Commit graph

35 commits

Author SHA1 Message Date
FrancisTheCat
9517d0eaa4
renderer: Added a pointer position uniform to the screen shader. (#10821) 2025-07-08 19:31:15 +02:00
Tom Englund
f4f090e4b2
renderer: reduce a lot of glcalls and cache various states (#10757)
* 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.

---------

Co-authored-by: Vaxry <vaxry@vaxry.net>
2025-06-25 12:42:32 +02:00
Tom Englund
04124988e8
opengl: optimize shaders and reduce unneeded drawcalls (#10364)
* opengl: remove unnecessery glflush calls

glflushing forces the driver to break batching and issue commands
prematurely and prevents optimisations like command reordering and
merging.

many glFunctions already internally glflushes and eglsync creation still
has a glflush at end render. so lets reduce the overhead of these calls.

* opengl: reduce glUseProgram calls

apitrace shows cases where the same program gets called multiple times,
add a helper function that keeps track of current program and only call
it once on same program. reduces slight overhead.

* opengl: use more efficient vertex array object

use a more modern vertex array object approach with the shaders, makes
it a onetime setup on shader creation instead of once per drawcall, also
should make the driver not have to revalidate the vertex format on each
call.
2025-05-11 18:36:20 +02:00
davc0n
22b12e3013
refactor: cshader class to sshader struct (#10324) 2025-05-08 00:07:35 +02:00
davc0n
997fefbc11
render: refactor class member vars (#10292)
* render: refactor class member vars

* render: fix clang format
2025-05-05 23:44:49 +02:00
UjinT34
49974d5e34
cm: Use precomputed primaries conversion (#9814) 2025-04-29 21:29:40 +02:00
UjinT34
7374a023ef
renderer/opengl: Extract shaders from source (#9600)
---------

Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
2025-03-29 01:19:35 +01:00
Vaxry
22154fa272 opengl: simplify cm pipeline
fixes a few mistakes, and skips the CM shader in cpu instead of adding a costly branch

ref #9641
2025-03-16 21:50:20 +00:00
UjinT34
8c97cb7858
renderer: add simple color management (#9506)
Adds proper color management and transformations for CM surfaces.
2025-03-14 00:15:18 +01:00
Pollux
a5c14370c1
renderer: Add supercircular window corners (#8943)
renderer: Add supercircular shadows and borders

config: Add rounding_power to default and example configs

rule: add `roundingpower` window rule
2025-01-05 18:38:49 +00:00
Vaxry
320144ae72
core: move colorspace handling to oklab (#8635)
* Meson: add hyprgraphics

* Nix: add hyprgraphics

* CI/setup_base: get hyprgraphics-git

---------

Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
2024-12-03 18:58:24 +00:00
Party Wumpus
293e687389
renderer: Make shader time always count from zero (#6903)
* testing out an initialtime variable

* Make time universally start at zero instead of exposing an initial time

* Appease the CI
2024-07-16 22:03:10 +02:00
JManch
1ed4f1cb25
screenshader: rename output uniform to wl_output (#4606)
* screenshader: rename output uniform to monitor

* rename to wl_output
2024-02-04 02:30:00 +00:00
Visual-Dawg
29e0a7112e
renderer: added new customization options to the blur shaders (#3650)
Adds to `decoration:blur:` `vibrancy` and `vibrancy_darkness`
2023-11-06 18:49:03 +00:00
Vaxry
73e78f05ad
Decos: Window decoration flags, shadow improvements (#3739) 2023-11-04 13:10:52 +00:00
Vaxry
6e15590e98 shaders: support changing the outer radius of borders independently 2023-10-19 14:05:02 +01:00
vaxerski
c298439433 renderer: nuke multisample_edges in favor of a faster algorithm 2023-09-30 01:41:05 +01:00
Vaxry
d96f8ff0fe
renderer: Various Blur Improvements (#2877)
* move blur to its own category

* blur improvements, contrast, brightness, noise
2023-08-03 15:11:10 +02:00
vaxerski
e43f7fc98d shader: init uniforms to -1 2023-06-14 13:29:12 +02:00
end-4
e1edfde539
Allow setting alpha value for ignorezero layer rule (#2477)
* rename ignorezero to ignorealpha

* allow setting ignorealpha value

This commit allows setting a float value (0-1) for the ignorealpha layer rule.
Does not yet have error handling; invalid ignorealpha layer rule will crash Hyprland.

* add brackets i forgot to add

* prevent crash with invalid ignorealpha value

prevents hyprland from immediately crashing with invalid ignorealpha layer rule
does not log

* don't try to set ignoreAlphaValue if alpha value not specified

* add catch to try, reintroduce ignorezero

- added catch after try cuz i was an idiot
- re-add ignorezero as an alternative to ignorealpha to not introduce a breaking change

* add logging for failed ignorealpha layer rule

* fix get ignorealpha's get VALUE

* check npos and use empty()

* rename VALUE cuz no longer const

* format Shader.hpp
2023-06-11 19:30:31 +02:00
vaxerski
7932e42507 screenshader: add output uniform 2023-06-10 16:10:26 +02:00
vaxerski
7d9977d028 debug: added manual_crash 2023-04-04 14:50:03 +01:00
vaxerski
e5870d47c7 LS: add blur and ignorezero rules 2023-03-17 23:16:13 +00:00
scorpion-26
de5f1b2a83
Optionally expose time to screen shaders (#1700)
* Optionally expose time to screen shaders

Since that collides with damage tracking, it will only be done, when
damage tracking is disabled, meaning this comes at no cost for everyone
not using time.

* Rename m_Timer to m_tGlobalTimer
2023-03-05 14:05:30 +00:00
Vaxry
98a4fa2b0d
Added clang format (#1239)
* clang-format stuff and format files
2022-12-16 17:17:31 +00:00
vaxerski
7b020ffa84 Added screen shaders 2022-12-01 13:36:07 +00:00
vaxerski
0db75852f3 fix transformed border thickness 2022-11-26 20:36:05 +00:00
vaxerski
0948b078e1 added border gradients 2022-11-26 17:57:02 +00:00
vaxerski
48eb2e0d6f Added window dimming 2022-08-30 12:46:17 +02:00
vaxerski
37442db20e destroy program in shader destructor 2022-08-11 20:33:35 +02:00
vaxerski
e56699826f Optimize shaders 2022-07-29 17:07:33 +02:00
vaxerski
a7ebf0ddc3 added CPU uniform location lookup optimization 2022-06-30 12:39:10 +02:00
vaxerski
cad71218c0 borders are now gangsta 2022-05-17 13:16:37 +02:00
vaxerski
748a787ba2 Don't blur behind opaque pixels 2022-04-17 13:15:56 +02:00
vaxerski
374491ee63 progress 2022-04-04 19:44:25 +02:00