Rewrites layouts to be much smaller, and deal with much less annoying
BS. Improves the overall architecture, unifies handling of pseudotiling,
and various other improvements.
Renames `misc:new_window_takes_over_fullscreen` into
`misc:on_focus_under_fullscreen` and implements the following behavior:
- By default, when a tiling window is being focused on a workspace where
a fullscreen/maximized window exists, respect
the `misc:on_focus_under_fullscreen` config variable.
damageEntire() in CHyprdDropShadow is pretty much called per window per
frame, instead of all the PWINDOW-> virtual calls, store pos and size
once and move the duplicated code to a lambda. reducing it a bit.
shows up in profiling as minor waste.
this shows up as top contender in idle cpu usage, because decos in
animations keeps locking weak pointers to shared pointers per window per
frame when its not really needed, use weakpointers all the way and it
drops to a bottom contender. marginal gains in the big picture. but
gains is gains.
* opengl: cache viewport state
according to nvidia docs calling glViewPort unnecessarily on the same
already set viewport is wasteful and can cause state changes when not
needed. cache it in a struct and only call it when the viewport is
actually changing.
* opengl: cache glenable/gldisable state
avoid making multiple glenable/gldisable calls on already set caps, can
cause state changes and incur driver overhead.
* opengl: cache glscissor box
only call glscissor if the box actually has changed, try to avoid state
changes.
* opengl: cache gluniform calls
cache the gluniform calls, the uniform values are cached in driver per
program only the drawcalls setting the uniform yet again with the same
value on same location is causing more overhead then caching it ourself
and just no oping on it if no changes.
* shader: rewrite handling of uniforms and state
this is way faster as we don't need to mess with maps (hashing, etc) and instead can just use an array
* opengl: stuff and 300 shaders
* opengl: typo
* opengl: get the uniform locations properly
now that the legacy shaders are gone get the uniformlocations for
SKIP_CM etc, so they can be properly set and used depending on if
cm_enabled is set to false or true, before it was falling back to a
legacy shader that didnt even have those uniforms.
* opengl: check epsilon on float and remove extra glcall
seems an extra unset glcall was added, remove it. and check the float
epsilon on the glfloat.
* opengl: remove instanced shader draw
remove the instanced boolean from the vertex shader, might be neglible
differences, needs more benchmark/work to see if its even worth it.
* texture: cache texture paramaters
parameters where occasionally set twice or more on same texture, short
version wrap it and cache it. and move gpu churn to cpu churn.
add a bind/unbind to texture aswell.
* texture: use fast std::array caching
cache the texparameter values in fast array lookups
and incase we dont want it cached, apply it anyways.
* shader: fix typo and hdr typo
actually use Matrix4x2fv in the 4x2fv cache function, and send the
proper float array for hdr.
* texture: make caching not linear lookup
make caching of texture params not linear.
* minor style changes
* opengl: revert drawarrays
revert the mostly code style reduce loc change of drawarrays, and focus
on the caching. its a if else case going wrong here breaking
blur/contrast amongst others drawing.
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Co-authored-by: Vaxry <vaxry@vaxry.net>
* core: drop the legacy renderer
the legacy renderer is broken and barely used, drop it.
* Nix: drop support for legacyRenderer
---------
Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
* Groupbar: add keep_upper_gap setting to apply/remove outer gap offset to the upper side of groupbar
* Groupbar: add text_offset setting to adjust text vertical position in a group header
* window: fix resizes with an update callback
* window: fixup sendWindowSize
Remove the size argument from sendWindowSize, since it is now a member of the Window class
and we don't want any mismatches between m_vRealSize and what we report.
Remove sendWindowSize from mapWindow, since we shouldn't need it.
* window: sendWindowSize on animation begin
* window: move most calls to sendWindowSize to the animation begin
callback
* window: remove sendWindowSize in unmanaged if not fullscreen