Files
OrcaSlicer/src/slic3r/GUI/GLShader.cpp
SoftFever 3e4af2c723 WIP: Add native Wayland support for Linux (#13197)
* Add runtime display backend detection for Wayland support

Add LinuxDisplayBackend utility to detect X11 vs Wayland at runtime
using GDK_IS_X11_DISPLAY / GDK_IS_WAYLAND_DISPLAY macros. This is
the foundation for removing the forced GDK_BACKEND=x11 and enabling
native Wayland support.

- New files: LinuxDisplayBackend.hpp/.cpp with get_linux_display_backend(),
  is_running_on_wayland(), and is_running_on_x11()
- Propagate wxHAVE_GDK_X11 / wxHAVE_GDK_WAYLAND from FindGTK3.cmake
  as compile definitions to libslic3r_gui
- No-op on non-Linux platforms (returns Unknown / false)

* Fix Phase 1 code quality: pragma once, source ordering, static cache

* Make X11 initialization conditional for Wayland support

Remove the unconditional GDK_BACKEND=x11 force that blocked native
Wayland. Replace with conditional logic:

- EGL safety fallback: re-force X11 only when wxUSE_GLCANVAS_EGL is
  off and WAYLAND_DISPLAY is set, with a warning log
- XInitThreads() only called when DISPLAY is set (X11 in use)
- __GLX_VENDOR_LIBRARY_NAME only set when DISPLAY is present (GLX-specific)
- WEBKIT_DISABLE_COMPOSITING_MODE only set under XWayland (both
  DISPLAY and WAYLAND_DISPLAY present)
- Guard X11/Xlib.h include with __has_include for robustness
- Restore display validation to accept either DISPLAY or WAYLAND_DISPLAY

This is Phase 2 of the Wayland support plan.

* Fix Phase 2: safer EGL macro check, add clarifying comments

* Add GLAD2 library and replace GLEW linkage in build system

Set up GLAD2 as a static library to replace GLEW for OpenGL loading.
GLAD2 supports both GLX and EGL, which is required for Wayland support.

- Create src/glad/ with pre-generated GLAD2 sources (GL 4.6 compat)
- Add src/glad/CMakeLists.txt building glad as a static library
- Wire glad into src/CMakeLists.txt before libvgcode
- Modify libvgcode to use shared glad for GL path (keeps local copy
  only for GLES2/Emscripten) to avoid duplicate symbol conflicts
- Replace GLEW::GLEW with glad in libslic3r_gui link libraries

Note: GLEW is kept in deps for OpenCSG. Code migration from GL/glew.h
to glad/gl.h headers will follow in Phase 3B+3C.

* Fix Phase 3A+3D: libvgcode GLAD include, dead files, dlopen dep, OpenGL link var

* Migrate from GLEW to GLAD: replace headers and API calls across codebase

Replace all #include <GL/glew.h> with <glad/gl.h> across 49 source files.
Migrate GLEW API calls to GLAD equivalents:
- glewInit/glewExperimental -> gladLoaderLoadGL()
- GLEW_EXT_* / GLEW_ARB_* extension checks -> GLAD_GL_EXT_* / GLAD_GL_ARB_*
- Remove GLEW-specific EGL/GLX mismatch #error guards (not needed with GLAD)
- Replace unavailable EXT symbols with core GL equivalents in
  GLCanvas3D.cpp (GL_MAX_SAMPLES, glRenderbufferStorageMultisample,
  glBlitFramebuffer, GL_READ/DRAW_FRAMEBUFFER)
- Update log messages from glewInit to gladLoadGL

* Fix Phase 3B+3C: remove GLEW find, clean EXT symbols, update attribution

- Remove find_package(GLEW) block from root CMakeLists.txt since GLEW
  is no longer linked by any main application code
- Remove "glew" from SLIC3R_STATIC option description
- Replace all remaining EXT framebuffer symbols with core equivalents
  in render_thumbnail_framebuffer_ext and _rectangular_selection_picking_pass
- Update AboutDialog credits from GLEW to GLAD

* Enable EGL in wxWidgets and add runtime GLX/EGL selection for Wayland

- Set wxUSE_GLCANVAS_EGL=ON in wxWidgets build and Flatpak manifest
- Add PreferGLX() call on X11 sessions for driver compatibility
- Remove Phase 2 safety fallback (EGL is now always compiled in)
- Guard SwapBuffers against hidden canvases to prevent Wayland stalls

* Fix Phase 4: move PreferGLX to app startup, fix FPS counter guard

Move wxGLCanvas::PreferGLX() from OpenGLManager::create_wxglcanvas()
(static initializer) to GUI_App::on_init_inner() before any wxGLCanvas
is constructed. This prevents a race where SkipPartCanvas could trigger
wxGLBackend::Init() before the GLX preference is set. The new location
also adds explicit is_running_on_wayland() detection with a warning for
unknown backends.

Move increment_fps_counter() inside the IsShownOnScreen() guard so FPS
is only counted when a frame is actually swapped.

* Update GLFW from 3.3.7 to 3.4 for runtime Wayland/X11 backend selection

Replace the compile-time GLFW_USE_WAYLAND flag (which locked to a single
backend) with GLFW 3.4's GLFW_BUILD_WAYLAND + GLFW_BUILD_X11 flags that
build both backends and auto-select at runtime based on the available
display server. This enables the CLI thumbnail renderer to work on both
Wayland and X11 sessions without separate builds.

* wayland: Fix UI call sites that rely on global screen coordinates

On Wayland, wxGetMousePosition() returns (0,0) and SetPosition() is a
no-op for top-level windows. Fix the highest-impact call sites:

- GLCanvas3D: Use cached m_mouse.position from event handlers instead
  of wxGetMousePosition() + ScreenToClient() in get_local_mouse_position()
- Plater: Use event-relative coords via ClientToScreen(e.GetPosition())
  instead of wxGetMousePosition() in 3 leave-window handlers
- BBLTopbar: Use event.GetPosition() and FindToolByPosition() directly
  in mouse handlers instead of wxGetMousePosition()/FindToolByCurrentPosition()
- Search: Use focus-based dismiss logic on Wayland instead of
  wxGetMousePosition()-based rect checks in SearchDialog and
  SearchObjectDialog
- GUI_App: Skip SetPosition() in window_pos_restore() on Wayland where
  it is a no-op; still restore size and maximize state
- Button: Position tooltip relative to button widget via ClientToScreen
  instead of wxGetMousePosition()

* Fix SearchDialog Wayland dismiss: guard against search_line focus

* flatpak: Add Wayland socket permission for native Wayland support

* spec

* Fix crash on Wayland when wxWidgets lacks EGL support

Restore the safety fallback that forces GDK_BACKEND=x11 when wxWidgets
was not built with wxUSE_GLCANVAS_EGL=ON. Without this, the GLX backend
tries to access a non-existent X11 display on native Wayland, crashing
in wxGLCanvas::IsDisplaySupported() with SIGSEGV at offset 0xe4.

Also add a defense-in-depth guard in detect_multisample() that skips
the IsDisplaySupported call entirely on Wayland without EGL.

Root cause: deps/wxWidgets must be rebuilt after enabling EGL. The
compile-time check in OrcaSlicer.cpp detects the mismatch and falls
back safely.

* Fix EGL detection: use wxHAS_EGL instead of wxUSE_GLCANVAS_EGL

wxUSE_GLCANVAS_EGL is a CMake build option, NOT a C++ preprocessor
macro. The actual macro defined in wxWidgets setup.h is wxHAS_EGL.
All compile-time EGL checks were using the wrong macro, causing
the safety fallback to always trigger even with a properly built
EGL-enabled wxWidgets.

* Fix GL function pointers invalidated on Wayland/EGL

gladLoaderLoadGL() dlopen's libGL.so.1 to resolve GL function pointers
via dlsym, then immediately dlclose's the handle. On X11/GLX this is
fine because the GLX context keeps libGL.so mapped. On Wayland/EGL,
nothing else holds libGL.so open, so dlclose unmaps it and all function
pointers become dangling — causing SIGSEGV on the first GL call.

Fix: on Wayland, use gladLoadGL(eglGetProcAddress) which resolves
function pointers through the EGL loader without opening/closing
libGL.so.

* fix crash on start and various rendering issues

* fix crash on close

* small refactor

* move GPU selection to desktop file

* clean up a bit

* clean up more

* fix appimage error
2026-04-13 19:45:39 +08:00

389 lines
13 KiB
C++

#include "libslic3r/libslic3r.h"
#include "GLShader.hpp"
#include "3DScene.hpp"
#include "libslic3r/Utils.hpp"
#include "libslic3r/format.hpp"
#include "libslic3r/Color.hpp"
#include <boost/nowide/fstream.hpp>
#include <glad/gl.h>
#include <cassert>
#include <boost/log/trivial.hpp>
namespace Slic3r {
GLShaderProgram::~GLShaderProgram()
{
if (m_id > 0)
glsafe(::glDeleteProgram(m_id));
}
bool GLShaderProgram::init_from_files(const std::string& name, const ShaderFilenames& filenames, const std::initializer_list<std::string_view> &defines)
{
// Load a shader program from file, prepend defs block.
auto load_from_file = [](const std::string& filename, const std::string &defs) {
std::string path = resources_dir() + "/shaders/" + filename;
boost::nowide::ifstream s(path, boost::nowide::ifstream::binary);
if (!s.good()) {
BOOST_LOG_TRIVIAL(error) << "Couldn't open file: '" << path << "'";
return std::string();
}
s.seekg(0, s.end);
int file_length = static_cast<int>(s.tellg());
s.seekg(0, s.beg);
std::string source(defs.size() + file_length, '\0');
memcpy(source.data(), defs.c_str(), defs.size());
s.read(source.data() + defs.size(), file_length);
if (!s.good()) {
BOOST_LOG_TRIVIAL(error) << "Error while loading file: '" << path << "'";
return std::string();
}
s.close();
if (! defs.empty()) {
// Extract the version and flip the order of "defines" and version in the source block.
size_t idx = source.find("\n", defs.size());
if (idx != std::string::npos && strncmp(source.c_str() + defs.size(), "#version", 8) == 0) {
// Swap the version line with the defines.
size_t len = idx - defs.size() + 1;
memmove(source.data(), source.c_str() + defs.size(), len);
memcpy(source.data() + len, defs.c_str(), defs.size());
}
}
return source;
};
// Create a block of C "defines" from list of symbols.
std::string defines_program;
for (std::string_view def : defines)
// Our shaders are stored with "\r\n", thus replicate the same here for consistency. Likely "\n" would suffice,
// but we don't know all the OpenGL shader compilers around.
defines_program += format("#define %s\r\n", def);
ShaderSources sources = {};
for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
sources[i] = filenames[i].empty() ? std::string() : load_from_file(filenames[i], defines_program);
}
bool valid = !sources[static_cast<size_t>(EShaderType::Vertex)].empty() && !sources[static_cast<size_t>(EShaderType::Fragment)].empty() && sources[static_cast<size_t>(EShaderType::Compute)].empty();
valid |= !sources[static_cast<size_t>(EShaderType::Compute)].empty() && sources[static_cast<size_t>(EShaderType::Vertex)].empty() && sources[static_cast<size_t>(EShaderType::Fragment)].empty() &&
sources[static_cast<size_t>(EShaderType::Geometry)].empty() && sources[static_cast<size_t>(EShaderType::TessEvaluation)].empty() && sources[static_cast<size_t>(EShaderType::TessControl)].empty();
return valid ? init_from_texts(name, sources) : false;
}
bool GLShaderProgram::init_from_texts(const std::string& name, const ShaderSources& sources)
{
auto shader_type_as_string = [](EShaderType type) {
switch (type)
{
case EShaderType::Vertex: { return "vertex"; }
case EShaderType::Fragment: { return "fragment"; }
case EShaderType::Geometry: { return "geometry"; }
case EShaderType::TessEvaluation: { return "tesselation evaluation"; }
case EShaderType::TessControl: { return "tesselation control"; }
case EShaderType::Compute: { return "compute"; }
default: { return "unknown"; }
}
};
auto create_shader = [](EShaderType type) {
GLuint id = 0;
switch (type)
{
case EShaderType::Vertex: { id = ::glCreateShader(GL_VERTEX_SHADER); glcheck(); break; }
case EShaderType::Fragment: { id = ::glCreateShader(GL_FRAGMENT_SHADER); glcheck(); break; }
case EShaderType::Geometry: { id = ::glCreateShader(GL_GEOMETRY_SHADER); glcheck(); break; }
case EShaderType::TessEvaluation: { id = ::glCreateShader(GL_TESS_EVALUATION_SHADER); glcheck(); break; }
case EShaderType::TessControl: { id = ::glCreateShader(GL_TESS_CONTROL_SHADER); glcheck(); break; }
case EShaderType::Compute: { id = ::glCreateShader(GL_COMPUTE_SHADER); glcheck(); break; }
default: { break; }
}
return (id == 0) ? std::make_pair(false, GLuint(0)) : std::make_pair(true, id);
};
auto release_shaders = [](const std::array<GLuint, static_cast<size_t>(EShaderType::Count)>& shader_ids) {
for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
if (shader_ids[i] > 0)
glsafe(::glDeleteShader(shader_ids[i]));
}
};
assert(m_id == 0);
m_name = name;
std::array<GLuint, static_cast<size_t>(EShaderType::Count)> shader_ids = { 0 };
for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
const std::string& source = sources[i];
if (!source.empty()) {
EShaderType type = static_cast<EShaderType>(i);
auto [result, id] = create_shader(type);
if (result)
shader_ids[i] = id;
else {
BOOST_LOG_TRIVIAL(error) << "glCreateShader() failed for " << shader_type_as_string(type) << " shader of shader program '" << name << "'";
// release shaders
release_shaders(shader_ids);
return false;
}
const char* source_ptr = source.c_str();
glsafe(::glShaderSource(id, 1, &source_ptr, nullptr));
glsafe(::glCompileShader(id));
GLint params;
glsafe(::glGetShaderiv(id, GL_COMPILE_STATUS, &params));
if (params == GL_FALSE) {
// Compilation failed.
glsafe(::glGetShaderiv(id, GL_INFO_LOG_LENGTH, &params));
std::vector<char> msg(params);
glsafe(::glGetShaderInfoLog(id, params, &params, msg.data()));
BOOST_LOG_TRIVIAL(error) << "Unable to compile " << shader_type_as_string(type) << " shader of shader program '" << name << "':\n" << msg.data();
// release shaders
release_shaders(shader_ids);
return false;
}
}
}
m_id = ::glCreateProgram();
glcheck();
if (m_id == 0) {
BOOST_LOG_TRIVIAL(error) << "glCreateProgram() failed for shader program '" << name << "'";
// release shaders
release_shaders(shader_ids);
return false;
}
for (size_t i = 0; i < static_cast<size_t>(EShaderType::Count); ++i) {
if (shader_ids[i] > 0)
glsafe(::glAttachShader(m_id, shader_ids[i]));
}
glsafe(::glLinkProgram(m_id));
GLint params;
glsafe(::glGetProgramiv(m_id, GL_LINK_STATUS, &params));
if (params == GL_FALSE) {
// Linking failed.
glsafe(::glGetProgramiv(m_id, GL_INFO_LOG_LENGTH, &params));
std::vector<char> msg(params);
glsafe(::glGetProgramInfoLog(m_id, params, &params, msg.data()));
BOOST_LOG_TRIVIAL(error) << "Unable to link shader program '" << name << "':\n" << msg.data();
// release shaders
release_shaders(shader_ids);
// release shader program
glsafe(::glDeleteProgram(m_id));
m_id = 0;
return false;
}
// release shaders, they are no more needed
release_shaders(shader_ids);
return true;
}
void GLShaderProgram::start_using() const
{
assert(m_id > 0);
glsafe(::glUseProgram(m_id));
}
void GLShaderProgram::stop_using() const
{
glsafe(::glUseProgram(0));
}
void GLShaderProgram::set_uniform(int id, int value) const
{
if (id >= 0)
glsafe(::glUniform1i(id, value));
}
void GLShaderProgram::set_uniform(int id, bool value) const
{
set_uniform(id, value ? 1 : 0);
}
void GLShaderProgram::set_uniform(int id, float value) const
{
if (id >= 0)
glsafe(::glUniform1f(id, value));
}
void GLShaderProgram::set_uniform(int id, double value) const
{
set_uniform(id, static_cast<float>(value));
}
void GLShaderProgram::set_uniform(int id, const std::array<int, 2>& value) const
{
if (id >= 0)
glsafe(::glUniform2iv(id, 1, static_cast<const GLint*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const std::array<int, 3>& value) const
{
if (id >= 0)
glsafe(::glUniform3iv(id, 1, static_cast<const GLint*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const std::array<int, 4>& value) const
{
if (id >= 0)
glsafe(::glUniform4iv(id, 1, static_cast<const GLint*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const std::array<float, 2>& value) const
{
if (id >= 0)
glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const std::array<float, 3>& value) const
{
if (id >= 0)
glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const std::array<float, 4>& value) const
{
if (id >= 0)
glsafe(::glUniform4fv(id, 1, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const std::array<double, 4>& value) const
{
const std::array<float, 4> f_value = { float(value[0]), float(value[1]), float(value[2]), float(value[3]) };
set_uniform(id, f_value);
}
void GLShaderProgram::set_uniform(int id, const float* value, size_t size) const
{
if (id >= 0) {
if (size == 1)
set_uniform(id, value[0]);
else if (size == 2)
glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value)));
else if (size == 3)
glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value)));
else if (size == 4)
glsafe(::glUniform4fv(id, 1, static_cast<const GLfloat*>(value)));
}
}
void GLShaderProgram::set_uniform(int id, const Transform3f& value) const
{
if (id >= 0)
glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.matrix().data())));
}
void GLShaderProgram::set_uniform(int id, const Transform3d& value) const
{
set_uniform(id, value.cast<float>());
}
void GLShaderProgram::set_uniform(int id, const Matrix3f& value) const
{
if (id >= 0)
glsafe(::glUniformMatrix3fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const Matrix3d& value) const
{
set_uniform(id, (Matrix3f)value.cast<float>());
}
void GLShaderProgram::set_uniform(int id, const Matrix4f& value) const
{
if (id >= 0)
glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const Matrix4d& value) const
{
set_uniform(id, (Matrix4f)value.cast<float>());
}
void GLShaderProgram::set_uniform(int id, const Vec2f& value) const
{
if (id >= 0)
glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const Vec2d& value) const
{
set_uniform(id, static_cast<Vec2f>(value.cast<float>()));
}
void GLShaderProgram::set_uniform(int id, const Vec3f& value) const
{
if (id >= 0)
glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value.data())));
}
void GLShaderProgram::set_uniform(int id, const Vec3d& value) const
{
set_uniform(id, static_cast<Vec3f>(value.cast<float>()));
}
void GLShaderProgram::set_uniform(int id, const ColorRGB& value) const
{
set_uniform(id, value.data(), 3);
}
void GLShaderProgram::set_uniform(int id, const ColorRGBA& value) const
{
set_uniform(id, value.data(), 4);
}
int GLShaderProgram::get_attrib_location(const char* name) const
{
assert(m_id > 0);
if (m_id <= 0)
// Shader program not loaded. This should not happen.
return -1;
auto it = std::find_if(m_attrib_location_cache.begin(), m_attrib_location_cache.end(), [name](const auto& p) { return p.first == name; });
if (it != m_attrib_location_cache.end())
// Attrib ID cached.
return it->second;
int id = ::glGetAttribLocation(m_id, name);
const_cast<GLShaderProgram*>(this)->m_attrib_location_cache.push_back({ name, id });
return id;
}
int GLShaderProgram::get_uniform_location(const char* name) const
{
assert(m_id > 0);
if (m_id <= 0)
// Shader program not loaded. This should not happen.
return -1;
auto it = std::find_if(m_uniform_location_cache.begin(), m_uniform_location_cache.end(), [name](const auto &p) { return p.first == name; });
if (it != m_uniform_location_cache.end())
// Uniform ID cached.
return it->second;
int id = ::glGetUniformLocation(m_id, name);
const_cast<GLShaderProgram*>(this)->m_uniform_location_cache.push_back({ name, id });
return id;
}
} // namespace Slic3r