protocols: add hyprland_surface_v1.set_visible_region implementation (#9120)
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1a0a22ad03
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9 changed files with 96 additions and 8 deletions
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@ -1556,9 +1556,15 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(SP<CTexture> tex, CBox* pB
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glEnableVertexAttribArray(shader->posAttrib);
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glEnableVertexAttribArray(shader->texAttrib);
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if (m_RenderData.clipBox.width != 0 && m_RenderData.clipBox.height != 0) {
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CRegion damageClip{m_RenderData.clipBox.x, m_RenderData.clipBox.y, m_RenderData.clipBox.width, m_RenderData.clipBox.height};
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damageClip.intersect(damage);
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if (!m_RenderData.clipBox.empty() || !m_RenderData.clipRegion.empty()) {
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CRegion damageClip = m_RenderData.clipBox;
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if (!m_RenderData.clipRegion.empty()) {
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if (m_RenderData.clipBox.empty())
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damageClip = m_RenderData.clipRegion;
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else
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damageClip.intersect(m_RenderData.clipRegion);
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}
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if (!damageClip.empty()) {
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for (auto const& RECT : damageClip.getRects()) {
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@ -2079,6 +2085,11 @@ void CHyprOpenGLImpl::renderTextureWithBlur(SP<CTexture> tex, CBox* pBox, float
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CRegion texDamage{m_RenderData.damage};
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texDamage.intersect(pBox->x, pBox->y, pBox->width, pBox->height);
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// While renderTextureInternalWithDamage will clip the blur as well,
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// clipping texDamage here allows blur generation to be optimized.
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if (!m_RenderData.clipRegion.empty())
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texDamage.intersect(m_RenderData.clipRegion);
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if (texDamage.empty())
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return;
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@ -133,6 +133,7 @@ struct SCurrentRenderData {
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Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1);
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CBox clipBox = {}; // scaled coordinates
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CRegion clipRegion;
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uint32_t discardMode = DISCARD_OPAQUE;
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float discardOpacity = 0.f;
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@ -7,6 +7,8 @@
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#include "../../managers/input/InputManager.hpp"
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#include "../Renderer.hpp"
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#include <hyprutils/math/Box.hpp>
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#include <hyprutils/math/Vector2D.hpp>
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#include <hyprutils/utils/ScopeGuard.hpp>
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using namespace Hyprutils::Utils;
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@ -28,6 +30,7 @@ void CSurfacePassElement::draw(const CRegion& damage) {
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g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1);
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g_pHyprOpenGL->m_RenderData.useNearestNeighbor = false;
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g_pHyprOpenGL->m_RenderData.clipBox = {};
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g_pHyprOpenGL->m_RenderData.clipRegion = {};
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g_pHyprOpenGL->m_RenderData.discardMode = 0;
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g_pHyprOpenGL->m_RenderData.discardOpacity = 0;
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g_pHyprOpenGL->m_RenderData.useNearestNeighbor = false;
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@ -84,6 +87,11 @@ void CSurfacePassElement::draw(const CRegion& damage) {
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Debug::log(TRACE, "FIXME: rendering surface with color management enabled, should apply necessary transformations");
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g_pHyprRenderer->calculateUVForSurface(data.pWindow, data.surface, data.pMonitor->self.lock(), data.mainSurface, windowBox.size(), PROJSIZEUNSCALED, MISALIGNEDFSV1);
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auto cancelRender = false;
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g_pHyprOpenGL->m_RenderData.clipRegion = visibleRegion(cancelRender);
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if (cancelRender)
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return;
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// check for fractional scale surfaces misaligning the buffer size
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// in those cases it's better to just force nearest neighbor
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// as long as the window is not animated. During those it'd look weird.
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@ -229,6 +237,48 @@ CRegion CSurfacePassElement::opaqueRegion() {
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return data.texture && data.texture->m_bOpaque ? boundingBox()->expand(-data.rounding) : CRegion{};
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}
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CRegion CSurfacePassElement::visibleRegion(bool& cancel) {
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auto PSURFACE = CWLSurface::fromResource(data.surface);
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if (!PSURFACE)
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return {};
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const auto& bufferSize = data.surface->current.bufferSize;
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auto visibleRegion = PSURFACE->m_visibleRegion.copy();
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if (visibleRegion.empty())
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return {};
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visibleRegion.intersect(CBox(Vector2D(), bufferSize));
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if (visibleRegion.empty()) {
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cancel = true;
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return visibleRegion;
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}
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// deal with any rounding errors that might come from scaling
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visibleRegion.expand(1);
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auto uvTL = g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft;
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auto uvBR = g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight;
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if (uvTL == Vector2D(-1, -1))
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uvTL = Vector2D(0, 0);
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if (uvBR == Vector2D(-1, -1))
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uvBR = Vector2D(1, 1);
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visibleRegion.translate(-uvTL * bufferSize);
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auto texBox = getTexBox();
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texBox.scale(data.pMonitor->scale);
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texBox.round();
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visibleRegion.scale((Vector2D(1, 1) / (uvBR - uvTL)) * (texBox.size() / bufferSize));
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visibleRegion.translate((data.pos + data.localPos) * data.pMonitor->scale - data.pMonitor->vecPosition);
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return visibleRegion;
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}
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void CSurfacePassElement::discard() {
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if (!g_pHyprRenderer->m_bBlockSurfaceFeedback) {
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Debug::log(TRACE, "discard for invisible surface");
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@ -57,6 +57,7 @@ class CSurfacePassElement : public IPassElement {
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virtual std::optional<CBox> boundingBox();
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virtual CRegion opaqueRegion();
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virtual void discard();
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CRegion visibleRegion(bool& cancel);
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virtual const char* passName() {
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return "CSurfacePassElement";
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