mirror of
https://github.com/hyprwm/Hyprland
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4a42344e97
* style: apply clang-format * ci: add new clang-format job to CI
231 lines
8.4 KiB
C++
231 lines
8.4 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/Region.hpp"
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#include <list>
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#include <unordered_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 <GLES2/gl2ext.h>
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#include "../debug/TracyDefines.hpp"
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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 {
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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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Vector2D translate = {};
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float scale = 1.f;
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};
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struct SGLPixelFormat {
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uint32_t drmFormat = DRM_FORMAT_INVALID;
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GLint glInternalFormat = 0;
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GLint glFormat = 0;
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GLint glType = 0;
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bool withAlpha = false;
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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
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CTexture stencilTex;
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CFramebuffer blurFB;
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bool blurFBDirty = true;
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bool blurFBShouldRender = false;
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CBox backgroundTexBox;
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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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CMonitor* pMonitor = nullptr;
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CWorkspace* pWorkspace = nullptr;
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float projection[9];
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float savedProjection[9];
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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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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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Vector2D primarySurfaceUVTopLeft = Vector2D(-1, -1);
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Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1);
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CBox clipBox = {};
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uint32_t discardMode = DISCARD_OPAQUE;
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float discardOpacity = 0.f;
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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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void begin(CMonitor*, CRegion*, CFramebuffer* fb = nullptr /* if provided, it's not a real frame */);
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void end();
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void renderRect(CBox*, const CColor&, int round = 0);
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void renderRectWithBlur(CBox*, const CColor&, int round = 0, float blurA = 1.f, bool xray = false);
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void renderRectWithDamage(CBox*, const CColor&, CRegion* damage, int round = 0);
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void renderTexture(wlr_texture*, CBox*, float a, int round = 0, bool allowCustomUV = false);
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void renderTexture(const CTexture&, CBox*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
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void renderTextureWithBlur(const CTexture&, CBox*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
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void renderRoundedShadow(CBox*, int round, int range, const CColor& 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 renderTextureMatte(const CTexture& tex, CBox* pBox, CFramebuffer& matte);
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void setMonitorTransformEnabled(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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void makeWindowSnapshot(CWindow*);
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void makeRawWindowSnapshot(CWindow*, CFramebuffer*);
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void makeLayerSnapshot(SLayerSurface*);
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void renderSnapshot(CWindow**);
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void renderSnapshot(SLayerSurface**);
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bool shouldUseNewBlurOptimizations(SLayerSurface* pLayer, CWindow* pWindow);
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void clear(const CColor&);
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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(CMonitor*);
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void markBlurDirtyForMonitor(CMonitor*);
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void preWindowPass();
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bool preBlurQueued();
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void preRender(CMonitor*);
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void saveBufferForMirror();
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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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uint32_t getPreferredReadFormat(CMonitor* pMonitor);
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const SGLPixelFormat* getPixelFormatFromDRM(uint32_t drmFormat);
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SCurrentRenderData m_RenderData;
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GLint m_iCurrentOutputFb = 0;
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bool m_bReloadScreenShader = true; // at launch it can be set
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CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
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SLayerSurface* m_pCurrentLayer = nullptr; // hack to get the current rendered layer
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std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
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std::unordered_map<SLayerSurface*, CFramebuffer> m_mLayerFramebuffers;
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std::unordered_map<CMonitor*, SMonitorRenderData> m_mMonitorRenderResources;
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std::unordered_map<CMonitor*, CTexture> m_mMonitorBGTextures;
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struct {
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PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC glEGLImageTargetRenderbufferStorageOES = nullptr;
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PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR = 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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} 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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int m_iDRMFD;
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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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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(CMonitor*);
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void initShaders();
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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(const CTexture&, CBox* pBox, float a, CRegion* damage, int round = 0, bool discardOpaque = false, bool noAA = false,
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bool allowCustomUV = false, bool allowDim = false);
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void renderTexturePrimitive(const CTexture& tex, CBox* pBox);
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void renderSplash(cairo_t* const, cairo_surface_t* const, double);
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void preBlurForCurrentMonitor();
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bool passRequiresIntrospection(CMonitor* pMonitor);
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friend class CHyprRenderer;
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};
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inline std::unique_ptr<CHyprOpenGLImpl> g_pHyprOpenGL;
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