#include "Shaders.hpp" #include "OpenGL.hpp" #include "../Compositor.hpp" #include "../helpers/MiscFunctions.hpp" #include "Shaders.hpp" #include 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 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, 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(); } 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, CRegion* pDamage, bool fake) { m_RenderData.pMonitor = pMonitor; TRACY_GPU_ZONE("RenderBegin"); 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); createBGTextureForMonitor(pMonitor); } if (m_RenderData.pCurrentMonData->monitorMirrorFB.isAllocated() && m_RenderData.pMonitor->mirrors.empty()) m_RenderData.pCurrentMonData->monitorMirrorFB.release(); if (!m_RenderData.pCurrentMonData->m_bShadersInitialized) initShaders(); // bind the primary Hypr Framebuffer m_RenderData.pCurrentMonData->primaryFB.bind(); m_RenderData.damage.set(*pDamage); m_bFakeFrame = fake; if (m_bReloadScreenShader) { m_bReloadScreenShader = false; applyScreenShader(g_pConfigManager->getString("decoration:screen_shader")); } } void CHyprOpenGLImpl::end() { static auto* const PZOOMRIGID = &g_pConfigManager->getConfigValuePtr("misc:cursor_zoom_rigid")->intValue; TRACY_GPU_ZONE("RenderEnd"); // end the render, copy the data to the WLR framebuffer if (!m_bFakeFrame) { m_RenderData.damage = m_RenderData.pMonitor->lastFrameDamage; if (!m_RenderData.pMonitor->mirrors.empty()) 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}; 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.x -= ZOOMCENTER.x; monbox.y -= ZOOMCENTER.y; scaleBox(&monbox, m_RenderData.mouseZoomFactor); monbox.x += *PZOOMRIGID ? m_RenderData.pMonitor->vecTransformedSize.x / 2 : ZOOMCENTER.x; monbox.y += *PZOOMRIGID ? m_RenderData.pMonitor->vecTransformedSize.y / 2 : ZOOMCENTER.y; 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) renderTexturePrimitive(m_RenderData.pCurrentMonData->primaryFB.m_cTex, &monbox); else renderTexture(m_RenderData.pCurrentMonData->primaryFB.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_iWLROutputFb = 0; m_RenderData.mouseZoomFactor = 1.f; m_RenderData.mouseZoomUseMouse = true; } void CHyprOpenGLImpl::bindWlrOutputFb() { glBindFramebuffer(GL_FRAMEBUFFER, m_iWLROutputFb); } 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.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.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, 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.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.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.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, 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(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.time = glGetUniformLocation(m_sFinalScreenShader.program, "time"); m_sFinalScreenShader.output = glGetUniformLocation(m_sFinalScreenShader.program, "output"); if (m_sFinalScreenShader.time != -1 && g_pConfigManager->getInt("debug:damage_tracking") != 0 && !g_pHyprRenderer->m_bCrashingInProgress) { // The screen shader uses the "time" uniform // Since the screen shader could change every frame, damage tracking *needs* to be disabled g_pConfigManager->addParseError("Screen shader: Screen shader uses uniform 'time', which requires debug:damage_tracking to be switched off.\n" "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((wlr_box*)nullptr); } void CHyprOpenGLImpl::blend(bool enabled) { if (enabled) glEnable(GL_BLEND); else glDisable(GL_BLEND); m_bBlend = enabled; } 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 (!m_RenderData.damage.empty()) renderRectWithDamage(box, col, &m_RenderData.damage, round); } void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* 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"); wlr_box newBox = *box; scaleBox(&newBox, m_RenderData.renderModif.scale); newBox.x += m_RenderData.renderModif.translate.x; newBox.y += m_RenderData.renderModif.translate.y; box = &newBox; 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); 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); 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); 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 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((wlr_box*)nullptr); } void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* 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 (m_RenderData.damage.empty()) return; wlr_box newBox = *pBox; scaleBox(&newBox, m_RenderData.renderModif.scale); newBox.x += m_RenderData.renderModif.translate.x; newBox.y += m_RenderData.renderModif.translate.y; 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, &newBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix); float glMatrix[9]; wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix); CShader* shader = nullptr; glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); 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 && g_pConfigManager->getInt("debug:damage_tracking") == 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->output != -1) glUniform1i(shader->output, m_RenderData.pMonitor->ID); 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); } } wlr_box transformedBox; wlr_box_transform(&transformedBox, &newBox, 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) { 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) { 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, wlr_box* 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; wlr_box newBox = *pBox; scaleBox(&newBox, m_RenderData.renderModif.scale); newBox.x += m_RenderData.renderModif.translate.x; newBox.y += m_RenderData.renderModif.translate.y; // 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, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix); 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); } 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, 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]; 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 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 = &m_RenderData.pCurrentMonData->primaryFB; // 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)); 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 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 CRegion tempDamage{damage}; wlr_region_scale(tempDamage.pixman(), damage.pixman(), 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.pixman(), damage.pixman(), 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.pixman(), damage.pixman(), 1.f / (1 << i)); // when upsampling we make the region twice as big drawPass(&m_RenderData.pCurrentMonData->m_shBLUR2, &tempDamage); // up } // finish glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBindTexture(PMIRRORFB->m_cTex.m_iTarget, 0); blend(BLENDBEFORE); return currentRenderToFB; } void CHyprOpenGLImpl::markBlurDirtyForMonitor(CMonitor* pMonitor) { const auto PWORKSPACE = g_pCompositor->getWorkspaceByID(pMonitor->activeWorkspace); const auto PFULLWINDOW = g_pCompositor->getFullscreenWindowOnWorkspace(pMonitor->activeWorkspace); if (PWORKSPACE->m_bHasFullscreenWindow && PWORKSPACE->m_efFullscreenMode == FULLSCREEN_FULL && PFULLWINDOW && !PFULLWINDOW->m_vRealSize.isBeingAnimated() && PFULLWINDOW->opaque()) return; 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 = pWindow->m_pWLSurface.wlr(); 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; 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_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() { 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}; 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; m_RenderData.pCurrentMonData->primaryFB.bind(); m_RenderData.pCurrentMonData->blurFBDirty = false; m_RenderData.renderModif = SAVEDRENDERMODIF; } void CHyprOpenGLImpl::preWindowPass() { if (!preBlurQueued()) return; // blur the main FB, it will be rendered onto the mirror preBlurForCurrentMonitor(); } bool CHyprOpenGLImpl::preBlurQueued() { static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue; static auto* const PBLUR = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue; return !(!m_RenderData.pCurrentMonData->blurFBDirty || !*PBLURNEWOPTIMIZE || !*PBLUR || !m_RenderData.pCurrentMonData->blurFBShouldRender); } 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; 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) { 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 = (*PBLURNEWOPTIMIZE && !blockBlurOptimization && ((m_pCurrentWindow && !m_pCurrentWindow->m_bIsFloating && !g_pCompositor->isWorkspaceSpecial(m_pCurrentWindow->m_iWorkspaceID)) || *PBLURXRAY) && m_RenderData.pCurrentMonData->blurFB.m_cTex.m_iTexID); CFramebuffer* POUTFB = nullptr; if (!USENEWOPTIMIZE) { inverseOpaque.translate({pBox->x, pBox->y}).intersect(texDamage); POUTFB = blurMainFramebufferWithDamage(a, pBox, &inverseOpaque); } else { POUTFB = &m_RenderData.pCurrentMonData->blurFB; } // 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 && !(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. 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 const auto SAVEDRENDERMODIF = m_RenderData.renderModif; m_RenderData.renderModif = {}; // fix shit renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 1.f : a, &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((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, int borderSize, 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()!"); TRACY_GPU_ZONE("RenderBorder"); if (m_RenderData.damage.empty() || (m_pCurrentWindow && m_pCurrentWindow->m_sAdditionalConfigData.forceNoBorder)) return; static auto* const PMULTISAMPLE = &g_pConfigManager->getConfigValuePtr("decoration:multisample_edges")->intValue; wlr_box newBox = *box; scaleBox(&newBox, m_RenderData.renderModif.scale); newBox.x += m_RenderData.renderModif.translate.x; newBox.y += m_RenderData.renderModif.translate.y; box = &newBox; if (borderSize < 1) return; int scaledBorderSize = borderSize * m_RenderData.pMonitor->scale * m_RenderData.renderModif.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) { 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); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } 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; 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 CRegion 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(); 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); if (!PMONITOR || !PMONITOR->output || PMONITOR->vecPixelSize.x <= 0 || PMONITOR->vecPixelSize.y <= 0) return; 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 CRegion 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(); 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); if (!PMONITOR || !PMONITOR->output || PMONITOR->vecPixelSize.x <= 0 || PMONITOR->vecPixelSize.y <= 0) return; 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 CRegion 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; 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); CRegion 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; } 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}; CRegion 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; } 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 (m_RenderData.damage.empty()) return; TRACY_GPU_ZONE("RenderShadow"); wlr_box newBox = *box; scaleBox(&newBox, m_RenderData.renderModif.scale); newBox.x += m_RenderData.renderModif.translate.x; newBox.y += m_RenderData.renderModif.translate.y; box = &newBox; 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) { 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); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } 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.pCurrentMonData->monitorMirrorFB.bind(); wlr_box monbox = {0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y}; blend(false); renderTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex, &monbox, 1.f, 0, false, false); blend(true); 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->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) { 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; static auto* const PFORCEHYPRCHAN = &g_pConfigManager->getConfigValuePtr("misc:force_hypr_chan")->intValue; std::random_device dev; std::mt19937 engine(dev()); std::uniform_int_distribution<> distribution(0, 10); std::uniform_int_distribution<> distribution2(0, 1); const bool USEANIME = *PFORCEHYPRCHAN || distribution(engine) % 2 == 0; // about 50% I think // 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 // get the adequate tex std::string texPath = "/usr/share/hyprland/wall_" + std::string(USEANIME ? (distribution2(engine) == 0 ? "anime_" : "anime2_") : ""); // check if wallpapers exist 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"; } 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. } 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()!"); TRACY_GPU_ZONE("RenderClearWithTex"); 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()) renderTexturePrimitive(TEXIT->second, &m_mMonitorRenderResources[m_RenderData.pMonitor].backgroundTexBox); } 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); } 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)); }