debug: added manual_crash

This commit is contained in:
Vaxry 2023-04-04 14:49:58 +01:00
parent 882be7765b
commit 7d9977d028
8 changed files with 106 additions and 11 deletions

View file

@ -97,6 +97,7 @@ void CConfigManager::setDefaultVars() {
configValues["debug:disable_time"].intValue = 1;
configValues["debug:enable_stdout_logs"].intValue = 0;
configValues["debug:damage_tracking"].intValue = DAMAGE_TRACKING_FULL;
configValues["debug:manual_crash"].intValue = 0;
configValues["decoration:rounding"].intValue = 0;
configValues["decoration:blur"].intValue = 1;
@ -1397,6 +1398,15 @@ void CConfigManager::loadConfigLoadVars() {
// update layout
g_pLayoutManager->switchToLayout(configValues["general:layout"].strValue);
// manual crash
if (configValues["debug:manual_crash"].intValue && !m_bManualCrashInitiated) {
m_bManualCrashInitiated = true;
g_pHyprNotificationOverlay->addNotification("Manual crash has been set up. Set debug:manual_crash back to 0 in order to crash the compositor.", CColor(0), 5000, ICON_INFO);
} else if (m_bManualCrashInitiated && !configValues["debug:manual_crash"].intValue) {
// cowabunga it is
g_pHyprRenderer->initiateManualCrash();
}
Debug::disableStdout = !configValues["debug:enable_stdout_logs"].intValue;
for (auto& m : g_pCompositor->m_vMonitors) {

View file

@ -213,7 +213,8 @@ class CConfigManager {
std::deque<SLayerRule> m_dLayerRules;
std::deque<std::string> m_dBlurLSNamespaces;
bool firstExecDispatched = false;
bool firstExecDispatched = false;
bool m_bManualCrashInitiated = false;
std::deque<std::string> firstExecRequests;
std::vector<std::pair<std::string, std::string>> environmentVariables;

View file

@ -205,6 +205,16 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shPASSTHRURGBA.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shPASSTHRURGBA.posAttrib = glGetAttribLocation(prog, "pos");
prog = createProgram(TEXVERTSRC, FRAGGLITCH);
m_RenderData.pCurrentMonData->m_shGLITCH.program = prog;
m_RenderData.pCurrentMonData->m_shGLITCH.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shGLITCH.tex = glGetUniformLocation(prog, "tex");
m_RenderData.pCurrentMonData->m_shGLITCH.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shGLITCH.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shGLITCH.distort = glGetUniformLocation(prog, "distort");
m_RenderData.pCurrentMonData->m_shGLITCH.time = glGetUniformLocation(prog, "time");
m_RenderData.pCurrentMonData->m_shGLITCH.fullSize = glGetUniformLocation(prog, "screenSize");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBX);
m_RenderData.pCurrentMonData->m_shRGBX.program = prog;
m_RenderData.pCurrentMonData->m_shRGBX.tex = glGetUniformLocation(prog, "tex");
@ -318,7 +328,7 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
m_sFinalScreenShader.proj = glGetUniformLocation(m_sFinalScreenShader.program, "proj");
m_sFinalScreenShader.tex = glGetUniformLocation(m_sFinalScreenShader.program, "tex");
m_sFinalScreenShader.time = glGetUniformLocation(m_sFinalScreenShader.program, "time");
if (m_sFinalScreenShader.time != -1 && g_pConfigManager->getInt("debug:damage_tracking") != 0) {
if (m_sFinalScreenShader.time != -1 && g_pConfigManager->getInt("debug:damage_tracking") != 0 && !g_pHyprRenderer->m_bCrashingInProgress) {
// The screen shader uses the "time" uniform
// Since the screen shader could change every frame, damage tracking *needs* to be disabled
g_pConfigManager->addParseError("Screen shader: Screen shader uses uniform 'time', which requires debug:damage_tracking to be switched off.\n"
@ -502,9 +512,14 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
bool usingFinalShader = false;
bool usingFinalShader = false;
if (m_bApplyFinalShader && m_sFinalScreenShader.program) {
const bool CRASHING = m_bApplyFinalShader && g_pHyprRenderer->m_bCrashingInProgress;
if (CRASHING) {
shader = &m_RenderData.pCurrentMonData->m_shGLITCH;
usingFinalShader = true;
} else if (m_bApplyFinalShader && m_sFinalScreenShader.program) {
shader = &m_sFinalScreenShader;
usingFinalShader = true;
} else {
@ -539,13 +554,18 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
#endif
glUniform1i(shader->tex, 0);
if (usingFinalShader && g_pConfigManager->getInt("debug:damage_tracking") == 0) {
if ((usingFinalShader && g_pConfigManager->getInt("debug:damage_tracking") == 0) || CRASHING) {
glUniform1f(shader->time, m_tGlobalTimer.getSeconds());
} else if (usingFinalShader && shader->time > 0) {
// Don't let time be unitialised
glUniform1f(shader->time, 0.f);
}
if (CRASHING) {
glUniform1f(shader->distort, g_pHyprRenderer->m_fCrashingDistort);
glUniform2f(shader->fullSize, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y);
}
if (!usingFinalShader) {
glUniform1f(shader->alpha, alpha);

View file

@ -23,8 +23,7 @@ inline const float fullVerts[] = {
};
inline const float fanVertsFull[] = {-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f};
enum eDiscardMode
{
enum eDiscardMode {
DISCARD_OPAQUE = 1,
DISCARD_ALPHAZERO = 1 << 1
};
@ -55,6 +54,7 @@ struct SMonitorRenderData {
CShader m_shBLUR2;
CShader m_shSHADOW;
CShader m_shBORDER1;
CShader m_shGLITCH;
//
};

View file

@ -1791,3 +1791,30 @@ std::tuple<float, float, float> CHyprRenderer::getRenderTimes(CMonitor* pMonitor
return std::make_tuple<>(avgRenderTime, maxRenderTime, minRenderTime);
}
static int handleCrashLoop(void* data) {
g_pHyprNotificationOverlay->addNotification("Hyprland will crash in " + std::to_string(10 - (int)(g_pHyprRenderer->m_fCrashingDistort * 2.f)) + "s.", CColor(0), 5000,
ICON_INFO);
g_pHyprRenderer->m_fCrashingDistort += 0.5f;
if (g_pHyprRenderer->m_fCrashingDistort >= 5.5f)
*((int*)nullptr) = 1337;
wl_event_source_timer_update(g_pHyprRenderer->m_pCrashingLoop, 1000);
return 1;
}
void CHyprRenderer::initiateManualCrash() {
g_pHyprNotificationOverlay->addNotification("Manual crash initiated. Farewell...", CColor(0), 5000, ICON_INFO);
m_pCrashingLoop = wl_event_loop_add_timer(g_pCompositor->m_sWLEventLoop, handleCrashLoop, nullptr);
wl_event_source_timer_update(m_pCrashingLoop, 1000);
m_bCrashingInProgress = true;
m_fCrashingDistort = 0.5;
g_pConfigManager->setInt("debug:damage_tracking", 0);
}

View file

@ -10,16 +10,14 @@
struct SMonitorRule;
// TODO: add fuller damage tracking for updating only parts of a window
enum DAMAGETRACKINGMODES
{
enum DAMAGETRACKINGMODES {
DAMAGE_TRACKING_INVALID = -1,
DAMAGE_TRACKING_NONE = 0,
DAMAGE_TRACKING_MONITOR,
DAMAGE_TRACKING_FULL
};
enum eRenderPassMode
{
enum eRenderPassMode {
RENDER_PASS_ALL = 0,
RENDER_PASS_MAIN,
RENDER_PASS_POPUP
@ -62,6 +60,11 @@ class CHyprRenderer {
bool attemptDirectScanout(CMonitor*);
void setWindowScanoutMode(CWindow*);
void initiateManualCrash();
bool m_bCrashingInProgress = false;
float m_fCrashingDistort = 0.5f;
wl_event_source* m_pCrashingLoop = nullptr;
private:
void arrangeLayerArray(CMonitor*, const std::vector<std::unique_ptr<SLayerSurface>>&, bool, wlr_box*);

View file

@ -39,6 +39,7 @@ class CShader {
GLint angle;
GLint time;
GLint distort;
GLint getUniformLocation(const std::string&);

View file

@ -258,3 +258,36 @@ void main() {
gl_FragColor = pixColor * alpha;
}
)#";
static const std::string FRAGGLITCH = R"#(
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float time;
uniform float distort;
uniform vec2 screenSize;
float rand(float co){
return fract(sin(dot(vec2(co, co), vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
float ABERR_OFFSET = 4.0 * (distort / 5.5);
float TEAR_AMOUNT = 9000.0 * (1.0 - (distort / 5.5));
float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0;
float offset = (mod(rand(floor(v_texcoord.y * TEAR_BANDS)) * 318.772 * time, 20.0) - 10.0) / TEAR_AMOUNT;
vec2 pixCoord = vec2(v_texcoord.x + offset, v_texcoord.y);
vec4 pixColor = texture2D(tex, pixCoord);
vec4 pixColorLeft = texture2D(tex, pixCoord + vec2(ABERR_OFFSET / screenSize.x, 0));
vec4 pixColorRight = texture2D(tex, pixCoord + vec2(-ABERR_OFFSET / screenSize.x, 0));
pixColor[0] = pixColorLeft[0];
pixColor[2] = pixColorRight[2];
pixColor[0] += distort / 90.0;
gl_FragColor = pixColor;
}
)#";