#include "Shaders.hpp" #include "OpenGL.hpp" #include "../Compositor.hpp" #include "../helpers/MiscFunctions.hpp" #include "Shaders.hpp" #include #include "../config/ConfigValue.hpp" inline void loadGLProc(void* pProc, const char* name) { void* proc = (void*)eglGetProcAddress(name); if (proc == NULL) { Debug::log(CRIT, "[Tracy GPU Profiling] eglGetProcAddress({}) failed", name); abort(); } *(void**)pProc = proc; } CHyprOpenGLImpl::CHyprOpenGLImpl() { RASSERT(eglMakeCurrent(wlr_egl_get_display(g_pCompositor->m_sWLREGL), EGL_NO_SURFACE, EGL_NO_SURFACE, wlr_egl_get_context(g_pCompositor->m_sWLREGL)), "Couldn't unset current EGL!"); auto* const EXTENSIONS = (const char*)glGetString(GL_EXTENSIONS); RASSERT(EXTENSIONS, "Couldn't retrieve openGL extensions!"); m_iDRMFD = g_pCompositor->m_iDRMFD; m_szExtensions = EXTENSIONS; Debug::log(LOG, "Creating the Hypr OpenGL Renderer!"); Debug::log(LOG, "Using: {}", (char*)glGetString(GL_VERSION)); Debug::log(LOG, "Vendor: {}", (char*)glGetString(GL_VENDOR)); Debug::log(LOG, "Renderer: {}", (char*)glGetString(GL_RENDERER)); Debug::log(LOG, "Supported extensions size: {}", std::count(m_szExtensions.begin(), m_szExtensions.end(), ' ')); loadGLProc(&m_sProc.glEGLImageTargetRenderbufferStorageOES, "glEGLImageTargetRenderbufferStorageOES"); loadGLProc(&m_sProc.eglDestroyImageKHR, "eglDestroyImageKHR"); m_sExts.EXT_read_format_bgra = m_szExtensions.contains("GL_EXT_read_format_bgra"); #ifdef USE_TRACY_GPU loadGLProc(&glQueryCounter, "glQueryCounterEXT"); loadGLProc(&glGetQueryObjectiv, "glGetQueryObjectivEXT"); loadGLProc(&glGetQueryObjectui64v, "glGetQueryObjectui64vEXT"); #endif TRACY_GPU_CONTEXT; #ifdef GLES2 Debug::log(WARN, "!RENDERER: Using the legacy GLES2 renderer!"); #endif g_pHookSystem->hookDynamic("preRender", [&](void* self, SCallbackInfo& info, std::any data) { preRender(std::any_cast(data)); }); RASSERT(eglMakeCurrent(wlr_egl_get_display(g_pCompositor->m_sWLREGL), EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT), "Couldn't unset current EGL!"); m_tGlobalTimer.reset(); } void CHyprOpenGLImpl::logShaderError(const GLuint& shader, bool program) { GLint maxLength = 0; if (program) glGetProgramiv(shader, GL_INFO_LOG_LENGTH, &maxLength); else glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); std::vector errorLog(maxLength); if (program) glGetProgramInfoLog(shader, maxLength, &maxLength, errorLog.data()); else glGetShaderInfoLog(shader, maxLength, &maxLength, errorLog.data()); std::string errorStr(errorLog.begin(), errorLog.end()); g_pConfigManager->addParseError((program ? "Screen shader parser: Error linking program:" : "Screen shader parser: Error compiling shader: ") + errorStr); } GLuint CHyprOpenGLImpl::createProgram(const std::string& vert, const std::string& frag, bool dynamic) { auto vertCompiled = compileShader(GL_VERTEX_SHADER, vert, dynamic); if (dynamic) { if (vertCompiled == 0) return 0; } else { RASSERT(vertCompiled, "Compiling shader failed. VERTEX NULL! Shader source:\n\n{}", vert.c_str()); } auto fragCompiled = compileShader(GL_FRAGMENT_SHADER, frag, dynamic); if (dynamic) { if (fragCompiled == 0) return 0; } else { RASSERT(fragCompiled, "Compiling shader failed. FRAGMENT NULL! Shader source:\n\n{}", frag.c_str()); } auto prog = glCreateProgram(); glAttachShader(prog, vertCompiled); glAttachShader(prog, fragCompiled); glLinkProgram(prog); glDetachShader(prog, vertCompiled); glDetachShader(prog, fragCompiled); glDeleteShader(vertCompiled); glDeleteShader(fragCompiled); GLint ok; glGetProgramiv(prog, GL_LINK_STATUS, &ok); if (dynamic) { if (ok == GL_FALSE) { logShaderError(prog, true); return 0; } } else { RASSERT(ok != GL_FALSE, "createProgram() failed! GL_LINK_STATUS not OK!"); } return prog; } GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src, bool dynamic) { auto shader = glCreateShader(type); auto shaderSource = src.c_str(); glShaderSource(shader, 1, (const GLchar**)&shaderSource, nullptr); glCompileShader(shader); GLint ok; glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); if (dynamic) { if (ok == GL_FALSE) { logShaderError(shader, false); return 0; } } else { RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!"); } return shader; } bool CHyprOpenGLImpl::passRequiresIntrospection(CMonitor* pMonitor) { // passes requiring introspection are the ones that need to render blur. static auto PBLUR = CConfigValue("decoration:blur:enabled"); static auto PXRAY = CConfigValue("decoration:blur:xray"); static auto POPTIM = CConfigValue("decoration:blur:new_optimizations"); static auto PBLURSPECIAL = CConfigValue("decoration:blur:special"); static auto PBLURPOPUPS = CConfigValue("decoration:blur:popups"); if (m_RenderData.mouseZoomFactor != 1.0 || g_pHyprRenderer->m_bCrashingInProgress) return true; if (!pMonitor->mirrors.empty()) return true; if (*PBLUR == 0) return false; if (m_RenderData.pCurrentMonData->blurFBShouldRender) return true; if (pMonitor->solitaryClient) return false; for (auto& ls : pMonitor->m_aLayerSurfaceLayers[ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY]) { const auto XRAYMODE = ls->xray == -1 ? *PXRAY : ls->xray; if (ls->forceBlur && !XRAYMODE) return true; if (ls->popupsCount() > 0 && ls->forceBlurPopups) return true; } for (auto& ls : pMonitor->m_aLayerSurfaceLayers[ZWLR_LAYER_SHELL_V1_LAYER_TOP]) { const auto XRAYMODE = ls->xray == -1 ? *PXRAY : ls->xray; if (ls->forceBlur && !XRAYMODE) return true; if (ls->popupsCount() > 0 && ls->forceBlurPopups) return true; } // these two block optimization for (auto& ls : pMonitor->m_aLayerSurfaceLayers[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND]) { if (ls->forceBlur) return true; if (ls->popupsCount() > 0 && ls->forceBlurPopups) return true; } for (auto& ls : pMonitor->m_aLayerSurfaceLayers[ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM]) { if (ls->forceBlur) return true; if (ls->popupsCount() > 0 && ls->forceBlurPopups) return true; } if (*PBLURSPECIAL) { for (auto& ws : g_pCompositor->m_vWorkspaces) { if (!ws->m_bIsSpecialWorkspace || ws->m_iMonitorID != pMonitor->ID) continue; if (ws->m_fAlpha.value() == 0) continue; return true; } } if (*PXRAY) return false; for (auto& w : g_pCompositor->m_vWindows) { if (!w->m_bIsMapped || w->isHidden()) continue; if (!g_pHyprRenderer->shouldRenderWindow(w.get())) continue; if (w->popupsCount() > 0 && *PBLURPOPUPS) return true; if (!w->m_bIsFloating && *POPTIM && !w->onSpecialWorkspace()) continue; if (w->m_sAdditionalConfigData.forceNoBlur.toUnderlying() == true || w->m_sAdditionalConfigData.xray.toUnderlying() == true) continue; if (w->opaque()) continue; return true; } return false; } void CHyprOpenGLImpl::begin(CMonitor* pMonitor, const CRegion& damage_, CFramebuffer* fb, std::optional finalDamage) { m_RenderData.pMonitor = pMonitor; static auto PFORCEINTROSPECTION = CConfigValue("opengl:force_introspection"); #ifndef GLES2 const GLenum RESETSTATUS = glGetGraphicsResetStatus(); if (RESETSTATUS != GL_NO_ERROR) { std::string errStr = ""; switch (RESETSTATUS) { case GL_GUILTY_CONTEXT_RESET: errStr = "GL_GUILTY_CONTEXT_RESET"; break; case GL_INNOCENT_CONTEXT_RESET: errStr = "GL_INNOCENT_CONTEXT_RESET"; break; case GL_UNKNOWN_CONTEXT_RESET: errStr = "GL_UNKNOWN_CONTEXT_RESET"; break; default: errStr = "UNKNOWN??"; break; } RASSERT(false, "Aborting, glGetGraphicsResetStatus returned {}. Cannot continue until proper GPU reset handling is implemented.", errStr); return; } #endif TRACY_GPU_ZONE("RenderBegin"); glViewport(0, 0, pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y); matrixProjection(m_RenderData.projection, pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, WL_OUTPUT_TRANSFORM_NORMAL); if (m_mMonitorRenderResources.contains(pMonitor) && m_mMonitorRenderResources.at(pMonitor).offloadFB.m_vSize != pMonitor->vecPixelSize) destroyMonitorResources(pMonitor); m_RenderData.pCurrentMonData = &m_mMonitorRenderResources[pMonitor]; if (!m_RenderData.pCurrentMonData->m_bShadersInitialized) initShaders(); // ensure a framebuffer for the monitor exists if (m_RenderData.pCurrentMonData->offloadFB.m_vSize != pMonitor->vecPixelSize) { m_RenderData.pCurrentMonData->stencilTex.allocate(); m_RenderData.pCurrentMonData->offloadFB.m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex; m_RenderData.pCurrentMonData->mirrorFB.m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex; m_RenderData.pCurrentMonData->mirrorSwapFB.m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex; m_RenderData.pCurrentMonData->offMainFB.m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex; m_RenderData.pCurrentMonData->offloadFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, pMonitor->drmFormat); m_RenderData.pCurrentMonData->mirrorFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, pMonitor->drmFormat); m_RenderData.pCurrentMonData->mirrorSwapFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, pMonitor->drmFormat); m_RenderData.pCurrentMonData->offMainFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, pMonitor->drmFormat); } if (m_RenderData.pCurrentMonData->monitorMirrorFB.isAllocated() && m_RenderData.pMonitor->mirrors.empty()) m_RenderData.pCurrentMonData->monitorMirrorFB.release(); m_RenderData.damage.set(damage_); m_RenderData.finalDamage.set(finalDamage.value_or(damage_)); m_bFakeFrame = fb; if (m_bReloadScreenShader) { m_bReloadScreenShader = false; static auto PSHADER = CConfigValue("decoration:screen_shader"); applyScreenShader(*PSHADER); } const auto PRBO = g_pHyprRenderer->getCurrentRBO(); const bool FBPROPERSIZE = !fb || fb->m_vSize == pMonitor->vecPixelSize; const bool USERFORCEDINTROSPECTION = *PFORCEINTROSPECTION == 1 ? true : (*PFORCEINTROSPECTION == 2 ? g_pHyprRenderer->isNvidia() : false); // 0 - no, 1 - yes, 2 - nvidia only if (USERFORCEDINTROSPECTION || m_RenderData.forceIntrospection || !FBPROPERSIZE || m_sFinalScreenShader.program > 0 || (PRBO && pMonitor->vecPixelSize != PRBO->getFB()->m_vSize) || passRequiresIntrospection(pMonitor)) { // we have to offload // bind the offload Hypr Framebuffer m_RenderData.pCurrentMonData->offloadFB.bind(); m_RenderData.currentFB = &m_RenderData.pCurrentMonData->offloadFB; m_bOffloadedFramebuffer = true; } else { // we can render to the rbo / fbo (fake) directly const auto PFBO = fb ? fb : PRBO->getFB(); m_RenderData.currentFB = PFBO; if (PFBO->m_pStencilTex != &m_RenderData.pCurrentMonData->stencilTex) { PFBO->m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex; PFBO->addStencil(); } PFBO->bind(); m_bOffloadedFramebuffer = false; } m_RenderData.mainFB = m_RenderData.currentFB; m_RenderData.outFB = fb ? fb : PRBO->getFB(); } void CHyprOpenGLImpl::end() { static auto PZOOMRIGID = CConfigValue("misc:cursor_zoom_rigid"); TRACY_GPU_ZONE("RenderEnd"); if (!m_RenderData.pMonitor->mirrors.empty() && !m_bFakeFrame) saveBufferForMirror(); // save with original damage region // end the render, copy the data to the WLR framebuffer if (m_bOffloadedFramebuffer) { m_RenderData.damage = m_RenderData.finalDamage; m_RenderData.outFB->bind(); CBox monbox = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; if (m_RenderData.mouseZoomFactor != 1.f) { const auto ZOOMCENTER = m_RenderData.mouseZoomUseMouse ? (g_pInputManager->getMouseCoordsInternal() - m_RenderData.pMonitor->vecPosition) * m_RenderData.pMonitor->scale : m_RenderData.pMonitor->vecTransformedSize / 2.f; monbox.translate(-ZOOMCENTER).scale(m_RenderData.mouseZoomFactor).translate(*PZOOMRIGID ? m_RenderData.pMonitor->vecTransformedSize / 2.0 : ZOOMCENTER); if (monbox.x > 0) monbox.x = 0; if (monbox.y > 0) monbox.y = 0; if (monbox.x + monbox.width < m_RenderData.pMonitor->vecTransformedSize.x) monbox.x = m_RenderData.pMonitor->vecTransformedSize.x - monbox.width; if (monbox.y + monbox.height < m_RenderData.pMonitor->vecTransformedSize.y) monbox.y = m_RenderData.pMonitor->vecTransformedSize.y - monbox.height; } m_bEndFrame = true; m_bApplyFinalShader = true; if (m_RenderData.mouseZoomUseMouse) m_RenderData.useNearestNeighbor = true; blend(false); if (m_sFinalScreenShader.program < 1 && !g_pHyprRenderer->m_bCrashingInProgress) renderTexturePrimitive(m_RenderData.pCurrentMonData->offloadFB.m_cTex, &monbox); else renderTexture(m_RenderData.pCurrentMonData->offloadFB.m_cTex, &monbox, 1.f); blend(true); m_RenderData.useNearestNeighbor = false; m_bApplyFinalShader = false; m_bEndFrame = false; } // reset our data m_RenderData.pMonitor = nullptr; m_RenderData.mouseZoomFactor = 1.f; m_RenderData.mouseZoomUseMouse = true; m_RenderData.forceIntrospection = false; m_RenderData.currentFB = nullptr; m_RenderData.mainFB = nullptr; m_RenderData.outFB = nullptr; // check for gl errors const GLenum ERR = glGetError(); #ifdef GLES2 if (ERR == GL_CONTEXT_LOST_KHR) /* We don't have infra to recover from this */ #else if (ERR == GL_CONTEXT_LOST) /* We don't have infra to recover from this */ #endif RASSERT(false, "glGetError at Opengl::end() returned GL_CONTEXT_LOST. Cannot continue until proper GPU reset handling is implemented."); } void CHyprOpenGLImpl::setDamage(const CRegion& damage_, std::optional finalDamage) { m_RenderData.damage.set(damage_); m_RenderData.finalDamage.set(finalDamage.value_or(damage_)); } void CHyprOpenGLImpl::initShaders() { GLuint prog = createProgram(QUADVERTSRC, QUADFRAGSRC); m_RenderData.pCurrentMonData->m_shQUAD.program = prog; m_RenderData.pCurrentMonData->m_shQUAD.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shQUAD.color = glGetUniformLocation(prog, "color"); m_RenderData.pCurrentMonData->m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos"); 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"); prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBA); m_RenderData.pCurrentMonData->m_shRGBA.program = prog; m_RenderData.pCurrentMonData->m_shRGBA.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shRGBA.tex = glGetUniformLocation(prog, "tex"); m_RenderData.pCurrentMonData->m_shRGBA.alphaMatte = glGetUniformLocation(prog, "texMatte"); m_RenderData.pCurrentMonData->m_shRGBA.alpha = glGetUniformLocation(prog, "alpha"); m_RenderData.pCurrentMonData->m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shRGBA.matteTexAttrib = glGetAttribLocation(prog, "texcoordMatte"); m_RenderData.pCurrentMonData->m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); m_RenderData.pCurrentMonData->m_shRGBA.discardAlpha = glGetUniformLocation(prog, "discardAlpha"); m_RenderData.pCurrentMonData->m_shRGBA.discardAlphaValue = glGetUniformLocation(prog, "discardAlphaValue"); 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.applyTint = glGetUniformLocation(prog, "applyTint"); m_RenderData.pCurrentMonData->m_shRGBA.tint = glGetUniformLocation(prog, "tint"); m_RenderData.pCurrentMonData->m_shRGBA.useAlphaMatte = glGetUniformLocation(prog, "useAlphaMatte"); prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBAPASSTHRU); m_RenderData.pCurrentMonData->m_shPASSTHRURGBA.program = prog; m_RenderData.pCurrentMonData->m_shPASSTHRURGBA.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shPASSTHRURGBA.tex = glGetUniformLocation(prog, "tex"); m_RenderData.pCurrentMonData->m_shPASSTHRURGBA.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shPASSTHRURGBA.posAttrib = glGetAttribLocation(prog, "pos"); prog = createProgram(TEXVERTSRC, TEXFRAGSRCRGBAMATTE); m_RenderData.pCurrentMonData->m_shMATTE.program = prog; m_RenderData.pCurrentMonData->m_shMATTE.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shMATTE.tex = glGetUniformLocation(prog, "tex"); m_RenderData.pCurrentMonData->m_shMATTE.alphaMatte = glGetUniformLocation(prog, "texMatte"); m_RenderData.pCurrentMonData->m_shMATTE.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shMATTE.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"); m_RenderData.pCurrentMonData->m_shRGBX.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shRGBX.alpha = glGetUniformLocation(prog, "alpha"); m_RenderData.pCurrentMonData->m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); m_RenderData.pCurrentMonData->m_shRGBX.discardAlpha = glGetUniformLocation(prog, "discardAlpha"); m_RenderData.pCurrentMonData->m_shRGBX.discardAlphaValue = glGetUniformLocation(prog, "discardAlphaValue"); 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.applyTint = glGetUniformLocation(prog, "applyTint"); m_RenderData.pCurrentMonData->m_shRGBX.tint = glGetUniformLocation(prog, "tint"); prog = createProgram(TEXVERTSRC, TEXFRAGSRCEXT); m_RenderData.pCurrentMonData->m_shEXT.program = prog; m_RenderData.pCurrentMonData->m_shEXT.tex = glGetUniformLocation(prog, "tex"); m_RenderData.pCurrentMonData->m_shEXT.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shEXT.alpha = glGetUniformLocation(prog, "alpha"); m_RenderData.pCurrentMonData->m_shEXT.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); m_RenderData.pCurrentMonData->m_shEXT.discardAlpha = glGetUniformLocation(prog, "discardAlpha"); m_RenderData.pCurrentMonData->m_shEXT.discardAlphaValue = glGetUniformLocation(prog, "discardAlphaValue"); 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.applyTint = glGetUniformLocation(prog, "applyTint"); m_RenderData.pCurrentMonData->m_shEXT.tint = glGetUniformLocation(prog, "tint"); prog = createProgram(TEXVERTSRC, FRAGBLUR1); m_RenderData.pCurrentMonData->m_shBLUR1.program = prog; m_RenderData.pCurrentMonData->m_shBLUR1.tex = glGetUniformLocation(prog, "tex"); m_RenderData.pCurrentMonData->m_shBLUR1.alpha = glGetUniformLocation(prog, "alpha"); m_RenderData.pCurrentMonData->m_shBLUR1.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shBLUR1.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel = glGetUniformLocation(prog, "halfpixel"); m_RenderData.pCurrentMonData->m_shBLUR1.passes = glGetUniformLocation(prog, "passes"); m_RenderData.pCurrentMonData->m_shBLUR1.vibrancy = glGetUniformLocation(prog, "vibrancy"); m_RenderData.pCurrentMonData->m_shBLUR1.vibrancy_darkness = glGetUniformLocation(prog, "vibrancy_darkness"); prog = createProgram(TEXVERTSRC, FRAGBLUR2); m_RenderData.pCurrentMonData->m_shBLUR2.program = prog; m_RenderData.pCurrentMonData->m_shBLUR2.tex = glGetUniformLocation(prog, "tex"); m_RenderData.pCurrentMonData->m_shBLUR2.alpha = glGetUniformLocation(prog, "alpha"); m_RenderData.pCurrentMonData->m_shBLUR2.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shBLUR2.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shBLUR2.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shBLUR2.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shBLUR2.halfpixel = glGetUniformLocation(prog, "halfpixel"); prog = createProgram(TEXVERTSRC, FRAGBLURPREPARE); m_RenderData.pCurrentMonData->m_shBLURPREPARE.program = prog; m_RenderData.pCurrentMonData->m_shBLURPREPARE.tex = glGetUniformLocation(prog, "tex"); m_RenderData.pCurrentMonData->m_shBLURPREPARE.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shBLURPREPARE.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shBLURPREPARE.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shBLURPREPARE.contrast = glGetUniformLocation(prog, "contrast"); m_RenderData.pCurrentMonData->m_shBLURPREPARE.brightness = glGetUniformLocation(prog, "brightness"); prog = createProgram(TEXVERTSRC, FRAGBLURFINISH); m_RenderData.pCurrentMonData->m_shBLURFINISH.program = prog; m_RenderData.pCurrentMonData->m_shBLURFINISH.tex = glGetUniformLocation(prog, "tex"); m_RenderData.pCurrentMonData->m_shBLURFINISH.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness = glGetUniformLocation(prog, "brightness"); m_RenderData.pCurrentMonData->m_shBLURFINISH.noise = glGetUniformLocation(prog, "noise"); prog = createProgram(QUADVERTSRC, FRAGSHADOW); m_RenderData.pCurrentMonData->m_shSHADOW.program = prog; m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shSHADOW.topLeft = glGetUniformLocation(prog, "topLeft"); m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight"); m_RenderData.pCurrentMonData->m_shSHADOW.fullSize = glGetUniformLocation(prog, "fullSize"); m_RenderData.pCurrentMonData->m_shSHADOW.radius = glGetUniformLocation(prog, "radius"); m_RenderData.pCurrentMonData->m_shSHADOW.range = glGetUniformLocation(prog, "range"); m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower"); m_RenderData.pCurrentMonData->m_shSHADOW.color = glGetUniformLocation(prog, "color"); prog = createProgram(QUADVERTSRC, FRAGBORDER1); m_RenderData.pCurrentMonData->m_shBORDER1.program = prog; m_RenderData.pCurrentMonData->m_shBORDER1.proj = glGetUniformLocation(prog, "proj"); m_RenderData.pCurrentMonData->m_shBORDER1.thick = glGetUniformLocation(prog, "thick"); m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shBORDER1.topLeft = glGetUniformLocation(prog, "topLeft"); m_RenderData.pCurrentMonData->m_shBORDER1.bottomRight = glGetUniformLocation(prog, "bottomRight"); 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.radiusOuter = glGetUniformLocation(prog, "radiusOuter"); 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"); m_RenderData.pCurrentMonData->m_shBORDER1.alpha = glGetUniformLocation(prog, "alpha"); m_RenderData.pCurrentMonData->m_bShadersInitialized = true; Debug::log(LOG, "Shaders initialized successfully."); } void CHyprOpenGLImpl::applyScreenShader(const std::string& path) { static auto PDT = CConfigValue("debug:damage_tracking"); m_sFinalScreenShader.destroy(); if (path == "" || path == STRVAL_EMPTY) return; std::ifstream infile(absolutePath(path, g_pConfigManager->getConfigDir())); if (!infile.good()) { g_pConfigManager->addParseError("Screen shader parser: Screen shader path not found"); return; } std::string fragmentShader((std::istreambuf_iterator(infile)), (std::istreambuf_iterator())); m_sFinalScreenShader.program = createProgram(fragmentShader.starts_with("#version 320 es") ? TEXVERTSRC320 : TEXVERTSRC, fragmentShader, true); if (!m_sFinalScreenShader.program) { // Error will have been sent by now by the underlying cause return; } m_sFinalScreenShader.proj = glGetUniformLocation(m_sFinalScreenShader.program, "proj"); m_sFinalScreenShader.tex = glGetUniformLocation(m_sFinalScreenShader.program, "tex"); m_sFinalScreenShader.time = glGetUniformLocation(m_sFinalScreenShader.program, "time"); m_sFinalScreenShader.wl_output = glGetUniformLocation(m_sFinalScreenShader.program, "wl_output"); m_sFinalScreenShader.fullSize = glGetUniformLocation(m_sFinalScreenShader.program, "screen_size"); if (m_sFinalScreenShader.fullSize == -1) m_sFinalScreenShader.fullSize = glGetUniformLocation(m_sFinalScreenShader.program, "screenSize"); if (m_sFinalScreenShader.time != -1 && *PDT != 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" "WARNING: Disabling damage tracking will *massively* increase GPU utilization!"); } m_sFinalScreenShader.texAttrib = glGetAttribLocation(m_sFinalScreenShader.program, "texcoord"); m_sFinalScreenShader.posAttrib = glGetAttribLocation(m_sFinalScreenShader.program, "pos"); } void CHyprOpenGLImpl::clear(const CColor& color) { RASSERT(m_RenderData.pMonitor, "Tried to render without begin()!"); TRACY_GPU_ZONE("RenderClear"); glClearColor(color.r, color.g, color.b, color.a); if (!m_RenderData.damage.empty()) { for (auto& RECT : m_RenderData.damage.getRects()) { scissor(&RECT); glClear(GL_COLOR_BUFFER_BIT); } } scissor((CBox*)nullptr); } void CHyprOpenGLImpl::blend(bool enabled) { if (enabled) { glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // everything is premultiplied } else glDisable(GL_BLEND); m_bBlend = enabled; } void CHyprOpenGLImpl::scissor(const CBox* pBox, bool transform) { RASSERT(m_RenderData.pMonitor, "Tried to scissor without begin()!"); if (!pBox) { glDisable(GL_SCISSOR_TEST); return; } CBox newBox = *pBox; if (transform) { int w, h; wlr_output_transformed_resolution(m_RenderData.pMonitor->output, &w, &h); const auto TR = wlr_output_transform_invert(m_RenderData.pMonitor->transform); newBox.transform(TR, w, h); } glScissor(newBox.x, newBox.y, newBox.width, newBox.height); glEnable(GL_SCISSOR_TEST); } void CHyprOpenGLImpl::scissor(const pixman_box32* pBox, bool transform) { RASSERT(m_RenderData.pMonitor, "Tried to scissor without begin()!"); if (!pBox) { glDisable(GL_SCISSOR_TEST); return; } CBox newBox = {pBox->x1, pBox->y1, pBox->x2 - pBox->x1, pBox->y2 - pBox->y1}; scissor(&newBox, transform); } void CHyprOpenGLImpl::scissor(const int x, const int y, const int w, const int h, bool transform) { CBox box = {x, y, w, h}; scissor(&box, transform); } void CHyprOpenGLImpl::renderRect(CBox* box, const CColor& col, int round) { if (!m_RenderData.damage.empty()) renderRectWithDamage(box, col, &m_RenderData.damage, round); } void CHyprOpenGLImpl::renderRectWithBlur(CBox* box, const CColor& col, int round, float blurA, bool xray) { if (m_RenderData.damage.empty()) return; CRegion damage{m_RenderData.damage}; damage.intersect(*box); CFramebuffer* POUTFB = xray ? &m_RenderData.pCurrentMonData->blurFB : blurMainFramebufferWithDamage(blurA, &damage); m_RenderData.currentFB->bind(); // make a stencil for rounded corners to work with blur scissor((CBox*)nullptr); // allow the entire window and stencil to render glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, -1); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); renderRect(box, CColor(0, 0, 0, 0), round); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glStencilFunc(GL_EQUAL, 1, -1); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); scissor(box); CBox MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; m_bEndFrame = true; // fix transformed const auto SAVEDRENDERMODIF = m_RenderData.renderModif; m_RenderData.renderModif = {}; // fix shit renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, blurA, &damage, 0, false, false, false); m_bEndFrame = false; m_RenderData.renderModif = SAVEDRENDERMODIF; glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glDisable(GL_STENCIL_TEST); glStencilMask(-1); glStencilFunc(GL_ALWAYS, 1, 0xFF); scissor((CBox*)nullptr); renderRectWithDamage(box, col, &m_RenderData.damage, round); } void CHyprOpenGLImpl::renderRectWithDamage(CBox* box, const CColor& col, CRegion* damage, int round) { RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!"); RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!"); TRACY_GPU_ZONE("RenderRectWithDamage"); CBox newBox = *box; m_RenderData.renderModif.applyToBox(newBox); box = &newBox; float matrix[9]; wlr_matrix_project_box(matrix, box->pWlr(), wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), newBox.rot, m_RenderData.pMonitor->projMatrix.data()); // TODO: write own, don't use WLR here float glMatrix[9]; wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix); glUseProgram(m_RenderData.pCurrentMonData->m_shQUAD.program); #ifndef GLES2 glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_TRUE, glMatrix); #else wlr_matrix_transpose(glMatrix, glMatrix); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix); #endif // premultiply the color as well as we don't work with straight alpha glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r * col.a, col.g * col.a, col.b * col.a, col.a); CBox transformedBox = *box; transformedBox.transform(wlr_output_transform_invert(m_RenderData.pMonitor->transform), m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y); const auto TOPLEFT = Vector2D(transformedBox.x, transformedBox.y); const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height); // 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); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib); if (m_RenderData.clipBox.width != 0 && m_RenderData.clipBox.height != 0) { CRegion damageClip{m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height}; damageClip.intersect(*damage); if (!damageClip.empty()) { for (auto& RECT : damageClip.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } } else { for (auto& RECT : damage->getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib); } void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, CBox* pBox, float alpha, int round, bool allowCustomUV) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); renderTexture(CTexture(tex), pBox, alpha, round, false, allowCustomUV); } void CHyprOpenGLImpl::renderTexture(const CTexture& tex, CBox* pBox, float alpha, int round, bool discardActive, bool allowCustomUV) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); renderTextureInternalWithDamage(tex, pBox, alpha, &m_RenderData.damage, round, discardActive, false, allowCustomUV, true); scissor((CBox*)nullptr); } void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, CBox* pBox, float alpha, CRegion* damage, int round, bool discardActive, bool noAA, bool allowCustomUV, bool allowDim) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!"); TRACY_GPU_ZONE("RenderTextureInternalWithDamage"); alpha = std::clamp(alpha, 0.f, 1.f); if (damage->empty()) return; CBox newBox = *pBox; m_RenderData.renderModif.applyToBox(newBox); static auto PDIMINACTIVE = CConfigValue("decoration:dim_inactive"); static auto PDT = CConfigValue("debug:damage_tracking"); // get transform const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform); float matrix[9]; wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, newBox.rot, m_RenderData.pMonitor->projMatrix.data()); float glMatrix[9]; wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix); CShader* shader = nullptr; bool usingFinalShader = false; 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 { if (m_bApplyFinalShader) { shader = &m_RenderData.pCurrentMonData->m_shPASSTHRURGBA; usingFinalShader = true; } else { switch (tex.m_iType) { case TEXTURE_RGBA: shader = &m_RenderData.pCurrentMonData->m_shRGBA; break; case TEXTURE_RGBX: shader = &m_RenderData.pCurrentMonData->m_shRGBX; break; case TEXTURE_EXTERNAL: shader = &m_RenderData.pCurrentMonData->m_shEXT; break; default: RASSERT(false, "tex.m_iTarget unsupported!"); } } } if (m_pCurrentWindow && m_pCurrentWindow->m_sAdditionalConfigData.forceRGBX) shader = &m_RenderData.pCurrentMonData->m_shRGBX; glActiveTexture(GL_TEXTURE0); glBindTexture(tex.m_iTarget, tex.m_iTexID); if (m_RenderData.useNearestNeighbor) { glTexParameteri(tex.m_iTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(tex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } else { glTexParameteri(tex.m_iTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(tex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } glUseProgram(shader->program); #ifndef GLES2 glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix); #else wlr_matrix_transpose(glMatrix, glMatrix); glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix); #endif glUniform1i(shader->tex, 0); if ((usingFinalShader && *PDT == 0) || CRASHING) { glUniform1f(shader->time, m_tGlobalTimer.getSeconds()); } else if (usingFinalShader && shader->time != -1) { // Don't let time be unitialised glUniform1f(shader->time, 0.f); } if (usingFinalShader && shader->wl_output != -1) glUniform1i(shader->wl_output, m_RenderData.pMonitor->ID); if (usingFinalShader && shader->fullSize != -1) glUniform2f(shader->fullSize, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y); 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); if (discardActive) { glUniform1i(shader->discardOpaque, !!(m_RenderData.discardMode & DISCARD_OPAQUE)); glUniform1i(shader->discardAlpha, !!(m_RenderData.discardMode & DISCARD_ALPHA)); glUniform1f(shader->discardAlphaValue, m_RenderData.discardOpacity); } else { glUniform1i(shader->discardOpaque, 0); glUniform1i(shader->discardAlpha, 0); } } CBox transformedBox = newBox; transformedBox.transform(wlr_output_transform_invert(m_RenderData.pMonitor->transform), m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y); const auto TOPLEFT = Vector2D(transformedBox.x, transformedBox.y); const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height); if (!usingFinalShader) { // Rounded corners glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y); glUniform2f(shader->fullSize, FULLSIZE.x, FULLSIZE.y); glUniform1f(shader->radius, round); if (allowDim && m_pCurrentWindow && *PDIMINACTIVE) { glUniform1i(shader->applyTint, 1); const auto DIM = m_pCurrentWindow->m_fDimPercent.value(); glUniform3f(shader->tint, 1.f - DIM, 1.f - DIM, 1.f - DIM); } else { glUniform1i(shader->applyTint, 0); } } const float verts[] = { m_RenderData.primarySurfaceUVBottomRight.x, m_RenderData.primarySurfaceUVTopLeft.y, // top right m_RenderData.primarySurfaceUVTopLeft.x, m_RenderData.primarySurfaceUVTopLeft.y, // top left m_RenderData.primarySurfaceUVBottomRight.x, m_RenderData.primarySurfaceUVBottomRight.y, // bottom right m_RenderData.primarySurfaceUVTopLeft.x, m_RenderData.primarySurfaceUVBottomRight.y, // bottom left }; glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); if (allowCustomUV && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) { glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, verts); } else { glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); } glEnableVertexAttribArray(shader->posAttrib); glEnableVertexAttribArray(shader->texAttrib); if (m_RenderData.clipBox.width != 0 && m_RenderData.clipBox.height != 0) { CRegion damageClip{m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height}; damageClip.intersect(*damage); if (!damageClip.empty()) { for (auto& RECT : damageClip.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } } else { for (auto& RECT : damage->getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(shader->posAttrib); glDisableVertexAttribArray(shader->texAttrib); glBindTexture(tex.m_iTarget, 0); } void CHyprOpenGLImpl::renderTexturePrimitive(const CTexture& tex, CBox* pBox) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!"); TRACY_GPU_ZONE("RenderTexturePrimitive"); if (m_RenderData.damage.empty()) return; CBox newBox = *pBox; m_RenderData.renderModif.applyToBox(newBox); // get transform const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform); float matrix[9]; wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, newBox.rot, m_RenderData.pMonitor->projMatrix.data()); float glMatrix[9]; wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix); CShader* shader = &m_RenderData.pCurrentMonData->m_shPASSTHRURGBA; glActiveTexture(GL_TEXTURE0); glBindTexture(tex.m_iTarget, tex.m_iTexID); glUseProgram(shader->program); #ifndef GLES2 glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix); #else wlr_matrix_transpose(glMatrix, glMatrix); glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix); #endif glUniform1i(shader->tex, 0); glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(shader->posAttrib); glEnableVertexAttribArray(shader->texAttrib); for (auto& RECT : m_RenderData.damage.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } scissor((CBox*)nullptr); glDisableVertexAttribArray(shader->posAttrib); glDisableVertexAttribArray(shader->texAttrib); glBindTexture(tex.m_iTarget, 0); } void CHyprOpenGLImpl::renderTextureMatte(const CTexture& tex, CBox* pBox, CFramebuffer& matte) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!"); TRACY_GPU_ZONE("RenderTextureMatte"); if (m_RenderData.damage.empty()) return; CBox newBox = *pBox; m_RenderData.renderModif.applyToBox(newBox); // get transform const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform); float matrix[9]; wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, newBox.rot, m_RenderData.pMonitor->projMatrix.data()); float glMatrix[9]; wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix); CShader* shader = &m_RenderData.pCurrentMonData->m_shMATTE; glUseProgram(shader->program); #ifndef GLES2 glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix); #else wlr_matrix_transpose(glMatrix, glMatrix); glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix); #endif glUniform1i(shader->tex, 0); glUniform1i(shader->alphaMatte, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(tex.m_iTarget, tex.m_iTexID); glActiveTexture(GL_TEXTURE0 + 1); glBindTexture(matte.m_cTex.m_iTarget, matte.m_cTex.m_iTexID); glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(shader->posAttrib); glEnableVertexAttribArray(shader->texAttrib); for (auto& RECT : m_RenderData.damage.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } scissor((CBox*)nullptr); glDisableVertexAttribArray(shader->posAttrib); glDisableVertexAttribArray(shader->texAttrib); glBindTexture(tex.m_iTarget, 0); } // This probably isn't the fastest // but it works... well, I guess? // // Dual (or more) kawase blur CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* originalDamage) { TRACY_GPU_ZONE("RenderBlurMainFramebufferWithDamage"); const auto BLENDBEFORE = m_bBlend; blend(false); glDisable(GL_STENCIL_TEST); // get transforms for the full monitor const auto TRANSFORM = wlr_output_transform_invert(m_RenderData.pMonitor->transform); float matrix[9]; CBox MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; wlr_matrix_project_box(matrix, MONITORBOX.pWlr(), TRANSFORM, 0, m_RenderData.pMonitor->projMatrix.data()); float glMatrix[9]; wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix); // get the config settings static auto PBLURSIZE = CConfigValue("decoration:blur:size"); static auto PBLURPASSES = CConfigValue("decoration:blur:passes"); static auto PBLURVIBRANCY = CConfigValue("decoration:blur:vibrancy"); static auto PBLURVIBRANCYDARKNESS = CConfigValue("decoration:blur:vibrancy_darkness"); // prep damage CRegion damage{*originalDamage}; wlr_region_transform(damage.pixman(), damage.pixman(), wlr_output_transform_invert(m_RenderData.pMonitor->transform), m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y); wlr_region_expand(damage.pixman(), damage.pixman(), *PBLURPASSES > 10 ? pow(2, 15) : std::clamp(*PBLURSIZE, (int64_t)1, (int64_t)40) * pow(2, *PBLURPASSES)); // helper const auto PMIRRORFB = &m_RenderData.pCurrentMonData->mirrorFB; const auto PMIRRORSWAPFB = &m_RenderData.pCurrentMonData->mirrorSwapFB; CFramebuffer* currentRenderToFB = PMIRRORFB; // Begin with base color adjustments - global brightness and contrast // TODO: make this a part of the first pass maybe to save on a drawcall? { static auto PBLURCONTRAST = CConfigValue("decoration:blur:contrast"); static auto PBLURBRIGHTNESS = CConfigValue("decoration:blur:brightness"); PMIRRORSWAPFB->bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(m_RenderData.currentFB->m_cTex.m_iTarget, m_RenderData.currentFB->m_cTex.m_iTexID); glTexParameteri(m_RenderData.currentFB->m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glUseProgram(m_RenderData.pCurrentMonData->m_shBLURPREPARE.program); #ifndef GLES2 glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURPREPARE.proj, 1, GL_TRUE, glMatrix); #else wlr_matrix_transpose(glMatrix, glMatrix); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURPREPARE.proj, 1, GL_FALSE, glMatrix); #endif glUniform1f(m_RenderData.pCurrentMonData->m_shBLURPREPARE.contrast, *PBLURCONTRAST); glUniform1f(m_RenderData.pCurrentMonData->m_shBLURPREPARE.brightness, *PBLURBRIGHTNESS); glUniform1i(m_RenderData.pCurrentMonData->m_shBLURPREPARE.tex, 0); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBLURPREPARE.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBLURPREPARE.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURPREPARE.posAttrib); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURPREPARE.texAttrib); if (!damage.empty()) { for (auto& RECT : damage.getRects()) { scissor(&RECT, false /* this region is already transformed */); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURPREPARE.posAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURPREPARE.texAttrib); currentRenderToFB = PMIRRORSWAPFB; } // declare the draw func auto drawPass = [&](CShader* pShader, CRegion* pDamage) { if (currentRenderToFB == PMIRRORFB) PMIRRORSWAPFB->bind(); else PMIRRORFB->bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(currentRenderToFB->m_cTex.m_iTarget, currentRenderToFB->m_cTex.m_iTexID); glTexParameteri(currentRenderToFB->m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glUseProgram(pShader->program); // prep two shaders #ifndef GLES2 glUniformMatrix3fv(pShader->proj, 1, GL_TRUE, glMatrix); #else wlr_matrix_transpose(glMatrix, glMatrix); glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix); #endif glUniform1f(pShader->radius, *PBLURSIZE * a); // this makes the blursize change with a if (pShader == &m_RenderData.pCurrentMonData->m_shBLUR1) { glUniform2f(m_RenderData.pCurrentMonData->m_shBLUR1.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f)); glUniform1i(m_RenderData.pCurrentMonData->m_shBLUR1.passes, *PBLURPASSES); glUniform1f(m_RenderData.pCurrentMonData->m_shBLUR1.vibrancy, *PBLURVIBRANCY); glUniform1f(m_RenderData.pCurrentMonData->m_shBLUR1.vibrancy_darkness, *PBLURVIBRANCYDARKNESS); } else glUniform2f(m_RenderData.pCurrentMonData->m_shBLUR2.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x * 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y * 2.f)); glUniform1i(pShader->tex, 0); glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(pShader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(pShader->posAttrib); glEnableVertexAttribArray(pShader->texAttrib); if (!pDamage->empty()) { for (auto& RECT : pDamage->getRects()) { scissor(&RECT, false /* this region is already transformed */); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(pShader->posAttrib); glDisableVertexAttribArray(pShader->texAttrib); if (currentRenderToFB != PMIRRORFB) currentRenderToFB = PMIRRORFB; else currentRenderToFB = PMIRRORSWAPFB; }; // draw the things. // first draw is swap -> mirr PMIRRORFB->bind(); glBindTexture(PMIRRORSWAPFB->m_cTex.m_iTarget, PMIRRORSWAPFB->m_cTex.m_iTexID); // damage region will be scaled, make a temp CRegion tempDamage{damage}; // and draw for (int i = 1; i <= *PBLURPASSES; ++i) { wlr_region_scale(tempDamage.pixman(), damage.pixman(), 1.f / (1 << i)); drawPass(&m_RenderData.pCurrentMonData->m_shBLUR1, &tempDamage); // down } for (int i = *PBLURPASSES - 1; i >= 0; --i) { wlr_region_scale(tempDamage.pixman(), damage.pixman(), 1.f / (1 << i)); // when upsampling we make the region twice as big drawPass(&m_RenderData.pCurrentMonData->m_shBLUR2, &tempDamage); // up } // finalize the image { static auto PBLURNOISE = CConfigValue("decoration:blur:noise"); static auto PBLURBRIGHTNESS = CConfigValue("decoration:blur:brightness"); if (currentRenderToFB == PMIRRORFB) PMIRRORSWAPFB->bind(); else PMIRRORFB->bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(currentRenderToFB->m_cTex.m_iTarget, currentRenderToFB->m_cTex.m_iTexID); glTexParameteri(currentRenderToFB->m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glUseProgram(m_RenderData.pCurrentMonData->m_shBLURFINISH.program); #ifndef GLES2 glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURFINISH.proj, 1, GL_TRUE, glMatrix); #else wlr_matrix_transpose(glMatrix, glMatrix); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURFINISH.proj, 1, GL_FALSE, glMatrix); #endif glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.noise, *PBLURNOISE); glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness, *PBLURBRIGHTNESS); glUniform1i(m_RenderData.pCurrentMonData->m_shBLURFINISH.tex, 0); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib); if (!damage.empty()) { for (auto& RECT : damage.getRects()) { scissor(&RECT, false /* this region is already transformed */); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib); if (currentRenderToFB != PMIRRORFB) currentRenderToFB = PMIRRORFB; else currentRenderToFB = PMIRRORSWAPFB; } // finish glBindTexture(PMIRRORFB->m_cTex.m_iTarget, 0); blend(BLENDBEFORE); return currentRenderToFB; } void CHyprOpenGLImpl::markBlurDirtyForMonitor(CMonitor* pMonitor) { m_mMonitorRenderResources[pMonitor].blurFBDirty = true; } void CHyprOpenGLImpl::preRender(CMonitor* pMonitor) { static auto PBLURNEWOPTIMIZE = CConfigValue("decoration:blur:new_optimizations"); static auto PBLURXRAY = CConfigValue("decoration:blur:xray"); static auto PBLUR = CConfigValue("decoration:blur:enabled"); if (!*PBLURNEWOPTIMIZE || !m_mMonitorRenderResources[pMonitor].blurFBDirty || !*PBLUR) return; // ignore if solitary present, nothing to blur if (pMonitor->solitaryClient) return; // check if we need to update the blur fb // if there are no windows that would benefit from it, // we will ignore that the blur FB is dirty. auto windowShouldBeBlurred = [&](CWindow* pWindow) -> bool { if (!pWindow) return false; if (pWindow->m_sAdditionalConfigData.forceNoBlur) return false; if (pWindow->m_pWLSurface.small() && !pWindow->m_pWLSurface.m_bFillIgnoreSmall) return true; const auto PSURFACE = pWindow->m_pWLSurface.wlr(); const auto PWORKSPACE = pWindow->m_pWorkspace; const float A = pWindow->m_fAlpha.value() * pWindow->m_fActiveInactiveAlpha.value() * PWORKSPACE->m_fAlpha.value(); if (A >= 1.f) { if (PSURFACE->opaque) return false; CRegion inverseOpaque; pixman_box32_t surfbox = {0, 0, PSURFACE->current.width, PSURFACE->current.height}; CRegion opaqueRegion{&PSURFACE->current.opaque}; inverseOpaque.set(opaqueRegion).invert(&surfbox).intersect(0, 0, PSURFACE->current.width, PSURFACE->current.height); if (inverseOpaque.empty()) return false; } return true; }; bool hasWindows = false; for (auto& w : g_pCompositor->m_vWindows) { if (w->m_pWorkspace == pMonitor->activeWorkspace && !w->isHidden() && w->m_bIsMapped && (!w->m_bIsFloating || *PBLURXRAY)) { // check if window is valid if (!windowShouldBeBlurred(w.get())) continue; hasWindows = true; break; } } for (auto& m : g_pCompositor->m_vMonitors) { for (auto& lsl : m->m_aLayerSurfaceLayers) { for (auto& ls : lsl) { if (!ls->layerSurface || ls->xray != 1) continue; if (ls->layerSurface->surface->opaque && ls->alpha.value() >= 1.f) continue; hasWindows = true; break; } } } if (!hasWindows) return; g_pHyprRenderer->damageMonitor(pMonitor); m_mMonitorRenderResources[pMonitor].blurFBShouldRender = true; } void CHyprOpenGLImpl::preBlurForCurrentMonitor() { TRACY_GPU_ZONE("RenderPreBlurForCurrentMonitor"); const auto SAVEDRENDERMODIF = m_RenderData.renderModif; m_RenderData.renderModif = {}; // fix shit // make the fake dmg CRegion fakeDamage{0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; CBox wholeMonitor = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; const auto POUTFB = blurMainFramebufferWithDamage(1, &fakeDamage); // render onto blurFB m_RenderData.pCurrentMonData->blurFB.alloc(m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y, m_RenderData.pMonitor->drmFormat); m_RenderData.pCurrentMonData->blurFB.bind(); clear(CColor(0, 0, 0, 0)); m_bEndFrame = true; // fix transformed renderTextureInternalWithDamage(POUTFB->m_cTex, &wholeMonitor, 1, &fakeDamage, 0, false, true, false); m_bEndFrame = false; m_RenderData.currentFB->bind(); m_RenderData.pCurrentMonData->blurFBDirty = false; m_RenderData.renderModif = SAVEDRENDERMODIF; m_mMonitorRenderResources[m_RenderData.pMonitor].blurFBShouldRender = false; } void CHyprOpenGLImpl::preWindowPass() { if (!preBlurQueued()) return; // blur the main FB, it will be rendered onto the mirror preBlurForCurrentMonitor(); } bool CHyprOpenGLImpl::preBlurQueued() { static auto PBLURNEWOPTIMIZE = CConfigValue("decoration:blur:new_optimizations"); static auto PBLUR = CConfigValue("decoration:blur:enabled"); return !(!m_RenderData.pCurrentMonData->blurFBDirty || !*PBLURNEWOPTIMIZE || !*PBLUR || !m_RenderData.pCurrentMonData->blurFBShouldRender); } bool CHyprOpenGLImpl::shouldUseNewBlurOptimizations(SLayerSurface* pLayer, CWindow* pWindow) { static auto PBLURNEWOPTIMIZE = CConfigValue("decoration:blur:new_optimizations"); static auto PBLURXRAY = CConfigValue("decoration:blur:xray"); if (!m_RenderData.pCurrentMonData->blurFB.m_cTex.m_iTexID) return false; if (pWindow && pWindow->m_sAdditionalConfigData.xray.toUnderlying() == 0) return false; if (pLayer && pLayer->xray == 0) return false; if ((*PBLURNEWOPTIMIZE && pWindow && !pWindow->m_bIsFloating && !pWindow->onSpecialWorkspace()) || *PBLURXRAY) return true; if ((pLayer && pLayer->xray == 1) || (pWindow && pWindow->m_sAdditionalConfigData.xray.toUnderlying() == 1)) return true; return false; } void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, CBox* pBox, float a, wlr_surface* pSurface, int round, bool blockBlurOptimization, float blurA) { RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!"); static auto PBLURENABLED = CConfigValue("decoration:blur:enabled"); static auto PNOBLUROVERSIZED = CConfigValue("decoration:no_blur_on_oversized"); TRACY_GPU_ZONE("RenderTextureWithBlur"); // make a damage region for this window CRegion texDamage{m_RenderData.damage}; texDamage.intersect(pBox->x, pBox->y, pBox->width, pBox->height); if (texDamage.empty()) return; if (*PBLURENABLED == 0 || (*PNOBLUROVERSIZED && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) || (m_pCurrentWindow && (m_pCurrentWindow->m_sAdditionalConfigData.forceNoBlur || m_pCurrentWindow->m_sAdditionalConfigData.forceRGBX))) { renderTexture(tex, pBox, a, round, false, true); return; } // amazing hack: the surface has an opaque region! CRegion inverseOpaque; if (a >= 1.f && std::round(pSurface->current.width * m_RenderData.pMonitor->scale) == pBox->w && std::round(pSurface->current.height * m_RenderData.pMonitor->scale) == pBox->h) { pixman_box32_t surfbox = {0, 0, pSurface->current.width * pSurface->current.scale, pSurface->current.height * pSurface->current.scale}; inverseOpaque = &pSurface->current.opaque; inverseOpaque.invert(&surfbox).intersect(0, 0, pSurface->current.width * pSurface->current.scale, pSurface->current.height * pSurface->current.scale); if (inverseOpaque.empty()) { renderTexture(tex, pBox, a, round, false, true); return; } } else { inverseOpaque = {0, 0, pBox->width, pBox->height}; } wlr_region_scale(inverseOpaque.pixman(), inverseOpaque.pixman(), m_RenderData.pMonitor->scale); // vvv TODO: layered blur fbs? const bool USENEWOPTIMIZE = shouldUseNewBlurOptimizations(m_pCurrentLayer, m_pCurrentWindow) && !blockBlurOptimization; CFramebuffer* POUTFB = nullptr; if (!USENEWOPTIMIZE) { inverseOpaque.translate({pBox->x, pBox->y}).intersect(texDamage); POUTFB = blurMainFramebufferWithDamage(a, &inverseOpaque); } else { POUTFB = &m_RenderData.pCurrentMonData->blurFB; } m_RenderData.currentFB->bind(); // make a stencil for rounded corners to work with blur scissor((CBox*)nullptr); // allow the entire window and stencil to render glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, -1); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); if (USENEWOPTIMIZE && !(m_RenderData.discardMode & DISCARD_ALPHA)) renderRect(pBox, CColor(0, 0, 0, 0), round); else renderTexture(tex, pBox, a, round, true, true); // discard opaque glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glStencilFunc(GL_EQUAL, 1, -1); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // stencil done. Render everything. CBox MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; // render our great blurred FB static auto PBLURIGNOREOPACITY = CConfigValue("decoration:blur:ignore_opacity"); m_bEndFrame = true; // fix transformed const auto SAVEDRENDERMODIF = m_RenderData.renderModif; m_RenderData.renderModif = {}; // fix shit renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? blurA : a * blurA, &texDamage, 0, false, false, false); m_bEndFrame = false; m_RenderData.renderModif = SAVEDRENDERMODIF; // render the window, but clear stencil glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); // draw window glDisable(GL_STENCIL_TEST); renderTextureInternalWithDamage(tex, pBox, a, &texDamage, round, false, false, true, true); glStencilMask(-1); glStencilFunc(GL_ALWAYS, 1, 0xFF); scissor((CBox*)nullptr); } void pushVert2D(float x, float y, float* arr, int& counter, CBox* box) { // 0-1 space god damnit arr[counter * 2 + 0] = x / box->width; arr[counter * 2 + 1] = y / box->height; counter++; } void CHyprOpenGLImpl::renderBorder(CBox* box, const CGradientValueData& grad, int round, int borderSize, float a, int outerRound) { RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!"); RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!"); TRACY_GPU_ZONE("RenderBorder"); if (m_RenderData.damage.empty() || (m_pCurrentWindow && m_pCurrentWindow->m_sAdditionalConfigData.forceNoBorder)) return; CBox newBox = *box; m_RenderData.renderModif.applyToBox(newBox); box = &newBox; if (borderSize < 1) return; int scaledBorderSize = std::round(borderSize * m_RenderData.pMonitor->scale); // adjust box box->x -= scaledBorderSize; box->y -= scaledBorderSize; box->width += 2 * scaledBorderSize; box->height += 2 * scaledBorderSize; round += round == 0 ? 0 : scaledBorderSize; float matrix[9]; wlr_matrix_project_box(matrix, box->pWlr(), wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), newBox.rot, m_RenderData.pMonitor->projMatrix.data()); // TODO: write own, don't use WLR here float glMatrix[9]; wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix); const auto BLEND = m_bBlend; blend(true); glUseProgram(m_RenderData.pCurrentMonData->m_shBORDER1.program); #ifndef GLES2 glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_TRUE, glMatrix); #else wlr_matrix_transpose(glMatrix, glMatrix); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_FALSE, glMatrix); #endif static_assert(sizeof(CColor) == 4 * sizeof(float)); // otherwise the line below this will fail glUniform4fv(m_RenderData.pCurrentMonData->m_shBORDER1.gradient, grad.m_vColors.size(), (float*)grad.m_vColors.data()); glUniform1i(m_RenderData.pCurrentMonData->m_shBORDER1.gradientLength, grad.m_vColors.size()); glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.angle, (int)(grad.m_fAngle / (PI / 180.0)) % 360 * (PI / 180.0)); glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.alpha, a); CBox transformedBox = *box; transformedBox.transform(wlr_output_transform_invert(m_RenderData.pMonitor->transform), m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y); const auto TOPLEFT = Vector2D(transformedBox.x, transformedBox.y); const auto FULLSIZE = Vector2D(transformedBox.width, transformedBox.height); glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); 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.radiusOuter, outerRound == -1 ? round : outerRound); glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.thick, scaledBorderSize); 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); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib); if (m_RenderData.clipBox.width != 0 && m_RenderData.clipBox.height != 0) { CRegion damageClip{m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height}; damageClip.intersect(m_RenderData.damage); if (!damageClip.empty()) { for (auto& RECT : damageClip.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } } else { for (auto& RECT : m_RenderData.damage.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib); blend(BLEND); } void CHyprOpenGLImpl::makeRawWindowSnapshot(CWindow* pWindow, CFramebuffer* pFramebuffer) { // we trust the window is valid. const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID); if (!PMONITOR || !PMONITOR->output || PMONITOR->vecPixelSize.x <= 0 || PMONITOR->vecPixelSize.y <= 0) return; // we need to "damage" the entire monitor // so that we render the entire window // this is temporary, doesnt mess with the actual wlr damage CRegion fakeDamage{0, 0, (int)PMONITOR->vecTransformedSize.x, (int)PMONITOR->vecTransformedSize.y}; g_pHyprRenderer->makeEGLCurrent(); pFramebuffer->m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex; pFramebuffer->alloc(PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y, PMONITOR->drmFormat); g_pHyprRenderer->beginRender(PMONITOR, fakeDamage, RENDER_MODE_FULL_FAKE, nullptr, pFramebuffer); clear(CColor(0, 0, 0, 0)); // JIC timespec now; clock_gettime(CLOCK_MONOTONIC, &now); // this is a hack but it works :P // we need to disable blur or else we will get a black background, as the shader // will try to copy the bg to apply blur. // this isn't entirely correct, but like, oh well. // small todo: maybe make this correct? :P static auto* const PBLUR = (Hyprlang::INT* const*)(g_pConfigManager->getConfigValuePtr("decoration:blur:enabled")); const auto BLURVAL = **PBLUR; **PBLUR = 0; // TODO: how can we make this the size of the window? setting it to window's size makes the entire screen render with the wrong res forever more. odd. glViewport(0, 0, PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y); m_RenderData.currentFB = pFramebuffer; clear(CColor(0, 0, 0, 0)); // JIC g_pHyprRenderer->renderWindow(pWindow, PMONITOR, &now, false, RENDER_PASS_ALL, true); **PBLUR = BLURVAL; g_pHyprRenderer->endRender(); } void CHyprOpenGLImpl::makeWindowSnapshot(CWindow* pWindow) { // we trust the window is valid. const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID); if (!PMONITOR || !PMONITOR->output || PMONITOR->vecPixelSize.x <= 0 || PMONITOR->vecPixelSize.y <= 0) return; if (!g_pHyprRenderer->shouldRenderWindow(pWindow)) return; // ignore, window is not being rendered // we need to "damage" the entire monitor // so that we render the entire window // this is temporary, doesnt mess with the actual wlr damage CRegion fakeDamage{0, 0, (int)PMONITOR->vecTransformedSize.x, (int)PMONITOR->vecTransformedSize.y}; g_pHyprRenderer->makeEGLCurrent(); const auto PFRAMEBUFFER = &m_mWindowFramebuffers[pWindow]; PFRAMEBUFFER->alloc(PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y, PMONITOR->drmFormat); g_pHyprRenderer->beginRender(PMONITOR, fakeDamage, RENDER_MODE_FULL_FAKE, nullptr, PFRAMEBUFFER); g_pHyprRenderer->m_bRenderingSnapshot = true; clear(CColor(0, 0, 0, 0)); // JIC timespec now; clock_gettime(CLOCK_MONOTONIC, &now); // this is a hack but it works :P // we need to disable blur or else we will get a black background, as the shader // will try to copy the bg to apply blur. // this isn't entirely correct, but like, oh well. // small todo: maybe make this correct? :P static auto* const PBLUR = (Hyprlang::INT* const*)(g_pConfigManager->getConfigValuePtr("decoration:blur:enabled")); const auto BLURVAL = **PBLUR; **PBLUR = 0; clear(CColor(0, 0, 0, 0)); // JIC g_pHyprRenderer->renderWindow(pWindow, PMONITOR, &now, !pWindow->m_bX11DoesntWantBorders, RENDER_PASS_ALL); **PBLUR = BLURVAL; g_pHyprRenderer->endRender(); g_pHyprRenderer->m_bRenderingSnapshot = false; } void CHyprOpenGLImpl::makeLayerSnapshot(SLayerSurface* pLayer) { // we trust the window is valid. const auto PMONITOR = g_pCompositor->getMonitorFromID(pLayer->monitorID); if (!PMONITOR || !PMONITOR->output || PMONITOR->vecPixelSize.x <= 0 || PMONITOR->vecPixelSize.y <= 0) return; // we need to "damage" the entire monitor // so that we render the entire window // this is temporary, doesnt mess with the actual wlr damage CRegion fakeDamage{0, 0, (int)PMONITOR->vecTransformedSize.x, (int)PMONITOR->vecTransformedSize.y}; g_pHyprRenderer->makeEGLCurrent(); const auto PFRAMEBUFFER = &m_mLayerFramebuffers[pLayer]; PFRAMEBUFFER->alloc(PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y, PMONITOR->drmFormat); g_pHyprRenderer->beginRender(PMONITOR, fakeDamage, RENDER_MODE_FULL_FAKE, nullptr, PFRAMEBUFFER); g_pHyprRenderer->m_bRenderingSnapshot = true; clear(CColor(0, 0, 0, 0)); // JIC timespec now; clock_gettime(CLOCK_MONOTONIC, &now); const auto BLURLSSTATUS = pLayer->forceBlur; pLayer->forceBlur = false; // draw the layer g_pHyprRenderer->renderLayer(pLayer, PMONITOR, &now); pLayer->forceBlur = BLURLSSTATUS; g_pHyprRenderer->endRender(); g_pHyprRenderer->m_bRenderingSnapshot = false; } void CHyprOpenGLImpl::renderSnapshot(CWindow** pWindow) { RASSERT(m_RenderData.pMonitor, "Tried to render snapshot rect without begin()!"); const auto PWINDOW = *pWindow; static auto PDIMAROUND = CConfigValue("decoration:dim_around"); auto it = m_mWindowFramebuffers.begin(); for (; it != m_mWindowFramebuffers.end(); it++) { if (it->first == PWINDOW) { break; } } if (it == m_mWindowFramebuffers.end() || !it->second.m_cTex.m_iTexID) return; const auto PMONITOR = g_pCompositor->getMonitorFromID(PWINDOW->m_iMonitorID); CBox windowBox; // some mafs to figure out the correct box // the originalClosedPos is relative to the monitor's pos Vector2D scaleXY = Vector2D((PMONITOR->scale * PWINDOW->m_vRealSize.value().x / (PWINDOW->m_vOriginalClosedSize.x * PMONITOR->scale)), (PMONITOR->scale * PWINDOW->m_vRealSize.value().y / (PWINDOW->m_vOriginalClosedSize.y * PMONITOR->scale))); windowBox.width = PMONITOR->vecTransformedSize.x * scaleXY.x; windowBox.height = PMONITOR->vecTransformedSize.y * scaleXY.y; windowBox.x = ((PWINDOW->m_vRealPosition.value().x - PMONITOR->vecPosition.x) * PMONITOR->scale) - ((PWINDOW->m_vOriginalClosedPos.x * PMONITOR->scale) * scaleXY.x); windowBox.y = ((PWINDOW->m_vRealPosition.value().y - PMONITOR->vecPosition.y) * PMONITOR->scale) - ((PWINDOW->m_vOriginalClosedPos.y * PMONITOR->scale) * scaleXY.y); CRegion fakeDamage{0, 0, PMONITOR->vecTransformedSize.x, PMONITOR->vecTransformedSize.y}; if (*PDIMAROUND && (*pWindow)->m_sAdditionalConfigData.dimAround) { CBox monbox = {0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.y}; g_pHyprOpenGL->renderRect(&monbox, CColor(0, 0, 0, *PDIMAROUND * PWINDOW->m_fAlpha.value())); g_pHyprRenderer->damageMonitor(PMONITOR); } m_bEndFrame = true; renderTextureInternalWithDamage(it->second.m_cTex, &windowBox, PWINDOW->m_fAlpha.value(), &fakeDamage, 0); m_bEndFrame = false; } void CHyprOpenGLImpl::renderSnapshot(SLayerSurface** pLayer) { RASSERT(m_RenderData.pMonitor, "Tried to render snapshot rect without begin()!"); const auto PLAYER = *pLayer; auto it = m_mLayerFramebuffers.begin(); for (; it != m_mLayerFramebuffers.end(); it++) { if (it->first == PLAYER) { break; } } if (it == m_mLayerFramebuffers.end() || !it->second.m_cTex.m_iTexID) return; const auto PMONITOR = g_pCompositor->getMonitorFromID(PLAYER->monitorID); CBox layerBox; // some mafs to figure out the correct box // the originalClosedPos is relative to the monitor's pos Vector2D scaleXY = Vector2D((PMONITOR->scale * PLAYER->realSize.value().x / (PLAYER->geometry.w * PMONITOR->scale)), (PMONITOR->scale * PLAYER->realSize.value().y / (PLAYER->geometry.h * PMONITOR->scale))); layerBox.width = PMONITOR->vecTransformedSize.x * scaleXY.x; layerBox.height = PMONITOR->vecTransformedSize.y * scaleXY.y; layerBox.x = ((PLAYER->realPosition.value().x - PMONITOR->vecPosition.x) * PMONITOR->scale) - (((PLAYER->geometry.x - PMONITOR->vecPosition.x) * PMONITOR->scale) * scaleXY.x); layerBox.y = ((PLAYER->realPosition.value().y - PMONITOR->vecPosition.y) * PMONITOR->scale) - (((PLAYER->geometry.y - PMONITOR->vecPosition.y) * PMONITOR->scale) * scaleXY.y); CRegion fakeDamage{0, 0, PMONITOR->vecTransformedSize.x, PMONITOR->vecTransformedSize.y}; m_bEndFrame = true; renderTextureInternalWithDamage(it->second.m_cTex, &layerBox, PLAYER->alpha.value(), &fakeDamage, 0); m_bEndFrame = false; } void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, const CColor& color, float a) { RASSERT(m_RenderData.pMonitor, "Tried to render shadow without begin()!"); RASSERT((box->width > 0 && box->height > 0), "Tried to render shadow with width/height < 0!"); RASSERT(m_pCurrentWindow, "Tried to render shadow without a window!"); if (m_RenderData.damage.empty()) return; TRACY_GPU_ZONE("RenderShadow"); CBox newBox = *box; m_RenderData.renderModif.applyToBox(newBox); box = &newBox; static auto PSHADOWPOWER = CConfigValue("decoration:shadow_render_power"); const auto SHADOWPOWER = std::clamp((int)*PSHADOWPOWER, 1, 4); const auto col = color; float matrix[9]; wlr_matrix_project_box(matrix, box->pWlr(), wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), newBox.rot, m_RenderData.pMonitor->projMatrix.data()); // TODO: write own, don't use WLR here float glMatrix[9]; wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix); glEnable(GL_BLEND); glUseProgram(m_RenderData.pCurrentMonData->m_shSHADOW.program); #ifndef GLES2 glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_TRUE, glMatrix); #else wlr_matrix_transpose(glMatrix, glMatrix); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_FALSE, glMatrix); #endif glUniform4f(m_RenderData.pCurrentMonData->m_shSHADOW.color, col.r, col.g, col.b, col.a * a); const auto TOPLEFT = Vector2D(range + round, range + round); const auto BOTTOMRIGHT = Vector2D(box->width - (range + round), box->height - (range + round)); const auto FULLSIZE = Vector2D(box->width, box->height); // Rounded corners glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.radius, range + round); glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.range, range); glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower, SHADOWPOWER); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib); if (m_RenderData.clipBox.width != 0 && m_RenderData.clipBox.height != 0) { CRegion damageClip{m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height}; damageClip.intersect(m_RenderData.damage); if (!damageClip.empty()) { for (auto& RECT : damageClip.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } } else { for (auto& RECT : m_RenderData.damage.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib); } void CHyprOpenGLImpl::saveBufferForMirror() { if (!m_RenderData.pCurrentMonData->monitorMirrorFB.isAllocated()) m_RenderData.pCurrentMonData->monitorMirrorFB.alloc(m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y, m_RenderData.pMonitor->drmFormat); m_RenderData.pCurrentMonData->monitorMirrorFB.bind(); CBox monbox = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y}; blend(false); renderTexture(m_RenderData.currentFB->m_cTex, &monbox, 1.f, 0, false, false); blend(true); m_RenderData.currentFB->bind(); } void CHyprOpenGLImpl::renderMirrored() { CBox monbox = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y}; const auto PFB = &m_mMonitorRenderResources[m_RenderData.pMonitor->pMirrorOf].monitorMirrorFB; if (!PFB->isAllocated() || PFB->m_cTex.m_iTexID <= 0) return; renderTexture(PFB->m_cTex, &monbox, 1.f, 0, false, false); } void CHyprOpenGLImpl::renderSplash(cairo_t* const CAIRO, cairo_surface_t* const CAIROSURFACE, double offsetY, const Vector2D& size) { static auto PSPLASHCOLOR = CConfigValue("misc:col.splash"); static auto PSPLASHFONT = CConfigValue("misc:splash_font_family"); cairo_select_font_face(CAIRO, (*PSPLASHFONT).c_str(), CAIRO_FONT_SLANT_NORMAL, CAIRO_FONT_WEIGHT_NORMAL); const auto FONTSIZE = (int)(size.y / 76); cairo_set_font_size(CAIRO, FONTSIZE); const auto COLOR = CColor(*PSPLASHCOLOR); cairo_set_source_rgba(CAIRO, COLOR.r, COLOR.g, COLOR.b, COLOR.a); cairo_text_extents_t textExtents; cairo_text_extents(CAIRO, g_pCompositor->m_szCurrentSplash.c_str(), &textExtents); cairo_move_to(CAIRO, (size.x - textExtents.width) / 2.0, size.y - textExtents.height + offsetY); cairo_show_text(CAIRO, g_pCompositor->m_szCurrentSplash.c_str()); cairo_surface_flush(CAIROSURFACE); } void CHyprOpenGLImpl::createBGTextureForMonitor(CMonitor* pMonitor) { RASSERT(m_RenderData.pMonitor, "Tried to createBGTex without begin()!"); static auto PRENDERTEX = CConfigValue("misc:disable_hyprland_logo"); static auto PNOSPLASH = CConfigValue("misc:disable_splash_rendering"); static auto PFORCEWALLPAPER = CConfigValue("misc:force_default_wallpaper"); const auto FORCEWALLPAPER = std::clamp(*PFORCEWALLPAPER, static_cast(-1L), static_cast(2L)); static std::string texPath = ""; if (*PRENDERTEX) return; // release the last tex if exists const auto PFB = &m_mMonitorBGFBs[pMonitor]; PFB->release(); PFB->alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, pMonitor->drmFormat); Debug::log(LOG, "Allocated texture for BGTex"); // TODO: use relative paths to the installation // or configure the paths at build time if (texPath.empty()) { texPath = "/usr/share/hyprland/wall"; // get the adequate tex if (FORCEWALLPAPER == -1) { std::mt19937_64 engine(time(nullptr)); std::uniform_int_distribution<> distribution(0, 2); texPath += std::to_string(distribution(engine)); } else texPath += std::to_string(std::clamp(*PFORCEWALLPAPER, (int64_t)0, (int64_t)2)); texPath += ".png"; // check if wallpapers exist if (!std::filesystem::exists(texPath)) { // try local texPath = texPath.substr(0, 5) + "local/" + texPath.substr(5); if (!std::filesystem::exists(texPath)) return; // the texture will be empty, oh well. We'll clear with a solid color anyways. } } // create a new one with cairo CTexture tex; const auto CAIROISURFACE = cairo_image_surface_create_from_png(texPath.c_str()); const auto CAIROFORMAT = cairo_image_surface_get_format(CAIROISURFACE); tex.allocate(); const Vector2D IMAGESIZE = {cairo_image_surface_get_width(CAIROISURFACE), cairo_image_surface_get_height(CAIROISURFACE)}; // calc the target box const double MONRATIO = m_RenderData.pMonitor->vecTransformedSize.x / m_RenderData.pMonitor->vecTransformedSize.y; const double WPRATIO = IMAGESIZE.x / IMAGESIZE.y; Vector2D origin; double scale; if (MONRATIO > WPRATIO) { scale = m_RenderData.pMonitor->vecTransformedSize.x / IMAGESIZE.x; origin.y = (m_RenderData.pMonitor->vecTransformedSize.y - IMAGESIZE.y * scale) / 2.0; } else { scale = m_RenderData.pMonitor->vecTransformedSize.y / IMAGESIZE.y; origin.x = (m_RenderData.pMonitor->vecTransformedSize.x - IMAGESIZE.x * scale) / 2.0; } const Vector2D scaledSize = IMAGESIZE * scale; const auto CAIROSURFACE = cairo_image_surface_create(CAIROFORMAT, scaledSize.x, scaledSize.y); const auto CAIRO = cairo_create(CAIROSURFACE); cairo_set_antialias(CAIRO, CAIRO_ANTIALIAS_GOOD); cairo_scale(CAIRO, scale, scale); cairo_rectangle(CAIRO, 0, 0, 100, 100); cairo_set_source_surface(CAIRO, CAIROISURFACE, 0, 0); cairo_paint(CAIRO); if (!*PNOSPLASH) renderSplash(CAIRO, CAIROSURFACE, origin.y * WPRATIO / MONRATIO * scale, IMAGESIZE); cairo_surface_flush(CAIROSURFACE); CBox box = {origin.x, origin.y, IMAGESIZE.x * scale, IMAGESIZE.y * scale}; tex.m_vSize = IMAGESIZE * scale; // copy the data to an OpenGL texture we have const GLint glIFormat = CAIROFORMAT == CAIRO_FORMAT_RGB96F ? #ifdef GLES2 GL_RGB32F_EXT : #else GL_RGB32F : #endif GL_RGBA; const GLint glFormat = CAIROFORMAT == CAIRO_FORMAT_RGB96F ? GL_RGB : GL_RGBA; const GLint glType = CAIROFORMAT == CAIRO_FORMAT_RGB96F ? GL_FLOAT : GL_UNSIGNED_BYTE; const auto DATA = cairo_image_surface_get_data(CAIROSURFACE); glBindTexture(GL_TEXTURE_2D, tex.m_iTexID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); #ifndef GLES2 if (CAIROFORMAT != CAIRO_FORMAT_RGB96F) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_BLUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED); } #endif glTexImage2D(GL_TEXTURE_2D, 0, glIFormat, tex.m_vSize.x, tex.m_vSize.y, 0, glFormat, glType, DATA); cairo_surface_destroy(CAIROSURFACE); cairo_surface_destroy(CAIROISURFACE); cairo_destroy(CAIRO); // render the texture to our fb PFB->bind(); CRegion fakeDamage{0, 0, INT16_MAX, INT16_MAX}; renderTextureInternalWithDamage(tex, &box, 1.0, &fakeDamage); // bind back if (m_RenderData.currentFB) m_RenderData.currentFB->bind(); Debug::log(LOG, "Background created for monitor {}", pMonitor->szName); } void CHyprOpenGLImpl::clearWithTex() { RASSERT(m_RenderData.pMonitor, "Tried to render BGtex without begin()!"); TRACY_GPU_ZONE("RenderClearWithTex"); auto TEXIT = m_mMonitorBGFBs.find(m_RenderData.pMonitor); if (TEXIT == m_mMonitorBGFBs.end()) { createBGTextureForMonitor(m_RenderData.pMonitor); TEXIT = m_mMonitorBGFBs.find(m_RenderData.pMonitor); } if (TEXIT != m_mMonitorBGFBs.end()) { CBox monbox = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; m_bEndFrame = true; renderTexture(TEXIT->second.m_cTex, &monbox, 1); m_bEndFrame = false; } } void CHyprOpenGLImpl::destroyMonitorResources(CMonitor* pMonitor) { g_pHyprRenderer->makeEGLCurrent(); auto RESIT = g_pHyprOpenGL->m_mMonitorRenderResources.find(pMonitor); if (RESIT != g_pHyprOpenGL->m_mMonitorRenderResources.end()) { RESIT->second.mirrorFB.release(); RESIT->second.offloadFB.release(); RESIT->second.mirrorSwapFB.release(); RESIT->second.monitorMirrorFB.release(); RESIT->second.blurFB.release(); RESIT->second.offMainFB.release(); RESIT->second.stencilTex.destroyTexture(); g_pHyprOpenGL->m_mMonitorRenderResources.erase(RESIT); } auto TEXIT = g_pHyprOpenGL->m_mMonitorBGFBs.find(pMonitor); if (TEXIT != g_pHyprOpenGL->m_mMonitorBGFBs.end()) { TEXIT->second.release(); g_pHyprOpenGL->m_mMonitorBGFBs.erase(TEXIT); } Debug::log(LOG, "Monitor {} -> destroyed all render data", pMonitor->szName); } void CHyprOpenGLImpl::saveMatrix() { memcpy(m_RenderData.savedProjection, m_RenderData.projection, 9 * sizeof(float)); } void CHyprOpenGLImpl::setMatrixScaleTranslate(const Vector2D& translate, const float& scale) { wlr_matrix_scale(m_RenderData.projection, scale, scale); wlr_matrix_translate(m_RenderData.projection, translate.x, translate.y); } void CHyprOpenGLImpl::restoreMatrix() { memcpy(m_RenderData.projection, m_RenderData.savedProjection, 9 * sizeof(float)); } void CHyprOpenGLImpl::bindOffMain() { m_RenderData.pCurrentMonData->offMainFB.bind(); clear(CColor(0, 0, 0, 0)); m_RenderData.currentFB = &m_RenderData.pCurrentMonData->offMainFB; } void CHyprOpenGLImpl::renderOffToMain(CFramebuffer* off) { CBox monbox = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; renderTexturePrimitive(off->m_cTex, &monbox); } void CHyprOpenGLImpl::bindBackOnMain() { m_RenderData.mainFB->bind(); m_RenderData.currentFB = m_RenderData.mainFB; } void CHyprOpenGLImpl::setMonitorTransformEnabled(bool enabled) { m_bEndFrame = enabled; } inline const SGLPixelFormat GLES2_FORMATS[] = { { .drmFormat = DRM_FORMAT_ARGB8888, .glFormat = GL_BGRA_EXT, .glType = GL_UNSIGNED_BYTE, .withAlpha = true, }, { .drmFormat = DRM_FORMAT_XRGB8888, .glFormat = GL_BGRA_EXT, .glType = GL_UNSIGNED_BYTE, .withAlpha = false, }, { .drmFormat = DRM_FORMAT_XBGR8888, .glFormat = GL_RGBA, .glType = GL_UNSIGNED_BYTE, .withAlpha = false, }, { .drmFormat = DRM_FORMAT_ABGR8888, .glFormat = GL_RGBA, .glType = GL_UNSIGNED_BYTE, .withAlpha = true, }, { .drmFormat = DRM_FORMAT_BGR888, .glFormat = GL_RGB, .glType = GL_UNSIGNED_BYTE, .withAlpha = false, }, #if __BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__ { .drmFormat = DRM_FORMAT_RGBX4444, .glFormat = GL_RGBA, .glType = GL_UNSIGNED_SHORT_4_4_4_4, .withAlpha = false, }, { .drmFormat = DRM_FORMAT_RGBA4444, .glFormat = GL_RGBA, .glType = GL_UNSIGNED_SHORT_4_4_4_4, .withAlpha = true, }, { .drmFormat = DRM_FORMAT_RGBX5551, .glFormat = GL_RGBA, .glType = GL_UNSIGNED_SHORT_5_5_5_1, .withAlpha = false, }, { .drmFormat = DRM_FORMAT_RGBA5551, .glFormat = GL_RGBA, .glType = GL_UNSIGNED_SHORT_5_5_5_1, .withAlpha = true, }, { .drmFormat = DRM_FORMAT_RGB565, .glFormat = GL_RGB, .glType = GL_UNSIGNED_SHORT_5_6_5, .withAlpha = false, }, { .drmFormat = DRM_FORMAT_XBGR2101010, .glFormat = GL_RGBA, .glType = GL_UNSIGNED_INT_2_10_10_10_REV_EXT, .withAlpha = false, }, { .drmFormat = DRM_FORMAT_ABGR2101010, .glFormat = GL_RGBA, .glType = GL_UNSIGNED_INT_2_10_10_10_REV_EXT, .withAlpha = true, }, { .drmFormat = DRM_FORMAT_XBGR16161616F, .glFormat = GL_RGBA, .glType = GL_HALF_FLOAT_OES, .withAlpha = false, }, { .drmFormat = DRM_FORMAT_ABGR16161616F, .glFormat = GL_RGBA, .glType = GL_HALF_FLOAT_OES, .withAlpha = true, }, { .drmFormat = DRM_FORMAT_XBGR16161616, .glInternalFormat = GL_RGBA16_EXT, .glFormat = GL_RGBA, .glType = GL_UNSIGNED_SHORT, .withAlpha = false, }, { .drmFormat = DRM_FORMAT_ABGR16161616, .glInternalFormat = GL_RGBA16_EXT, .glFormat = GL_RGBA, .glType = GL_UNSIGNED_SHORT, .withAlpha = true, }, #endif }; uint32_t CHyprOpenGLImpl::getPreferredReadFormat(CMonitor* pMonitor) { GLint glf = -1, glt = -1, as = 0; /*glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &glf); glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &glt); glGetIntegerv(GL_ALPHA_BITS, &as);*/ if (glf == 0 || glt == 0) { glf = drmFormatToGL(pMonitor->drmFormat); glt = glFormatToType(glf); } for (auto& fmt : GLES2_FORMATS) { if (fmt.glFormat == glf && fmt.glType == glt && fmt.withAlpha == (as > 0)) return fmt.drmFormat; } if (m_sExts.EXT_read_format_bgra) return DRM_FORMAT_XRGB8888; return DRM_FORMAT_XBGR8888; } const SGLPixelFormat* CHyprOpenGLImpl::getPixelFormatFromDRM(uint32_t drmFormat) { for (auto& fmt : GLES2_FORMATS) { if (fmt.drmFormat == drmFormat) return &fmt; } return nullptr; } void SRenderModifData::applyToBox(CBox& box) { for (auto& [type, val] : modifs) { try { switch (type) { case RMOD_TYPE_SCALE: box.scale(std::any_cast(val)); break; case RMOD_TYPE_SCALECENTER: box.scaleFromCenter(std::any_cast(val)); break; case RMOD_TYPE_TRANSLATE: box.translate(std::any_cast(val)); break; case RMOD_TYPE_ROTATE: box.rot += std::any_cast(val); break; case RMOD_TYPE_ROTATECENTER: { const auto THETA = std::any_cast(val); const double COS = std::cos(THETA); const double SIN = std::sin(THETA); box.rot += THETA; const auto OLDPOS = box.pos(); box.x = OLDPOS.x * COS - OLDPOS.y * SIN; box.y = OLDPOS.y * COS + OLDPOS.x * SIN; } } } catch (std::bad_any_cast& e) { Debug::log(ERR, "BUG THIS OR PLUGIN ERROR: caught a bad_any_cast in SRenderModifData::applyToBox!"); } } }