* syncobj: use rendernode for timelines
use rendernode for timelines instead of the drmfd, some devices dont
support to use the drmfd for this.
* opengl: use rendernode if available
use rendernode if available for CHyprOpenglImpl
* MesaDRM: use the m_drmRenderNodeFD if it exist
try use the rendernode we got from AQ if it exist.
* linuxdmabuf: use rendernode if available
use the rendernode if available already from AQ
* syncobj: prefer rendernode over displaynode
prefer the rendernode over the displaynode, and log a error if
attempting to use the protocol without explicit sync support on any of
the nodes.
* syncobj: check support on both nodes always
check support on both nodes always so it can be used later for
preferring rendernode if possible in syncobj protocol.
* syncobj: remove old var in non linux if else case
remove old m_bDrmSyncobjTimelineSupported from non linux if else case
that will fail to compile on non linux. the nodes sets support by
default to false, and if non linux it wont check for support and set it
to true.
* build: bump aq requirement
bump to 0.9.3 where rendernode support got added.
* flake.lock: update
* renderer: glfinish on software renderer
software renderers apparently bug out on implicit sync, use glfinish as
with nvidia case on implicit paths.
* flake.lock: update
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Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
Prevents crashes on systems where DRM driver lacks syncobj timeline
support (e.g., Apple Silicon with Honeykrisp driver). Applications
like Zed and WezTerm would crash with 'Timeline failed importing'
when trying to use explicit sync.
Fixes#8158#8803
---------
Co-authored-by: mvonarx <matthias.vonarx@sitrox.com>
Implements a new render scheduling method, where we triple buffer when necessary.
Enabled by default, improves FPS on underpowered devices.
---------
Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
* opengl: remove unnecessery glflush calls
glflushing forces the driver to break batching and issue commands
prematurely and prevents optimisations like command reordering and
merging.
many glFunctions already internally glflushes and eglsync creation still
has a glflush at end render. so lets reduce the overhead of these calls.
* opengl: reduce glUseProgram calls
apitrace shows cases where the same program gets called multiple times,
add a helper function that keeps track of current program and only call
it once on same program. reduces slight overhead.
* opengl: use more efficient vertex array object
use a more modern vertex array object approach with the shaders, makes
it a onetime setup on shader creation instead of once per drawcall, also
should make the driver not have to revalidate the vertex format on each
call.