renderer: Move to a full Hyprland GL rendering pipeline (#3920)

Also updates wlroots
This commit is contained in:
Vaxry
2023-11-24 10:54:21 +00:00
committed by GitHub
parent e40e486f61
commit 2ebfd0c745
28 changed files with 453 additions and 230 deletions

View File

@@ -5,6 +5,15 @@
#include "Shaders.hpp"
#include <random>
inline void loadGLProc(void* pProc, const char* name) {
void* proc = (void*)eglGetProcAddress(name);
if (proc == NULL) {
Debug::log(CRIT, "[Tracy GPU Profiling] eglGetProcAddress({}) failed", name);
abort();
}
*(void**)pProc = proc;
}
CHyprOpenGLImpl::CHyprOpenGLImpl() {
RASSERT(eglMakeCurrent(wlr_egl_get_display(g_pCompositor->m_sWLREGL), EGL_NO_SURFACE, EGL_NO_SURFACE, wlr_egl_get_context(g_pCompositor->m_sWLREGL)),
"Couldn't unset current EGL!");
@@ -23,6 +32,9 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
Debug::log(LOG, "Renderer: {}", (char*)glGetString(GL_RENDERER));
Debug::log(LOG, "Supported extensions size: {}", std::count(m_szExtensions.begin(), m_szExtensions.end(), ' '));
loadGLProc(&m_sProc.glEGLImageTargetRenderbufferStorageOES, "glEGLImageTargetRenderbufferStorageOES");
loadGLProc(&m_sProc.eglDestroyImageKHR, "eglDestroyImageKHR");
#ifdef USE_TRACY_GPU
loadGLProc(&glQueryCounter, "glQueryCounterEXT");
@@ -106,11 +118,9 @@ GLuint CHyprOpenGLImpl::compileShader(const GLuint& type, std::string src, bool
void CHyprOpenGLImpl::begin(CMonitor* pMonitor, CRegion* pDamage, bool fake) {
m_RenderData.pMonitor = pMonitor;
TRACY_GPU_ZONE("RenderBegin");
static auto* const PBLUR = &g_pConfigManager->getConfigValuePtr("decoration:blur:enabled")->intValue;
if (eglGetCurrentContext() != wlr_egl_get_context(g_pCompositor->m_sWLREGL)) {
eglMakeCurrent(wlr_egl_get_display(g_pCompositor->m_sWLREGL), EGL_NO_SURFACE, EGL_NO_SURFACE, wlr_egl_get_context(g_pCompositor->m_sWLREGL));
}
TRACY_GPU_ZONE("RenderBegin");
glViewport(0, 0, pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y);
@@ -118,19 +128,16 @@ void CHyprOpenGLImpl::begin(CMonitor* pMonitor, CRegion* pDamage, bool fake) {
m_RenderData.pCurrentMonData = &m_mMonitorRenderResources[pMonitor];
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_iCurrentOutputFb);
m_iWLROutputFb = m_iCurrentOutputFb;
// ensure a framebuffer for the monitor exists
if (!m_mMonitorRenderResources.contains(pMonitor) || m_RenderData.pCurrentMonData->primaryFB.m_vSize != pMonitor->vecPixelSize) {
if (!m_mMonitorRenderResources.contains(pMonitor) || m_RenderData.pCurrentMonData->offloadFB.m_vSize != pMonitor->vecPixelSize) {
m_RenderData.pCurrentMonData->stencilTex.allocate();
m_RenderData.pCurrentMonData->primaryFB.m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex;
m_RenderData.pCurrentMonData->offloadFB.m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex;
m_RenderData.pCurrentMonData->mirrorFB.m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex;
m_RenderData.pCurrentMonData->mirrorSwapFB.m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex;
m_RenderData.pCurrentMonData->offMainFB.m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex;
m_RenderData.pCurrentMonData->primaryFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, pMonitor->drmFormat);
m_RenderData.pCurrentMonData->offloadFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, pMonitor->drmFormat);
m_RenderData.pCurrentMonData->mirrorFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, pMonitor->drmFormat);
m_RenderData.pCurrentMonData->mirrorSwapFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, pMonitor->drmFormat);
m_RenderData.pCurrentMonData->offMainFB.alloc(pMonitor->vecPixelSize.x, pMonitor->vecPixelSize.y, pMonitor->drmFormat);
@@ -144,19 +151,37 @@ void CHyprOpenGLImpl::begin(CMonitor* pMonitor, CRegion* pDamage, bool fake) {
if (!m_RenderData.pCurrentMonData->m_bShadersInitialized)
initShaders();
// bind the primary Hypr Framebuffer
m_RenderData.pCurrentMonData->primaryFB.bind();
m_RenderData.damage.set(*pDamage);
m_bFakeFrame = fake;
m_RenderData.currentFB = &m_RenderData.pCurrentMonData->primaryFB;
if (m_bReloadScreenShader) {
m_bReloadScreenShader = false;
applyScreenShader(g_pConfigManager->getString("decoration:screen_shader"));
}
const auto PRBO = g_pHyprRenderer->getCurrentRBO();
if (m_sFinalScreenShader.program > 0 || m_bFakeFrame || m_RenderData.mouseZoomFactor != 1.0 || pMonitor->vecPixelSize != PRBO->getFB()->m_vSize ||
(*PBLUR != 0 && !pMonitor->solitaryClient /* TODO: revisit when possible */)) {
// we have to offload
// bind the primary Hypr Framebuffer
m_RenderData.pCurrentMonData->offloadFB.bind();
m_RenderData.currentFB = &m_RenderData.pCurrentMonData->offloadFB;
m_bOffloadedFramebuffer = true;
} else {
// we can render to the rbo directly
const auto PFBO = PRBO->getFB();
m_RenderData.currentFB = PFBO;
if (PFBO->m_pStencilTex != &m_RenderData.pCurrentMonData->stencilTex) {
PFBO->m_pStencilTex = &m_RenderData.pCurrentMonData->stencilTex;
PFBO->addStencil();
}
PRBO->bindFB();
m_bOffloadedFramebuffer = false;
}
m_RenderData.mainFB = m_RenderData.currentFB;
}
void CHyprOpenGLImpl::end() {
@@ -164,14 +189,15 @@ void CHyprOpenGLImpl::end() {
TRACY_GPU_ZONE("RenderEnd");
if (!m_RenderData.pMonitor->mirrors.empty())
saveBufferForMirror(); // save with original damage region
// end the render, copy the data to the WLR framebuffer
if (!m_bFakeFrame) {
if (m_bOffloadedFramebuffer && !m_bFakeFrame) {
m_RenderData.damage = m_RenderData.pMonitor->lastFrameDamage;
if (!m_RenderData.pMonitor->mirrors.empty())
saveBufferForMirror(); // save with original damage region
g_pHyprRenderer->getCurrentRBO()->bindFB();
glBindFramebuffer(GL_FRAMEBUFFER, m_iWLROutputFb);
CBox monbox = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y};
if (m_RenderData.mouseZoomFactor != 1.f) {
@@ -199,9 +225,9 @@ void CHyprOpenGLImpl::end() {
blend(false);
if (m_sFinalScreenShader.program < 1)
renderTexturePrimitive(m_RenderData.pCurrentMonData->primaryFB.m_cTex, &monbox);
renderTexturePrimitive(m_RenderData.pCurrentMonData->offloadFB.m_cTex, &monbox);
else
renderTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex, &monbox, 1.f);
renderTexture(m_RenderData.pCurrentMonData->offloadFB.m_cTex, &monbox, 1.f);
blend(true);
@@ -212,15 +238,10 @@ void CHyprOpenGLImpl::end() {
// reset our data
m_RenderData.pMonitor = nullptr;
m_iWLROutputFb = 0;
m_RenderData.mouseZoomFactor = 1.f;
m_RenderData.mouseZoomUseMouse = true;
}
void CHyprOpenGLImpl::bindWlrOutputFb() {
glBindFramebuffer(GL_FRAMEBUFFER, m_iWLROutputFb);
}
void CHyprOpenGLImpl::initShaders() {
GLuint prog = createProgram(QUADVERTSRC, QUADFRAGSRC);
m_RenderData.pCurrentMonData->m_shQUAD.program = prog;
@@ -501,8 +522,7 @@ void CHyprOpenGLImpl::renderRectWithBlur(CBox* box, const CColor& col, int round
CFramebuffer* POUTFB = blurMainFramebufferWithDamage(blurA, &damage);
// bind primary
m_RenderData.pCurrentMonData->primaryFB.bind();
m_RenderData.currentFB->bind();
// make a stencil for rounded corners to work with blur
scissor((CBox*)nullptr); // allow the entire window and stencil to render
@@ -553,7 +573,7 @@ void CHyprOpenGLImpl::renderRectWithDamage(CBox* box, const CColor& col, CRegion
float matrix[9];
wlr_matrix_project_box(matrix, box->pWlr(), wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0,
m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
m_RenderData.pMonitor->projMatrix.data()); // TODO: write own, don't use WLR here
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
@@ -640,7 +660,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, CBox*
// get transform
const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform);
float matrix[9];
wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, 0, m_RenderData.pMonitor->projMatrix.data());
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
@@ -801,7 +821,7 @@ void CHyprOpenGLImpl::renderTexturePrimitive(const CTexture& tex, CBox* pBox) {
// get transform
const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform);
float matrix[9];
wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, 0, m_RenderData.pMonitor->projMatrix.data());
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
@@ -855,7 +875,7 @@ void CHyprOpenGLImpl::renderTextureMatte(const CTexture& tex, CBox* pBox, CFrame
// get transform
const auto TRANSFORM = wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform);
float matrix[9];
wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
wlr_matrix_project_box(matrix, newBox.pWlr(), TRANSFORM, 0, m_RenderData.pMonitor->projMatrix.data());
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
@@ -914,7 +934,7 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* o
const auto TRANSFORM = wlr_output_transform_invert(m_RenderData.pMonitor->transform);
float matrix[9];
CBox MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y};
wlr_matrix_project_box(matrix, MONITORBOX.pWlr(), TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
wlr_matrix_project_box(matrix, MONITORBOX.pWlr(), TRANSFORM, 0, m_RenderData.pMonitor->projMatrix.data());
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
@@ -947,9 +967,9 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* o
glActiveTexture(GL_TEXTURE0);
glBindTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex.m_iTarget, m_RenderData.pCurrentMonData->primaryFB.m_cTex.m_iTexID);
glBindTexture(m_RenderData.currentFB->m_cTex.m_iTarget, m_RenderData.currentFB->m_cTex.m_iTexID);
glTexParameteri(m_RenderData.pCurrentMonData->primaryFB.m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(m_RenderData.currentFB->m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(m_RenderData.pCurrentMonData->m_shBLURPREPARE.program);
@@ -1225,7 +1245,7 @@ void CHyprOpenGLImpl::preBlurForCurrentMonitor() {
renderTextureInternalWithDamage(POUTFB->m_cTex, &wholeMonitor, 1, &fakeDamage, 0, false, true, false);
m_bEndFrame = false;
m_RenderData.pCurrentMonData->primaryFB.bind();
m_RenderData.currentFB->bind();
m_RenderData.pCurrentMonData->blurFBDirty = false;
@@ -1321,8 +1341,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, CBox* pBox, flo
POUTFB = &m_RenderData.pCurrentMonData->blurFB;
}
// bind primary
m_RenderData.pCurrentMonData->primaryFB.bind();
m_RenderData.currentFB->bind();
// make a stencil for rounded corners to work with blur
scissor((CBox*)nullptr); // allow the entire window and stencil to render
@@ -1404,7 +1423,7 @@ void CHyprOpenGLImpl::renderBorder(CBox* box, const CGradientValueData& grad, in
float matrix[9];
wlr_matrix_project_box(matrix, box->pWlr(), wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0,
m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
m_RenderData.pMonitor->projMatrix.data()); // TODO: write own, don't use WLR here
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
@@ -1744,7 +1763,7 @@ void CHyprOpenGLImpl::renderRoundedShadow(CBox* box, int round, int range, const
float matrix[9];
wlr_matrix_project_box(matrix, box->pWlr(), wlr_output_transform_invert(!m_bEndFrame ? WL_OUTPUT_TRANSFORM_NORMAL : m_RenderData.pMonitor->transform), 0,
m_RenderData.pMonitor->output->transform_matrix); // TODO: write own, don't use WLR here
m_RenderData.pMonitor->projMatrix.data()); // TODO: write own, don't use WLR here
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
@@ -1811,11 +1830,11 @@ void CHyprOpenGLImpl::saveBufferForMirror() {
blend(false);
renderTexture(m_RenderData.pCurrentMonData->primaryFB.m_cTex, &monbox, 1.f, 0, false, false);
renderTexture(m_RenderData.currentFB->m_cTex, &monbox, 1.f, 0, false, false);
blend(true);
m_RenderData.pCurrentMonData->primaryFB.bind();
m_RenderData.currentFB->bind();
}
void CHyprOpenGLImpl::renderMirrored() {
@@ -1974,7 +1993,7 @@ void CHyprOpenGLImpl::destroyMonitorResources(CMonitor* pMonitor) {
wlr_output_attach_render(pMonitor->output, nullptr);
g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].mirrorFB.release();
g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].primaryFB.release();
g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].offloadFB.release();
g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].mirrorSwapFB.release();
g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].monitorMirrorFB.release();
g_pHyprOpenGL->m_mMonitorRenderResources[pMonitor].blurFB.release();
@@ -2014,8 +2033,8 @@ void CHyprOpenGLImpl::renderOffToMain(CFramebuffer* off) {
}
void CHyprOpenGLImpl::bindBackOnMain() {
m_RenderData.pCurrentMonData->primaryFB.bind();
m_RenderData.currentFB = &m_RenderData.pCurrentMonData->primaryFB;
m_RenderData.mainFB->bind();
m_RenderData.currentFB = m_RenderData.mainFB;
}
void CHyprOpenGLImpl::setMonitorTransformEnabled(bool enabled) {