Hyprland/src/render/OpenGL.hpp

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#pragma once
#include "../defines.hpp"
#include "../helpers/Monitor.hpp"
#include "../helpers/Color.hpp"
#include "../helpers/Timer.hpp"
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#include "../helpers/Region.hpp"
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#include <list>
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#include <unordered_map>
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#include <cairo/cairo.h>
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#include "Shader.hpp"
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#include "Texture.hpp"
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#include "Framebuffer.hpp"
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#include "Transformer.hpp"
#include "Renderbuffer.hpp"
#include <GLES2/gl2ext.h>
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#include "../debug/TracyDefines.hpp"
class CHyprRenderer;
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inline const float fullVerts[] = {
1, 0, // top right
0, 0, // top left
1, 1, // bottom right
0, 1, // bottom left
};
inline const float fanVertsFull[] = {-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f};
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enum eDiscardMode {
DISCARD_OPAQUE = 1,
DISCARD_ALPHA = 1 << 1
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};
struct SRenderModifData {
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enum eRenderModifType {
RMOD_TYPE_SCALE, /* scale by a float */
RMOD_TYPE_SCALECENTER, /* scale by a float from the center */
RMOD_TYPE_TRANSLATE, /* translate by a Vector2D */
RMOD_TYPE_ROTATE, /* rotate by a float in rad from top left */
RMOD_TYPE_ROTATECENTER, /* rotate by a float in rad from center */
};
std::vector<std::pair<eRenderModifType, std::any>> modifs;
void applyToBox(CBox& box);
};
struct SGLPixelFormat {
uint32_t drmFormat = DRM_FORMAT_INVALID;
GLint glInternalFormat = 0;
GLint glFormat = 0;
GLint glType = 0;
bool withAlpha = false;
};
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struct SMonitorRenderData {
CFramebuffer offloadFB;
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CFramebuffer mirrorFB; // these are used for some effects,
CFramebuffer mirrorSwapFB; // etc
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CFramebuffer offMainFB;
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CFramebuffer monitorMirrorFB; // used for mirroring outputs
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CTexture stencilTex;
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CFramebuffer blurFB;
bool blurFBDirty = true;
bool blurFBShouldRender = false;
// Shaders
bool m_bShadersInitialized = false;
CShader m_shQUAD;
CShader m_shRGBA;
CShader m_shPASSTHRURGBA;
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CShader m_shMATTE;
CShader m_shRGBX;
CShader m_shEXT;
CShader m_shBLUR1;
CShader m_shBLUR2;
CShader m_shBLURPREPARE;
CShader m_shBLURFINISH;
CShader m_shSHADOW;
CShader m_shBORDER1;
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CShader m_shGLITCH;
//
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};
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struct SCurrentRenderData {
CMonitor* pMonitor = nullptr;
CWorkspace* pWorkspace = nullptr;
float projection[9];
float savedProjection[9];
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SMonitorRenderData* pCurrentMonData = nullptr;
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CFramebuffer* currentFB = nullptr; // current rendering to
CFramebuffer* mainFB = nullptr; // main to render to
CFramebuffer* outFB = nullptr; // out to render to (if offloaded, etc)
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CRegion damage;
CRegion finalDamage; // damage used for funal off -> main
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SRenderModifData renderModif;
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float mouseZoomFactor = 1.f;
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bool mouseZoomUseMouse = true; // true by default
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bool useNearestNeighbor = false;
bool forceIntrospection = false; // cleaned in ::end()
Vector2D primarySurfaceUVTopLeft = Vector2D(-1, -1);
Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1);
CBox clipBox = {};
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uint32_t discardMode = DISCARD_OPAQUE;
float discardOpacity = 0.f;
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};
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class CGradientValueData;
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class CHyprOpenGLImpl {
public:
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CHyprOpenGLImpl();
void begin(CMonitor*, const CRegion& damage, CFramebuffer* fb = nullptr, std::optional<CRegion> finalDamage = {});
void end();
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void renderRect(CBox*, const CColor&, int round = 0);
void renderRectWithBlur(CBox*, const CColor&, int round = 0, float blurA = 1.f, bool xray = false);
void renderRectWithDamage(CBox*, const CColor&, CRegion* damage, int round = 0);
void renderTexture(wlr_texture*, CBox*, float a, int round = 0, bool allowCustomUV = false);
void renderTexture(const CTexture&, CBox*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
void renderTextureWithBlur(const CTexture&, CBox*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
void renderRoundedShadow(CBox*, int round, int range, const CColor& color, float a = 1.0);
void renderBorder(CBox*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
void renderTextureMatte(const CTexture& tex, CBox* pBox, CFramebuffer& matte);
void setMonitorTransformEnabled(bool enabled);
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void saveMatrix();
void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
void restoreMatrix();
void blend(bool enabled);
void makeWindowSnapshot(CWindow*);
void makeRawWindowSnapshot(CWindow*, CFramebuffer*);
void makeLayerSnapshot(SLayerSurface*);
void renderSnapshot(CWindow**);
void renderSnapshot(SLayerSurface**);
bool shouldUseNewBlurOptimizations(SLayerSurface* pLayer, CWindow* pWindow);
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void clear(const CColor&);
void clearWithTex();
void scissor(const CBox*, bool transform = true);
void scissor(const pixman_box32*, bool transform = true);
void scissor(const int x, const int y, const int w, const int h, bool transform = true);
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void destroyMonitorResources(CMonitor*);
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void markBlurDirtyForMonitor(CMonitor*);
void preWindowPass();
bool preBlurQueued();
void preRender(CMonitor*);
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void saveBufferForMirror();
void renderMirrored();
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void applyScreenShader(const std::string& path);
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void bindOffMain();
void renderOffToMain(CFramebuffer* off);
void bindBackOnMain();
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void setDamage(const CRegion& damage, std::optional<CRegion> finalDamage = {});
uint32_t getPreferredReadFormat(CMonitor* pMonitor);
const SGLPixelFormat* getPixelFormatFromDRM(uint32_t drmFormat);
SCurrentRenderData m_RenderData;
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GLint m_iCurrentOutputFb = 0;
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bool m_bReloadScreenShader = true; // at launch it can be set
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CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
SLayerSurface* m_pCurrentLayer = nullptr; // hack to get the current rendered layer
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std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
std::unordered_map<SLayerSurface*, CFramebuffer> m_mLayerFramebuffers;
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std::unordered_map<CMonitor*, SMonitorRenderData> m_mMonitorRenderResources;
std::unordered_map<CMonitor*, CFramebuffer> m_mMonitorBGFBs;
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struct {
PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC glEGLImageTargetRenderbufferStorageOES = nullptr;
PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR = nullptr;
} m_sProc;
struct {
bool EXT_read_format_bgra = false;
} m_sExts;
private:
std::list<GLuint> m_lBuffers;
std::list<GLuint> m_lTextures;
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int m_iDRMFD;
std::string m_szExtensions;
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bool m_bFakeFrame = false;
bool m_bEndFrame = false;
bool m_bApplyFinalShader = false;
bool m_bBlend = false;
bool m_bOffloadedFramebuffer = false;
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CShader m_sFinalScreenShader;
CTimer m_tGlobalTimer;
GLuint createProgram(const std::string&, const std::string&, bool dynamic = false);
GLuint compileShader(const GLuint&, std::string, bool dynamic = false);
void createBGTextureForMonitor(CMonitor*);
void initShaders();
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// returns the out FB, can be either Mirror or MirrorSwap
CFramebuffer* blurMainFramebufferWithDamage(float a, CRegion* damage);
void renderTextureInternalWithDamage(const CTexture&, CBox* pBox, float a, CRegion* damage, int round = 0, bool discardOpaque = false, bool noAA = false,
bool allowCustomUV = false, bool allowDim = false);
void renderTexturePrimitive(const CTexture& tex, CBox* pBox);
void renderSplash(cairo_t* const, cairo_surface_t* const, double offset, const Vector2D& size);
void preBlurForCurrentMonitor();
bool passRequiresIntrospection(CMonitor* pMonitor);
friend class CHyprRenderer;
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};
inline std::unique_ptr<CHyprOpenGLImpl> g_pHyprOpenGL;