refactor: cshader class to sshader struct (#10324)

This commit is contained in:
davc0n 2025-05-08 00:07:35 +02:00 committed by GitHub
parent 7a971735af
commit 22b12e3013
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
4 changed files with 29 additions and 30 deletions

View file

@ -83,20 +83,20 @@ struct SPreparedShaders {
std::string TEXVERTSRC;
std::string TEXVERTSRC300;
std::string TEXVERTSRC320;
CShader m_shQUAD;
CShader m_shRGBA;
CShader m_shPASSTHRURGBA;
CShader m_shMATTE;
CShader m_shRGBX;
CShader m_shEXT;
CShader m_shBLUR1;
CShader m_shBLUR2;
CShader m_shBLURPREPARE;
CShader m_shBLURFINISH;
CShader m_shSHADOW;
CShader m_shBORDER1;
CShader m_shGLITCH;
CShader m_shCM;
SShader m_shQUAD;
SShader m_shRGBA;
SShader m_shPASSTHRURGBA;
SShader m_shMATTE;
SShader m_shRGBX;
SShader m_shEXT;
SShader m_shBLUR1;
SShader m_shBLUR2;
SShader m_shBLURPREPARE;
SShader m_shBLURFINISH;
SShader m_shSHADOW;
SShader m_shBORDER1;
SShader m_shGLITCH;
SShader m_shCM;
};
struct SMonitorRenderData {
@ -309,7 +309,7 @@ class CHyprOpenGLImpl {
bool m_offloadedFramebuffer = false;
bool m_cmSupported = true;
CShader m_finalScreenShader;
SShader m_finalScreenShader;
CTimer m_globalTimer;
SP<CTexture> m_missingAssetTexture;
@ -334,9 +334,9 @@ class CHyprOpenGLImpl {
// returns the out FB, can be either Mirror or MirrorSwap
CFramebuffer* blurMainFramebufferWithDamage(float a, CRegion* damage);
void passCMUniforms(const CShader&, const NColorManagement::SImageDescription& imageDescription, const NColorManagement::SImageDescription& targetImageDescription,
void passCMUniforms(const SShader&, const NColorManagement::SImageDescription& imageDescription, const NColorManagement::SImageDescription& targetImageDescription,
bool modifySDR = false);
void passCMUniforms(const CShader&, const NColorManagement::SImageDescription& imageDescription);
void passCMUniforms(const SShader&, const NColorManagement::SImageDescription& imageDescription);
void renderTextureInternalWithDamage(SP<CTexture>, const CBox& box, float a, const CRegion& damage, int round = 0, float roundingPower = 2.0f, bool discardOpaque = false,
bool noAA = false, bool allowCustomUV = false, bool allowDim = false);
void renderTexturePrimitive(SP<CTexture> tex, const CBox& box);