core: optimize some common branches

This commit is contained in:
Vaxry 2026-01-16 16:40:48 +01:00
parent 2e697ce2bf
commit eff484b96c
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GPG key ID: 665806380871D640
3 changed files with 22 additions and 22 deletions

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@ -770,29 +770,29 @@ void CHyprOpenGLImpl::end() {
TRACY_GPU_ZONE("RenderEnd");
// end the render, copy the data to the main framebuffer
if (m_offloadedFramebuffer) {
if LIKELY (m_offloadedFramebuffer) {
m_renderData.damage = m_renderData.finalDamage;
pushMonitorTransformEnabled(true);
CBox monbox = {0, 0, m_renderData.pMonitor->m_transformedSize.x, m_renderData.pMonitor->m_transformedSize.y};
if (g_pHyprRenderer->m_renderMode == RENDER_MODE_NORMAL && m_renderData.mouseZoomFactor == 1.0f)
if LIKELY (g_pHyprRenderer->m_renderMode == RENDER_MODE_NORMAL && m_renderData.mouseZoomFactor == 1.0f)
m_renderData.pMonitor->m_zoomController.m_resetCameraState = true;
m_renderData.pMonitor->m_zoomController.applyZoomTransform(monbox, m_renderData);
m_applyFinalShader = !m_renderData.blockScreenShader;
if (m_renderData.mouseZoomUseMouse && *PZOOMDISABLEAA)
if UNLIKELY (m_renderData.mouseZoomFactor != 1.F && m_renderData.mouseZoomUseMouse && *PZOOMDISABLEAA)
m_renderData.useNearestNeighbor = true;
// copy the damaged areas into the mirror buffer
// we can't use the offloadFB for mirroring, as it contains artifacts from blurring
if (!m_renderData.pMonitor->m_mirrors.empty() && !m_fakeFrame)
if UNLIKELY (!m_renderData.pMonitor->m_mirrors.empty() && !m_fakeFrame)
saveBufferForMirror(monbox);
m_renderData.outFB->bind();
blend(false);
if (m_finalScreenShader->program() < 1 && !g_pHyprRenderer->m_crashingInProgress)
if LIKELY (m_finalScreenShader->program() < 1 && !g_pHyprRenderer->m_crashingInProgress)
renderTexturePrimitive(m_renderData.pCurrentMonData->offloadFB.getTexture(), monbox);
else
renderTexture(m_renderData.pCurrentMonData->offloadFB.getTexture(), monbox, {});
@ -827,13 +827,13 @@ void CHyprOpenGLImpl::end() {
// if we dropped to offMain, release it now.
// if there is a plugin constantly using it, this might be a bit slow,
// but I haven't seen a single plugin yet use these, so it's better to drop a bit of vram.
if (m_renderData.pCurrentMonData->offMainFB.isAllocated())
if UNLIKELY (m_renderData.pCurrentMonData->offMainFB.isAllocated())
m_renderData.pCurrentMonData->offMainFB.release();
// check for gl errors
const GLenum ERR = glGetError();
if (ERR == GL_CONTEXT_LOST) /* We don't have infra to recover from this */
if UNLIKELY (ERR == GL_CONTEXT_LOST) /* We don't have infra to recover from this */
RASSERT(false, "glGetError at Opengl::end() returned GL_CONTEXT_LOST. Cannot continue until proper GPU reset handling is implemented.");
}
@ -3076,7 +3076,7 @@ UP<CEGLSync> CEGLSync::create() {
EGLSyncKHR sync = g_pHyprOpenGL->m_proc.eglCreateSyncKHR(g_pHyprOpenGL->m_eglDisplay, EGL_SYNC_NATIVE_FENCE_ANDROID, nullptr);
if (sync == EGL_NO_SYNC_KHR) {
if UNLIKELY (sync == EGL_NO_SYNC_KHR) {
Log::logger->log(Log::ERR, "eglCreateSyncKHR failed");
return nullptr;
}
@ -3085,7 +3085,7 @@ UP<CEGLSync> CEGLSync::create() {
glFlush();
int fd = g_pHyprOpenGL->m_proc.eglDupNativeFenceFDANDROID(g_pHyprOpenGL->m_eglDisplay, sync);
if (fd == EGL_NO_NATIVE_FENCE_FD_ANDROID) {
if UNLIKELY (fd == EGL_NO_NATIVE_FENCE_FD_ANDROID) {
Log::logger->log(Log::ERR, "eglDupNativeFenceFDANDROID failed");
return nullptr;
}
@ -3099,10 +3099,10 @@ UP<CEGLSync> CEGLSync::create() {
}
CEGLSync::~CEGLSync() {
if (m_sync == EGL_NO_SYNC_KHR)
if UNLIKELY (m_sync == EGL_NO_SYNC_KHR)
return;
if (g_pHyprOpenGL && g_pHyprOpenGL->m_proc.eglDestroySyncKHR(g_pHyprOpenGL->m_eglDisplay, m_sync) != EGL_TRUE)
if UNLIKELY (g_pHyprOpenGL && g_pHyprOpenGL->m_proc.eglDestroySyncKHR(g_pHyprOpenGL->m_eglDisplay, m_sync) != EGL_TRUE)
Log::logger->log(Log::ERR, "eglDestroySyncKHR failed");
}