Files
hyprland/src/render/pass/SurfacePassElement.cpp

293 lines
13 KiB
C++

#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 <hyprutils/math/Box.hpp>
#include <hyprutils/math/Vector2D.hpp>
#include <hyprutils/utils/ScopeGuard.hpp>
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<CBox> 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);
}
}