/* KWin - the KDE window manager This file is part of the KDE project. SPDX-FileCopyrightText: 2006-2007 Rivo Laks SPDX-FileCopyrightText: 2010, 2011 Martin Gräßlin SPDX-FileCopyrightText: 2023 Xaver Hugl SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once #include "kwin_export.h" #include #include #include #include #include namespace KWin { class GLShader; enum class ShaderTrait { MapTexture = (1 << 0), UniformColor = (1 << 1), Modulate = (1 << 2), AdjustSaturation = (1 << 3), TransformColorspace = (1 << 4), MapExternalTexture = (1 << 5), }; 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 * @since 4.7 */ class KWIN_EXPORT ShaderManager { public: explicit ShaderManager(); ~ShaderManager(); /** * 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; /** * 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 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 */ std::unique_ptr 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 vertexSource 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 */ std::unique_ptr 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. * * 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. * * If a custom shader stage is provided and core profile is used, the final file path will * be resolved by appending "_core" to the basename. * * @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 */ std::unique_ptr generateShaderFromFile(ShaderTraits traits, const QString &vertexFile = QString(), const QString &fragmentFile = QString()); /** * @return a pointer to the ShaderManager instance */ static ShaderManager *instance(); private: void bindFragDataLocations(GLShader *shader); void bindAttributeLocations(GLShader *shader) const; std::optional preprocess(const QByteArray &src, int recursionDepth = 0) const; QByteArray generateVertexSource(ShaderTraits traits) const; QByteArray generateFragmentSource(ShaderTraits traits) const; std::unique_ptr generateShader(ShaderTraits traits); QStack m_boundShaders; std::map> m_shaderHash; }; /** * 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 KWIN_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; } } Q_DECLARE_OPERATORS_FOR_FLAGS(KWin::ShaderTraits)