kwin/libkwineffects/kwinglutils.h
Martin Gräßlin 613d76f2df [effects] Combine all shaders in resources
One resource is used for shader version 1.10 and one for version 1.40.

The ideas behind this change is to remove the locating of the shader
sources and also to fix that user provided shaders could be loaded
instead of the original ones (possible attack vector on Wayland).

To simplify the ShaderManager provides a new method call to load the
shader from the resource. This means the effects don't need to
duplicate the check for the shader version any more and also don't
need to duplicate the file reading functionality.

REVIEW: 126905
2016-02-01 08:42:30 +01:00

771 lines
24 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006-2007 Rivo Laks <rivolaks@hot.ee>
Copyright (C) 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_GLUTILS_H
#define KWIN_GLUTILS_H
// kwin
#include <kwinglutils_export.h>
#include "kwinglutils_funcs.h"
#include "kwingltexture.h"
// Qt
#include <QSize>
#include <QStack>
/** @addtogroup kwineffects */
/** @{ */
class QVector2D;
class QVector3D;
class QVector4D;
class QMatrix4x4;
template< class K, class V > class QHash;
namespace KWin
{
class GLVertexBuffer;
class GLVertexBufferPrivate;
// Initializes GLX function pointers
void KWINGLUTILS_EXPORT initGLX();
// Initializes OpenGL stuff. This includes resolving function pointers as
// well as checking for GL version and extensions
// Note that GL context has to be created by the time this function is called
void KWINGLUTILS_EXPORT initGL(OpenGLPlatformInterface platformInterface);
// Initializes EGL function pointers
void KWINGLUTILS_EXPORT initEGL();
// Cleans up all resources hold by the GL Context
void KWINGLUTILS_EXPORT cleanupGL();
// Number of supported texture units
extern KWINGLUTILS_EXPORT int glTextureUnitsCount;
bool KWINGLUTILS_EXPORT hasGLVersion(int major, int minor, int release = 0);
bool KWINGLUTILS_EXPORT hasGLXVersion(int major, int minor, int release = 0);
bool KWINGLUTILS_EXPORT hasEGLVersion(int major, int minor, int release = 0);
// use for both OpenGL and GLX extensions
bool KWINGLUTILS_EXPORT hasGLExtension(const QByteArray &extension);
// detect OpenGL error (add to various places in code to pinpoint the place)
bool KWINGLUTILS_EXPORT checkGLError(const char* txt);
inline bool KWINGLUTILS_EXPORT isPowerOfTwo(int x)
{
return ((x & (x - 1)) == 0);
}
/**
* @return power of two integer _greater or equal to_ x.
* E.g. nearestPowerOfTwo(513) = nearestPowerOfTwo(800) = 1024
**/
// TODO: Drop for Plasma 6, no longer needed after OpenGL 2.0
int KWINGLUTILS_EXPORT nearestPowerOfTwo(int x);
class KWINGLUTILS_EXPORT GLShader
{
public:
enum Flags {
NoFlags = 0,
ExplicitLinking = (1 << 0)
};
GLShader(const QString &vertexfile, const QString &fragmentfile, unsigned int flags = NoFlags);
~GLShader();
bool isValid() const {
return mValid;
}
void bindAttributeLocation(const char *name, int index);
void bindFragDataLocation(const char *name, int index);
bool link();
int uniformLocation(const char* name);
bool setUniform(const char* name, float value);
bool setUniform(const char* name, int value);
bool setUniform(const char* name, const QVector2D& value);
bool setUniform(const char* name, const QVector3D& value);
bool setUniform(const char* name, const QVector4D& value);
bool setUniform(const char* name, const QMatrix4x4& value);
bool setUniform(const char* name, const QColor& color);
bool setUniform(int location, float value);
bool setUniform(int location, int value);
bool setUniform(int location, const QVector2D &value);
bool setUniform(int location, const QVector3D &value);
bool setUniform(int location, const QVector4D &value);
bool setUniform(int location, const QMatrix4x4 &value);
bool setUniform(int location, const QColor &value);
int attributeLocation(const char* name);
bool setAttribute(const char* name, float value);
/**
* @return The value of the uniform as a matrix
* @since 4.7
**/
QMatrix4x4 getUniformMatrix4x4(const char* name);
enum MatrixUniform {
TextureMatrix = 0,
ProjectionMatrix,
ModelViewMatrix,
ModelViewProjectionMatrix,
WindowTransformation,
ScreenTransformation,
MatrixCount
};
enum Vec2Uniform {
Offset,
Vec2UniformCount
};
enum Vec4Uniform {
ModulationConstant,
Vec4UniformCount
};
enum FloatUniform {
Saturation,
FloatUniformCount
};
enum IntUniform {
AlphaToOne, ///< @deprecated no longer used
ColorCorrectionLookupTextureUnit,
IntUniformCount
};
enum ColorUniform {
Color,
ColorUniformCount
};
bool setUniform(MatrixUniform uniform, const QMatrix4x4 &matrix);
bool setUniform(Vec2Uniform uniform, const QVector2D &value);
bool setUniform(Vec4Uniform uniform, const QVector4D &value);
bool setUniform(FloatUniform uniform, float value);
bool setUniform(IntUniform uniform, int value);
bool setUniform(ColorUniform uniform, const QVector4D &value);
bool setUniform(ColorUniform uniform, const QColor &value);
protected:
GLShader(unsigned int flags = NoFlags);
bool loadFromFiles(const QString& vertexfile, const QString& fragmentfile);
bool load(const QByteArray &vertexSource, const QByteArray &fragmentSource);
const QByteArray prepareSource(GLenum shaderType, const QByteArray &sourceCode) const;
bool compile(GLuint program, GLenum shaderType, const QByteArray &sourceCode) const;
void bind();
void unbind();
void resolveLocations();
private:
unsigned int mProgram;
bool mValid:1;
bool mLocationsResolved:1;
bool mExplicitLinking:1;
int mMatrixLocation[MatrixCount];
int mVec2Location[Vec2UniformCount];
int mVec4Location[Vec4UniformCount];
int mFloatLocation[FloatUniformCount];
int mIntLocation[IntUniformCount];
int mColorLocation[ColorUniformCount];
static bool sColorCorrect;
friend class ColorCorrection;
friend class ColorCorrectionPrivate;
friend class ShaderManager;
};
enum class ShaderTrait {
MapTexture = (1 << 0),
UniformColor = (1 << 1),
Modulate = (1 << 2),
AdjustSaturation = (1 << 3),
};
Q_DECLARE_FLAGS(ShaderTraits, ShaderTrait)
/**
* @short Manager for Shaders.
*
* This class provides some built-in shaders to be used by both compositing scene and effects.
* The ShaderManager provides methods to bind a built-in or a custom shader and keeps track of
* the shaders which have been bound. When a shader is unbound the previously bound shader
* will be rebound.
*
* @author Martin Gräßlin <mgraesslin@kde.org>
* @since 4.7
**/
class KWINGLUTILS_EXPORT ShaderManager
{
public:
/**
* Returns a shader with the given traits, creating it if necessary.
*/
GLShader *shader(ShaderTraits traits);
/**
* @return The currently bound shader or @c null if no shader is bound.
**/
GLShader *getBoundShader() const;
/**
* @return @c true if a shader is bound, @c false otherwise
**/
bool isShaderBound() const;
/**
* Is @c true if the environment variable KWIN_GL_DEBUG is set to 1.
* In that case shaders are compiled with KWIN_SHADER_DEBUG defined.
* @returns @c true if shaders are compiled with debug information
* @since 4.8
**/
bool isShaderDebug() const;
/**
* Pushes the current shader onto the stack and binds a shader
* with the given traits.
*/
GLShader *pushShader(ShaderTraits traits);
/**
* Binds the @p shader.
* To unbind the shader use @link popShader. A previous bound shader will be rebound.
* To bind a built-in shader use the more specific method.
* @param shader The shader to be bound
* @see popShader
**/
void pushShader(GLShader *shader);
/**
* Unbinds the currently bound shader and rebinds a previous stored shader.
* If there is no previous shader, no shader will be rebound.
* It is not safe to call this method if there is no bound shader.
* @see pushShader
* @see getBoundShader
**/
void popShader();
/**
* Creates a GLShader with the specified sources.
* The difference to GLShader is that it does not need to be loaded from files.
* @param vertexSource The source code of the vertex shader
* @param fragmentSource The source code of the fragment shader.
* @return The created shader
**/
GLShader *loadShaderFromCode(const QByteArray &vertexSource, const QByteArray &fragmentSource);
/**
* Creates a custom shader with the given @p traits and custom @p vertexSource and or @p fragmentSource.
* If the @p vertexSource is empty a vertex shader with the given @p traits is generated.
* If it is not empty the @p vertexSource is used as the source for the vertex shader.
*
* The same applies for argument @p fragmentSource just for the fragment shader.
*
* So if both @p vertesSource and @p fragmentSource are provided the @p traits are ignored.
* If neither are provided a new shader following the @p traits is generated.
*
* @param traits The shader traits for generating the shader
* @param vertesSource optional vertex shader source code to be used instead of shader traits
* @param fragmentSource optional fragment shader source code to be used instead of shader traits
* @return new generated shader
* @since 5.6
**/
GLShader *generateCustomShader(ShaderTraits traits, const QByteArray &vertexSource = QByteArray(), const QByteArray &fragmentSource = QByteArray());
/**
* Creates a custom shader with the given @p traits and custom @p vertexFile and or @p fragmentFile.
* The file names specified in @p vertexFile and @p fragmentFile are relative paths to the shaders
* resource file shipped together with KWin. This means this method can only be used for built-in
* effects, for 3rd party effects @link {generateCustomShader} should be used.
*
* If the @p vertexFile is empty a vertex shader with the given @p traits is generated.
* If it is not empty the @p vertexFile is used as the source for the vertex shader.
*
* The same applies for argument @p fragmentFile just for the fragment shader.
*
* So if both @p vertexFile and @p fragmentFile are provided the @p traits are ignored.
* If neither are provided a new shader following the @p traits is generated.
*
* @param traits The shader traits for generating the shader
* @param vertexFile optional vertex shader source code to be used instead of shader traits
* @param fragmentFile optional fragment shader source code to be used instead of shader traits
* @return new generated shader
* @see generateCustomShader
* @since 5.6
**/
GLShader *generateShaderFromResources(ShaderTraits traits, const QString &vertexFile = QString(), const QString &fragmentFile = QString());
/**
* Compiles and tests the dynamically generated shaders.
* Returns true if successful and false otherwise.
*/
bool selfTest();
/**
* @return a pointer to the ShaderManager instance
**/
static ShaderManager *instance();
/**
* @internal
**/
static void cleanup();
private:
ShaderManager();
~ShaderManager();
void bindFragDataLocations(GLShader *shader);
void bindAttributeLocations(GLShader *shader) const;
QByteArray generateVertexSource(ShaderTraits traits) const;
QByteArray generateFragmentSource(ShaderTraits traits) const;
GLShader *generateShader(ShaderTraits traits);
QStack<GLShader*> m_boundShaders;
QHash<ShaderTraits, GLShader *> m_shaderHash;
bool m_debug;
QString m_resourcePath;
static ShaderManager *s_shaderManager;
};
/**
* An helper class to push a Shader on to ShaderManager's stack and ensuring that the Shader
* gets popped again from the stack automatically once the object goes out of life.
*
* How to use:
* @code
* {
* GLShader *myCustomShaderIWantToPush;
* ShaderBinder binder(myCustomShaderIWantToPush);
* // do stuff with the shader being pushed on the stack
* }
* // here the Shader is automatically popped as helper does no longer exist.
* @endcode
*
* @since 4.10
**/
class KWINGLUTILS_EXPORT ShaderBinder
{
public:
/**
* @brief Pushes the given @p shader to the ShaderManager's stack.
*
* @param shader The Shader to push on the stack
* @see ShaderManager::pushShader
**/
explicit ShaderBinder(GLShader *shader);
/**
* @brief Pushes the Shader with the given @p traits to the ShaderManager's stack.
*
* @param traits The traits describing the shader
* @see ShaderManager::pushShader
* @since 5.6
**/
explicit ShaderBinder(ShaderTraits traits);
~ShaderBinder();
/**
* @return The Shader pushed to the Stack.
**/
GLShader *shader();
private:
GLShader *m_shader;
};
inline
ShaderBinder::ShaderBinder(GLShader *shader)
: m_shader(shader)
{
ShaderManager::instance()->pushShader(shader);
}
inline
ShaderBinder::ShaderBinder(ShaderTraits traits)
: m_shader(nullptr)
{
m_shader = ShaderManager::instance()->pushShader(traits);
}
inline
ShaderBinder::~ShaderBinder()
{
ShaderManager::instance()->popShader();
}
inline
GLShader* ShaderBinder::shader()
{
return m_shader;
}
/**
* @short Render target object
*
* Render target object enables you to render onto a texture. This texture can
* later be used to e.g. do post-processing of the scene.
*
* @author Rivo Laks <rivolaks@hot.ee>
**/
class KWINGLUTILS_EXPORT GLRenderTarget
{
public:
/**
* Constructs a GLRenderTarget
* @param color texture where the scene will be rendered onto
**/
explicit GLRenderTarget(const GLTexture& color);
~GLRenderTarget();
/**
* Enables this render target.
* All OpenGL commands from now on affect this render target until the
* @ref disable method is called
**/
bool enable();
/**
* Disables this render target, activating whichever target was active
* when @ref enable was called.
**/
bool disable();
/**
* Sets the target texture
* @param target texture where the scene will be rendered on
* @since 4.8
**/
void attachTexture(const GLTexture& target);
bool valid() const {
return mValid;
}
static void initStatic();
static bool supported() {
return sSupported;
}
static void pushRenderTarget(GLRenderTarget *target);
static GLRenderTarget *popRenderTarget();
static bool isRenderTargetBound();
/**
* Whether the GL_EXT_framebuffer_blit extension is supported.
* This functionality is not available in OpenGL ES 2.0.
*
* @returns whether framebuffer blitting is supported.
* @since 4.8
**/
static bool blitSupported();
/**
* Blits the content of the current draw framebuffer into the texture attached to this FBO.
*
* Be aware that framebuffer blitting may not be supported on all hardware. Use @link blitSupported to check whether
* it is supported.
* @param source Geometry in screen coordinates which should be blitted, if not specified complete framebuffer is used
* @param destination Geometry in attached texture, if not specified complete texture is used as destination
* @param filter The filter to use if blitted content needs to be scaled.
* @see blitSupported
* @since 4.8
**/
void blitFromFramebuffer(const QRect &source = QRect(), const QRect &destination = QRect(), GLenum filter = GL_LINEAR);
/**
* Sets the virtual screen size to @p s.
* @since 5.2
**/
static void setVirtualScreenSize(const QSize &s) {
s_virtualScreenSize = s;
}
protected:
void initFBO();
private:
friend void KWin::cleanupGL();
static void cleanup();
static bool sSupported;
static bool s_blitSupported;
static QStack<GLRenderTarget*> s_renderTargets;
static QSize s_virtualScreenSize;
GLTexture mTexture;
bool mValid;
GLuint mFramebuffer;
};
enum VertexAttributeType {
VA_Position = 0,
VA_TexCoord = 1,
VertexAttributeCount = 2
};
/**
* Describes the format of a vertex attribute stored in a buffer object.
*
* The attribute format consists of the attribute index, the number of
* vector components, the data type, and the offset of the first element
* relative to the start of the vertex data.
*/
struct GLVertexAttrib
{
int index; /** The attribute index */
int size; /** The number of components [1..4] */
GLenum type; /** The type (e.g. GL_FLOAT) */
int relativeOffset; /** The relative offset of the attribute */
};
/**
* @short Vertex Buffer Object
*
* This is a short helper class to use vertex buffer objects (VBO). A VBO can be used to buffer
* vertex data and to store them on graphics memory. It is the only allowed way to pass vertex
* data to the GPU in OpenGL ES 2 and OpenGL 3 with forward compatible mode.
*
* If VBOs are not supported on the used OpenGL profile this class falls back to legacy
* rendering using client arrays. Therefore this class should always be used for rendering geometries.
*
* @author Martin Gräßlin <mgraesslin@kde.org>
* @since 4.6
*/
class KWINGLUTILS_EXPORT GLVertexBuffer
{
public:
/**
* Enum to define how often the vertex data in the buffer object changes.
*/
enum UsageHint {
Dynamic, ///< frequent changes, but used several times for rendering
Static, ///< No changes to data
Stream ///< Data only used once for rendering, updated very frequently
};
explicit GLVertexBuffer(UsageHint hint);
~GLVertexBuffer();
/**
* Specifies how interleaved vertex attributes are laid out in
* the buffer object.
*
* Note that the attributes and the stride should be 32 bit aligned
* or a performance penalty may be incurred.
*
* For some hardware the optimal stride is a multiple of 32 bytes.
*
* Example:
*
* struct Vertex {
* QVector3D position;
* QVector2D texcoord;
* };
*
* const GLVertexAttrib attribs[] = {
* { VA_Position, 3, GL_FLOAT, offsetof(Vertex, position) },
* { VA_TexCoord, 2, GL_FLOAT, offsetof(Vertex, texcoord) }
* };
*
* Vertex vertices[6];
* vbo->setAttribLayout(attribs, 2, sizeof(Vertex));
* vbo->setData(vertices, sizeof(vertices));
*/
void setAttribLayout(const GLVertexAttrib *attribs, int count, int stride);
/**
* Uploads data into the buffer object's data store.
*/
void setData(const void *data, size_t sizeInBytes);
/**
* Sets the number of vertices that will be drawn by the render() method.
*/
void setVertexCount(int count);
/**
* Sets the vertex data.
* @param numberVertices The number of vertices in the arrays
* @param dim The dimension of the vertices: 2 for x/y, 3 for x/y/z
* @param vertices The vertices, size must equal @a numberVertices * @a dim
* @param texcoords The texture coordinates for each vertex.
* Size must equal 2 * @a numberVertices.
*/
void setData(int numberVertices, int dim, const float* vertices, const float* texcoords);
/**
* Maps an unused range of the data store into the client's address space.
*
* The data store will be reallocated if it is smaller than the given size.
*
* The buffer object is mapped for writing, not reading. Attempts to read from
* the mapped buffer range may result in system errors, including program
* termination. The data in the mapped region is undefined until it has been
* written to. If subsequent GL calls access unwritten memory, the results are
* undefined and system errors, including program termination, may occur.
*
* No GL calls that access the buffer object must be made while the buffer
* object is mapped. The returned pointer must not be passed as a parameter
* value to any GL function.
*
* It is assumed that the GL_ARRAY_BUFFER_BINDING will not be changed while
* the buffer object is mapped.
*/
GLvoid *map(size_t size);
/**
* Flushes the mapped buffer range and unmaps the buffer.
*/
void unmap();
/**
* Binds the vertex arrays to the context.
*/
void bindArrays();
/**
* Disables the vertex arrays.
*/
void unbindArrays();
/**
* Draws count vertices beginning with first.
*/
void draw(GLenum primitiveMode, int first, int count);
/**
* Draws count vertices beginning with first.
*/
void draw(const QRegion &region, GLenum primitiveMode, int first, int count, bool hardwareClipping = false);
/**
* Renders the vertex data in given @a primitiveMode.
* Please refer to OpenGL documentation of glDrawArrays or glDrawElements for allowed
* values for @a primitiveMode. Best is to use GL_TRIANGLES or similar to be future
* compatible.
*/
void render(GLenum primitiveMode);
/**
* Same as above restricting painting to @a region if @a hardwareClipping is true.
* It's within the caller's responsibility to enable GL_SCISSOR_TEST.
*/
void render(const QRegion& region, GLenum primitiveMode, bool hardwareClipping = false);
/**
* Sets the color the geometry will be rendered with.
* For legacy rendering glColor is used before rendering the geometry.
* For core shader a uniform "geometryColor" is expected and is set.
* @param color The color to render the geometry
* @param enableColor Whether the geometry should be rendered with a color or not
* @see setUseColor
* @see isUseColor
* @since 4.7
**/
void setColor(const QColor& color, bool enableColor = true);
/**
* @return @c true if geometry will be painted with a color, @c false otherwise
* @see setUseColor
* @see setColor
* @since 4.7
**/
bool isUseColor() const;
/**
* Enables/Disables rendering the geometry with a color.
* If no color is set an opaque, black color is used.
* @param enable Enable/Disable rendering with color
* @see isUseColor
* @see setColor
* @since 4.7
**/
void setUseColor(bool enable);
/**
* Resets the instance to default values.
* Useful for shared buffers.
* @since 4.7
**/
void reset();
/**
* Notifies the vertex buffer that we are done painting the frame.
*
* @internal
*/
void endOfFrame();
/**
* Notifies the vertex buffer that we have posted the frame.
*
* @internal
*/
void framePosted();
/**
* @internal
*/
static void initStatic();
/**
* @internal
*/
static void cleanup();
/**
* Returns true if indexed quad mode is supported, and false otherwise.
*/
static bool supportsIndexedQuads();
/**
* @return A shared VBO for streaming data
* @since 4.7
**/
static GLVertexBuffer *streamingBuffer();
/**
* Sets the virtual screen size to @p s.
* @since 5.2
**/
static void setVirtualScreenSize(const QSize &s) {
s_virtualScreenSize = s;
}
private:
GLVertexBufferPrivate* const d;
static QSize s_virtualScreenSize;
};
} // namespace
Q_DECLARE_OPERATORS_FOR_FLAGS(KWin::ShaderTraits)
/** @} */
#endif