Hyprland/src/render/Renderer.hpp
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

175 lines
7.9 KiB
C++

#pragma once
#include "../defines.hpp"
#include <list>
#include "../helpers/Monitor.hpp"
#include "../desktop/LayerSurface.hpp"
#include "OpenGL.hpp"
#include "Renderbuffer.hpp"
#include "../helpers/time/Timer.hpp"
#include "../helpers/math/Math.hpp"
#include "../helpers/time/Time.hpp"
#include "../../protocols/cursor-shape-v1.hpp"
struct SMonitorRule;
class CWorkspace;
class CWindow;
class CInputPopup;
class IHLBuffer;
class CEventLoopTimer;
enum eDamageTrackingModes : int8_t {
DAMAGE_TRACKING_INVALID = -1,
DAMAGE_TRACKING_NONE = 0,
DAMAGE_TRACKING_MONITOR,
DAMAGE_TRACKING_FULL,
};
enum eRenderPassMode : uint8_t {
RENDER_PASS_ALL = 0,
RENDER_PASS_MAIN,
RENDER_PASS_POPUP
};
enum eRenderMode : uint8_t {
RENDER_MODE_NORMAL = 0,
RENDER_MODE_FULL_FAKE = 1,
RENDER_MODE_TO_BUFFER = 2,
RENDER_MODE_TO_BUFFER_READ_ONLY = 3,
};
class CToplevelExportProtocolManager;
class CInputManager;
struct SSessionLockSurface;
struct SRenderWorkspaceUntilData {
PHLLS ls;
PHLWINDOW w;
};
class CHyprRenderer {
public:
CHyprRenderer();
~CHyprRenderer();
void renderMonitor(PHLMONITOR pMonitor, bool commit = true);
void arrangeLayersForMonitor(const MONITORID&);
void damageSurface(SP<CWLSurfaceResource>, double, double, double scale = 1.0);
void damageWindow(PHLWINDOW, bool forceFull = false);
void damageBox(const CBox&, bool skipFrameSchedule = false);
void damageBox(const int& x, const int& y, const int& w, const int& h);
void damageRegion(const CRegion&);
void damageMonitor(PHLMONITOR);
void damageMirrorsWith(PHLMONITOR, const CRegion&);
bool shouldRenderWindow(PHLWINDOW, PHLMONITOR);
bool shouldRenderWindow(PHLWINDOW);
void ensureCursorRenderingMode();
bool shouldRenderCursor();
void setCursorHidden(bool hide);
void calculateUVForSurface(PHLWINDOW, SP<CWLSurfaceResource>, PHLMONITOR pMonitor, bool main = false, const Vector2D& projSize = {}, const Vector2D& projSizeUnscaled = {},
bool fixMisalignedFSV1 = false);
std::tuple<float, float, float> getRenderTimes(PHLMONITOR pMonitor); // avg max min
void renderLockscreen(PHLMONITOR pMonitor, const Time::steady_tp& now, const CBox& geometry);
void setCursorSurface(SP<CWLSurface> surf, int hotspotX, int hotspotY, bool force = false);
void setCursorFromName(const std::string& name, bool force = false);
void onRenderbufferDestroy(CRenderbuffer* rb);
SP<CRenderbuffer> getCurrentRBO();
bool isNvidia();
bool isIntel();
bool isSoftware();
bool isMgpu();
void makeEGLCurrent();
void unsetEGL();
void addWindowToRenderUnfocused(PHLWINDOW window);
void makeSnapshot(PHLWINDOW);
void makeSnapshot(PHLLS);
void makeSnapshot(WP<CPopup>);
void renderSnapshot(PHLWINDOW);
void renderSnapshot(PHLLS);
void renderSnapshot(WP<CPopup>);
// if RENDER_MODE_NORMAL, provided damage will be written to.
// otherwise, it will be the one used.
bool beginRender(PHLMONITOR pMonitor, CRegion& damage, eRenderMode mode = RENDER_MODE_NORMAL, SP<IHLBuffer> buffer = {}, CFramebuffer* fb = nullptr, bool simple = false);
void endRender(const std::function<void()>& renderingDoneCallback = {});
bool m_bBlockSurfaceFeedback = false;
bool m_bRenderingSnapshot = false;
PHLMONITORREF m_mostHzMonitor;
bool m_directScanoutBlocked = false;
void setSurfaceScanoutMode(SP<CWLSurfaceResource> surface, PHLMONITOR monitor); // nullptr monitor resets
void initiateManualCrash();
bool m_crashingInProgress = false;
float m_crashingDistort = 0.5f;
wl_event_source* m_crashingLoop = nullptr;
wl_event_source* m_cursorTicker = nullptr;
std::vector<CHLBufferReference> m_usedAsyncBuffers;
struct {
int hotspotX = 0;
int hotspotY = 0;
wpCursorShapeDeviceV1Shape shape = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_DEFAULT;
wpCursorShapeDeviceV1Shape shapePrevious = WP_CURSOR_SHAPE_DEVICE_V1_SHAPE_DEFAULT;
CTimer switchedTimer;
std::optional<SP<CWLSurface>> surf;
std::string name;
} m_lastCursorData;
CRenderPass m_renderPass = {};
private:
void arrangeLayerArray(PHLMONITOR, const std::vector<PHLLSREF>&, bool, CBox*);
void renderWorkspace(PHLMONITOR pMonitor, PHLWORKSPACE pWorkspace, const Time::steady_tp& now, const CBox& geometry);
void renderWorkspaceWindowsFullscreen(PHLMONITOR, PHLWORKSPACE, const Time::steady_tp&); // renders workspace windows (fullscreen) (tiled, floating, pinned, but no special)
void renderWorkspaceWindows(PHLMONITOR, PHLWORKSPACE, const Time::steady_tp&); // renders workspace windows (no fullscreen) (tiled, floating, pinned, but no special)
void renderAllClientsForWorkspace(PHLMONITOR pMonitor, PHLWORKSPACE pWorkspace, const Time::steady_tp& now, const Vector2D& translate = {0, 0}, const float& scale = 1.f);
void renderWindow(PHLWINDOW, PHLMONITOR, const Time::steady_tp&, bool, eRenderPassMode, bool ignorePosition = false, bool standalone = false);
void renderLayer(PHLLS, PHLMONITOR, const Time::steady_tp&, bool popups = false, bool lockscreen = false);
void renderSessionLockSurface(WP<SSessionLockSurface>, PHLMONITOR, const Time::steady_tp&);
void renderDragIcon(PHLMONITOR, const Time::steady_tp&);
void renderIMEPopup(CInputPopup*, PHLMONITOR, const Time::steady_tp&);
void sendFrameEventsToWorkspace(PHLMONITOR pMonitor, PHLWORKSPACE pWorkspace, const Time::steady_tp& now); // sends frame displayed events but doesn't actually render anything
void renderSessionLockPrimer(PHLMONITOR pMonitor);
void renderSessionLockMissing(PHLMONITOR pMonitor);
void renderBackground(PHLMONITOR pMonitor);
bool commitPendingAndDoExplicitSync(PHLMONITOR pMonitor);
bool shouldBlur(PHLLS ls);
bool shouldBlur(PHLWINDOW w);
bool shouldBlur(WP<CPopup> p);
bool m_cursorHidden = false;
bool m_cursorHiddenByCondition = false;
bool m_cursorHasSurface = false;
SP<CRenderbuffer> m_currentRenderbuffer = nullptr;
SP<Aquamarine::IBuffer> m_currentBuffer = nullptr;
eRenderMode m_renderMode = RENDER_MODE_NORMAL;
bool m_nvidia = false;
bool m_intel = false;
bool m_software = false;
bool m_mgpu = false;
struct {
bool hiddenOnTouch = false;
bool hiddenOnTimeout = false;
bool hiddenOnKeyboard = false;
} m_cursorHiddenConditions;
SP<CRenderbuffer> getOrCreateRenderbuffer(SP<Aquamarine::IBuffer> buffer, uint32_t fmt);
std::vector<SP<CRenderbuffer>> m_renderbuffers;
std::vector<PHLWINDOWREF> m_renderUnfocused;
SP<CEventLoopTimer> m_renderUnfocusedTimer;
friend class CHyprOpenGLImpl;
friend class CToplevelExportFrame;
friend class CInputManager;
friend class CPointerManager;
friend class CMonitor;
friend class CMonitorFrameScheduler;
};
inline UP<CHyprRenderer> g_pHyprRenderer;