Hyprland/src/render/decorations/CHyprDropShadowDecoration.cpp
Tom Englund 7c7a84ff60
internal: more profiling less calls and local copies (#8300)
* compositor: reduce amount of window box copies

mousemoveunified can call this very frequently, the cbox copying
actually shows up as an impact in such cases, move it down in the scope
and only do it when necessery.

* core: constify and reference frequent calls

profiling shows these as frequent called functions try to reduce the
amount of copies with references and const the variables.

* pointermgr: remove not used local copy, const ref

remove unneded local copies and const ref cursorsize.

* inputmgr: reduce amount of calls to vectortowindow

the amount of calls to g_pCompositor->vectorToWindowUnified fast ramps
up in cpu usage with enough windows existing and moving the mouse, move
the PWINDOWIDEAL up and reuse it if its already the same.

* protocol: compositor remove unused local copy

remove unused local copy of accumulateCurrentBufferDamage and const
previousBuffer.

* renderer: reduce scope of variables and refactor

move a few variables down in their scopes to reduce the amount of calls
and copies when not needed, also add one more for loop in
renderWorkspaceWindows and store the windows in a vector with
weakpointers that should be rendered, this adds a loop but reduces the
amount of repeated calls to shouldRenderWindow and also makes the rest
of the loops go over way smaller vector when many windows exist.
2024-10-30 23:20:32 +00:00

217 lines
9 KiB
C++

#include "CHyprDropShadowDecoration.hpp"
#include "../../Compositor.hpp"
#include "../../config/ConfigValue.hpp"
CHyprDropShadowDecoration::CHyprDropShadowDecoration(PHLWINDOW pWindow) : IHyprWindowDecoration(pWindow) {
m_pWindow = pWindow;
}
CHyprDropShadowDecoration::~CHyprDropShadowDecoration() {}
eDecorationType CHyprDropShadowDecoration::getDecorationType() {
return DECORATION_SHADOW;
}
SDecorationPositioningInfo CHyprDropShadowDecoration::getPositioningInfo() {
SDecorationPositioningInfo info;
info.policy = DECORATION_POSITION_ABSOLUTE;
info.desiredExtents = m_seExtents;
info.edges = DECORATION_EDGE_BOTTOM | DECORATION_EDGE_LEFT | DECORATION_EDGE_RIGHT | DECORATION_EDGE_TOP;
m_seReportedExtents = m_seExtents;
return info;
}
void CHyprDropShadowDecoration::onPositioningReply(const SDecorationPositioningReply& reply) {
updateWindow(m_pWindow.lock());
}
uint64_t CHyprDropShadowDecoration::getDecorationFlags() {
return DECORATION_NON_SOLID;
}
std::string CHyprDropShadowDecoration::getDisplayName() {
return "Drop Shadow";
}
void CHyprDropShadowDecoration::damageEntire() {
static auto PSHADOWS = CConfigValue<Hyprlang::INT>("decoration:drop_shadow");
if (*PSHADOWS != 1)
return; // disabled
const auto PWINDOW = m_pWindow.lock();
CBox shadowBox = {PWINDOW->m_vRealPosition.value().x - m_seExtents.topLeft.x, PWINDOW->m_vRealPosition.value().y - m_seExtents.topLeft.y,
PWINDOW->m_vRealSize.value().x + m_seExtents.topLeft.x + m_seExtents.bottomRight.x,
PWINDOW->m_vRealSize.value().y + m_seExtents.topLeft.y + m_seExtents.bottomRight.y};
const auto PWORKSPACE = PWINDOW->m_pWorkspace;
if (PWORKSPACE && PWORKSPACE->m_vRenderOffset.isBeingAnimated() && !PWINDOW->m_bPinned)
shadowBox.translate(PWORKSPACE->m_vRenderOffset.value());
shadowBox.translate(PWINDOW->m_vFloatingOffset);
static auto PSHADOWIGNOREWINDOW = CConfigValue<Hyprlang::INT>("decoration:shadow_ignore_window");
const auto ROUNDING = PWINDOW->rounding();
const auto ROUNDINGSIZE = ROUNDING - M_SQRT1_2 * ROUNDING + 1;
CRegion shadowRegion(shadowBox);
if (*PSHADOWIGNOREWINDOW) {
CBox surfaceBox = PWINDOW->getWindowMainSurfaceBox();
if (PWORKSPACE && PWORKSPACE->m_vRenderOffset.isBeingAnimated() && !PWINDOW->m_bPinned)
surfaceBox.translate(PWORKSPACE->m_vRenderOffset.value());
surfaceBox.translate(PWINDOW->m_vFloatingOffset);
surfaceBox.expand(-ROUNDINGSIZE);
shadowRegion.subtract(CRegion(surfaceBox));
}
for (auto const& m : g_pCompositor->m_vMonitors) {
if (!g_pHyprRenderer->shouldRenderWindow(PWINDOW, m)) {
const CRegion monitorRegion({m->vecPosition, m->vecSize});
shadowRegion.subtract(monitorRegion);
}
}
g_pHyprRenderer->damageRegion(shadowRegion);
}
void CHyprDropShadowDecoration::updateWindow(PHLWINDOW pWindow) {
const auto PWINDOW = m_pWindow.lock();
m_vLastWindowPos = PWINDOW->m_vRealPosition.value();
m_vLastWindowSize = PWINDOW->m_vRealSize.value();
m_bLastWindowBox = {m_vLastWindowPos.x, m_vLastWindowPos.y, m_vLastWindowSize.x, m_vLastWindowSize.y};
m_bLastWindowBoxWithDecos = g_pDecorationPositioner->getBoxWithIncludedDecos(pWindow);
}
void CHyprDropShadowDecoration::draw(PHLMONITOR pMonitor, float const& a) {
const auto PWINDOW = m_pWindow.lock();
if (!validMapped(PWINDOW))
return;
if (PWINDOW->m_cRealShadowColor.value() == CColor(0, 0, 0, 0))
return; // don't draw invisible shadows
if (!PWINDOW->m_sWindowData.decorate.valueOrDefault())
return;
if (PWINDOW->m_sWindowData.noShadow.valueOrDefault())
return;
static auto PSHADOWS = CConfigValue<Hyprlang::INT>("decoration:drop_shadow");
static auto PSHADOWSIZE = CConfigValue<Hyprlang::INT>("decoration:shadow_range");
static auto PSHADOWIGNOREWINDOW = CConfigValue<Hyprlang::INT>("decoration:shadow_ignore_window");
static auto PSHADOWSCALE = CConfigValue<Hyprlang::FLOAT>("decoration:shadow_scale");
static auto PSHADOWOFFSET = CConfigValue<Hyprlang::VEC2>("decoration:shadow_offset");
if (*PSHADOWS != 1)
return; // disabled
const auto ROUNDINGBASE = PWINDOW->rounding();
const auto ROUNDING = ROUNDINGBASE > 0 ? ROUNDINGBASE + PWINDOW->getRealBorderSize() : 0;
const auto PWORKSPACE = PWINDOW->m_pWorkspace;
const auto WORKSPACEOFFSET = PWORKSPACE && !PWINDOW->m_bPinned ? PWORKSPACE->m_vRenderOffset.value() : Vector2D();
// draw the shadow
CBox fullBox = m_bLastWindowBoxWithDecos;
fullBox.translate(-pMonitor->vecPosition + WORKSPACEOFFSET);
fullBox.x -= *PSHADOWSIZE;
fullBox.y -= *PSHADOWSIZE;
fullBox.w += 2 * *PSHADOWSIZE;
fullBox.h += 2 * *PSHADOWSIZE;
const float SHADOWSCALE = std::clamp(*PSHADOWSCALE, 0.f, 1.f);
// scale the box in relation to the center of the box
fullBox.scaleFromCenter(SHADOWSCALE).translate({(*PSHADOWOFFSET).x, (*PSHADOWOFFSET).y});
updateWindow(PWINDOW);
m_vLastWindowPos += WORKSPACEOFFSET;
m_seExtents = {{m_vLastWindowPos.x - fullBox.x - pMonitor->vecPosition.x + 2, m_vLastWindowPos.y - fullBox.y - pMonitor->vecPosition.y + 2},
{fullBox.x + fullBox.width + pMonitor->vecPosition.x - m_vLastWindowPos.x - m_vLastWindowSize.x + 2,
fullBox.y + fullBox.height + pMonitor->vecPosition.y - m_vLastWindowPos.y - m_vLastWindowSize.y + 2}};
fullBox.translate(PWINDOW->m_vFloatingOffset);
if (fullBox.width < 1 || fullBox.height < 1)
return; // don't draw invisible shadows
g_pHyprOpenGL->scissor((CBox*)nullptr);
// we'll take the liberty of using this as it should not be used rn
CFramebuffer& alphaFB = g_pHyprOpenGL->m_RenderData.pCurrentMonData->mirrorFB;
CFramebuffer& alphaSwapFB = g_pHyprOpenGL->m_RenderData.pCurrentMonData->mirrorSwapFB;
auto* LASTFB = g_pHyprOpenGL->m_RenderData.currentFB;
fullBox.scale(pMonitor->scale).round();
if (*PSHADOWIGNOREWINDOW) {
CBox windowBox = m_bLastWindowBox;
CBox withDecos = m_bLastWindowBoxWithDecos;
// get window box
windowBox.translate(-pMonitor->vecPosition + WORKSPACEOFFSET);
withDecos.translate(-pMonitor->vecPosition + WORKSPACEOFFSET);
windowBox.translate(PWINDOW->m_vFloatingOffset);
withDecos.translate(PWINDOW->m_vFloatingOffset);
auto scaledExtentss = withDecos.extentsFrom(windowBox);
scaledExtentss = scaledExtentss * pMonitor->scale;
scaledExtentss = scaledExtentss.round();
// add extents
windowBox.scale(pMonitor->scale).round().addExtents(scaledExtentss);
if (windowBox.width < 1 || windowBox.height < 1)
return; // prevent assert failed
CRegion saveDamage = g_pHyprOpenGL->m_RenderData.damage;
g_pHyprOpenGL->m_RenderData.damage = fullBox;
g_pHyprOpenGL->m_RenderData.damage.subtract(windowBox.copy().expand(-ROUNDING * pMonitor->scale)).intersect(saveDamage);
g_pHyprOpenGL->m_RenderData.renderModif.applyToRegion(g_pHyprOpenGL->m_RenderData.damage);
alphaFB.bind();
// build the matte
// 10-bit formats have dogshit alpha channels, so we have to use the matte to its fullest.
// first, clear region of interest with black (fully transparent)
g_pHyprOpenGL->renderRect(&fullBox, CColor(0, 0, 0, 1), 0);
// render white shadow with the alpha of the shadow color (otherwise we clear with alpha later and shit it to 2 bit)
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, CColor(1, 1, 1, PWINDOW->m_cRealShadowColor.value().a), a);
// render black window box ("clip")
g_pHyprOpenGL->renderRect(&windowBox, CColor(0, 0, 0, 1.0), (ROUNDING + 1 /* This fixes small pixel gaps. */) * pMonitor->scale);
alphaSwapFB.bind();
// alpha swap just has the shadow color. It will be the "texture" to render.
g_pHyprOpenGL->renderRect(&fullBox, PWINDOW->m_cRealShadowColor.value().stripA(), 0);
LASTFB->bind();
CBox monbox = {0, 0, pMonitor->vecTransformedSize.x, pMonitor->vecTransformedSize.y};
g_pHyprOpenGL->setMonitorTransformEnabled(true);
g_pHyprOpenGL->setRenderModifEnabled(false);
g_pHyprOpenGL->renderTextureMatte(alphaSwapFB.m_cTex, &monbox, alphaFB);
g_pHyprOpenGL->setRenderModifEnabled(true);
g_pHyprOpenGL->setMonitorTransformEnabled(false);
g_pHyprOpenGL->m_RenderData.damage = saveDamage;
} else {
g_pHyprOpenGL->renderRoundedShadow(&fullBox, ROUNDING * pMonitor->scale, *PSHADOWSIZE * pMonitor->scale, PWINDOW->m_cRealShadowColor.value(), a);
}
if (m_seExtents != m_seReportedExtents)
g_pDecorationPositioner->repositionDeco(this);
}
eDecorationLayer CHyprDropShadowDecoration::getDecorationLayer() {
return DECORATION_LAYER_BOTTOM;
}