mirror of
https://github.com/yshui/picom.git
synced 2024-11-25 14:06:08 -05:00
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:
parent
3c38b36f04
commit
0f5f013b96
5 changed files with 456 additions and 50 deletions
387
src/opengl.c
387
src/opengl.c
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@ -95,6 +95,14 @@ bool glx_init(session_t *ps, bool need_render) {
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ppass->unifm_offset_x = -1;
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ppass->unifm_offset_y = -1;
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}
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ps->psglx->round_passes = ccalloc(1, glx_round_pass_t);
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glx_round_pass_t *ppass = ps->psglx->round_passes;
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ppass->unifm_radius = -1;
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ppass->unifm_texcoord = -1;
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ppass->unifm_texsize = -1;
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ppass->unifm_borderw = -1;
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ppass->unifm_resolution = -1;
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}
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glx_session_t *psglx = ps->psglx;
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@ -232,13 +240,24 @@ void glx_destroy(session_t *ps) {
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// Free GLSL shaders/programs
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for (int i = 0; i < ps->o.blur_kernel_count; ++i) {
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glx_blur_pass_t *ppass = &ps->psglx->blur_passes[i];
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if (ppass->frag_shader)
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if (ppass->frag_shader) {
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glDeleteShader(ppass->frag_shader);
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if (ppass->prog)
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}
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if (ppass->prog) {
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glDeleteProgram(ppass->prog);
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}
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}
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free(ps->psglx->blur_passes);
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glx_round_pass_t *ppass = ps->psglx->round_passes;
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if (ppass->frag_shader) {
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glDeleteShader(ppass->frag_shader);
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}
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if (ppass->prog) {
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glDeleteProgram(ppass->prog);
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}
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free(ps->psglx->round_passes);
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glx_free_prog_main(&ps->glx_prog_win);
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gl_check_err();
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@ -415,6 +434,145 @@ bool glx_init_blur(session_t *ps) {
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return true;
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}
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/**
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* Initialize GLX rounded corners filter.
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*/
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bool glx_init_rounded_corners(session_t *ps) {
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char *lc_numeric_old = strdup(setlocale(LC_NUMERIC, NULL));
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// Enforce LC_NUMERIC locale "C" here to make sure decimal point is sane
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// Thanks to hiciu for reporting.
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setlocale(LC_NUMERIC, "C");
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static const char *FRAG_SHADER =
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"#version 110\n"
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"%s" // extensions
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"uniform float u_radius;\n"
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"uniform float u_borderw;\n"
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"uniform int u_is_focused;\n"
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"uniform vec2 u_texcoord;\n"
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"uniform vec2 u_texsize;\n"
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"uniform vec2 u_resolution;\n"
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"uniform %s tex_scr;\n" // sampler2D | sampler2DRect
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"\n"
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"// https://www.shadertoy.com/view/ltS3zW\n"
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"float RectSDF(vec2 p, vec2 b, float r) {\n"
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" vec2 d = abs(p) - b + vec2(r);\n"
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" return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - r;\n"
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"}\n\n"
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"// https://www.shadertoy.com/view/ldfSDj\n"
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"float udRoundBox( vec2 p, vec2 b, float r )\n"
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"{\n"
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" return length(max(abs(p)-b+r,0.0))-r;\n"
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"}\n\n"
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"void main()\n"
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"{\n"
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" vec2 coord = vec2(u_texcoord.x, "
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"u_resolution.y-u_texsize.y-u_texcoord.y);\n"
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" vec4 u_v4SrcColor = %s(tex_scr, vec2(gl_TexCoord[0].st));\n"
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" float u_fRadiusPx = u_radius;\n"
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" float u_fHalfBorderThickness = 0.0;\n"
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" vec4 u_v4BorderColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
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" vec4 u_v4FillColor = vec4(0.0, 0.0, 0.0, 0.0);\n"
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" vec4 v4FromColor = u_v4BorderColor; //Always the border "
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"color. If no border, this still should be set\n"
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" vec4 v4ToColor = u_v4SrcColor; //Outside color is the "
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"background texture\n"
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"\n"
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" vec2 u_v2HalfShapeSizePx = u_texsize/2.0 - "
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"vec2(u_fHalfBorderThickness);\n"
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" vec2 v_v2CenteredPos = (gl_FragCoord.xy - u_texsize.xy / 2.0 - "
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"coord);\n"
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"\n"
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" float fDist = RectSDF(v_v2CenteredPos, u_v2HalfShapeSizePx, "
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"u_fRadiusPx - u_fHalfBorderThickness);\n"
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" if (u_fHalfBorderThickness > 0.0) {\n"
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" if (fDist < 0.0) {\n"
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" v4ToColor = u_v4FillColor;\n"
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" }\n"
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" fDist = abs(fDist) - u_fHalfBorderThickness;\n"
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" } else {\n"
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" v4FromColor = u_v4FillColor;\n"
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" }\n"
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" float fBlendAmount = clamp(fDist + 0.5, 0.0, 1.0);\n"
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" vec4 c = mix(v4FromColor, v4ToColor, fBlendAmount);\n"
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"\n"
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" // final color\n"
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" gl_FragColor = c;\n"
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"\n"
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"}\n";
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const bool use_texture_rect = !ps->psglx->has_texture_non_power_of_two;
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const char *sampler_type = (use_texture_rect ? "sampler2DRect" : "sampler2D");
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const char *texture_func = (use_texture_rect ? "texture2DRect" : "texture2D");
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char *extension = NULL;
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if (use_texture_rect) {
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mstrextend(&extension, "#extension GL_ARB_texture_rectangle : "
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"require\n");
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}
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if (!extension) {
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extension = strdup("");
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}
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bool success = false;
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// Build rounded corners shader
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auto ppass = ps->psglx->round_passes;
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auto len = strlen(FRAG_SHADER) + strlen(extension) + strlen(sampler_type) +
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strlen(texture_func) + 1;
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char *shader_str = ccalloc(len, char);
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char *pc = shader_str;
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sprintf(pc, FRAG_SHADER, extension, sampler_type, texture_func);
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pc += strlen(pc);
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assert(strlen(shader_str) < len);
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log_debug("Generated rounded corners shader:\n%s\n", shader_str);
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ppass->frag_shader = gl_create_shader(GL_FRAGMENT_SHADER, shader_str);
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free(shader_str);
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if (!ppass->frag_shader) {
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log_error("Failed to create rounded corners fragment shader.");
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goto out;
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}
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// Build program
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ppass->prog = gl_create_program(&ppass->frag_shader, 1);
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if (!ppass->prog) {
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log_error("Failed to create GLSL program.");
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goto out;
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}
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// Get uniform addresses
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#define P_GET_UNIFM_LOC(name, target) \
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{ \
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ppass->target = glGetUniformLocation(ppass->prog, name); \
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if (ppass->target < 0) { \
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log_debug("Failed to get location of rounded corners uniform " \
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"'" name "'. Might be troublesome."); \
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} \
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}
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P_GET_UNIFM_LOC("u_radius", unifm_radius);
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P_GET_UNIFM_LOC("u_texcoord", unifm_texcoord);
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P_GET_UNIFM_LOC("u_texsize", unifm_texsize);
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P_GET_UNIFM_LOC("u_borderw", unifm_borderw);
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P_GET_UNIFM_LOC("u_is_focused", unifm_is_focused);
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P_GET_UNIFM_LOC("u_resolution", unifm_resolution);
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#undef P_GET_UNIFM_LOC
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success = true;
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out:
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free(extension);
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// Restore LC_NUMERIC
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setlocale(LC_NUMERIC, lc_numeric_old);
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free(lc_numeric_old);
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gl_check_err();
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return success;
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}
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/**
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* Load a GLSL main program from shader strings.
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*/
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@ -449,6 +607,88 @@ bool glx_load_prog_main(const char *vshader_str, const char *fshader_str,
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return true;
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}
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static inline void glx_copy_region_to_tex(session_t *ps, GLenum tex_tgt, int basex,
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int basey, int dx, int dy, int width, int height) {
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if (width > 0 && height > 0) {
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glCopyTexSubImage2D(tex_tgt, 0, dx - basex, dy - basey, dx,
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ps->root_height - dy - height, width, height);
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}
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}
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static inline GLuint glx_gen_texture(GLenum tex_tgt, int width, int height) {
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GLuint tex = 0;
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glGenTextures(1, &tex);
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if (!tex) {
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return 0;
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}
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glEnable(tex_tgt);
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glBindTexture(tex_tgt, tex);
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glTexParameteri(tex_tgt, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(tex_tgt, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(tex_tgt, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(tex_tgt, 0);
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return tex;
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}
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/**
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* Bind an OpenGL texture and fill it with pixel data from back buffer
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*/
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bool glx_bind_texture(session_t *ps attr_unused, glx_texture_t **pptex, int x, int y,
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int width, int height) {
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if (ps->o.backend != BKEND_GLX && ps->o.backend != BKEND_XR_GLX_HYBRID) {
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return true;
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}
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glx_texture_t *ptex = *pptex;
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// log_trace("Copying xy(%d %d) wh(%d %d)", x, y, width, height);
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// Release texture if parameters are inconsistent
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if (ptex && ptex->texture && (ptex->width != width || ptex->height != height)) {
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free_texture(ps, &ptex);
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}
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// Allocate structure
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if (!ptex) {
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ptex = ccalloc(1, glx_texture_t);
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*pptex = ptex;
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ptex->width = width;
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ptex->height = height;
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ptex->target = GL_TEXTURE_RECTANGLE;
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if (ps->psglx->has_texture_non_power_of_two) {
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ptex->target = GL_TEXTURE_2D;
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}
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}
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// Create texture
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if (!ptex->texture) {
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ptex->texture = glx_gen_texture(ptex->target, width, height);
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}
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if (!ptex->texture) {
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log_error("Failed to allocate texture.");
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return false;
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}
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// Read destination pixels into a texture
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glEnable(ptex->target);
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glBindTexture(ptex->target, ptex->texture);
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if (width > 0 && height > 0) {
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glx_copy_region_to_tex(ps, ptex->target, x, y, x, y, width, height);
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}
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// Cleanup
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glBindTexture(ptex->target, 0);
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glDisable(ptex->target);
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gl_check_err();
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return true;
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}
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/**
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* Bind a X pixmap to an OpenGL texture.
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*/
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@ -662,30 +902,6 @@ void glx_set_clip(session_t *ps, const region_t *reg) {
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\
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pixman_region32_fini(®_new);
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static inline GLuint glx_gen_texture(GLenum tex_tgt, int width, int height) {
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GLuint tex = 0;
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glGenTextures(1, &tex);
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if (!tex)
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return 0;
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glEnable(tex_tgt);
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glBindTexture(tex_tgt, tex);
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glTexParameteri(tex_tgt, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(tex_tgt, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(tex_tgt, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(tex_tgt, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(tex_tgt, 0);
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return tex;
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}
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static inline void glx_copy_region_to_tex(session_t *ps, GLenum tex_tgt, int basex,
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int basey, int dx, int dy, int width, int height) {
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if (width > 0 && height > 0)
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glCopyTexSubImage2D(tex_tgt, 0, dx - basex, dy - basey, dx,
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ps->root_height - dy - height, width, height);
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}
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/**
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* Blur contents in a particular region.
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*
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@ -889,6 +1105,118 @@ glx_blur_dst_end:
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return ret;
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}
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bool glx_round_corners_dst(session_t *ps, struct managed_win *w, const glx_texture_t *ptex,
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int dx, int dy, int width, int height, float z, float cr,
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const region_t *reg_tgt attr_unused) {
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assert(ps->psglx->round_passes->prog);
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bool ret = false;
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// log_warn("dxy(%d, %d) wh(%d %d) rwh(%d %d) b(%d), f(%d)",
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// dx, dy, width, height, ps->root_width, ps->root_height, w->g.border_width,
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// w->focused);
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int mdx = dx, mdy = dy, mwidth = width, mheight = height;
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log_trace("%d, %d, %d, %d", mdx, mdy, mwidth, mheight);
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{
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const glx_round_pass_t *ppass = ps->psglx->round_passes;
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assert(ppass->prog);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glUseProgram(ppass->prog);
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// If caller specified a texture use it as source
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log_trace("ptex: %p wh(%d %d) %d %d", ptex, ptex->width, ptex->height,
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ptex->target, ptex->texture);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(ptex->target, ptex->texture);
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GLint loc_sampler = glGetUniformLocation(ppass->prog, "tex_scr");
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glUniform1i(loc_sampler, (GLint)0);
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if (ppass->unifm_radius >= 0) {
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glUniform1f(ppass->unifm_radius, cr);
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}
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if (ppass->unifm_texcoord >= 0) {
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glUniform2f(ppass->unifm_texcoord, (float)dx, (float)dy);
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}
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if (ppass->unifm_texsize >= 0) {
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glUniform2f(ppass->unifm_texsize, (float)mwidth, (float)mheight);
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}
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if (ppass->unifm_borderw >= 0) {
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glUniform1f(ppass->unifm_borderw, w->g.border_width);
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}
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if (ppass->unifm_is_focused >= 0) {
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glUniform1i(ppass->unifm_is_focused, w->focused);
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}
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if (ppass->unifm_resolution >= 0) {
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glUniform2f(ppass->unifm_resolution, (float)ps->root_width,
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(float)ps->root_height);
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}
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// Painting
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{
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P_PAINTREG_START(crect) {
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// texture-local coordinates
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auto rx = (GLfloat)(crect.x1 - dx);
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auto ry = (GLfloat)(crect.y1 - dy);
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auto rxe = rx + (GLfloat)(crect.x2 - crect.x1);
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auto rye = ry + (GLfloat)(crect.y2 - crect.y1);
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if (GL_TEXTURE_2D == ptex->target) {
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rx = rx / (GLfloat)width;
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ry = ry / (GLfloat)height;
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rxe = rxe / (GLfloat)width;
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rye = rye / (GLfloat)height;
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}
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// coordinates for the texture in the target
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auto rdx = (GLfloat)crect.x1;
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auto rdy = (GLfloat)(ps->root_height - crect.y1);
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auto rdxe = (GLfloat)rdx + (GLfloat)(crect.x2 - crect.x1);
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auto rdye = (GLfloat)rdy - (GLfloat)(crect.y2 - crect.y1);
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// Invert Y if needed, this may not work as expected,
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// though. I don't have such a FBConfig to test with.
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ry = 1.0f - ry;
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rye = 1.0f - rye;
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// log_trace("Rect %d (i:%d): %f, %f, %f, %f -> %f, %f,
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// %f, %f", ri ,ptex ? ptex->y_inverted : -1, rx, ry,
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// rxe,
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// rye, rdx, rdy, rdxe, rdye);
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glTexCoord2f(rx, ry);
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glVertex3f(rdx, rdy, z);
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glTexCoord2f(rxe, ry);
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glVertex3f(rdxe, rdy, z);
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glTexCoord2f(rxe, rye);
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glVertex3f(rdxe, rdye, z);
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glTexCoord2f(rx, rye);
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glVertex3f(rdx, rdye, z);
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}
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P_PAINTREG_END();
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}
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glUseProgram(0);
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glDisable(GL_BLEND);
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}
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|
||||
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);
|
||||
|
|
33
src/opengl.h
33
src/opengl.h
|
@ -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
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
|
|
57
src/render.c
57
src/render.c
|
@ -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) {
|
||||
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,
|
||||
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};
|
||||
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);
|
||||
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_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(®_tmp)) {
|
||||
set_tgt_clip(ps, ®_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, ®_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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue