#include "SurfacePassElement.hpp" #include "../OpenGL.hpp" #include "../../desktop/WLSurface.hpp" #include "../../desktop/Window.hpp" #include "../../protocols/core/Compositor.hpp" #include "../../protocols/DRMSyncobj.hpp" #include "../../managers/input/InputManager.hpp" #include "../Renderer.hpp" #include #include #include using namespace Hyprutils::Utils; CSurfacePassElement::CSurfacePassElement(const CSurfacePassElement::SRenderData& data_) : m_data(data_) { ; } void CSurfacePassElement::draw(const CRegion& damage) { g_pHyprOpenGL->m_renderData.currentWindow = m_data.pWindow; g_pHyprOpenGL->m_renderData.surface = m_data.surface; g_pHyprOpenGL->m_renderData.currentLS = m_data.pLS; g_pHyprOpenGL->m_renderData.clipBox = m_data.clipBox; g_pHyprOpenGL->m_renderData.discardMode = m_data.discardMode; g_pHyprOpenGL->m_renderData.discardOpacity = m_data.discardOpacity; g_pHyprOpenGL->m_renderData.useNearestNeighbor = m_data.useNearestNeighbor; g_pHyprOpenGL->m_endFrame = m_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.clipRegion = {}; g_pHyprOpenGL->m_renderData.discardMode = 0; g_pHyprOpenGL->m_renderData.discardOpacity = 0; g_pHyprOpenGL->m_renderData.useNearestNeighbor = false; g_pHyprOpenGL->m_endFrame = false; g_pHyprOpenGL->m_renderData.currentWindow.reset(); g_pHyprOpenGL->m_renderData.surface.reset(); g_pHyprOpenGL->m_renderData.currentLS.reset(); }}; if (!m_data.texture) return; const auto& TEXTURE = m_data.texture; // this is bad, probably has been logged elsewhere. Means the texture failed // uploading to the GPU. if (!TEXTURE->m_texID) return; const auto INTERACTIVERESIZEINPROGRESS = m_data.pWindow && g_pInputManager->m_currentlyDraggedWindow && g_pInputManager->m_dragMode == MBIND_RESIZE; TRACY_GPU_ZONE("RenderSurface"); auto PSURFACE = CWLSurface::fromResource(m_data.surface); const float ALPHA = m_data.alpha * m_data.fadeAlpha * (PSURFACE ? PSURFACE->m_alphaModifier : 1.F); const float OVERALL_ALPHA = PSURFACE ? PSURFACE->m_overallOpacity : 1.F; const bool BLUR = m_data.blur && (!TEXTURE->m_opaque || ALPHA < 1.F || OVERALL_ALPHA < 1.F); auto windowBox = getTexBox(); const auto PROJSIZEUNSCALED = windowBox.size(); windowBox.scale(m_data.pMonitor->m_scale); windowBox.round(); if (windowBox.width <= 1 || windowBox.height <= 1) { discard(); return; } const bool MISALIGNEDFSV1 = std::floor(m_data.pMonitor->m_scale) != m_data.pMonitor->m_scale /* Fractional */ && m_data.surface->m_current.scale == 1 /* fs protocol */ && windowBox.size() != m_data.surface->m_current.bufferSize /* misaligned */ && DELTALESSTHAN(windowBox.width, m_data.surface->m_current.bufferSize.x, 3) && DELTALESSTHAN(windowBox.height, m_data.surface->m_current.bufferSize.y, 3) /* off by one-or-two */ && (!m_data.pWindow || (!m_data.pWindow->m_realSize->isBeingAnimated() && !INTERACTIVERESIZEINPROGRESS)) /* not window or not animated/resizing */; if (m_data.surface->m_colorManagement.valid()) Debug::log(TRACE, "FIXME: rendering surface with color management enabled, should apply necessary transformations"); g_pHyprRenderer->calculateUVForSurface(m_data.pWindow, m_data.surface, m_data.pMonitor->m_self.lock(), m_data.mainSurface, windowBox.size(), PROJSIZEUNSCALED, MISALIGNEDFSV1); auto cancelRender = false; g_pHyprOpenGL->m_renderData.clipRegion = visibleRegion(cancelRender); if (cancelRender) return; // 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 = m_data.rounding; float roundingPower = m_data.roundingPower; rounding -= 1; // to fix a border issue if (m_data.dontRound) { rounding = 0; roundingPower = 2.0f; } const bool WINDOWOPAQUE = m_data.pWindow && m_data.pWindow->m_wlSurface->resource() == m_data.surface ? m_data.pWindow->opaque() : false; const bool CANDISABLEBLEND = ALPHA >= 1.f && OVERALL_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 (m_data.surfaceCounter == 0 && !m_data.popup) { if (BLUR) g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, windowBox, ALPHA, m_data.surface, rounding, roundingPower, m_data.blockBlurOptimization, m_data.fadeAlpha, OVERALL_ALPHA); else g_pHyprOpenGL->renderTexture(TEXTURE, windowBox, ALPHA * OVERALL_ALPHA, rounding, roundingPower, false, true); } else { if (BLUR && m_data.popup) g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, windowBox, ALPHA, m_data.surface, rounding, roundingPower, true, m_data.fadeAlpha, OVERALL_ALPHA); else g_pHyprOpenGL->renderTexture(TEXTURE, windowBox, ALPHA * OVERALL_ALPHA, rounding, roundingPower, false, true); } if (!g_pHyprRenderer->m_bBlockSurfaceFeedback) m_data.surface->presentFeedback(m_data.when, m_data.pMonitor->m_self.lock()); // add async (dmabuf) buffers to usedBuffers so we can handle release later // sync (shm) buffers will be released in commitState, so no need to track them here if (m_data.surface->m_current.buffer && !m_data.surface->m_current.buffer->isSynchronous()) g_pHyprRenderer->m_usedAsyncBuffers.emplace_back(m_data.surface->m_current.buffer); g_pHyprOpenGL->blend(true); } CBox CSurfacePassElement::getTexBox() { const double outputX = -m_data.pMonitor->m_position.x, outputY = -m_data.pMonitor->m_position.y; const auto INTERACTIVERESIZEINPROGRESS = m_data.pWindow && g_pInputManager->m_currentlyDraggedWindow && g_pInputManager->m_dragMode == MBIND_RESIZE; auto PSURFACE = CWLSurface::fromResource(m_data.surface); CBox windowBox; if (m_data.surface && m_data.mainSurface) { windowBox = {(int)outputX + m_data.pos.x + m_data.localPos.x, (int)outputY + m_data.pos.y + m_data.localPos.y, m_data.w, m_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_fillIgnoreSmall && 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_realSize->value().x / PWINDOW->m_reportedSize.x); windowBox.height = SIZE.y * (PWINDOW->m_realSize->value().y / PWINDOW->m_reportedSize.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 + m_data.pos.x + m_data.localPos.x, (int)outputY + m_data.pos.y + m_data.localPos.y, std::max((float)m_data.surface->m_current.size.x, 2.F), std::max((float)m_data.surface->m_current.size.y, 2.F)}; if (m_data.pWindow && m_data.pWindow->m_realSize->isBeingAnimated() && m_data.surface && !m_data.mainSurface && m_data.squishOversized /* subsurface */) { // adjust subsurfaces to the window windowBox.width = (windowBox.width / m_data.pWindow->m_reportedSize.x) * m_data.pWindow->m_realSize->value().x; windowBox.height = (windowBox.height / m_data.pWindow->m_reportedSize.y) * m_data.pWindow->m_realSize->value().y; } } if (m_data.squishOversized) { if (m_data.localPos.x + windowBox.width > m_data.w) windowBox.width = m_data.w - m_data.localPos.x; if (m_data.localPos.y + windowBox.height > m_data.h) windowBox.height = m_data.h - m_data.localPos.y; } return windowBox; } bool CSurfacePassElement::needsLiveBlur() { auto PSURFACE = CWLSurface::fromResource(m_data.surface); const float ALPHA = m_data.alpha * m_data.fadeAlpha * (PSURFACE ? PSURFACE->m_alphaModifier * PSURFACE->m_overallOpacity : 1.F); const bool BLUR = m_data.blur && (!m_data.texture || !m_data.texture->m_opaque || ALPHA < 1.F); if (!m_data.pLS && !m_data.pWindow) return BLUR; if (m_data.popup) return BLUR; const bool NEWOPTIM = g_pHyprOpenGL->shouldUseNewBlurOptimizations(m_data.pLS, m_data.pWindow); return BLUR && !NEWOPTIM; } bool CSurfacePassElement::needsPrecomputeBlur() { auto PSURFACE = CWLSurface::fromResource(m_data.surface); const float ALPHA = m_data.alpha * m_data.fadeAlpha * (PSURFACE ? PSURFACE->m_alphaModifier * PSURFACE->m_overallOpacity : 1.F); const bool BLUR = m_data.blur && (!m_data.texture || !m_data.texture->m_opaque || ALPHA < 1.F); if (!m_data.pLS && !m_data.pWindow) return BLUR; if (m_data.popup) return false; const bool NEWOPTIM = g_pHyprOpenGL->shouldUseNewBlurOptimizations(m_data.pLS, m_data.pWindow); return BLUR && NEWOPTIM; } std::optional CSurfacePassElement::boundingBox() { return getTexBox(); } CRegion CSurfacePassElement::opaqueRegion() { auto PSURFACE = CWLSurface::fromResource(m_data.surface); const float ALPHA = m_data.alpha * m_data.fadeAlpha * (PSURFACE ? PSURFACE->m_alphaModifier * PSURFACE->m_overallOpacity : 1.F); if (ALPHA < 1.F) return {}; if (m_data.surface && m_data.surface->m_current.size == Vector2D{m_data.w, m_data.h}) { CRegion opaqueSurf = m_data.surface->m_current.opaque.copy().intersect(CBox{{}, {m_data.w, m_data.h}}); const auto texBox = getTexBox(); opaqueSurf.scale(texBox.size() / Vector2D{m_data.w, m_data.h}); return opaqueSurf.translate(m_data.pos + m_data.localPos - m_data.pMonitor->m_position).expand(-m_data.rounding); } return m_data.texture && m_data.texture->m_opaque ? boundingBox()->expand(-m_data.rounding) : CRegion{}; } CRegion CSurfacePassElement::visibleRegion(bool& cancel) { auto PSURFACE = CWLSurface::fromResource(m_data.surface); if (!PSURFACE) return {}; const auto& bufferSize = m_data.surface->m_current.bufferSize; auto visibleRegion = PSURFACE->m_visibleRegion.copy(); if (visibleRegion.empty()) return {}; visibleRegion.intersect(CBox(Vector2D(), bufferSize)); if (visibleRegion.empty()) { cancel = true; return visibleRegion; } // deal with any rounding errors that might come from scaling visibleRegion.expand(1); auto uvTL = g_pHyprOpenGL->m_renderData.primarySurfaceUVTopLeft; auto uvBR = g_pHyprOpenGL->m_renderData.primarySurfaceUVBottomRight; if (uvTL == Vector2D(-1, -1)) uvTL = Vector2D(0, 0); if (uvBR == Vector2D(-1, -1)) uvBR = Vector2D(1, 1); visibleRegion.translate(-uvTL * bufferSize); auto texBox = getTexBox(); texBox.scale(m_data.pMonitor->m_scale); texBox.round(); visibleRegion.scale((Vector2D(1, 1) / (uvBR - uvTL)) * (texBox.size() / bufferSize)); visibleRegion.translate((m_data.pos + m_data.localPos - m_data.pMonitor->m_position) * m_data.pMonitor->m_scale); return visibleRegion; } void CSurfacePassElement::discard() { if (!g_pHyprRenderer->m_bBlockSurfaceFeedback) { Debug::log(TRACE, "discard for invisible surface"); m_data.surface->presentFeedback(m_data.when, m_data.pMonitor->m_self.lock(), true); } }