mirror of
https://github.com/hyprwm/Hyprland.git
synced 2025-10-14 05:55:59 +00:00
@@ -41,6 +41,14 @@ struct SRenderModifData {
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float scale = 1.f;
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};
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struct SGLPixelFormat {
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uint32_t drmFormat = DRM_FORMAT_INVALID;
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GLint glInternalFormat = 0;
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GLint glFormat = 0;
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GLint glType = 0;
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bool withAlpha = false;
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};
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struct SMonitorRenderData {
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CFramebuffer offloadFB;
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CFramebuffer mirrorFB; // these are used for some effects,
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@@ -108,66 +116,67 @@ class CHyprOpenGLImpl {
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public:
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CHyprOpenGLImpl();
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void begin(CMonitor*, CRegion*, CFramebuffer* fb = nullptr /* if provided, it's not a real frame */);
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void end();
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void begin(CMonitor*, CRegion*, CFramebuffer* fb = nullptr /* if provided, it's not a real frame */);
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void end();
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void renderRect(CBox*, const CColor&, int round = 0);
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void renderRectWithBlur(CBox*, const CColor&, int round = 0, float blurA = 1.f);
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void renderRectWithDamage(CBox*, const CColor&, CRegion* damage, int round = 0);
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void renderTexture(wlr_texture*, CBox*, float a, int round = 0, bool allowCustomUV = false);
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void renderTexture(const CTexture&, CBox*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
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void renderTextureWithBlur(const CTexture&, CBox*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
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void renderRoundedShadow(CBox*, int round, int range, const CColor& color, float a = 1.0);
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void renderBorder(CBox*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
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void renderTextureMatte(const CTexture& tex, CBox* pBox, CFramebuffer& matte);
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void renderRect(CBox*, const CColor&, int round = 0);
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void renderRectWithBlur(CBox*, const CColor&, int round = 0, float blurA = 1.f);
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void renderRectWithDamage(CBox*, const CColor&, CRegion* damage, int round = 0);
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void renderTexture(wlr_texture*, CBox*, float a, int round = 0, bool allowCustomUV = false);
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void renderTexture(const CTexture&, CBox*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
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void renderTextureWithBlur(const CTexture&, CBox*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
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void renderRoundedShadow(CBox*, int round, int range, const CColor& color, float a = 1.0);
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void renderBorder(CBox*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
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void renderTextureMatte(const CTexture& tex, CBox* pBox, CFramebuffer& matte);
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void setMonitorTransformEnabled(bool enabled);
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void setMonitorTransformEnabled(bool enabled);
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void saveMatrix();
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void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
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void restoreMatrix();
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void saveMatrix();
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void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
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void restoreMatrix();
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void blend(bool enabled);
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void blend(bool enabled);
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void makeWindowSnapshot(CWindow*);
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void makeRawWindowSnapshot(CWindow*, CFramebuffer*);
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void makeLayerSnapshot(SLayerSurface*);
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void renderSnapshot(CWindow**);
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void renderSnapshot(SLayerSurface**);
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void makeWindowSnapshot(CWindow*);
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void makeRawWindowSnapshot(CWindow*, CFramebuffer*);
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void makeLayerSnapshot(SLayerSurface*);
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void renderSnapshot(CWindow**);
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void renderSnapshot(SLayerSurface**);
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void clear(const CColor&);
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void clearWithTex();
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void scissor(const CBox*, bool transform = true);
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void scissor(const pixman_box32*, bool transform = true);
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void scissor(const int x, const int y, const int w, const int h, bool transform = true);
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void clear(const CColor&);
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void clearWithTex();
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void scissor(const CBox*, bool transform = true);
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void scissor(const pixman_box32*, bool transform = true);
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void scissor(const int x, const int y, const int w, const int h, bool transform = true);
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void destroyMonitorResources(CMonitor*);
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void destroyMonitorResources(CMonitor*);
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void markBlurDirtyForMonitor(CMonitor*);
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void markBlurDirtyForMonitor(CMonitor*);
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void preWindowPass();
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bool preBlurQueued();
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void preRender(CMonitor*);
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void preWindowPass();
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bool preBlurQueued();
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void preRender(CMonitor*);
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void saveBufferForMirror();
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void renderMirrored();
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void saveBufferForMirror();
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void renderMirrored();
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void applyScreenShader(const std::string& path);
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void applyScreenShader(const std::string& path);
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void bindOffMain();
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void renderOffToMain(CFramebuffer* off);
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void bindBackOnMain();
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void bindOffMain();
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void renderOffToMain(CFramebuffer* off);
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void bindBackOnMain();
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uint32_t getPreferredReadFormat(CMonitor* pMonitor);
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uint32_t getPreferredReadFormat(CMonitor* pMonitor);
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const SGLPixelFormat* getPixelFormatFromDRM(uint32_t drmFormat);
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SCurrentRenderData m_RenderData;
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SCurrentRenderData m_RenderData;
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GLint m_iCurrentOutputFb = 0;
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GLint m_iCurrentOutputFb = 0;
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bool m_bReloadScreenShader = true; // at launch it can be set
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bool m_bReloadScreenShader = true; // at launch it can be set
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CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
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SLayerSurface* m_pCurrentLayer = nullptr; // hack to get the current rendered layer
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CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
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SLayerSurface* m_pCurrentLayer = nullptr; // hack to get the current rendered layer
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std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
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std::unordered_map<SLayerSurface*, CFramebuffer> m_mLayerFramebuffers;
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