#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();
}