opengl: improve render fn arg clarity (#11286)
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3e35797b18
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11 changed files with 269 additions and 168 deletions
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@ -177,62 +177,87 @@ class CHyprOpenGLImpl {
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CHyprOpenGLImpl();
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~CHyprOpenGLImpl();
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void begin(PHLMONITOR, const CRegion& damage, CFramebuffer* fb = nullptr, std::optional<CRegion> finalDamage = {});
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void beginSimple(PHLMONITOR, const CRegion& damage, SP<CRenderbuffer> rb = nullptr, CFramebuffer* fb = nullptr);
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void end();
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struct SRectRenderData {
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const CRegion* damage = nullptr;
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int round = 0;
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float roundingPower = 2.F;
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bool blur = false;
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float blurA = 1.F;
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bool xray = false;
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};
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void renderRect(const CBox&, const CHyprColor&, int round = 0, float roundingPower = 2.0f);
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void renderRectWithBlur(const CBox&, const CHyprColor&, int round = 0, float roundingPower = 2.0f, float blurA = 1.f, bool xray = false);
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void renderRectWithDamage(const CBox&, const CHyprColor&, const CRegion& damage, int round = 0, float roundingPower = 2.0f);
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void renderTexture(SP<CTexture>, const CBox&, float a, int round = 0, float roundingPower = 2.0f, bool discardActive = false, bool allowCustomUV = false,
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GLenum wrapX = GL_CLAMP_TO_EDGE, GLenum wrapY = GL_CLAMP_TO_EDGE);
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void renderTextureWithDamage(SP<CTexture>, const CBox&, const CRegion& damage, float a, int round = 0, float roundingPower = 2.0f, bool discardActive = false,
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bool allowCustomUV = false);
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void renderTextureWithBlur(SP<CTexture>, const CBox&, float a, SP<CWLSurfaceResource> pSurface, int round = 0, float roundingPower = 2.0f, bool blockBlurOptimization = false,
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float blurA = 1.f, float overallA = 1.f, GLenum wrapX = GL_CLAMP_TO_EDGE, GLenum wrapY = GL_CLAMP_TO_EDGE);
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void renderRoundedShadow(const CBox&, int round, float roundingPower, int range, const CHyprColor& color, float a = 1.0);
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void renderBorder(const CBox&, const CGradientValueData&, int round, float roundingPower, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
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void renderBorder(const CBox&, const CGradientValueData&, const CGradientValueData&, float lerp, int round, float roundingPower, int borderSize, float a = 1.0,
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int outerRound = -1 /* use round */);
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void renderTextureMatte(SP<CTexture> tex, const CBox& pBox, CFramebuffer& matte);
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struct STextureRenderData {
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const CRegion* damage = nullptr;
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SP<CWLSurfaceResource> surface = nullptr;
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float a = 1.F;
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bool blur = false;
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float blurA = 1.F, overallA = 1.F;
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int round = 0;
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float roundingPower = 2.F;
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bool discardActive = false;
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bool allowCustomUV = false;
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bool allowDim = true;
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bool noAA = false;
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bool blockBlurOptimization = false;
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GLenum wrapX = GL_CLAMP_TO_EDGE, wrapY = GL_CLAMP_TO_EDGE;
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};
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void pushMonitorTransformEnabled(bool enabled);
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void popMonitorTransformEnabled();
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struct SBorderRenderData {
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int round = 0;
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float roundingPower = 2.F;
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int borderSize = 1;
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float a = 1.0;
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int outerRound = -1; /* use round */
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};
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void setRenderModifEnabled(bool enabled);
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void setViewport(GLint x, GLint y, GLsizei width, GLsizei height);
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void setCapStatus(int cap, bool status);
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void begin(PHLMONITOR, const CRegion& damage, CFramebuffer* fb = nullptr, std::optional<CRegion> finalDamage = {});
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void beginSimple(PHLMONITOR, const CRegion& damage, SP<CRenderbuffer> rb = nullptr, CFramebuffer* fb = nullptr);
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void end();
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void saveMatrix();
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void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
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void restoreMatrix();
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void renderRect(const CBox&, const CHyprColor&, SRectRenderData data);
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void renderTexture(SP<CTexture>, const CBox&, STextureRenderData data);
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void renderRoundedShadow(const CBox&, int round, float roundingPower, int range, const CHyprColor& color, float a = 1.0);
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void renderBorder(const CBox&, const CGradientValueData&, SBorderRenderData data);
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void renderBorder(const CBox&, const CGradientValueData&, const CGradientValueData&, float lerp, SBorderRenderData data);
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void renderTextureMatte(SP<CTexture> tex, const CBox& pBox, CFramebuffer& matte);
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void blend(bool enabled);
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void pushMonitorTransformEnabled(bool enabled);
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void popMonitorTransformEnabled();
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bool shouldUseNewBlurOptimizations(PHLLS pLayer, PHLWINDOW pWindow);
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void setRenderModifEnabled(bool enabled);
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void setViewport(GLint x, GLint y, GLsizei width, GLsizei height);
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void setCapStatus(int cap, bool status);
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void clear(const CHyprColor&);
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void clearWithTex();
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void scissor(const CBox&, bool transform = true);
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void scissor(const pixman_box32*, bool transform = true);
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void scissor(const int x, const int y, const int w, const int h, bool transform = true);
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void saveMatrix();
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void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
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void restoreMatrix();
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void destroyMonitorResources(PHLMONITORREF);
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void blend(bool enabled);
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void markBlurDirtyForMonitor(PHLMONITOR);
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bool shouldUseNewBlurOptimizations(PHLLS pLayer, PHLWINDOW pWindow);
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void preWindowPass();
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bool preBlurQueued();
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void preRender(PHLMONITOR);
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void clear(const CHyprColor&);
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void clearWithTex();
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void scissor(const CBox&, bool transform = true);
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void scissor(const pixman_box32*, bool transform = true);
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void scissor(const int x, const int y, const int w, const int h, bool transform = true);
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void saveBufferForMirror(const CBox&);
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void renderMirrored();
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void destroyMonitorResources(PHLMONITORREF);
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void applyScreenShader(const std::string& path);
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void markBlurDirtyForMonitor(PHLMONITOR);
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void bindOffMain();
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void renderOffToMain(CFramebuffer* off);
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void bindBackOnMain();
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void preWindowPass();
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bool preBlurQueued();
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void preRender(PHLMONITOR);
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void saveBufferForMirror(const CBox&);
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void renderMirrored();
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void applyScreenShader(const std::string& path);
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void bindOffMain();
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void renderOffToMain(CFramebuffer* off);
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void bindBackOnMain();
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SP<CTexture> loadAsset(const std::string& file);
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SP<CTexture> renderText(const std::string& text, CHyprColor col, int pt, bool italic = false, const std::string& fontFamily = "", int maxWidth = 0, int weight = 400);
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@ -363,12 +388,15 @@ class CHyprOpenGLImpl {
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void passCMUniforms(SShader&, const NColorManagement::SImageDescription& imageDescription, const NColorManagement::SImageDescription& targetImageDescription,
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bool modifySDR = false, float sdrMinLuminance = -1.0f, int sdrMaxLuminance = -1);
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void passCMUniforms(SShader&, const NColorManagement::SImageDescription& imageDescription);
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void renderTextureInternalWithDamage(SP<CTexture>, const CBox& box, float a, const CRegion& damage, int round = 0, float roundingPower = 2.0f, bool discardOpaque = false,
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bool noAA = false, bool allowCustomUV = false, bool allowDim = false, GLenum wrapX = GL_CLAMP_TO_EDGE, GLenum wrapY = GL_CLAMP_TO_EDGE);
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void renderTexturePrimitive(SP<CTexture> tex, const CBox& box);
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void renderSplash(cairo_t* const, cairo_surface_t* const, double offset, const Vector2D& size);
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void renderTexturePrimitive(SP<CTexture> tex, const CBox& box);
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void renderSplash(cairo_t* const, cairo_surface_t* const, double offset, const Vector2D& size);
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void renderRectInternal(const CBox&, const CHyprColor&, const SRectRenderData& data);
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void renderRectWithBlurInternal(const CBox&, const CHyprColor&, const SRectRenderData& data);
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void renderRectWithDamageInternal(const CBox&, const CHyprColor&, const SRectRenderData& data);
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void renderTextureInternal(SP<CTexture>, const CBox&, const STextureRenderData& data);
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void renderTextureWithBlurInternal(SP<CTexture>, const CBox&, const STextureRenderData& data);
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void preBlurForCurrentMonitor();
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void preBlurForCurrentMonitor();
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friend class CHyprRenderer;
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friend class CTexPassElement;
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