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https://github.com/hyprwm/Hyprland.git
synced 2024-08-17 01:00:27 +03:00
renderer: Various Blur Improvements (#2877)
* move blur to its own category * blur improvements, contrast, brightness, noise
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5c50fac907
commit
d96f8ff0fe
@ -126,12 +126,15 @@ void CConfigManager::setDefaultVars() {
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configValues["debug:manual_crash"].intValue = 0;
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configValues["decoration:rounding"].intValue = 0;
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configValues["decoration:blur"].intValue = 1;
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configValues["decoration:blur_size"].intValue = 8;
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configValues["decoration:blur_passes"].intValue = 1;
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configValues["decoration:blur_ignore_opacity"].intValue = 0;
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configValues["decoration:blur_new_optimizations"].intValue = 1;
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configValues["decoration:blur_xray"].intValue = 0;
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configValues["decoration:blur:enabled"].intValue = 1;
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configValues["decoration:blur:size"].intValue = 8;
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configValues["decoration:blur:passes"].intValue = 1;
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configValues["decoration:blur:ignore_opacity"].intValue = 0;
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configValues["decoration:blur:new_optimizations"].intValue = 1;
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configValues["decoration:blur:xray"].intValue = 0;
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configValues["decoration:blur:noise"].floatValue = 0.0117;
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configValues["decoration:blur:contrast"].floatValue = 0.8916;
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configValues["decoration:blur:brightness"].floatValue = 0.8172;
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configValues["decoration:active_opacity"].floatValue = 1;
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configValues["decoration:inactive_opacity"].floatValue = 1;
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configValues["decoration:fullscreen_opacity"].floatValue = 1;
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@ -321,6 +321,16 @@ void CHyprOpenGLImpl::initShaders() {
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m_RenderData.pCurrentMonData->m_shBLUR2.radius = glGetUniformLocation(prog, "radius");
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m_RenderData.pCurrentMonData->m_shBLUR2.halfpixel = glGetUniformLocation(prog, "halfpixel");
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prog = createProgram(TEXVERTSRC, FRAGBLURFINISH);
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m_RenderData.pCurrentMonData->m_shBLURFINISH.program = prog;
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m_RenderData.pCurrentMonData->m_shBLURFINISH.tex = glGetUniformLocation(prog, "tex");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.proj = glGetUniformLocation(prog, "proj");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib = glGetAttribLocation(prog, "pos");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib = glGetAttribLocation(prog, "texcoord");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.noise = glGetUniformLocation(prog, "noise");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.contrast = glGetUniformLocation(prog, "contrast");
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m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness = glGetUniformLocation(prog, "brightness");
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prog = createProgram(QUADVERTSRC, FRAGSHADOW);
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m_RenderData.pCurrentMonData->m_shSHADOW.program = prog;
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m_RenderData.pCurrentMonData->m_shSHADOW.proj = glGetUniformLocation(prog, "proj");
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@ -801,8 +811,8 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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// get the config settings
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static auto* const PBLURSIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_size")->intValue;
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static auto* const PBLURPASSES = &g_pConfigManager->getConfigValuePtr("decoration:blur_passes")->intValue;
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static auto* const PBLURSIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur:size")->intValue;
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static auto* const PBLURPASSES = &g_pConfigManager->getConfigValuePtr("decoration:blur:passes")->intValue;
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// prep damage
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CRegion damage{*originalDamage};
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@ -891,6 +901,59 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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drawPass(&m_RenderData.pCurrentMonData->m_shBLUR2, &tempDamage); // up
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}
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// finalize with effects
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{
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static auto* const PBLURCONTRAST = &g_pConfigManager->getConfigValuePtr("decoration:blur:contrast")->floatValue;
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static auto* const PBLURNOISE = &g_pConfigManager->getConfigValuePtr("decoration:blur:noise")->floatValue;
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static auto* const PBLURBRIGHTNESS = &g_pConfigManager->getConfigValuePtr("decoration:blur:brightness")->floatValue;
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if (currentRenderToFB == PMIRRORFB)
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PMIRRORSWAPFB->bind();
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else
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PMIRRORFB->bind();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(currentRenderToFB->m_cTex.m_iTarget, currentRenderToFB->m_cTex.m_iTexID);
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glTexParameteri(currentRenderToFB->m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glUseProgram(m_RenderData.pCurrentMonData->m_shBLURFINISH.program);
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#ifndef GLES2
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURFINISH.proj, 1, GL_TRUE, glMatrix);
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#else
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wlr_matrix_transpose(glMatrix, glMatrix);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shBLURFINISH.proj, 1, GL_FALSE, glMatrix);
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#endif
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.contrast, *PBLURCONTRAST);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.noise, *PBLURNOISE);
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glUniform1f(m_RenderData.pCurrentMonData->m_shBLURFINISH.brightness, *PBLURBRIGHTNESS);
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glUniform1i(m_RenderData.pCurrentMonData->m_shBLURFINISH.tex, 0);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib);
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glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib);
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if (!damage.empty()) {
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for (auto& RECT : damage.getRects()) {
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scissor(&RECT, false /* this region is already transformed */);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.posAttrib);
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBLURFINISH.texAttrib);
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if (currentRenderToFB != PMIRRORFB)
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currentRenderToFB = PMIRRORFB;
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else
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currentRenderToFB = PMIRRORSWAPFB;
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}
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// finish
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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@ -914,9 +977,9 @@ void CHyprOpenGLImpl::markBlurDirtyForMonitor(CMonitor* pMonitor) {
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}
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void CHyprOpenGLImpl::preRender(CMonitor* pMonitor) {
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static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue;
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static auto* const PBLURXRAY = &g_pConfigManager->getConfigValuePtr("decoration:blur_xray")->intValue;
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static auto* const PBLUR = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
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static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur:new_optimizations")->intValue;
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static auto* const PBLURXRAY = &g_pConfigManager->getConfigValuePtr("decoration:blur:xray")->intValue;
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static auto* const PBLUR = &g_pConfigManager->getConfigValuePtr("decoration:blur:enabled")->intValue;
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if (!*PBLURNEWOPTIMIZE || !m_mMonitorRenderResources[pMonitor].blurFBDirty || !*PBLUR)
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return;
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@ -1012,8 +1075,8 @@ void CHyprOpenGLImpl::preWindowPass() {
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}
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bool CHyprOpenGLImpl::preBlurQueued() {
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static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue;
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static auto* const PBLUR = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
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static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur:new_optimizations")->intValue;
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static auto* const PBLUR = &g_pConfigManager->getConfigValuePtr("decoration:blur:enabled")->intValue;
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return !(!m_RenderData.pCurrentMonData->blurFBDirty || !*PBLURNEWOPTIMIZE || !*PBLUR || !m_RenderData.pCurrentMonData->blurFBShouldRender);
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}
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@ -1021,10 +1084,10 @@ bool CHyprOpenGLImpl::preBlurQueued() {
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round, bool blockBlurOptimization) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
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static auto* const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
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static auto* const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur:enabled")->intValue;
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static auto* const PNOBLUROVERSIZED = &g_pConfigManager->getConfigValuePtr("decoration:no_blur_on_oversized")->intValue;
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static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue;
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static auto* const PBLURXRAY = &g_pConfigManager->getConfigValuePtr("decoration:blur_xray")->intValue;
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static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur:new_optimizations")->intValue;
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static auto* const PBLURXRAY = &g_pConfigManager->getConfigValuePtr("decoration:blur:xray")->intValue;
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TRACY_GPU_ZONE("RenderTextureWithBlur");
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@ -1098,7 +1161,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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// stencil done. Render everything.
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wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y};
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// render our great blurred FB
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static auto* const PBLURIGNOREOPACITY = &g_pConfigManager->getConfigValuePtr("decoration:blur_ignore_opacity")->intValue;
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static auto* const PBLURIGNOREOPACITY = &g_pConfigManager->getConfigValuePtr("decoration:blur:ignore_opacity")->intValue;
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m_bEndFrame = true; // fix transformed
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const auto SAVEDRENDERMODIF = m_RenderData.renderModif;
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m_RenderData.renderModif = {}; // fix shit
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@ -1252,8 +1315,8 @@ void CHyprOpenGLImpl::makeRawWindowSnapshot(CWindow* pWindow, CFramebuffer* pFra
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// will try to copy the bg to apply blur.
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// this isn't entirely correct, but like, oh well.
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// small todo: maybe make this correct? :P
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const auto BLURVAL = g_pConfigManager->getInt("decoration:blur");
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g_pConfigManager->setInt("decoration:blur", 0);
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const auto BLURVAL = g_pConfigManager->getInt("decoration:blur:enabled");
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g_pConfigManager->setInt("decoration:blur:enabled", 0);
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// TODO: how can we make this the size of the window? setting it to window's size makes the entire screen render with the wrong res forever more. odd.
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glViewport(0, 0, PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y);
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@ -1268,7 +1331,7 @@ void CHyprOpenGLImpl::makeRawWindowSnapshot(CWindow* pWindow, CFramebuffer* pFra
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g_pHyprRenderer->renderWindow(pWindow, PMONITOR, &now, false, RENDER_PASS_ALL, true);
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g_pConfigManager->setInt("decoration:blur", BLURVAL);
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g_pConfigManager->setInt("decoration:blur:enabled", BLURVAL);
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// restore original fb
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#ifndef GLES2
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@ -1309,8 +1372,8 @@ void CHyprOpenGLImpl::makeWindowSnapshot(CWindow* pWindow) {
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// will try to copy the bg to apply blur.
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// this isn't entirely correct, but like, oh well.
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// small todo: maybe make this correct? :P
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const auto BLURVAL = g_pConfigManager->getInt("decoration:blur");
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g_pConfigManager->setInt("decoration:blur", 0);
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const auto BLURVAL = g_pConfigManager->getInt("decoration:blur:enabled");
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g_pConfigManager->setInt("decoration:blur:enabled", 0);
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glViewport(0, 0, m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y);
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@ -1326,7 +1389,7 @@ void CHyprOpenGLImpl::makeWindowSnapshot(CWindow* pWindow) {
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g_pHyprRenderer->renderWindow(pWindow, PMONITOR, &now, !pWindow->m_bX11DoesntWantBorders, RENDER_PASS_ALL);
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g_pConfigManager->setInt("decoration:blur", BLURVAL);
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g_pConfigManager->setInt("decoration:blur:enabled", BLURVAL);
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// restore original fb
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#ifndef GLES2
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@ -61,6 +61,7 @@ struct SMonitorRenderData {
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CShader m_shEXT;
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CShader m_shBLUR1;
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CShader m_shBLUR2;
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CShader m_shBLURFINISH;
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CShader m_shSHADOW;
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CShader m_shBORDER1;
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CShader m_shGLITCH;
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@ -969,13 +969,13 @@ void CHyprRenderer::renderMonitor(CMonitor* pMonitor) {
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damage = {0, 0, (int)pMonitor->vecTransformedSize.x * 10, (int)pMonitor->vecTransformedSize.y * 10};
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pMonitor->lastFrameDamage = damage;
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} else {
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static auto* const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
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static auto* const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur:enabled")->intValue;
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// if we use blur we need to expand the damage for proper blurring
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if (*PBLURENABLED == 1) {
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// TODO: can this be optimized?
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static auto* const PBLURSIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_size")->intValue;
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static auto* const PBLURPASSES = &g_pConfigManager->getConfigValuePtr("decoration:blur_passes")->intValue;
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static auto* const PBLURSIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur:size")->intValue;
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static auto* const PBLURPASSES = &g_pConfigManager->getConfigValuePtr("decoration:blur:passes")->intValue;
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const auto BLURRADIUS =
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*PBLURPASSES > 10 ? pow(2, 15) : std::clamp(*PBLURSIZE, (int64_t)1, (int64_t)40) * pow(2, *PBLURPASSES); // is this 2^pass? I don't know but it works... I think.
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@ -43,6 +43,10 @@ class CShader {
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GLint distort = -1;
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GLint output = -1;
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GLint noise = -1;
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GLint contrast = -1;
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GLint brightness = -1;
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GLint getUniformLocation(const std::string&);
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void destroy();
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@ -225,6 +225,36 @@ void main() {
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}
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)#";
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inline const std::string FRAGBLURFINISH = R"#(
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precision mediump float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float contrast;
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uniform float noise;
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uniform float brightness;
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
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}
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void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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// contrast
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pixColor.rgb = (pixColor.rgb - 0.5) * contrast + 0.5;
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// brightness
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pixColor.rgb *= brightness;
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// noise
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float noiseHash = hash(v_texcoord);
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float noiseAmount = (mod(noiseHash, 1.0) - 0.5);
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pixColor.rgb += noiseAmount * noise;
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gl_FragColor = pixColor;
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})#";
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inline const std::string TEXFRAGSRCEXT = R"#(
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#extension GL_OES_EGL_image_external : require
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