Renderer: rewrite render scheduling (#8683)

This rewrites renderer scheduling. Occlusion is now unified in a new Pass type.
This commit is contained in:
Vaxry
2024-12-22 17:12:09 +01:00
committed by GitHub
parent 1cc1a46c2e
commit e536b02248
42 changed files with 1576 additions and 775 deletions

View File

@@ -67,9 +67,6 @@ class CHyprRenderer {
bool fixMisalignedFSV1 = false);
std::tuple<float, float, float> getRenderTimes(PHLMONITOR pMonitor); // avg max min
void renderLockscreen(PHLMONITOR pMonitor, timespec* now, const CBox& geometry);
void setOccludedForBackLayers(CRegion& region, PHLWORKSPACE pWorkspace);
void setOccludedForMainWorkspace(CRegion& region, PHLWORKSPACE pWorkspace); // TODO: merge occlusion methods
bool canSkipBackBufferClear(PHLMONITOR pMonitor);
void recheckSolitaryForMonitor(PHLMONITOR pMonitor);
void setCursorSurface(SP<CWLSurface> surf, int hotspotX, int hotspotY, bool force = false);
void setCursorFromName(const std::string& name, bool force = false);
@@ -80,6 +77,11 @@ class CHyprRenderer {
void unsetEGL();
SExplicitSyncSettings getExplicitSyncSettings();
void addWindowToRenderUnfocused(PHLWINDOW window);
void makeWindowSnapshot(PHLWINDOW);
void makeRawWindowSnapshot(PHLWINDOW, CFramebuffer*);
void makeLayerSnapshot(PHLLS);
void renderSnapshot(PHLWINDOW);
void renderSnapshot(PHLLS);
// if RENDER_MODE_NORMAL, provided damage will be written to.
// otherwise, it will be the one used.
@@ -110,6 +112,8 @@ class CHyprRenderer {
std::string name;
} m_sLastCursorData;
CRenderPass m_sRenderPass = {};
private:
void arrangeLayerArray(PHLMONITOR, const std::vector<PHLLSREF>&, bool, CBox*);
void renderWorkspaceWindowsFullscreen(PHLMONITOR, PHLWORKSPACE, timespec*); // renders workspace windows (fullscreen) (tiled, floating, pinned, but no special)
@@ -129,10 +133,9 @@ class CHyprRenderer {
bool m_bCursorHidden = false;
bool m_bCursorHasSurface = false;
SP<CRenderbuffer> m_pCurrentRenderbuffer = nullptr;
SP<Aquamarine::IBuffer> m_pCurrentBuffer;
eRenderMode m_eRenderMode = RENDER_MODE_NORMAL;
bool m_bNvidia = false;
SP<Aquamarine::IBuffer> m_pCurrentBuffer = nullptr;
eRenderMode m_eRenderMode = RENDER_MODE_NORMAL;
bool m_bNvidia = false;
struct {
bool hiddenOnTouch = false;