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

@@ -0,0 +1,230 @@
#include "SurfacePassElement.hpp"
#include "../OpenGL.hpp"
#include "../../desktop/WLSurface.hpp"
#include "../../protocols/core/Compositor.hpp"
#include "../../protocols/DRMSyncobj.hpp"
#include "../../managers/input/InputManager.hpp"
#include "../Renderer.hpp"
#include <hyprutils/utils/ScopeGuard.hpp>
using namespace Hyprutils::Utils;
CSurfacePassElement::CSurfacePassElement(const CSurfacePassElement::SRenderData& data_) : data(data_) {
;
}
void CSurfacePassElement::draw(const CRegion& damage) {
g_pHyprOpenGL->m_RenderData.currentWindow = data.pWindow;
g_pHyprOpenGL->m_RenderData.currentLS = data.pLS;
g_pHyprOpenGL->m_RenderData.clipBox = data.clipBox;
g_pHyprOpenGL->m_RenderData.discardMode = data.discardMode;
g_pHyprOpenGL->m_RenderData.discardOpacity = data.discardOpacity;
g_pHyprOpenGL->m_RenderData.useNearestNeighbor = data.useNearestNeighbor;
g_pHyprOpenGL->m_bEndFrame = data.flipEndFrame;
CScopeGuard x = {[]() {
g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(-1, -1);
g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1);
g_pHyprOpenGL->m_RenderData.useNearestNeighbor = false;
g_pHyprOpenGL->m_RenderData.clipBox = {};
g_pHyprOpenGL->m_RenderData.discardMode = 0;
g_pHyprOpenGL->m_RenderData.discardOpacity = 0;
g_pHyprOpenGL->m_RenderData.useNearestNeighbor = false;
g_pHyprOpenGL->m_bEndFrame = false;
g_pHyprOpenGL->m_RenderData.currentWindow.reset();
g_pHyprOpenGL->m_RenderData.currentLS.reset();
}};
if (!data.texture)
return;
const auto& TEXTURE = data.texture;
// this is bad, probably has been logged elsewhere. Means the texture failed
// uploading to the GPU.
if (!TEXTURE->m_iTexID)
return;
// explicit sync: wait for the timeline, if any
if (data.surface->syncobj && data.surface->syncobj->current.acquireTimeline) {
if (!g_pHyprOpenGL->waitForTimelinePoint(data.surface->syncobj->current.acquireTimeline->timeline, data.surface->syncobj->current.acquirePoint)) {
Debug::log(ERR, "Renderer: failed to wait for explicit timeline");
return;
}
}
const auto INTERACTIVERESIZEINPROGRESS = data.pWindow && g_pInputManager->currentlyDraggedWindow && g_pInputManager->dragMode == MBIND_RESIZE;
TRACY_GPU_ZONE("RenderSurface");
auto PSURFACE = CWLSurface::fromResource(data.surface);
const float ALPHA = data.alpha * data.fadeAlpha * (PSURFACE ? PSURFACE->m_pAlphaModifier : 1.F);
const bool BLUR = data.blur && (!TEXTURE->m_bOpaque || ALPHA < 1.F);
auto windowBox = getTexBox();
const auto PROJSIZEUNSCALED = windowBox.size();
windowBox.scale(data.pMonitor->scale);
windowBox.round();
if (windowBox.width <= 1 || windowBox.height <= 1) {
discard();
return;
}
const bool MISALIGNEDFSV1 = std::floor(data.pMonitor->scale) != data.pMonitor->scale /* Fractional */ && data.surface->current.scale == 1 /* fs protocol */ &&
windowBox.size() != data.surface->current.bufferSize /* misaligned */ && DELTALESSTHAN(windowBox.width, data.surface->current.bufferSize.x, 3) &&
DELTALESSTHAN(windowBox.height, data.surface->current.bufferSize.y, 3) /* off by one-or-two */ &&
(!data.pWindow || (!data.pWindow->m_vRealSize.isBeingAnimated() && !INTERACTIVERESIZEINPROGRESS)) /* not window or not animated/resizing */;
g_pHyprRenderer->calculateUVForSurface(data.pWindow, data.surface, data.pMonitor->self.lock(), data.mainSurface, windowBox.size(), PROJSIZEUNSCALED, MISALIGNEDFSV1);
// check for fractional scale surfaces misaligning the buffer size
// in those cases it's better to just force nearest neighbor
// as long as the window is not animated. During those it'd look weird.
// UV will fixup it as well
if (MISALIGNEDFSV1)
g_pHyprOpenGL->m_RenderData.useNearestNeighbor = true;
float rounding = data.rounding;
rounding -= 1; // to fix a border issue
if (data.dontRound)
rounding = 0;
const bool WINDOWOPAQUE = data.pWindow && data.pWindow->m_pWLSurface->resource() == data.surface ? data.pWindow->opaque() : false;
const bool CANDISABLEBLEND = ALPHA >= 1.f && rounding == 0 && WINDOWOPAQUE;
if (CANDISABLEBLEND)
g_pHyprOpenGL->blend(false);
else
g_pHyprOpenGL->blend(true);
// FIXME: This is wrong and will bug the blur out as shit if the first surface
// is a subsurface that does NOT cover the entire frame. In such cases, we probably should fall back
// to what we do for misaligned surfaces (blur the entire thing and then render shit without blur)
if (data.surfaceCounter == 0 && !data.popup) {
if (BLUR)
g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, data.surface, rounding, data.blockBlurOptimization, data.fadeAlpha);
else
g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, ALPHA, rounding, false, true);
} else {
if (BLUR && data.popup)
g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, data.surface, rounding, true, data.fadeAlpha);
else
g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, ALPHA, rounding, false, true);
}
if (!g_pHyprRenderer->m_bBlockSurfaceFeedback)
data.surface->presentFeedback(data.when, data.pMonitor->self.lock());
g_pHyprOpenGL->blend(true);
}
CBox CSurfacePassElement::getTexBox() {
const double outputX = -data.pMonitor->vecPosition.x, outputY = -data.pMonitor->vecPosition.y;
const auto INTERACTIVERESIZEINPROGRESS = data.pWindow && g_pInputManager->currentlyDraggedWindow && g_pInputManager->dragMode == MBIND_RESIZE;
auto PSURFACE = CWLSurface::fromResource(data.surface);
CBox windowBox;
if (data.surface && data.mainSurface) {
windowBox = {(int)outputX + data.pos.x + data.localPos.x, (int)outputY + data.pos.y + data.localPos.y, data.w, data.h};
// however, if surface buffer w / h < box, we need to adjust them
const auto PWINDOW = PSURFACE ? PSURFACE->getWindow() : nullptr;
// center the surface if it's smaller than the viewport we assign it
if (PSURFACE && !PSURFACE->m_bFillIgnoreSmall && PSURFACE->small() /* guarantees PWINDOW */) {
const auto CORRECT = PSURFACE->correctSmallVec();
const auto SIZE = PSURFACE->getViewporterCorrectedSize();
if (!INTERACTIVERESIZEINPROGRESS) {
windowBox.translate(CORRECT);
windowBox.width = SIZE.x * (PWINDOW->m_vRealSize.value().x / PWINDOW->m_vReportedSize.x);
windowBox.height = SIZE.y * (PWINDOW->m_vRealSize.value().y / PWINDOW->m_vReportedSize.y);
} else {
windowBox.width = SIZE.x;
windowBox.height = SIZE.y;
}
}
} else { // here we clamp to 2, these might be some tiny specks
windowBox = {(int)outputX + data.pos.x + data.localPos.x, (int)outputY + data.pos.y + data.localPos.y, std::max((float)data.surface->current.size.x, 2.F),
std::max((float)data.surface->current.size.y, 2.F)};
if (data.pWindow && data.pWindow->m_vRealSize.isBeingAnimated() && data.surface && !data.mainSurface && data.squishOversized /* subsurface */) {
// adjust subsurfaces to the window
windowBox.width = (windowBox.width / data.pWindow->m_vReportedSize.x) * data.pWindow->m_vRealSize.value().x;
windowBox.height = (windowBox.height / data.pWindow->m_vReportedSize.y) * data.pWindow->m_vRealSize.value().y;
}
}
if (data.squishOversized) {
if (data.localPos.x + windowBox.width > data.w)
windowBox.width = data.w - data.localPos.x;
if (data.localPos.y + windowBox.height > data.h)
windowBox.height = data.h - data.localPos.y;
}
return windowBox;
}
bool CSurfacePassElement::needsLiveBlur() {
auto PSURFACE = CWLSurface::fromResource(data.surface);
const float ALPHA = data.alpha * data.fadeAlpha * (PSURFACE ? PSURFACE->m_pAlphaModifier : 1.F);
const bool BLUR = data.blur && (!data.texture || !data.texture->m_bOpaque || ALPHA < 1.F);
if (!data.pLS && !data.pWindow)
return BLUR;
const bool NEWOPTIM = g_pHyprOpenGL->shouldUseNewBlurOptimizations(data.pLS, data.pWindow);
return BLUR && !NEWOPTIM;
}
bool CSurfacePassElement::needsPrecomputeBlur() {
auto PSURFACE = CWLSurface::fromResource(data.surface);
const float ALPHA = data.alpha * data.fadeAlpha * (PSURFACE ? PSURFACE->m_pAlphaModifier : 1.F);
const bool BLUR = data.blur && (!data.texture || !data.texture->m_bOpaque || ALPHA < 1.F);
if (!data.pLS && !data.pWindow)
return BLUR;
const bool NEWOPTIM = g_pHyprOpenGL->shouldUseNewBlurOptimizations(data.pLS, data.pWindow);
return BLUR && NEWOPTIM;
}
std::optional<CBox> CSurfacePassElement::boundingBox() {
return getTexBox();
}
CRegion CSurfacePassElement::opaqueRegion() {
auto PSURFACE = CWLSurface::fromResource(data.surface);
const float ALPHA = data.alpha * data.fadeAlpha * (PSURFACE ? PSURFACE->m_pAlphaModifier : 1.F);
if (ALPHA < 1.F)
return {};
if (data.surface && data.surface->current.size == Vector2D{data.w, data.h}) {
CRegion opaqueSurf = data.surface->current.opaque.copy().intersect(CBox{{}, {data.w, data.h}});
const auto texBox = getTexBox();
opaqueSurf.scale(texBox.size() / Vector2D{data.w, data.h});
return opaqueSurf.translate(data.pos + data.localPos - data.pMonitor->vecPosition).expand(-data.rounding);
}
return data.texture && data.texture->m_bOpaque ? boundingBox()->expand(-data.rounding) : CRegion{};
}
void CSurfacePassElement::discard() {
if (!g_pHyprRenderer->m_bBlockSurfaceFeedback) {
Debug::log(TRACE, "discard for invisible surface");
data.surface->presentFeedback(data.when, data.pMonitor->self.lock(), true);
}
}