From 5ff44467d77c2167cdefbf81014b349c97fe10f1 Mon Sep 17 00:00:00 2001 From: Felix Dick Date: Wed, 28 Sep 2022 14:48:05 +0200 Subject: Avoid 38 files to compile every time a shader is modified. --- src/render/OpenGL.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'src/render/OpenGL.cpp') diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp index 2ae8d747..73cad693 100644 --- a/src/render/OpenGL.cpp +++ b/src/render/OpenGL.cpp @@ -1,3 +1,4 @@ +#include "Shaders.hpp" #include "OpenGL.hpp" #include "../Compositor.hpp" #include "../helpers/MiscFunctions.hpp" -- cgit v1.2.3 From b38e7b596f03dc6f7f6adec36df5bea2325642b5 Mon Sep 17 00:00:00 2001 From: Felix Dick Date: Thu, 29 Sep 2022 21:10:05 +0200 Subject: Don't pass bottomRight to textureShaders compute it within. --- src/render/OpenGL.cpp | 4 ---- 1 file changed, 4 deletions(-) (limited to 'src/render/OpenGL.cpp') diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp index faf91d37..02100b38 100644 --- a/src/render/OpenGL.cpp +++ b/src/render/OpenGL.cpp @@ -152,7 +152,6 @@ void CHyprOpenGLImpl::initShaders() { m_RenderData.pCurrentMonData->m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shQUAD.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shQUAD.topLeft = glGetUniformLocation(prog, "topLeft"); - m_RenderData.pCurrentMonData->m_shQUAD.bottomRight = glGetUniformLocation(prog, "bottomRight"); m_RenderData.pCurrentMonData->m_shQUAD.fullSize = glGetUniformLocation(prog, "fullSize"); m_RenderData.pCurrentMonData->m_shQUAD.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample"); @@ -166,7 +165,6 @@ void CHyprOpenGLImpl::initShaders() { m_RenderData.pCurrentMonData->m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); m_RenderData.pCurrentMonData->m_shRGBA.topLeft = glGetUniformLocation(prog, "topLeft"); - m_RenderData.pCurrentMonData->m_shRGBA.bottomRight = glGetUniformLocation(prog, "bottomRight"); m_RenderData.pCurrentMonData->m_shRGBA.fullSize = glGetUniformLocation(prog, "fullSize"); m_RenderData.pCurrentMonData->m_shRGBA.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shRGBA.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample"); @@ -182,7 +180,6 @@ void CHyprOpenGLImpl::initShaders() { m_RenderData.pCurrentMonData->m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); m_RenderData.pCurrentMonData->m_shRGBX.topLeft = glGetUniformLocation(prog, "topLeft"); - m_RenderData.pCurrentMonData->m_shRGBX.bottomRight = glGetUniformLocation(prog, "bottomRight"); m_RenderData.pCurrentMonData->m_shRGBX.fullSize = glGetUniformLocation(prog, "fullSize"); m_RenderData.pCurrentMonData->m_shRGBX.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shRGBX.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample"); @@ -198,7 +195,6 @@ void CHyprOpenGLImpl::initShaders() { m_RenderData.pCurrentMonData->m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); m_RenderData.pCurrentMonData->m_shEXT.topLeft = glGetUniformLocation(prog, "topLeft"); - m_RenderData.pCurrentMonData->m_shEXT.bottomRight = glGetUniformLocation(prog, "bottomRight"); m_RenderData.pCurrentMonData->m_shEXT.fullSize = glGetUniformLocation(prog, "fullSize"); m_RenderData.pCurrentMonData->m_shEXT.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shEXT.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample"); -- cgit v1.2.3 From 6eb7d0038644fab09c8512ad34cdcbde1882ffc0 Mon Sep 17 00:00:00 2001 From: Felix Dick Date: Thu, 29 Sep 2022 23:19:56 +0200 Subject: Send absolute screen coordinates to texture shaders. --- src/render/OpenGL.cpp | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) (limited to 'src/render/OpenGL.cpp') diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp index 02100b38..29b479b6 100644 --- a/src/render/OpenGL.cpp +++ b/src/render/OpenGL.cpp @@ -334,15 +334,13 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix); glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r / 255.f, col.g / 255.f, col.b / 255.f, col.a / 255.f); - const auto TOPLEFT = Vector2D(round, round); - const auto BOTTOMRIGHT = Vector2D(box->width - round, box->height - round); + const auto TOPLEFT = Vector2D(box->x, box->y); const auto FULLSIZE = Vector2D(box->width, box->height); static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue; // Rounded corners glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); - glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform1f(m_RenderData.pCurrentMonData->m_shQUAD.radius, round); glUniform1i(m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0)); @@ -438,9 +436,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b static auto *const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue; // Rounded corners - glUniform2f(shader->topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); - glUniform2f(shader->bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); - glUniform2f(shader->fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); + glUniform2f(shader->topLeft, pBox->x, pBox->y); + glUniform2f(shader->fullSize, pBox->width, pBox->height); glUniform1f(shader->radius, round); glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA)); -- cgit v1.2.3