touch up the clang format and format all files
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3e2785b970
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4fd90144d1
15 changed files with 337 additions and 328 deletions
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@ -467,8 +467,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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static auto* const PDIMINACTIVE = &g_pConfigManager->getConfigValuePtr("decoration:dim_inactive")->intValue;
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// get transform
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const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform);
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float matrix[9];
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const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform);
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float matrix[9];
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wlr_matrix_project_box(matrix, pBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
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float glMatrix[9];
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@ -605,7 +605,7 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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static auto* const PBLURPASSES = &g_pConfigManager->getConfigValuePtr("decoration:blur_passes")->intValue;
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// prep damage
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pixman_region32_t damage;
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pixman_region32_t damage;
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pixman_region32_init(&damage);
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pixman_region32_copy(&damage, originalDamage);
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wlr_region_transform(&damage, &damage, wlr_output_transform_invert(m_RenderData.pMonitor->transform), m_RenderData.pMonitor->vecTransformedSize.x,
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@ -619,7 +619,7 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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CFramebuffer* currentRenderToFB = &m_RenderData.pCurrentMonData->primaryFB;
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// declare the draw func
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auto drawPass = [&](CShader* pShader, pixman_region32_t* pDamage) {
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auto drawPass = [&](CShader* pShader, pixman_region32_t* pDamage) {
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if (currentRenderToFB == PMIRRORFB)
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PMIRRORSWAPFB->bind();
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else
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@ -823,7 +823,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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static auto* const PBLURXRAY = &g_pConfigManager->getConfigValuePtr("decoration:blur_xray")->intValue;
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// make a damage region for this window
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pixman_region32_t damage;
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pixman_region32_t damage;
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pixman_region32_init(&damage);
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pixman_region32_intersect_rect(&damage, m_RenderData.pDamage, pBox->x, pBox->y, pBox->width, pBox->height); // clip it to the box
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@ -902,7 +902,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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// stencil done. Render everything.
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wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y};
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wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y};
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// render our great blurred FB
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static auto* const PBLURIGNOREOPACITY = &g_pConfigManager->getConfigValuePtr("decoration:blur_ignore_opacity")->intValue;
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m_bEndFrame = true; // fix transformed
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@ -1219,7 +1219,7 @@ void CHyprOpenGLImpl::renderSnapshot(CWindow** pWindow) {
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wlr_box windowBox;
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// some mafs to figure out the correct box
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// the originalClosedPos is relative to the monitor's pos
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Vector2D scaleXY = Vector2D((PMONITOR->scale * PWINDOW->m_vRealSize.vec().x / (PWINDOW->m_vOriginalClosedSize.x * PMONITOR->scale)),
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Vector2D scaleXY = Vector2D((PMONITOR->scale * PWINDOW->m_vRealSize.vec().x / (PWINDOW->m_vOriginalClosedSize.x * PMONITOR->scale)),
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(PMONITOR->scale * PWINDOW->m_vRealSize.vec().y / (PWINDOW->m_vOriginalClosedSize.y * PMONITOR->scale)));
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windowBox.width = PMONITOR->vecTransformedSize.x * scaleXY.x;
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@ -1394,7 +1394,7 @@ void CHyprOpenGLImpl::createBGTextureForMonitor(CMonitor* pMonitor) {
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static auto* const PNOSPLASH = &g_pConfigManager->getConfigValuePtr("misc:disable_splash_rendering")->intValue;
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// release the last tex if exists
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const auto PTEX = &m_mMonitorBGTextures[pMonitor];
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const auto PTEX = &m_mMonitorBGTextures[pMonitor];
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PTEX->destroyTexture();
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PTEX->allocate();
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@ -38,15 +38,15 @@ struct SMonitorRenderData {
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wlr_box backgroundTexBox;
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// Shaders
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bool m_bShadersInitialized = false;
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CShader m_shQUAD;
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CShader m_shRGBA;
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CShader m_shRGBX;
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CShader m_shEXT;
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CShader m_shBLUR1;
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CShader m_shBLUR2;
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CShader m_shSHADOW;
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CShader m_shBORDER1;
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bool m_bShadersInitialized = false;
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CShader m_shQUAD;
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CShader m_shRGBA;
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CShader m_shRGBX;
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CShader m_shEXT;
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CShader m_shBLUR1;
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CShader m_shBLUR2;
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CShader m_shSHADOW;
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CShader m_shBORDER1;
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//
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};
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@ -143,13 +143,13 @@ class CHyprOpenGLImpl {
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void initShaders();
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// returns the out FB, can be either Mirror or MirrorSwap
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CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
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CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool noAA = false,
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bool allowCustomUV = false, bool allowDim = false);
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void renderSplash(cairo_t* const, cairo_surface_t* const, double);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool noAA = false,
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bool allowCustomUV = false, bool allowDim = false);
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void renderSplash(cairo_t* const, cairo_surface_t* const, double);
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void preBlurForCurrentMonitor();
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void preBlurForCurrentMonitor();
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friend class CHyprRenderer;
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};
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@ -3,7 +3,7 @@
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#include <string>
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inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
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return R"#(
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return R"#(
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// branchless baby!
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highp vec2 pixCoord = vec2(gl_FragCoord);
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@ -30,7 +30,8 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar
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distances /= 4.0;
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)#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
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)#" +
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colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
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}
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}
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@ -66,7 +67,8 @@ void main() {
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vec4 pixColor = v_color;
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if (radius > 0.0) {
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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}
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gl_FragColor = pixColor;
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@ -114,7 +116,8 @@ void main() {
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pixColor[2] = pixColor[2] * tint[2];
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}
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
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})#";
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@ -149,7 +152,8 @@ void main() {
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pixColor[2] = pixColor[2] * tint[2];
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}
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
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})#";
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@ -234,7 +238,8 @@ void main() {
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pixColor[2] = pixColor[2] * tint[2];
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}
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
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}
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