gnome-shell/src/shell-glsl-effect.c
Jonas Ådahl 632a643994 Use paint and pick context to get framebuffer
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
2019-12-03 19:07:15 +00:00

246 lines
7.9 KiB
C

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