632a643994
Mutter and Clutter was changed to pass around the current target framebuffer via the paint context instead of via the deprecated Cogl framebuffer stack. The framebuffer stack has also been removed from Cogl so change to use the one in the paint context instead. https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/827
246 lines
7.9 KiB
C
246 lines
7.9 KiB
C
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/**
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* SECTION:shell-glsl-effect
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* @short_description: An offscreen effect using GLSL
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*
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* A #ShellGLSLEffect is a #ClutterOffscreenEffect that allows
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* running custom GLSL to the vertex and fragment stages of the
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* graphic pipeline.
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*/
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#include "config.h"
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#include <cogl/cogl.h>
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#include "shell-glsl-effect.h"
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typedef struct _ShellGLSLEffectPrivate ShellGLSLEffectPrivate;
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struct _ShellGLSLEffectPrivate
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{
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CoglPipeline *pipeline;
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gint tex_width;
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gint tex_height;
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};
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G_DEFINE_TYPE_WITH_PRIVATE (ShellGLSLEffect, shell_glsl_effect, CLUTTER_TYPE_OFFSCREEN_EFFECT);
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static gboolean
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shell_glsl_effect_pre_paint (ClutterEffect *effect,
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ClutterPaintContext *paint_context)
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{
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ShellGLSLEffect *self = SHELL_GLSL_EFFECT (effect);
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ClutterOffscreenEffect *offscreen_effect = CLUTTER_OFFSCREEN_EFFECT (effect);
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ShellGLSLEffectPrivate *priv = shell_glsl_effect_get_instance_private (self);
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ClutterEffectClass *parent_class;
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CoglHandle texture;
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gboolean success;
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if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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return FALSE;
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if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
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{
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/* if we don't have support for GLSL shaders then we
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* forcibly disable the ActorMeta
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*/
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g_warning ("Unable to use the ShaderEffect: the graphics hardware "
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"or the current GL driver does not implement support "
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"for the GLSL shading language.");
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clutter_actor_meta_set_enabled (CLUTTER_ACTOR_META (effect), FALSE);
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return FALSE;
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}
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parent_class = CLUTTER_EFFECT_CLASS (shell_glsl_effect_parent_class);
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success = parent_class->pre_paint (effect, paint_context);
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if (!success)
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return FALSE;
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texture = clutter_offscreen_effect_get_texture (offscreen_effect);
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priv->tex_width = cogl_texture_get_width (texture);
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priv->tex_height = cogl_texture_get_height (texture);
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cogl_pipeline_set_layer_texture (priv->pipeline, 0, texture);
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return TRUE;
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}
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static void
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shell_glsl_effect_paint_target (ClutterOffscreenEffect *effect,
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ClutterPaintContext *paint_context)
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{
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ShellGLSLEffect *self = SHELL_GLSL_EFFECT (effect);
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ShellGLSLEffectPrivate *priv;
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ClutterActor *actor;
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guint8 paint_opacity;
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CoglFramebuffer *framebuffer;
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priv = shell_glsl_effect_get_instance_private (self);
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actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
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paint_opacity = clutter_actor_get_paint_opacity (actor);
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cogl_pipeline_set_color4ub (priv->pipeline,
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paint_opacity,
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paint_opacity,
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paint_opacity,
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paint_opacity);
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framebuffer = clutter_paint_context_get_framebuffer (paint_context);
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cogl_framebuffer_draw_rectangle (framebuffer,
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priv->pipeline,
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0, 0,
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priv->tex_width, priv->tex_height);
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}
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/**
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* shell_glsl_effect_add_glsl_snippet:
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* @effect: a #ShellGLSLEffect
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* @hook: where to insert the code
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* @declarations: GLSL declarations
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* @code: GLSL code
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* @is_replace: wheter Cogl code should be replaced by the custom shader
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*
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* Adds a GLSL snippet to the pipeline used for drawing the effect texture.
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* See #CoglSnippet for details.
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*
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* This is only valid inside the a call to the build_pipeline() virtual
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* function.
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*/
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void
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shell_glsl_effect_add_glsl_snippet (ShellGLSLEffect *effect,
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ShellSnippetHook hook,
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const char *declarations,
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const char *code,
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gboolean is_replace)
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{
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ShellGLSLEffectClass *klass = SHELL_GLSL_EFFECT_GET_CLASS (effect);
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CoglSnippet *snippet;
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g_return_if_fail (klass->base_pipeline != NULL);
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if (is_replace)
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{
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snippet = cogl_snippet_new ((CoglSnippetHook)hook, declarations, NULL);
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cogl_snippet_set_replace (snippet, code);
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}
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else
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{
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snippet = cogl_snippet_new ((CoglSnippetHook)hook, declarations, code);
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}
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if (hook == SHELL_SNIPPET_HOOK_VERTEX ||
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hook == SHELL_SNIPPET_HOOK_FRAGMENT)
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cogl_pipeline_add_snippet (klass->base_pipeline, snippet);
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else
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cogl_pipeline_add_layer_snippet (klass->base_pipeline, 0, snippet);
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cogl_object_unref (snippet);
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}
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static void
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shell_glsl_effect_dispose (GObject *gobject)
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{
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ShellGLSLEffect *self = SHELL_GLSL_EFFECT (gobject);
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ShellGLSLEffectPrivate *priv;
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priv = shell_glsl_effect_get_instance_private (self);
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g_clear_pointer (&priv->pipeline, cogl_object_unref);
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G_OBJECT_CLASS (shell_glsl_effect_parent_class)->dispose (gobject);
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}
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static void
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shell_glsl_effect_init (ShellGLSLEffect *effect)
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{
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}
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static void
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shell_glsl_effect_constructed (GObject *object)
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{
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ShellGLSLEffect *self;
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ShellGLSLEffectClass *klass;
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ShellGLSLEffectPrivate *priv;
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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G_OBJECT_CLASS (shell_glsl_effect_parent_class)->constructed (object);
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/* Note that, differently from ClutterBlurEffect, we are calling
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this inside constructed, not init, so klass points to the most-derived
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GTypeClass, not ShellGLSLEffectClass.
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*/
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klass = SHELL_GLSL_EFFECT_GET_CLASS (object);
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self = SHELL_GLSL_EFFECT (object);
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priv = shell_glsl_effect_get_instance_private (self);
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if (G_UNLIKELY (klass->base_pipeline == NULL))
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{
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klass->base_pipeline = cogl_pipeline_new (ctx);
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cogl_pipeline_set_blend (klass->base_pipeline, "RGBA = ADD (SRC_COLOR * (SRC_COLOR[A]), DST_COLOR * (1-SRC_COLOR[A]))", NULL);
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if (klass->build_pipeline != NULL)
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klass->build_pipeline (self);
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}
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priv->pipeline = cogl_pipeline_copy (klass->base_pipeline);
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cogl_pipeline_set_layer_null_texture (klass->base_pipeline, 0);
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}
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static void
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shell_glsl_effect_class_init (ShellGLSLEffectClass *klass)
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{
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ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterOffscreenEffectClass *offscreen_class;
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offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
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offscreen_class->paint_target = shell_glsl_effect_paint_target;
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effect_class->pre_paint = shell_glsl_effect_pre_paint;
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gobject_class->constructed = shell_glsl_effect_constructed;
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gobject_class->dispose = shell_glsl_effect_dispose;
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}
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/**
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* shell_glsl_effect_get_uniform_location:
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* @effect: a #ShellGLSLEffect
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* @name: the uniform name
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*
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* Returns: the location of the uniform named @name, that can be
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* passed to shell_glsl_effect_set_uniform_float().
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*/
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int
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shell_glsl_effect_get_uniform_location (ShellGLSLEffect *effect,
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const char *name)
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{
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ShellGLSLEffectPrivate *priv = shell_glsl_effect_get_instance_private (effect);
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return cogl_pipeline_get_uniform_location (priv->pipeline, name);
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}
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/**
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* shell_glsl_effect_set_uniform_float:
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* @effect: a #ShellGLSLEffect
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* @uniform: the uniform location (as returned by shell_glsl_effect_get_uniform_location())
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* @n_components: the number of components in the uniform (eg. 3 for a vec3)
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* @total_count: the total number of floats in @value
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* @value: (array length=total_count): the array of floats to set @uniform
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*/
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void
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shell_glsl_effect_set_uniform_float (ShellGLSLEffect *effect,
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int uniform,
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int n_components,
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int total_count,
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const float *value)
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{
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ShellGLSLEffectPrivate *priv = shell_glsl_effect_get_instance_private (effect);
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cogl_pipeline_set_uniform_float (priv->pipeline, uniform,
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n_components, total_count / n_components,
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value);
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}
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