#include "Shaders.hpp" #include "OpenGL.hpp" #include "../Compositor.hpp" #include "../helpers/MiscFunctions.hpp" #include "Shaders.hpp" 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: %s", glGetString(GL_VERSION)); Debug::log(LOG, "Vendor: %s", glGetString(GL_VENDOR)); Debug::log(LOG, "Renderer: %s", glGetString(GL_RENDERER)); Debug::log(LOG, "Supported extensions size: %d", std::count(m_szExtensions.begin(), m_szExtensions.end(), ' ')); #ifdef GLES2 Debug::log(WARN, "!RENDERER: Using the legacy GLES2 renderer!"); #endif g_pHookSystem->hookDynamic("preRender", [&](void* self, std::any data) { preRender(std::any_cast(data)); }); pixman_region32_init(&m_rOriginalDamageRegion); RASSERT(eglMakeCurrent(wlr_egl_get_display(g_pCompositor->m_sWLREGL), EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT), "Couldn't unset current EGL!"); } 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%s", 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%s", 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) 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) return 0; } else { RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!"); } return shader; } void CHyprOpenGLImpl::begin(CMonitor* pMonitor, pixman_region32_t* pDamage, bool fake) { m_RenderData.pMonitor = pMonitor; if (eglGetCurrentContext() != wlr_egl_get_context(g_pCompositor->m_sWLREGL)) { eglMakeCurrent(wlr_egl_get_display(g_pCompositor->m_sWLREGL), EGL_NO_SURFACE, EGL_NO_SURFACE, wlr_egl_get_context(g_pCompositor->m_sWLREGL)); } glViewport(0, 0, pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y); matrixProjection(m_RenderData.projection, pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, WL_OUTPUT_TRANSFORM_NORMAL); m_RenderData.pCurrentMonData = &m_mMonitorRenderResources[pMonitor]; glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_iCurrentOutputFb); m_iWLROutputFb = m_iCurrentOutputFb; // ensure a framebuffer for the monitor exists if (m_mMonitorRenderResources.find(pMonitor) == m_mMonitorRenderResources.end() || m_RenderData.pCurrentMonData->primaryFB.m_Size != pMonitor->vecPixelSize) { m_RenderData.pCurrentMonData->stencilTex.allocate(); m_RenderData.pCurrentMonData->primaryFB.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->primaryFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y); m_RenderData.pCurrentMonData->mirrorFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y); m_RenderData.pCurrentMonData->mirrorSwapFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y); m_RenderData.pCurrentMonData->monitorMirrorFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y); createBGTextureForMonitor(pMonitor); } if (!m_RenderData.pCurrentMonData->m_bShadersInitialized) initShaders(); // bind the primary Hypr Framebuffer m_RenderData.pCurrentMonData->primaryFB.bind(); m_RenderData.pDamage = pDamage; m_bFakeFrame = fake; if (m_bReloadScreenShader) { m_bReloadScreenShader = false; applyScreenShader(g_pConfigManager->getString("decoration:screen_shader")); } } void CHyprOpenGLImpl::end() { // end the render, copy the data to the WLR framebuffer if (!m_bFakeFrame) { pixman_region32_copy(m_RenderData.pDamage, &m_rOriginalDamageRegion); if (!m_RenderData.pMonitor->mirrors.empty()) g_pHyprOpenGL->saveBufferForMirror(); // save with original damage region glBindFramebuffer(GL_FRAMEBUFFER, m_iWLROutputFb); wlr_box monbox = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; clear(CColor(11.0 / 255.0, 11.0 / 255.0, 11.0 / 255.0, 1.0)); m_bEndFrame = true; m_bApplyFinalShader = true; renderTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex, &monbox, 1.f, 0); m_bApplyFinalShader = false; m_bEndFrame = false; } // reset our data m_RenderData.pMonitor = nullptr; m_iWLROutputFb = 0; } 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"); m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample = glGetUniformLocation(prog, "primitiveMultisample"); 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.alpha = glGetUniformLocation(prog, "alpha"); m_RenderData.pCurrentMonData->m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord"); m_RenderData.pCurrentMonData->m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos"); m_RenderData.pCurrentMonData->m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); 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"); 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, 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.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"); 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.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"); 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"); 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(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.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"); 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) { m_sFinalScreenShader.destroy(); if (path == "" || path == STRVAL_EMPTY) return; std::ifstream infile(absolutePath(path, std::string(getenv("HOME")) + "/.config/hypr")); 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(TEXVERTSRC, fragmentShader, true); if (!m_sFinalScreenShader.program) { g_pConfigManager->addParseError("Screen shader parser: Screen shader parse failed"); return; } m_sFinalScreenShader.proj = glGetUniformLocation(m_sFinalScreenShader.program, "proj"); m_sFinalScreenShader.tex = glGetUniformLocation(m_sFinalScreenShader.program, "tex"); 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()!"); glClearColor(color.r, color.g, color.b, color.a); if (pixman_region32_not_empty(m_RenderData.pDamage)) { PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) { const auto RECT = RECTSARR[i]; scissor(&RECT); glClear(GL_COLOR_BUFFER_BIT); } } scissor((wlr_box*)nullptr); } void CHyprOpenGLImpl::scissor(const wlr_box* pBox, bool transform) { RASSERT(m_RenderData.pMonitor, "Tried to scissor without begin()!"); if (!pBox) { glDisable(GL_SCISSOR_TEST); return; } wlr_box 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); wlr_box_transform(&newBox, &newBox, 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; } wlr_box 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) { wlr_box box = {x, y, w, h}; scissor(&box, transform); } void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col, int round) { if (pixman_region32_not_empty(m_RenderData.pDamage)) renderRectWithDamage(box, col, m_RenderData.pDamage, round); } void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixman_region32_t* 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()!"); float matrix[9]; wlr_matrix_project_box(matrix, box, wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here float glMatrix[9]; wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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 glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r, col.g, col.b, col.a); wlr_box transformedBox; wlr_box_transform(&transformedBox, box, 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); 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); glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib); glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib); if (m_RenderData.clipBox.width != 0 && m_RenderData.clipBox.height != 0) { pixman_region32_t damageClip; pixman_region32_init(&damageClip); pixman_region32_intersect_rect(&damageClip, damage, m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height); if (pixman_region32_not_empty(&damageClip)) { PIXMAN_DAMAGE_FOREACH(&damageClip) { const auto RECT = RECTSARR[i]; scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } pixman_region32_fini(&damageClip); } else { PIXMAN_DAMAGE_FOREACH(damage) { const auto RECT = RECTSARR[i]; scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* 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, wlr_box* pBox, float alpha, int round, bool discardopaque, bool allowCustomUV) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, false, allowCustomUV, true); scissor((wlr_box*)nullptr); } void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, 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!"); alpha = std::clamp(alpha, 0.f, 1.f); if (!pixman_region32_not_empty(m_RenderData.pDamage)) return; static auto* const PDIMINACTIVE = &g_pConfigManager->getConfigValuePtr("decoration:dim_inactive")->intValue; // 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, pBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix); float glMatrix[9]; wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix); CShader* shader = nullptr; glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); bool usingFinalShader = false; 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!"); } } } glActiveTexture(GL_TEXTURE0); glBindTexture(tex.m_iTarget, tex.m_iTexID); 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) { glUniform1f(shader->alpha, alpha); glUniform1i(shader->discardOpaque, (int)discardOpaque); } wlr_box transformedBox; wlr_box_transform(&transformedBox, pBox, 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); 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 && m_pCurrentWindow != g_pCompositor->m_pLastWindow) { glUniform1i(shader->applyTint, 1); const auto DIM = m_pCurrentWindow->m_fDimPercent.fl(); 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) { pixman_region32_t damageClip; pixman_region32_init(&damageClip); pixman_region32_intersect_rect(&damageClip, damage, m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height); if (pixman_region32_not_empty(&damageClip)) { PIXMAN_DAMAGE_FOREACH(&damageClip) { const auto RECT = RECTSARR[i]; scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } pixman_region32_fini(&damageClip); } else { PIXMAN_DAMAGE_FOREACH(damage) { const auto RECT = RECTSARR[i]; scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } 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, wlr_box* pBox, pixman_region32_t* originalDamage) { glDisable(GL_BLEND); glDisable(GL_STENCIL_TEST); // get transforms for the full monitor const auto TRANSFORM = wlr_output_transform_invert(m_RenderData.pMonitor->transform); float matrix[9]; wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; wlr_matrix_project_box(matrix, &MONITORBOX, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix); float glMatrix[9]; wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix); // get the config settings static auto* const PBLURSIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_size")->intValue; static auto* const PBLURPASSES = &g_pConfigManager->getConfigValuePtr("decoration:blur_passes")->intValue; // prep damage pixman_region32_t damage; pixman_region32_init(&damage); pixman_region32_copy(&damage, originalDamage); wlr_region_transform(&damage, &damage, wlr_output_transform_invert(m_RenderData.pMonitor->transform), m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y); wlr_region_expand(&damage, &damage, pow(2, *PBLURPASSES) * *PBLURSIZE); // helper const auto PMIRRORFB = &m_RenderData.pCurrentMonData->mirrorFB; const auto PMIRRORSWAPFB = &m_RenderData.pCurrentMonData->mirrorSwapFB; CFramebuffer* currentRenderToFB = &m_RenderData.pCurrentMonData->primaryFB; // declare the draw func auto drawPass = [&](CShader* pShader, pixman_region32_t* 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)); 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 (pixman_region32_not_empty(pDamage)) { PIXMAN_DAMAGE_FOREACH(pDamage) { const auto RECT = RECTSARR[i]; 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 prim -> mirr PMIRRORFB->bind(); glBindTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex.m_iTarget, m_RenderData.pCurrentMonData->primaryFB.m_cTex.m_iTexID); // damage region will be scaled, make a temp pixman_region32_t tempDamage; pixman_region32_init(&tempDamage); wlr_region_scale(&tempDamage, &damage, 1.f / 2.f); // when DOWNscaling, we make the region twice as small because it's the TARGET drawPass(&m_RenderData.pCurrentMonData->m_shBLUR1, &tempDamage); // and draw for (int i = 1; i < *PBLURPASSES; ++i) { wlr_region_scale(&tempDamage, &damage, 1.f / (1 << (i + 1))); drawPass(&m_RenderData.pCurrentMonData->m_shBLUR1, &tempDamage); // down } for (int i = *PBLURPASSES - 1; i >= 0; --i) { wlr_region_scale(&tempDamage, &damage, 1.f / (1 << i)); // when upsampling we make the region twice as big drawPass(&m_RenderData.pCurrentMonData->m_shBLUR2, &tempDamage); // up } // finish pixman_region32_fini(&tempDamage); pixman_region32_fini(&damage); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(PMIRRORFB->m_cTex.m_iTarget, 0); return currentRenderToFB; } void CHyprOpenGLImpl::markBlurDirtyForMonitor(CMonitor* pMonitor) { m_mMonitorRenderResources[pMonitor].blurFBDirty = true; } void CHyprOpenGLImpl::preRender(CMonitor* pMonitor) { static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue; static auto* const PBLURXRAY = &g_pConfigManager->getConfigValuePtr("decoration:blur_xray")->intValue; static auto* const PBLUR = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue; if (!*PBLURNEWOPTIMIZE || !m_mMonitorRenderResources[pMonitor].blurFBDirty || !*PBLUR) 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; const auto PSURFACE = g_pXWaylandManager->getWindowSurface(pWindow); const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(pWindow->m_iWorkspaceID); const float A = pWindow->m_fAlpha.fl() * pWindow->m_fActiveInactiveAlpha.fl() * PWORKSPACE->m_fAlpha.fl(); if (A >= 1.f) { if (PSURFACE->opaque) return false; pixman_region32_t inverseOpaque; pixman_region32_init(&inverseOpaque); pixman_box32_t surfbox = {0, 0, PSURFACE->current.width, PSURFACE->current.height}; pixman_region32_copy(&inverseOpaque, &PSURFACE->current.opaque); pixman_region32_inverse(&inverseOpaque, &inverseOpaque, &surfbox); pixman_region32_intersect_rect(&inverseOpaque, &inverseOpaque, 0, 0, PSURFACE->current.width, PSURFACE->current.height); if (!pixman_region32_not_empty(&inverseOpaque)) { pixman_region32_fini(&inverseOpaque); return false; } pixman_region32_fini(&inverseOpaque); } return true; }; bool hasWindows = false; for (auto& w : g_pCompositor->m_vWindows) { if (w->m_iWorkspaceID == pMonitor->activeWorkspace && !w->isHidden() && w->m_bIsMapped && (!w->m_bIsFloating || *PBLURXRAY)) { // check if window is valid if (!windowShouldBeBlurred(w.get())) continue; hasWindows = true; break; } } if (!hasWindows) return; g_pHyprRenderer->damageMonitor(pMonitor); m_mMonitorRenderResources[pMonitor].blurFBShouldRender = true; } void CHyprOpenGLImpl::preBlurForCurrentMonitor() { // make the fake dmg pixman_region32_t fakeDamage; pixman_region32_init_rect(&fakeDamage, 0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y); wlr_box wholeMonitor = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; const auto POUTFB = blurMainFramebufferWithDamage(1, &wholeMonitor, &fakeDamage); // render onto blurFB m_RenderData.pCurrentMonData->blurFB.alloc(m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y); 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; pixman_region32_fini(&fakeDamage); m_RenderData.pCurrentMonData->primaryFB.bind(); m_RenderData.pCurrentMonData->blurFBDirty = false; } void CHyprOpenGLImpl::preWindowPass() { static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue; static auto* const PBLUR = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue; if (!m_RenderData.pCurrentMonData->blurFBDirty || !*PBLURNEWOPTIMIZE || !*PBLUR || !m_RenderData.pCurrentMonData->blurFBShouldRender) return; // blur the main FB, it will be rendered onto the mirror preBlurForCurrentMonitor(); } void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round, bool blockBlurOptimization) { RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!"); static auto* const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue; static auto* const PNOBLUROVERSIZED = &g_pConfigManager->getConfigValuePtr("decoration:no_blur_on_oversized")->intValue; static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue; static auto* const PBLURXRAY = &g_pConfigManager->getConfigValuePtr("decoration:blur_xray")->intValue; // make a damage region for this window pixman_region32_t damage; pixman_region32_init(&damage); pixman_region32_intersect_rect(&damage, m_RenderData.pDamage, pBox->x, pBox->y, pBox->width, pBox->height); // clip it to the box if (!pixman_region32_not_empty(&damage)) return; if (*PBLURENABLED == 0 || (*PNOBLUROVERSIZED && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) || (m_pCurrentWindow && m_pCurrentWindow->m_sAdditionalConfigData.forceNoBlur)) { renderTexture(tex, pBox, a, round, false, true); return; } // amazing hack: the surface has an opaque region! pixman_region32_t inverseOpaque; pixman_region32_init(&inverseOpaque); if (a >= 1.f) { pixman_box32_t surfbox = {0, 0, pSurface->current.width * pSurface->current.scale, pSurface->current.height * pSurface->current.scale}; pixman_region32_copy(&inverseOpaque, &pSurface->current.opaque); pixman_region32_inverse(&inverseOpaque, &inverseOpaque, &surfbox); pixman_region32_intersect_rect(&inverseOpaque, &inverseOpaque, 0, 0, pSurface->current.width * pSurface->current.scale, pSurface->current.height * pSurface->current.scale); if (!pixman_region32_not_empty(&inverseOpaque)) { pixman_region32_fini(&inverseOpaque); renderTexture(tex, pBox, a, round, false, true); return; } } else { pixman_region32_init_rect(&inverseOpaque, 0, 0, pBox->width, pBox->height); } wlr_region_scale(&inverseOpaque, &inverseOpaque, m_RenderData.pMonitor->scale); // vvv TODO: layered blur fbs? const bool USENEWOPTIMIZE = (*PBLURNEWOPTIMIZE && !blockBlurOptimization && ((m_pCurrentWindow && !m_pCurrentWindow->m_bIsFloating) || *PBLURXRAY) && m_RenderData.pCurrentMonData->blurFB.m_cTex.m_iTexID && (!m_pCurrentWindow || !g_pCompositor->isWorkspaceSpecial(m_pCurrentWindow->m_iWorkspaceID))); CFramebuffer* POUTFB = nullptr; if (!USENEWOPTIMIZE) { pixman_region32_translate(&inverseOpaque, pBox->x, pBox->y); pixman_region32_intersect(&inverseOpaque, &inverseOpaque, &damage); POUTFB = blurMainFramebufferWithDamage(a, pBox, &inverseOpaque); } else { POUTFB = &m_RenderData.pCurrentMonData->blurFB; } pixman_region32_fini(&inverseOpaque); // bind primary m_RenderData.pCurrentMonData->primaryFB.bind(); // make a stencil for rounded corners to work with blur scissor((wlr_box*)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) 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. wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; // render our great blurred FB static auto* const PBLURIGNOREOPACITY = &g_pConfigManager->getConfigValuePtr("decoration:blur_ignore_opacity")->intValue; m_bEndFrame = true; // fix transformed renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 1.f : a, &damage, 0, false, false, false); m_bEndFrame = false; // render the window, but clear stencil glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); // draw window glDisable(GL_STENCIL_TEST); renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true, true); glStencilMask(-1); glStencilFunc(GL_ALWAYS, 1, 0xFF); pixman_region32_fini(&damage); scissor((wlr_box*)nullptr); } void pushVert2D(float x, float y, float* arr, int& counter, wlr_box* box) { // 0-1 space god damnit arr[counter * 2 + 0] = x / box->width; arr[counter * 2 + 1] = y / box->height; counter++; } void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad, int round, float a) { 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()!"); if (!pixman_region32_not_empty(m_RenderData.pDamage) || (m_pCurrentWindow && m_pCurrentWindow->m_sAdditionalConfigData.forceNoBorder)) return; static auto* const PBORDERSIZE = &g_pConfigManager->getConfigValuePtr("general:border_size")->intValue; static auto* const PMULTISAMPLE = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue; if (*PBORDERSIZE < 1) return; int scaledBorderSize = *PBORDERSIZE * 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, wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here float glMatrix[9]; wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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); wlr_box transformedBox; wlr_box_transform(&transformedBox, box, 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.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); 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) { pixman_region32_t damageClip; pixman_region32_init(&damageClip); pixman_region32_intersect_rect(&damageClip, m_RenderData.pDamage, m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height); if (pixman_region32_not_empty(&damageClip)) { PIXMAN_DAMAGE_FOREACH(&damageClip) { const auto RECT = RECTSARR[i]; scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } pixman_region32_fini(&damageClip); } else { PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) { const auto RECT = RECTSARR[i]; scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // fix back box box->x += scaledBorderSize; box->y += scaledBorderSize; box->width -= 2 * scaledBorderSize; box->height -= 2 * scaledBorderSize; } void CHyprOpenGLImpl::makeRawWindowSnapshot(CWindow* pWindow, CFramebuffer* pFramebuffer) { // we trust the window is valid. const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID); wlr_output_attach_render(PMONITOR->output, nullptr); // we need to "damage" the entire monitor // so that we render the entire window // this is temporary, doesnt mess with the actual wlr damage pixman_region32_t fakeDamage; pixman_region32_init(&fakeDamage); pixman_region32_union_rect(&fakeDamage, &fakeDamage, 0, 0, (int)PMONITOR->vecTransformedSize.x, (int)PMONITOR->vecTransformedSize.y); begin(PMONITOR, &fakeDamage, 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 const auto BLURVAL = g_pConfigManager->getInt("decoration:blur"); g_pConfigManager->setInt("decoration:blur", 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); pFramebuffer->m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex; pFramebuffer->alloc(PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y); pFramebuffer->bind(); clear(CColor(0, 0, 0, 0)); // JIC g_pHyprRenderer->renderWindow(pWindow, PMONITOR, &now, false, RENDER_PASS_ALL, true); g_pConfigManager->setInt("decoration:blur", BLURVAL); // restore original fb #ifndef GLES2 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb); #else glBindFramebuffer(GL_FRAMEBUFFER, m_iCurrentOutputFb); #endif end(); pixman_region32_fini(&fakeDamage); wlr_output_rollback(PMONITOR->output); } void CHyprOpenGLImpl::makeWindowSnapshot(CWindow* pWindow) { // we trust the window is valid. const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID); wlr_output_attach_render(PMONITOR->output, nullptr); // we need to "damage" the entire monitor // so that we render the entire window // this is temporary, doesnt mess with the actual wlr damage pixman_region32_t fakeDamage; pixman_region32_init(&fakeDamage); pixman_region32_union_rect(&fakeDamage, &fakeDamage, 0, 0, (int)PMONITOR->vecTransformedSize.x, (int)PMONITOR->vecTransformedSize.y); begin(PMONITOR, &fakeDamage, true); 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 const auto BLURVAL = g_pConfigManager->getInt("decoration:blur"); g_pConfigManager->setInt("decoration:blur", 0); glViewport(0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y); const auto PFRAMEBUFFER = &m_mWindowFramebuffers[pWindow]; PFRAMEBUFFER->m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex; PFRAMEBUFFER->alloc(PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y); PFRAMEBUFFER->bind(); clear(CColor(0, 0, 0, 0)); // JIC g_pHyprRenderer->renderWindow(pWindow, PMONITOR, &now, !pWindow->m_bX11DoesntWantBorders, RENDER_PASS_ALL); g_pConfigManager->setInt("decoration:blur", BLURVAL); // restore original fb #ifndef GLES2 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb); #else glBindFramebuffer(GL_FRAMEBUFFER, m_iCurrentOutputFb); #endif end(); pixman_region32_fini(&fakeDamage); g_pHyprRenderer->m_bRenderingSnapshot = false; wlr_output_rollback(PMONITOR->output); } void CHyprOpenGLImpl::makeLayerSnapshot(SLayerSurface* pLayer) { // we trust the window is valid. const auto PMONITOR = g_pCompositor->getMonitorFromID(pLayer->monitorID); wlr_output_attach_render(PMONITOR->output, nullptr); // we need to "damage" the entire monitor // so that we render the entire window // this is temporary, doesnt mess with the actual wlr damage pixman_region32_t fakeDamage; pixman_region32_init(&fakeDamage); pixman_region32_union_rect(&fakeDamage, &fakeDamage, 0, 0, (int)PMONITOR->vecTransformedSize.x, (int)PMONITOR->vecTransformedSize.y); begin(PMONITOR, &fakeDamage, true); g_pHyprRenderer->m_bRenderingSnapshot = true; const auto PFRAMEBUFFER = &m_mLayerFramebuffers[pLayer]; glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.y); PFRAMEBUFFER->alloc(PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y); PFRAMEBUFFER->bind(); 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; // TODO: WARN: // revise if any stencil-requiring rendering is done to the layers. // restore original fb #ifndef GLES2 glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb); #else glBindFramebuffer(GL_FRAMEBUFFER, m_iCurrentOutputFb); #endif end(); g_pHyprRenderer->m_bRenderingSnapshot = false; pixman_region32_fini(&fakeDamage); wlr_output_rollback(PMONITOR->output); } void CHyprOpenGLImpl::renderSnapshot(CWindow** pWindow) { RASSERT(m_RenderData.pMonitor, "Tried to render snapshot rect without begin()!"); const auto PWINDOW = *pWindow; static auto* const PDIMAROUND = &g_pConfigManager->getConfigValuePtr("decoration:dim_around")->floatValue; 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); wlr_box 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.vec().x / (PWINDOW->m_vOriginalClosedSize.x * PMONITOR->scale)), (PMONITOR->scale * PWINDOW->m_vRealSize.vec().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.vec().x - PMONITOR->vecPosition.x) * PMONITOR->scale) - ((PWINDOW->m_vOriginalClosedPos.x * PMONITOR->scale) * scaleXY.x); windowBox.y = ((PWINDOW->m_vRealPosition.vec().y - PMONITOR->vecPosition.y) * PMONITOR->scale) - ((PWINDOW->m_vOriginalClosedPos.y * PMONITOR->scale) * scaleXY.y); pixman_region32_t fakeDamage; pixman_region32_init_rect(&fakeDamage, 0, 0, PMONITOR->vecTransformedSize.x, PMONITOR->vecTransformedSize.y); if (*PDIMAROUND && (*pWindow)->m_sAdditionalConfigData.dimAround) { wlr_box 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.fl())); g_pHyprRenderer->damageMonitor(PMONITOR); } m_bEndFrame = true; renderTextureInternalWithDamage(it->second.m_cTex, &windowBox, PWINDOW->m_fAlpha.fl(), &fakeDamage, 0); m_bEndFrame = false; pixman_region32_fini(&fakeDamage); } 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); wlr_box monbox = {0, 0, PMONITOR->vecTransformedSize.x, PMONITOR->vecTransformedSize.y}; pixman_region32_t fakeDamage; pixman_region32_init_rect(&fakeDamage, 0, 0, PMONITOR->vecTransformedSize.x, PMONITOR->vecTransformedSize.y); m_bEndFrame = true; renderTextureInternalWithDamage(it->second.m_cTex, &monbox, PLAYER->alpha.fl(), &fakeDamage, 0); m_bEndFrame = false; pixman_region32_fini(&fakeDamage); } void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, 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 (!pixman_region32_not_empty(m_RenderData.pDamage)) return; static auto* const PSHADOWPOWER = &g_pConfigManager->getConfigValuePtr("decoration:shadow_render_power")->intValue; const auto SHADOWPOWER = std::clamp((int)*PSHADOWPOWER, 1, 4); const auto col = m_pCurrentWindow->m_cRealShadowColor.col(); float matrix[9]; wlr_matrix_project_box(matrix, box, wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0, m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here float glMatrix[9]; wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); 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) { pixman_region32_t damageClip; pixman_region32_init(&damageClip); pixman_region32_intersect_rect(&damageClip, m_RenderData.pDamage, m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height); if (pixman_region32_not_empty(&damageClip)) { PIXMAN_DAMAGE_FOREACH(&damageClip) { const auto RECT = RECTSARR[i]; scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } pixman_region32_fini(&damageClip); } else { PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) { const auto RECT = RECTSARR[i]; scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib); glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } void CHyprOpenGLImpl::saveBufferForMirror() { m_RenderData.pCurrentMonData->monitorMirrorFB.bind(); wlr_box monbox = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y}; renderTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex, &monbox, 1.f, 0, false, false); m_RenderData.pCurrentMonData->primaryFB.bind(); } void CHyprOpenGLImpl::renderMirrored() { wlr_box 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->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) { cairo_select_font_face(CAIRO, "Sans", CAIRO_FONT_SLANT_NORMAL, CAIRO_FONT_WEIGHT_NORMAL); const auto FONTSIZE = (int)(m_RenderData.pMonitor->vecPixelSize.y / 76); cairo_set_font_size(CAIRO, FONTSIZE); cairo_set_source_rgba(CAIRO, 1.0, 1.0, 1.0, 0.32); cairo_text_extents_t textExtents; cairo_text_extents(CAIRO, g_pCompositor->m_szCurrentSplash.c_str(), &textExtents); cairo_move_to(CAIRO, (m_RenderData.pMonitor->vecPixelSize.x - textExtents.width) / 2.0, m_RenderData.pMonitor->vecPixelSize.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* const PNOSPLASH = &g_pConfigManager->getConfigValuePtr("misc:disable_splash_rendering")->intValue; // release the last tex if exists const auto PTEX = &m_mMonitorBGTextures[pMonitor]; PTEX->destroyTexture(); PTEX->allocate(); Debug::log(LOG, "Allocated texture for BGTex"); // TODO: use relative paths to the installation // or configure the paths at build time // check if wallpapers exist if (!std::filesystem::exists("/usr/share/hyprland/wall_8K.png")) return; // the texture will be empty, oh well. We'll clear with a solid color anyways. // get the adequate tex std::string texPath = "/usr/share/hyprland/wall_"; Vector2D textureSize; if (pMonitor->vecTransformedSize.x > 3850) { textureSize = Vector2D(7680, 4320); texPath += "8K.png"; } else if (pMonitor->vecTransformedSize.x > 1930) { textureSize = Vector2D(3840, 2160); texPath += "4K.png"; } else { textureSize = Vector2D(1920, 1080); texPath += "2K.png"; } PTEX->m_vSize = textureSize; // calc the target box const double MONRATIO = m_RenderData.pMonitor->vecTransformedSize.x / m_RenderData.pMonitor->vecTransformedSize.y; const double WPRATIO = 1.77; Vector2D origin; double scale; if (MONRATIO > WPRATIO) { scale = m_RenderData.pMonitor->vecTransformedSize.x / PTEX->m_vSize.x; origin.y = (m_RenderData.pMonitor->vecTransformedSize.y - PTEX->m_vSize.y * scale) / 2.0; } else { scale = m_RenderData.pMonitor->vecTransformedSize.y / PTEX->m_vSize.y; origin.x = (m_RenderData.pMonitor->vecTransformedSize.x - PTEX->m_vSize.x * scale) / 2.0; } wlr_box box = {origin.x, origin.y, PTEX->m_vSize.x * scale, PTEX->m_vSize.y * scale}; m_mMonitorRenderResources[pMonitor].backgroundTexBox = box; // create a new one with cairo const auto CAIROSURFACE = cairo_image_surface_create_from_png(texPath.c_str()); const auto CAIRO = cairo_create(CAIROSURFACE); // scale it to fit the current monitor cairo_scale(CAIRO, textureSize.x / pMonitor->vecTransformedSize.x, textureSize.y / pMonitor->vecTransformedSize.y); // render splash on wallpaper if (!*PNOSPLASH) renderSplash(CAIRO, CAIROSURFACE, origin.y * WPRATIO / MONRATIO); // copy the data to an OpenGL texture we have const auto DATA = cairo_image_surface_get_data(CAIROSURFACE); glBindTexture(GL_TEXTURE_2D, PTEX->m_iTexID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); #ifndef GLES2 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, GL_RGBA, textureSize.x, textureSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, DATA); cairo_surface_destroy(CAIROSURFACE); cairo_destroy(CAIRO); Debug::log(LOG, "Background created for monitor %s", pMonitor->szName.c_str()); } void CHyprOpenGLImpl::clearWithTex() { RASSERT(m_RenderData.pMonitor, "Tried to render BGtex without begin()!"); static auto* const PRENDERTEX = &g_pConfigManager->getConfigValuePtr("misc:disable_hyprland_logo")->intValue; if (!*PRENDERTEX) { auto TEXIT = m_mMonitorBGTextures.find(m_RenderData.pMonitor); if (TEXIT == m_mMonitorBGTextures.end()) { createBGTextureForMonitor(m_RenderData.pMonitor); TEXIT = m_mMonitorBGTextures.find(m_RenderData.pMonitor); } if (TEXIT != m_mMonitorBGTextures.end()) renderTexture(TEXIT->second, &m_mMonitorRenderResources[m_RenderData.pMonitor].backgroundTexBox, 1.0, 0); } } void CHyprOpenGLImpl::destroyMonitorResources(CMonitor* pMonitor) { wlr_output_attach_render(pMonitor->output, nullptr); g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].mirrorFB.release(); g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].primaryFB.release(); g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].mirrorSwapFB.release(); g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].monitorMirrorFB.release(); g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].blurFB.release(); g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].stencilTex.destroyTexture(); g_pHyprOpenGL->m_mMonitorBGTextures[pMonitor].destroyTexture(); g_pHyprOpenGL->m_mMonitorRenderResources.erase(pMonitor); g_pHyprOpenGL->m_mMonitorBGTextures.erase(pMonitor); Debug::log(LOG, "Monitor %s -> destroyed all render data", pMonitor->szName.c_str()); wlr_output_rollback(pMonitor->output); }