation(m_finalScreenShader.program, "screen_size");
- if (m_finalScreenShader.uniformLocations[SHADER_FULL_SIZE] == -1)
- m_finalScreenShader.uniformLocations[SHADER_FULL_SIZE] = glGetUniformLocation(m_finalScreenShader.program, "screenSize");
- m_finalScreenShader.uniformLocations[SHADER_TEX_ATTRIB] = glGetAttribLocation(m_finalScreenShader.program, "texcoord");
- m_finalScreenShader.uniformLocations[SHADER_POS_ATTRIB] = glGetAttribLocation(m_finalScreenShader.program, "pos");
+ if (m_finalScreenShader->getUniformLocation(SHADER_TIME) != -1)
+ m_finalScreenShader->setInitialTime(m_globalTimer.getSeconds());
static auto uniformRequireNoDamage = [this](eShaderUniform uniform, const std::string& name) {
if (*PDT == 0)
return;
- if (m_finalScreenShader.uniformLocations[uniform] == -1)
+ if (m_finalScreenShader->getUniformLocation(uniform) == -1)
return;
// The screen shader uses the uniform
@@ -1344,8 +1017,6 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
uniformRequireNoDamage(SHADER_POINTER_KILLING, "pointer_killing");
uniformRequireNoDamage(SHADER_POINTER_SHAPE, "pointer_shape");
uniformRequireNoDamage(SHADER_POINTER_SHAPE_PREVIOUS, "pointer_shape_previous");
-
- m_finalScreenShader.createVao();
}
void CHyprOpenGLImpl::clear(const CHyprColor& color) {
@@ -1465,11 +1136,11 @@ void CHyprOpenGLImpl::renderRectWithDamageInternal(const CBox& box, const CHyprC
newBox, Math::wlTransformToHyprutils(Math::invertTransform(!m_monitorTransformEnabled ? WL_OUTPUT_TRANSFORM_NORMAL : m_renderData.pMonitor->m_transform)), newBox.rot);
Mat3x3 glMatrix = m_renderData.projection.copy().multiply(matrix);
- useProgram(m_shaders->m_shQUAD.program);
- m_shaders->m_shQUAD.setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
+ auto shader = useShader(m_shaders->frag[SH_FRAG_QUAD]);
+ shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
// premultiply the color as well as we don't work with straight alpha
- m_shaders->m_shQUAD.setUniformFloat4(SHADER_COLOR, col.r * col.a, col.g * col.a, col.b * col.a, col.a);
+ shader->setUniformFloat4(SHADER_COLOR, col.r * col.a, col.g * col.a, col.b * col.a, col.a);
CBox transformedBox = box;
transformedBox.transform(Math::wlTransformToHyprutils(Math::invertTransform(m_renderData.pMonitor->m_transform)), m_renderData.pMonitor->m_transformedSize.x,
@@ -1479,12 +1150,12 @@ void CHyprOpenGLImpl::renderRectWithDamageInternal(const CBox& box, const CHyprC
const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height);
// Rounded corners
- m_shaders->m_shQUAD.setUniformFloat2(SHADER_TOP_LEFT, sc<float>(TOPLEFT.x), sc<float>(TOPLEFT.y));
- m_shaders->m_shQUAD.setUniformFloat2(SHADER_FULL_SIZE, sc<float>(FULLSIZE.x), sc<float>(FULLSIZE.y));
- m_shaders->m_shQUAD.setUniformFloat(SHADER_RADIUS, data.round);
- m_shaders->m_shQUAD.setUniformFloat(SHADER_ROUNDING_POWER, data.roundingPower);
+ shader->setUniformFloat2(SHADER_TOP_LEFT, sc<float>(TOPLEFT.x), sc<float>(TOPLEFT.y));
+ shader->setUniformFloat2(SHADER_FULL_SIZE, sc<float>(FULLSIZE.x), sc<float>(FULLSIZE.y));
+ shader->setUniformFloat(SHADER_RADIUS, data.round);
+ shader->setUniformFloat(SHADER_ROUNDING_POWER, data.roundingPower);
- glBindVertexArray(m_shaders->m_shQUAD.uniformLocations[SHADER_SHADER_VAO]);
+ glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO));
if (m_renderData.clipBox.width != 0 && m_renderData.clipBox.height != 0) {
CRegion damageClip{m_renderData.clipBox.x, m_renderData.clipBox.y, m_renderData.clipBox.width, m_renderData.clipBox.height};
@@ -1543,19 +1214,19 @@ static bool isHDR2SDR(const NColorManagement::SImageDescription& imageDescriptio
targetImageDescription.transferFunction == NColorManagement::CM_TRANSFER_FUNCTION_GAMMA22);
}
-void CHyprOpenGLImpl::passCMUniforms(SShader& shader, const NColorManagement::PImageDescription imageDescription, const NColorManagement::PImageDescription targetImageDescription,
- bool modifySDR, float sdrMinLuminance, int sdrMaxLuminance) {
+void CHyprOpenGLImpl::passCMUniforms(WP<CShader> shader, const NColorManagement::PImageDescription imageDescription,
+ const NColorManagement::PImageDescription targetImageDescription, bool modifySDR, float sdrMinLuminance, int sdrMaxLuminance) {
static auto PSDREOTF = CConfigValue<Hyprlang::INT>("render:cm_sdr_eotf");
if (m_renderData.surface.valid() &&
((!m_renderData.surface->m_colorManagement.valid() && *PSDREOTF >= 1) ||
(*PSDREOTF == 2 && m_renderData.surface->m_colorManagement.valid() &&
imageDescription->value().transferFunction == NColorManagement::eTransferFunction::CM_TRANSFER_FUNCTION_SRGB))) {
- shader.setUniformInt(SHADER_SOURCE_TF, NColorManagement::eTransferFunction::CM_TRANSFER_FUNCTION_GAMMA22);
+ shader->setUniformInt(SHADER_SOURCE_TF, NColorManagement::eTransferFunction::CM_TRANSFER_FUNCTION_GAMMA22);
} else
- shader.setUniformInt(SHADER_SOURCE_TF, imageDescription->value().transferFunction);
+ shader->setUniformInt(SHADER_SOURCE_TF, imageDescription->value().transferFunction);
- shader.setUniformInt(SHADER_TARGET_TF, targetImageDescription->value().transferFunction);
+ shader->setUniformInt(SHADER_TARGET_TF, targetImageDescription->value().transferFunction);
const auto targetPrimaries = targetImageDescription->getPrimaries();
@@ -1563,28 +1234,28 @@ void CHyprOpenGLImpl::passCMUniforms(SShader& shader, const NColorManagement::PI
targetPrimaries->value().red.x, targetPrimaries->value().red.y, targetPrimaries->value().green.x, targetPrimaries->value().green.y,
targetPrimaries->value().blue.x, targetPrimaries->value().blue.y, targetPrimaries->value().white.x, targetPrimaries->value().white.y,
};
- shader.setUniformMatrix4x2fv(SHADER_TARGET_PRIMARIES, 1, false, glTargetPrimaries);
+ shader->setUniformMatrix4x2fv(SHADER_TARGET_PRIMARIES, 1, false, glTargetPrimaries);
const bool needsSDRmod = modifySDR && isSDR2HDR(imageDescription->value(), targetImageDescription->value());
const bool needsHDRmod = !needsSDRmod && isHDR2SDR(imageDescription->value(), targetImageDescription->value());
- shader.setUniformFloat2(SHADER_SRC_TF_RANGE, imageDescription->value().getTFMinLuminance(needsSDRmod ? sdrMinLuminance : -1),
- imageDescription->value().getTFMaxLuminance(needsSDRmod ? sdrMaxLuminance : -1));
- shader.setUniformFloat2(SHADER_DST_TF_RANGE, targetImageDescription->value().getTFMinLuminance(needsSDRmod ? sdrMinLuminance : -1),
- targetImageDescription->value().getTFMaxLuminance(needsSDRmod ? sdrMaxLuminance : -1));
+ shader->setUniformFloat2(SHADER_SRC_TF_RANGE, imageDescription->value().getTFMinLuminance(needsSDRmod ? sdrMinLuminance : -1),
+ imageDescription->value().getTFMaxLuminance(needsSDRmod ? sdrMaxLuminance : -1));
+ shader->setUniformFloat2(SHADER_DST_TF_RANGE, targetImageDescription->value().getTFMinLuminance(needsSDRmod ? sdrMinLuminance : -1),
+ targetImageDescription->value().getTFMaxLuminance(needsSDRmod ? sdrMaxLuminance : -1));
- shader.setUniformFloat(SHADER_SRC_REF_LUMINANCE, imageDescription->value().getTFRefLuminance(-1));
- shader.setUniformFloat(SHADER_DST_REF_LUMINANCE, targetImageDescription->value().getTFRefLuminance(-1));
+ shader->setUniformFloat(SHADER_SRC_REF_LUMINANCE, imageDescription->value().getTFRefLuminance(-1));
+ shader->setUniformFloat(SHADER_DST_REF_LUMINANCE, targetImageDescription->value().getTFRefLuminance(-1));
const float maxLuminance = needsHDRmod ?
imageDescription->value().getTFMaxLuminance(-1) :
(imageDescription->value().luminances.max > 0 ? imageDescription->value().luminances.max : imageDescription->value().luminances.reference);
- shader.setUniformFloat(SHADER_MAX_LUMINANCE,
- maxLuminance * targetImageDescription->value().luminances.reference /
- (needsHDRmod ? imageDescription->value().getTFRefLuminance(-1) : imageDescription->value().luminances.reference));
- shader.setUniformFloat(SHADER_DST_MAX_LUMINANCE, targetImageDescription->value().luminances.max > 0 ? targetImageDescription->value().luminances.max : 10000);
- shader.setUniformFloat(SHADER_SDR_SATURATION, needsSDRmod && m_renderData.pMonitor->m_sdrSaturation > 0 ? m_renderData.pMonitor->m_sdrSaturation : 1.0f);
- shader.setUniformFloat(SHADER_SDR_BRIGHTNESS, needsSDRmod && m_renderData.pMonitor->m_sdrBrightness > 0 ? m_renderData.pMonitor->m_sdrBrightness : 1.0f);
+ shader->setUniformFloat(SHADER_MAX_LUMINANCE,
+ maxLuminance * targetImageDescription->value().luminances.reference /
+ (needsHDRmod ? imageDescription->value().getTFRefLuminance(-1) : imageDescription->value().luminances.reference));
+ shader->setUniformFloat(SHADER_DST_MAX_LUMINANCE, targetImageDescription->value().luminances.max > 0 ? targetImageDescription->value().luminances.max : 10000);
+ shader->setUniformFloat(SHADER_SDR_SATURATION, needsSDRmod && m_renderData.pMonitor->m_sdrSaturation > 0 ? m_renderData.pMonitor->m_sdrSaturation : 1.0f);
+ shader->setUniformFloat(SHADER_SDR_BRIGHTNESS, needsSDRmod && m_renderData.pMonitor->m_sdrBrightness > 0 ? m_renderData.pMonitor->m_sdrBrightness : 1.0f);
const auto cacheKey = std::make_pair(imageDescription->id(), targetImageDescription->id());
if (!primariesConversionCache.contains(cacheKey)) {
auto conversion = imageDescription->getPrimaries()->convertMatrix(targetImageDescription->getPrimaries());
@@ -1596,10 +1267,10 @@ void CHyprOpenGLImpl::passCMUniforms(SShader& shader, const NColorManagement::PI
};
primariesConversionCache.insert(std::make_pair(cacheKey, glConvertMatrix));
}
- shader.setUniformMatrix3fv(SHADER_CONVERT_MATRIX, 1, false, primariesConversionCache[cacheKey]);
+ shader->setUniformMatrix3fv(SHADER_CONVERT_MATRIX, 1, false, primariesConversionCache[cacheKey]);
}
-void CHyprOpenGLImpl::passCMUniforms(SShader& shader, const PImageDescription imageDescription) {
+void CHyprOpenGLImpl::passCMUniforms(WP<CShader> shader, const PImageDescription imageDescription) {
passCMUniforms(shader, imageDescription, m_renderData.pMonitor->m_imageDescription, true, m_renderData.pMonitor->m_sdrMinLuminance, m_renderData.pMonitor->m_sdrMaxLuminance);
}
@@ -1629,40 +1300,40 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c
if (m_monitorTransformEnabled)
TRANSFORM = Math::composeTransform(MONITOR_INVERTED, TRANSFORM);
- Mat3x3 matrix = m_renderData.monitorProjection.projectBox(newBox, TRANSFORM, newBox.rot);
- Mat3x3 glMatrix = m_renderData.projection.copy().multiply(matrix);
+ Mat3x3 matrix = m_renderData.monitorProjection.projectBox(newBox, TRANSFORM, newBox.rot);
+ Mat3x3 glMatrix = m_renderData.projection.copy().multiply(matrix);
- SShader* shader = nullptr;
+ WP<CShader> shader;
- bool usingFinalShader = false;
+ bool usingFinalShader = false;
- const bool CRASHING = m_applyFinalShader && g_pHyprRenderer->m_crashingInProgress;
+ const bool CRASHING = m_applyFinalShader && g_pHyprRenderer->m_crashingInProgress;
- auto texType = tex->m_type;
+ auto texType = tex->m_type;
if (CRASHING) {
- shader = &m_shaders->m_shGLITCH;
+ shader = m_shaders->frag[SH_FRAG_GLITCH];
usingFinalShader = true;
- } else if (m_applyFinalShader && m_finalScreenShader.program) {
- shader = &m_finalScreenShader;
+ } else if (m_applyFinalShader && m_finalScreenShader->program()) {
+ shader = m_finalScreenShader;
usingFinalShader = true;
} else {
if (m_applyFinalShader) {
- shader = &m_shaders->m_shPASSTHRURGBA;
+ shader = m_shaders->frag[SH_FRAG_PASSTHRURGBA];
usingFinalShader = true;
} else {
switch (tex->m_type) {
- case TEXTURE_RGBA: shader = &m_shaders->m_shRGBA; break;
- case TEXTURE_RGBX: shader = &m_shaders->m_shRGBX; break;
+ case TEXTURE_RGBA: shader = m_shaders->frag[SH_FRAG_RGBA]; break;
+ case TEXTURE_RGBX: shader = m_shaders->frag[SH_FRAG_RGBX]; break;
- case TEXTURE_EXTERNAL: shader = &m_shaders->m_shEXT; break; // might be unused
+ case TEXTURE_EXTERNAL: shader = m_shaders->frag[SH_FRAG_EXT]; break; // might be unused
default: RASSERT(false, "tex->m_iTarget unsupported!");
}
}
}
if (m_renderData.currentWindow && m_renderData.currentWindow->m_ruleApplicator->RGBX().valueOrDefault()) {
- shader = &m_shaders->m_shRGBX;
+ shader = m_shaders->frag[SH_FRAG_RGBX];
texType = TEXTURE_RGBX;
}
@@ -1694,26 +1365,28 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c
(*PPASS == 1 && !isHDRSurface && m_renderData.pMonitor->m_cmType != NCMType::CM_HDR && m_renderData.pMonitor->m_cmType != NCMType::CM_HDR_EDID)) &&
m_renderData.pMonitor->inFullscreenMode()) /* Fullscreen window with pass cm enabled */;
- if (!skipCM && !usingFinalShader && (texType == TEXTURE_RGBA || texType == TEXTURE_RGBX))
- shader = &m_shaders->m_shCM;
+ if (!skipCM && !usingFinalShader) {
+ if (texType == TEXTURE_RGBA)
+ shader = m_shaders->frag[SH_FRAG_CM_RGBA];
+ else if (texType == TEXTURE_RGBX)
+ shader = m_shaders->frag[SH_FRAG_CM_RGBX];
- useProgram(shader->program);
+ shader = useShader(shader);
- if (shader == &m_shaders->m_shCM) {
- shader->setUniformInt(SHADER_TEX_TYPE, texType);
if (data.cmBackToSRGB) {
static auto PSDREOTF = CConfigValue<Hyprlang::INT>("render:cm_sdr_eotf");
auto chosenSdrEotf = *PSDREOTF != 3 ? NColorManagement::CM_TRANSFER_FUNCTION_GAMMA22 : NColorManagement::CM_TRANSFER_FUNCTION_SRGB;
- passCMUniforms(*shader, imageDescription, CImageDescription::from(NColorManagement::SImageDescription{.transferFunction = chosenSdrEotf}), true, -1, -1);
+ passCMUniforms(shader, imageDescription, CImageDescription::from(NColorManagement::SImageDescription{.transferFunction = chosenSdrEotf}), true, -1, -1);
} else
- passCMUniforms(*shader, imageDescription);
- }
+ passCMUniforms(shader, imageDescription);
+ } else
+ shader = useShader(shader);
shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
shader->setUniformInt(SHADER_TEX, 0);
if ((usingFinalShader && *PDT == 0) || CRASHING)
- shader->setUniformFloat(SHADER_TIME, m_globalTimer.getSeconds() - shader->initialTime);
+ shader->setUniformFloat(SHADER_TIME, m_globalTimer.getSeconds() - shader->getInitialTime());
else if (usingFinalShader)
shader->setUniformFloat(SHADER_TIME, 0.f);
@@ -1815,7 +1488,7 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c
shader->setUniformInt(SHADER_APPLY_TINT, 0);
}
- glBindVertexArray(shader->uniformLocations[SHADER_SHADER_VAO]);
+ glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO));
if (data.allowCustomUV && m_renderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) {
const float customUVs[] = {
m_renderData.primarySurfaceUVBottomRight.x, m_renderData.primarySurfaceUVTopLeft.y, m_renderData.primarySurfaceUVTopLeft.x,
@@ -1823,10 +1496,10 @@ void CHyprOpenGLImpl::renderTextureInternal(SP<CTexture> tex, const CBox& box, c
m_renderData.primarySurfaceUVTopLeft.x, m_renderData.primarySurfaceUVBottomRight.y,
};
- glBindBuffer(GL_ARRAY_BUFFER, shader->uniformLocations[SHADER_SHADER_VBO_UV]);
+ glBindBuffer(GL_ARRAY_BUFFER, shader->getUniformLocation(SHADER_SHADER_VBO_UV));
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(customUVs), customUVs);
} else {
- glBindBuffer(GL_ARRAY_BUFFER, shader->uniformLocations[SHADER_SHADER_VBO_UV]);
+ glBindBuffer(GL_ARRAY_BUFFER, shader->getUniformLocation(SHADER_SHADER_VBO_UV));
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(fullVerts), fullVerts);
}
@@ -1875,8 +1548,6 @@ void CHyprOpenGLImpl::renderTexturePrimitive(SP<CTexture> tex, const CBox& box)
Mat3x3 matrix = m_renderData.monitorProjection.projectBox(newBox, TRANSFORM, newBox.rot);
Mat3x3 glMatrix = m_renderData.projection.copy().multiply(matrix);
- SShader* shader = &m_shaders->m_shPASSTHRURGBA;
-
glActiveTexture(GL_TEXTURE0);
tex->bind();
@@ -1890,10 +1561,10 @@ void CHyprOpenGLImpl::renderTexturePrimitive(SP<CTexture> tex, const CBox& box)
tex->setTexParameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
- useProgram(shader->program);
+ auto shader = useShader(m_shaders->frag[SH_FRAG_PASSTHRURGBA]);
shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
shader->setUniformInt(SHADER_TEX, 0);
- glBindVertexArray(shader->uniformLocations[SHADER_SHADER_VAO]);
+ glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO));
m_renderData.damage.forEachRect([this](const auto& RECT) {
scissor(&RECT);
@@ -1922,9 +1593,7 @@ void CHyprOpenGLImpl::renderTextureMatte(SP<CTexture> tex, const CBox& box, CFra
Mat3x3 matrix = m_renderData.monitorProjection.projectBox(newBox, TRANSFORM, newBox.rot);
Mat3x3 glMatrix = m_renderData.projection.copy().multiply(matrix);
- SShader* shader = &m_shaders->m_shMATTE;
-
- useProgram(shader->program);
+ auto shader = useShader(m_shaders->frag[SH_FRAG_MATTE]);
shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
shader->setUniformInt(SHADER_TEX, 0);
shader->setUniformInt(SHADER_ALPHA_MATTE, 1);
@@ -1936,7 +1605,7 @@ void CHyprOpenGLImpl::renderTextureMatte(SP<CTexture> tex, const CBox& box, CFra
auto matteTex = matte.getTexture();
matteTex->bind();
- glBindVertexArray(shader->uniformLocations[SHADER_SHADER_VAO]);
+ glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO));
m_renderData.damage.forEachRect([this](const auto& RECT) {
scissor(&RECT);
@@ -2009,33 +1678,32 @@ CFramebuffer* CHyprOpenGLImpl::blurFramebufferWithDamage(float a, CRegion* origi
currentTex->bind();
currentTex->setTexParameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- useProgram(m_shaders->m_shBLURPREPARE.program);
+ WP<CShader> shader;
// From FB to sRGB
const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id();
- m_shaders->m_shBLURPREPARE.setUniformInt(SHADER_SKIP_CM, skipCM);
if (!skipCM) {
- passCMUniforms(m_shaders->m_shBLURPREPARE, m_renderData.pMonitor->m_imageDescription, DEFAULT_IMAGE_DESCRIPTION);
- m_shaders->m_shBLURPREPARE.setUniformFloat(SHADER_SDR_SATURATION,
- m_renderData.pMonitor->m_sdrSaturation > 0 &&
- m_renderData.pMonitor->m_imageDescription->value().transferFunction ==
- NColorManagement::CM_TRANSFER_FUNCTION_ST2084_PQ ?
- m_renderData.pMonitor->m_sdrSaturation :
- 1.0f);
- m_shaders->m_shBLURPREPARE.setUniformFloat(SHADER_SDR_BRIGHTNESS,
- m_renderData.pMonitor->m_sdrBrightness > 0 &&
- m_renderData.pMonitor->m_imageDescription->value().transferFunction ==
- NColorManagement::CM_TRANSFER_FUNCTION_ST2084_PQ ?
- m_renderData.pMonitor->m_sdrBrightness :
- 1.0f);
- }
+ shader = useShader(m_shaders->frag[SH_FRAG_CM_BLURPREPARE]);
+ passCMUniforms(shader, m_renderData.pMonitor->m_imageDescription, DEFAULT_IMAGE_DESCRIPTION);
+ shader->setUniformFloat(SHADER_SDR_SATURATION,
+ m_renderData.pMonitor->m_sdrSaturation > 0 &&
+ m_renderData.pMonitor->m_imageDescription->value().transferFunction == NColorManagement::CM_TRANSFER_FUNCTION_ST2084_PQ ?
+ m_renderData.pMonitor->m_sdrSaturation :
+ 1.0f);
+ shader->setUniformFloat(SHADER_SDR_BRIGHTNESS,
+ m_renderData.pMonitor->m_sdrBrightness > 0 &&
+ m_renderData.pMonitor->m_imageDescription->value().transferFunction == NColorManagement::CM_TRANSFER_FUNCTION_ST2084_PQ ?
+ m_renderData.pMonitor->m_sdrBrightness :
+ 1.0f);
+ } else
+ shader = useShader(m_shaders->frag[SH_FRAG_BLURPREPARE]);
- m_shaders->m_shBLURPREPARE.setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
- m_shaders->m_shBLURPREPARE.setUniformFloat(SHADER_CONTRAST, *PBLURCONTRAST);
- m_shaders->m_shBLURPREPARE.setUniformFloat(SHADER_BRIGHTNESS, *PBLURBRIGHTNESS);
- m_shaders->m_shBLURPREPARE.setUniformInt(SHADER_TEX, 0);
+ shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
+ shader->setUniformFloat(SHADER_CONTRAST, *PBLURCONTRAST);
+ shader->setUniformFloat(SHADER_BRIGHTNESS, *PBLURBRIGHTNESS);
+ shader->setUniformInt(SHADER_TEX, 0);
- glBindVertexArray(m_shaders->m_shBLURPREPARE.uniformLocations[SHADER_SHADER_VAO]);
+ glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO));
if (!damage.empty()) {
damage.forEachRect([this](const auto& RECT) {
@@ -2049,7 +1717,7 @@ CFramebuffer* CHyprOpenGLImpl::blurFramebufferWithDamage(float a, CRegion* origi
}
// declare the draw func
- auto drawPass = [&](SShader* pShader, CRegion* pDamage) {
+ auto drawPass = [&](WP<CShader> shader, ePreparedFragmentShader frag, CRegion* pDamage) {
if (currentRenderToFB == PMIRRORFB)
PMIRRORSWAPFB->bind();
else
@@ -2063,21 +1731,19 @@ CFramebuffer* CHyprOpenGLImpl::blurFramebufferWithDamage(float a, CRegion* origi
currentTex->setTexParameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- useProgram(pShader->program);
-
// prep two shaders
- pShader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
- pShader->setUniformFloat(SHADER_RADIUS, *PBLURSIZE * a); // this makes the blursize change with a
- if (pShader == &m_shaders->m_shBLUR1) {
- m_shaders->m_shBLUR1.setUniformFloat2(SHADER_HALFPIXEL, 0.5f / (m_renderData.pMonitor->m_pixelSize.x / 2.f), 0.5f / (m_renderData.pMonitor->m_pixelSize.y / 2.f));
- m_shaders->m_shBLUR1.setUniformInt(SHADER_PASSES, BLUR_PASSES);
- m_shaders->m_shBLUR1.setUniformFloat(SHADER_VIBRANCY, *PBLURVIBRANCY);
- m_shaders->m_shBLUR1.setUniformFloat(SHADER_VIBRANCY_DARKNESS, *PBLURVIBRANCYDARKNESS);
+ shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
+ shader->setUniformFloat(SHADER_RADIUS, *PBLURSIZE * a); // this makes the blursize change with a
+ if (frag == SH_FRAG_BLUR1) {
+ shader->setUniformFloat2(SHADER_HALFPIXEL, 0.5f / (m_renderData.pMonitor->m_pixelSize.x / 2.f), 0.5f / (m_renderData.pMonitor->m_pixelSize.y / 2.f));
+ shader->setUniformInt(SHADER_PASSES, BLUR_PASSES);
+ shader->setUniformFloat(SHADER_VIBRANCY, *PBLURVIBRANCY);
+ shader->setUniformFloat(SHADER_VIBRANCY_DARKNESS, *PBLURVIBRANCYDARKNESS);
} else
- m_shaders->m_shBLUR2.setUniformFloat2(SHADER_HALFPIXEL, 0.5f / (m_renderData.pMonitor->m_pixelSize.x * 2.f), 0.5f / (m_renderData.pMonitor->m_pixelSize.y * 2.f));
- pShader->setUniformInt(SHADER_TEX, 0);
+ shader->setUniformFloat2(SHADER_HALFPIXEL, 0.5f / (m_renderData.pMonitor->m_pixelSize.x * 2.f), 0.5f / (m_renderData.pMonitor->m_pixelSize.y * 2.f));
+ shader->setUniformInt(SHADER_TEX, 0);
- glBindVertexArray(pShader->uniformLocations[SHADER_SHADER_VAO]);
+ glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO));
if (!pDamage->empty()) {
pDamage->forEachRect([this](const auto& RECT) {
@@ -2103,14 +1769,16 @@ CFramebuffer* CHyprOpenGLImpl::blurFramebufferWithDamage(float a, CRegion* origi
CRegion tempDamage{damage};
// and draw
+ auto shader = useShader(m_shaders->frag[SH_FRAG_BLUR1]);
for (auto i = 1; i <= BLUR_PASSES; ++i) {
tempDamage = damage.copy().scale(1.f / (1 << i));
- drawPass(&m_shaders->m_shBLUR1, &tempDamage); // down
+ drawPass(shader, SH_FRAG_BLUR1, &tempDamage); // down
}
+ shader = useShader(m_shaders->frag[SH_FRAG_BLUR2]);
for (auto i = BLUR_PASSES - 1; i >= 0; --i) {
tempDamage = damage.copy().scale(1.f / (1 << i)); // when upsampling we make the region twice as big
- drawPass(&m_shaders->m_shBLUR2, &tempDamage); // up
+ drawPass(shader, SH_FRAG_BLUR2, &tempDamage); // up
}
// finalize the image
@@ -2131,14 +1799,14 @@ CFramebuffer* CHyprOpenGLImpl::blurFramebufferWithDamage(float a, CRegion* origi
currentTex->setTexParameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- useProgram(m_shaders->m_shBLURFINISH.program);
- m_shaders->m_shBLURFINISH.setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
- m_shaders->m_shBLURFINISH.setUniformFloat(SHADER_NOISE, *PBLURNOISE);
- m_shaders->m_shBLURFINISH.setUniformFloat(SHADER_BRIGHTNESS, *PBLURBRIGHTNESS);
+ auto shader = useShader(m_shaders->frag[SH_FRAG_BLURFINISH]);
+ shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
+ shader->setUniformFloat(SHADER_NOISE, *PBLURNOISE);
+ shader->setUniformFloat(SHADER_BRIGHTNESS, *PBLURBRIGHTNESS);
- m_shaders->m_shBLURFINISH.setUniformInt(SHADER_TEX, 0);
+ shader->setUniformInt(SHADER_TEX, 0);
- glBindVertexArray(m_shaders->m_shBLURFINISH.uniformLocations[SHADER_SHADER_VAO]);
+ glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO));
if (!damage.empty()) {
damage.forEachRect([this](const auto& RECT) {
@@ -2491,19 +2159,21 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr
const auto BLEND = m_blend;
blend(true);
- useProgram(m_shaders->m_shBORDER1.program);
+ WP<CShader> shader;
- const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id();
- m_shaders->m_shBORDER1.setUniformInt(SHADER_SKIP_CM, skipCM);
- if (!skipCM)
- passCMUniforms(m_shaders->m_shBORDER1, DEFAULT_IMAGE_DESCRIPTION);
+ const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id();
+ if (!skipCM) {
+ shader = useShader(m_shaders->frag[SH_FRAG_CM_BORDER1]);
+ passCMUniforms(shader, DEFAULT_IMAGE_DESCRIPTION);
+ } else
+ shader = useShader(m_shaders->frag[SH_FRAG_BORDER1]);
- m_shaders->m_shBORDER1.setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
- m_shaders->m_shBORDER1.setUniform4fv(SHADER_GRADIENT, grad.m_colorsOkLabA.size() / 4, grad.m_colorsOkLabA);
- m_shaders->m_shBORDER1.setUniformInt(SHADER_GRADIENT_LENGTH, grad.m_colorsOkLabA.size() / 4);
- m_shaders->m_shBORDER1.setUniformFloat(SHADER_ANGLE, sc<int>(grad.m_angle / (std::numbers::pi / 180.0)) % 360 * (std::numbers::pi / 180.0));
- m_shaders->m_shBORDER1.setUniformFloat(SHADER_ALPHA, data.a);
- m_shaders->m_shBORDER1.setUniformInt(SHADER_GRADIENT2_LENGTH, 0);
+ shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
+ shader->setUniform4fv(SHADER_GRADIENT, grad.m_colorsOkLabA.size() / 4, grad.m_colorsOkLabA);
+ shader->setUniformInt(SHADER_GRADIENT_LENGTH, grad.m_colorsOkLabA.size() / 4);
+ shader->setUniformFloat(SHADER_ANGLE, sc<int>(grad.m_angle / (std::numbers::pi / 180.0)) % 360 * (std::numbers::pi / 180.0));
+ shader->setUniformFloat(SHADER_ALPHA, data.a);
+ shader->setUniformInt(SHADER_GRADIENT2_LENGTH, 0);
CBox transformedBox = newBox;
transformedBox.transform(Math::wlTransformToHyprutils(Math::invertTransform(m_renderData.pMonitor->m_transform)), m_renderData.pMonitor->m_transformedSize.x,
@@ -2512,15 +2182,15 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr
const auto TOPLEFT = Vector2D(transformedBox.x, transformedBox.y);
const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height);
- m_shaders->m_shBORDER1.setUniformFloat2(SHADER_TOP_LEFT, sc<float>(TOPLEFT.x), sc<float>(TOPLEFT.y));
- m_shaders->m_shBORDER1.setUniformFloat2(SHADER_FULL_SIZE, sc<float>(FULLSIZE.x), sc<float>(FULLSIZE.y));
- m_shaders->m_shBORDER1.setUniformFloat2(SHADER_FULL_SIZE_UNTRANSFORMED, sc<float>(newBox.width), sc<float>(newBox.height));
- m_shaders->m_shBORDER1.setUniformFloat(SHADER_RADIUS, round);
- m_shaders->m_shBORDER1.setUniformFloat(SHADER_RADIUS_OUTER, data.outerRound == -1 ? round : data.outerRound);
- m_shaders->m_shBORDER1.setUniformFloat(SHADER_ROUNDING_POWER, data.roundingPower);
- m_shaders->m_shBORDER1.setUniformFloat(SHADER_THICK, scaledBorderSize);
+ shader->setUniformFloat2(SHADER_TOP_LEFT, sc<float>(TOPLEFT.x), sc<float>(TOPLEFT.y));
+ shader->setUniformFloat2(SHADER_FULL_SIZE, sc<float>(FULLSIZE.x), sc<float>(FULLSIZE.y));
+ shader->setUniformFloat2(SHADER_FULL_SIZE_UNTRANSFORMED, sc<float>(newBox.width), sc<float>(newBox.height));
+ shader->setUniformFloat(SHADER_RADIUS, round);
+ shader->setUniformFloat(SHADER_RADIUS_OUTER, data.outerRound == -1 ? round : data.outerRound);
+ shader->setUniformFloat(SHADER_ROUNDING_POWER, data.roundingPower);
+ shader->setUniformFloat(SHADER_THICK, scaledBorderSize);
- glBindVertexArray(m_shaders->m_shBORDER1.uniformLocations[SHADER_SHADER_VAO]);
+ glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO));
// calculate the border's region, which we need to render over. No need to run the shader on
// things outside there
@@ -2575,23 +2245,24 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr
const auto BLEND = m_blend;
blend(true);
- useProgram(m_shaders->m_shBORDER1.program);
-
- const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id();
- m_shaders->m_shBORDER1.setUniformInt(SHADER_SKIP_CM, skipCM);
- if (!skipCM)
- passCMUniforms(m_shaders->m_shBORDER1, DEFAULT_IMAGE_DESCRIPTION);
+ WP<CShader> shader;
+ const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id();
+ if (!skipCM) {
+ shader = useShader(m_shaders->frag[SH_FRAG_CM_BORDER1]);
+ passCMUniforms(shader, DEFAULT_IMAGE_DESCRIPTION);
+ } else
+ shader = useShader(m_shaders->frag[SH_FRAG_BORDER1]);
- m_shaders->m_shBORDER1.setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
- m_shaders->m_shBORDER1.setUniform4fv(SHADER_GRADIENT, grad1.m_colorsOkLabA.size() / 4, grad1.m_colorsOkLabA);
- m_shaders->m_shBORDER1.setUniformInt(SHADER_GRADIENT_LENGTH, grad1.m_colorsOkLabA.size() / 4);
- m_shaders->m_shBORDER1.setUniformFloat(SHADER_ANGLE, sc<int>(grad1.m_angle / (std::numbers::pi / 180.0)) % 360 * (std::numbers::pi / 180.0));
+ shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
+ shader->setUniform4fv(SHADER_GRADIENT, grad1.m_colorsOkLabA.size() / 4, grad1.m_colorsOkLabA);
+ shader->setUniformInt(SHADER_GRADIENT_LENGTH, grad1.m_colorsOkLabA.size() / 4);
+ shader->setUniformFloat(SHADER_ANGLE, sc<int>(grad1.m_angle / (std::numbers::pi / 180.0)) % 360 * (std::numbers::pi / 180.0));
if (!grad2.m_colorsOkLabA.empty())
- m_shaders->m_shBORDER1.setUniform4fv(SHADER_GRADIENT2, grad2.m_colorsOkLabA.size() / 4, grad2.m_colorsOkLabA);
- m_shaders->m_shBORDER1.setUniformInt(SHADER_GRADIENT2_LENGTH, grad2.m_colorsOkLabA.size() / 4);
- m_shaders->m_shBORDER1.setUniformFloat(SHADER_ANGLE2, sc<int>(grad2.m_angle / (std::numbers::pi / 180.0)) % 360 * (std::numbers::pi / 180.0));
- m_shaders->m_shBORDER1.setUniformFloat(SHADER_ALPHA, data.a);
- m_shaders->m_shBORDER1.setUniformFloat(SHADER_GRADIENT_LERP, lerp);
+ shader->setUniform4fv(SHADER_GRADIENT2, grad2.m_colorsOkLabA.size() / 4, grad2.m_colorsOkLabA);
+ shader->setUniformInt(SHADER_GRADIENT2_LENGTH, grad2.m_colorsOkLabA.size() / 4);
+ shader->setUniformFloat(SHADER_ANGLE2, sc<int>(grad2.m_angle / (std::numbers::pi / 180.0)) % 360 * (std::numbers::pi / 180.0));
+ shader->setUniformFloat(SHADER_ALPHA, data.a);
+ shader->setUniformFloat(SHADER_GRADIENT_LERP, lerp);
CBox transformedBox = newBox;
transformedBox.transform(Math::wlTransformToHyprutils(Math::invertTransform(m_renderData.pMonitor->m_transform)), m_renderData.pMonitor->m_transformedSize.x,
@@ -2600,15 +2271,15 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr
const auto TOPLEFT = Vector2D(transformedBox.x, transformedBox.y);
const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height);
- m_shaders->m_shBORDER1.setUniformFloat2(SHADER_TOP_LEFT, sc<float>(TOPLEFT.x), sc<float>(TOPLEFT.y));
- m_shaders->m_shBORDER1.setUniformFloat2(SHADER_FULL_SIZE, sc<float>(FULLSIZE.x), sc<float>(FULLSIZE.y));
- m_shaders->m_shBORDER1.setUniformFloat2(SHADER_FULL_SIZE_UNTRANSFORMED, sc<float>(newBox.width), sc<float>(newBox.height));
- m_shaders->m_shBORDER1.setUniformFloat(SHADER_RADIUS, round);
- m_shaders->m_shBORDER1.setUniformFloat(SHADER_RADIUS_OUTER, data.outerRound == -1 ? round : data.outerRound);
- m_shaders->m_shBORDER1.setUniformFloat(SHADER_ROUNDING_POWER, data.roundingPower);
- m_shaders->m_shBORDER1.setUniformFloat(SHADER_THICK, scaledBorderSize);
+ shader->setUniformFloat2(SHADER_TOP_LEFT, sc<float>(TOPLEFT.x), sc<float>(TOPLEFT.y));
+ shader->setUniformFloat2(SHADER_FULL_SIZE, sc<float>(FULLSIZE.x), sc<float>(FULLSIZE.y));
+ shader->setUniformFloat2(SHADER_FULL_SIZE_UNTRANSFORMED, sc<float>(newBox.width), sc<float>(newBox.height));
+ shader->setUniformFloat(SHADER_RADIUS, round);
+ shader->setUniformFloat(SHADER_RADIUS_OUTER, data.outerRound == -1 ? round : data.outerRound);
+ shader->setUniformFloat(SHADER_ROUNDING_POWER, data.roundingPower);
+ shader->setUniformFloat(SHADER_THICK, scaledBorderSize);
- glBindVertexArray(m_shaders->m_shBORDER1.uniformLocations[SHADER_SHADER_VAO]);
+ glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO));
// calculate the border's region, which we need to render over. No need to run the shader on
// things outside there
@@ -2653,29 +2324,29 @@ void CHyprOpenGLImpl::renderRoundedShadow(const CBox& box, int round, float roun
blend(true);
- useProgram(m_shaders->m_shSHADOW.program);
+ auto shader = useShader(m_shaders->frag[SH_FRAG_SHADOW]);
const bool skipCM = !m_cmSupported || m_renderData.pMonitor->m_imageDescription->id() == DEFAULT_IMAGE_DESCRIPTION->id();
- m_shaders->m_shSHADOW.setUniformInt(SHADER_SKIP_CM, skipCM);
+ shader->setUniformInt(SHADER_SKIP_CM, skipCM);
if (!skipCM)
- passCMUniforms(m_shaders->m_shSHADOW, DEFAULT_IMAGE_DESCRIPTION);
+ passCMUniforms(shader, DEFAULT_IMAGE_DESCRIPTION);
- m_shaders->m_shSHADOW.setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
- m_shaders->m_shSHADOW.setUniformFloat4(SHADER_COLOR, col.r, col.g, col.b, col.a * a);
+ shader->setUniformMatrix3fv(SHADER_PROJ, 1, GL_TRUE, glMatrix.getMatrix());
+ shader->setUniformFloat4(SHADER_COLOR, col.r, col.g, col.b, col.a * a);
const auto TOPLEFT = Vector2D(range + round, range + round);
const auto BOTTOMRIGHT = Vector2D(newBox.width - (range + round), newBox.height - (range + round));
const auto FULLSIZE = Vector2D(newBox.width, newBox.height);
// Rounded corners
- m_shaders->m_shSHADOW.setUniformFloat2(SHADER_TOP_LEFT, sc<float>(TOPLEFT.x), sc<float>(TOPLEFT.y));
- m_shaders->m_shSHADOW.setUniformFloat2(SHADER_BOTTOM_RIGHT, sc<float>(BOTTOMRIGHT.x), sc<float>(BOTTOMRIGHT.y));
- m_shaders->m_shSHADOW.setUniformFloat2(SHADER_FULL_SIZE, sc<float>(FULLSIZE.x), sc<float>(FULLSIZE.y));
- m_shaders->m_shSHADOW.setUniformFloat(SHADER_RADIUS, range + round);
- m_shaders->m_shSHADOW.setUniformFloat(SHADER_ROUNDING_POWER, roundingPower);
- m_shaders->m_shSHADOW.setUniformFloat(SHADER_RANGE, range);
- m_shaders->m_shSHADOW.setUniformFloat(SHADER_SHADOW_POWER, SHADOWPOWER);
+ shader->setUniformFloat2(SHADER_TOP_LEFT, sc<float>(TOPLEFT.x), sc<float>(TOPLEFT.y));
+ shader->setUniformFloat2(SHADER_BOTTOM_RIGHT, sc<float>(BOTTOMRIGHT.x), sc<float>(BOTTOMRIGHT.y));
+ shader->setUniformFloat2(SHADER_FULL_SIZE, sc<float>(FULLSIZE.x), sc<float>(FULLSIZE.y));
+ shader->setUniformFloat(SHADER_RADIUS, range + round);
+ shader->setUniformFloat(SHADER_ROUNDING_POWER, roundingPower);
+ shader->setUniformFloat(SHADER_RANGE, range);
+ shader->setUniformFloat(SHADER_SHADOW_POWER, SHADOWPOWER);
- glBindVertexArray(m_shaders->m_shSHADOW.uniformLocations[SHADER_SHADER_VAO]);
+ glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO));
if (m_renderData.clipBox.width != 0 && m_renderData.clipBox.height != 0) {
CRegion damageClip{m_renderData.clipBox.x, m_renderData.clipBox.y, m_renderData.clipBox.width, m_renderData.clipBox.height};
@@ -2977,12 +2648,14 @@ void CHyprOpenGLImpl::initMissingAssetTexture() {
m_missingAssetTexture = tex;
}
-void CHyprOpenGLImpl::useProgram(GLuint prog) {
- if (m_currentProgram == prog)
- return;
+WP<CShader> CHyprOpenGLImpl::useShader(WP<CShader> prog) {
+ if (m_currentProgram == prog->program())
+ return prog;
- glUseProgram(prog);
- m_currentProgram = prog;
+ glUseProgram(prog->program());
+ m_currentProgram = prog->program();
+
+ return prog;
}
void CHyprOpenGLImpl::initAssets() {