diff options
Diffstat (limited to 'src/render/OpenGL.cpp')
| -rw-r--r-- | src/render/OpenGL.cpp | 769 |
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() { |
