renderer: shader variants refactor (#13434)
Part 0 of renderer reworks.
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62 changed files with 1952 additions and 1472 deletions
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@ -162,8 +162,9 @@ void CScreenshareFrame::renderMonitor() {
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if (!g_pHyprOpenGL->m_monitorRenderResources.contains(PMONITOR))
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return; // wtf?
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auto TEXTURE = g_pHyprOpenGL->m_monitorRenderResources[PMONITOR].monitorMirrorFB.getTexture();
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auto TEXTURE = g_pHyprOpenGL->m_monitorRenderResources[PMONITOR].monitorMirrorFB.getTexture();
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const bool IS_CM_AWARE = PROTO::colorManagement && PROTO::colorManagement->isClientCMAware(m_session->m_client);
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g_pHyprOpenGL->m_renderData.transformDamage = false;
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g_pHyprOpenGL->m_renderData.noSimplify = true;
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@ -173,7 +174,11 @@ void CScreenshareFrame::renderMonitor() {
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.translate(-m_session->m_captureBox.pos()); // vvvv kinda ass-backwards but that's how I designed the renderer... sigh.
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g_pHyprOpenGL->pushMonitorTransformEnabled(true);
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g_pHyprOpenGL->setRenderModifEnabled(false);
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g_pHyprOpenGL->renderTexturePrimitive(TEXTURE, monbox);
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g_pHyprOpenGL->renderTexture(TEXTURE, monbox,
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{
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.cmBackToSRGB = !IS_CM_AWARE,
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.cmBackToSRGBSource = !IS_CM_AWARE ? PMONITOR : nullptr,
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});
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g_pHyprOpenGL->setRenderModifEnabled(true);
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g_pHyprOpenGL->popMonitorTransformEnabled();
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