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authorTom Englund <tomenglund26@gmail.com>2026-01-17 15:31:19 +0100
committerGitHub <noreply@github.com>2026-01-17 15:31:19 +0100
commitc99eb23869da2b80e3613a886aa1b99851367a3c (patch)
tree249562765661d9a5557c91d4b2f98bbc48d5a768 /src/render/OpenGL.hpp
parent92a3b9199939c8b7b61281d1d59dbaa9cc2b2d6c (diff)
renderer: optimise shader usage further, split shaders and add more caching (#12992)
* 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 --------- Co-authored-by: UjinT34 <ujint34@mail.ru>
Diffstat (limited to 'src/render/OpenGL.hpp')
-rw-r--r--src/render/OpenGL.hpp20
1 files changed, 14 insertions, 6 deletions
diff --git a/src/render/OpenGL.hpp b/src/render/OpenGL.hpp
index 857cb891..4189e32b 100644
--- a/src/render/OpenGL.hpp
+++ b/src/render/OpenGL.hpp
@@ -35,13 +35,19 @@
struct gbm_device;
class CHyprRenderer;
-inline const float fullVerts[] = {
- 1, 0, // top right
- 0, 0, // top left
- 1, 1, // bottom right
- 0, 1, // bottom left
+struct SVertex {
+ float x, y; // position
+ float u, v; // uv
};
-inline const float fanVertsFull[] = {-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f};
+
+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,
@@ -98,7 +104,9 @@ enum ePreparedFragmentShader : uint8_t {
SH_FRAG_BORDER1,
SH_FRAG_GLITCH,
SH_FRAG_CM_RGBA,
+ SH_FRAG_CM_RGBA_DISCARD,
SH_FRAG_CM_RGBX,
+ SH_FRAG_CM_RGBX_DISCARD,
SH_FRAG_LAST,
};