mirror of
https://github.com/hyprwm/Hyprland
synced 2024-12-26 22:29:49 +01:00
e536b02248
This rewrites renderer scheduling. Occlusion is now unified in a new Pass type.
328 lines
13 KiB
C++
328 lines
13 KiB
C++
#pragma once
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#include "../defines.hpp"
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#include "../helpers/Monitor.hpp"
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#include "../helpers/Color.hpp"
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#include "../helpers/Timer.hpp"
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#include "../helpers/math/Math.hpp"
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#include "../helpers/Format.hpp"
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#include "../helpers/sync/SyncTimeline.hpp"
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#include <cstdint>
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#include <list>
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#include <unordered_map>
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#include <map>
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#include <cairo/cairo.h>
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#include "Shader.hpp"
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#include "Texture.hpp"
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#include "Framebuffer.hpp"
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#include "Transformer.hpp"
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#include "Renderbuffer.hpp"
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#include "pass/Pass.hpp"
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GLES2/gl2ext.h>
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#include <aquamarine/buffer/Buffer.hpp>
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#include "../debug/TracyDefines.hpp"
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struct gbm_device;
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class CHyprRenderer;
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inline const float fullVerts[] = {
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1, 0, // top right
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0, 0, // top left
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1, 1, // bottom right
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0, 1, // bottom left
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};
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inline const float fanVertsFull[] = {-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f};
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enum eDiscardMode : uint8_t {
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DISCARD_OPAQUE = 1,
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DISCARD_ALPHA = 1 << 1
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};
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struct SRenderModifData {
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enum eRenderModifType : uint8_t {
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RMOD_TYPE_SCALE, /* scale by a float */
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RMOD_TYPE_SCALECENTER, /* scale by a float from the center */
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RMOD_TYPE_TRANSLATE, /* translate by a Vector2D */
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RMOD_TYPE_ROTATE, /* rotate by a float in rad from top left */
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RMOD_TYPE_ROTATECENTER, /* rotate by a float in rad from center */
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};
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std::vector<std::pair<eRenderModifType, std::any>> modifs;
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void applyToBox(CBox& box);
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void applyToRegion(CRegion& rg);
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float combinedScale();
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bool enabled = true;
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};
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enum eMonitorRenderFBs : uint8_t {
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FB_MONITOR_RENDER_MAIN = 0,
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FB_MONITOR_RENDER_CURRENT = 1,
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FB_MONITOR_RENDER_OUT = 2,
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};
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enum eMonitorExtraRenderFBs : uint8_t {
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FB_MONITOR_RENDER_EXTRA_OFFLOAD = 0,
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FB_MONITOR_RENDER_EXTRA_MIRROR,
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FB_MONITOR_RENDER_EXTRA_MIRROR_SWAP,
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FB_MONITOR_RENDER_EXTRA_OFF_MAIN,
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FB_MONITOR_RENDER_EXTRA_MONITOR_MIRROR,
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FB_MONITOR_RENDER_EXTRA_BLUR,
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};
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struct SMonitorRenderData {
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CFramebuffer offloadFB;
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CFramebuffer mirrorFB; // these are used for some effects,
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CFramebuffer mirrorSwapFB; // etc
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CFramebuffer offMainFB;
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CFramebuffer monitorMirrorFB; // used for mirroring outputs, does not contain artifacts like offloadFB
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CFramebuffer blurFB;
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SP<CTexture> stencilTex = makeShared<CTexture>();
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bool blurFBDirty = true;
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bool blurFBShouldRender = false;
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// Shaders
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bool m_bShadersInitialized = false;
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CShader m_shQUAD;
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CShader m_shRGBA;
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CShader m_shPASSTHRURGBA;
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CShader m_shMATTE;
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CShader m_shRGBX;
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CShader m_shEXT;
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CShader m_shBLUR1;
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CShader m_shBLUR2;
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CShader m_shBLURPREPARE;
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CShader m_shBLURFINISH;
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CShader m_shSHADOW;
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CShader m_shBORDER1;
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CShader m_shGLITCH;
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//
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};
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struct SCurrentRenderData {
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PHLMONITORREF pMonitor;
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PHLWORKSPACE pWorkspace = nullptr;
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Mat3x3 projection;
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Mat3x3 savedProjection;
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Mat3x3 monitorProjection;
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SMonitorRenderData* pCurrentMonData = nullptr;
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CFramebuffer* currentFB = nullptr; // current rendering to
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CFramebuffer* mainFB = nullptr; // main to render to
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CFramebuffer* outFB = nullptr; // out to render to (if offloaded, etc)
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CRegion damage;
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CRegion finalDamage; // damage used for funal off -> main
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SRenderModifData renderModif;
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float mouseZoomFactor = 1.f;
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bool mouseZoomUseMouse = true; // true by default
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bool useNearestNeighbor = false;
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bool forceIntrospection = false; // cleaned in ::end()
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bool blockScreenShader = false;
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bool simplePass = false;
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Vector2D primarySurfaceUVTopLeft = Vector2D(-1, -1);
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Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1);
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CBox clipBox = {}; // scaled coordinates
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uint32_t discardMode = DISCARD_OPAQUE;
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float discardOpacity = 0.f;
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PHLLSREF currentLS;
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PHLWINDOWREF currentWindow;
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};
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class CEGLSync {
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public:
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~CEGLSync();
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EGLSyncKHR sync = nullptr;
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int fd();
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bool wait();
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private:
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CEGLSync() = default;
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int m_iFd = -1;
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friend class CHyprOpenGLImpl;
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};
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class CGradientValueData;
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class CHyprOpenGLImpl {
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public:
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CHyprOpenGLImpl();
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~CHyprOpenGLImpl();
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void begin(PHLMONITOR, const CRegion& damage, CFramebuffer* fb = nullptr, std::optional<CRegion> finalDamage = {});
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void beginSimple(PHLMONITOR, const CRegion& damage, SP<CRenderbuffer> rb = nullptr, CFramebuffer* fb = nullptr);
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void end();
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void renderRect(CBox*, const CHyprColor&, int round = 0);
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void renderRectWithBlur(CBox*, const CHyprColor&, int round = 0, float blurA = 1.f, bool xray = false);
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void renderRectWithDamage(CBox*, const CHyprColor&, const CRegion& damage, int round = 0);
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void renderTexture(SP<CTexture>, CBox*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
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void renderTextureWithDamage(SP<CTexture>, CBox*, const CRegion& damage, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false,
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SP<CSyncTimeline> waitTimeline = nullptr, uint64_t waitPoint = 0);
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void renderTextureWithBlur(SP<CTexture>, CBox*, float a, SP<CWLSurfaceResource> pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
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void renderRoundedShadow(CBox*, int round, int range, const CHyprColor& color, float a = 1.0);
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void renderBorder(CBox*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
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void renderBorder(CBox*, const CGradientValueData&, const CGradientValueData&, float lerp, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
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void renderTextureMatte(SP<CTexture> tex, CBox* pBox, CFramebuffer& matte);
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void setMonitorTransformEnabled(bool enabled);
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void setRenderModifEnabled(bool enabled);
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void saveMatrix();
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void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
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void restoreMatrix();
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void blend(bool enabled);
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bool shouldUseNewBlurOptimizations(PHLLS pLayer, PHLWINDOW pWindow);
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void clear(const CHyprColor&);
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void clearWithTex();
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void scissor(const CBox*, bool transform = true);
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void scissor(const pixman_box32*, bool transform = true);
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void scissor(const int x, const int y, const int w, const int h, bool transform = true);
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void destroyMonitorResources(PHLMONITOR);
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void markBlurDirtyForMonitor(PHLMONITOR);
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void preWindowPass();
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bool preBlurQueued();
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void preRender(PHLMONITOR);
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void saveBufferForMirror(CBox*);
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void renderMirrored();
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void applyScreenShader(const std::string& path);
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void bindOffMain();
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void renderOffToMain(CFramebuffer* off);
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void bindBackOnMain();
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void setDamage(const CRegion& damage, std::optional<CRegion> finalDamage = {});
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uint32_t getPreferredReadFormat(PHLMONITOR pMonitor);
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std::vector<SDRMFormat> getDRMFormats();
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EGLImageKHR createEGLImage(const Aquamarine::SDMABUFAttrs& attrs);
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SP<CEGLSync> createEGLSync(int fenceFD);
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bool waitForTimelinePoint(SP<CSyncTimeline> timeline, uint64_t point);
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SCurrentRenderData m_RenderData;
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GLint m_iCurrentOutputFb = 0;
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int m_iGBMFD = -1;
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gbm_device* m_pGbmDevice = nullptr;
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EGLContext m_pEglContext = nullptr;
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EGLDisplay m_pEglDisplay = nullptr;
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EGLDeviceEXT m_pEglDevice = nullptr;
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uint failedAssetsNo = 0;
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bool m_bReloadScreenShader = true; // at launch it can be set
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std::map<PHLWINDOWREF, CFramebuffer> m_mWindowFramebuffers;
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std::map<PHLLSREF, CFramebuffer> m_mLayerFramebuffers;
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std::map<PHLMONITORREF, SMonitorRenderData> m_mMonitorRenderResources;
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std::map<PHLMONITORREF, CFramebuffer> m_mMonitorBGFBs;
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struct {
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PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC glEGLImageTargetRenderbufferStorageOES = nullptr;
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PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES = nullptr;
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PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR = nullptr;
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PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR = nullptr;
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PFNEGLQUERYDMABUFFORMATSEXTPROC eglQueryDmaBufFormatsEXT = nullptr;
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PFNEGLQUERYDMABUFMODIFIERSEXTPROC eglQueryDmaBufModifiersEXT = nullptr;
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PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = nullptr;
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PFNEGLDEBUGMESSAGECONTROLKHRPROC eglDebugMessageControlKHR = nullptr;
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PFNEGLQUERYDEVICESEXTPROC eglQueryDevicesEXT = nullptr;
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PFNEGLQUERYDEVICESTRINGEXTPROC eglQueryDeviceStringEXT = nullptr;
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PFNEGLQUERYDISPLAYATTRIBEXTPROC eglQueryDisplayAttribEXT = nullptr;
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PFNEGLCREATESYNCKHRPROC eglCreateSyncKHR = nullptr;
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PFNEGLDESTROYSYNCKHRPROC eglDestroySyncKHR = nullptr;
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PFNEGLDUPNATIVEFENCEFDANDROIDPROC eglDupNativeFenceFDANDROID = nullptr;
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PFNEGLWAITSYNCKHRPROC eglWaitSyncKHR = nullptr;
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} m_sProc;
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struct {
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bool EXT_read_format_bgra = false;
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bool EXT_image_dma_buf_import = false;
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bool EXT_image_dma_buf_import_modifiers = false;
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bool KHR_display_reference = false;
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bool IMG_context_priority = false;
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bool EXT_create_context_robustness = false;
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} m_sExts;
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private:
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std::list<GLuint> m_lBuffers;
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std::list<GLuint> m_lTextures;
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std::vector<SDRMFormat> drmFormats;
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bool m_bHasModifiers = false;
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int m_iDRMFD = -1;
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std::string m_szExtensions;
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bool m_bFakeFrame = false;
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bool m_bEndFrame = false;
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bool m_bApplyFinalShader = false;
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bool m_bBlend = false;
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bool m_bOffloadedFramebuffer = false;
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CShader m_sFinalScreenShader;
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CTimer m_tGlobalTimer;
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SP<CTexture> m_pMissingAssetTexture, m_pBackgroundTexture, m_pLockDeadTexture, m_pLockDead2Texture, m_pLockTtyTextTexture;
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void logShaderError(const GLuint&, bool program = false);
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GLuint createProgram(const std::string&, const std::string&, bool dynamic = false);
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GLuint compileShader(const GLuint&, std::string, bool dynamic = false);
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void createBGTextureForMonitor(PHLMONITOR);
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void initShaders();
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void initDRMFormats();
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void initEGL(bool gbm);
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EGLDeviceEXT eglDeviceFromDRMFD(int drmFD);
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SP<CTexture> loadAsset(const std::string& file);
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SP<CTexture> renderText(const std::string& text, CHyprColor col, int pt, bool italic = false);
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void initAssets();
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void initMissingAssetTexture();
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//
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std::optional<std::vector<uint64_t>> getModsForFormat(EGLint format);
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// returns the out FB, can be either Mirror or MirrorSwap
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CFramebuffer* blurMainFramebufferWithDamage(float a, CRegion* damage);
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void renderTextureInternalWithDamage(SP<CTexture>, CBox* pBox, float a, const CRegion& damage, int round = 0, bool discardOpaque = false, bool noAA = false,
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bool allowCustomUV = false, bool allowDim = false, SP<CSyncTimeline> = nullptr, uint64_t waitPoint = 0);
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void renderTexturePrimitive(SP<CTexture> tex, CBox* pBox);
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void renderSplash(cairo_t* const, cairo_surface_t* const, double offset, const Vector2D& size);
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void preBlurForCurrentMonitor();
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bool passRequiresIntrospection(PHLMONITOR pMonitor);
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friend class CHyprRenderer;
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friend class CTexPassElement;
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friend class CPreBlurElement;
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friend class CSurfacePassElement;
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};
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inline std::unique_ptr<CHyprOpenGLImpl> g_pHyprOpenGL;
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