compile shaders for every context separately

This commit is contained in:
vaxerski
2022-08-11 20:29:21 +02:00
parent 073f08301a
commit b178891ab3
2 changed files with 175 additions and 168 deletions

View File

@@ -42,6 +42,18 @@ struct SMonitorRenderData {
bool blurFBDirty = true;
wlr_box backgroundTexBox;
// Shaders
bool m_bShadersInitialized = false;
CShader m_shQUAD;
CShader m_shRGBA;
CShader m_shRGBX;
CShader m_shEXT;
CShader m_shBLUR1;
CShader m_shBLUR2;
CShader m_shSHADOW;
CShader m_shBORDER1;
//
};
struct SCurrentRenderData {
@@ -114,20 +126,10 @@ private:
bool m_bFakeFrame = false;
bool m_bEndFrame = false;
// Shaders
CShader m_shQUAD;
CShader m_shRGBA;
CShader m_shRGBX;
CShader m_shEXT;
CShader m_shBLUR1;
CShader m_shBLUR2;
CShader m_shSHADOW;
CShader m_shBORDER1;
//
GLuint createProgram(const std::string&, const std::string&);
GLuint compileShader(const GLuint&, std::string);
void createBGTextureForMonitor(CMonitor*);
void initShaders();
// returns the out FB, can be either Mirror or MirrorSwap
CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);