#include <GLES3/gl32.h> #include <hyprgraphics/color/Color.hpp> #include <hyprutils/string/String.hpp> #include <hyprutils/path/Path.hpp> #include <random> #include <pango/pangocairo.h> #include "OpenGL.hpp" #include "Renderer.hpp" #include "../Compositor.hpp" #include "../helpers/MiscFunctions.hpp" #include "../config/ConfigValue.hpp" #include "../config/ConfigManager.hpp" #include "../desktop/LayerSurface.hpp" #include "../protocols/LayerShell.hpp" #include "../protocols/core/Compositor.hpp" #include "../protocols/ColorManagement.hpp" #include "../protocols/types/ColorManagement.hpp" #include "../managers/HookSystemManager.hpp" #include "../managers/input/InputManager.hpp" #include "../helpers/fs/FsUtils.hpp" #include "debug/HyprNotificationOverlay.hpp" #include "hyprerror/HyprError.hpp" #include "pass/TexPassElement.hpp" #include "pass/RectPassElement.hpp" #include "pass/PreBlurElement.hpp" #include "pass/ClearPassElement.hpp" #include "render/Shader.hpp" #include <string> #include <xf86drm.h> #include <fcntl.h> #include <gbm.h> #include <filesystem> #include "./shaders/Shaders.hpp" using namespace Hyprutils::OS; using namespace NColorManagement; const std::vector<const char*> ASSET_PATHS = { #ifdef DATAROOTDIR DATAROOTDIR, #endif "/usr/share", "/usr/local/share", }; static inline void loadGLProc(void* pProc, const char* name) { void* proc = (void*)eglGetProcAddress(name); if (proc == nullptr) { Debug::log(CRIT, "[Tracy GPU Profiling] eglGetProcAddress({}) failed", name); abort(); } *(void**)pProc = proc; } static enum eLogLevel eglLogToLevel(EGLint type) { switch (type) { case EGL_DEBUG_MSG_CRITICAL_KHR: return CRIT; case EGL_DEBUG_MSG_ERROR_KHR: return ERR; case EGL_DEBUG_MSG_WARN_KHR: return WARN; case EGL_DEBUG_MSG_INFO_KHR: return LOG; default: return LOG; } } static const char* eglErrorToString(EGLint error) { switch (error) { case EGL_SUCCESS: return "EGL_SUCCESS"; case EGL_NOT_INITIALIZED: return "EGL_NOT_INITIALIZED"; case EGL_BAD_ACCESS: return "EGL_BAD_ACCESS"; case EGL_BAD_ALLOC: return "EGL_BAD_ALLOC"; case EGL_BAD_ATTRIBUTE: return "EGL_BAD_ATTRIBUTE"; case EGL_BAD_CONTEXT: return "EGL_BAD_CONTEXT"; case EGL_BAD_CONFIG: return "EGL_BAD_CONFIG"; case EGL_BAD_CURRENT_SURFACE: return "EGL_BAD_CURRENT_SURFACE"; case EGL_BAD_DISPLAY: return "EGL_BAD_DISPLAY"; case EGL_BAD_DEVICE_EXT: return "EGL_BAD_DEVICE_EXT"; case EGL_BAD_SURFACE: return "EGL_BAD_SURFACE"; case EGL_BAD_MATCH: return "EGL_BAD_MATCH"; case EGL_BAD_PARAMETER: return "EGL_BAD_PARAMETER"; case EGL_BAD_NATIVE_PIXMAP: return "EGL_BAD_NATIVE_PIXMAP"; case EGL_BAD_NATIVE_WINDOW: return "EGL_BAD_NATIVE_WINDOW"; case EGL_CONTEXT_LOST: return "EGL_CONTEXT_LOST"; } return "Unknown"; } static void eglLog(EGLenum error, const char* command, EGLint type, EGLLabelKHR thread, EGLLabelKHR obj, const char* msg) { Debug::log(eglLogToLevel(type), "[EGL] Command {} errored out with {} (0x{}): {}", command, eglErrorToString(error), error, msg); } static int openRenderNode(int drmFd) { auto renderName = drmGetRenderDeviceNameFromFd(drmFd); if (!renderName) { // This can happen on split render/display platforms, fallback to // primary node renderName = drmGetPrimaryDeviceNameFromFd(drmFd); if (!renderName) { Debug::log(ERR, "drmGetPrimaryDeviceNameFromFd failed"); return -1; } Debug::log(LOG, "DRM dev {} has no render node, falling back to primary", renderName); drmVersion* render_version = drmGetVersion(drmFd); if (render_version && render_version->name) { Debug::log(LOG, "DRM dev versionName", render_version->name); if (strcmp(render_version->name, "evdi") == 0) { free(renderName); renderName = (char*)malloc(sizeof(char) * 15); strcpy(renderName, "/dev/dri/card0"); } drmFreeVersion(render_version); } } Debug::log(LOG, "openRenderNode got drm device {}", renderName); int renderFD = open(renderName, O_RDWR | O_CLOEXEC); if (renderFD < 0) Debug::log(ERR, "openRenderNode failed to open drm device {}", renderName); free(renderName); return renderFD; } void CHyprOpenGLImpl::initEGL(bool gbm) { std::vector<EGLint> attrs; if (m_sExts.KHR_display_reference) { attrs.push_back(EGL_TRACK_REFERENCES_KHR); attrs.push_back(EGL_TRUE); } attrs.push_back(EGL_NONE); m_pEglDisplay = m_sProc.eglGetPlatformDisplayEXT(gbm ? EGL_PLATFORM_GBM_KHR : EGL_PLATFORM_DEVICE_EXT, gbm ? m_pGbmDevice : m_pEglDevice, attrs.data()); if (m_pEglDisplay == EGL_NO_DISPLAY) RASSERT(false, "EGL: failed to create a platform display"); attrs.clear(); EGLint major, minor; if (eglInitialize(m_pEglDisplay, &major, &minor) == EGL_FALSE) RASSERT(false, "EGL: failed to initialize a platform display"); const std::string EGLEXTENSIONS = (const char*)eglQueryString(m_pEglDisplay, EGL_EXTENSIONS); m_sExts.IMG_context_priority = EGLEXTENSIONS.contains("IMG_context_priority"); m_sExts.EXT_create_context_robustness = EGLEXTENSIONS.contains("EXT_create_context_robustness"); m_sExts.EXT_image_dma_buf_import = EGLEXTENSIONS.contains("EXT_image_dma_buf_import"); m_sExts.EXT_image_dma_buf_import_modifiers = EGLEXTENSIONS.contains("EXT_image_dma_buf_import_modifiers"); if (m_sExts.IMG_context_priority) { Debug::log(LOG, "EGL: IMG_context_priority supported, requesting high"); attrs.push_back(EGL_CONTEXT_PRIORITY_LEVEL_IMG); attrs.push_back(EGL_CONTEXT_PRIORITY_HIGH_IMG); } if (m_sExts.EXT_create_context_robustness) { Debug::log(LOG, "EGL: EXT_create_context_robustness supported, requesting lose on reset"); attrs.push_back(EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT); attrs.push_back(EGL_LOSE_CONTEXT_ON_RESET_EXT); } auto attrsNoVer = attrs; #ifndef GLES2 attrs.push_back(EGL_CONTEXT_MAJOR_VERSION); attrs.push_back(3); attrs.push_back(EGL_CONTEXT_MINOR_VERSION); attrs.push_back(2); #else attrs.push_back(EGL_CONTEXT_CLIENT_VERSION); attrs.push_back(2); m_eglContextVersion = EGL_CONTEXT_GLES_2_0; #endif attrs.push_back(EGL_NONE); m_pEglContext = eglCreateContext(m_pEglDisplay, EGL_NO_CONFIG_KHR, EGL_NO_CONTEXT, attrs.data()); if (m_pEglContext == EGL_NO_CONTEXT) { #ifdef GLES2 RASSERT(false, "EGL: failed to create a context with GLES2.0"); #endif Debug::log(WARN, "EGL: Failed to create a context with GLES3.2, retrying 3.0"); attrs = attrsNoVer; attrs.push_back(EGL_CONTEXT_MAJOR_VERSION); attrs.push_back(3); attrs.push_back(EGL_CONTEXT_MINOR_VERSION); attrs.push_back(0); attrs.push_back(EGL_NONE); m_pEglContext = eglCreateContext(m_pEglDisplay, EGL_NO_CONFIG_KHR, EGL_NO_CONTEXT, attrs.data()); m_eglContextVersion = EGL_CONTEXT_GLES_3_0; if (m_pEglContext == EGL_NO_CONTEXT) RASSERT(false, "EGL: failed to create a context with either GLES3.2 or 3.0"); } if (m_sExts.IMG_context_priority) { EGLint priority = EGL_CONTEXT_PRIORITY_MEDIUM_IMG; eglQueryContext(m_pEglDisplay, m_pEglContext, EGL_CONTEXT_PRIORITY_LEVEL_IMG, &priority); if (priority != EGL_CONTEXT_PRIORITY_HIGH_IMG) Debug::log(ERR, "EGL: Failed to obtain a high priority context"); else Debug::log(LOG, "EGL: Got a high priority context"); } eglMakeCurrent(m_pEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, m_pEglContext); } static bool drmDeviceHasName(const drmDevice* device, const std::string& name) { for (size_t i = 0; i < DRM_NODE_MAX; i++) { if (!(device->available_nodes & (1 << i))) continue; if (device->nodes[i] == name) return true; } return false; } EGLDeviceEXT CHyprOpenGLImpl::eglDeviceFromDRMFD(int drmFD) { EGLint nDevices = 0; if (!m_sProc.eglQueryDevicesEXT(0, nullptr, &nDevices)) { Debug::log(ERR, "eglDeviceFromDRMFD: eglQueryDevicesEXT failed"); return EGL_NO_DEVICE_EXT; } if (nDevices <= 0) { Debug::log(ERR, "eglDeviceFromDRMFD: no devices"); return EGL_NO_DEVICE_EXT; } std::vector<EGLDeviceEXT> devices; devices.resize(nDevices); if (!m_sProc.eglQueryDevicesEXT(nDevices, devices.data(), &nDevices)) { Debug::log(ERR, "eglDeviceFromDRMFD: eglQueryDevicesEXT failed (2)"); return EGL_NO_DEVICE_EXT; } drmDevice* drmDev = nullptr; if (int ret = drmGetDevice(drmFD, &drmDev); ret < 0) { Debug::log(ERR, "eglDeviceFromDRMFD: drmGetDevice failed"); return EGL_NO_DEVICE_EXT; } for (auto const& d : devices) { auto devName = m_sProc.eglQueryDeviceStringEXT(d, EGL_DRM_DEVICE_FILE_EXT); if (!devName) continue; if (drmDeviceHasName(drmDev, devName)) { Debug::log(LOG, "eglDeviceFromDRMFD: Using device {}", devName); drmFreeDevice(&drmDev); return d; } } drmFreeDevice(&drmDev); Debug::log(LOG, "eglDeviceFromDRMFD: No drm devices found"); return EGL_NO_DEVICE_EXT; } CHyprOpenGLImpl::CHyprOpenGLImpl() : m_iDRMFD(g_pCompositor->m_drmFD) { const std::string EGLEXTENSIONS = (const char*)eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS); Debug::log(LOG, "Supported EGL extensions: ({}) {}", std::count(EGLEXTENSIONS.begin(), EGLEXTENSIONS.end(), ' '), EGLEXTENSIONS); m_sExts.KHR_display_reference = EGLEXTENSIONS.contains("KHR_display_reference"); loadGLProc(&m_sProc.glEGLImageTargetRenderbufferStorageOES, "glEGLImageTargetRenderbufferStorageOES"); loadGLProc(&m_sProc.eglCreateImageKHR, "eglCreateImageKHR"); loadGLProc(&m_sProc.eglDestroyImageKHR, "eglDestroyImageKHR"); loadGLProc(&m_sProc.eglQueryDmaBufFormatsEXT, "eglQueryDmaBufFormatsEXT"); loadGLProc(&m_sProc.eglQueryDmaBufModifiersEXT, "eglQueryDmaBufModifiersEXT"); loadGLProc(&m_sProc.glEGLImageTargetTexture2DOES, "glEGLImageTargetTexture2DOES"); loadGLProc(&m_sProc.eglDebugMessageControlKHR, "eglDebugMessageControlKHR"); loadGLProc(&m_sProc.eglGetPlatformDisplayEXT, "eglGetPlatformDisplayEXT"); loadGLProc(&m_sProc.eglCreateSyncKHR, "eglCreateSyncKHR"); loadGLProc(&m_sProc.eglDestroySyncKHR, "eglDestroySyncKHR"); loadGLProc(&m_sProc.eglDupNativeFenceFDANDROID, "eglDupNativeFenceFDANDROID"); loadGLProc(&m_sProc.eglWaitSyncKHR, "eglWaitSyncKHR"); RASSERT(m_sProc.eglCreateSyncKHR, "Display driver doesn't support eglCreateSyncKHR"); RASSERT(m_sProc.eglDupNativeFenceFDANDROID, "Display driver doesn't support eglDupNativeFenceFDANDROID"); RASSERT(m_sProc.eglWaitSyncKHR, "Display driver doesn't support eglWaitSyncKHR"); if (EGLEXTENSIONS.contains("EGL_EXT_device_base") || EGLEXTENSIONS.contains("EGL_EXT_device_enumeration")) loadGLProc(&m_sProc.eglQueryDevicesEXT, "eglQueryDevicesEXT"); if (EGLEXTENSIONS.contains("EGL_EXT_device_base") || EGLEXTENSIONS.contains("EGL_EXT_device_query")) { loadGLProc(&m_sProc.eglQueryDeviceStringEXT, "eglQueryDeviceStringEXT"); loadGLProc(&m_sProc.eglQueryDisplayAttribEXT, "eglQueryDisplayAttribEXT"); } if (EGLEXTENSIONS.contains("EGL_KHR_debug")) { loadGLProc(&m_sProc.eglDebugMessageControlKHR, "eglDebugMessageControlKHR"); static const EGLAttrib debugAttrs[] = { EGL_DEBUG_MSG_CRITICAL_KHR, EGL_TRUE, EGL_DEBUG_MSG_ERROR_KHR, EGL_TRUE, EGL_DEBUG_MSG_WARN_KHR, EGL_TRUE, EGL_DEBUG_MSG_INFO_KHR, EGL_TRUE, EGL_NONE, }; m_sProc.eglDebugMessageControlKHR(::eglLog, debugAttrs); } RASSERT(eglBindAPI(EGL_OPENGL_ES_API) != EGL_FALSE, "Couldn't bind to EGL's opengl ES API. This means your gpu driver f'd up. This is not a hyprland issue."); bool success = false; if (EGLEXTENSIONS.contains("EXT_platform_device") || !m_sProc.eglQueryDevicesEXT || !m_sProc.eglQueryDeviceStringEXT) { m_pEglDevice = eglDeviceFromDRMFD(m_iDRMFD); if (m_pEglDevice != EGL_NO_DEVICE_EXT) { success = true; initEGL(false); } } if (!success) { Debug::log(WARN, "EGL: EXT_platform_device or EGL_EXT_device_query not supported, using gbm"); if (EGLEXTENSIONS.contains("KHR_platform_gbm")) { success = true; m_iGBMFD = CFileDescriptor{openRenderNode(m_iDRMFD)}; if (!m_iGBMFD.isValid()) RASSERT(false, "Couldn't open a gbm fd"); m_pGbmDevice = gbm_create_device(m_iGBMFD.get()); if (!m_pGbmDevice) RASSERT(false, "Couldn't open a gbm device"); initEGL(true); } } RASSERT(success, "EGL does not support KHR_platform_gbm or EXT_platform_device, this is an issue with your gpu driver."); auto* const EXTENSIONS = (const char*)glGetString(GL_EXTENSIONS); RASSERT(EXTENSIONS, "Couldn't retrieve openGL extensions!"); m_szExtensions = EXTENSIONS; Debug::log(LOG, "Creating the Hypr OpenGL Renderer!"); Debug::log(LOG, "Using: {}", (char*)glGetString(GL_VERSION)); Debug::log(LOG, "Vendor: {}", (char*)glGetString(GL_VENDOR)); Debug::log(LOG, "Renderer: {}", (char*)glGetString(GL_RENDERER)); Debug::log(LOG, "Supported extensions: ({}) {}", std::count(m_szExtensions.begin(), m_szExtensions.end(), ' '), m_szExtensions); m_sExts.EXT_read_format_bgra = m_szExtensions.contains("GL_EXT_read_format_bgra"); RASSERT(m_szExtensions.contains("GL_EXT_texture_format_BGRA8888"), "GL_EXT_texture_format_BGRA8888 support by the GPU driver is required"); if (!m_sExts.EXT_read_format_bgra) Debug::log(WARN, "Your GPU does not support GL_EXT_read_format_bgra, this may cause issues with texture importing"); if (!m_sExts.EXT_image_dma_buf_import || !m_sExts.EXT_image_dma_buf_import_modifiers) Debug::log(WARN, "Your GPU does not support DMABUFs, this will possibly cause issues and will take a hit on the performance."); #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 initDRMFormats(); initAssets(); static auto P = g_pHookSystem->hookDynamic("preRender", [&](void* self, SCallbackInfo& info, std::any data) { preRender(std::any_cast<PHLMONITOR>(data)); }); RASSERT(eglMakeCurrent(m_pEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT), "Couldn't unset current EGL!"); m_tGlobalTimer.reset(); } CHyprOpenGLImpl::~CHyprOpenGLImpl() { if (m_pEglDisplay && m_pEglContext != EGL_NO_CONTEXT) eglDestroyContext(m_pEglDisplay, m_pEglContext); if (m_pEglDisplay) eglTerminate(m_pEglDisplay); eglReleaseThread(); if (m_pGbmDevice) gbm_device_destroy(m_pGbmDevice); } std::optional<std::vector<uint64_t>> CHyprOpenGLImpl::getModsForFormat(EGLint format) { // TODO: return std::expected when clang supports it if (!m_sExts.EXT_image_dma_buf_import_modifiers) return std::nullopt; EGLint len = 0; if (!m_sProc.eglQueryDmaBufModifiersEXT(m_pEglDisplay, format, 0, nullptr, nullptr, &len)) { Debug::log(ERR, "EGL: Failed to query mods"); return std::nullopt; } if (len <= 0) return std::vector<uint64_t>{}; std::vector<uint64_t> mods; std::vector<EGLBoolean> external; mods.resize(len); external.resize(len); m_sProc.eglQueryDmaBufModifiersEXT(m_pEglDisplay, format, len, mods.data(), external.data(), &len); std::vector<uint64_t> result; // reserve number of elements to avoid reallocations result.reserve(mods.size()); bool linearIsExternal = false; for (size_t i = 0; i < std::min(mods.size(), external.size()); ++i) { if (external[i]) { if (mods[i] == DRM_FORMAT_MOD_LINEAR) linearIsExternal = true; continue; } result.push_back(mods[i]); } // if the driver doesn't mark linear as external, add it. It's allowed unless the driver says otherwise. (e.g. nvidia) if (!linearIsExternal && std::find(mods.begin(), mods.end(), DRM_FORMAT_MOD_LINEAR) == mods.end() && mods.size() == 0) mods.push_back(DRM_FORMAT_MOD_LINEAR); return result; } void CHyprOpenGLImpl::initDRMFormats() { const auto DISABLE_MODS = envEnabled("HYPRLAND_EGL_NO_MODIFIERS"); if (DISABLE_MODS) Debug::log(WARN, "HYPRLAND_EGL_NO_MODIFIERS set, disabling modifiers"); if (!m_sExts.EXT_image_dma_buf_import) { Debug::log(ERR, "EGL: No dmabuf import, DMABufs will not work."); return; } std::vector<EGLint> formats; if (!m_sExts.EXT_image_dma_buf_import_modifiers || !m_sProc.eglQueryDmaBufFormatsEXT) { formats.push_back(DRM_FORMAT_ARGB8888); formats.push_back(DRM_FORMAT_XRGB8888); Debug::log(WARN, "EGL: No mod support"); } else { EGLint len = 0; m_sProc.eglQueryDmaBufFormatsEXT(m_pEglDisplay, 0, nullptr, &len); formats.resize(len); m_sProc.eglQueryDmaBufFormatsEXT(m_pEglDisplay, len, formats.data(), &len); } if (formats.size() == 0) { Debug::log(ERR, "EGL: Failed to get formats, DMABufs will not work."); return; } Debug::log(LOG, "Supported DMA-BUF formats:"); std::vector<SDRMFormat> dmaFormats; // reserve number of elements to avoid reallocations dmaFormats.reserve(formats.size()); for (auto const& fmt : formats) { std::vector<uint64_t> mods; if (!DISABLE_MODS) { auto ret = getModsForFormat(fmt); if (!ret.has_value()) continue; mods = *ret; } else mods = {DRM_FORMAT_MOD_LINEAR}; m_bHasModifiers = m_bHasModifiers || mods.size() > 0; // EGL can always do implicit modifiers. mods.push_back(DRM_FORMAT_MOD_INVALID); dmaFormats.push_back(SDRMFormat{ .drmFormat = fmt, .modifiers = mods, }); std::vector<std::pair<uint64_t, std::string>> modifierData; // reserve number of elements to avoid reallocations modifierData.reserve(mods.size()); auto fmtName = drmGetFormatName(fmt); Debug::log(LOG, "EGL: GPU Supports Format {} (0x{:x})", fmtName ? fmtName : "?unknown?", fmt); for (auto const& mod : mods) { auto modName = drmGetFormatModifierName(mod); modifierData.emplace_back(std::make_pair<>(mod, modName ? modName : "?unknown?")); free(modName); } free(fmtName); mods.clear(); std::sort(modifierData.begin(), modifierData.end(), [](const auto& a, const auto& b) { if (a.first == 0) return false; if (a.second.contains("DCC")) return false; return true; }); for (auto const& [m, name] : modifierData) { Debug::log(LOG, "EGL: | with modifier {} (0x{:x})", name, m); mods.emplace_back(m); } } Debug::log(LOG, "EGL: {} formats found in total. Some modifiers may be omitted as they are external-only.", dmaFormats.size()); if (dmaFormats.size() == 0) Debug::log(WARN, "EGL: WARNING: No dmabuf formats were found, dmabuf will be disabled. This will degrade performance, but is most likely a driver issue or a very old GPU."); drmFormats = dmaFormats; } EGLImageKHR CHyprOpenGLImpl::createEGLImage(const Aquamarine::SDMABUFAttrs& attrs) { std::vector<uint32_t> attribs; attribs.push_back(EGL_WIDTH); attribs.push_back(attrs.size.x); attribs.push_back(EGL_HEIGHT); attribs.push_back(attrs.size.y); attribs.push_back(EGL_LINUX_DRM_FOURCC_EXT); attribs.push_back(attrs.format); struct { EGLint fd; EGLint offset; EGLint pitch; EGLint modlo; EGLint modhi; } attrNames[4] = { {EGL_DMA_BUF_PLANE0_FD_EXT, EGL_DMA_BUF_PLANE0_OFFSET_EXT, EGL_DMA_BUF_PLANE0_PITCH_EXT, EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT, EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT}, {EGL_DMA_BUF_PLANE1_FD_EXT, EGL_DMA_BUF_PLANE1_OFFSET_EXT, EGL_DMA_BUF_PLANE1_PITCH_EXT, EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT, EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT}, {EGL_DMA_BUF_PLANE2_FD_EXT, EGL_DMA_BUF_PLANE2_OFFSET_EXT, EGL_DMA_BUF_PLANE2_PITCH_EXT, EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT, EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT}, {EGL_DMA_BUF_PLANE3_FD_EXT, EGL_DMA_BUF_PLANE3_OFFSET_EXT, EGL_DMA_BUF_PLANE3_PITCH_EXT, EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT, EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT}}; for (int i = 0; i < attrs.planes; i++) { attribs.push_back(attrNames[i].fd); attribs.push_back(attrs.fds[i]); attribs.push_back(attrNames[i].offset); attribs.push_back(attrs.offsets[i]); attribs.push_back(attrNames[i].pitch); attribs.push_back(attrs.strides[i]); if (m_bHasModifiers && attrs.modifier != DRM_FORMAT_MOD_INVALID) { attribs.push_back(attrNames[i].modlo); attribs.push_back(attrs.modifier & 0xFFFFFFFF); attribs.push_back(attrNames[i].modhi); attribs.push_back(attrs.modifier >> 32); } } attribs.push_back(EGL_IMAGE_PRESERVED_KHR); attribs.push_back(EGL_TRUE); attribs.push_back(EGL_NONE); EGLImageKHR image = m_sProc.eglCreateImageKHR(m_pEglDisplay, EGL_NO_CONTEXT, EGL_LINUX_DMA_BUF_EXT, nullptr, (int*)attribs.data()); if (image == EGL_NO_IMAGE_KHR) { Debug::log(ERR, "EGL: EGLCreateImageKHR failed: {}", eglGetError()); return EGL_NO_IMAGE_KHR; } return image; } void CHyprOpenGLImpl::logShaderError(const GLuint& shader, bool program, bool silent) { GLint maxLength = 0; if (program) glGetProgramiv(shader, GL_INFO_LOG_LENGTH, &maxLength); else glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); std::vector<GLchar> errorLog(maxLength); if (program) glGetProgramInfoLog(shader, maxLength, &maxLength, errorLog.data()); else glGetShaderInfoLog(shader, maxLength, &maxLength, errorLog.data()); std::string errorStr(errorLog.begin(), errorLog.end()); const auto FULLERROR = (program ? "Screen shader parser: Error linking program:" : "Screen shader parser: Error compiling shader: ") + errorStr; Debug::log(ERR, "Failed to link shader: {}", FULLERROR); if (!silent) g_pConfigManager->addParseError(FULLERROR); } GLuint CHyprOpenGLImpl::createProgram(const std::string& vert, const std::string& frag, bool dynamic, bool silent) { auto vertCompiled = compileShader(GL_VERTEX_SHADER, vert, dynamic, silent); if (dynamic) { if (vertCompiled == 0) return 0; } else RASSERT(vertCompiled, "Compiling shader failed. VERTEX nullptr! Shader source:\n\n{}", vert); auto fragCompiled = compileShader(GL_FRAGMENT_SHADER, frag, dynamic, silent); if (dynamic) { if (fragCompiled == 0) return 0; } else RASSERT(fragCompiled, "Compiling shader failed. FRAGMENT nullptr! Shader source:\n\n{}", frag); 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) { logShaderError(prog, true, silent); return 0; } } else { if (ok != GL_TRUE) logShaderError(prog, true); RASSERT(ok != GL_FALSE, "createProgram() failed! GL_LINK_STATUS not OK!"); } return prog; } GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src, bool dynamic, bool silent) { 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) { logShaderError(shader, false, silent); return 0; } } else { if (ok != GL_TRUE) logShaderError(shader, false); RASSERT(ok != GL_FALSE, "compileShader() failed! GL_COMPILE_STATUS not OK!"); } return shader; } void CHyprOpenGLImpl::beginSimple(PHLMONITOR pMonitor, const CRegion& damage, SP<CRenderbuffer> rb, CFramebuffer* fb) { m_RenderData.pMonitor = pMonitor; #ifndef GLES2 const GLenum RESETSTATUS = glGetGraphicsResetStatus(); if (RESETSTATUS != GL_NO_ERROR) { std::string errStr = ""; switch (RESETSTATUS) { case GL_GUILTY_CONTEXT_RESET: errStr = "GL_GUILTY_CONTEXT_RESET"; break; case GL_INNOCENT_CONTEXT_RESET: errStr = "GL_INNOCENT_CONTEXT_RESET"; break; case GL_UNKNOWN_CONTEXT_RESET: errStr = "GL_UNKNOWN_CONTEXT_RESET"; break; default: errStr = "UNKNOWN??"; break; } RASSERT(false, "Aborting, glGetGraphicsResetStatus returned {}. Cannot continue until proper GPU reset handling is implemented.", errStr); return; } #endif TRACY_GPU_ZONE("RenderBeginSimple"); const auto FBO = rb ? rb->getFB() : fb; glViewport(0, 0, pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y); m_RenderData.projection = Mat3x3::outputProjection(pMonitor->vecPixelSize, HYPRUTILS_TRANSFORM_NORMAL); m_RenderData.monitorProjection = Mat3x3::identity(); if (pMonitor->transform != WL_OUTPUT_TRANSFORM_NORMAL) { const Vector2D tfmd = pMonitor->transform % 2 == 1 ? Vector2D{FBO->m_vSize.y, FBO->m_vSize.x} : FBO->m_vSize; m_RenderData.monitorProjection.translate(FBO->m_vSize / 2.0).transform(wlTransformToHyprutils(pMonitor->transform)).translate(-tfmd / 2.0); } m_RenderData.pCurrentMonData = &m_mMonitorRenderResources[pMonitor]; if (!m_bShadersInitialized) initShaders(); m_RenderData.damage.set(damage); m_RenderData.finalDamage.set(damage); m_bFakeFrame = true; m_RenderData.currentFB = FBO; FBO->bind(); m_bOffloadedFramebuffer = false; m_RenderData.mainFB = m_RenderData.currentFB; m_RenderData.outFB = FBO; m_RenderData.simplePass = true; } void CHyprOpenGLImpl::begin(PHLMONITOR pMonitor, const CRegion& damage_, CFramebuffer* fb, std::optional<CRegion> finalDamage) { m_RenderData.pMonitor = pMonitor; #ifndef GLES2 const GLenum RESETSTATUS = glGetGraphicsResetStatus(); if (RESETSTATUS != GL_NO_ERROR) { std::string errStr = ""; switch (RESETSTATUS) { case GL_GUILTY_CONTEXT_RESET: errStr = "GL_GUILTY_CONTEXT_RESET"; break; case GL_INNOCENT_CONTEXT_RESET: errStr = "GL_INNOCENT_CONTEXT_RESET"; break; case GL_UNKNOWN_CONTEXT_RESET: errStr = "GL_UNKNOWN_CONTEXT_RESET"; break; default: errStr = "UNKNOWN??"; break; } RASSERT(false, "Aborting, glGetGraphicsResetStatus returned {}. Cannot continue until proper GPU reset handling is implemented.", errStr); return; } #endif TRACY_GPU_ZONE("RenderBegin"); glViewport(0, 0, pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y); m_RenderData.projection = Mat3x3::outputProjection(pMonitor->vecPixelSize, HYPRUTILS_TRANSFORM_NORMAL); m_RenderData.monitorProjection = pMonitor->projMatrix; if (m_mMonitorRenderResources.contains(pMonitor) && m_mMonitorRenderResources.at(pMonitor).offloadFB.m_vSize != pMonitor->vecPixelSize) destroyMonitorResources(pMonitor); m_RenderData.pCurrentMonData = &m_mMonitorRenderResources[pMonitor]; if (!m_bShadersInitialized) initShaders(); // ensure a framebuffer for the monitor exists if (m_RenderData.pCurrentMonData->offloadFB.m_vSize != pMonitor->vecPixelSize) { m_RenderData.pCurrentMonData->stencilTex->allocate(); m_RenderData.pCurrentMonData->offloadFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, pMonitor->output->state->state().drmFormat); m_RenderData.pCurrentMonData->mirrorFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, pMonitor->output->state->state().drmFormat); m_RenderData.pCurrentMonData->mirrorSwapFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, pMonitor->output->state->state().drmFormat); m_RenderData.pCurrentMonData->offloadFB.addStencil(m_RenderData.pCurrentMonData->stencilTex); m_RenderData.pCurrentMonData->mirrorFB.addStencil(m_RenderData.pCurrentMonData->stencilTex); m_RenderData.pCurrentMonData->mirrorSwapFB.addStencil(m_RenderData.pCurrentMonData->stencilTex); } if (m_RenderData.pCurrentMonData->monitorMirrorFB.isAllocated() && m_RenderData.pMonitor->mirrors.empty()) m_RenderData.pCurrentMonData->monitorMirrorFB.release(); m_RenderData.damage.set(damage_); m_RenderData.finalDamage.set(finalDamage.value_or(damage_)); m_bFakeFrame = fb; if (m_bReloadScreenShader) { m_bReloadScreenShader = false; static auto PSHADER = CConfigValue<std::string>("decoration:screen_shader"); applyScreenShader(*PSHADER); } m_RenderData.pCurrentMonData->offloadFB.bind(); m_RenderData.currentFB = &m_RenderData.pCurrentMonData->offloadFB; m_bOffloadedFramebuffer = true; m_RenderData.mainFB = m_RenderData.currentFB; m_RenderData.outFB = fb ? fb : g_pHyprRenderer->getCurrentRBO()->getFB(); } void CHyprOpenGLImpl::end() { static auto PZOOMRIGID = CConfigValue<Hyprlang::INT>("cursor:zoom_rigid"); TRACY_GPU_ZONE("RenderEnd"); // end the render, copy the data to the main framebuffer if (m_bOffloadedFramebuffer) { m_RenderData.damage = m_RenderData.finalDamage; m_bEndFrame = true; CBox 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.translate(-ZOOMCENTER).scale(m_RenderData.mouseZoomFactor).translate(*PZOOMRIGID ? m_RenderData.pMonitor->vecTransformedSize / 2.0 : ZOOMCENTER); 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_bApplyFinalShader = !m_RenderData.blockScreenShader; if (m_RenderData.mouseZoomUseMouse) m_RenderData.useNearestNeighbor = true; // copy the damaged areas into the mirror buffer // we can't use the offloadFB for mirroring, as it contains artifacts from blurring if (!m_RenderData.pMonitor->mirrors.empty() && !m_bFakeFrame) saveBufferForMirror(monbox); m_RenderData.outFB->bind(); blend(false); if (m_sFinalScreenShader.program < 1 && !g_pHyprRenderer->m_bCrashingInProgress) renderTexturePrimitive(m_RenderData.pCurrentMonData->offloadFB.getTexture(), monbox); else renderTexture(m_RenderData.pCurrentMonData->offloadFB.getTexture(), monbox, 1.f); blend(true); m_RenderData.useNearestNeighbor = false; m_bApplyFinalShader = false; m_bEndFrame = false; } // reset our data m_RenderData.pMonitor.reset(); m_RenderData.mouseZoomFactor = 1.f; m_RenderData.mouseZoomUseMouse = true; m_RenderData.blockScreenShader = false; m_RenderData.currentFB = nullptr; m_RenderData.mainFB = nullptr; m_RenderData.outFB = nullptr; // if we dropped to offMain, release it now. // if there is a plugin constantly using it, this might be a bit slow, // but I havent seen a single plugin yet use these, so it's better to drop a bit of vram. if (m_RenderData.pCurrentMonData->offMainFB.isAllocated()) m_RenderData.pCurrentMonData->offMainFB.release(); // check for gl errors const GLenum ERR = glGetError(); #ifdef GLES2 if (ERR == GL_CONTEXT_LOST_KHR) /* We don't have infra to recover from this */ #else if (ERR == GL_CONTEXT_LOST) /* We don't have infra to recover from this */ #endif RASSERT(false, "glGetError at Opengl::end() returned GL_CONTEXT_LOST. Cannot continue until proper GPU reset handling is implemented."); } void CHyprOpenGLImpl::setDamage(const CRegion& damage_, std::optional<CRegion> finalDamage) { m_RenderData.damage.set(damage_); m_RenderData.finalDamage.set(finalDamage.value_or(damage_)); } // TODO notify user if bundled shader is newer than ~/.config override static std::string loadShader(const std::string& filename) { const auto home = Hyprutils::Path::getHome(); if (home.has_value()) { const auto src = NFsUtils::readFileAsString(home.value() + "/hypr/shaders/" + filename); if (src.has_value()) return src.value(); } for (auto& e : ASSET_PATHS) { const auto src = NFsUtils::readFileAsString(std::string{e} + "/hypr/shaders/" + filename); if (src.has_value()) return src.value(); } if (SHADERS.contains(filename)) return SHADERS.at(filename); throw std::runtime_error(std::format("Couldn't load shader {}", filename)); } static void loadShaderInclude(const std::string& filename, std::map<std::string, std::string>& includes) { includes.insert({filename, loadShader(filename)}); } static void processShaderIncludes(std::string& source, const std::map<std::string, std::string>& includes) { for (auto it = includes.begin(); it != includes.end(); ++it) { Hyprutils::String::replaceInString(source, "#include \"" + it->first + "\"", it->second); } } static std::string processShader(const std::string& filename, const std::map<std::string, std::string>& includes) { auto source = loadShader(filename); processShaderIncludes(source, includes); return source; } // shader has #include "CM.glsl" static void getCMShaderUniforms(CShader& shader) { shader.skipCM = glGetUniformLocation(shader.program, "skipCM"); shader.sourceTF = glGetUniformLocation(shader.program, "sourceTF"); shader.targetTF = glGetUniformLocation(shader.program, "targetTF"); shader.srcTFRange = glGetUniformLocation(shader.program, "srcTFRange"); shader.dstTFRange = glGetUniformLocation(shader.program, "dstTFRange"); shader.targetPrimaries = glGetUniformLocation(shader.program, "targetPrimaries"); shader.maxLuminance = glGetUniformLocation(shader.program, "maxLuminance"); shader.dstMaxLuminance = glGetUniformLocation(shader.program, "dstMaxLuminance"); shader.dstRefLuminance = glGetUniformLocation(shader.program, "dstRefLuminance"); shader.sdrSaturation = glGetUniformLocation(shader.program, "sdrSaturation"); shader.sdrBrightness = glGetUniformLocation(shader.program, "sdrBrightnessMultiplier"); shader.convertMatrix = glGetUniformLocation(shader.program, "convertMatrix"); } // shader has #include "rounding.glsl" static void getRoundingShaderUniforms(CShader& shader) { shader.topLeft = glGetUniformLocation(shader.program, "topLeft"); shader.fullSize = glGetUniformLocation(shader.program, "fullSize"); shader.radius = glGetUniformLocation(shader.program, "radius"); shader.roundingPower = glGetUniformLocation(shader.program, "roundingPower"); } bool CHyprOpenGLImpl::initShaders() { auto shaders = makeShared<SPreparedShaders>(); const bool isDynamic = m_bShadersInitialized; static const auto PCM = CConfigValue<Hyprlang::INT>("render:cm_enabled"); try { std::map<std::string, std::string> includes; loadShaderInclude("rounding.glsl", includes); loadShaderInclude("CM.glsl", includes); shaders->TEXVERTSRC = processShader("tex.vert", includes); shaders->TEXVERTSRC300 = processShader("tex300.vert", includes); shaders->TEXVERTSRC320 = processShader("tex320.vert", includes); GLuint prog; #ifdef GLES2 m_bCMSupported = false; #else if (!*PCM) m_bCMSupported = false; else { const auto TEXFRAGSRCCM = processShader("CM.frag", includes); prog = createProgram(shaders->TEXVERTSRC300, TEXFRAGSRCCM, true, true); if (m_bShadersInitialized && m_bCMSupported && prog == 0) g_pHyprNotificationOverlay->addNotification("CM shader reload failed, falling back to rgba/rgbx", CHyprColor{}, 15000, ICON_WARNING); m_bCMSupported = prog > 0; if (m_bCMSupported) { shaders->m_shCM.program = prog; getCMShaderUniforms(shaders->m_shCM); getRoundingShaderUniforms(shaders->m_shCM); shaders->m_shCM.proj = glGetUniformLocation(prog, "proj"); shaders->m_shCM.tex = glGetUniformLocation(prog, "tex"); shaders->m_shCM.texType = glGetUniformLocation(prog, "texType"); shaders->m_shCM.alphaMatte = glGetUniformLocation(prog, "texMatte"); shaders->m_shCM.alpha = glGetUniformLocation(prog, "alpha"); shaders->m_shCM.texAttrib = glGetAttribLocation(prog, "texcoord"); shaders->m_shCM.matteTexAttrib = glGetAttribLocation(prog, "texcoordMatte"); shaders->m_shCM.posAttrib = glGetAttribLocation(prog, "pos"); shaders->m_shCM.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); shaders->m_shCM.discardAlpha = glGetUniformLocation(prog, "discardAlpha"); shaders->m_shCM.discardAlphaValue = glGetUniformLocation(prog, "discardAlphaValue"); shaders->m_shCM.applyTint = glGetUniformLocation(prog, "applyTint"); shaders->m_shCM.tint = glGetUniformLocation(prog, "tint"); shaders->m_shCM.useAlphaMatte = glGetUniformLocation(prog, "useAlphaMatte"); } else Debug::log(ERR, "WARNING: CM Shader failed compiling, color management will not work. It's likely because your GPU is an old piece of garbage, don't file bug reports " "about this!"); } #endif const auto FRAGSHADOW = processShader(m_bCMSupported ? "shadow.frag" : "shadow_legacy.frag", includes); const auto FRAGBORDER1 = processShader(m_bCMSupported ? "border.frag" : "border_legacy.frag", includes); const auto FRAGBLURPREPARE = processShader(m_bCMSupported ? "blurprepare.frag" : "blurprepare_legacy.frag", includes); const auto FRAGBLURFINISH = processShader(m_bCMSupported ? "blurfinish.frag" : "blurfinish_legacy.frag", includes); const auto QUADFRAGSRC = processShader("quad.frag", includes); const auto TEXFRAGSRCRGBA = processShader("rgba.frag", includes); const auto TEXFRAGSRCRGBAPASSTHRU = processShader("passthru.frag", includes); const auto TEXFRAGSRCRGBAMATTE = processShader("rgbamatte.frag", includes); const auto FRAGGLITCH = processShader("glitch.frag", includes); const auto TEXFRAGSRCRGBX = processShader("rgbx.frag", includes); const auto TEXFRAGSRCEXT = processShader("ext.frag", includes); const auto FRAGBLUR1 = processShader("blur1.frag", includes); const auto FRAGBLUR2 = processShader("blur2.frag", includes); prog = createProgram(shaders->TEXVERTSRC, QUADFRAGSRC, isDynamic); if (!prog) return false; shaders->m_shQUAD.program = prog; getRoundingShaderUniforms(shaders->m_shQUAD); shaders->m_shQUAD.proj = glGetUniformLocation(prog, "proj"); shaders->m_shQUAD.color = glGetUniformLocation(prog, "color"); shaders->m_shQUAD.posAttrib = glGetAttribLocation(prog, "pos"); prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCRGBA, isDynamic); if (!prog) return false; shaders->m_shRGBA.program = prog; getRoundingShaderUniforms(shaders->m_shRGBA); shaders->m_shRGBA.proj = glGetUniformLocation(prog, "proj"); shaders->m_shRGBA.tex = glGetUniformLocation(prog, "tex"); shaders->m_shRGBA.alphaMatte = glGetUniformLocation(prog, "texMatte"); shaders->m_shRGBA.alpha = glGetUniformLocation(prog, "alpha"); shaders->m_shRGBA.texAttrib = glGetAttribLocation(prog, "texcoord"); shaders->m_shRGBA.matteTexAttrib = glGetAttribLocation(prog, "texcoordMatte"); shaders->m_shRGBA.posAttrib = glGetAttribLocation(prog, "pos"); shaders->m_shRGBA.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); shaders->m_shRGBA.discardAlpha = glGetUniformLocation(prog, "discardAlpha"); shaders->m_shRGBA.discardAlphaValue = glGetUniformLocation(prog, "discardAlphaValue"); shaders->m_shRGBA.applyTint = glGetUniformLocation(prog, "applyTint"); shaders->m_shRGBA.tint = glGetUniformLocation(prog, "tint"); shaders->m_shRGBA.useAlphaMatte = glGetUniformLocation(prog, "useAlphaMatte"); prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCRGBAPASSTHRU, isDynamic); if (!prog) return false; shaders->m_shPASSTHRURGBA.program = prog; shaders->m_shPASSTHRURGBA.proj = glGetUniformLocation(prog, "proj"); shaders->m_shPASSTHRURGBA.tex = glGetUniformLocation(prog, "tex"); shaders->m_shPASSTHRURGBA.texAttrib = glGetAttribLocation(prog, "texcoord"); shaders->m_shPASSTHRURGBA.posAttrib = glGetAttribLocation(prog, "pos"); prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCRGBAMATTE, isDynamic); if (!prog) return false; shaders->m_shMATTE.program = prog; shaders->m_shMATTE.proj = glGetUniformLocation(prog, "proj"); shaders->m_shMATTE.tex = glGetUniformLocation(prog, "tex"); shaders->m_shMATTE.alphaMatte = glGetUniformLocation(prog, "texMatte"); shaders->m_shMATTE.texAttrib = glGetAttribLocation(prog, "texcoord"); shaders->m_shMATTE.posAttrib = glGetAttribLocation(prog, "pos"); prog = createProgram(shaders->TEXVERTSRC, FRAGGLITCH, isDynamic); if (!prog) return false; shaders->m_shGLITCH.program = prog; shaders->m_shGLITCH.proj = glGetUniformLocation(prog, "proj"); shaders->m_shGLITCH.tex = glGetUniformLocation(prog, "tex"); shaders->m_shGLITCH.texAttrib = glGetAttribLocation(prog, "texcoord"); shaders->m_shGLITCH.posAttrib = glGetAttribLocation(prog, "pos"); shaders->m_shGLITCH.distort = glGetUniformLocation(prog, "distort"); shaders->m_shGLITCH.time = glGetUniformLocation(prog, "time"); shaders->m_shGLITCH.fullSize = glGetUniformLocation(prog, "screenSize"); prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCRGBX, isDynamic); if (!prog) return false; shaders->m_shRGBX.program = prog; getRoundingShaderUniforms(shaders->m_shRGBX); shaders->m_shRGBX.tex = glGetUniformLocation(prog, "tex"); shaders->m_shRGBX.proj = glGetUniformLocation(prog, "proj"); shaders->m_shRGBX.alpha = glGetUniformLocation(prog, "alpha"); shaders->m_shRGBX.texAttrib = glGetAttribLocation(prog, "texcoord"); shaders->m_shRGBX.posAttrib = glGetAttribLocation(prog, "pos"); shaders->m_shRGBX.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); shaders->m_shRGBX.discardAlpha = glGetUniformLocation(prog, "discardAlpha"); shaders->m_shRGBX.discardAlphaValue = glGetUniformLocation(prog, "discardAlphaValue"); shaders->m_shRGBX.applyTint = glGetUniformLocation(prog, "applyTint"); shaders->m_shRGBX.tint = glGetUniformLocation(prog, "tint"); prog = createProgram(shaders->TEXVERTSRC, TEXFRAGSRCEXT, isDynamic); if (!prog) return false; shaders->m_shEXT.program = prog; getRoundingShaderUniforms(shaders->m_shEXT); shaders->m_shEXT.tex = glGetUniformLocation(prog, "tex"); shaders->m_shEXT.proj = glGetUniformLocation(prog, "proj"); shaders->m_shEXT.alpha = glGetUniformLocation(prog, "alpha"); shaders->m_shEXT.posAttrib = glGetAttribLocation(prog, "pos"); shaders->m_shEXT.texAttrib = glGetAttribLocation(prog, "texcoord"); shaders->m_shEXT.discardOpaque = glGetUniformLocation(prog, "discardOpaque"); shaders->m_shEXT.discardAlpha = glGetUniformLocation(prog, "discardAlpha"); shaders->m_shEXT.discardAlphaValue = glGetUniformLocation(prog, "discardAlphaValue"); shaders->m_shEXT.applyTint = glGetUniformLocation(prog, "applyTint"); shaders->m_shEXT.tint = glGetUniformLocation(prog, "tint"); prog = createProgram(shaders->TEXVERTSRC, FRAGBLUR1, isDynamic); if (!prog) return false; shaders->m_shBLUR1.program = prog; shaders->m_shBLUR1.tex = glGetUniformLocation(prog, "tex"); shaders->m_shBLUR1.alpha = glGetUniformLocation(prog, "alpha"); shaders->m_shBLUR1.proj = glGetUniformLocation(prog, "proj"); shaders->m_shBLUR1.posAttrib = glGetAttribLocation(prog, "pos"); shaders->m_shBLUR1.texAttrib = glGetAttribLocation(prog, "texcoord"); shaders->m_shBLUR1.radius = glGetUniformLocation(prog, "radius"); shaders->m_shBLUR1.halfpixel = glGetUniformLocation(prog, "halfpixel"); shaders->m_shBLUR1.passes = glGetUniformLocation(prog, "passes"); shaders->m_shBLUR1.vibrancy = glGetUniformLocation(prog, "vibrancy"); shaders->m_shBLUR1.vibrancy_darkness = glGetUniformLocation(prog, "vibrancy_darkness"); prog = createProgram(shaders->TEXVERTSRC, FRAGBLUR2, isDynamic); if (!prog) return false; shaders->m_shBLUR2.program = prog; shaders->m_shBLUR2.tex = glGetUniformLocation(prog, "tex"); shaders->m_shBLUR2.alpha = glGetUniformLocation(prog, "alpha"); shaders->m_shBLUR2.proj = glGetUniformLocation(prog, "proj"); shaders->m_shBLUR2.posAttrib = glGetAttribLocation(prog, "pos"); shaders->m_shBLUR2.texAttrib = glGetAttribLocation(prog, "texcoord"); shaders->m_shBLUR2.radius = glGetUniformLocation(prog, "radius"); shaders->m_shBLUR2.halfpixel = glGetUniformLocation(prog, "halfpixel"); prog = createProgram(m_bCMSupported ? shaders->TEXVERTSRC300 : shaders->TEXVERTSRC, FRAGBLURPREPARE, isDynamic); if (!prog) return false; shaders->m_shBLURPREPARE.program = prog; if (m_bCMSupported) getCMShaderUniforms(shaders->m_shBLURPREPARE); shaders->m_shBLURPREPARE.tex = glGetUniformLocation(prog, "tex"); shaders->m_shBLURPREPARE.proj = glGetUniformLocation(prog, "proj"); shaders->m_shBLURPREPARE.posAttrib = glGetAttribLocation(prog, "pos"); shaders->m_shBLURPREPARE.texAttrib = glGetAttribLocation(prog, "texcoord"); shaders->m_shBLURPREPARE.contrast = glGetUniformLocation(prog, "contrast"); shaders->m_shBLURPREPARE.brightness = glGetUniformLocation(prog, "brightness"); prog = createProgram(m_bCMSupported ? shaders->TEXVERTSRC300 : shaders->TEXVERTSRC, FRAGBLURFINISH, isDynamic); if (!prog) return false; shaders->m_shBLURFINISH.program = prog; // getCMShaderUniforms(shaders->m_shBLURFINISH); shaders->m_shBLURFINISH.tex = glGetUniformLocation(prog, "tex"); shaders->m_shBLURFINISH.proj = glGetUniformLocation(prog, "proj"); shaders->m_shBLURFINISH.posAttrib = glGetAttribLocation(prog, "pos"); shaders->m_shBLURFINISH.texAttrib = glGetAttribLocation(prog, "texcoord"); shaders->m_shBLURFINISH.brightness = glGetUniformLocation(prog, "brightness"); shaders->m_shBLURFINISH.noise = glGetUniformLocation(prog, "noise"); prog = createProgram(m_bCMSupported ? shaders->TEXVERTSRC300 : shaders->TEXVERTSRC, FRAGSHADOW, isDynamic); if (!prog) return false; if (m_bCMSupported) shaders->m_shSHADOW.program = prog; getCMShaderUniforms(shaders->m_shSHADOW); getRoundingShaderUniforms(shaders->m_shSHADOW); shaders->m_shSHADOW.proj = glGetUniformLocation(prog, "proj"); shaders->m_shSHADOW.posAttrib = glGetAttribLocation(prog, "pos"); shaders->m_shSHADOW.texAttrib = glGetAttribLocation(prog, "texcoord"); shaders->m_shSHADOW.bottomRight = glGetUniformLocation(prog, "bottomRight"); shaders->m_shSHADOW.range = glGetUniformLocation(prog, "range"); shaders->m_shSHADOW.shadowPower = glGetUniformLocation(prog, "shadowPower"); shaders->m_shSHADOW.color = glGetUniformLocation(prog, "color"); prog = createProgram(m_bCMSupported ? shaders->TEXVERTSRC300 : shaders->TEXVERTSRC, FRAGBORDER1, isDynamic); if (!prog) return false; shaders->m_shBORDER1.program = prog; if (m_bCMSupported) getCMShaderUniforms(shaders->m_shBORDER1); getRoundingShaderUniforms(shaders->m_shBORDER1); shaders->m_shBORDER1.proj = glGetUniformLocation(prog, "proj"); shaders->m_shBORDER1.thick = glGetUniformLocation(prog, "thick"); shaders->m_shBORDER1.posAttrib = glGetAttribLocation(prog, "pos"); shaders->m_shBORDER1.texAttrib = glGetAttribLocation(prog, "texcoord"); shaders->m_shBORDER1.bottomRight = glGetUniformLocation(prog, "bottomRight"); shaders->m_shBORDER1.fullSizeUntransformed = glGetUniformLocation(prog, "fullSizeUntransformed"); shaders->m_shBORDER1.radiusOuter = glGetUniformLocation(prog, "radiusOuter"); shaders->m_shBORDER1.gradient = glGetUniformLocation(prog, "gradient"); shaders->m_shBORDER1.gradient2 = glGetUniformLocation(prog, "gradient2"); shaders->m_shBORDER1.gradientLength = glGetUniformLocation(prog, "gradientLength"); shaders->m_shBORDER1.gradient2Length = glGetUniformLocation(prog, "gradient2Length"); shaders->m_shBORDER1.angle = glGetUniformLocation(prog, "angle"); shaders->m_shBORDER1.angle2 = glGetUniformLocation(prog, "angle2"); shaders->m_shBORDER1.gradientLerp = glGetUniformLocation(prog, "gradientLerp"); shaders->m_shBORDER1.alpha = glGetUniformLocation(prog, "alpha"); } catch (const std::exception& e) { if (!m_bShadersInitialized) throw e; Debug::log(ERR, "Shaders update failed: {}", e.what()); return false; } m_shaders = shaders; m_bShadersInitialized = true; Debug::log(LOG, "Shaders initialized successfully."); g_pHyprError->destroy(); return true; } void CHyprOpenGLImpl::applyScreenShader(const std::string& path) { static auto PDT = CConfigValue<Hyprlang::INT>("debug:damage_tracking"); m_sFinalScreenShader.destroy(); if (path == "" || path == STRVAL_EMPTY) return; std::ifstream infile(absolutePath(path, g_pConfigManager->getMainConfigPath())); 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( // fragmentShader.starts_with("#version 320 es") // do not break existing custom shaders ? m_shaders->TEXVERTSRC320 : (fragmentShader.starts_with("#version 300 es") // support lower es versions ? m_shaders->TEXVERTSRC300 : m_shaders->TEXVERTSRC), fragmentShader, true); if (!m_sFinalScreenShader.program) { // Error will have been sent by now by the underlying cause 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"); if (m_sFinalScreenShader.time != -1) m_sFinalScreenShader.initialTime = m_tGlobalTimer.getSeconds(); m_sFinalScreenShader.wl_output = glGetUniformLocation(m_sFinalScreenShader.program, "wl_output"); m_sFinalScreenShader.fullSize = glGetUniformLocation(m_sFinalScreenShader.program, "screen_size"); if (m_sFinalScreenShader.fullSize == -1) m_sFinalScreenShader.fullSize = glGetUniformLocation(m_sFinalScreenShader.program, "screenSize"); if (m_sFinalScreenShader.time != -1 && *PDT != 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 CHyprColor& 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 const& RECT : m_RenderData.damage.getRects()) { scissor(&RECT); glClear(GL_COLOR_BUFFER_BIT); } } scissor(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 CBox& originalBox, bool transform) { RASSERT(m_RenderData.pMonitor, "Tried to scissor without begin()!"); if (transform) { CBox box = originalBox; const auto TR = wlTransformToHyprutils(invertTransform(m_RenderData.pMonitor->transform)); box.transform(TR, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y); glScissor(box.x, box.y, box.width, box.height); glEnable(GL_SCISSOR_TEST); return; } glScissor(originalBox.x, originalBox.y, originalBox.width, originalBox.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; } CBox 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) { CBox box = {x, y, w, h}; scissor(box, transform); } void CHyprOpenGLImpl::renderRect(const CBox& box, const CHyprColor& col, int round, float roundingPower) { if (!m_RenderData.damage.empty()) renderRectWithDamage(box, col, m_RenderData.damage, round, roundingPower); } void CHyprOpenGLImpl::renderRectWithBlur(const CBox& box, const CHyprColor& col, int round, float roundingPower, float blurA, bool xray) { if (m_RenderData.damage.empty()) return; CRegion damage{m_RenderData.damage}; damage.intersect(box); CFramebuffer* POUTFB = xray ? &m_RenderData.pCurrentMonData->blurFB : blurMainFramebufferWithDamage(blurA, &damage); m_RenderData.currentFB->bind(); // make a stencil for rounded corners to work with blur scissor(nullptr); // allow the entire window and stencil to render glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); renderRect(box, CHyprColor(0, 0, 0, 0), round, roundingPower); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glStencilFunc(GL_EQUAL, 1, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); scissor(box); CBox MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; m_bEndFrame = true; // fix transformed const auto SAVEDRENDERMODIF = m_RenderData.renderModif; m_RenderData.renderModif = {}; // fix shit renderTextureInternalWithDamage(POUTFB->getTexture(), MONITORBOX, blurA, damage, 0, 2.0f, false, false, false); m_bEndFrame = false; m_RenderData.renderModif = SAVEDRENDERMODIF; glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glDisable(GL_STENCIL_TEST); glStencilMask(0xFF); glStencilFunc(GL_ALWAYS, 1, 0xFF); scissor(nullptr); renderRectWithDamage(box, col, m_RenderData.damage, round, roundingPower); } void CHyprOpenGLImpl::renderRectWithDamage(const CBox& box, const CHyprColor& col, const CRegion& damage, int round, float roundingPower) { 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"); CBox newBox = box; m_RenderData.renderModif.applyToBox(newBox); Mat3x3 matrix = m_RenderData.monitorProjection.projectBox( newBox, wlTransformToHyprutils(invertTransform(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform)), newBox.rot); Mat3x3 glMatrix = m_RenderData.projection.copy().multiply(matrix); glUseProgram(m_shaders->m_shQUAD.program); #ifndef GLES2 glUniformMatrix3fv(m_shaders->m_shQUAD.proj, 1, GL_TRUE, glMatrix.getMatrix().data()); #else glMatrix.transpose(); glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix.getMatrix().data()); #endif // premultiply the color as well as we don't work with straight alpha glUniform4f(m_shaders->m_shQUAD.color, col.r * col.a, col.g * col.a, col.b * col.a, col.a); CBox transformedBox = box; transformedBox.transform(wlTransformToHyprutils(invertTransform(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); // Rounded corners glUniform2f(m_shaders->m_shQUAD.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_shaders->m_shQUAD.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform1f(m_shaders->m_shQUAD.radius, round); glUniform1f(m_shaders->m_shQUAD.roundingPower, roundingPower); glVertexAttribPointer(m_shaders->m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(m_shaders->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 const& RECT : damageClip.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } } else { for (auto const& RECT : damage.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_shaders->m_shQUAD.posAttrib); scissor(nullptr); } void CHyprOpenGLImpl::renderTexture(SP<CTexture> tex, const CBox& box, float alpha, int round, float roundingPower, bool discardActive, bool allowCustomUV) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); renderTextureInternalWithDamage(tex, box, alpha, m_RenderData.damage, round, roundingPower, discardActive, false, allowCustomUV, true); scissor(nullptr); } void CHyprOpenGLImpl::renderTextureWithDamage(SP<CTexture> tex, const CBox& box, const CRegion& damage, float alpha, int round, float roundingPower, bool discardActive, bool allowCustomUV) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); renderTextureInternalWithDamage(tex, box, alpha, damage, round, roundingPower, discardActive, false, allowCustomUV, true); scissor(nullptr); } static std::map<std::pair<uint32_t, uint32_t>, std::array<GLfloat, 9>> primariesConversionCache; void CHyprOpenGLImpl::passCMUniforms(const CShader& shader, const NColorManagement::SImageDescription& imageDescription, const NColorManagement::SImageDescription& targetImageDescription, bool modifySDR) { glUniform1i(shader.sourceTF, imageDescription.transferFunction); glUniform1i(shader.targetTF, targetImageDescription.transferFunction); const auto targetPrimaries = targetImageDescription.primariesNameSet || targetImageDescription.primaries == SPCPRimaries{} ? getPrimaries(targetImageDescription.primariesNamed) : targetImageDescription.primaries; const GLfloat glTargetPrimaries[8] = { targetPrimaries.red.x, targetPrimaries.red.y, targetPrimaries.green.x, targetPrimaries.green.y, targetPrimaries.blue.x, targetPrimaries.blue.y, targetPrimaries.white.x, targetPrimaries.white.y, }; glUniformMatrix4x2fv(shader.targetPrimaries, 1, false, glTargetPrimaries); glUniform2f(shader.srcTFRange, imageDescription.getTFMinLuminance(), imageDescription.getTFMaxLuminance()); glUniform2f(shader.dstTFRange, targetImageDescription.getTFMinLuminance(), targetImageDescription.getTFMaxLuminance()); const float maxLuminance = imageDescription.luminances.max > 0 ? imageDescription.luminances.max : imageDescription.luminances.reference; glUniform1f(shader.maxLuminance, maxLuminance * targetImageDescription.luminances.reference / imageDescription.luminances.reference); glUniform1f(shader.dstMaxLuminance, targetImageDescription.luminances.max > 0 ? targetImageDescription.luminances.max : 10000); glUniform1f(shader.dstRefLuminance, targetImageDescription.luminances.reference); glUniform1f(shader.sdrSaturation, modifySDR && m_RenderData.pMonitor->sdrSaturation > 0 && targetImageDescription.transferFunction == NColorManagement::CM_TRANSFER_FUNCTION_ST2084_PQ ? m_RenderData.pMonitor->sdrSaturation : 1.0f); glUniform1f(shader.sdrBrightness, modifySDR && m_RenderData.pMonitor->sdrBrightness > 0 && targetImageDescription.transferFunction == NColorManagement::CM_TRANSFER_FUNCTION_ST2084_PQ ? m_RenderData.pMonitor->sdrBrightness : 1.0f); const auto cacheKey = std::make_pair(imageDescription.getId(), targetImageDescription.getId()); if (!primariesConversionCache.contains(cacheKey)) { const auto mat = imageDescription.getPrimaries().convertMatrix(targetImageDescription.getPrimaries()).mat(); const std::array<GLfloat, 9> glConvertMatrix = { mat[0][0], mat[1][0], mat[2][0], // mat[0][1], mat[1][1], mat[2][1], // mat[0][2], mat[1][2], mat[2][2], // }; primariesConversionCache.insert(std::make_pair(cacheKey, glConvertMatrix)); } glUniformMatrix3fv(shader.convertMatrix, 1, false, &primariesConversionCache[cacheKey][0]); } void CHyprOpenGLImpl::passCMUniforms(const CShader& shader, const SImageDescription& imageDescription) { passCMUniforms(shader, imageDescription, m_RenderData.pMonitor->imageDescription, true); } void CHyprOpenGLImpl::renderTextureInternalWithDamage(SP<CTexture> tex, const CBox& box, float alpha, const CRegion& damage, int round, float roundingPower, 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 nullptr texture!"); TRACY_GPU_ZONE("RenderTextureInternalWithDamage"); alpha = std::clamp(alpha, 0.f, 1.f); if (damage.empty()) return; CBox newBox = box; m_RenderData.renderModif.applyToBox(newBox); static const auto PDT = CConfigValue<Hyprlang::INT>("debug:damage_tracking"); static const auto PPASS = CConfigValue<Hyprlang::INT>("render:cm_fs_passthrough"); static const auto PENABLECM = CConfigValue<Hyprlang::INT>("render:cm_enabled"); // get the needed transform for this texture const bool TRANSFORMS_MATCH = wlTransformToHyprutils(m_RenderData.pMonitor->transform) == tex->m_eTransform; // FIXME: combine them properly!!! eTransform TRANSFORM = HYPRUTILS_TRANSFORM_NORMAL; if (m_bEndFrame || TRANSFORMS_MATCH) TRANSFORM = wlTransformToHyprutils(invertTransform(m_RenderData.pMonitor->transform)); Mat3x3 matrix = m_RenderData.monitorProjection.projectBox(newBox, TRANSFORM, newBox.rot); Mat3x3 glMatrix = m_RenderData.projection.copy().multiply(matrix); CShader* shader = nullptr; bool usingFinalShader = false; const bool CRASHING = m_bApplyFinalShader && g_pHyprRenderer->m_bCrashingInProgress; auto texType = tex->m_iType; if (CRASHING) { shader = &m_shaders->m_shGLITCH; usingFinalShader = true; } else if (m_bApplyFinalShader && m_sFinalScreenShader.program) { shader = &m_sFinalScreenShader; usingFinalShader = true; } else { if (m_bApplyFinalShader) { shader = &m_shaders->m_shPASSTHRURGBA; usingFinalShader = true; } else { switch (tex->m_iType) { case TEXTURE_RGBA: shader = &m_shaders->m_shRGBA; break; case TEXTURE_RGBX: shader = &m_shaders->m_shRGBX; break; case TEXTURE_EXTERNAL: shader = &m_shaders->m_shEXT; break; // might be unused default: RASSERT(false, "tex->m_iTarget unsupported!"); } } } if (m_RenderData.currentWindow && m_RenderData.currentWindow->m_windowData.RGBX.valueOrDefault()) { shader = &m_shaders->m_shRGBX; texType = TEXTURE_RGBX; } glActiveTexture(GL_TEXTURE0); glBindTexture(tex->m_iTarget, tex->m_iTexID); glTexParameteri(tex->m_iTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(tex->m_iTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 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); } const auto imageDescription = m_RenderData.surface.valid() && m_RenderData.surface->colorManagement.valid() ? m_RenderData.surface->colorManagement->imageDescription() : SImageDescription{}; const bool skipCM = !*PENABLECM || !m_bCMSupported /* CM unsupported or disabled */ || (imageDescription == m_RenderData.pMonitor->imageDescription) /* Source and target have the same image description */ || ((*PPASS == 1 || (*PPASS == 2 && imageDescription.transferFunction == CM_TRANSFER_FUNCTION_ST2084_PQ)) && m_RenderData.pMonitor->activeWorkspace && m_RenderData.pMonitor->activeWorkspace->m_hasFullscreenWindow && m_RenderData.pMonitor->activeWorkspace->m_fullscreenMode == FSMODE_FULLSCREEN) /* Fullscreen window with pass cm enabled */; if (!skipCM && !usingFinalShader && (texType == TEXTURE_RGBA || texType == TEXTURE_RGBX)) shader = &m_shaders->m_shCM; glUseProgram(shader->program); if (shader == &m_shaders->m_shCM) { glUniform1i(shader->texType, texType); passCMUniforms(*shader, imageDescription); } #ifndef GLES2 glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix.getMatrix().data()); #else glMatrix.transpose(); glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix.getMatrix().data()); #endif glUniform1i(shader->tex, 0); if ((usingFinalShader && *PDT == 0) || CRASHING) { glUniform1f(shader->time, m_tGlobalTimer.getSeconds() - shader->initialTime); } else if (usingFinalShader && shader->time != -1) { // Don't let time be unitialised glUniform1f(shader->time, 0.f); } if (usingFinalShader && shader->wl_output != -1) glUniform1i(shader->wl_output, m_RenderData.pMonitor->ID); if (usingFinalShader && shader->fullSize != -1) glUniform2f(shader->fullSize, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y); 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); } } CBox transformedBox = newBox; transformedBox.transform(wlTransformToHyprutils(invertTransform(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); if (!usingFinalShader) { // Rounded corners glUniform2f(shader->topLeft, TOPLEFT.x, TOPLEFT.y); glUniform2f(shader->fullSize, FULLSIZE.x, FULLSIZE.y); glUniform1f(shader->radius, round); glUniform1f(shader->roundingPower, roundingPower); if (allowDim && m_RenderData.currentWindow) { if (m_RenderData.currentWindow->m_notRespondingTint->value() > 0) { const auto DIM = m_RenderData.currentWindow->m_notRespondingTint->value(); glUniform1i(shader->applyTint, 1); glUniform3f(shader->tint, 1.f - DIM, 1.f - DIM, 1.f - DIM); } else if (m_RenderData.currentWindow->m_dimPercent->value() > 0) { glUniform1i(shader->applyTint, 1); const auto DIM = m_RenderData.currentWindow->m_dimPercent->value(); glUniform3f(shader->tint, 1.f - DIM, 1.f - DIM, 1.f - DIM); } else glUniform1i(shader->applyTint, 0); } 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.empty() || !m_RenderData.clipRegion.empty()) { CRegion damageClip = m_RenderData.clipBox; if (!m_RenderData.clipRegion.empty()) { if (m_RenderData.clipBox.empty()) damageClip = m_RenderData.clipRegion; else damageClip.intersect(m_RenderData.clipRegion); } if (!damageClip.empty()) { for (auto const& RECT : damageClip.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } } else { for (auto const& 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(SP<CTexture> tex, const CBox& box) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); RASSERT((tex->m_iTexID > 0), "Attempted to draw nullptr texture!"); TRACY_GPU_ZONE("RenderTexturePrimitive"); if (m_RenderData.damage.empty()) return; CBox newBox = box; m_RenderData.renderModif.applyToBox(newBox); // get transform const auto TRANSFORM = wlTransformToHyprutils(invertTransform(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform)); Mat3x3 matrix = m_RenderData.monitorProjection.projectBox(newBox, TRANSFORM, newBox.rot); Mat3x3 glMatrix = m_RenderData.projection.copy().multiply(matrix); CShader* shader = &m_shaders->m_shPASSTHRURGBA; glActiveTexture(GL_TEXTURE0); glBindTexture(tex->m_iTarget, tex->m_iTexID); glUseProgram(shader->program); #ifndef GLES2 glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix.getMatrix().data()); #else glMatrix.transpose(); glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix.getMatrix().data()); #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 const& RECT : m_RenderData.damage.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } scissor(nullptr); glDisableVertexAttribArray(shader->posAttrib); glDisableVertexAttribArray(shader->texAttrib); glBindTexture(tex->m_iTarget, 0); } void CHyprOpenGLImpl::renderTextureMatte(SP<CTexture> tex, const CBox& box, CFramebuffer& matte) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); RASSERT((tex->m_iTexID > 0), "Attempted to draw nullptr texture!"); TRACY_GPU_ZONE("RenderTextureMatte"); if (m_RenderData.damage.empty()) return; CBox newBox = box; m_RenderData.renderModif.applyToBox(newBox); // get transform const auto TRANSFORM = wlTransformToHyprutils(invertTransform(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform)); Mat3x3 matrix = m_RenderData.monitorProjection.projectBox(newBox, TRANSFORM, newBox.rot); Mat3x3 glMatrix = m_RenderData.projection.copy().multiply(matrix); CShader* shader = &m_shaders->m_shMATTE; glUseProgram(shader->program); #ifndef GLES2 glUniformMatrix3fv(shader->proj, 1, GL_TRUE, glMatrix.getMatrix().data()); #else glMatrix.transpose(); glUniformMatrix3fv(shader->proj, 1, GL_FALSE, glMatrix.getMatrix().data()); #endif glUniform1i(shader->tex, 0); glUniform1i(shader->alphaMatte, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(tex->m_iTarget, tex->m_iTexID); glActiveTexture(GL_TEXTURE0 + 1); auto matteTex = matte.getTexture(); glBindTexture(matteTex->m_iTarget, matteTex->m_iTexID); 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 const& RECT : m_RenderData.damage.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } scissor(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, CRegion* originalDamage) { if (!m_RenderData.currentFB->getTexture()) { Debug::log(ERR, "BUG THIS: null fb texture while attempting to blur main fb?! (introspection off?!)"); return &m_RenderData.pCurrentMonData->mirrorFB; // return something to sample from at least } TRACY_GPU_ZONE("RenderBlurMainFramebufferWithDamage"); const auto BLENDBEFORE = m_bBlend; blend(false); glDisable(GL_STENCIL_TEST); // get transforms for the full monitor const auto TRANSFORM = wlTransformToHyprutils(invertTransform(m_RenderData.pMonitor->transform)); CBox MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; Mat3x3 matrix = m_RenderData.monitorProjection.projectBox(MONITORBOX, TRANSFORM); Mat3x3 glMatrix = m_RenderData.projection.copy().multiply(matrix); // get the config settings static auto PBLURSIZE = CConfigValue<Hyprlang::INT>("decoration:blur:size"); static auto PBLURPASSES = CConfigValue<Hyprlang::INT>("decoration:blur:passes"); static auto PBLURVIBRANCY = CConfigValue<Hyprlang::FLOAT>("decoration:blur:vibrancy"); static auto PBLURVIBRANCYDARKNESS = CConfigValue<Hyprlang::FLOAT>("decoration:blur:vibrancy_darkness"); // prep damage CRegion damage{*originalDamage}; damage.transform(wlTransformToHyprutils(invertTransform(m_RenderData.pMonitor->transform)), m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y); damage.expand(*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 = PMIRRORFB; // Begin with base color adjustments - global brightness and contrast // TODO: make this a part of the first pass maybe to save on a drawcall? { static auto PBLURCONTRAST = CConfigValue<Hyprlang::FLOAT>("decoration:blur:contrast"); static auto PBLURBRIGHTNESS = CConfigValue<Hyprlang::FLOAT>("decoration:blur:brightness"); PMIRRORSWAPFB->bind(); glActiveTexture(GL_TEXTURE0); auto currentTex = m_RenderData.currentFB->getTexture(); glBindTexture(currentTex->m_iTarget, currentTex->m_iTexID); glTexParameteri(currentTex->m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glUseProgram(m_shaders->m_shBLURPREPARE.program); // From FB to sRGB const bool skipCM = !m_bCMSupported || m_RenderData.pMonitor->imageDescription == SImageDescription{}; glUniform1i(m_shaders->m_shBLURPREPARE.skipCM, skipCM); if (!skipCM) { passCMUniforms(m_shaders->m_shBLURPREPARE, m_RenderData.pMonitor->imageDescription, SImageDescription{}); glUniform1f(m_shaders->m_shBLURPREPARE.sdrSaturation, m_RenderData.pMonitor->sdrSaturation > 0 && m_RenderData.pMonitor->imageDescription.transferFunction == NColorManagement::CM_TRANSFER_FUNCTION_ST2084_PQ ? m_RenderData.pMonitor->sdrSaturation : 1.0f); glUniform1f(m_shaders->m_shBLURPREPARE.sdrBrightness, m_RenderData.pMonitor->sdrBrightness > 0 && m_RenderData.pMonitor->imageDescription.transferFunction == NColorManagement::CM_TRANSFER_FUNCTION_ST2084_PQ ? m_RenderData.pMonitor->sdrBrightness : 1.0f); } #ifndef GLES2 glUniformMatrix3fv(m_shaders->m_shBLURPREPARE.proj, 1, GL_TRUE, glMatrix.getMatrix().data()); #else glMatrix.transpose(); glUniformMatrix3fv(m_shaders->m_shBLURPREPARE.proj, 1, GL_FALSE, glMatrix.getMatrix().data()); #endif glUniform1f(m_shaders->m_shBLURPREPARE.contrast, *PBLURCONTRAST); glUniform1f(m_shaders->m_shBLURPREPARE.brightness, *PBLURBRIGHTNESS); glUniform1i(m_shaders->m_shBLURPREPARE.tex, 0); glVertexAttribPointer(m_shaders->m_shBLURPREPARE.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shaders->m_shBLURPREPARE.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(m_shaders->m_shBLURPREPARE.posAttrib); glEnableVertexAttribArray(m_shaders->m_shBLURPREPARE.texAttrib); if (!damage.empty()) { for (auto const& RECT : damage.getRects()) { scissor(&RECT, false /* this region is already transformed */); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_shaders->m_shBLURPREPARE.posAttrib); glDisableVertexAttribArray(m_shaders->m_shBLURPREPARE.texAttrib); currentRenderToFB = PMIRRORSWAPFB; } // declare the draw func auto drawPass = [&](CShader* pShader, CRegion* pDamage) { if (currentRenderToFB == PMIRRORFB) PMIRRORSWAPFB->bind(); else PMIRRORFB->bind(); glActiveTexture(GL_TEXTURE0); auto currentTex = currentRenderToFB->getTexture(); glBindTexture(currentTex->m_iTarget, currentTex->m_iTexID); glTexParameteri(currentTex->m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glUseProgram(pShader->program); // prep two shaders #ifndef GLES2 glUniformMatrix3fv(pShader->proj, 1, GL_TRUE, glMatrix.getMatrix().data()); #else glMatrix.transpose(); glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix.getMatrix().data()); #endif glUniform1f(pShader->radius, *PBLURSIZE * a); // this makes the blursize change with a if (pShader == &m_shaders->m_shBLUR1) { glUniform2f(m_shaders->m_shBLUR1.halfpixel, 0.5f / (m_RenderData.pMonitor->vecPixelSize.x / 2.f), 0.5f / (m_RenderData.pMonitor->vecPixelSize.y / 2.f)); glUniform1i(m_shaders->m_shBLUR1.passes, *PBLURPASSES); glUniform1f(m_shaders->m_shBLUR1.vibrancy, *PBLURVIBRANCY); glUniform1f(m_shaders->m_shBLUR1.vibrancy_darkness, *PBLURVIBRANCYDARKNESS); } else glUniform2f(m_shaders->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 const& 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 swap -> mirr PMIRRORFB->bind(); glBindTexture(PMIRRORSWAPFB->getTexture()->m_iTarget, PMIRRORSWAPFB->getTexture()->m_iTexID); // damage region will be scaled, make a temp CRegion tempDamage{damage}; // and draw for (auto i = 1; i <= *PBLURPASSES; ++i) { tempDamage = damage.copy().scale(1.f / (1 << i)); drawPass(&m_shaders->m_shBLUR1, &tempDamage); // down } for (auto i = *PBLURPASSES - 1; i >= 0; --i) { tempDamage = damage.copy().scale(1.f / (1 << i)); // when upsampling we make the region twice as big drawPass(&m_shaders->m_shBLUR2, &tempDamage); // up } // finalize the image { static auto PBLURNOISE = CConfigValue<Hyprlang::FLOAT>("decoration:blur:noise"); static auto PBLURBRIGHTNESS = CConfigValue<Hyprlang::FLOAT>("decoration:blur:brightness"); if (currentRenderToFB == PMIRRORFB) PMIRRORSWAPFB->bind(); else PMIRRORFB->bind(); glActiveTexture(GL_TEXTURE0); auto currentTex = currentRenderToFB->getTexture(); glBindTexture(currentTex->m_iTarget, currentTex->m_iTexID); glTexParameteri(currentTex->m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glUseProgram(m_shaders->m_shBLURFINISH.program); #ifndef GLES2 glUniformMatrix3fv(m_shaders->m_shBLURFINISH.proj, 1, GL_TRUE, glMatrix.getMatrix().data()); #else glMatrix.transpose(); glUniformMatrix3fv(m_shaders->m_shBLURFINISH.proj, 1, GL_FALSE, glMatrix.getMatrix().data()); #endif glUniform1f(m_shaders->m_shBLURFINISH.noise, *PBLURNOISE); glUniform1f(m_shaders->m_shBLURFINISH.brightness, *PBLURBRIGHTNESS); glUniform1i(m_shaders->m_shBLURFINISH.tex, 0); glVertexAttribPointer(m_shaders->m_shBLURFINISH.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shaders->m_shBLURFINISH.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(m_shaders->m_shBLURFINISH.posAttrib); glEnableVertexAttribArray(m_shaders->m_shBLURFINISH.texAttrib); if (!damage.empty()) { for (auto const& RECT : damage.getRects()) { scissor(&RECT, false /* this region is already transformed */); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_shaders->m_shBLURFINISH.posAttrib); glDisableVertexAttribArray(m_shaders->m_shBLURFINISH.texAttrib); if (currentRenderToFB != PMIRRORFB) currentRenderToFB = PMIRRORFB; else currentRenderToFB = PMIRRORSWAPFB; } // finish glBindTexture(PMIRRORFB->getTexture()->m_iTarget, 0); blend(BLENDBEFORE); return currentRenderToFB; } void CHyprOpenGLImpl::markBlurDirtyForMonitor(PHLMONITOR pMonitor) { m_mMonitorRenderResources[pMonitor].blurFBDirty = true; } void CHyprOpenGLImpl::preRender(PHLMONITOR pMonitor) { static auto PBLURNEWOPTIMIZE = CConfigValue<Hyprlang::INT>("decoration:blur:new_optimizations"); static auto PBLURXRAY = CConfigValue<Hyprlang::INT>("decoration:blur:xray"); static auto PBLUR = CConfigValue<Hyprlang::INT>("decoration:blur:enabled"); if (!*PBLURNEWOPTIMIZE || !m_mMonitorRenderResources[pMonitor].blurFBDirty || !*PBLUR) return; // ignore if solitary present, nothing to blur if (!pMonitor->solitaryClient.expired()) 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 = [&](PHLWINDOW pWindow) -> bool { if (!pWindow) return false; if (pWindow->m_windowData.noBlur.valueOrDefault()) return false; if (pWindow->m_wlSurface->small() && !pWindow->m_wlSurface->m_fillIgnoreSmall) return true; const auto PSURFACE = pWindow->m_wlSurface->resource(); const auto PWORKSPACE = pWindow->m_workspace; const float A = pWindow->m_alpha->value() * pWindow->m_activeInactiveAlpha->value() * PWORKSPACE->m_alpha->value(); if (A >= 1.f) { // if (PSURFACE->opaque) // return false; CRegion inverseOpaque; pixman_box32_t surfbox = {0, 0, PSURFACE->current.size.x, PSURFACE->current.size.y}; CRegion opaqueRegion{PSURFACE->current.opaque}; inverseOpaque.set(opaqueRegion).invert(&surfbox).intersect(0, 0, PSURFACE->current.size.x, PSURFACE->current.size.y); if (inverseOpaque.empty()) return false; } return true; }; bool hasWindows = false; for (auto const& w : g_pCompositor->m_windows) { if (w->m_workspace == pMonitor->activeWorkspace && !w->isHidden() && w->m_isMapped && (!w->m_isFloating || *PBLURXRAY)) { // check if window is valid if (!windowShouldBeBlurred(w)) continue; hasWindows = true; break; } } for (auto const& m : g_pCompositor->m_monitors) { for (auto const& lsl : m->m_aLayerSurfaceLayers) { for (auto const& ls : lsl) { if (!ls->m_layerSurface || ls->m_xray != 1) continue; // if (ls->layerSurface->surface->opaque && ls->alpha->value() >= 1.f) // 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}; const auto POUTFB = blurMainFramebufferWithDamage(1, &fakeDamage); // render onto blurFB m_RenderData.pCurrentMonData->blurFB.alloc(m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y, m_RenderData.pMonitor->output->state->state().drmFormat); m_RenderData.pCurrentMonData->blurFB.bind(); clear(CHyprColor(0, 0, 0, 0)); m_bEndFrame = true; // fix transformed renderTextureInternalWithDamage(POUTFB->getTexture(), CBox{0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}, 1, fakeDamage, 0, 2.0f, false, true, false); m_bEndFrame = false; m_RenderData.currentFB->bind(); m_RenderData.pCurrentMonData->blurFBDirty = false; m_RenderData.renderModif = SAVEDRENDERMODIF; m_mMonitorRenderResources[m_RenderData.pMonitor].blurFBShouldRender = false; } void CHyprOpenGLImpl::preWindowPass() { if (!preBlurQueued()) return; g_pHyprRenderer->m_sRenderPass.add(makeShared<CPreBlurElement>()); } bool CHyprOpenGLImpl::preBlurQueued() { static auto PBLURNEWOPTIMIZE = CConfigValue<Hyprlang::INT>("decoration:blur:new_optimizations"); static auto PBLUR = CConfigValue<Hyprlang::INT>("decoration:blur:enabled"); return m_RenderData.pCurrentMonData->blurFBDirty && *PBLURNEWOPTIMIZE && *PBLUR && m_RenderData.pCurrentMonData->blurFBShouldRender; } bool CHyprOpenGLImpl::shouldUseNewBlurOptimizations(PHLLS pLayer, PHLWINDOW pWindow) { static auto PBLURNEWOPTIMIZE = CConfigValue<Hyprlang::INT>("decoration:blur:new_optimizations"); static auto PBLURXRAY = CConfigValue<Hyprlang::INT>("decoration:blur:xray"); if (!m_RenderData.pCurrentMonData->blurFB.getTexture()) return false; if (pWindow && pWindow->m_windowData.xray.hasValue() && !pWindow->m_windowData.xray.valueOrDefault()) return false; if (pLayer && pLayer->m_xray == 0) return false; if ((*PBLURNEWOPTIMIZE && pWindow && !pWindow->m_isFloating && !pWindow->onSpecialWorkspace()) || *PBLURXRAY) return true; if ((pLayer && pLayer->m_xray == 1) || (pWindow && pWindow->m_windowData.xray.valueOrDefault())) return true; return false; } void CHyprOpenGLImpl::renderTextureWithBlur(SP<CTexture> tex, const CBox& box, float a, SP<CWLSurfaceResource> pSurface, int round, float roundingPower, bool blockBlurOptimization, float blurA, float overallA) { RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!"); TRACY_GPU_ZONE("RenderTextureWithBlur"); // make a damage region for this window CRegion texDamage{m_RenderData.damage}; texDamage.intersect(box.x, box.y, box.width, box.height); // While renderTextureInternalWithDamage will clip the blur as well, // clipping texDamage here allows blur generation to be optimized. if (!m_RenderData.clipRegion.empty()) texDamage.intersect(m_RenderData.clipRegion); if (texDamage.empty()) return; m_RenderData.renderModif.applyToRegion(texDamage); // amazing hack: the surface has an opaque region! CRegion inverseOpaque; if (a >= 1.f && std::round(pSurface->current.size.x * m_RenderData.pMonitor->scale) == box.w && std::round(pSurface->current.size.y * m_RenderData.pMonitor->scale) == box.h) { pixman_box32_t surfbox = {0, 0, pSurface->current.size.x * pSurface->current.scale, pSurface->current.size.y * pSurface->current.scale}; inverseOpaque = pSurface->current.opaque; inverseOpaque.invert(&surfbox).intersect(0, 0, pSurface->current.size.x * pSurface->current.scale, pSurface->current.size.y * pSurface->current.scale); if (inverseOpaque.empty()) { renderTexture(tex, box, a, round, roundingPower, false, true); return; } } else inverseOpaque = {0, 0, box.width, box.height}; inverseOpaque.scale(m_RenderData.pMonitor->scale); // vvv TODO: layered blur fbs? const bool USENEWOPTIMIZE = shouldUseNewBlurOptimizations(m_RenderData.currentLS.lock(), m_RenderData.currentWindow.lock()) && !blockBlurOptimization; CFramebuffer* POUTFB = nullptr; if (!USENEWOPTIMIZE) { inverseOpaque.translate(box.pos()); m_RenderData.renderModif.applyToRegion(inverseOpaque); inverseOpaque.intersect(texDamage); POUTFB = blurMainFramebufferWithDamage(a, &inverseOpaque); } else POUTFB = &m_RenderData.pCurrentMonData->blurFB; m_RenderData.currentFB->bind(); // make a stencil for rounded corners to work with blur scissor(nullptr); // allow the entire window and stencil to render glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); if (USENEWOPTIMIZE && !(m_RenderData.discardMode & DISCARD_ALPHA)) renderRect(box, CHyprColor(0, 0, 0, 0), round, roundingPower); else renderTexture(tex, box, a, round, roundingPower, true, true); // discard opaque glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glStencilFunc(GL_EQUAL, 1, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); // stencil done. Render everything. const auto LASTTL = m_RenderData.primarySurfaceUVTopLeft; const auto LASTBR = m_RenderData.primarySurfaceUVBottomRight; CBox transformedBox = box; transformedBox.transform(wlTransformToHyprutils(invertTransform(m_RenderData.pMonitor->transform)), m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y); CBox monitorSpaceBox = {transformedBox.pos().x / m_RenderData.pMonitor->vecPixelSize.x * m_RenderData.pMonitor->vecTransformedSize.x, transformedBox.pos().y / m_RenderData.pMonitor->vecPixelSize.y * m_RenderData.pMonitor->vecTransformedSize.y, transformedBox.width / m_RenderData.pMonitor->vecPixelSize.x * m_RenderData.pMonitor->vecTransformedSize.x, transformedBox.height / m_RenderData.pMonitor->vecPixelSize.y * m_RenderData.pMonitor->vecTransformedSize.y}; m_RenderData.primarySurfaceUVTopLeft = monitorSpaceBox.pos() / m_RenderData.pMonitor->vecTransformedSize; m_RenderData.primarySurfaceUVBottomRight = (monitorSpaceBox.pos() + monitorSpaceBox.size()) / m_RenderData.pMonitor->vecTransformedSize; static auto PBLURIGNOREOPACITY = CConfigValue<Hyprlang::INT>("decoration:blur:ignore_opacity"); setMonitorTransformEnabled(true); if (!USENEWOPTIMIZE) setRenderModifEnabled(false); renderTextureInternalWithDamage(POUTFB->getTexture(), box, (*PBLURIGNOREOPACITY ? blurA : a * blurA) * overallA, texDamage, round, roundingPower, false, false, true); if (!USENEWOPTIMIZE) setRenderModifEnabled(true); setMonitorTransformEnabled(false); m_RenderData.primarySurfaceUVTopLeft = LASTTL; m_RenderData.primarySurfaceUVBottomRight = LASTBR; // render the window, but clear stencil glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); // draw window glDisable(GL_STENCIL_TEST); renderTextureInternalWithDamage(tex, box, a * overallA, texDamage, round, roundingPower, false, false, true, true); glStencilMask(0xFF); glStencilFunc(GL_ALWAYS, 1, 0xFF); scissor(nullptr); } void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& grad, int round, float roundingPower, int borderSize, float a, int outerRound) { 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_RenderData.currentWindow && m_RenderData.currentWindow->m_windowData.noBorder.valueOrDefault())) return; CBox newBox = box; m_RenderData.renderModif.applyToBox(newBox); if (borderSize < 1) return; int scaledBorderSize = std::round(borderSize * m_RenderData.pMonitor->scale); scaledBorderSize = std::round(scaledBorderSize * m_RenderData.renderModif.combinedScale()); // adjust box newBox.x -= scaledBorderSize; newBox.y -= scaledBorderSize; newBox.width += 2 * scaledBorderSize; newBox.height += 2 * scaledBorderSize; round += round == 0 ? 0 : scaledBorderSize; Mat3x3 matrix = m_RenderData.monitorProjection.projectBox( newBox, wlTransformToHyprutils(invertTransform(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform)), newBox.rot); Mat3x3 glMatrix = m_RenderData.projection.copy().multiply(matrix); const auto BLEND = m_bBlend; blend(true); glUseProgram(m_shaders->m_shBORDER1.program); const bool skipCM = !m_bCMSupported || m_RenderData.pMonitor->imageDescription == SImageDescription{}; glUniform1i(m_shaders->m_shBORDER1.skipCM, skipCM); if (!skipCM) passCMUniforms(m_shaders->m_shBORDER1, SImageDescription{}); #ifndef GLES2 glUniformMatrix3fv(m_shaders->m_shBORDER1.proj, 1, GL_TRUE, glMatrix.getMatrix().data()); #else glMatrix.transpose(); glUniformMatrix3fv(m_shaders->m_shBORDER1.proj, 1, GL_FALSE, glMatrix.getMatrix().data()); #endif glUniform4fv(m_shaders->m_shBORDER1.gradient, grad.m_colorsOkLabA.size() / 4, (float*)grad.m_colorsOkLabA.data()); glUniform1i(m_shaders->m_shBORDER1.gradientLength, grad.m_colorsOkLabA.size() / 4); glUniform1f(m_shaders->m_shBORDER1.angle, (int)(grad.m_angle / (PI / 180.0)) % 360 * (PI / 180.0)); glUniform1f(m_shaders->m_shBORDER1.alpha, a); glUniform1i(m_shaders->m_shBORDER1.gradient2Length, 0); CBox transformedBox = newBox; transformedBox.transform(wlTransformToHyprutils(invertTransform(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_shaders->m_shBORDER1.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_shaders->m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform2f(m_shaders->m_shBORDER1.fullSizeUntransformed, (float)newBox.width, (float)newBox.height); glUniform1f(m_shaders->m_shBORDER1.radius, round); glUniform1f(m_shaders->m_shBORDER1.radiusOuter, outerRound == -1 ? round : outerRound); glUniform1f(m_shaders->m_shBORDER1.roundingPower, roundingPower); glUniform1f(m_shaders->m_shBORDER1.thick, scaledBorderSize); glVertexAttribPointer(m_shaders->m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shaders->m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(m_shaders->m_shBORDER1.posAttrib); glEnableVertexAttribArray(m_shaders->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 const& RECT : damageClip.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } } else { for (auto const& RECT : m_RenderData.damage.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_shaders->m_shBORDER1.posAttrib); glDisableVertexAttribArray(m_shaders->m_shBORDER1.texAttrib); blend(BLEND); } void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& grad1, const CGradientValueData& grad2, float lerp, int round, float roundingPower, int borderSize, float a, int outerRound) { 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("RenderBorder2"); if (m_RenderData.damage.empty() || (m_RenderData.currentWindow && m_RenderData.currentWindow->m_windowData.noBorder.valueOrDefault())) return; CBox newBox = box; m_RenderData.renderModif.applyToBox(newBox); if (borderSize < 1) return; int scaledBorderSize = std::round(borderSize * m_RenderData.pMonitor->scale); scaledBorderSize = std::round(scaledBorderSize * m_RenderData.renderModif.combinedScale()); // adjust box newBox.x -= scaledBorderSize; newBox.y -= scaledBorderSize; newBox.width += 2 * scaledBorderSize; newBox.height += 2 * scaledBorderSize; round += round == 0 ? 0 : scaledBorderSize; Mat3x3 matrix = m_RenderData.monitorProjection.projectBox( newBox, wlTransformToHyprutils(invertTransform(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform)), newBox.rot); Mat3x3 glMatrix = m_RenderData.projection.copy().multiply(matrix); const auto BLEND = m_bBlend; blend(true); glUseProgram(m_shaders->m_shBORDER1.program); #ifndef GLES2 glUniformMatrix3fv(m_shaders->m_shBORDER1.proj, 1, GL_TRUE, glMatrix.getMatrix().data()); #else glMatrix.transpose(); glUniformMatrix3fv(m_shaders->m_shBORDER1.proj, 1, GL_FALSE, glMatrix.getMatrix().data()); #endif glUniform4fv(m_shaders->m_shBORDER1.gradient, grad1.m_colorsOkLabA.size() / 4, (float*)grad1.m_colorsOkLabA.data()); glUniform1i(m_shaders->m_shBORDER1.gradientLength, grad1.m_colorsOkLabA.size() / 4); glUniform1f(m_shaders->m_shBORDER1.angle, (int)(grad1.m_angle / (PI / 180.0)) % 360 * (PI / 180.0)); if (grad2.m_colorsOkLabA.size() > 0) glUniform4fv(m_shaders->m_shBORDER1.gradient2, grad2.m_colorsOkLabA.size() / 4, (float*)grad2.m_colorsOkLabA.data()); glUniform1i(m_shaders->m_shBORDER1.gradient2Length, grad2.m_colorsOkLabA.size() / 4); glUniform1f(m_shaders->m_shBORDER1.angle2, (int)(grad2.m_angle / (PI / 180.0)) % 360 * (PI / 180.0)); glUniform1f(m_shaders->m_shBORDER1.alpha, a); glUniform1f(m_shaders->m_shBORDER1.gradientLerp, lerp); CBox transformedBox = newBox; transformedBox.transform(wlTransformToHyprutils(invertTransform(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_shaders->m_shBORDER1.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_shaders->m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform2f(m_shaders->m_shBORDER1.fullSizeUntransformed, (float)newBox.width, (float)newBox.height); glUniform1f(m_shaders->m_shBORDER1.radius, round); glUniform1f(m_shaders->m_shBORDER1.radiusOuter, outerRound == -1 ? round : outerRound); glUniform1f(m_shaders->m_shBORDER1.roundingPower, roundingPower); glUniform1f(m_shaders->m_shBORDER1.thick, scaledBorderSize); glVertexAttribPointer(m_shaders->m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shaders->m_shBORDER1.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(m_shaders->m_shBORDER1.posAttrib); glEnableVertexAttribArray(m_shaders->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 const& RECT : damageClip.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } } else { for (auto const& RECT : m_RenderData.damage.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_shaders->m_shBORDER1.posAttrib); glDisableVertexAttribArray(m_shaders->m_shBORDER1.texAttrib); blend(BLEND); } void CHyprOpenGLImpl::renderRoundedShadow(const CBox& box, int round, float roundingPower, int range, const CHyprColor& color, 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_RenderData.currentWindow, "Tried to render shadow without a window!"); if (m_RenderData.damage.empty()) return; TRACY_GPU_ZONE("RenderShadow"); CBox newBox = box; m_RenderData.renderModif.applyToBox(newBox); static auto PSHADOWPOWER = CConfigValue<Hyprlang::INT>("decoration:shadow:render_power"); const auto SHADOWPOWER = std::clamp((int)*PSHADOWPOWER, 1, 4); const auto col = color; Mat3x3 matrix = m_RenderData.monitorProjection.projectBox( newBox, wlTransformToHyprutils(invertTransform(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform)), newBox.rot); Mat3x3 glMatrix = m_RenderData.projection.copy().multiply(matrix); blend(true); glUseProgram(m_shaders->m_shSHADOW.program); const bool skipCM = !m_bCMSupported || m_RenderData.pMonitor->imageDescription == SImageDescription{}; glUniform1i(m_shaders->m_shSHADOW.skipCM, skipCM); if (!skipCM) passCMUniforms(m_shaders->m_shSHADOW, SImageDescription{}); #ifndef GLES2 glUniformMatrix3fv(m_shaders->m_shSHADOW.proj, 1, GL_TRUE, glMatrix.getMatrix().data()); #else glMatrix.transpose(); glUniformMatrix3fv(m_shaders->m_shSHADOW.proj, 1, GL_FALSE, glMatrix.getMatrix().data()); #endif glUniform4f(m_shaders->m_shSHADOW.color, col.r, col.g, col.b, col.a * a); const auto TOPLEFT = Vector2D(range + round, range + round); const auto BOTTOMRIGHT = Vector2D(newBox.width - (range + round), newBox.height - (range + round)); const auto FULLSIZE = Vector2D(newBox.width, newBox.height); // Rounded corners glUniform2f(m_shaders->m_shSHADOW.topLeft, (float)TOPLEFT.x, (float)TOPLEFT.y); glUniform2f(m_shaders->m_shSHADOW.bottomRight, (float)BOTTOMRIGHT.x, (float)BOTTOMRIGHT.y); glUniform2f(m_shaders->m_shSHADOW.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y); glUniform1f(m_shaders->m_shSHADOW.radius, range + round); glUniform1f(m_shaders->m_shSHADOW.roundingPower, roundingPower); glUniform1f(m_shaders->m_shSHADOW.range, range); glUniform1f(m_shaders->m_shSHADOW.shadowPower, SHADOWPOWER); glVertexAttribPointer(m_shaders->m_shSHADOW.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glVertexAttribPointer(m_shaders->m_shSHADOW.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); glEnableVertexAttribArray(m_shaders->m_shSHADOW.posAttrib); glEnableVertexAttribArray(m_shaders->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 const& RECT : damageClip.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } } else { for (auto const& RECT : m_RenderData.damage.getRects()) { scissor(&RECT); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } glDisableVertexAttribArray(m_shaders->m_shSHADOW.posAttrib); glDisableVertexAttribArray(m_shaders->m_shSHADOW.texAttrib); } void CHyprOpenGLImpl::saveBufferForMirror(const CBox& box) { if (!m_RenderData.pCurrentMonData->monitorMirrorFB.isAllocated()) m_RenderData.pCurrentMonData->monitorMirrorFB.alloc(m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y, m_RenderData.pMonitor->output->state->state().drmFormat); m_RenderData.pCurrentMonData->monitorMirrorFB.bind(); blend(false); renderTexture(m_RenderData.currentFB->getTexture(), box, 1.f, 0, 2.0f, false, false); blend(true); m_RenderData.currentFB->bind(); } void CHyprOpenGLImpl::renderMirrored() { auto monitor = m_RenderData.pMonitor; auto mirrored = monitor->pMirrorOf; const double scale = std::min(monitor->vecTransformedSize.x / mirrored->vecTransformedSize.x, monitor->vecTransformedSize.y / mirrored->vecTransformedSize.y); CBox monbox = {0, 0, mirrored->vecTransformedSize.x * scale, mirrored->vecTransformedSize.y * scale}; // transform box as it will be drawn on a transformed projection monbox.transform(wlTransformToHyprutils(mirrored->transform), mirrored->vecTransformedSize.x * scale, mirrored->vecTransformedSize.y * scale); monbox.x = (monitor->vecTransformedSize.x - monbox.w) / 2; monbox.y = (monitor->vecTransformedSize.y - monbox.h) / 2; const auto PFB = &m_mMonitorRenderResources[mirrored].monitorMirrorFB; if (!PFB->isAllocated() || !PFB->getTexture()) return; g_pHyprRenderer->m_sRenderPass.add(makeShared<CClearPassElement>(CClearPassElement::SClearData{CHyprColor(0, 0, 0, 0)})); CTexPassElement::SRenderData data; data.tex = PFB->getTexture(); data.box = monbox; data.replaceProjection = Mat3x3::identity() .translate(monitor->vecPixelSize / 2.0) .transform(wlTransformToHyprutils(monitor->transform)) .transform(wlTransformToHyprutils(invertTransform(mirrored->transform))) .translate(-monitor->vecTransformedSize / 2.0); g_pHyprRenderer->m_sRenderPass.add(makeShared<CTexPassElement>(data)); } void CHyprOpenGLImpl::renderSplash(cairo_t* const CAIRO, cairo_surface_t* const CAIROSURFACE, double offsetY, const Vector2D& size) { static auto PSPLASHCOLOR = CConfigValue<Hyprlang::INT>("misc:col.splash"); static auto PSPLASHFONT = CConfigValue<std::string>("misc:splash_font_family"); static auto FALLBACKFONT = CConfigValue<std::string>("misc:font_family"); const auto FONTFAMILY = *PSPLASHFONT != STRVAL_EMPTY ? *PSPLASHFONT : *FALLBACKFONT; const auto FONTSIZE = (int)(size.y / 76); const auto COLOR = CHyprColor(*PSPLASHCOLOR); PangoLayout* layoutText = pango_cairo_create_layout(CAIRO); PangoFontDescription* pangoFD = pango_font_description_new(); pango_font_description_set_family_static(pangoFD, FONTFAMILY.c_str()); pango_font_description_set_absolute_size(pangoFD, FONTSIZE * PANGO_SCALE); pango_font_description_set_style(pangoFD, PANGO_STYLE_NORMAL); pango_font_description_set_weight(pangoFD, PANGO_WEIGHT_NORMAL); pango_layout_set_font_description(layoutText, pangoFD); cairo_set_source_rgba(CAIRO, COLOR.r, COLOR.g, COLOR.b, COLOR.a); int textW = 0, textH = 0; pango_layout_set_text(layoutText, g_pCompositor->m_currentSplash.c_str(), -1); pango_layout_get_size(layoutText, &textW, &textH); textW /= PANGO_SCALE; textH /= PANGO_SCALE; cairo_move_to(CAIRO, (size.x - textW) / 2.0, size.y - textH - offsetY); pango_cairo_show_layout(CAIRO, layoutText); pango_font_description_free(pangoFD); g_object_unref(layoutText); cairo_surface_flush(CAIROSURFACE); } SP<CTexture> CHyprOpenGLImpl::loadAsset(const std::string& filename) { std::string fullPath; for (auto& e : ASSET_PATHS) { std::string p = std::string{e} + "/hypr/" + filename; std::error_code ec; if (std::filesystem::exists(p, ec)) { fullPath = p; break; } else Debug::log(LOG, "loadAsset: looking at {} unsuccessful: ec {}", filename, ec.message()); } if (fullPath.empty()) { failedAssetsNo++; Debug::log(ERR, "loadAsset: looking for {} failed (no provider found)", filename); return m_pMissingAssetTexture; } const auto CAIROSURFACE = cairo_image_surface_create_from_png(fullPath.c_str()); if (!CAIROSURFACE) { failedAssetsNo++; Debug::log(ERR, "loadAsset: failed to load {} (corrupt / inaccessible / not png)", fullPath); return m_pMissingAssetTexture; } const auto CAIROFORMAT = cairo_image_surface_get_format(CAIROSURFACE); auto tex = makeShared<CTexture>(); tex->allocate(); tex->m_vSize = {cairo_image_surface_get_width(CAIROSURFACE), cairo_image_surface_get_height(CAIROSURFACE)}; const GLint glIFormat = CAIROFORMAT == CAIRO_FORMAT_RGB96F ? #ifdef GLES2 GL_RGB32F_EXT : #else GL_RGB32F : #endif GL_RGBA; const GLint glFormat = CAIROFORMAT == CAIRO_FORMAT_RGB96F ? GL_RGB : GL_RGBA; const GLint glType = CAIROFORMAT == CAIRO_FORMAT_RGB96F ? GL_FLOAT : GL_UNSIGNED_BYTE; const auto DATA = cairo_image_surface_get_data(CAIROSURFACE); glBindTexture(GL_TEXTURE_2D, tex->m_iTexID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); #ifndef GLES2 if (CAIROFORMAT != CAIRO_FORMAT_RGB96F) { 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, glIFormat, tex->m_vSize.x, tex->m_vSize.y, 0, glFormat, glType, DATA); cairo_surface_destroy(CAIROSURFACE); return tex; } SP<CTexture> CHyprOpenGLImpl::renderText(const std::string& text, CHyprColor col, int pt, bool italic, const std::string& fontFamily, int maxWidth, int weight) { SP<CTexture> tex = makeShared<CTexture>(); static auto FONT = CConfigValue<std::string>("misc:font_family"); const auto FONTFAMILY = fontFamily.empty() ? *FONT : fontFamily; const auto FONTSIZE = pt; const auto COLOR = col; auto CAIROSURFACE = cairo_image_surface_create(CAIRO_FORMAT_ARGB32, 1920, 1080 /* arbitrary, just for size */); auto CAIRO = cairo_create(CAIROSURFACE); PangoLayout* layoutText = pango_cairo_create_layout(CAIRO); PangoFontDescription* pangoFD = pango_font_description_new(); pango_font_description_set_family_static(pangoFD, FONTFAMILY.c_str()); pango_font_description_set_absolute_size(pangoFD, FONTSIZE * PANGO_SCALE); pango_font_description_set_style(pangoFD, italic ? PANGO_STYLE_ITALIC : PANGO_STYLE_NORMAL); pango_font_description_set_weight(pangoFD, static_cast<PangoWeight>(weight)); pango_layout_set_font_description(layoutText, pangoFD); cairo_set_source_rgba(CAIRO, COLOR.r, COLOR.g, COLOR.b, COLOR.a); int textW = 0, textH = 0; pango_layout_set_text(layoutText, text.c_str(), -1); if (maxWidth > 0) { pango_layout_set_width(layoutText, maxWidth * PANGO_SCALE); pango_layout_set_ellipsize(layoutText, PANGO_ELLIPSIZE_END); } pango_layout_get_size(layoutText, &textW, &textH); textW /= PANGO_SCALE; textH /= PANGO_SCALE; pango_font_description_free(pangoFD); g_object_unref(layoutText); cairo_destroy(CAIRO); cairo_surface_destroy(CAIROSURFACE); CAIROSURFACE = cairo_image_surface_create(CAIRO_FORMAT_ARGB32, textW, textH); CAIRO = cairo_create(CAIROSURFACE); layoutText = pango_cairo_create_layout(CAIRO); pangoFD = pango_font_description_new(); pango_font_description_set_family_static(pangoFD, FONTFAMILY.c_str()); pango_font_description_set_absolute_size(pangoFD, FONTSIZE * PANGO_SCALE); pango_font_description_set_style(pangoFD, italic ? PANGO_STYLE_ITALIC : PANGO_STYLE_NORMAL); pango_font_description_set_weight(pangoFD, static_cast<PangoWeight>(weight)); pango_layout_set_font_description(layoutText, pangoFD); pango_layout_set_text(layoutText, text.c_str(), -1); cairo_set_source_rgba(CAIRO, COLOR.r, COLOR.g, COLOR.b, COLOR.a); cairo_move_to(CAIRO, 0, 0); pango_cairo_show_layout(CAIRO, layoutText); pango_font_description_free(pangoFD); g_object_unref(layoutText); cairo_surface_flush(CAIROSURFACE); tex->allocate(); tex->m_vSize = {cairo_image_surface_get_width(CAIROSURFACE), cairo_image_surface_get_height(CAIROSURFACE)}; const auto DATA = cairo_image_surface_get_data(CAIROSURFACE); glBindTexture(GL_TEXTURE_2D, tex->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, tex->m_vSize.x, tex->m_vSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, DATA); cairo_destroy(CAIRO); cairo_surface_destroy(CAIROSURFACE); return tex; } void CHyprOpenGLImpl::initMissingAssetTexture() { SP<CTexture> tex = makeShared<CTexture>(); tex->allocate(); const auto CAIROSURFACE = cairo_image_surface_create(CAIRO_FORMAT_ARGB32, 512, 512); const auto CAIRO = cairo_create(CAIROSURFACE); cairo_set_antialias(CAIRO, CAIRO_ANTIALIAS_NONE); cairo_save(CAIRO); cairo_set_source_rgba(CAIRO, 0, 0, 0, 1); cairo_set_operator(CAIRO, CAIRO_OPERATOR_SOURCE); cairo_paint(CAIRO); cairo_set_source_rgba(CAIRO, 1, 0, 1, 1); cairo_rectangle(CAIRO, 256, 0, 256, 256); cairo_fill(CAIRO); cairo_rectangle(CAIRO, 0, 256, 256, 256); cairo_fill(CAIRO); cairo_restore(CAIRO); cairo_surface_flush(CAIROSURFACE); tex->m_vSize = {512, 512}; // copy the data to an OpenGL texture we have const GLint glFormat = GL_RGBA; const GLint glType = GL_UNSIGNED_BYTE; const auto DATA = cairo_image_surface_get_data(CAIROSURFACE); glBindTexture(GL_TEXTURE_2D, tex->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, glFormat, tex->m_vSize.x, tex->m_vSize.y, 0, glFormat, glType, DATA); cairo_surface_destroy(CAIROSURFACE); cairo_destroy(CAIRO); m_pMissingAssetTexture = tex; } void CHyprOpenGLImpl::initAssets() { initMissingAssetTexture(); m_pLockDeadTexture = loadAsset("lockdead.png"); m_pLockDead2Texture = loadAsset("lockdead2.png"); m_pLockTtyTextTexture = renderText( std::format("Running on tty {}", g_pCompositor->m_aqBackend->hasSession() && g_pCompositor->m_aqBackend->session->vt > 0 ? std::to_string(g_pCompositor->m_aqBackend->session->vt) : "unknown"), CHyprColor{0.9F, 0.9F, 0.9F, 0.7F}, 20, true); m_pScreencopyDeniedTexture = renderText("Permission denied to share screen", Colors::WHITE, 20); ensureBackgroundTexturePresence(); } void CHyprOpenGLImpl::ensureBackgroundTexturePresence() { static auto PNOWALLPAPER = CConfigValue<Hyprlang::INT>("misc:disable_hyprland_logo"); static auto PFORCEWALLPAPER = CConfigValue<Hyprlang::INT>("misc:force_default_wallpaper"); const auto FORCEWALLPAPER = std::clamp(*PFORCEWALLPAPER, static_cast<int64_t>(-1L), static_cast<int64_t>(2L)); if (*PNOWALLPAPER) m_pBackgroundTexture.reset(); else if (!m_pBackgroundTexture) { // create the default background texture std::string texPath = "wall"; // get the adequate tex if (FORCEWALLPAPER == -1) { std::mt19937_64 engine(time(nullptr)); std::uniform_int_distribution<> distribution(0, 2); texPath += std::to_string(distribution(engine)); } else texPath += std::to_string(std::clamp(*PFORCEWALLPAPER, (int64_t)0, (int64_t)2)); texPath += ".png"; m_pBackgroundTexture = loadAsset(texPath); } } void CHyprOpenGLImpl::createBGTextureForMonitor(PHLMONITOR pMonitor) { RASSERT(m_RenderData.pMonitor, "Tried to createBGTex without begin()!"); Debug::log(LOG, "Creating a texture for BGTex"); static auto PRENDERTEX = CConfigValue<Hyprlang::INT>("misc:disable_hyprland_logo"); static auto PNOSPLASH = CConfigValue<Hyprlang::INT>("misc:disable_splash_rendering"); if (*PRENDERTEX) return; // release the last tex if exists const auto PFB = &m_mMonitorBGFBs[pMonitor]; PFB->release(); PFB->alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, pMonitor->output->state->state().drmFormat); if (!m_pBackgroundTexture) // ?!?!?! return; // create a new one with cairo SP<CTexture> tex = makeShared<CTexture>(); tex->allocate(); const auto CAIROSURFACE = cairo_image_surface_create(CAIRO_FORMAT_ARGB32, pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y); const auto CAIRO = cairo_create(CAIROSURFACE); cairo_set_antialias(CAIRO, CAIRO_ANTIALIAS_GOOD); cairo_save(CAIRO); cairo_set_source_rgba(CAIRO, 0, 0, 0, 0); cairo_set_operator(CAIRO, CAIRO_OPERATOR_SOURCE); cairo_paint(CAIRO); cairo_restore(CAIRO); if (!*PNOSPLASH) renderSplash(CAIRO, CAIROSURFACE, 0.02 * pMonitor->vecPixelSize.y, pMonitor->vecPixelSize); cairo_surface_flush(CAIROSURFACE); tex->m_vSize = pMonitor->vecPixelSize; // copy the data to an OpenGL texture we have const GLint glFormat = GL_RGBA; const GLint glType = GL_UNSIGNED_BYTE; const auto DATA = cairo_image_surface_get_data(CAIROSURFACE); glBindTexture(GL_TEXTURE_2D, tex->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, glFormat, tex->m_vSize.x, tex->m_vSize.y, 0, glFormat, glType, DATA); cairo_surface_destroy(CAIROSURFACE); cairo_destroy(CAIRO); // render the texture to our fb PFB->bind(); CRegion fakeDamage{0, 0, INT16_MAX, INT16_MAX}; blend(true); clear(CHyprColor{0, 0, 0, 1}); // first render the background if (m_pBackgroundTexture) { const double MONRATIO = m_RenderData.pMonitor->vecTransformedSize.x / m_RenderData.pMonitor->vecTransformedSize.y; const double WPRATIO = m_pBackgroundTexture->m_vSize.x / m_pBackgroundTexture->m_vSize.y; Vector2D origin; double scale = 1.0; if (MONRATIO > WPRATIO) { scale = m_RenderData.pMonitor->vecTransformedSize.x / m_pBackgroundTexture->m_vSize.x; origin.y = (m_RenderData.pMonitor->vecTransformedSize.y - m_pBackgroundTexture->m_vSize.y * scale) / 2.0; } else { scale = m_RenderData.pMonitor->vecTransformedSize.y / m_pBackgroundTexture->m_vSize.y; origin.x = (m_RenderData.pMonitor->vecTransformedSize.x - m_pBackgroundTexture->m_vSize.x * scale) / 2.0; } CBox texbox = CBox{origin, m_pBackgroundTexture->m_vSize * scale}; renderTextureInternalWithDamage(m_pBackgroundTexture, texbox, 1.0, fakeDamage); } CBox monbox = {{}, pMonitor->vecPixelSize}; renderTextureInternalWithDamage(tex, monbox, 1.0, fakeDamage); // bind back if (m_RenderData.currentFB) m_RenderData.currentFB->bind(); Debug::log(LOG, "Background created for monitor {}", pMonitor->szName); } void CHyprOpenGLImpl::clearWithTex() { RASSERT(m_RenderData.pMonitor, "Tried to render BGtex without begin()!"); auto TEXIT = m_mMonitorBGFBs.find(m_RenderData.pMonitor); if (TEXIT == m_mMonitorBGFBs.end()) { createBGTextureForMonitor(m_RenderData.pMonitor.lock()); TEXIT = m_mMonitorBGFBs.find(m_RenderData.pMonitor); } if (TEXIT != m_mMonitorBGFBs.end()) { CTexPassElement::SRenderData data; data.box = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; data.flipEndFrame = true; data.tex = TEXIT->second.getTexture(); g_pHyprRenderer->m_sRenderPass.add(makeShared<CTexPassElement>(data)); } } void CHyprOpenGLImpl::destroyMonitorResources(PHLMONITORREF pMonitor) { g_pHyprRenderer->makeEGLCurrent(); if (!g_pHyprOpenGL) return; auto RESIT = g_pHyprOpenGL->m_mMonitorRenderResources.find(pMonitor); if (RESIT != g_pHyprOpenGL->m_mMonitorRenderResources.end()) { RESIT->second.mirrorFB.release(); RESIT->second.offloadFB.release(); RESIT->second.mirrorSwapFB.release(); RESIT->second.monitorMirrorFB.release(); RESIT->second.blurFB.release(); RESIT->second.offMainFB.release(); RESIT->second.stencilTex->destroyTexture(); g_pHyprOpenGL->m_mMonitorRenderResources.erase(RESIT); } auto TEXIT = g_pHyprOpenGL->m_mMonitorBGFBs.find(pMonitor); if (TEXIT != g_pHyprOpenGL->m_mMonitorBGFBs.end()) { TEXIT->second.release(); g_pHyprOpenGL->m_mMonitorBGFBs.erase(TEXIT); } if (pMonitor) Debug::log(LOG, "Monitor {} -> destroyed all render data", pMonitor->szName); } void CHyprOpenGLImpl::saveMatrix() { m_RenderData.savedProjection = m_RenderData.projection; } void CHyprOpenGLImpl::setMatrixScaleTranslate(const Vector2D& translate, const float& scale) { m_RenderData.projection.scale(scale).translate(translate); } void CHyprOpenGLImpl::restoreMatrix() { m_RenderData.projection = m_RenderData.savedProjection; } void CHyprOpenGLImpl::bindOffMain() { if (!m_RenderData.pCurrentMonData->offMainFB.isAllocated()) { m_RenderData.pCurrentMonData->offMainFB.alloc(m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y, m_RenderData.pMonitor->output->state->state().drmFormat); m_RenderData.pCurrentMonData->offMainFB.addStencil(m_RenderData.pCurrentMonData->stencilTex); } m_RenderData.pCurrentMonData->offMainFB.bind(); clear(CHyprColor(0, 0, 0, 0)); m_RenderData.currentFB = &m_RenderData.pCurrentMonData->offMainFB; } void CHyprOpenGLImpl::renderOffToMain(CFramebuffer* off) { CBox monbox = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y}; renderTexturePrimitive(off->getTexture(), monbox); } void CHyprOpenGLImpl::bindBackOnMain() { m_RenderData.mainFB->bind(); m_RenderData.currentFB = m_RenderData.mainFB; } void CHyprOpenGLImpl::setMonitorTransformEnabled(bool enabled) { m_bEndFrame = enabled; } void CHyprOpenGLImpl::setRenderModifEnabled(bool enabled) { m_RenderData.renderModif.enabled = enabled; } uint32_t CHyprOpenGLImpl::getPreferredReadFormat(PHLMONITOR pMonitor) { return pMonitor->output->state->state().drmFormat; } std::vector<SDRMFormat> CHyprOpenGLImpl::getDRMFormats() { return drmFormats; } void SRenderModifData::applyToBox(CBox& box) { if (!enabled) return; for (auto const& [type, val] : modifs) { try { switch (type) { case RMOD_TYPE_SCALE: box.scale(std::any_cast<float>(val)); break; case RMOD_TYPE_SCALECENTER: box.scaleFromCenter(std::any_cast<float>(val)); break; case RMOD_TYPE_TRANSLATE: box.translate(std::any_cast<Vector2D>(val)); break; case RMOD_TYPE_ROTATE: box.rot += std::any_cast<float>(val); break; case RMOD_TYPE_ROTATECENTER: { const auto THETA = std::any_cast<float>(val); const double COS = std::cos(THETA); const double SIN = std::sin(THETA); box.rot += THETA; const auto OLDPOS = box.pos(); box.x = OLDPOS.x * COS - OLDPOS.y * SIN; box.y = OLDPOS.y * COS + OLDPOS.x * SIN; } } } catch (std::bad_any_cast& e) { Debug::log(ERR, "BUG THIS OR PLUGIN ERROR: caught a bad_any_cast in SRenderModifData::applyToBox!"); } } } void SRenderModifData::applyToRegion(CRegion& rg) { if (!enabled) return; for (auto const& [type, val] : modifs) { try { switch (type) { case RMOD_TYPE_SCALE: rg.scale(std::any_cast<float>(val)); break; case RMOD_TYPE_SCALECENTER: rg.scale(std::any_cast<float>(val)); break; case RMOD_TYPE_TRANSLATE: rg.translate(std::any_cast<Vector2D>(val)); break; case RMOD_TYPE_ROTATE: /* TODO */ case RMOD_TYPE_ROTATECENTER: break; } } catch (std::bad_any_cast& e) { Debug::log(ERR, "BUG THIS OR PLUGIN ERROR: caught a bad_any_cast in SRenderModifData::applyToRegion!"); } } } float SRenderModifData::combinedScale() { if (!enabled) return 1; float scale = 1.f; for (auto const& [type, val] : modifs) { try { switch (type) { case RMOD_TYPE_SCALE: scale *= std::any_cast<float>(val); break; case RMOD_TYPE_SCALECENTER: case RMOD_TYPE_TRANSLATE: case RMOD_TYPE_ROTATE: case RMOD_TYPE_ROTATECENTER: break; } } catch (std::bad_any_cast& e) { Debug::log(ERR, "BUG THIS OR PLUGIN ERROR: caught a bad_any_cast in SRenderModifData::combinedScale!"); } } return scale; } UP<CEGLSync> CEGLSync::create() { EGLSyncKHR sync = g_pHyprOpenGL->m_sProc.eglCreateSyncKHR(g_pHyprOpenGL->m_pEglDisplay, EGL_SYNC_NATIVE_FENCE_ANDROID, nullptr); if (sync == EGL_NO_SYNC_KHR) { Debug::log(ERR, "eglCreateSyncKHR failed"); return nullptr; } // we need to flush otherwise we might not get a valid fd glFlush(); int fd = g_pHyprOpenGL->m_sProc.eglDupNativeFenceFDANDROID(g_pHyprOpenGL->m_pEglDisplay, sync); if (fd == EGL_NO_NATIVE_FENCE_FD_ANDROID) { Debug::log(ERR, "eglDupNativeFenceFDANDROID failed"); return nullptr; } UP<CEGLSync> eglSync(new CEGLSync); eglSync->m_fd = CFileDescriptor(fd); eglSync->m_sync = sync; eglSync->m_valid = true; return eglSync; } CEGLSync::~CEGLSync() { if (m_sync == EGL_NO_SYNC_KHR) return; if (g_pHyprOpenGL && g_pHyprOpenGL->m_sProc.eglDestroySyncKHR(g_pHyprOpenGL->m_pEglDisplay, m_sync) != EGL_TRUE) Debug::log(ERR, "eglDestroySyncKHR failed"); } CFileDescriptor& CEGLSync::fd() { return m_fd; } CFileDescriptor&& CEGLSync::takeFd() { return std::move(m_fd); } bool CEGLSync::isValid() { return m_valid && m_sync != EGL_NO_SYNC_KHR && m_fd.isValid(); }