Hyprland/src/render/OpenGL.cpp
Ikalco 2ee5118d7a
render: properly release rendered buffers (#9807)
* cleanup eglSync

* properly release buffers in renderer

* add renderingDoneCallback and use it in screencopy

* use static constructor for CEGLSync
2025-04-30 18:35:25 +02:00

3197 lines
134 KiB
C++

#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();
}