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authorFelix Dick <[email protected]>2022-09-28 14:50:27 +0200
committerFelix Dick <[email protected]>2022-09-28 18:40:04 +0200
commit7edbaea23de36182fb57a634b95f671c353f8aa7 (patch)
tree5714b843ebf4a5143c6f085764779bd874bb7dcb /src/render/shaders
parent5ff44467d77c2167cdefbf81014b349c97fe10f1 (diff)
downloadHyprland-7edbaea23de36182fb57a634b95f671c353f8aa7.tar.gz
Hyprland-7edbaea23de36182fb57a634b95f671c353f8aa7.zip
Make the rounding texture shaders smaller and more efficient.
Diffstat (limited to 'src/render/shaders')
-rw-r--r--src/render/shaders/Textures.hpp227
1 files changed, 55 insertions, 172 deletions
diff --git a/src/render/shaders/Textures.hpp b/src/render/shaders/Textures.hpp
index 3ec099ab..b7d672d9 100644
--- a/src/render/shaders/Textures.hpp
+++ b/src/render/shaders/Textures.hpp
@@ -3,138 +3,38 @@
#include <string>
inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
- return R"#(
- if (pixCoord[0] < topLeft[0]) {
- // we're close left
- if (pixCoord[1] < topLeft[1]) {
- // top
+ return R"#(
- if (ignoreCorners == 1) {
- discard;
- return;
- }
-
- float topLeftDistance = distance(topLeft, pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(topLeft, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(topLeft, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(topLeft, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(topLeft, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
- }
- }
- } else if (pixCoord[1] > bottomRight[1]) {
- // bottom
-
- if (ignoreCorners == 1) {
- discard;
- return;
- }
-
- float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
- }
- }
- }
- }
- else if (pixCoord[0] > bottomRight[0]) {
- // we're close right
- if (pixCoord[1] < topLeft[1]) {
- // top
+ // branchless baby!
+ vec2 pixCoord = v_texcoord - vec2(0.5);
+ pixCoord *= (vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0)) * fullSize;
+ pixCoord -= (bottomRight - topLeft) * vec2(0.5);
- if (ignoreCorners == 1) {
- discard;
- return;
- }
-
- float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
- }
- }
- } else if (pixCoord[1] > bottomRight[1]) {
- // bottom
-
- if (ignoreCorners == 1) {
+ if (all(greaterThan(pixCoord, vec2(0.0)))) {
+
+ if (ignoreCorners == 1)
+ discard;
+
+ float dist = length(pixCoord);
+
+ if (dist > radius)
+ discard;
+
+ if (primitiveMultisample == 1 && dist > radius - 1.0) {
+ float distances = 0.0;
+ if (length(pixCoord - vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
+ if (length(pixCoord - vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
+ if (length(pixCoord - vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
+ if (length(pixCoord - vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
+
+ if (distances == 0.0)
discard;
- return;
- }
-
- float topLeftDistance = distance(bottomRight, pixCoord);
-
- if (topLeftDistance > radius - 1.0) {
- if (primitiveMultisample == 0 && topLeftDistance > radius) {
- discard;
- return;
- } else if (primitiveMultisample == 1) {
- float distances = 0.0;
- if (distance(bottomRight, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(bottomRight, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
- if (distance(bottomRight, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
- if (distance(bottomRight, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
-
- if (distances == 0.0) {
- discard;
- return;
- }
-
- distances = distances / 4.0;
-
- )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
- }
- }
+
+ distances = distances / 4.0;
+
+ /* )#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances; */
}
+
}
)#";
};
@@ -167,16 +67,11 @@ uniform int primitiveMultisample;
uniform int ignoreCorners;
void main() {
- if (radius == 0.0) {
- gl_FragColor = v_color;
- return;
- }
-
vec4 pixColor = v_color;
- vec2 pixCoord = fullSize * v_texcoord;
-
- )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
+ if (radius > 0.0) {
+ )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
+ }
gl_FragColor = pixColor;
})#";
@@ -192,6 +87,7 @@ void main() {
v_texcoord = texcoord;
})#";
+// this is texture rendering!!
inline const std::string TEXFRAGSRCRGBA = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
@@ -215,10 +111,9 @@ void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
- if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {
+ if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
- return;
- }
+
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
@@ -226,10 +121,7 @@ void main() {
pixColor[2] = pixColor[2] * tint[2];
}
- vec2 pixCoord = fullSize * v_texcoord;
-
- )#" + ROUNDED_SHADER_FUNC("pixColor") +
- R"#(
+ )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
gl_FragColor = pixColor * alpha;
})#";
@@ -255,10 +147,8 @@ uniform int ignoreCorners;
void main() {
- if (discardOpaque == 1 && alpha == 1.0) {
+ if (discardOpaque == 1 && alpha == 1.0)
discard;
- return;
- }
vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
@@ -268,10 +158,7 @@ void main() {
pixColor[2] = pixColor[2] * tint[2];
}
- vec2 pixCoord = fullSize * v_texcoord;
-
- )#" + ROUNDED_SHADER_FUNC("pixColor") +
- R"#(
+ )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
gl_FragColor = pixColor * alpha;
})#";
@@ -288,12 +175,13 @@ uniform vec2 halfpixel;
void main() {
vec2 uv = v_texcoord * 2.0;
- vec4 sum = texture2D(tex, uv) * 4.0;
- sum += texture2D(tex, uv - halfpixel.xy * radius);
- sum += texture2D(tex, uv + halfpixel.xy * radius);
- sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);
- sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);
- gl_FragColor = sum / 8.0;
+ vec4 sum = texture2D(tex, uv) * 4.0;
+ sum += texture2D(tex, uv - halfpixel.xy * radius);
+ sum += texture2D(tex, uv + halfpixel.xy * radius);
+ sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);
+ sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);
+
+ gl_FragColor = sum / 8.0;
}
)#";
@@ -309,17 +197,17 @@ uniform vec2 halfpixel;
void main() {
vec2 uv = v_texcoord / 2.0;
- vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
+ vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
- sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
- sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);
- sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
- sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);
- sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
- sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);
- sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
+ sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
+ sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);
+ sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
+ sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);
+ sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
+ sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);
+ sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
- gl_FragColor = sum / 12.0;
+ gl_FragColor = sum / 12.0;
}
)#";
@@ -348,10 +236,8 @@ void main() {
vec4 pixColor = texture2D(texture0, v_texcoord);
- if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {
+ if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
- return;
- }
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
@@ -359,10 +245,7 @@ void main() {
pixColor[2] = pixColor[2] * tint[2];
}
- vec2 pixCoord = fullSize * v_texcoord;
-
- )#" + ROUNDED_SHADER_FUNC("pixColor") +
- R"#(
+ )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
gl_FragColor = pixColor * alpha;
})#";