#include "SurfacePassElement.hpp" #include "../OpenGL.hpp" #include "../../desktop/WLSurface.hpp" #include "../../desktop/Window.hpp" #include "../../protocols/core/Compositor.hpp" #include "../../protocols/DRMSyncobj.hpp" #include "../../managers/input/InputManager.hpp" #include "../Renderer.hpp" #include #include #include using namespace Hyprutils::Utils; CSurfacePassElement::CSurfacePassElement(const CSurfacePassElement::SRenderData& data_) : data(data_) { ; } void CSurfacePassElement::draw(const CRegion& damage) { g_pHyprOpenGL->m_RenderData.currentWindow = data.pWindow; g_pHyprOpenGL->m_RenderData.surface = data.surface; g_pHyprOpenGL->m_RenderData.currentLS = data.pLS; g_pHyprOpenGL->m_RenderData.clipBox = data.clipBox; g_pHyprOpenGL->m_RenderData.discardMode = data.discardMode; g_pHyprOpenGL->m_RenderData.discardOpacity = data.discardOpacity; g_pHyprOpenGL->m_RenderData.useNearestNeighbor = data.useNearestNeighbor; g_pHyprOpenGL->m_bEndFrame = data.flipEndFrame; CScopeGuard x = {[]() { g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(-1, -1); g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1); g_pHyprOpenGL->m_RenderData.useNearestNeighbor = false; g_pHyprOpenGL->m_RenderData.clipBox = {}; g_pHyprOpenGL->m_RenderData.clipRegion = {}; g_pHyprOpenGL->m_RenderData.discardMode = 0; g_pHyprOpenGL->m_RenderData.discardOpacity = 0; g_pHyprOpenGL->m_RenderData.useNearestNeighbor = false; g_pHyprOpenGL->m_bEndFrame = false; g_pHyprOpenGL->m_RenderData.currentWindow.reset(); g_pHyprOpenGL->m_RenderData.surface.reset(); g_pHyprOpenGL->m_RenderData.currentLS.reset(); }}; if (!data.texture) return; const auto& TEXTURE = data.texture; // this is bad, probably has been logged elsewhere. Means the texture failed // uploading to the GPU. if (!TEXTURE->m_iTexID) return; const auto INTERACTIVERESIZEINPROGRESS = data.pWindow && g_pInputManager->m_currentlyDraggedWindow && g_pInputManager->m_dragMode == MBIND_RESIZE; TRACY_GPU_ZONE("RenderSurface"); auto PSURFACE = CWLSurface::fromResource(data.surface); const float ALPHA = data.alpha * data.fadeAlpha * (PSURFACE ? PSURFACE->m_alphaModifier : 1.F); const float OVERALL_ALPHA = PSURFACE ? PSURFACE->m_overallOpacity : 1.F; const bool BLUR = data.blur && (!TEXTURE->m_bOpaque || ALPHA < 1.F || OVERALL_ALPHA < 1.F); auto windowBox = getTexBox(); const auto PROJSIZEUNSCALED = windowBox.size(); windowBox.scale(data.pMonitor->m_scale); windowBox.round(); if (windowBox.width <= 1 || windowBox.height <= 1) { discard(); return; } const bool MISALIGNEDFSV1 = std::floor(data.pMonitor->m_scale) != data.pMonitor->m_scale /* Fractional */ && data.surface->m_current.scale == 1 /* fs protocol */ && windowBox.size() != data.surface->m_current.bufferSize /* misaligned */ && DELTALESSTHAN(windowBox.width, data.surface->m_current.bufferSize.x, 3) && DELTALESSTHAN(windowBox.height, data.surface->m_current.bufferSize.y, 3) /* off by one-or-two */ && (!data.pWindow || (!data.pWindow->m_realSize->isBeingAnimated() && !INTERACTIVERESIZEINPROGRESS)) /* not window or not animated/resizing */; if (data.surface->m_colorManagement.valid()) Debug::log(TRACE, "FIXME: rendering surface with color management enabled, should apply necessary transformations"); g_pHyprRenderer->calculateUVForSurface(data.pWindow, data.surface, data.pMonitor->m_self.lock(), data.mainSurface, windowBox.size(), PROJSIZEUNSCALED, MISALIGNEDFSV1); auto cancelRender = false; g_pHyprOpenGL->m_RenderData.clipRegion = visibleRegion(cancelRender); if (cancelRender) return; // check for fractional scale surfaces misaligning the buffer size // in those cases it's better to just force nearest neighbor // as long as the window is not animated. During those it'd look weird. // UV will fixup it as well if (MISALIGNEDFSV1) g_pHyprOpenGL->m_RenderData.useNearestNeighbor = true; float rounding = data.rounding; float roundingPower = data.roundingPower; rounding -= 1; // to fix a border issue if (data.dontRound) { rounding = 0; roundingPower = 2.0f; } const bool WINDOWOPAQUE = data.pWindow && data.pWindow->m_wlSurface->resource() == data.surface ? data.pWindow->opaque() : false; const bool CANDISABLEBLEND = ALPHA >= 1.f && OVERALL_ALPHA >= 1.f && rounding == 0 && WINDOWOPAQUE; if (CANDISABLEBLEND) g_pHyprOpenGL->blend(false); else g_pHyprOpenGL->blend(true); // FIXME: This is wrong and will bug the blur out as shit if the first surface // is a subsurface that does NOT cover the entire frame. In such cases, we probably should fall back // to what we do for misaligned surfaces (blur the entire thing and then render shit without blur) if (data.surfaceCounter == 0 && !data.popup) { if (BLUR) g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, windowBox, ALPHA, data.surface, rounding, roundingPower, data.blockBlurOptimization, data.fadeAlpha, OVERALL_ALPHA); else g_pHyprOpenGL->renderTexture(TEXTURE, windowBox, ALPHA * OVERALL_ALPHA, rounding, roundingPower, false, true); } else { if (BLUR && data.popup) g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, windowBox, ALPHA, data.surface, rounding, roundingPower, true, data.fadeAlpha, OVERALL_ALPHA); else g_pHyprOpenGL->renderTexture(TEXTURE, windowBox, ALPHA * OVERALL_ALPHA, rounding, roundingPower, false, true); } if (!g_pHyprRenderer->m_bBlockSurfaceFeedback) data.surface->presentFeedback(data.when, data.pMonitor->m_self.lock()); // add async (dmabuf) buffers to usedBuffers so we can handle release later // sync (shm) buffers will be released in commitState, so no need to track them here if (data.surface->m_current.buffer && !data.surface->m_current.buffer->isSynchronous()) g_pHyprRenderer->usedAsyncBuffers.emplace_back(data.surface->m_current.buffer); g_pHyprOpenGL->blend(true); } CBox CSurfacePassElement::getTexBox() { const double outputX = -data.pMonitor->m_position.x, outputY = -data.pMonitor->m_position.y; const auto INTERACTIVERESIZEINPROGRESS = data.pWindow && g_pInputManager->m_currentlyDraggedWindow && g_pInputManager->m_dragMode == MBIND_RESIZE; auto PSURFACE = CWLSurface::fromResource(data.surface); CBox windowBox; if (data.surface && data.mainSurface) { windowBox = {(int)outputX + data.pos.x + data.localPos.x, (int)outputY + data.pos.y + data.localPos.y, data.w, data.h}; // however, if surface buffer w / h < box, we need to adjust them const auto PWINDOW = PSURFACE ? PSURFACE->getWindow() : nullptr; // center the surface if it's smaller than the viewport we assign it if (PSURFACE && !PSURFACE->m_fillIgnoreSmall && PSURFACE->small() /* guarantees PWINDOW */) { const auto CORRECT = PSURFACE->correctSmallVec(); const auto SIZE = PSURFACE->getViewporterCorrectedSize(); if (!INTERACTIVERESIZEINPROGRESS) { windowBox.translate(CORRECT); windowBox.width = SIZE.x * (PWINDOW->m_realSize->value().x / PWINDOW->m_reportedSize.x); windowBox.height = SIZE.y * (PWINDOW->m_realSize->value().y / PWINDOW->m_reportedSize.y); } else { windowBox.width = SIZE.x; windowBox.height = SIZE.y; } } } else { // here we clamp to 2, these might be some tiny specks windowBox = {(int)outputX + data.pos.x + data.localPos.x, (int)outputY + data.pos.y + data.localPos.y, std::max((float)data.surface->m_current.size.x, 2.F), std::max((float)data.surface->m_current.size.y, 2.F)}; if (data.pWindow && data.pWindow->m_realSize->isBeingAnimated() && data.surface && !data.mainSurface && data.squishOversized /* subsurface */) { // adjust subsurfaces to the window windowBox.width = (windowBox.width / data.pWindow->m_reportedSize.x) * data.pWindow->m_realSize->value().x; windowBox.height = (windowBox.height / data.pWindow->m_reportedSize.y) * data.pWindow->m_realSize->value().y; } } if (data.squishOversized) { if (data.localPos.x + windowBox.width > data.w) windowBox.width = data.w - data.localPos.x; if (data.localPos.y + windowBox.height > data.h) windowBox.height = data.h - data.localPos.y; } return windowBox; } bool CSurfacePassElement::needsLiveBlur() { auto PSURFACE = CWLSurface::fromResource(data.surface); const float ALPHA = data.alpha * data.fadeAlpha * (PSURFACE ? PSURFACE->m_alphaModifier * PSURFACE->m_overallOpacity : 1.F); const bool BLUR = data.blur && (!data.texture || !data.texture->m_bOpaque || ALPHA < 1.F); if (!data.pLS && !data.pWindow) return BLUR; const bool NEWOPTIM = g_pHyprOpenGL->shouldUseNewBlurOptimizations(data.pLS, data.pWindow); return BLUR && !NEWOPTIM; } bool CSurfacePassElement::needsPrecomputeBlur() { auto PSURFACE = CWLSurface::fromResource(data.surface); const float ALPHA = data.alpha * data.fadeAlpha * (PSURFACE ? PSURFACE->m_alphaModifier * PSURFACE->m_overallOpacity : 1.F); const bool BLUR = data.blur && (!data.texture || !data.texture->m_bOpaque || ALPHA < 1.F); if (!data.pLS && !data.pWindow) return BLUR; const bool NEWOPTIM = g_pHyprOpenGL->shouldUseNewBlurOptimizations(data.pLS, data.pWindow); return BLUR && NEWOPTIM; } std::optional CSurfacePassElement::boundingBox() { return getTexBox(); } CRegion CSurfacePassElement::opaqueRegion() { auto PSURFACE = CWLSurface::fromResource(data.surface); const float ALPHA = data.alpha * data.fadeAlpha * (PSURFACE ? PSURFACE->m_alphaModifier * PSURFACE->m_overallOpacity : 1.F); if (ALPHA < 1.F) return {}; if (data.surface && data.surface->m_current.size == Vector2D{data.w, data.h}) { CRegion opaqueSurf = data.surface->m_current.opaque.copy().intersect(CBox{{}, {data.w, data.h}}); const auto texBox = getTexBox(); opaqueSurf.scale(texBox.size() / Vector2D{data.w, data.h}); return opaqueSurf.translate(data.pos + data.localPos - data.pMonitor->m_position).expand(-data.rounding); } return data.texture && data.texture->m_bOpaque ? boundingBox()->expand(-data.rounding) : CRegion{}; } CRegion CSurfacePassElement::visibleRegion(bool& cancel) { auto PSURFACE = CWLSurface::fromResource(data.surface); if (!PSURFACE) return {}; const auto& bufferSize = data.surface->m_current.bufferSize; auto visibleRegion = PSURFACE->m_visibleRegion.copy(); if (visibleRegion.empty()) return {}; visibleRegion.intersect(CBox(Vector2D(), bufferSize)); if (visibleRegion.empty()) { cancel = true; return visibleRegion; } // deal with any rounding errors that might come from scaling visibleRegion.expand(1); auto uvTL = g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft; auto uvBR = g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight; if (uvTL == Vector2D(-1, -1)) uvTL = Vector2D(0, 0); if (uvBR == Vector2D(-1, -1)) uvBR = Vector2D(1, 1); visibleRegion.translate(-uvTL * bufferSize); auto texBox = getTexBox(); texBox.scale(data.pMonitor->m_scale); texBox.round(); visibleRegion.scale((Vector2D(1, 1) / (uvBR - uvTL)) * (texBox.size() / bufferSize)); visibleRegion.translate((data.pos + data.localPos) * data.pMonitor->m_scale - data.pMonitor->m_position); return visibleRegion; } void CSurfacePassElement::discard() { if (!g_pHyprRenderer->m_bBlockSurfaceFeedback) { Debug::log(TRACE, "discard for invisible surface"); data.surface->presentFeedback(data.when, data.pMonitor->m_self.lock(), true); } }