Internal: move to Mat3x3 from hyprutils (#7902)
* Meson: require hyprutils >= 0.2.3 * flake.lock: update hyprutils --------- Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
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11 changed files with 93 additions and 268 deletions
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@ -94,35 +94,35 @@ struct SMonitorRenderData {
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};
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struct SCurrentRenderData {
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CMonitor* pMonitor = nullptr;
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PHLWORKSPACE pWorkspace = nullptr;
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float projection[9];
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float savedProjection[9];
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std::array<float, 9> monitorProjection;
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CMonitor* pMonitor = nullptr;
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PHLWORKSPACE pWorkspace = nullptr;
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Mat3x3 projection;
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Mat3x3 savedProjection;
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Mat3x3 monitorProjection;
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SMonitorRenderData* pCurrentMonData = nullptr;
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CFramebuffer* currentFB = nullptr; // current rendering to
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CFramebuffer* mainFB = nullptr; // main to render to
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CFramebuffer* outFB = nullptr; // out to render to (if offloaded, etc)
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SMonitorRenderData* pCurrentMonData = nullptr;
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CFramebuffer* currentFB = nullptr; // current rendering to
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CFramebuffer* mainFB = nullptr; // main to render to
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CFramebuffer* outFB = nullptr; // out to render to (if offloaded, etc)
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CRegion damage;
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CRegion finalDamage; // damage used for funal off -> main
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CRegion damage;
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CRegion finalDamage; // damage used for funal off -> main
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SRenderModifData renderModif;
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float mouseZoomFactor = 1.f;
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bool mouseZoomUseMouse = true; // true by default
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bool useNearestNeighbor = false;
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bool forceIntrospection = false; // cleaned in ::end()
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bool blockScreenShader = false;
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bool simplePass = false;
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SRenderModifData renderModif;
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float mouseZoomFactor = 1.f;
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bool mouseZoomUseMouse = true; // true by default
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bool useNearestNeighbor = false;
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bool forceIntrospection = false; // cleaned in ::end()
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bool blockScreenShader = false;
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bool simplePass = false;
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Vector2D primarySurfaceUVTopLeft = Vector2D(-1, -1);
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Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1);
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Vector2D primarySurfaceUVTopLeft = Vector2D(-1, -1);
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Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1);
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CBox clipBox = {}; // scaled coordinates
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CBox clipBox = {}; // scaled coordinates
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uint32_t discardMode = DISCARD_OPAQUE;
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float discardOpacity = 0.f;
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uint32_t discardMode = DISCARD_OPAQUE;
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float discardOpacity = 0.f;
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};
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class CEGLSync {
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