Commit graph

1322 commits

Author SHA1 Message Date
Vaxry
eff484b96c
core: optimize some common branches 2026-01-16 16:40:48 +01:00
UjinT34
e0cf88809d
protocols/cm: Fix image description info events (#12781)
* fix image description info events

* always send some target primaries

* set edid values as target primaries and luminances

* init monitor image description

* set default luminances for tf

* fix BT1886 luminances

* fix mastering values and overrides

* set maxCLL & maxFALL

* typo

* add FALL & CLL to preferred HDR image description

* fix ref luminances
2026-01-13 16:44:36 +01:00
Tom Englund
e43f949f8a
shm: ensure we use right gl unpack alignment (#12975)
gl defaults to 4 and not all formats is divisible with 4 meaning its
going to pad out ouf bounds and cause issues. check if the stride is
divisible with 4 otherwise set it to 1, aka disable it.

GL_UNPACK_ALIGNMENT only takes 1,2,4,8 but formats like RGB888 has
bytesPerBlock 3.
2026-01-13 16:42:31 +01:00
Tom Englund
5e18111121
renderer: shader code refactor (#12926)
* shader: begin the shader refactor

make SShader a class and rename it to CShader, move createprogram,
compileshader, logshadererror to CShader.

* shader: move uniform creation to CShader

move uniform creation to CShader, reduces tons of duplicated effort,
however forcing uniform names to be same in all shaders.

* shader: move to array based frag handling

use an array with an enum so it gets easier dealing with multiple
shaders, move creating program to a for loop and array, reduces line of
code a lot.

* shader: use shared ptr for frags

with smart pointers we can now rename useProgram to useShader and return
the shader directly, means only place we have to decide the shader frag
is when calling useShader. easier for future shader splitting to reduce
branching.

* shader: move unneded public members to private

move structs and uniforms to private add a get/set for initialtime
and add a getUniformLocation to make the code tell what its doing,
instead of direct array getting when all we wanted to get was its value,
also limits the setting of uniformLocations to the createProgram as it should
be.

* shader: fix style nits

set first enum member to 0 , remove extra {}

* shader: dont show a failed notif on success

the logic got inverted in the refactor here.

* shader: split CM shader to rgba/rgbx variants

split shader to rgba/rgbx variants, use bool, and reduce branching.

* shader: split up blurprepare CM and non CM

split up blurprepare, remove skipcm, move gain to gain.glsl.
remove ternary operator and reduce branching by using step() and mix()
use vec3 for gain, make brightness a cheap mulitplication with max.

* shader: split up border to CM/noncm variants

splitup border shader to CM/noncm variant, move common used things to
border.glsl , there is room for optimisations here but its a complex
shader im putting it for future PR.

* shader: touchup blurfinish

make brightness a cheap multiplication instead of branching.
mod is redundant, fract in hash already returns a value in [0.0, 1.0]
2026-01-12 18:27:16 +01:00
zacoons
8f8b31e7a6
decoration: take desiredExtents on all sides into account (#12935) 2026-01-10 20:53:57 +01:00
John Mylchreest
5b1b79c29c
fix: handle fullscreen windows on special workspaces (#12851)
* fix: handle fullscreen windows on special workspaces

inFullscreenMode() only checked m_activeWorkspace, missing fullscreen
windows on special workspaces. This caused crashes and incorrect
behavior when fullscreen windows were on special workspaces.

Changes:
- inFullscreenMode() now checks special workspace first since it
  renders on top of regular workspaces
- Added getFullscreenWindow() helper to safely get fullscreen window
  from either active or special workspace
- Updated callers (shouldSkipScheduleFrameOnMouseEvent, Renderer,
  getFSImageDescription) to use the new helper
- Reset m_aboveFullscreen for layer surfaces when opening, closing,
  or stealing special workspaces between monitors

* test: add special workspace fullscreen detection tests

Add tests for the new special workspace fullscreen handling introduced
in the previous commit. The tests cover:

1. Fullscreen detection on special workspace - verifies that a window
   made fullscreen on a special workspace is correctly detected

2. Special workspace fullscreen precedence - verifies that when both
   regular and special workspaces have fullscreen windows, the special
   workspace window can be focused when the special workspace is opened

3. Toggle special workspace behavior - verifies that toggling the
   special workspace off properly hides it and returns focus to the
   regular workspace's fullscreen window

These tests exercise the key code paths modified in the fix:
- inFullscreenMode() checking special workspace first
- getFullscreenWindow() helper returning correct window
- Layer surface m_aboveFullscreen reset on special workspace toggle
2026-01-08 22:27:00 +01:00
Tom Englund
918e2bb9be
renderer/gl: add internal gl formats and reduce internal driver format conversions (#12879)
* format: add internal formats for drm formats

cross referenced with weston and added internal formats and types for a
lot of missing ones. also added a isFormatYUV helper.

* framebuffer: ensure we use right internalformat

ensure we use the right internal format to avoid internal driver
blitting, also since we only attach the GL_STENCIL_ATTACHMENT we might
just aswell only use the GL_STENCIL_INDEX8 to not confuse drivers that
we want a depth aswell.

* texture: use external on yuv or non linear mods

using external makes us use the gpu's internal detiler.
and this is makes intel a lot happier then having to format convert it
to a linear format internally.

* shaders: add external support to CM frag

add external support to CM frag, and correct ext.frag typo.

* formats: remove duplicates and fix a typo in cm.frag

remove duplicate formats and a typo in cm.frag

* formats: add swizzle logic to all formats

add swizzle logic from weston for all formats and use it in shm texture
paths.

* format: more format changes

use monitor drm format instead of forcing something different.

* shader: remove external from cm.frag

drivers want this resolved at compiletime cant use both
samplerExternalOES and sampler2d and then runtime branch it.

* screencopy: swizzle textures in screencopy

swizzle textures in screencopy, to get the right colors when copying.

* screencopy: restore old behaviour

try restore old behaviour before the gles3 format changes.
glReadPixels had the wrong format, so i went to far trying to mitigate
it. should be like before now.
2026-01-07 19:53:42 +01:00
wbg
a383ca1866
groupbar: added group:groupbar:text_padding (#12818)
Co-authored-by: Roman Weinberger // ACL <roman.weinberger@acl.at>
2026-01-07 16:52:02 +01:00
Vaxry
6fce2d7288
renderer/opengl: invalidate intermediate FBs post render, avoid stencil if possible (#12848) 2026-01-05 22:37:54 +01:00
Tom Englund
0b3b012817
framebuffer: revert viewport (#12842)
to much stuff are relying on the viewport being set like this, just
revert it to not regress further. this needs a overhaul.
2026-01-04 11:44:19 +01:00
Tom Englund
17bc3b83db
renderer/fb: dont forget to set m_drmFormat (#12833)
fab3370 accidently removed the setting of m_drmFormat, causing it to
think format changed on each alloc.
2026-01-03 16:48:43 +01:00
Tom Englund
fab3370254
renderer: minor framebuffer and renderbuffer changes (#12831)
* framebuffer: dont release if format or size changes

we dont have to release and recreate both the texture and framebuffer if
size or format changes, we can just bind the texture and call glTexImage2D
with the new format and size.

* framebuffer: set the alloced viewport size

if monitor size mismatch with the allocated m_size its going to set a
mismatched viewport and cause rendering issues. and if they are
mismatching there is a missing alloc call.

* renderbuffer: cleanup unneded binds

the renderbuffer is attached to the fbo and trying to rebind it in
bind() is causing unnecessery state changes, just bind the fbo.

add safeguard in the destructor, the constructor can return early on
failure and leave m_rbo empty or m_image as EGL_NO_IMAGE_KHR.
2026-01-03 15:13:01 +01:00
Vaxry
610c59dc34
opengl: properly combine transforms in renderTexture
ref #12666
2025-12-27 20:18:57 +01:00
UjinT34
6d3b17ee83
render/cm: various updates, remove old protocols (#12693)
* fix named primaries

* default to gamma22

* mark mastering primaries as supported

* remove xx-cm and frog support

* immutable primaries and image descriptions

* clang-format
2025-12-27 18:01:46 +01:00
Vaxry
42447a50d6
rules/windowRuleApplicator: fix min/max size effects (#12491)
fixes #12412
2025-12-27 12:43:45 +01:00
fuyu147
315806f598
tablet: added option to hide cursor (#12525) 2025-12-19 16:14:22 +00:00
Vaxry
6175ecd4c4
debug: move to hyprutils' logger (#12673) 2025-12-18 17:23:24 +00:00
jmanc3
e4a8f2b14f
renderer: add zoom with detached camera (#12548) 2025-12-14 19:42:02 +00:00
Dominick DiMaggio
5700736505
cm: handle CM for SDR content with cm=hdr, cm_sdr_eotf=2 (#12127) 2025-12-11 23:50:57 +00:00
Vaxry
5dd224805d
desktop/view: use aliveAndVisible for most things (#12631) 2025-12-11 16:29:26 +00:00
Tom Englund
3cf6dfd7e6
opengl: default initialize m_capStatus (#12619)
ubsan reports under wonky situation a runtime error of uninitialized
value lookups because of m_capStatus isnt initialized. so default
initialize it.

OpenGL.cpp:3331:26: runtime error: load of value 190, which is not a valid value for type 'bool'
2025-12-11 00:32:11 +00:00
Vaxry
920353370b
desktop: cleanup, unify desktop elements as views (#12563) 2025-12-08 15:04:40 +00:00
byddha
916e5d1aea
renderer/cm: make needsHDRupdate per-monitor state (#12564)
Co-authored-by: drzbida <55928036+drzbida@users.noreply.github.com>
2025-12-07 20:47:27 +00:00
Dominick DiMaggio
532ca053d6
renderer/cm: higher-quality tonemapping (#12204) 2025-12-07 17:58:49 +00:00
Vaxry
b8bb5e9bde
renderer: avoid crash on arrangeLayers for an empty mon 2025-12-06 11:34:04 +00:00
Vaxry
9264436f35
desktop: rewrite reserved area handling + improve tests (#12383) 2025-12-05 14:16:22 +00:00
jmanc3
38f912c401
renderer: remove unnecessary assert from renderRoundedShadow (#12540) 2025-12-04 18:03:12 +00:00
EvilLary
f11cf6f1de
renderer: fix uv sufrace calc with scales < 1 (#12481) 2025-11-29 21:16:49 +00:00
Nikolai Nechaev
40d8fa8491
compositor: Configurable behavior when window to be focused conflicts with fullscreen (#12033)
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.
2025-11-25 22:44:26 +00:00
Vaxry
fe6a855bbb
renderer: stop looping over null texture surfaces (#12446)
fixes #12445
2025-11-24 23:48:18 +00:00
bea4dev
2b0fd417d3
animation: improve animations on multi refresh rate monitors (#12418) 2025-11-23 15:48:15 +00:00
Vaxry
abb2f7ee6f
renderer: fix render_unfocused 2025-11-21 18:48:45 +00:00
Vaxry
c2670e9ab9
windowrules: rewrite completely (#12269)
Reworks the window rule syntax completely

---------

Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
2025-11-17 18:34:02 +00:00
Jochim
e354066945
groupbar: fix rounding logic for edge cases (#12366) 2025-11-17 12:13:29 +00:00
bea4dev
7910bc42af
renderer: fix fractional scale artifacts (#12287) 2025-11-16 21:17:05 +00:00
Vaxry
e616e595ae
i18n: init localization for ANR, Permissions and Notifications (#12316)
Adds localization support for en, it, pl and jp

---------

Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
Co-authored-by: Aaron Blasko <blaskoazzolaaaron@gmail.com>
2025-11-16 14:51:14 +00:00
Jochim
cb47eb1d11
deco/groupbar: add groupbar blur (#12310) 2025-11-16 12:23:45 +00:00
UjinT34
fd50e78bc9
render/cm: change non_shader_cm ignore behavior and set default to it (#12210) 2025-11-07 15:58:25 +00:00
Dominick DiMaggio
3fc8cb828c
cm: follow preferred srgb eotf for screencopy (#12230) 2025-11-07 14:02:26 +00:00
bea4dev
ca4b68e425
renderer: fix fractional scale artifact (#12219) 2025-11-06 19:18:16 +00:00
Dominick DiMaggio
ff50dc36e9
renderer/cm: allow gamma 2.2 instead of sRGB EOTF (#12094) 2025-10-29 12:53:42 +00:00
Vaxry
b186d3bf1b
pass/surface: check for LS size anim for misaligned fractional 2025-10-27 17:22:04 +00:00
Tom Englund
6ea4769b39
EGL: minor egl changes (#12132)
* opengl: use EGLint and we dont have to cast data

use EGLint in the attrib array and we dont have to cast the resulting
data.

* opengl: add linear to correct vector

drop empty check, what if we get mods that isnt linear. then it wont be
added, also add it to the result vector that we actually return.
2025-10-25 20:36:02 +01:00
ccos89
b10b966000
screencopy: fix missing XBGR2101010 format with screencopy_force_8b (#12125)
Adds missing DRM_FORMAT_XBGR2101010 to screencopy_force_8b that leads to
"no more input formats" Pipewire error for monitors set to 10-bit color
depth/where currentFormat is XBGR2101010.

Fixes implementation of #11623
Fixes hyprwm/xdg-desktop-portal-hyprland#270
Fixes hyprwm/xdg-desktop-portal-hyprland#102
2025-10-25 11:57:46 +01:00
Filip Mikina
34812c33db
hyprctl: include color management presets and sdr information (#12019)
* move string parsing for eCMType to its own namespace, similar to how
`src/protocols/types/ContentType.cpp` is done
* expose cm type and sdr settings in `hyprctl monitors`, format floats
to .2f
2025-10-24 20:18:39 +01:00
Mozzarella32
46dab01bcc
renderer: add more uniforms to the screen shader (#11986)
These are: pointer_shape from the cursor-shape-v1 protocol prepared for v2, along with left_ptr...bottom_right_corner and killing (Hyprland specific)
           pointer_shape_previous with
           pointer_switch_time to blend between shapes
           pointer_size scaled size as used by the normal cursor
           pointer_pressed_positions[32] with
           pointer_pressed_times[32] and
           pointer_pressed_killed(32 bits) for click/touch animations and if they killed something
           pointer_inactive_timeout with
           pointer_last_active to smoothly fade the pointer out
           pointer_hidden to hide it when the cursor is hidden (excluding by cursor:invisible as this config value can be used to turn off the normal cursor, which is useful when drawing it with the screen shader)
2025-10-20 12:22:50 +01:00
Vaxry
ba077d8ff0
renderer: clean up surface UV size calcs, fix issues (#12070) 2025-10-19 02:56:55 +02:00
Mozzarella32
6607c6440d
renderer: add 1fv and 2fv uniform support (#12080) 2025-10-18 13:34:33 +02:00
Vaxry
e40873be51
renderer: add cursor:zoom_disable_aa for controlling AA on zoom (#12025) 2025-10-15 14:08:34 +02:00
Vaxry
60529e810d
renderer: round box in damageBox 2025-10-15 00:37:07 +01:00