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#pragma once

#include "../defines.hpp"
#include "../helpers/Monitor.hpp"
#include "../helpers/Color.hpp"
#include "../helpers/Timer.hpp"
#include "../helpers/math/Math.hpp"
#include "../helpers/Format.hpp"
#include "../helpers/sync/SyncTimeline.hpp"
#include <cstdint>
#include <list>
#include <unordered_map>
#include <map>

#include <cairo/cairo.h>

#include "Shader.hpp"
#include "Texture.hpp"
#include "Framebuffer.hpp"
#include "Transformer.hpp"
#include "Renderbuffer.hpp"

#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES2/gl2ext.h>
#include <aquamarine/buffer/Buffer.hpp>

#include "../debug/TracyDefines.hpp"

struct gbm_device;
class CHyprRenderer;

inline const float fullVerts[] = {
    1, 0, // top right
    0, 0, // top left
    1, 1, // bottom right
    0, 1, // bottom left
};
inline const float fanVertsFull[] = {-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f};

enum eDiscardMode {
    DISCARD_OPAQUE = 1,
    DISCARD_ALPHA  = 1 << 1
};

struct SRenderModifData {
    enum eRenderModifType {
        RMOD_TYPE_SCALE,        /* scale by a float */
        RMOD_TYPE_SCALECENTER,  /* scale by a float from the center */
        RMOD_TYPE_TRANSLATE,    /* translate by a Vector2D */
        RMOD_TYPE_ROTATE,       /* rotate by a float in rad from top left */
        RMOD_TYPE_ROTATECENTER, /* rotate by a float in rad from center */
    };

    std::vector<std::pair<eRenderModifType, std::any>> modifs;

    void                                               applyToBox(CBox& box);
    void                                               applyToRegion(CRegion& rg);
    float                                              combinedScale();

    bool                                               enabled = true;
};

struct SMonitorRenderData {
    CFramebuffer offloadFB;
    CFramebuffer mirrorFB;     // these are used for some effects,
    CFramebuffer mirrorSwapFB; // etc
    CFramebuffer offMainFB;

    CFramebuffer monitorMirrorFB; // used for mirroring outputs, does not contain artifacts like offloadFB

    SP<CTexture> stencilTex = makeShared<CTexture>();

    CFramebuffer blurFB;
    bool         blurFBDirty        = true;
    bool         blurFBShouldRender = false;

    // Shaders
    bool    m_bShadersInitialized = false;
    CShader m_shQUAD;
    CShader m_shRGBA;
    CShader m_shPASSTHRURGBA;
    CShader m_shMATTE;
    CShader m_shRGBX;
    CShader m_shEXT;
    CShader m_shBLUR1;
    CShader m_shBLUR2;
    CShader m_shBLURPREPARE;
    CShader m_shBLURFINISH;
    CShader m_shSHADOW;
    CShader m_shBORDER1;
    CShader m_shGLITCH;
    //
};

struct SCurrentRenderData {
    CMonitor*            pMonitor   = nullptr;
    PHLWORKSPACE         pWorkspace = nullptr;
    float                projection[9];
    float                savedProjection[9];
    std::array<float, 9> monitorProjection;

    SMonitorRenderData*  pCurrentMonData = nullptr;
    CFramebuffer*        currentFB       = nullptr; // current rendering to
    CFramebuffer*        mainFB          = nullptr; // main to render to
    CFramebuffer*        outFB           = nullptr; // out to render to (if offloaded, etc)

    CRegion              damage;
    CRegion              finalDamage; // damage used for funal off -> main

    SRenderModifData     renderModif;
    float                mouseZoomFactor    = 1.f;
    bool                 mouseZoomUseMouse  = true; // true by default
    bool                 useNearestNeighbor = false;
    bool                 forceIntrospection = false; // cleaned in ::end()
    bool                 blockScreenShader  = false;
    bool                 simplePass         = false;

    Vector2D             primarySurfaceUVTopLeft     = Vector2D(-1, -1);
    Vector2D             primarySurfaceUVBottomRight = Vector2D(-1, -1);

    CBox                 clipBox = {}; // scaled coordinates

    uint32_t             discardMode    = DISCARD_OPAQUE;
    float                discardOpacity = 0.f;
};

class CEGLSync {
  public:
    ~CEGLSync();

    EGLSyncKHR sync = nullptr;

    int        dupFenceFD();
    bool       wait();

  private:
    CEGLSync() = default;

    friend class CHyprOpenGLImpl;
};

class CGradientValueData;

class CHyprOpenGLImpl {
  public:
    CHyprOpenGLImpl();

    void     begin(CMonitor*, const CRegion& damage, CFramebuffer* fb = nullptr, std::optional<CRegion> finalDamage = {});
    void     beginSimple(CMonitor*, const CRegion& damage, SP<CRenderbuffer> rb = nullptr, CFramebuffer* fb = nullptr);
    void     end();

    void     renderRect(CBox*, const CColor&, int round = 0);
    void     renderRectWithBlur(CBox*, const CColor&, int round = 0, float blurA = 1.f, bool xray = false);
    void     renderRectWithDamage(CBox*, const CColor&, CRegion* damage, int round = 0);
    void     renderTexture(SP<CTexture>, CBox*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
    void     renderTextureWithDamage(SP<CTexture>, CBox*, CRegion* damage, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false,
                                     SP<CSyncTimeline> waitTimeline = nullptr, uint64_t waitPoint = 0);
    void     renderTextureWithBlur(SP<CTexture>, CBox*, float a, SP<CWLSurfaceResource> pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
    void     renderRoundedShadow(CBox*, int round, int range, const CColor& color, float a = 1.0);
    void     renderBorder(CBox*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
    void     renderTextureMatte(SP<CTexture> tex, CBox* pBox, CFramebuffer& matte);

    void     setMonitorTransformEnabled(bool enabled);
    void     setRenderModifEnabled(bool enabled);

    void     saveMatrix();
    void     setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
    void     restoreMatrix();

    void     blend(bool enabled);

    void     makeWindowSnapshot(PHLWINDOW);
    void     makeRawWindowSnapshot(PHLWINDOW, CFramebuffer*);
    void     makeLayerSnapshot(PHLLS);
    void     renderSnapshot(PHLWINDOW);
    void     renderSnapshot(PHLLS);
    bool     shouldUseNewBlurOptimizations(PHLLS pLayer, PHLWINDOW pWindow);

    void     clear(const CColor&);
    void     clearWithTex();
    void     scissor(const CBox*, bool transform = true);
    void     scissor(const pixman_box32*, bool transform = true);
    void     scissor(const int x, const int y, const int w, const int h, bool transform = true);

    void     destroyMonitorResources(CMonitor*);

    void     markBlurDirtyForMonitor(CMonitor*);

    void     preWindowPass();
    bool     preBlurQueued();
    void     preRender(CMonitor*);

    void     saveBufferForMirror(CBox*);
    void     renderMirrored();

    void     applyScreenShader(const std::string& path);

    void     bindOffMain();
    void     renderOffToMain(CFramebuffer* off);
    void     bindBackOnMain();

    void     setDamage(const CRegion& damage, std::optional<CRegion> finalDamage = {});

    uint32_t getPreferredReadFormat(CMonitor* pMonitor);
    std::vector<SDRMFormat>                           getDRMFormats();
    EGLImageKHR                                       createEGLImage(const Aquamarine::SDMABUFAttrs& attrs);
    SP<CEGLSync>                                      createEGLSync(int fenceFD);
    bool                                              waitForTimelinePoint(SP<CSyncTimeline> timeline, uint64_t point);

    SCurrentRenderData                                m_RenderData;

    GLint                                             m_iCurrentOutputFb = 0;

    int                                               m_iGBMFD      = -1;
    gbm_device*                                       m_pGbmDevice  = nullptr;
    EGLContext                                        m_pEglContext = nullptr;
    EGLDisplay                                        m_pEglDisplay = nullptr;
    EGLDeviceEXT                                      m_pEglDevice  = nullptr;

    bool                                              m_bReloadScreenShader = true; // at launch it can be set

    PHLWINDOWREF                                      m_pCurrentWindow; // hack to get the current rendered window
    PHLLS                                             m_pCurrentLayer;  // hack to get the current rendered layer

    std::map<PHLWINDOWREF, CFramebuffer>              m_mWindowFramebuffers;
    std::map<PHLLSREF, CFramebuffer>                  m_mLayerFramebuffers;
    std::unordered_map<CMonitor*, SMonitorRenderData> m_mMonitorRenderResources;
    std::unordered_map<CMonitor*, CFramebuffer>       m_mMonitorBGFBs;

    struct {
        PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC glEGLImageTargetRenderbufferStorageOES = nullptr;
        PFNGLEGLIMAGETARGETTEXTURE2DOESPROC           glEGLImageTargetTexture2DOES           = nullptr;
        PFNEGLCREATEIMAGEKHRPROC                      eglCreateImageKHR                      = nullptr;
        PFNEGLDESTROYIMAGEKHRPROC                     eglDestroyImageKHR                     = nullptr;
        PFNEGLQUERYDMABUFFORMATSEXTPROC               eglQueryDmaBufFormatsEXT               = nullptr;
        PFNEGLQUERYDMABUFMODIFIERSEXTPROC             eglQueryDmaBufModifiersEXT             = nullptr;
        PFNEGLGETPLATFORMDISPLAYEXTPROC               eglGetPlatformDisplayEXT               = nullptr;
        PFNEGLDEBUGMESSAGECONTROLKHRPROC              eglDebugMessageControlKHR              = nullptr;
        PFNEGLQUERYDEVICESEXTPROC                     eglQueryDevicesEXT                     = nullptr;
        PFNEGLQUERYDEVICESTRINGEXTPROC                eglQueryDeviceStringEXT                = nullptr;
        PFNEGLQUERYDISPLAYATTRIBEXTPROC               eglQueryDisplayAttribEXT               = nullptr;
        PFNEGLCREATESYNCKHRPROC                       eglCreateSyncKHR                       = nullptr;
        PFNEGLDESTROYSYNCKHRPROC                      eglDestroySyncKHR                      = nullptr;
        PFNEGLDUPNATIVEFENCEFDANDROIDPROC             eglDupNativeFenceFDANDROID             = nullptr;
        PFNEGLWAITSYNCKHRPROC                         eglWaitSyncKHR                         = nullptr;
    } m_sProc;

    struct {
        bool EXT_read_format_bgra               = false;
        bool EXT_image_dma_buf_import           = false;
        bool EXT_image_dma_buf_import_modifiers = false;
        bool KHR_display_reference              = false;
        bool IMG_context_priority               = false;
        bool EXT_create_context_robustness      = false;
    } m_sExts;

  private:
    std::list<GLuint>       m_lBuffers;
    std::list<GLuint>       m_lTextures;

    std::vector<SDRMFormat> drmFormats;
    bool                    m_bHasModifiers = false;

    int                     m_iDRMFD = -1;
    std::string             m_szExtensions;

    bool                    m_bFakeFrame            = false;
    bool                    m_bEndFrame             = false;
    bool                    m_bApplyFinalShader     = false;
    bool                    m_bBlend                = false;
    bool                    m_bOffloadedFramebuffer = false;

    CShader                 m_sFinalScreenShader;
    CTimer                  m_tGlobalTimer;

    SP<CTexture>            m_pBackgroundTexture;

    void                    logShaderError(const GLuint&, bool program = false);
    GLuint                  createProgram(const std::string&, const std::string&, bool dynamic = false);
    GLuint                  compileShader(const GLuint&, std::string, bool dynamic = false);
    void                    createBGTextureForMonitor(CMonitor*);
    void                    initShaders();
    void                    initDRMFormats();
    void                    initEGL(bool gbm);
    EGLDeviceEXT            eglDeviceFromDRMFD(int drmFD);
    void                    createBackgroundTexture(const std::string& path);

    //
    std::optional<std::vector<uint64_t>> getModsForFormat(EGLint format);

    // returns the out FB, can be either Mirror or MirrorSwap
    CFramebuffer* blurMainFramebufferWithDamage(float a, CRegion* damage);

    void          renderTextureInternalWithDamage(SP<CTexture>, CBox* pBox, float a, CRegion* damage, int round = 0, bool discardOpaque = false, bool noAA = false,
                                                  bool allowCustomUV = false, bool allowDim = false, SP<CSyncTimeline> = nullptr, uint64_t waitPoint = 0);
    void          renderTexturePrimitive(SP<CTexture> tex, CBox* pBox);
    void          renderSplash(cairo_t* const, cairo_surface_t* const, double offset, const Vector2D& size);

    void          preBlurForCurrentMonitor();

    bool          passRequiresIntrospection(CMonitor* pMonitor);

    friend class CHyprRenderer;
};

inline std::unique_ptr<CHyprOpenGLImpl> g_pHyprOpenGL;