From f2dd1b347127aa8effe9aa00ce16b6cf0c226812 Mon Sep 17 00:00:00 2001 From: Xaver Hugl Date: Thu, 7 Sep 2023 00:07:13 +0200 Subject: [PATCH] libkwineffects: align variable naming to the rest of KWin --- src/libkwineffects/glframebuffer.cpp | 74 +++++++++--------- src/libkwineffects/glframebuffer.h | 30 ++++---- src/libkwineffects/glshader.cpp | 108 +++++++++++++-------------- src/libkwineffects/glshader.h | 22 +++--- 4 files changed, 114 insertions(+), 120 deletions(-) diff --git a/src/libkwineffects/glframebuffer.cpp b/src/libkwineffects/glframebuffer.cpp index 4a4ab6461b..b05f9a8443 100644 --- a/src/libkwineffects/glframebuffer.cpp +++ b/src/libkwineffects/glframebuffer.cpp @@ -19,22 +19,16 @@ namespace KWin { -bool GLFramebuffer::sSupported = false; -bool GLFramebuffer::sSupportsPackedDepthStencil = false; -bool GLFramebuffer::sSupportsDepth24 = false; -bool GLFramebuffer::s_blitSupported = false; -QStack GLFramebuffer::s_fbos = QStack(); - void GLFramebuffer::initStatic() { if (GLPlatform::instance()->isGLES()) { - sSupported = true; - sSupportsPackedDepthStencil = hasGLVersion(3, 0) || hasGLExtension(QByteArrayLiteral("GL_OES_packed_depth_stencil")); - sSupportsDepth24 = hasGLVersion(3, 0) || hasGLExtension(QByteArrayLiteral("GL_OES_depth24")); + s_supported = true; + s_supportsPackedDepthStencil = hasGLVersion(3, 0) || hasGLExtension(QByteArrayLiteral("GL_OES_packed_depth_stencil")); + s_supportsDepth24 = hasGLVersion(3, 0) || hasGLExtension(QByteArrayLiteral("GL_OES_depth24")); s_blitSupported = hasGLVersion(3, 0); } else { - sSupported = hasGLVersion(3, 0) || hasGLExtension(QByteArrayLiteral("GL_ARB_framebuffer_object")) || hasGLExtension(QByteArrayLiteral("GL_EXT_framebuffer_object")); - sSupportsPackedDepthStencil = hasGLVersion(3, 0) || hasGLExtension(QByteArrayLiteral("GL_ARB_framebuffer_object")) || hasGLExtension(QByteArrayLiteral("GL_EXT_packed_depth_stencil")); + s_supported = hasGLVersion(3, 0) || hasGLExtension(QByteArrayLiteral("GL_ARB_framebuffer_object")) || hasGLExtension(QByteArrayLiteral("GL_EXT_framebuffer_object")); + s_supportsPackedDepthStencil = hasGLVersion(3, 0) || hasGLExtension(QByteArrayLiteral("GL_ARB_framebuffer_object")) || hasGLExtension(QByteArrayLiteral("GL_EXT_packed_depth_stencil")); s_blitSupported = hasGLVersion(3, 0) || hasGLExtension(QByteArrayLiteral("GL_ARB_framebuffer_object")) || hasGLExtension(QByteArrayLiteral("GL_EXT_framebuffer_blit")); } } @@ -42,7 +36,7 @@ void GLFramebuffer::initStatic() void GLFramebuffer::cleanup() { Q_ASSERT(s_fbos.isEmpty()); - sSupported = false; + s_supported = false; s_blitSupported = false; } @@ -112,10 +106,10 @@ static QString formatFramebufferStatus(GLenum status) } GLFramebuffer::GLFramebuffer(GLTexture *colorAttachment, Attachment attachment) - : mSize(colorAttachment->size()) + : m_size(colorAttachment->size()) , m_colorAttachment(colorAttachment) { - if (!sSupported) { + if (!s_supported) { qCCritical(LIBKWINGLUTILS) << "Framebuffer objects aren't supported!"; return; } @@ -125,8 +119,8 @@ GLFramebuffer::GLFramebuffer(GLTexture *colorAttachment, Attachment attachment) prevFbo = current->handle(); } - glGenFramebuffers(1, &mFramebuffer); - glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer); + glGenFramebuffers(1, &m_handle); + glBindFramebuffer(GL_FRAMEBUFFER, m_handle); initColorAttachment(colorAttachment); if (attachment == Attachment::CombinedDepthStencil) { @@ -139,32 +133,32 @@ GLFramebuffer::GLFramebuffer(GLTexture *colorAttachment, Attachment attachment) if (status != GL_FRAMEBUFFER_COMPLETE) { // We have an incomplete framebuffer, consider it invalid qCCritical(LIBKWINGLUTILS) << "Invalid framebuffer status: " << formatFramebufferStatus(status); - glDeleteFramebuffers(1, &mFramebuffer); + glDeleteFramebuffers(1, &m_handle); return; } - mValid = true; + m_valid = true; } GLFramebuffer::GLFramebuffer(GLuint handle, const QSize &size) - : mFramebuffer(handle) - , mSize(size) - , mValid(true) - , mForeign(true) + : m_handle(handle) + , m_size(size) + , m_valid(true) + , m_foreign(true) , m_colorAttachment(nullptr) { } GLFramebuffer::~GLFramebuffer() { - if (!mForeign && mValid) { - glDeleteFramebuffers(1, &mFramebuffer); + if (!m_foreign && m_valid) { + glDeleteFramebuffers(1, &m_handle); } - if (mDepthBuffer) { - glDeleteRenderbuffers(1, &mDepthBuffer); + if (m_depthBuffer) { + glDeleteRenderbuffers(1, &m_depthBuffer); } - if (mStencilBuffer && mStencilBuffer != mDepthBuffer) { - glDeleteRenderbuffers(1, &mStencilBuffer); + if (m_stencilBuffer && m_stencilBuffer != m_depthBuffer) { + glDeleteRenderbuffers(1, &m_stencilBuffer); } } @@ -176,7 +170,7 @@ bool GLFramebuffer::bind() } glBindFramebuffer(GL_FRAMEBUFFER, handle()); - glViewport(0, 0, mSize.width(), mSize.height()); + glViewport(0, 0, m_size.width(), m_size.height()); return true; } @@ -192,18 +186,18 @@ void GLFramebuffer::initDepthStencilAttachment() GLuint buffer = 0; // Try to attach a depth/stencil combined attachment. - if (sSupportsPackedDepthStencil) { + if (s_supportsPackedDepthStencil) { glGenRenderbuffers(1, &buffer); glBindRenderbuffer(GL_RENDERBUFFER, buffer); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, mSize.width(), mSize.height()); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, m_size.width(), m_size.height()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, buffer); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { glDeleteRenderbuffers(1, &buffer); } else { - mDepthBuffer = buffer; - mStencilBuffer = buffer; + m_depthBuffer = buffer; + m_stencilBuffer = buffer; return; } } @@ -211,7 +205,7 @@ void GLFramebuffer::initDepthStencilAttachment() // Try to attach a depth attachment separately. GLenum depthFormat; if (GLPlatform::instance()->isGLES()) { - if (sSupportsDepth24) { + if (s_supportsDepth24) { depthFormat = GL_DEPTH_COMPONENT24; } else { depthFormat = GL_DEPTH_COMPONENT16; @@ -222,12 +216,12 @@ void GLFramebuffer::initDepthStencilAttachment() glGenRenderbuffers(1, &buffer); glBindRenderbuffer(GL_RENDERBUFFER, buffer); - glRenderbufferStorage(GL_RENDERBUFFER, depthFormat, mSize.width(), mSize.height()); + glRenderbufferStorage(GL_RENDERBUFFER, depthFormat, m_size.width(), m_size.height()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, buffer); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { glDeleteRenderbuffers(1, &buffer); } else { - mDepthBuffer = buffer; + m_depthBuffer = buffer; } // Try to attach a stencil attachment separately. @@ -240,12 +234,12 @@ void GLFramebuffer::initDepthStencilAttachment() glGenRenderbuffers(1, &buffer); glBindRenderbuffer(GL_RENDERBUFFER, buffer); - glRenderbufferStorage(GL_RENDERBUFFER, stencilFormat, mSize.width(), mSize.height()); + glRenderbufferStorage(GL_RENDERBUFFER, stencilFormat, m_size.width(), m_size.height()); glFramebufferRenderbuffer(GL_RENDERBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, buffer); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { glDeleteRenderbuffers(1, &buffer); } else { - mStencilBuffer = buffer; + m_stencilBuffer = buffer; } } @@ -276,9 +270,9 @@ void GLFramebuffer::blitFromFramebuffer(const QRect &source, const QRect &destin } const GLuint dstX0 = d.x(); - const GLuint dstY0 = mSize.height() - (d.y() + d.height()); + const GLuint dstY0 = m_size.height() - (d.y() + d.height()); const GLuint dstX1 = d.x() + d.width(); - const GLuint dstY1 = mSize.height() - d.y(); + const GLuint dstY1 = m_size.height() - d.y(); glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, GL_COLOR_BUFFER_BIT, filter); diff --git a/src/libkwineffects/glframebuffer.h b/src/libkwineffects/glframebuffer.h index bcca869ab4..41a376f291 100644 --- a/src/libkwineffects/glframebuffer.h +++ b/src/libkwineffects/glframebuffer.h @@ -67,24 +67,24 @@ public: */ GLuint handle() const { - return mFramebuffer; + return m_handle; } /** * Returns the size of the color attachment to this framebuffer object. */ QSize size() const { - return mSize; + return m_size; } bool valid() const { - return mValid; + return m_valid; } static void initStatic(); static bool supported() { - return sSupported; + return s_supported; } /** @@ -138,18 +138,18 @@ private: friend void KWin::cleanupGL(); static void cleanup(); - static bool sSupported; - static bool sSupportsPackedDepthStencil; - static bool sSupportsDepth24; - static bool s_blitSupported; - static QStack s_fbos; + inline static bool s_supported = false; + inline static bool s_supportsPackedDepthStencil = false; + inline static bool s_supportsDepth24 = false; + inline static bool s_blitSupported = false; + inline static QStack s_fbos; - GLuint mFramebuffer = 0; - GLuint mDepthBuffer = 0; - GLuint mStencilBuffer = 0; - QSize mSize; - bool mValid = false; - bool mForeign = false; + GLuint m_handle = 0; + GLuint m_depthBuffer = 0; + GLuint m_stencilBuffer = 0; + QSize m_size; + bool m_valid = false; + bool m_foreign = false; GLTexture *const m_colorAttachment; }; diff --git a/src/libkwineffects/glshader.cpp b/src/libkwineffects/glshader.cpp index c517200e6d..b4ab79a4a1 100644 --- a/src/libkwineffects/glshader.cpp +++ b/src/libkwineffects/glshader.cpp @@ -19,26 +19,26 @@ namespace KWin { GLShader::GLShader(unsigned int flags) - : mValid(false) - , mLocationsResolved(false) - , mExplicitLinking(flags & ExplicitLinking) + : m_valid(false) + , m_locationsResolved(false) + , m_explicitLinking(flags & ExplicitLinking) { - mProgram = glCreateProgram(); + m_program = glCreateProgram(); } GLShader::GLShader(const QString &vertexfile, const QString &fragmentfile, unsigned int flags) - : mValid(false) - , mLocationsResolved(false) - , mExplicitLinking(flags & ExplicitLinking) + : m_valid(false) + , m_locationsResolved(false) + , m_explicitLinking(flags & ExplicitLinking) { - mProgram = glCreateProgram(); + m_program = glCreateProgram(); loadFromFiles(vertexfile, fragmentfile); } GLShader::~GLShader() { - if (mProgram) { - glDeleteProgram(mProgram); + if (m_program) { + glDeleteProgram(m_program); } } @@ -64,31 +64,31 @@ bool GLShader::loadFromFiles(const QString &vertexFile, const QString &fragmentF bool GLShader::link() { // Be optimistic - mValid = true; + m_valid = true; - glLinkProgram(mProgram); + glLinkProgram(m_program); // Get the program info log int maxLength, length; - glGetProgramiv(mProgram, GL_INFO_LOG_LENGTH, &maxLength); + glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &maxLength); QByteArray log(maxLength, 0); - glGetProgramInfoLog(mProgram, maxLength, &length, log.data()); + glGetProgramInfoLog(m_program, maxLength, &length, log.data()); // Make sure the program linked successfully int status; - glGetProgramiv(mProgram, GL_LINK_STATUS, &status); + glGetProgramiv(m_program, GL_LINK_STATUS, &status); if (status == 0) { qCCritical(LIBKWINGLUTILS) << "Failed to link shader:" << "\n" << log; - mValid = false; + m_valid = false; } else if (length > 0) { qCDebug(LIBKWINGLUTILS) << "Shader link log:" << log; } - return mValid; + return m_valid; } const QByteArray GLShader::prepareSource(GLenum shaderType, const QByteArray &source) const @@ -155,11 +155,11 @@ bool GLShader::load(const QByteArray &vertexSource, const QByteArray &fragmentSo return false; } - mValid = false; + m_valid = false; // Compile the vertex shader if (!vertexSource.isEmpty()) { - bool success = compile(mProgram, GL_VERTEX_SHADER, vertexSource); + bool success = compile(m_program, GL_VERTEX_SHADER, vertexSource); if (!success) { return false; @@ -168,14 +168,14 @@ bool GLShader::load(const QByteArray &vertexSource, const QByteArray &fragmentSo // Compile the fragment shader if (!fragmentSource.isEmpty()) { - bool success = compile(mProgram, GL_FRAGMENT_SHADER, fragmentSource); + bool success = compile(m_program, GL_FRAGMENT_SHADER, fragmentSource); if (!success) { return false; } } - if (mExplicitLinking) { + if (m_explicitLinking) { return true; } @@ -185,19 +185,19 @@ bool GLShader::load(const QByteArray &vertexSource, const QByteArray &fragmentSo void GLShader::bindAttributeLocation(const char *name, int index) { - glBindAttribLocation(mProgram, index, name); + glBindAttribLocation(m_program, index, name); } void GLShader::bindFragDataLocation(const char *name, int index) { if (!GLPlatform::instance()->isGLES() && (hasGLVersion(3, 0) || hasGLExtension(QByteArrayLiteral("GL_EXT_gpu_shader4")))) { - glBindFragDataLocation(mProgram, index, name); + glBindFragDataLocation(m_program, index, name); } } void GLShader::bind() { - glUseProgram(mProgram); + glUseProgram(m_program); } void GLShader::unbind() @@ -207,60 +207,60 @@ void GLShader::unbind() void GLShader::resolveLocations() { - if (mLocationsResolved) { + if (m_locationsResolved) { return; } - mMatrixLocation[TextureMatrix] = uniformLocation("textureMatrix"); - mMatrixLocation[ProjectionMatrix] = uniformLocation("projection"); - mMatrixLocation[ModelViewMatrix] = uniformLocation("modelview"); - mMatrixLocation[ModelViewProjectionMatrix] = uniformLocation("modelViewProjectionMatrix"); - mMatrixLocation[WindowTransformation] = uniformLocation("windowTransformation"); - mMatrixLocation[ScreenTransformation] = uniformLocation("screenTransformation"); - mMatrixLocation[ColorimetryTransformation] = uniformLocation("colorimetryTransform"); + m_matrixLocation[TextureMatrix] = uniformLocation("textureMatrix"); + m_matrixLocation[ProjectionMatrix] = uniformLocation("projection"); + m_matrixLocation[ModelViewMatrix] = uniformLocation("modelview"); + m_matrixLocation[ModelViewProjectionMatrix] = uniformLocation("modelViewProjectionMatrix"); + m_matrixLocation[WindowTransformation] = uniformLocation("windowTransformation"); + m_matrixLocation[ScreenTransformation] = uniformLocation("screenTransformation"); + m_matrixLocation[ColorimetryTransformation] = uniformLocation("colorimetryTransform"); - mVec2Location[Offset] = uniformLocation("offset"); + m_vec2Location[Offset] = uniformLocation("offset"); m_vec3Locations[Vec3Uniform::PrimaryBrightness] = uniformLocation("primaryBrightness"); - mVec4Location[ModulationConstant] = uniformLocation("modulation"); + m_vec4Location[ModulationConstant] = uniformLocation("modulation"); - mFloatLocation[Saturation] = uniformLocation("saturation"); - mFloatLocation[MaxHdrBrightness] = uniformLocation("maxHdrBrightness"); + m_floatLocation[Saturation] = uniformLocation("saturation"); + m_floatLocation[MaxHdrBrightness] = uniformLocation("maxHdrBrightness"); - mColorLocation[Color] = uniformLocation("geometryColor"); + m_colorLocation[Color] = uniformLocation("geometryColor"); - mIntLocation[TextureWidth] = uniformLocation("textureWidth"); - mIntLocation[TextureHeight] = uniformLocation("textureHeight"); - mIntLocation[SourceNamedTransferFunction] = uniformLocation("sourceNamedTransferFunction"); - mIntLocation[DestinationNamedTransferFunction] = uniformLocation("destinationNamedTransferFunction"); - mIntLocation[SdrBrightness] = uniformLocation("sdrBrightness"); + m_intLocation[TextureWidth] = uniformLocation("textureWidth"); + m_intLocation[TextureHeight] = uniformLocation("textureHeight"); + m_intLocation[SourceNamedTransferFunction] = uniformLocation("sourceNamedTransferFunction"); + m_intLocation[DestinationNamedTransferFunction] = uniformLocation("destinationNamedTransferFunction"); + m_intLocation[SdrBrightness] = uniformLocation("sdrBrightness"); - mLocationsResolved = true; + m_locationsResolved = true; } int GLShader::uniformLocation(const char *name) { - const int location = glGetUniformLocation(mProgram, name); + const int location = glGetUniformLocation(m_program, name); return location; } bool GLShader::setUniform(MatrixUniform uniform, const QMatrix3x3 &value) { resolveLocations(); - return setUniform(mMatrixLocation[uniform], value); + return setUniform(m_matrixLocation[uniform], value); } bool GLShader::setUniform(GLShader::MatrixUniform uniform, const QMatrix4x4 &matrix) { resolveLocations(); - return setUniform(mMatrixLocation[uniform], matrix); + return setUniform(m_matrixLocation[uniform], matrix); } bool GLShader::setUniform(GLShader::Vec2Uniform uniform, const QVector2D &value) { resolveLocations(); - return setUniform(mVec2Location[uniform], value); + return setUniform(m_vec2Location[uniform], value); } bool GLShader::setUniform(Vec3Uniform uniform, const QVector3D &value) @@ -272,31 +272,31 @@ bool GLShader::setUniform(Vec3Uniform uniform, const QVector3D &value) bool GLShader::setUniform(GLShader::Vec4Uniform uniform, const QVector4D &value) { resolveLocations(); - return setUniform(mVec4Location[uniform], value); + return setUniform(m_vec4Location[uniform], value); } bool GLShader::setUniform(GLShader::FloatUniform uniform, float value) { resolveLocations(); - return setUniform(mFloatLocation[uniform], value); + return setUniform(m_floatLocation[uniform], value); } bool GLShader::setUniform(GLShader::IntUniform uniform, int value) { resolveLocations(); - return setUniform(mIntLocation[uniform], value); + return setUniform(m_intLocation[uniform], value); } bool GLShader::setUniform(GLShader::ColorUniform uniform, const QVector4D &value) { resolveLocations(); - return setUniform(mColorLocation[uniform], value); + return setUniform(m_colorLocation[uniform], value); } bool GLShader::setUniform(GLShader::ColorUniform uniform, const QColor &value) { resolveLocations(); - return setUniform(mColorLocation[uniform], value); + return setUniform(m_colorLocation[uniform], value); } bool GLShader::setUniform(const char *name, float value) @@ -407,7 +407,7 @@ bool GLShader::setUniform(int location, const QColor &color) int GLShader::attributeLocation(const char *name) { - int location = glGetAttribLocation(mProgram, name); + int location = glGetAttribLocation(m_program, name); return location; } @@ -425,7 +425,7 @@ QMatrix4x4 GLShader::getUniformMatrix4x4(const char *name) int location = uniformLocation(name); if (location >= 0) { GLfloat m[16]; - glGetnUniformfv(mProgram, location, sizeof(m), m); + glGetnUniformfv(m_program, location, sizeof(m), m); QMatrix4x4 matrix(m[0], m[4], m[8], m[12], m[1], m[5], m[9], m[13], m[2], m[6], m[10], m[14], diff --git a/src/libkwineffects/glshader.h b/src/libkwineffects/glshader.h index d74d3f224f..9db95ca888 100644 --- a/src/libkwineffects/glshader.h +++ b/src/libkwineffects/glshader.h @@ -36,7 +36,7 @@ public: bool isValid() const { - return mValid; + return m_valid; } void bindAttributeLocation(const char *name, int index); @@ -142,17 +142,17 @@ protected: void resolveLocations(); private: - unsigned int mProgram; - bool mValid : 1; - bool mLocationsResolved : 1; - bool mExplicitLinking : 1; - int mMatrixLocation[MatrixCount]; - int mVec2Location[Vec2UniformCount]; + unsigned int m_program; + bool m_valid : 1; + bool m_locationsResolved : 1; + bool m_explicitLinking : 1; + int m_matrixLocation[MatrixCount]; + int m_vec2Location[Vec2UniformCount]; QHash m_vec3Locations; - int mVec4Location[Vec4UniformCount]; - int mFloatLocation[FloatUniformCount]; - int mIntLocation[IntUniformCount]; - int mColorLocation[ColorUniformCount]; + int m_vec4Location[Vec4UniformCount]; + int m_floatLocation[FloatUniformCount]; + int m_intLocation[IntUniformCount]; + int m_colorLocation[ColorUniformCount]; friend class ShaderManager; };