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authorIvan Molodetskikh <yalterz@gmail.com>2024-04-22 19:05:11 +0400
committerIvan Molodetskikh <yalterz@gmail.com>2024-04-22 19:05:11 +0400
commit1681ed16d91757d98dc3eb653b970e706ff84b78 (patch)
treeb7822a2b49ecc4f9824b28c3b6c93d50ac2e01eb
parentd4bed7088441f76eb92d35e53c3af4301c6e01d3 (diff)
downloadniri-1681ed16d91757d98dc3eb653b970e706ff84b78.tar.gz
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Change custom-shader to a prelude-epilogue system
-rw-r--r--src/render_helpers/primary_gpu_pixel_shader_with_textures.rs4
-rw-r--r--src/render_helpers/resize.rs25
-rw-r--r--src/render_helpers/shaders/mod.rs66
-rw-r--r--src/render_helpers/shaders/resize-epilogue.frag8
-rw-r--r--src/render_helpers/shaders/resize-prelude.frag21
-rw-r--r--src/render_helpers/shaders/resize.frag43
-rw-r--r--src/render_helpers/shaders/texture.vert4
-rw-r--r--wiki/Configuration:-Animations.md22
-rw-r--r--wiki/examples/resize-custom-shader.frag129
9 files changed, 161 insertions, 161 deletions
diff --git a/src/render_helpers/primary_gpu_pixel_shader_with_textures.rs b/src/render_helpers/primary_gpu_pixel_shader_with_textures.rs
index 45f93342..e088a965 100644
--- a/src/render_helpers/primary_gpu_pixel_shader_with_textures.rs
+++ b/src/render_helpers/primary_gpu_pixel_shader_with_textures.rs
@@ -63,8 +63,8 @@ unsafe fn compile_program(
let vert_position = CStr::from_bytes_with_nul(b"vert_position\0").expect("NULL terminated");
let matrix = CStr::from_bytes_with_nul(b"matrix\0").expect("NULL terminated");
let tex_matrix = CStr::from_bytes_with_nul(b"tex_matrix\0").expect("NULL terminated");
- let size = CStr::from_bytes_with_nul(b"size\0").expect("NULL terminated");
- let alpha = CStr::from_bytes_with_nul(b"alpha\0").expect("NULL terminated");
+ let size = CStr::from_bytes_with_nul(b"niri_size\0").expect("NULL terminated");
+ let alpha = CStr::from_bytes_with_nul(b"niri_alpha\0").expect("NULL terminated");
Ok(PixelWithTexturesProgram(Rc::new(
PixelWithTexturesProgramInner {
diff --git a/src/render_helpers/resize.rs b/src/render_helpers/resize.rs
index 2242c99e..73406c27 100644
--- a/src/render_helpers/resize.rs
+++ b/src/render_helpers/resize.rs
@@ -74,10 +74,9 @@ impl ResizeRenderElement {
// Compute the transformation matrices.
let input_to_curr_geo = Mat3::from_scale(area_size / curr_geo_size)
* Mat3::from_translation((area_loc - curr_geo_loc) / area_size);
- let input_to_prev_geo = Mat3::from_scale(area_size / size_prev)
- * Mat3::from_translation((area_loc - curr_geo_loc) / area_size);
- let input_to_next_geo = Mat3::from_scale(area_size / size_next)
- * Mat3::from_translation((area_loc - curr_geo_loc) / area_size);
+
+ let curr_geo_to_prev_geo = Mat3::from_scale(curr_geo_size / size_prev);
+ let curr_geo_to_next_geo = Mat3::from_scale(curr_geo_size / size_next);
let geo_to_tex_prev = Mat3::from_translation(-tex_prev_geo_loc / tex_prev_geo_size)
* Mat3::from_scale(size_prev / tex_prev_geo_size * scale);
@@ -99,21 +98,21 @@ impl ResizeRenderElement {
Self(PrimaryGpuPixelShaderWithTexturesRenderElement::new(
shader,
HashMap::from([
- (String::from("tex_prev"), texture_prev),
- (String::from("tex_next"), texture_next),
+ (String::from("niri_tex_prev"), texture_prev),
+ (String::from("niri_tex_next"), texture_next),
]),
area,
size,
None,
result_alpha,
vec![
- make_uniform("input_to_curr_geo", input_to_curr_geo),
- make_uniform("input_to_prev_geo", input_to_prev_geo),
- make_uniform("input_to_next_geo", input_to_next_geo),
- make_uniform("geo_to_tex_prev", geo_to_tex_prev),
- make_uniform("geo_to_tex_next", geo_to_tex_next),
- Uniform::new("progress", progress),
- Uniform::new("clamped_progress", clamped_progress),
+ make_uniform("niri_input_to_curr_geo", input_to_curr_geo),
+ make_uniform("niri_curr_geo_to_prev_geo", curr_geo_to_prev_geo),
+ make_uniform("niri_curr_geo_to_next_geo", curr_geo_to_next_geo),
+ make_uniform("niri_geo_to_tex_prev", geo_to_tex_prev),
+ make_uniform("niri_geo_to_tex_next", geo_to_tex_next),
+ Uniform::new("niri_progress", progress),
+ Uniform::new("niri_clamped_progress", clamped_progress),
],
Kind::Unspecified,
))
diff --git a/src/render_helpers/shaders/mod.rs b/src/render_helpers/shaders/mod.rs
index 040cf503..f03e168a 100644
--- a/src/render_helpers/shaders/mod.rs
+++ b/src/render_helpers/shaders/mod.rs
@@ -1,6 +1,8 @@
use std::cell::RefCell;
-use smithay::backend::renderer::gles::{GlesPixelProgram, GlesRenderer, UniformName, UniformType};
+use smithay::backend::renderer::gles::{
+ GlesError, GlesPixelProgram, GlesRenderer, UniformName, UniformType,
+};
use super::primary_gpu_pixel_shader_with_textures::PixelWithTexturesProgram;
use super::renderer::NiriRenderer;
@@ -31,24 +33,11 @@ impl Shaders {
})
.ok();
- let resize = PixelWithTexturesProgram::compile(
- renderer,
- include_str!("resize.frag"),
- &[
- UniformName::new("input_to_curr_geo", UniformType::Matrix3x3),
- UniformName::new("input_to_prev_geo", UniformType::Matrix3x3),
- UniformName::new("input_to_next_geo", UniformType::Matrix3x3),
- UniformName::new("geo_to_tex_prev", UniformType::Matrix3x3),
- UniformName::new("geo_to_tex_next", UniformType::Matrix3x3),
- UniformName::new("progress", UniformType::_1f),
- UniformName::new("clamped_progress", UniformType::_1f),
- ],
- &["tex_prev", "tex_next"],
- )
- .map_err(|err| {
- warn!("error compiling resize shader: {err:?}");
- })
- .ok();
+ let resize = compile_resize_program(renderer, include_str!("resize.frag"))
+ .map_err(|err| {
+ warn!("error compiling resize shader: {err:?}");
+ })
+ .ok();
Self {
gradient_border,
@@ -87,22 +76,33 @@ pub fn init(renderer: &mut GlesRenderer) {
}
}
+fn compile_resize_program(
+ renderer: &mut GlesRenderer,
+ src: &str,
+) -> Result<PixelWithTexturesProgram, GlesError> {
+ let mut program = include_str!("resize-prelude.frag").to_string();
+ program.push_str(src);
+ program.push_str(include_str!("resize-epilogue.frag"));
+
+ PixelWithTexturesProgram::compile(
+ renderer,
+ &program,
+ &[
+ UniformName::new("niri_input_to_curr_geo", UniformType::Matrix3x3),
+ UniformName::new("niri_curr_geo_to_prev_geo", UniformType::Matrix3x3),
+ UniformName::new("niri_curr_geo_to_next_geo", UniformType::Matrix3x3),
+ UniformName::new("niri_geo_to_tex_prev", UniformType::Matrix3x3),
+ UniformName::new("niri_geo_to_tex_next", UniformType::Matrix3x3),
+ UniformName::new("niri_progress", UniformType::_1f),
+ UniformName::new("niri_clamped_progress", UniformType::_1f),
+ ],
+ &["niri_tex_prev", "niri_tex_next"],
+ )
+}
+
pub fn set_custom_resize_program(renderer: &mut GlesRenderer, src: Option<&str>) {
let program = if let Some(src) = src {
- match PixelWithTexturesProgram::compile(
- renderer,
- src,
- &[
- UniformName::new("input_to_curr_geo", UniformType::Matrix3x3),
- UniformName::new("input_to_prev_geo", UniformType::Matrix3x3),
- UniformName::new("input_to_next_geo", UniformType::Matrix3x3),
- UniformName::new("geo_to_tex_prev", UniformType::Matrix3x3),
- UniformName::new("geo_to_tex_next", UniformType::Matrix3x3),
- UniformName::new("progress", UniformType::_1f),
- UniformName::new("clamped_progress", UniformType::_1f),
- ],
- &["tex_prev", "tex_next"],
- ) {
+ match compile_resize_program(renderer, src) {
Ok(program) => Some(program),
Err(err) => {
warn!("error compiling custom resize shader: {err:?}");
diff --git a/src/render_helpers/shaders/resize-epilogue.frag b/src/render_helpers/shaders/resize-epilogue.frag
new file mode 100644
index 00000000..fb4b079a
--- /dev/null
+++ b/src/render_helpers/shaders/resize-epilogue.frag
@@ -0,0 +1,8 @@
+void main() {
+ vec3 coords_curr_geo = niri_input_to_curr_geo * vec3(niri_v_coords, 1.0);
+ vec3 size_curr_geo = niri_input_to_curr_geo * vec3(niri_size, 1.0);
+
+ vec4 color = resize_color(coords_curr_geo, size_curr_geo);
+
+ gl_FragColor = color * niri_alpha;
+}
diff --git a/src/render_helpers/shaders/resize-prelude.frag b/src/render_helpers/shaders/resize-prelude.frag
new file mode 100644
index 00000000..95587702
--- /dev/null
+++ b/src/render_helpers/shaders/resize-prelude.frag
@@ -0,0 +1,21 @@
+#version 100
+
+precision mediump float;
+
+varying vec2 niri_v_coords;
+uniform vec2 niri_size;
+
+uniform mat3 niri_input_to_curr_geo;
+uniform mat3 niri_curr_geo_to_prev_geo;
+uniform mat3 niri_curr_geo_to_next_geo;
+
+uniform sampler2D niri_tex_prev;
+uniform mat3 niri_geo_to_tex_prev;
+
+uniform sampler2D niri_tex_next;
+uniform mat3 niri_geo_to_tex_next;
+
+uniform float niri_progress;
+uniform float niri_clamped_progress;
+
+uniform float niri_alpha;
diff --git a/src/render_helpers/shaders/resize.frag b/src/render_helpers/shaders/resize.frag
index d77b9163..d1ed30fe 100644
--- a/src/render_helpers/shaders/resize.frag
+++ b/src/render_helpers/shaders/resize.frag
@@ -1,41 +1,10 @@
-#version 100
+vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
+ vec3 coords_tex_prev = niri_geo_to_tex_prev * coords_curr_geo;
+ vec4 color_prev = texture2D(niri_tex_prev, coords_tex_prev.st);
-precision mediump float;
+ vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
+ vec4 color_next = texture2D(niri_tex_next, coords_tex_next.st);
-varying vec2 v_coords;
-uniform vec2 size;
-
-uniform mat3 input_to_curr_geo;
-uniform mat3 input_to_prev_geo;
-uniform mat3 input_to_next_geo;
-
-uniform sampler2D tex_prev;
-uniform mat3 geo_to_tex_prev;
-
-uniform sampler2D tex_next;
-uniform mat3 geo_to_tex_next;
-
-uniform float progress;
-uniform float clamped_progress;
-
-uniform float alpha;
-
-vec4 crossfade() {
- vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0);
-
- vec3 coords_tex_prev = geo_to_tex_prev * coords_curr_geo;
- vec4 color_prev = texture2D(tex_prev, vec2(coords_tex_prev));
-
- vec3 coords_tex_next = geo_to_tex_next * coords_curr_geo;
- vec4 color_next = texture2D(tex_next, vec2(coords_tex_next));
-
- vec4 color = mix(color_prev, color_next, clamped_progress);
+ vec4 color = mix(color_prev, color_next, niri_clamped_progress);
return color;
}
-
-void main() {
- vec4 color = crossfade();
-
- gl_FragColor = color * alpha;
-}
-
diff --git a/src/render_helpers/shaders/texture.vert b/src/render_helpers/shaders/texture.vert
index a59870b8..1a6a4052 100644
--- a/src/render_helpers/shaders/texture.vert
+++ b/src/render_helpers/shaders/texture.vert
@@ -6,7 +6,7 @@ uniform mat3 tex_matrix;
attribute vec2 vert;
attribute vec4 vert_position;
-varying vec2 v_coords;
+varying vec2 niri_v_coords;
mat2 scale(vec2 scale_vec){
return mat2(
@@ -19,7 +19,7 @@ void main() {
vec2 vert_transform_translation = vert_position.xy;
vec2 vert_transform_scale = vert_position.zw;
vec3 position = vec3(vert * scale(vert_transform_scale) + vert_transform_translation, 1.0);
- v_coords = (tex_matrix * position).xy;
+ niri_v_coords = (tex_matrix * position).xy;
gl_Position = vec4(matrix * position, 1.0);
}
diff --git a/wiki/Configuration:-Animations.md b/wiki/Configuration:-Animations.md
index 8c933fdd..440d10fa 100644
--- a/wiki/Configuration:-Animations.md
+++ b/wiki/Configuration:-Animations.md
@@ -234,31 +234,23 @@ See [this example shader](./examples/resize-custom-shader.frag) for a full docum
If a custom shader fails to compile, niri will print a warning and fall back to the default, or previous successfully compiled shader.
-> [!NOTE]
+> [!WARNING]
>
> Custom shaders do not have a backwards compatibility guarantee.
> I may need to change their interface as I'm developing new features.
+Example: resize will show the next (after resize) window texture right away, stretched to the current geometry.
+
```
animations {
window-resize {
spring damping-ratio=1.0 stiffness=800 epsilon=0.0001
custom-shader r"
- #version 100
- precision mediump float;
-
- varying vec2 v_coords;
- uniform mat3 input_to_curr_geo;
- uniform sampler2D tex_next;
- uniform mat3 geo_to_tex_next;
- uniform float alpha;
-
- void main() {
- vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0);
- vec3 coords_tex_next = geo_to_tex_next * coords_curr_geo;
- vec4 color = texture2D(tex_next, vec2(coords_tex_next));
- gl_FragColor = color * alpha;
+ vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
+ vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
+ vec4 color = texture2D(niri_tex_next, coords_tex_next.st);
+ return color;
}
"
}
diff --git a/wiki/examples/resize-custom-shader.frag b/wiki/examples/resize-custom-shader.frag
index 2ac93738..eb312554 100644
--- a/wiki/examples/resize-custom-shader.frag
+++ b/wiki/examples/resize-custom-shader.frag
@@ -1,72 +1,87 @@
-#version 100
-
-precision mediump float;
-
-// Coordinates of the current pixel.
+// Your shader must contain one function (see the bottom of this file).
//
-// These range from 0 to 1 over the whole area of the shader. The location and
-// the size of the area are unspecified, but niri will make it large enough to
-// accomodate a crossfade.
+// It should not contain any uniform definitions or anything else, as niri
+// provides them for you.
//
-// You very likely want to convert these coordinates to geometry coordinates
-// before using them (see below).
-varying vec2 v_coords;
+// All symbols defined by niri will have a niri_ prefix, so don't use it for
+// your own variables and functions.
-// Pixel size of the whole area of the shader.
-uniform vec2 size;
+// The function that you must define looks like this:
+vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
+ vec4 color = /* ...compute the color... */;
+ return color;
+}
-// Matrix that converts the input v_coords into coordinates inside the current
+// It takes as input:
+//
+// * coords_curr_geo: coordinates of the current pixel relative to the current
// window geometry.
//
+// These are homogeneous (the Z component is equal to 1) and scaled in such a
+// way that the 0 to 1 coordinates lie within the current window geometry (in
+// the middle of a resize). Pixels outside the window geometry will have
+// coordinates below 0 or above 1.
+//
// The window geometry is its "visible bounds" from the user's perspective.
-// After applying this matrix, the 0 to 1 coordinate range will correspond to
-// the current geometry (in the middle of a resize), and pixels outside the
-// geometry will have coordinates below 0 or above 1.
-uniform mat3 input_to_curr_geo;
-
-// Matrix that converts the input v_coords into coordinates inside the previous
-// (before resize) window geometry.
-uniform mat3 input_to_prev_geo;
+//
+// The shader runs over an area of unspecified size and location, so you must
+// expect and handle coordinates outside the [0, 1] range. The area will be
+// large enough to accomodate a crossfade effect.
+//
+// * size_curr_geo: size of the current window geometry in physical pixels.
+//
+// It is homogeneous (the Z component is equal to 1).
+//
+// The function must return the color of the pixel (with premultiplied alpha).
+// The pixel color will be further processed by niri (for example, to apply the
+// final opacity from window rules).
-// Matrix that converts the input v_coords into coordinates inside the next
-// (after resize) window geometry.
-uniform mat3 input_to_next_geo;
+// Now let's go over the uniforms that niri defines.
// Previous (before resize) window texture.
-uniform sampler2D tex_prev;
+uniform sampler2D niri_tex_prev;
// Matrix that converts geometry coordinates into the previous window texture
// coordinates.
//
// The window texture can and will go outside the geometry (for client-side
// decoration shadows for example), which is why this matrix is necessary.
-uniform mat3 geo_to_tex_prev;
+uniform mat3 niri_geo_to_tex_prev;
// Next (after resize) window texture.
-uniform sampler2D tex_next;
+uniform sampler2D niri_tex_next;
// Matrix that converts geometry coordinates into the next window texture
// coordinates.
-uniform mat3 geo_to_tex_next;
+uniform mat3 niri_geo_to_tex_next;
+
+
+// Matrix that converts coords_curr_geo into coordinates inside the previous
+// (before resize) window geometry.
+uniform mat3 niri_curr_geo_to_prev_geo;
+
+// Matrix that converts coords_curr_geo into coordinates inside the next
+// (after resize) window geometry.
+uniform mat3 niri_curr_geo_to_next_geo;
+
// Unclamped progress of the resize.
//
// Goes from 0 to 1 but may overshoot and oscillate.
-uniform float progress;
+uniform float niri_progress;
// Clamped progress of the resize.
//
// Goes from 0 to 1, but will stop at 1 as soon as it first reaches 1. Will not
// overshoot or oscillate.
-uniform float clamped_progress;
+uniform float niri_clamped_progress;
-// Additional opacity to apply to the final color.
-uniform float alpha;
+// Now let's look at some examples. You can copy everything below this line
+// into your custom-shader to experiment.
// Example: fill the current geometry with a solid vertical gradient.
-vec4 solid_gradient() {
- vec3 coords = input_to_curr_geo * vec3(v_coords, 1.0);
-
+vec4 solid_gradient(vec3 coords_curr_geo, vec3 size_curr_geo) {
+ vec3 coords = coords_curr_geo;
vec4 color = vec4(0.0);
// Paint only the area inside the current geometry.
@@ -83,35 +98,33 @@ vec4 solid_gradient() {
// Example: crossfade between previous and next texture, stretched to the
// current geometry.
-vec4 crossfade() {
- vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0);
+vec4 crossfade(vec3 coords_curr_geo, vec3 size_curr_geo) {
+ // Convert coordinates into the texture space for sampling.
+ vec3 coords_tex_prev = niri_geo_to_tex_prev * coords_curr_geo;
+ vec4 color_prev = texture2D(niri_tex_prev, coords_tex_prev.st);
- vec3 coords_tex_prev = geo_to_tex_prev * coords_curr_geo;
- vec4 color_prev = texture2D(tex_prev, vec2(coords_tex_prev));
+ // Convert coordinates into the texture space for sampling.
+ vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
+ vec4 color_next = texture2D(niri_tex_next, coords_tex_next.st);
- vec3 coords_tex_next = geo_to_tex_next * coords_curr_geo;
- vec4 color_next = texture2D(tex_next, vec2(coords_tex_next));
-
- vec4 color = mix(color_prev, color_next, clamped_progress);
+ vec4 color = mix(color_prev, color_next, niri_clamped_progress);
return color;
}
// Example: next texture, stretched to the current geometry.
-vec4 stretch_next() {
- vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0);
- vec3 coords_tex_next = geo_to_tex_next * coords_curr_geo;
- vec4 color = texture2D(tex_next, vec2(coords_tex_next));
+vec4 stretch_next(vec3 coords_curr_geo, vec3 size_curr_geo) {
+ vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
+ vec4 color = texture2D(niri_tex_next, coords_tex_next.st);
return color;
}
// Example: next texture, stretched to the current geometry if smaller, and
// cropped if bigger.
-vec4 stretch_or_crop_next() {
- vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0);
- vec3 coords_next_geo = input_to_next_geo * vec3(v_coords, 1.0);
+vec4 stretch_or_crop_next(vec3 coords_curr_geo, vec3 size_curr_geo) {
+ vec3 coords_next_geo = niri_curr_geo_to_next_geo * coords_curr_geo;
- vec3 coords_stretch = geo_to_tex_next * coords_curr_geo;
- vec3 coords_crop = geo_to_tex_next * coords_next_geo;
+ vec3 coords_stretch = niri_geo_to_tex_next * coords_curr_geo;
+ vec3 coords_crop = niri_geo_to_tex_next * coords_next_geo;
// If the crop coord is smaller than the stretch coord, then the next
// texture size is bigger than the current geometry, which means that we
@@ -122,7 +135,7 @@ vec4 stretch_or_crop_next() {
if (coords_crop.y < coords_stretch.y)
coords.y = coords_crop.y;
- vec4 color = texture2D(tex_next, vec2(coords));
+ vec4 color = texture2D(niri_tex_next, coords.st);
// However, when we crop, we also want to crop out anything outside the
// current geometry. This is because the area of the shader is unspecified
@@ -142,11 +155,9 @@ vec4 stretch_or_crop_next() {
return color;
}
-// The main entry point of the shader.
-void main() {
+// This is the function that you must define.
+vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
// You can pick one of the example functions or write your own.
- vec4 color = stretch_or_crop_next();
-
- gl_FragColor = color * alpha;
+ return stretch_or_crop_next(coords_curr_geo, size_curr_geo);
}