Rounded corners for legacy glx backend

Authored-by: bhagwan <bhagwan@disroot.org>
Authored-by: Samuel Hand <samuel.d.hand@gmail.com>
This commit is contained in:
Yuxuan Shui 2020-09-30 16:09:27 +01:00
parent 3c38b36f04
commit 0f5f013b96
No known key found for this signature in database
GPG Key ID: D3A4405BE6CC17F4
5 changed files with 456 additions and 50 deletions

View File

@ -95,6 +95,14 @@ bool glx_init(session_t *ps, bool need_render) {
ppass->unifm_offset_x = -1;
ppass->unifm_offset_y = -1;
}
ps->psglx->round_passes = ccalloc(1, glx_round_pass_t);
glx_round_pass_t *ppass = ps->psglx->round_passes;
ppass->unifm_radius = -1;
ppass->unifm_texcoord = -1;
ppass->unifm_texsize = -1;
ppass->unifm_borderw = -1;
ppass->unifm_resolution = -1;
}
glx_session_t *psglx = ps->psglx;
@ -232,13 +240,24 @@ void glx_destroy(session_t *ps) {
// Free GLSL shaders/programs
for (int i = 0; i < ps->o.blur_kernel_count; ++i) {
glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i];
if (ppass->frag_shader)
if (ppass->frag_shader) {
glDeleteShader(ppass->frag_shader);
if (ppass->prog)
}
if (ppass->prog) {
glDeleteProgram(ppass->prog);
}
}
free(ps->psglx->blur_passes);
glx_round_pass_t *ppass = ps->psglx->round_passes;
if (ppass->frag_shader) {
glDeleteShader(ppass->frag_shader);
}
if (ppass->prog) {
glDeleteProgram(ppass->prog);
}
free(ps->psglx->round_passes);
glx_free_prog_main(&ps->glx_prog_win);
gl_check_err();
@ -415,6 +434,145 @@ bool glx_init_blur(session_t *ps) {
return true;
}
/**
* Initialize GLX rounded corners filter.
*/
bool glx_init_rounded_corners(session_t *ps) {
char *lc_numeric_old = strdup(setlocale(LC_NUMERIC, NULL));
// Enforce LC_NUMERIC locale "C" here to make sure decimal point is sane
// Thanks to hiciu for reporting.
setlocale(LC_NUMERIC, "C");
static const char *FRAG_SHADER =
"#version 110\n"
"%s" // extensions
"uniform float u_radius;\n"
"uniform float u_borderw;\n"
"uniform int u_is_focused;\n"
"uniform vec2 u_texcoord;\n"
"uniform vec2 u_texsize;\n"
"uniform vec2 u_resolution;\n"
"uniform %s tex_scr;\n" // sampler2D | sampler2DRect
"\n"
"// https://www.shadertoy.com/view/ltS3zW\n"
"float RectSDF(vec2 p, vec2 b, float r) {\n"
" vec2 d = abs(p) - b + vec2(r);\n"
" return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - r;\n"
"}\n\n"
"// https://www.shadertoy.com/view/ldfSDj\n"
"float udRoundBox( vec2 p, vec2 b, float r )\n"
"{\n"
" return length(max(abs(p)-b+r,0.0))-r;\n"
"}\n\n"
"void main()\n"
"{\n"
" vec2 coord = vec2(u_texcoord.x, "
"u_resolution.y-u_texsize.y-u_texcoord.y);\n"
" vec4 u_v4SrcColor = %s(tex_scr, vec2(gl_TexCoord[0].st));\n"
" float u_fRadiusPx = u_radius;\n"
" float u_fHalfBorderThickness = 0.0;\n"
" vec4 u_v4BorderColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
" vec4 u_v4FillColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
" vec4 v4FromColor = u_v4BorderColor; //Always the border "
"color. If no border, this still should be set\n"
" vec4 v4ToColor = u_v4SrcColor; //Outside color is the "
"background texture\n"
"\n"
" vec2 u_v2HalfShapeSizePx = u_texsize/2.0 - "
"vec2(u_fHalfBorderThickness);\n"
" vec2 v_v2CenteredPos = (gl_FragCoord.xy - u_texsize.xy / 2.0 - "
"coord);\n"
"\n"
" float fDist = RectSDF(v_v2CenteredPos, u_v2HalfShapeSizePx, "
"u_fRadiusPx - u_fHalfBorderThickness);\n"
" if (u_fHalfBorderThickness > 0.0) {\n"
" if (fDist < 0.0) {\n"
" v4ToColor = u_v4FillColor;\n"
" }\n"
" fDist = abs(fDist) - u_fHalfBorderThickness;\n"
" } else {\n"
" v4FromColor = u_v4FillColor;\n"
" }\n"
" float fBlendAmount = clamp(fDist + 0.5, 0.0, 1.0);\n"
" vec4 c = mix(v4FromColor, v4ToColor, fBlendAmount);\n"
"\n"
" // final color\n"
" gl_FragColor = c;\n"
"\n"
"}\n";
const bool use_texture_rect = !ps->psglx->has_texture_non_power_of_two;
const char *sampler_type = (use_texture_rect ? "sampler2DRect" : "sampler2D");
const char *texture_func = (use_texture_rect ? "texture2DRect" : "texture2D");
char *extension = NULL;
if (use_texture_rect) {
mstrextend(&extension, "#extension GL_ARB_texture_rectangle : "
"require\n");
}
if (!extension) {
extension = strdup("");
}
bool success = false;
// Build rounded corners shader
auto ppass = ps->psglx->round_passes;
auto len = strlen(FRAG_SHADER) + strlen(extension) + strlen(sampler_type) +
strlen(texture_func) + 1;
char *shader_str = ccalloc(len, char);
char *pc = shader_str;
sprintf(pc, FRAG_SHADER, extension, sampler_type, texture_func);
pc += strlen(pc);
assert(strlen(shader_str) < len);
log_debug("Generated rounded corners shader:\n%s\n", shader_str);
ppass->frag_shader = gl_create_shader(GL_FRAGMENT_SHADER, shader_str);
free(shader_str);
if (!ppass->frag_shader) {
log_error("Failed to create rounded corners fragment shader.");
goto out;
}
// Build program
ppass->prog = gl_create_program(&ppass->frag_shader, 1);
if (!ppass->prog) {
log_error("Failed to create GLSL program.");
goto out;
}
// Get uniform addresses
#define P_GET_UNIFM_LOC(name, target) \
{ \
ppass->target = glGetUniformLocation(ppass->prog, name); \
if (ppass->target < 0) { \
log_debug("Failed to get location of rounded corners uniform " \
"'" name "'. Might be troublesome."); \
} \
}
P_GET_UNIFM_LOC("u_radius", unifm_radius);
P_GET_UNIFM_LOC("u_texcoord", unifm_texcoord);
P_GET_UNIFM_LOC("u_texsize", unifm_texsize);
P_GET_UNIFM_LOC("u_borderw", unifm_borderw);
P_GET_UNIFM_LOC("u_is_focused", unifm_is_focused);
P_GET_UNIFM_LOC("u_resolution", unifm_resolution);
#undef P_GET_UNIFM_LOC
success = true;
out:
free(extension);
// Restore LC_NUMERIC
setlocale(LC_NUMERIC, lc_numeric_old);
free(lc_numeric_old);
gl_check_err();
return success;
}
/**
* Load a GLSL main program from shader strings.
*/
@ -449,6 +607,88 @@ bool glx_load_prog_main(const char *vshader_str, const char *fshader_str,
return true;
}
static inline void glx_copy_region_to_tex(session_t *ps, GLenum tex_tgt, int basex,
int basey, int dx, int dy, int width, int height) {
if (width > 0 && height > 0) {
glCopyTexSubImage2D(tex_tgt, 0, dx - basex, dy - basey, dx,
ps->root_height - dy - height, width, height);
}
}
static inline GLuint glx_gen_texture(GLenum tex_tgt, int width, int height) {
GLuint tex = 0;
glGenTextures(1, &tex);
if (!tex) {
return 0;
}
glEnable(tex_tgt);
glBindTexture(tex_tgt, tex);
glTexParameteri(tex_tgt, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex_tgt, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(tex_tgt, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(tex_tgt, 0);
return tex;
}
/**
* Bind an OpenGL texture and fill it with pixel data from back buffer
*/
bool glx_bind_texture(session_t *ps attr_unused, glx_texture_t **pptex, int x, int y,
int width, int height) {
if (ps->o.backend != BKEND_GLX && ps->o.backend != BKEND_XR_GLX_HYBRID) {
return true;
}
glx_texture_t *ptex = *pptex;
// log_trace("Copying xy(%d %d) wh(%d %d)", x, y, width, height);
// Release texture if parameters are inconsistent
if (ptex && ptex->texture && (ptex->width != width || ptex->height != height)) {
free_texture(ps, &ptex);
}
// Allocate structure
if (!ptex) {
ptex = ccalloc(1, glx_texture_t);
*pptex = ptex;
ptex->width = width;
ptex->height = height;
ptex->target = GL_TEXTURE_RECTANGLE;
if (ps->psglx->has_texture_non_power_of_two) {
ptex->target = GL_TEXTURE_2D;
}
}
// Create texture
if (!ptex->texture) {
ptex->texture = glx_gen_texture(ptex->target, width, height);
}
if (!ptex->texture) {
log_error("Failed to allocate texture.");
return false;
}
// Read destination pixels into a texture
glEnable(ptex->target);
glBindTexture(ptex->target, ptex->texture);
if (width > 0 && height > 0) {
glx_copy_region_to_tex(ps, ptex->target, x, y, x, y, width, height);
}
// Cleanup
glBindTexture(ptex->target, 0);
glDisable(ptex->target);
gl_check_err();
return true;
}
/**
* Bind a X pixmap to an OpenGL texture.
*/
@ -662,30 +902,6 @@ void glx_set_clip(session_t *ps, const region_t *reg) {
\
pixman_region32_fini(&reg_new);
static inline GLuint glx_gen_texture(GLenum tex_tgt, int width, int height) {
GLuint tex = 0;
glGenTextures(1, &tex);
if (!tex)
return 0;
glEnable(tex_tgt);
glBindTexture(tex_tgt, tex);
glTexParameteri(tex_tgt, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(tex_tgt, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(tex_tgt, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(tex_tgt, 0);
return tex;
}
static inline void glx_copy_region_to_tex(session_t *ps, GLenum tex_tgt, int basex,
int basey, int dx, int dy, int width, int height) {
if (width > 0 && height > 0)
glCopyTexSubImage2D(tex_tgt, 0, dx - basex, dy - basey, dx,
ps->root_height - dy - height, width, height);
}
/**
* Blur contents in a particular region.
*
@ -889,6 +1105,118 @@ glx_blur_dst_end:
return ret;
}
bool glx_round_corners_dst(session_t *ps, struct managed_win *w, const glx_texture_t *ptex,
int dx, int dy, int width, int height, float z, float cr,
const region_t *reg_tgt attr_unused) {
assert(ps->psglx->round_passes->prog);
bool ret = false;
// log_warn("dxy(%d, %d) wh(%d %d) rwh(%d %d) b(%d), f(%d)",
// dx, dy, width, height, ps->root_width, ps->root_height, w->g.border_width,
// w->focused);
int mdx = dx, mdy = dy, mwidth = width, mheight = height;
log_trace("%d, %d, %d, %d", mdx, mdy, mwidth, mheight);
{
const glx_round_pass_t *ppass = ps->psglx->round_passes;
assert(ppass->prog);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(ppass->prog);
// If caller specified a texture use it as source
log_trace("ptex: %p wh(%d %d) %d %d", ptex, ptex->width, ptex->height,
ptex->target, ptex->texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(ptex->target, ptex->texture);
GLint loc_sampler = glGetUniformLocation(ppass->prog, "tex_scr");
glUniform1i(loc_sampler, (GLint)0);
if (ppass->unifm_radius >= 0) {
glUniform1f(ppass->unifm_radius, cr);
}
if (ppass->unifm_texcoord >= 0) {
glUniform2f(ppass->unifm_texcoord, (float)dx, (float)dy);
}
if (ppass->unifm_texsize >= 0) {
glUniform2f(ppass->unifm_texsize, (float)mwidth, (float)mheight);
}
if (ppass->unifm_borderw >= 0) {
glUniform1f(ppass->unifm_borderw, w->g.border_width);
}
if (ppass->unifm_is_focused >= 0) {
glUniform1i(ppass->unifm_is_focused, w->focused);
}
if (ppass->unifm_resolution >= 0) {
glUniform2f(ppass->unifm_resolution, (float)ps->root_width,
(float)ps->root_height);
}
// Painting
{
P_PAINTREG_START(crect) {
// texture-local coordinates
auto rx = (GLfloat)(crect.x1 - dx);
auto ry = (GLfloat)(crect.y1 - dy);
auto rxe = rx + (GLfloat)(crect.x2 - crect.x1);
auto rye = ry + (GLfloat)(crect.y2 - crect.y1);
if (GL_TEXTURE_2D == ptex->target) {
rx = rx / (GLfloat)width;
ry = ry / (GLfloat)height;
rxe = rxe / (GLfloat)width;
rye = rye / (GLfloat)height;
}
// coordinates for the texture in the target
auto rdx = (GLfloat)crect.x1;
auto rdy = (GLfloat)(ps->root_height - crect.y1);
auto rdxe = (GLfloat)rdx + (GLfloat)(crect.x2 - crect.x1);
auto rdye = (GLfloat)rdy - (GLfloat)(crect.y2 - crect.y1);
// Invert Y if needed, this may not work as expected,
// though. I don't have such a FBConfig to test with.
ry = 1.0f - ry;
rye = 1.0f - rye;
// log_trace("Rect %d (i:%d): %f, %f, %f, %f -> %f, %f,
// %f, %f", ri ,ptex ? ptex->y_inverted : -1, rx, ry,
// rxe,
// rye, rdx, rdy, rdxe, rdye);
glTexCoord2f(rx, ry);
glVertex3f(rdx, rdy, z);
glTexCoord2f(rxe, ry);
glVertex3f(rdxe, rdy, z);
glTexCoord2f(rxe, rye);
glVertex3f(rdxe, rdye, z);
glTexCoord2f(rx, rye);
glVertex3f(rdx, rdye, z);
}
P_PAINTREG_END();
}
glUseProgram(0);
glDisable(GL_BLEND);
}
ret = true;
glBindTexture(ptex->target, 0);
glDisable(ptex->target);
glDisable(GL_BLEND);
gl_check_err();
return ret;
}
bool glx_dim_dst(session_t *ps, int dx, int dy, int width, int height, int z,
GLfloat factor, const region_t *reg_tgt) {
// It's possible to dim in glx_render(), but it would be over-complicated
@ -1038,7 +1366,8 @@ bool glx_render(session_t *ps, const glx_texture_t *ptex, int x, int y, int dx,
if (pprogram->unifm_tex >= 0)
glUniform1i(pprogram->unifm_tex, 0);
if (pprogram->unifm_time >= 0)
glUniform1f(pprogram->unifm_time, (float)ts.tv_sec * 1000.0f + (float)ts.tv_nsec / 1.0e6f);
glUniform1f(pprogram->unifm_time, (float)ts.tv_sec * 1000.0f +
(float)ts.tv_nsec / 1.0e6f);
}
// log_trace("Draw: %d, %d, %d, %d -> %d, %d (%d, %d) z %d", x, y, width, height,
@ -1055,7 +1384,7 @@ bool glx_render(session_t *ps, const glx_texture_t *ptex, int x, int y, int dx,
// Painting
{
P_PAINTREG_START(crect) {
// XXX explain these variables
// texture-local coordinates
auto rx = (GLfloat)(crect.x1 - dx + x);
auto ry = (GLfloat)(crect.y1 - dy + y);
auto rxe = rx + (GLfloat)(crect.x2 - crect.x1);
@ -1068,6 +1397,8 @@ bool glx_render(session_t *ps, const glx_texture_t *ptex, int x, int y, int dx,
rxe = rxe / (GLfloat)ptex->width;
rye = rye / (GLfloat)ptex->height;
}
// coordinates for the texture in the target
GLint rdx = crect.x1;
GLint rdy = ps->root_height - crect.y1;
GLint rdxe = rdx + (crect.x2 - crect.x1);

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@ -40,6 +40,25 @@ typedef struct {
GLint unifm_factor_center;
} glx_blur_pass_t;
typedef struct {
/// Fragment shader for rounded corners.
GLuint frag_shader;
/// GLSL program for rounded corners.
GLuint prog;
/// Location of uniform "radius" in rounded-corners GLSL program.
GLint unifm_radius;
/// Location of uniform "texcoord" in rounded-corners GLSL program.
GLint unifm_texcoord;
/// Location of uniform "texsize" in rounded-corners GLSL program.
GLint unifm_texsize;
/// Location of uniform "borderw" in rounded-corners GLSL program.
GLint unifm_borderw;
/// Location of uniform "is_focused" in rounded-corners GLSL program.
GLint unifm_is_focused;
/// Location of uniform "resolution" in rounded-corners GLSL program.
GLint unifm_resolution;
} glx_round_pass_t;
/// Structure containing GLX-dependent data for a session.
typedef struct glx_session {
// === OpenGL related ===
@ -50,6 +69,7 @@ typedef struct glx_session {
/// Current GLX Z value.
int z;
glx_blur_pass_t *blur_passes;
glx_round_pass_t *round_passes;
} glx_session_t;
/// @brief Wrapper of a binded GLX texture.
@ -81,6 +101,8 @@ void glx_on_root_change(session_t *ps);
bool glx_init_blur(session_t *ps);
bool glx_init_rounded_corners(session_t *ps);
#ifdef CONFIG_OPENGL
bool glx_load_prog_main(const char *vshader_str, const char *fshader_str,
glx_prog_main_t *pprogram);
@ -91,6 +113,8 @@ bool glx_bind_pixmap(session_t *ps, glx_texture_t **pptex, xcb_pixmap_t pixmap,
void glx_release_pixmap(session_t *ps, glx_texture_t *ptex);
bool glx_bind_texture(session_t *ps, glx_texture_t **pptex, int x, int y, int width, int height);
void glx_paint_pre(session_t *ps, region_t *preg) attr_nonnull(1, 2);
/**
@ -105,6 +129,10 @@ void glx_set_clip(session_t *ps, const region_t *reg);
bool glx_blur_dst(session_t *ps, int dx, int dy, int width, int height, float z,
GLfloat factor_center, const region_t *reg_tgt, glx_blur_cache_t *pbc);
bool glx_round_corners_dst(session_t *ps, struct managed_win *w,
const glx_texture_t *ptex, int dx, int dy, int width,
int height, float z, float cr, const region_t *reg_tgt);
GLuint glx_create_shader(GLenum shader_type, const char *shader_str);
GLuint glx_create_program(const GLuint *const shaders, int nshaders);
@ -178,8 +206,9 @@ static inline void free_texture(session_t *ps, glx_texture_t **pptex) {
glx_texture_t *ptex = *pptex;
// Quit if there's nothing
if (!ptex)
if (!ptex) {
return;
}
glx_release_pixmap(ps, ptex);
@ -188,7 +217,6 @@ static inline void free_texture(session_t *ps, glx_texture_t **pptex) {
// Free structure itself
free(ptex);
*pptex = NULL;
assert(!*pptex);
}
/**
@ -210,5 +238,6 @@ static inline void free_win_res_glx(session_t *ps, struct managed_win *w) {
free_paint_glx(ps, &w->shadow_paint);
#ifdef CONFIG_OPENGL
free_glx_bc(ps, &w->glx_blur_cache);
free_texture(ps, &w->glx_texture_bg);
#endif
}

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@ -1002,9 +1002,8 @@ bool get_cfg(options_t *opt, int argc, char *const *argv, bool shadow_enable,
"properly under X Render backend.");
}
if (opt->corner_radius > 0 &&
(opt->backend != BKEND_XRENDER || opt->experimental_backends)) {
log_warn("Rounded corner is only supported on legacy xrender backend, it "
if (opt->corner_radius > 0 && opt->experimental_backends) {
log_warn("Rounded corner is only supported on legacy backends, it "
"will be disabled");
opt->corner_radius = 0;
}

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@ -746,25 +746,33 @@ win_paint_shadow(session_t *ps, struct managed_win *w, region_t *reg_paint) {
bool should_clip =
(w->corner_radius > 0) && (!ps->o.wintype_option[w->window_type].full_shadow);
if (should_clip) {
uint32_t max_ntraps = to_u32_checked(w->corner_radius);
xcb_render_trapezoid_t traps[4 * max_ntraps + 3];
uint32_t n = make_rounded_window_shape(
traps, max_ntraps, w->corner_radius, w->widthb, w->heightb);
if (ps->o.backend == BKEND_XRENDER || ps->o.backend == BKEND_XR_GLX_HYBRID) {
uint32_t max_ntraps = to_u32_checked(w->corner_radius);
xcb_render_trapezoid_t traps[4 * max_ntraps + 3];
uint32_t n = make_rounded_window_shape(
traps, max_ntraps, w->corner_radius, w->widthb, w->heightb);
td = x_create_picture_with_standard(ps->c, ps->root, w->widthb, w->heightb,
XCB_PICT_STANDARD_ARGB_32, 0, 0);
xcb_render_color_t trans = {.red = 0, .blue = 0, .green = 0, .alpha = 0};
const xcb_rectangle_t rect = {.x = 0,
.y = 0,
.width = to_u16_checked(w->widthb),
.height = to_u16_checked(w->heightb)};
xcb_render_fill_rectangles(ps->c, XCB_RENDER_PICT_OP_SRC, td, trans, 1, &rect);
td = x_create_picture_with_standard(
ps->c, ps->root, w->widthb, w->heightb,
XCB_PICT_STANDARD_ARGB_32, 0, 0);
xcb_render_color_t trans = {
.red = 0, .blue = 0, .green = 0, .alpha = 0};
const xcb_rectangle_t rect = {.x = 0,
.y = 0,
.width = to_u16_checked(w->widthb),
.height = to_u16_checked(w->heightb)};
xcb_render_fill_rectangles(ps->c, XCB_RENDER_PICT_OP_SRC, td,
trans, 1, &rect);
auto solid = solid_picture(ps->c, ps->root, false, 1, 0, 0, 0);
xcb_render_trapezoids(ps->c, XCB_RENDER_PICT_OP_OVER, solid, td,
x_get_pictfmt_for_standard(ps->c, XCB_PICT_STANDARD_A_8),
0, 0, n, traps);
xcb_render_free_picture(ps->c, solid);
auto solid = solid_picture(ps->c, ps->root, false, 1, 0, 0, 0);
xcb_render_trapezoids(
ps->c, XCB_RENDER_PICT_OP_OVER, solid, td,
x_get_pictfmt_for_standard(ps->c, XCB_PICT_STANDARD_A_8), 0,
0, n, traps);
xcb_render_free_picture(ps->c, solid);
} else {
// Not implemented
}
}
clip_t clip = {
@ -1112,6 +1120,18 @@ void paint_all(session_t *ps, struct managed_win *t, bool ignore_damage) {
if (pixman_region32_not_empty(&reg_tmp)) {
set_tgt_clip(ps, &reg_tmp);
#ifdef CONFIG_OPENGL
// If rounded corners backup the region first
if (w->corner_radius > 0 && ps->o.backend == BKEND_GLX) {
const int16_t x = w->g.x;
const int16_t y = w->g.y;
const auto wid = to_u16_checked(w->widthb);
const auto hei = to_u16_checked(w->heightb);
glx_bind_texture(ps, &w->glx_texture_bg, x, y, wid, hei);
}
#endif
// Blur window background
if (w->blur_background &&
(w->mode == WMODE_TRANS ||
@ -1121,6 +1141,19 @@ void paint_all(session_t *ps, struct managed_win *t, bool ignore_damage) {
// Painting the window
paint_one(ps, w, &reg_tmp);
#ifdef CONFIG_OPENGL
// Rounded corners for XRender is implemented inside render()
// Round window corners
if (w->corner_radius > 0 && ps->o.backend == BKEND_GLX) {
const auto wid = to_u16_checked(w->widthb);
const auto hei = to_u16_checked(w->heightb);
glx_round_corners_dst(ps, w, w->glx_texture_bg, w->g.x,
w->g.y, wid, hei,
(float)ps->psglx->z - 0.5f,
(float)w->corner_radius, reg_paint);
}
#endif
}
}
@ -1374,6 +1407,18 @@ bool init_render(session_t *ps) {
return false;
}
}
// Initialize our rounded corners fragment shader
if (ps->o.corner_radius > 0 && ps->o.backend == BKEND_GLX) {
#ifdef CONFIG_OPENGL
if (!glx_init_rounded_corners(ps)) {
log_error("Failed to init rounded corners shader.");
return false;
}
#else
assert(false);
#endif
}
return true;
}

View File

@ -270,6 +270,8 @@ struct managed_win {
#ifdef CONFIG_OPENGL
/// Textures and FBO background blur use.
glx_blur_cache_t glx_blur_cache;
/// Background texture of the window
glx_texture_t *glx_texture_bg;
#endif
};