Hyprland/src/render/OpenGL.cpp

1797 lines
78 KiB
C++

#include "Shaders.hpp"
#include "OpenGL.hpp"
#include "../Compositor.hpp"
#include "../helpers/MiscFunctions.hpp"
#include "Shaders.hpp"
#include <random>
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<CMonitor*>(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];
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_vSize != 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(TEXVERTSRC, FRAGBLURFINISH);
m_RenderData.pCurrentMonData->m_shBLURFINISH.program = prog;
m_RenderData.pCurrentMonData->m_shBLURFINISH.tex = glGetUniformLocation(prog, "tex");
m_RenderData.pCurrentMonData->m_shBLURFINISH.proj = glGetUniformLocation(prog, "proj");
m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib = glGetAttribLocation(prog, "pos");
m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib = glGetAttribLocation(prog, "texcoord");
m_RenderData.pCurrentMonData->m_shBLURFINISH.noise = glGetUniformLocation(prog, "noise");
m_RenderData.pCurrentMonData->m_shBLURFINISH.contrast = glGetUniformLocation(prog, "contrast");
m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness = glGetUniformLocation(prog, "brightness");
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<char>(infile)), (std::istreambuf_iterator<char>()));
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);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // everything is premultiplied
} 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);
glUseProgram(m_RenderData.pCurrentMonData->m_shQUAD.program);
#ifndef GLES2
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_TRUE, glMatrix);
#else
wlr_matrix_transpose(glMatrix, glMatrix);
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix);
#endif
// premultiply the color as well as we don't work with straight alpha
glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r * col.a, col.g * col.a, col.b * col.a, col.a);
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);
}
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;
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);
}
scissor((wlr_box*)nullptr);
glDisableVertexAttribArray(shader->posAttrib);
glDisableVertexAttribArray(shader->texAttrib);
glBindTexture(tex.m_iTarget, 0);
}
// This probably isn't the fastest
// but it works... well, I guess?
//
// Dual (or more) kawase blur
CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, 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
}
// finalize with effects
{
static auto* const PBLURCONTRAST = &g_pConfigManager->getConfigValuePtr("decoration:blur:contrast")->floatValue;
static auto* const PBLURNOISE = &g_pConfigManager->getConfigValuePtr("decoration:blur:noise")->floatValue;
static auto* const PBLURBRIGHTNESS = &g_pConfigManager->getConfigValuePtr("decoration:blur:brightness")->floatValue;
if (currentRenderToFB == PMIRRORFB)
PMIRRORSWAPFB->bind();
else
PMIRRORFB->bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(currentRenderToFB->m_cTex.m_iTarget, currentRenderToFB->m_cTex.m_iTexID);
glTexParameteri(currentRenderToFB->m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(m_RenderData.pCurrentMonData->m_shBLURFINISH.program);
#ifndef GLES2
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURFINISH.proj, 1, GL_TRUE, glMatrix);
#else
wlr_matrix_transpose(glMatrix, glMatrix);
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURFINISH.proj, 1, GL_FALSE, glMatrix);
#endif
glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.contrast, *PBLURCONTRAST);
glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.noise, *PBLURNOISE);
glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness, *PBLURBRIGHTNESS);
glUniform1i(m_RenderData.pCurrentMonData->m_shBLURFINISH.tex, 0);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib);
if (!damage.empty()) {
for (auto& RECT : damage.getRects()) {
scissor(&RECT, false /* this region is already transformed */);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib);
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib);
if (currentRenderToFB != PMIRRORFB)
currentRenderToFB = PMIRRORFB;
else
currentRenderToFB = PMIRRORSWAPFB;
}
// finish
glBindTexture(PMIRRORFB->m_cTex.m_iTarget, 0);
blend(BLENDBEFORE);
return currentRenderToFB;
}
void CHyprOpenGLImpl::markBlurDirtyForMonitor(CMonitor* pMonitor) {
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:enabled")->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:enabled")->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:enabled")->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);
const auto BLEND = m_bBlend;
blend(true);
glUseProgram(m_RenderData.pCurrentMonData->m_shBORDER1.program);
#ifndef GLES2
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_TRUE, glMatrix);
#else
wlr_matrix_transpose(glMatrix, glMatrix);
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBORDER1.proj, 1, GL_FALSE, glMatrix);
#endif
static_assert(sizeof(CColor) == 4 * sizeof(float)); // otherwise the line below this will fail
glUniform4fv(m_RenderData.pCurrentMonData->m_shBORDER1.gradient, grad.m_vColors.size(), (float*)grad.m_vColors.data());
glUniform1i(m_RenderData.pCurrentMonData->m_shBORDER1.gradientLength, grad.m_vColors.size());
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.angle, (int)(grad.m_fAngle / (PI / 180.0)) % 360 * (PI / 180.0));
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.alpha, a);
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);
blend(BLEND);
}
void CHyprOpenGLImpl::makeRawWindowSnapshot(CWindow* pWindow, CFramebuffer* pFramebuffer) {
// we trust the window is valid.
const auto PMONITOR = g_pCompositor->getMonitorFromID(pWindow->m_iMonitorID);
if (!PMONITOR || !PMONITOR->output || PMONITOR->vecPixelSize.x <= 0 || PMONITOR->vecPixelSize.y <= 0)
return;
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:enabled");
g_pConfigManager->setInt("decoration:blur:enabled", 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:enabled", 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:enabled");
g_pConfigManager->setInt("decoration:blur:enabled", 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:enabled", 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);
glUseProgram(m_RenderData.pCurrentMonData->m_shSHADOW.program);
#ifndef GLES2
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_TRUE, glMatrix);
#else
wlr_matrix_transpose(glMatrix, glMatrix);
glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shSHADOW.proj, 1, GL_FALSE, glMatrix);
#endif
glUniform4f(m_RenderData.pCurrentMonData->m_shSHADOW.color, col.r, col.g, col.b, col.a * a);
const auto TOPLEFT = Vector2D(range + round, range + round);
const auto BOTTOMRIGHT = Vector2D(box->width - (range + round), box->height - (range + round));
const auto FULLSIZE = Vector2D(box->width, box->height);
// Rounded corners
glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y);
glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y);
glUniform2f(m_RenderData.pCurrentMonData->m_shSHADOW.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.radius, range + round);
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.range, range);
glUniform1f(m_RenderData.pCurrentMonData->m_shSHADOW.shadowPower, SHADOWPOWER);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
if (m_RenderData.clipBox.width != 0 && m_RenderData.clipBox.height != 0) {
CRegion damageClip{m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height};
damageClip.intersect(m_RenderData.damage);
if (!damageClip.empty()) {
for (auto& RECT : damageClip.getRects()) {
scissor(&RECT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
} else {
for (auto& RECT : m_RenderData.damage.getRects()) {
scissor(&RECT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
}
void CHyprOpenGLImpl::saveBufferForMirror() {
if (!m_RenderData.pCurrentMonData->monitorMirrorFB.isAllocated())
m_RenderData.pCurrentMonData->monitorMirrorFB.alloc(m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y);
m_RenderData.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, 2);
std::uniform_int_distribution<> distribution2(0, 1);
const bool USEANIME = *PFORCEHYPRCHAN || distribution(engine) == 0; // 66% for anime
// 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));
}