Renderer: rewrite render scheduling (#8683)
This rewrites renderer scheduling. Occlusion is now unified in a new Pass type.
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42 changed files with 1576 additions and 775 deletions
19
src/render/pass/ShadowPassElement.cpp
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19
src/render/pass/ShadowPassElement.cpp
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#include "ShadowPassElement.hpp"
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#include "../OpenGL.hpp"
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#include "../decorations/CHyprDropShadowDecoration.hpp"
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CShadowPassElement::CShadowPassElement(const CShadowPassElement::SShadowData& data_) : data(data_) {
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;
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}
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void CShadowPassElement::draw(const CRegion& damage) {
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data.deco->render(g_pHyprOpenGL->m_RenderData.pMonitor.lock(), data.a);
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}
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bool CShadowPassElement::needsLiveBlur() {
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return false;
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}
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bool CShadowPassElement::needsPrecomputeBlur() {
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return false;
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}
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