Hyprland/src/render/OpenGL.hpp
Tom Englund ec120d5732
opengl: set EGL_CONTEXT_RELEASE_BEHAVIOR_KHR if supported (#13114)
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.
2026-01-30 19:42:01 +00:00

462 lines
19 KiB
C++

#pragma once
#include "../defines.hpp"
#include "../helpers/Monitor.hpp"
#include "../helpers/Color.hpp"
#include "../helpers/time/Timer.hpp"
#include "../helpers/math/Math.hpp"
#include "../helpers/Format.hpp"
#include "../helpers/sync/SyncTimeline.hpp"
#include <GLES3/gl32.h>
#include <cstdint>
#include <list>
#include <string>
#include <stack>
#include <map>
#include <cairo/cairo.h>
#include "Shader.hpp"
#include "Texture.hpp"
#include "Framebuffer.hpp"
#include "Renderbuffer.hpp"
#include "pass/Pass.hpp"
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <GLES2/gl2ext.h>
#include <aquamarine/buffer/Buffer.hpp>
#include <hyprutils/os/FileDescriptor.hpp>
#include <hyprgraphics/resource/resources/ImageResource.hpp>
#include "../debug/TracyDefines.hpp"
#include "../protocols/core/Compositor.hpp"
struct gbm_device;
class CHyprRenderer;
struct SVertex {
float x, y; // position
float u, v; // uv
};
constexpr std::array<SVertex, 4> fullVerts = {{
{0.0f, 0.0f, 0.0f, 0.0f}, // top-left
{0.0f, 1.0f, 0.0f, 1.0f}, // bottom-left
{1.0f, 0.0f, 1.0f, 0.0f}, // top-right
{1.0f, 1.0f, 1.0f, 1.0f}, // bottom-right
}};
inline const float fanVertsFull[] = {-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f};
enum eDiscardMode : uint8_t {
DISCARD_OPAQUE = 1,
DISCARD_ALPHA = 1 << 1
};
struct SRenderModifData {
enum eRenderModifType : uint8_t {
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;
};
enum eMonitorRenderFBs : uint8_t {
FB_MONITOR_RENDER_MAIN = 0,
FB_MONITOR_RENDER_CURRENT = 1,
FB_MONITOR_RENDER_OUT = 2,
};
enum eMonitorExtraRenderFBs : uint8_t {
FB_MONITOR_RENDER_EXTRA_OFFLOAD = 0,
FB_MONITOR_RENDER_EXTRA_MIRROR,
FB_MONITOR_RENDER_EXTRA_MIRROR_SWAP,
FB_MONITOR_RENDER_EXTRA_OFF_MAIN,
FB_MONITOR_RENDER_EXTRA_MONITOR_MIRROR,
FB_MONITOR_RENDER_EXTRA_BLUR,
};
enum ePreparedFragmentShader : uint8_t {
SH_FRAG_QUAD = 0,
SH_FRAG_PASSTHRURGBA,
SH_FRAG_MATTE,
SH_FRAG_EXT,
SH_FRAG_BLUR1,
SH_FRAG_BLUR2,
SH_FRAG_CM_BLURPREPARE,
SH_FRAG_BLURPREPARE,
SH_FRAG_BLURFINISH,
SH_FRAG_SHADOW,
SH_FRAG_CM_BORDER1,
SH_FRAG_BORDER1,
SH_FRAG_GLITCH,
SH_FRAG_LAST,
};
enum ePreparedFragmentShaderFeature : uint8_t {
SH_FEAT_UNKNOWN = 0, // all features just in case
SH_FEAT_RGBA = (1 << 0), // RGBA/RGBX texture sampling
SH_FEAT_DISCARD = (1 << 1), // RGBA/RGBX texture sampling
SH_FEAT_TINT = (1 << 2), // uniforms: tint; condition: applyTint
SH_FEAT_ROUNDING = (1 << 3), // uniforms: radius, roundingPower, topLeft, fullSize; condition: radius > 0
SH_FEAT_CM = (1 << 4), // uniforms: srcTFRange, dstTFRange, srcRefLuminance, convertMatrix; condition: !skipCM
SH_FEAT_TONEMAP = (1 << 5), // uniforms: maxLuminance, dstMaxLuminance, dstRefLuminance; condition: maxLuminance < dstMaxLuminance * 1.01
SH_FEAT_SDR_MOD = (1 << 6), // uniforms: sdrSaturation, sdrBrightnessMultiplier; condition: SDR <-> HDR && (sdrSaturation != 1 || sdrBrightnessMultiplier != 1)
// uniforms: targetPrimariesXYZ; condition: SH_FEAT_TONEMAP || SH_FEAT_SDR_MOD
};
struct SFragShaderDesc {
ePreparedFragmentShader id;
const char* file;
};
struct SPreparedShaders {
SPreparedShaders() {
for (auto& f : frag) {
f = makeShared<CShader>();
}
}
std::string TEXVERTSRC;
std::string TEXVERTSRC320;
std::array<SP<CShader>, SH_FRAG_LAST> frag;
std::map<uint8_t, SP<CShader>> fragVariants;
};
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
CFramebuffer blurFB;
SP<CTexture> stencilTex = makeShared<CTexture>();
bool blurFBDirty = true;
bool blurFBShouldRender = false;
};
struct SCurrentRenderData {
PHLMONITORREF pMonitor;
Mat3x3 projection;
Mat3x3 savedProjection;
Mat3x3 monitorProjection;
// FIXME: raw pointer galore!
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 blockScreenShader = false;
bool simplePass = false;
Vector2D primarySurfaceUVTopLeft = Vector2D(-1, -1);
Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1);
CBox clipBox = {}; // scaled coordinates
CRegion clipRegion;
uint32_t discardMode = DISCARD_OPAQUE;
float discardOpacity = 0.f;
PHLLSREF currentLS;
PHLWINDOWREF currentWindow;
WP<CWLSurfaceResource> surface;
};
class CEGLSync {
public:
static UP<CEGLSync> create();
~CEGLSync();
Hyprutils::OS::CFileDescriptor& fd();
Hyprutils::OS::CFileDescriptor&& takeFd();
bool isValid();
private:
CEGLSync() = default;
Hyprutils::OS::CFileDescriptor m_fd;
EGLSyncKHR m_sync = EGL_NO_SYNC_KHR;
bool m_valid = false;
friend class CHyprOpenGLImpl;
};
class CGradientValueData;
class CHyprOpenGLImpl {
public:
CHyprOpenGLImpl();
~CHyprOpenGLImpl();
struct SRectRenderData {
const CRegion* damage = nullptr;
int round = 0;
float roundingPower = 2.F;
bool blur = false;
float blurA = 1.F;
bool xray = false;
};
struct STextureRenderData {
const CRegion* damage = nullptr;
SP<CWLSurfaceResource> surface = nullptr;
float a = 1.F;
bool blur = false;
float blurA = 1.F, overallA = 1.F;
int round = 0;
float roundingPower = 2.F;
bool discardActive = false;
bool allowCustomUV = false;
bool allowDim = true;
bool noAA = false;
bool blockBlurOptimization = false;
GLenum wrapX = GL_CLAMP_TO_EDGE, wrapY = GL_CLAMP_TO_EDGE;
bool cmBackToSRGB = false;
SP<CMonitor> cmBackToSRGBSource;
};
struct SBorderRenderData {
int round = 0;
float roundingPower = 2.F;
int borderSize = 1;
float a = 1.0;
int outerRound = -1; /* use round */
};
void begin(PHLMONITOR, const CRegion& damage, CFramebuffer* fb = nullptr, std::optional<CRegion> finalDamage = {});
void beginSimple(PHLMONITOR, const CRegion& damage, SP<CRenderbuffer> rb = nullptr, CFramebuffer* fb = nullptr);
void end();
void renderRect(const CBox&, const CHyprColor&, SRectRenderData data);
void renderTexture(SP<CTexture>, const CBox&, STextureRenderData data);
void renderRoundedShadow(const CBox&, int round, float roundingPower, int range, const CHyprColor& color, float a = 1.0);
void renderBorder(const CBox&, const CGradientValueData&, SBorderRenderData data);
void renderBorder(const CBox&, const CGradientValueData&, const CGradientValueData&, float lerp, SBorderRenderData data);
void renderTextureMatte(SP<CTexture> tex, const CBox& pBox, CFramebuffer& matte);
void pushMonitorTransformEnabled(bool enabled);
void popMonitorTransformEnabled();
void setRenderModifEnabled(bool enabled);
void setViewport(GLint x, GLint y, GLsizei width, GLsizei height);
void setCapStatus(int cap, bool status);
void saveMatrix();
void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
void restoreMatrix();
void blend(bool enabled);
bool shouldUseNewBlurOptimizations(PHLLS pLayer, PHLWINDOW pWindow);
void clear(const CHyprColor&);
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(PHLMONITORREF);
void markBlurDirtyForMonitor(PHLMONITOR);
void preWindowPass();
bool preBlurQueued();
void preRender(PHLMONITOR);
void saveBufferForMirror(const CBox&);
void renderMirrored();
void applyScreenShader(const std::string& path);
void bindOffMain();
void renderOffToMain(CFramebuffer* off);
void bindBackOnMain();
std::string resolveAssetPath(const std::string& file);
SP<CTexture> loadAsset(const std::string& file);
SP<CTexture> texFromCairo(cairo_surface_t* cairo);
SP<CTexture> renderText(const std::string& text, CHyprColor col, int pt, bool italic = false, const std::string& fontFamily = "", int maxWidth = 0, int weight = 400);
void setDamage(const CRegion& damage, std::optional<CRegion> finalDamage = {});
uint32_t getPreferredReadFormat(PHLMONITOR pMonitor);
std::vector<SDRMFormat> getDRMFormats();
EGLImageKHR createEGLImage(const Aquamarine::SDMABUFAttrs& attrs);
bool initShaders();
WP<CShader> useShader(WP<CShader> prog);
void ensureLockTexturesRendered(bool load);
bool explicitSyncSupported();
WP<CShader> getSurfaceShader(uint8_t features);
bool m_shadersInitialized = false;
SP<SPreparedShaders> m_shaders;
std::map<std::string, std::string> m_includes;
SCurrentRenderData m_renderData;
Hyprutils::OS::CFileDescriptor m_gbmFD;
gbm_device* m_gbmDevice = nullptr;
EGLContext m_eglContext = nullptr;
EGLDisplay m_eglDisplay = nullptr;
EGLDeviceEXT m_eglDevice = nullptr;
uint m_failedAssetsNo = 0;
bool m_reloadScreenShader = true; // at launch it can be set
std::map<PHLWINDOWREF, CFramebuffer> m_windowFramebuffers;
std::map<PHLLSREF, CFramebuffer> m_layerFramebuffers;
std::map<WP<Desktop::View::CPopup>, CFramebuffer> m_popupFramebuffers;
std::map<PHLMONITORREF, SMonitorRenderData> m_monitorRenderResources;
std::map<PHLMONITORREF, CFramebuffer> m_monitorBGFBs;
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_proc;
struct {
bool EXT_read_format_bgra = false;
bool EXT_image_dma_buf_import = false;
bool EXT_image_dma_buf_import_modifiers = false;
bool KHR_context_flush_control = false;
bool KHR_display_reference = false;
bool IMG_context_priority = false;
bool EXT_create_context_robustness = false;
bool EGL_ANDROID_native_fence_sync_ext = false;
} m_exts;
SP<CTexture> m_screencopyDeniedTexture;
enum eEGLContextVersion : uint8_t {
EGL_CONTEXT_GLES_2_0 = 0,
EGL_CONTEXT_GLES_3_0,
EGL_CONTEXT_GLES_3_2,
};
eEGLContextVersion m_eglContextVersion = EGL_CONTEXT_GLES_3_2;
enum eCachedCapStatus : uint8_t {
CAP_STATUS_BLEND = 0,
CAP_STATUS_SCISSOR_TEST,
CAP_STATUS_STENCIL_TEST,
CAP_STATUS_END
};
private:
struct {
GLint x = 0;
GLint y = 0;
GLsizei width = 0;
GLsizei height = 0;
} m_lastViewport;
std::array<bool, CAP_STATUS_END> m_capStatus = {};
std::vector<SDRMFormat> m_drmFormats;
bool m_hasModifiers = false;
int m_drmFD = -1;
std::string m_extensions;
bool m_fakeFrame = false;
bool m_applyFinalShader = false;
bool m_blend = false;
bool m_offloadedFramebuffer = false;
bool m_cmSupported = true;
bool m_monitorTransformEnabled = false; // do not modify directly
std::stack<bool> m_monitorTransformStack;
SP<CTexture> m_missingAssetTexture;
SP<CTexture> m_lockDeadTexture;
SP<CTexture> m_lockDead2Texture;
SP<CTexture> m_lockTtyTextTexture;
SP<CShader> m_finalScreenShader;
CTimer m_globalTimer;
GLuint m_currentProgram;
ASP<Hyprgraphics::CImageResource> m_backgroundResource;
bool m_backgroundResourceFailed = false;
void createBGTextureForMonitor(PHLMONITOR);
void initDRMFormats();
void initEGL(bool gbm);
EGLDeviceEXT eglDeviceFromDRMFD(int drmFD);
void initAssets();
void initMissingAssetTexture();
void requestBackgroundResource();
// for the final shader
std::array<CTimer, POINTER_PRESSED_HISTORY_LENGTH> m_pressedHistoryTimers = {};
std::array<Vector2D, POINTER_PRESSED_HISTORY_LENGTH> m_pressedHistoryPositions = {};
GLint m_pressedHistoryKilled = 0;
GLint m_pressedHistoryTouched = 0;
//
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);
CFramebuffer* blurFramebufferWithDamage(float a, CRegion* damage, CFramebuffer& source);
void passCMUniforms(WP<CShader>, const NColorManagement::PImageDescription imageDescription, const NColorManagement::PImageDescription targetImageDescription,
bool modifySDR = false, float sdrMinLuminance = -1.0f, int sdrMaxLuminance = -1);
void passCMUniforms(WP<CShader>, const NColorManagement::PImageDescription imageDescription);
void renderTexturePrimitive(SP<CTexture> tex, const CBox& box);
void renderSplash(cairo_t* const, cairo_surface_t* const, double offset, const Vector2D& size);
void renderRectInternal(const CBox&, const CHyprColor&, const SRectRenderData& data);
void renderRectWithBlurInternal(const CBox&, const CHyprColor&, const SRectRenderData& data);
void renderRectWithDamageInternal(const CBox&, const CHyprColor&, const SRectRenderData& data);
void renderTextureInternal(SP<CTexture>, const CBox&, const STextureRenderData& data);
void renderTextureWithBlurInternal(SP<CTexture>, const CBox&, const STextureRenderData& data);
void preBlurForCurrentMonitor();
friend class CHyprRenderer;
friend class CTexPassElement;
friend class CPreBlurElement;
friend class CSurfacePassElement;
};
inline UP<CHyprOpenGLImpl> g_pHyprOpenGL;