kwin: Add GLSL 1.40 versions of the scene shaders

Adjust ShaderManager to load the 1.40 versions when GLSL 1.40
is supported.
This commit is contained in:
Fredrik Höglund 2013-03-13 17:29:41 +01:00
parent 79db2fc98a
commit 54b63a85a6
10 changed files with 137 additions and 17 deletions

View file

@ -84,7 +84,10 @@ void LanczosFilter::init()
if (gl->isRadeon() && gl->chipClass() < R600) if (gl->isRadeon() && gl->chipClass() < R600)
return; return;
} }
m_shader.reset(ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader, ":/resources/shaders/1.10/lanczos-fragment.glsl")); m_shader.reset(ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader,
gl->glslVersion() >= kVersionNumber(1, 40) ?
":/resources/shaders/1.40/lanczos-fragment.glsl" :
":/resources/shaders/1.10/lanczos-fragment.glsl"));
if (m_shader->isValid()) { if (m_shader->isValid()) {
ShaderBinder binder(m_shader.data()); ShaderBinder binder(m_shader.data());
m_uTexUnit = m_shader->uniformLocation("texUnit"); m_uTexUnit = m_shader->uniformLocation("texUnit");

View file

@ -791,12 +791,12 @@ void ShaderManager::popShader()
GLShader *ShaderManager::loadFragmentShader(ShaderType vertex, const QString &fragmentFile) GLShader *ShaderManager::loadFragmentShader(ShaderType vertex, const QString &fragmentFile)
{ {
const char *vertexFile[] = { const char *vertexFile[] = {
":/resources/shaders/1.10/scene-vertex.glsl", "scene-vertex.glsl",
":/resources/shaders/1.10/scene-generic-vertex.glsl", "scene-generic-vertex.glsl",
":/resources/shaders/1.10/scene-color-vertex.glsl" "scene-color-vertex.glsl"
}; };
GLShader *shader = new GLShader(vertexFile[vertex], fragmentFile); GLShader *shader = new GLShader(m_shaderDir + vertexFile[vertex], fragmentFile);
if (shader->isValid()) { if (shader->isValid()) {
pushShader(shader); pushShader(shader);
@ -811,12 +811,12 @@ GLShader *ShaderManager::loadVertexShader(ShaderType fragment, const QString &ve
{ {
// The Simple and Generic shaders use same fragment shader // The Simple and Generic shaders use same fragment shader
const char *fragmentFile[] = { const char *fragmentFile[] = {
":/resources/shaders/1.10/scene-fragment.glsl", "scene-fragment.glsl",
":/resources/shaders/1.10/scene-fragment.glsl", "scene-fragment.glsl",
":/resources/shaders/1.10/scene-color-fragment.glsl" "scene-color-fragment.glsl"
}; };
GLShader *shader = new GLShader(vertexFile, fragmentFile[fragment]); GLShader *shader = new GLShader(vertexFile, m_shaderDir + fragmentFile[fragment]);
if (shader->isValid()) { if (shader->isValid()) {
pushShader(shader); pushShader(shader);
@ -837,22 +837,29 @@ GLShader *ShaderManager::loadShaderFromCode(const QByteArray &vertexSource, cons
void ShaderManager::initShaders() void ShaderManager::initShaders()
{ {
const char *vertexFile[] = { const char *vertexFile[] = {
":/resources/shaders/1.10/scene-vertex.glsl", "scene-vertex.glsl",
":/resources/shaders/1.10/scene-generic-vertex.glsl", "scene-generic-vertex.glsl",
":/resources/shaders/1.10/scene-color-vertex.glsl", "scene-color-vertex.glsl",
}; };
const char *fragmentFile[] = { const char *fragmentFile[] = {
":/resources/shaders/1.10/scene-fragment.glsl", "scene-fragment.glsl",
":/resources/shaders/1.10/scene-fragment.glsl", "scene-fragment.glsl",
":/resources/shaders/1.10/scene-color-fragment.glsl", "scene-color-fragment.glsl",
}; };
#ifndef KWIN_HAVE_OPENGLES
if (GLPlatform::instance()->glslVersion() >= kVersionNumber(1, 40))
m_shaderDir = ":/resources/shaders/1.40/";
else
#endif
m_shaderDir = ":/resources/shaders/1.10/";
// Be optimistic // Be optimistic
m_valid = true; m_valid = true;
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
m_shader[i] = new GLShader(vertexFile[i], fragmentFile[i]); m_shader[i] = new GLShader(m_shaderDir + vertexFile[i], m_shaderDir + fragmentFile[i]);
if (!m_shader[i]->isValid()) { if (!m_shader[i]->isValid()) {
m_valid = false; m_valid = false;

View file

@ -396,6 +396,7 @@ private:
bool m_inited; bool m_inited;
bool m_valid; bool m_valid;
bool m_debug; bool m_debug;
QByteArray m_shaderDir;
static ShaderManager *s_shaderManager; static ShaderManager *s_shaderManager;
}; };

View file

@ -6,5 +6,12 @@
<file>shaders/1.10/scene-color-vertex.glsl</file> <file>shaders/1.10/scene-color-vertex.glsl</file>
<file>shaders/1.10/scene-color-fragment.glsl</file> <file>shaders/1.10/scene-color-fragment.glsl</file>
<file>shaders/1.10/scene-generic-vertex.glsl</file> <file>shaders/1.10/scene-generic-vertex.glsl</file>
</qresource>
<file>shaders/1.40/lanczos-fragment.glsl</file>
<file>shaders/1.40/scene-vertex.glsl</file>
<file>shaders/1.40/scene-fragment.glsl</file>
<file>shaders/1.40/scene-color-vertex.glsl</file>
<file>shaders/1.40/scene-color-fragment.glsl</file>
<file>shaders/1.40/scene-generic-vertex.glsl</file>
</qresource>
</RCC> </RCC>

View file

@ -0,0 +1,19 @@
#version 140
uniform sampler2D texUnit;
uniform vec2 offsets[16];
uniform vec4 kernel[16];
in vec2 varyingTexCoords;
out vec4 fragColor;
void main(void)
{
vec4 sum = texture(texUnit, varyingTexCoords.st) * kernel[0];
for (int i = 1; i < 16; i++) {
sum += texture(texUnit, varyingTexCoords.st - offsets[i]) * kernel[i];
sum += texture(texUnit, varyingTexCoords.st + offsets[i]) * kernel[i];
}
fragColor = sum;
}

View file

@ -0,0 +1,10 @@
#version 140
uniform vec4 geometryColor;
out vec4 fragColor;
void main()
{
fragColor = geometryColor;
}

View file

@ -0,0 +1,13 @@
#version 140
uniform mat4 projection;
// offset of the window/texture to be rendered
uniform vec2 offset;
in vec4 vertex;
void main()
{
gl_Position = projection * vec4(vertex.xy + offset, vertex.zw);
}

View file

@ -0,0 +1,26 @@
#version 140
uniform sampler2D sampler;
uniform vec4 modulation;
uniform float saturation;
in vec2 varyingTexCoords;
out vec4 fragColor;
void main()
{
vec4 tex = texture(sampler, varyingTexCoords);
if (saturation != 1.0) {
tex.rgb = mix(vec3(dot(vec3(0.30, 0.59, 0.11), tex.rgb)), tex.rgb, saturation);
}
tex *= modulation;
#ifdef KWIN_SHADER_DEBUG
tex.g = min(tex.g + 0.5, 1.0);
#endif
fragColor = tex;
}

View file

@ -0,0 +1,17 @@
#version 140
uniform mat4 projection;
uniform mat4 modelview;
uniform mat4 screenTransformation;
uniform mat4 windowTransformation;
in vec4 vertex;
in vec2 texCoord;
out vec2 varyingTexCoords;
void main()
{
varyingTexCoords = texCoord;
gl_Position = projection * (modelview * screenTransformation * windowTransformation) * vertex;
}

View file

@ -0,0 +1,17 @@
#version 140
uniform mat4 projection;
// offset of the window/texture to be rendered
uniform vec2 offset;
in vec4 vertex;
in vec2 texCoord;
out vec2 varyingTexCoords;
void main()
{
varyingTexCoords = texCoord;
gl_Position = projection * vec4(vertex.xy + offset, vertex.zw);
}