* 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>
376 lines
16 KiB
C++
376 lines
16 KiB
C++
#pragma once
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#include "../defines.hpp"
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#include "../helpers/Monitor.hpp"
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#include "../helpers/Color.hpp"
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#include "../helpers/time/Timer.hpp"
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#include "../helpers/math/Math.hpp"
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#include "../helpers/Format.hpp"
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#include "../helpers/sync/SyncTimeline.hpp"
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#include <GLES3/gl32.h>
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#include <cstdint>
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#include <list>
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#include <string>
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#include <unordered_map>
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#include <stack>
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#include <map>
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#include <cairo/cairo.h>
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#include "Shader.hpp"
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#include "Texture.hpp"
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#include "Framebuffer.hpp"
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#include "Renderbuffer.hpp"
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#include "pass/Pass.hpp"
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <GLES2/gl2ext.h>
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#include <aquamarine/buffer/Buffer.hpp>
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#include <hyprutils/os/FileDescriptor.hpp>
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#include "../debug/TracyDefines.hpp"
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#include "../protocols/core/Compositor.hpp"
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struct gbm_device;
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class CHyprRenderer;
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inline const float fullVerts[] = {
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1, 0, // top right
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0, 0, // top left
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1, 1, // bottom right
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0, 1, // bottom left
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};
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inline const float fanVertsFull[] = {-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f};
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enum eDiscardMode : uint8_t {
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DISCARD_OPAQUE = 1,
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DISCARD_ALPHA = 1 << 1
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};
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struct SRenderModifData {
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enum eRenderModifType : uint8_t {
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RMOD_TYPE_SCALE, /* scale by a float */
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RMOD_TYPE_SCALECENTER, /* scale by a float from the center */
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RMOD_TYPE_TRANSLATE, /* translate by a Vector2D */
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RMOD_TYPE_ROTATE, /* rotate by a float in rad from top left */
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RMOD_TYPE_ROTATECENTER, /* rotate by a float in rad from center */
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};
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std::vector<std::pair<eRenderModifType, std::any>> modifs;
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void applyToBox(CBox& box);
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void applyToRegion(CRegion& rg);
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float combinedScale();
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bool enabled = true;
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};
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enum eMonitorRenderFBs : uint8_t {
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FB_MONITOR_RENDER_MAIN = 0,
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FB_MONITOR_RENDER_CURRENT = 1,
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FB_MONITOR_RENDER_OUT = 2,
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};
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enum eMonitorExtraRenderFBs : uint8_t {
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FB_MONITOR_RENDER_EXTRA_OFFLOAD = 0,
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FB_MONITOR_RENDER_EXTRA_MIRROR,
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FB_MONITOR_RENDER_EXTRA_MIRROR_SWAP,
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FB_MONITOR_RENDER_EXTRA_OFF_MAIN,
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FB_MONITOR_RENDER_EXTRA_MONITOR_MIRROR,
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FB_MONITOR_RENDER_EXTRA_BLUR,
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};
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struct SPreparedShaders {
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std::string TEXVERTSRC;
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std::string TEXVERTSRC320;
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SShader m_shQUAD;
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SShader m_shRGBA;
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SShader m_shPASSTHRURGBA;
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SShader m_shMATTE;
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SShader m_shRGBX;
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SShader m_shEXT;
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SShader m_shBLUR1;
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SShader m_shBLUR2;
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SShader m_shBLURPREPARE;
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SShader m_shBLURFINISH;
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SShader m_shSHADOW;
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SShader m_shBORDER1;
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SShader m_shGLITCH;
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SShader m_shCM;
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};
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struct SMonitorRenderData {
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CFramebuffer offloadFB;
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CFramebuffer mirrorFB; // these are used for some effects,
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CFramebuffer mirrorSwapFB; // etc
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CFramebuffer offMainFB;
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CFramebuffer monitorMirrorFB; // used for mirroring outputs, does not contain artifacts like offloadFB
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CFramebuffer blurFB;
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SP<CTexture> stencilTex = makeShared<CTexture>();
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bool blurFBDirty = true;
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bool blurFBShouldRender = false;
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};
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struct SCurrentRenderData {
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PHLMONITORREF pMonitor;
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Mat3x3 projection;
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Mat3x3 savedProjection;
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Mat3x3 monitorProjection;
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// FIXME: raw pointer galore!
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SMonitorRenderData* pCurrentMonData = nullptr;
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CFramebuffer* currentFB = nullptr; // current rendering to
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CFramebuffer* mainFB = nullptr; // main to render to
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CFramebuffer* outFB = nullptr; // out to render to (if offloaded, etc)
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CRegion damage;
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CRegion finalDamage; // damage used for funal off -> main
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SRenderModifData renderModif;
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float mouseZoomFactor = 1.f;
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bool mouseZoomUseMouse = true; // true by default
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bool useNearestNeighbor = false;
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bool blockScreenShader = false;
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bool simplePass = false;
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Vector2D primarySurfaceUVTopLeft = Vector2D(-1, -1);
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Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1);
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CBox clipBox = {}; // scaled coordinates
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CRegion clipRegion;
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uint32_t discardMode = DISCARD_OPAQUE;
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float discardOpacity = 0.f;
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PHLLSREF currentLS;
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PHLWINDOWREF currentWindow;
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WP<CWLSurfaceResource> surface;
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};
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class CEGLSync {
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public:
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static UP<CEGLSync> create();
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~CEGLSync();
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Hyprutils::OS::CFileDescriptor& fd();
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Hyprutils::OS::CFileDescriptor&& takeFd();
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bool isValid();
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private:
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CEGLSync() = default;
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Hyprutils::OS::CFileDescriptor m_fd;
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EGLSyncKHR m_sync = EGL_NO_SYNC_KHR;
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bool m_valid = false;
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friend class CHyprOpenGLImpl;
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};
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class CGradientValueData;
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class CHyprOpenGLImpl {
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public:
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CHyprOpenGLImpl();
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~CHyprOpenGLImpl();
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void begin(PHLMONITOR, const CRegion& damage, CFramebuffer* fb = nullptr, std::optional<CRegion> finalDamage = {});
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void beginSimple(PHLMONITOR, const CRegion& damage, SP<CRenderbuffer> rb = nullptr, CFramebuffer* fb = nullptr);
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void end();
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void renderRect(const CBox&, const CHyprColor&, int round = 0, float roundingPower = 2.0f);
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void renderRectWithBlur(const CBox&, const CHyprColor&, int round = 0, float roundingPower = 2.0f, float blurA = 1.f, bool xray = false);
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void renderRectWithDamage(const CBox&, const CHyprColor&, const CRegion& damage, int round = 0, float roundingPower = 2.0f);
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void renderTexture(SP<CTexture>, const CBox&, float a, int round = 0, float roundingPower = 2.0f, bool discardActive = false, bool allowCustomUV = false,
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GLenum wrapX = GL_CLAMP_TO_EDGE, GLenum wrapY = GL_CLAMP_TO_EDGE);
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void renderTextureWithDamage(SP<CTexture>, const CBox&, const CRegion& damage, float a, int round = 0, float roundingPower = 2.0f, bool discardActive = false,
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bool allowCustomUV = false);
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void renderTextureWithBlur(SP<CTexture>, const CBox&, float a, SP<CWLSurfaceResource> pSurface, int round = 0, float roundingPower = 2.0f, bool blockBlurOptimization = false,
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float blurA = 1.f, float overallA = 1.f, GLenum wrapX = GL_CLAMP_TO_EDGE, GLenum wrapY = GL_CLAMP_TO_EDGE);
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void renderRoundedShadow(const CBox&, int round, float roundingPower, int range, const CHyprColor& color, float a = 1.0);
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void renderBorder(const CBox&, const CGradientValueData&, int round, float roundingPower, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
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void renderBorder(const CBox&, const CGradientValueData&, const CGradientValueData&, float lerp, int round, float roundingPower, int borderSize, float a = 1.0,
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int outerRound = -1 /* use round */);
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void renderTextureMatte(SP<CTexture> tex, const CBox& pBox, CFramebuffer& matte);
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void pushMonitorTransformEnabled(bool enabled);
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void popMonitorTransformEnabled();
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void setRenderModifEnabled(bool enabled);
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void setViewport(GLint x, GLint y, GLsizei width, GLsizei height);
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void setCapStatus(int cap, bool status);
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void saveMatrix();
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void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
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void restoreMatrix();
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void blend(bool enabled);
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bool shouldUseNewBlurOptimizations(PHLLS pLayer, PHLWINDOW pWindow);
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void clear(const CHyprColor&);
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void clearWithTex();
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void scissor(const CBox&, bool transform = true);
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void scissor(const pixman_box32*, bool transform = true);
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void scissor(const int x, const int y, const int w, const int h, bool transform = true);
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void destroyMonitorResources(PHLMONITORREF);
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void markBlurDirtyForMonitor(PHLMONITOR);
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void preWindowPass();
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bool preBlurQueued();
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void preRender(PHLMONITOR);
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void saveBufferForMirror(const CBox&);
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void renderMirrored();
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void applyScreenShader(const std::string& path);
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void bindOffMain();
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void renderOffToMain(CFramebuffer* off);
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void bindBackOnMain();
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SP<CTexture> loadAsset(const std::string& file);
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SP<CTexture> renderText(const std::string& text, CHyprColor col, int pt, bool italic = false, const std::string& fontFamily = "", int maxWidth = 0, int weight = 400);
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void setDamage(const CRegion& damage, std::optional<CRegion> finalDamage = {});
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void ensureBackgroundTexturePresence();
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uint32_t getPreferredReadFormat(PHLMONITOR pMonitor);
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std::vector<SDRMFormat> getDRMFormats();
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EGLImageKHR createEGLImage(const Aquamarine::SDMABUFAttrs& attrs);
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bool initShaders();
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GLuint createProgram(const std::string&, const std::string&, bool dynamic = false, bool silent = false);
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GLuint compileShader(const GLuint&, std::string, bool dynamic = false, bool silent = false);
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void useProgram(GLuint prog);
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void ensureLockTexturesRendered(bool load);
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bool m_shadersInitialized = false;
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SP<SPreparedShaders> m_shaders;
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SCurrentRenderData m_renderData;
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Hyprutils::OS::CFileDescriptor m_gbmFD;
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gbm_device* m_gbmDevice = nullptr;
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EGLContext m_eglContext = nullptr;
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EGLDisplay m_eglDisplay = nullptr;
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EGLDeviceEXT m_eglDevice = nullptr;
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uint m_failedAssetsNo = 0;
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bool m_reloadScreenShader = true; // at launch it can be set
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std::map<PHLWINDOWREF, CFramebuffer> m_windowFramebuffers;
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std::map<PHLLSREF, CFramebuffer> m_layerFramebuffers;
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std::map<PHLMONITORREF, SMonitorRenderData> m_monitorRenderResources;
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std::map<PHLMONITORREF, CFramebuffer> m_monitorBGFBs;
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struct {
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PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC glEGLImageTargetRenderbufferStorageOES = nullptr;
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PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES = nullptr;
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PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR = nullptr;
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PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR = nullptr;
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PFNEGLQUERYDMABUFFORMATSEXTPROC eglQueryDmaBufFormatsEXT = nullptr;
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PFNEGLQUERYDMABUFMODIFIERSEXTPROC eglQueryDmaBufModifiersEXT = nullptr;
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PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = nullptr;
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PFNEGLDEBUGMESSAGECONTROLKHRPROC eglDebugMessageControlKHR = nullptr;
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PFNEGLQUERYDEVICESEXTPROC eglQueryDevicesEXT = nullptr;
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PFNEGLQUERYDEVICESTRINGEXTPROC eglQueryDeviceStringEXT = nullptr;
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PFNEGLQUERYDISPLAYATTRIBEXTPROC eglQueryDisplayAttribEXT = nullptr;
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PFNEGLCREATESYNCKHRPROC eglCreateSyncKHR = nullptr;
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PFNEGLDESTROYSYNCKHRPROC eglDestroySyncKHR = nullptr;
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PFNEGLDUPNATIVEFENCEFDANDROIDPROC eglDupNativeFenceFDANDROID = nullptr;
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PFNEGLWAITSYNCKHRPROC eglWaitSyncKHR = nullptr;
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} m_proc;
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struct {
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bool EXT_read_format_bgra = false;
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bool EXT_image_dma_buf_import = false;
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bool EXT_image_dma_buf_import_modifiers = false;
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bool KHR_display_reference = false;
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bool IMG_context_priority = false;
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bool EXT_create_context_robustness = false;
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} m_exts;
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SP<CTexture> m_screencopyDeniedTexture;
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private:
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enum eEGLContextVersion : uint8_t {
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EGL_CONTEXT_GLES_2_0 = 0,
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EGL_CONTEXT_GLES_3_0,
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EGL_CONTEXT_GLES_3_2,
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};
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struct {
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GLint x = 0;
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GLint y = 0;
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GLsizei width = 0;
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GLsizei height = 0;
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} m_lastViewport;
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std::unordered_map<int, bool> m_capStatus;
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eEGLContextVersion m_eglContextVersion = EGL_CONTEXT_GLES_3_2;
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std::vector<SDRMFormat> m_drmFormats;
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bool m_hasModifiers = false;
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int m_drmFD = -1;
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std::string m_extensions;
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bool m_fakeFrame = false;
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bool m_applyFinalShader = false;
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bool m_blend = false;
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bool m_offloadedFramebuffer = false;
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bool m_cmSupported = true;
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bool m_monitorTransformEnabled = false; // do not modify directly
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std::stack<bool> m_monitorTransformStack;
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SP<CTexture> m_missingAssetTexture;
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SP<CTexture> m_backgroundTexture;
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SP<CTexture> m_lockDeadTexture;
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SP<CTexture> m_lockDead2Texture;
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SP<CTexture> m_lockTtyTextTexture;
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SShader m_finalScreenShader;
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CTimer m_globalTimer;
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GLuint m_currentProgram;
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void logShaderError(const GLuint&, bool program = false, bool silent = false);
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void createBGTextureForMonitor(PHLMONITOR);
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void initDRMFormats();
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void initEGL(bool gbm);
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EGLDeviceEXT eglDeviceFromDRMFD(int drmFD);
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void initAssets();
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void initMissingAssetTexture();
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//
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std::optional<std::vector<uint64_t>> getModsForFormat(EGLint format);
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// returns the out FB, can be either Mirror or MirrorSwap
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CFramebuffer* blurMainFramebufferWithDamage(float a, CRegion* damage);
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CFramebuffer* blurFramebufferWithDamage(float a, CRegion* damage, CFramebuffer& source);
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void passCMUniforms(SShader&, const NColorManagement::SImageDescription& imageDescription, const NColorManagement::SImageDescription& targetImageDescription,
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bool modifySDR = false, float sdrMinLuminance = -1.0f, int sdrMaxLuminance = -1);
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void passCMUniforms(SShader&, const NColorManagement::SImageDescription& imageDescription);
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void renderTextureInternalWithDamage(SP<CTexture>, const CBox& box, float a, const CRegion& damage, int round = 0, float roundingPower = 2.0f, bool discardOpaque = false,
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bool noAA = false, bool allowCustomUV = false, bool allowDim = false, GLenum wrapX = GL_CLAMP_TO_EDGE, GLenum wrapY = GL_CLAMP_TO_EDGE);
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void renderTexturePrimitive(SP<CTexture> tex, const CBox& box);
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void renderSplash(cairo_t* const, cairo_surface_t* const, double offset, const Vector2D& size);
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void preBlurForCurrentMonitor();
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friend class CHyprRenderer;
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friend class CTexPassElement;
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friend class CPreBlurElement;
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friend class CSurfacePassElement;
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};
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inline UP<CHyprOpenGLImpl> g_pHyprOpenGL;
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