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
26
src/render/pass/ShadowPassElement.hpp
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26
src/render/pass/ShadowPassElement.hpp
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#pragma once
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#include "PassElement.hpp"
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class CHyprDropShadowDecoration;
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class CShadowPassElement : public IPassElement {
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public:
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struct SShadowData {
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CHyprDropShadowDecoration* deco = nullptr;
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float a = 1.F;
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};
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CShadowPassElement(const SShadowData& data_);
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virtual ~CShadowPassElement() = default;
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virtual void draw(const CRegion& damage);
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virtual bool needsLiveBlur();
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virtual bool needsPrecomputeBlur();
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virtual const char* passName() {
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return "CShadowPassElement";
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}
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private:
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SShadowData data;
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};
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