lock: fix red screen issues with multiple monitors (#5100)
* lock: use uint64_t for iMonitorID * lock: move activateLock to onNewSessionLock * lock: add red screen fade * lock: damage when fading the red screen and delay for screencopy * lock: remove redundant scheduleFrameForMonitor
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4 changed files with 40 additions and 11 deletions
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@ -815,16 +815,23 @@ void CHyprRenderer::renderAllClientsForWorkspace(CMonitor* pMonitor, CWorkspace*
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g_pHyprOpenGL->m_RenderData.renderModif = {};
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}
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void CHyprRenderer::renderLockscreen(CMonitor* pMonitor, timespec* now) {
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void CHyprRenderer::renderLockscreen(CMonitor* pMonitor, timespec* now, const CBox& geometry) {
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TRACY_GPU_ZONE("RenderLockscreen");
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if (g_pSessionLockManager->isSessionLocked()) {
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const auto PSLS = g_pSessionLockManager->getSessionLockSurfaceForMonitor(pMonitor->ID);
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Vector2D translate = {geometry.x, geometry.y};
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float scale = (float)geometry.width / pMonitor->vecPixelSize.x;
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const auto PSLS = g_pSessionLockManager->getSessionLockSurfaceForMonitor(pMonitor->ID);
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if (!PSLS) {
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// locked with no surface, fill with red
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CBox boxe = {0, 0, INT16_MAX, INT16_MAX};
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g_pHyprOpenGL->renderRect(&boxe, CColor(1.0, 0.2, 0.2, 1.0));
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const auto ALPHA = g_pSessionLockManager->getRedScreenAlphaForMonitor(pMonitor->ID);
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CBox monbox = {translate.x, translate.y, pMonitor->vecTransformedSize.x * scale, pMonitor->vecTransformedSize.y * scale};
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g_pHyprOpenGL->renderRect(&monbox, CColor(1.0, 0.2, 0.2, ALPHA));
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if (ALPHA < 1.f) /* animate */
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damageMonitor(pMonitor);
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} else {
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renderSessionLockSurface(PSLS, pMonitor, now);
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}
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@ -1206,7 +1213,7 @@ void CHyprRenderer::renderMonitor(CMonitor* pMonitor) {
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CBox renderBox = {0, 0, (int)pMonitor->vecPixelSize.x, (int)pMonitor->vecPixelSize.y};
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renderWorkspace(pMonitor, g_pCompositor->getWorkspaceByID(pMonitor->activeWorkspace), &now, renderBox);
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renderLockscreen(pMonitor, &now);
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renderLockscreen(pMonitor, &now, renderBox);
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if (pMonitor == g_pCompositor->m_pLastMonitor) {
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g_pHyprNotificationOverlay->draw(pMonitor);
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@ -59,7 +59,7 @@ class CHyprRenderer {
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void setCursorHidden(bool hide);
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void calculateUVForSurface(CWindow*, wlr_surface*, bool main = false, const Vector2D& projSize = {}, bool fixMisalignedFSV1 = false);
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std::tuple<float, float, float> getRenderTimes(CMonitor* pMonitor); // avg max min
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void renderLockscreen(CMonitor* pMonitor, timespec* now);
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void renderLockscreen(CMonitor* pMonitor, timespec* now, const CBox& geometry);
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void setOccludedForBackLayers(CRegion& region, CWorkspace* pWorkspace);
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void setOccludedForMainWorkspace(CRegion& region, CWorkspace* pWorkspace); // TODO: merge occlusion methods
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bool canSkipBackBufferClear(CMonitor* pMonitor);
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