renderer: nuke multisample_edges in favor of a faster algorithm

This commit is contained in:
vaxerski 2023-09-30 01:41:05 +01:00
parent 495d4f2d11
commit c298439433
5 changed files with 63 additions and 93 deletions

View file

@ -150,7 +150,6 @@ void CConfigManager::setDefaultVars() {
configValues["decoration:active_opacity"].floatValue = 1;
configValues["decoration:inactive_opacity"].floatValue = 1;
configValues["decoration:fullscreen_opacity"].floatValue = 1;
configValues["decoration:multisample_edges"].intValue = 1;
configValues["decoration:no_blur_on_oversized"].intValue = 0;
configValues["decoration:drop_shadow"].intValue = 1;
configValues["decoration:shadow_range"].intValue = 4;

View file

@ -229,7 +229,6 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shQUAD.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shQUAD.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shQUAD.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA);
m_RenderData.pCurrentMonData->m_shRGBA.program = prog;
@ -244,7 +243,6 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shRGBA.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shRGBA.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shRGBA.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shRGBA.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
m_RenderData.pCurrentMonData->m_shRGBA.applyTint = glGetUniformLocation(prog, "applyTint");
m_RenderData.pCurrentMonData->m_shRGBA.tint = glGetUniformLocation(prog, "tint");
@ -278,7 +276,6 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shRGBX.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shRGBX.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shRGBX.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shRGBX.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
m_RenderData.pCurrentMonData->m_shRGBX.applyTint = glGetUniformLocation(prog, "applyTint");
m_RenderData.pCurrentMonData->m_shRGBX.tint = glGetUniformLocation(prog, "tint");
@ -295,7 +292,6 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shEXT.topLeft = glGetUniformLocation(prog, "topLeft");
m_RenderData.pCurrentMonData->m_shEXT.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shEXT.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shEXT.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
m_RenderData.pCurrentMonData->m_shEXT.applyTint = glGetUniformLocation(prog, "applyTint");
m_RenderData.pCurrentMonData->m_shEXT.tint = glGetUniformLocation(prog, "tint");
@ -353,7 +349,6 @@ void CHyprOpenGLImpl::initShaders() {
m_RenderData.pCurrentMonData->m_shBORDER1.fullSize = glGetUniformLocation(prog, "fullSize");
m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed = glGetUniformLocation(prog, "fullSizeUntransformed");
m_RenderData.pCurrentMonData->m_shBORDER1.radius = glGetUniformLocation(prog, "radius");
m_RenderData.pCurrentMonData->m_shBORDER1.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample");
m_RenderData.pCurrentMonData->m_shBORDER1.gradient = glGetUniformLocation(prog, "gradient");
m_RenderData.pCurrentMonData->m_shBORDER1.gradientLength = glGetUniformLocation(prog, "gradientLength");
m_RenderData.pCurrentMonData->m_shBORDER1.angle = glGetUniformLocation(prog, "angle");
@ -560,13 +555,10 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, CReg
const auto TOPLEFT = Vector2D(transformedBox.x, transformedBox.y);
const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height);
static auto* const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
// Rounded corners
glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(m_RenderData.pCurrentMonData->m_shQUAD.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(m_RenderData.pCurrentMonData->m_shQUAD.radius, round);
glUniform1i(m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0));
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
@ -717,14 +709,12 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
const auto TOPLEFT = Vector2D(transformedBox.x, transformedBox.y);
const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height);
static auto* const PMULTISAMPLEEDGES = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
if (!usingFinalShader) {
// Rounded corners
glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y);
glUniform2f(shader->fullSize, FULLSIZE.x, FULLSIZE.y);
glUniform1f(shader->radius, round);
glUniform1i(shader->primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !noAA));
if (allowDim && m_pCurrentWindow && *PDIMINACTIVE) {
glUniform1i(shader->applyTint, 1);
@ -1312,8 +1302,6 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad,
if (m_RenderData.damage.empty() || (m_pCurrentWindow && m_pCurrentWindow->m_sAdditionalConfigData.forceNoBorder))
return;
static auto* const PMULTISAMPLE = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue;
wlr_box newBox = *box;
scaleBox(&newBox, m_RenderData.renderModif.scale);
newBox.x += m_RenderData.renderModif.translate.x;
@ -1372,7 +1360,6 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad,
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed, (float)box->width, (float)box->height);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radius, round);
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.thick, scaledBorderSize);
glUniform1i(m_RenderData.pCurrentMonData->m_shBORDER1.primitiveMultisample, *PMULTISAMPLE);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);

View file

@ -23,7 +23,6 @@ class CShader {
GLint fullSize = -1;
GLint fullSizeUntransformed = -1;
GLint radius = -1;
GLint primitiveMultisample = -1;
GLint thick = -1;

View file

@ -13,7 +13,6 @@ uniform vec2 fullSize;
uniform vec2 fullSizeUntransformed;
uniform float radius;
uniform float thick;
uniform int primitiveMultisample;
uniform vec4 gradient[10];
uniform int gradientLength;

View file

@ -10,6 +10,7 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar
pixCoord -= topLeft + fullSize * 0.5;
pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
pixCoord -= fullSize * 0.5 - radius;
pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix dont make it top-left
if (pixCoord.x + pixCoord.y > radius) {
@ -18,20 +19,13 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar
if (dist > radius)
discard;
if (primitiveMultisample == 1 && dist > radius - 1.0) {
float distances = 0.0;
distances += float(length(pixCoord + vec2(0.25, 0.25)) < radius);
distances += float(length(pixCoord + vec2(0.75, 0.25)) < radius);
distances += float(length(pixCoord + vec2(0.25, 0.75)) < radius);
distances += float(length(pixCoord + vec2(0.75, 0.75)) < radius);
if (dist > radius - 1.0) {
float dist = length(pixCoord);
if (distances == 0.0)
discard;
distances /= 4.0;
float normalized = 1.0 - clamp(smoothstep(0.0, 1.0, dist - radius + 0.5), 0.0, 1.0);
)#" +
colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
colorVarName + R"#( = )#" + colorVarName + R"#( * normalized;
}
}
@ -60,8 +54,6 @@ uniform vec2 topLeft;
uniform vec2 fullSize;
uniform float radius;
uniform int primitiveMultisample;
void main() {
vec4 pixColor = v_color;
@ -102,8 +94,6 @@ uniform float discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
uniform int primitiveMultisample;
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
@ -154,8 +144,6 @@ uniform int discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
uniform int primitiveMultisample;
void main() {
if (discardOpaque == 1 && alpha == 1.0)
@ -274,8 +262,6 @@ uniform int discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
uniform int primitiveMultisample;
void main() {
vec4 pixColor = texture2D(texture0, v_texcoord);