Guard all m_blurFB dereferences against null. The blur framebuffer is reset during monitor disconnect but layer surface snapshots use a simple render path that skips framebuffer allocation.
Rewrites layouts to be much smaller, and deal with much less annoying
BS. Improves the overall architecture, unifies handling of pseudotiling,
and various other improvements.
add debug:gl_debugging so we can disable gl debugging entirerly,
both glGetError and enabling EGL_KHR_debug has its cost, we still have
EXT_create_context_robustness and glGetGraphicsResetStatus that should
catch context loss, and is generally cheap to call it only checks a flag
set.
glGetError might cause a implicit flush to get any pending calls sent to
the gpu.
however to get EGL_KHR_debug back enabled we now require a restart of
the compositor after changing debug:gl_debugging
EGL_CONTEXT_RELEASE_BEHAVIOR_KHR determines what happends with implicit
flushes when context changes, on multigpu scenario we change context
frequently when blitting content. while we still rely on explicit sync
fences, the flush is destroying driver optimisations.
setting it to EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR essentially mean
just swap context and continue processing on the next context.
* shader: split CM rgba/rgbx into discard ones
make it branchless if we have no discards.
* shader: ensure we dont stall on vbo uv buffer
if we render a new texture before the previous was done gpu wise its
going to stall until done, call glBufferData to orphan the data.
this allows the driver to return a new memory block immediately
if the GPU is still reading from the previous one
* protocols: ensure we reset GL_PACK_ALIGNMENT
reset GL_PACK_ALIGNMENT back to the default initial value of 4
* shader: use unsigned short in VAO
loose a tiny bit of precision but gain massive bandwidth reductions.
use GL_UNSIGNED_SHORT and set it as normalized. clamp and round the UV
for uint16_t in customUv.
* shader: interleave vertex buffers
use std::array for fullverts, use a single interleaved buffer for
position and uv, should in theory improve cache locality. and also remove
the need to have two buffers around.
* shader: revert precision drop
we need the float precision because we might have 1.01 or similiar
floats entering CM shader maths, and rounding/clamping those means the
maths turns out wrong. so revert back to float, sadly higher bandwidth
usage.
* update doColorManagement api
* convert primaries to XYZ on cpu
* remove unused primaries uniform
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Co-authored-by: UjinT34 <ujint34@mail.ru>
gl defaults to 4 and not all formats is divisible with 4 meaning its
going to pad out ouf bounds and cause issues. check if the stride is
divisible with 4 otherwise set it to 1, aka disable it.
GL_UNPACK_ALIGNMENT only takes 1,2,4,8 but formats like RGB888 has
bytesPerBlock 3.
* shader: begin the shader refactor
make SShader a class and rename it to CShader, move createprogram,
compileshader, logshadererror to CShader.
* shader: move uniform creation to CShader
move uniform creation to CShader, reduces tons of duplicated effort,
however forcing uniform names to be same in all shaders.
* shader: move to array based frag handling
use an array with an enum so it gets easier dealing with multiple
shaders, move creating program to a for loop and array, reduces line of
code a lot.
* shader: use shared ptr for frags
with smart pointers we can now rename useProgram to useShader and return
the shader directly, means only place we have to decide the shader frag
is when calling useShader. easier for future shader splitting to reduce
branching.
* shader: move unneded public members to private
move structs and uniforms to private add a get/set for initialtime
and add a getUniformLocation to make the code tell what its doing,
instead of direct array getting when all we wanted to get was its value,
also limits the setting of uniformLocations to the createProgram as it should
be.
* shader: fix style nits
set first enum member to 0 , remove extra {}
* shader: dont show a failed notif on success
the logic got inverted in the refactor here.
* shader: split CM shader to rgba/rgbx variants
split shader to rgba/rgbx variants, use bool, and reduce branching.
* shader: split up blurprepare CM and non CM
split up blurprepare, remove skipcm, move gain to gain.glsl.
remove ternary operator and reduce branching by using step() and mix()
use vec3 for gain, make brightness a cheap mulitplication with max.
* shader: split up border to CM/noncm variants
splitup border shader to CM/noncm variant, move common used things to
border.glsl , there is room for optimisations here but its a complex
shader im putting it for future PR.
* shader: touchup blurfinish
make brightness a cheap multiplication instead of branching.
mod is redundant, fract in hash already returns a value in [0.0, 1.0]
* fix: handle fullscreen windows on special workspaces
inFullscreenMode() only checked m_activeWorkspace, missing fullscreen
windows on special workspaces. This caused crashes and incorrect
behavior when fullscreen windows were on special workspaces.
Changes:
- inFullscreenMode() now checks special workspace first since it
renders on top of regular workspaces
- Added getFullscreenWindow() helper to safely get fullscreen window
from either active or special workspace
- Updated callers (shouldSkipScheduleFrameOnMouseEvent, Renderer,
getFSImageDescription) to use the new helper
- Reset m_aboveFullscreen for layer surfaces when opening, closing,
or stealing special workspaces between monitors
* test: add special workspace fullscreen detection tests
Add tests for the new special workspace fullscreen handling introduced
in the previous commit. The tests cover:
1. Fullscreen detection on special workspace - verifies that a window
made fullscreen on a special workspace is correctly detected
2. Special workspace fullscreen precedence - verifies that when both
regular and special workspaces have fullscreen windows, the special
workspace window can be focused when the special workspace is opened
3. Toggle special workspace behavior - verifies that toggling the
special workspace off properly hides it and returns focus to the
regular workspace's fullscreen window
These tests exercise the key code paths modified in the fix:
- inFullscreenMode() checking special workspace first
- getFullscreenWindow() helper returning correct window
- Layer surface m_aboveFullscreen reset on special workspace toggle