| Commit message (Collapse) | Author | Age | Files | Lines |
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remove unused timeline and waitpoint in texpass and especially remove
the passing it to renderTextureInternalWithDamage that implicitly
converted it to bool. setting discardActive and allowCustomUV
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when tearing, updates to the overlay plane may be ignored by the kernel. To avoid the cursor being a slideshow, disable hw cursors
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avoid .at() where it makes sense and use [] operator in loops.
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in favor of const refs
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fixes #9003
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Cleanup some unneeded includes to speed up compilation
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Instead of a wonky memcpy which doesn't work when anything non-standard is used (size, pos, transform), just use cairo
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This rewrites renderer scheduling. Occlusion is now unified in a new Pass type.
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This adds a .clang-tidy file for us.
It's not a strict requirement to be compliant, but I tuned it to be alright.
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* Meson: add hyprgraphics
* Nix: add hyprgraphics
* CI/setup_base: get hyprgraphics-git
---------
Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
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---------
Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
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* compositor: reduce amount of window box copies
mousemoveunified can call this very frequently, the cbox copying
actually shows up as an impact in such cases, move it down in the scope
and only do it when necessery.
* core: constify and reference frequent calls
profiling shows these as frequent called functions try to reduce the
amount of copies with references and const the variables.
* pointermgr: remove not used local copy, const ref
remove unneded local copies and const ref cursorsize.
* inputmgr: reduce amount of calls to vectortowindow
the amount of calls to g_pCompositor->vectorToWindowUnified fast ramps
up in cpu usage with enough windows existing and moving the mouse, move
the PWINDOWIDEAL up and reuse it if its already the same.
* protocol: compositor remove unused local copy
remove unused local copy of accumulateCurrentBufferDamage and const
previousBuffer.
* renderer: reduce scope of variables and refactor
move a few variables down in their scopes to reduce the amount of calls
and copies when not needed, also add one more for loop in
renderWorkspaceWindows and store the windows in a vector with
weakpointers that should be rendered, this adds a loop but reduces the
amount of repeated calls to shouldRenderWindow and also makes the rest
of the loops go over way smaller vector when many windows exist.
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auto defaults to off on nvidia, on for everyone else. Gotta wait until we do fucking drm_dumb and it fucking works
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ref #8221
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* move monitors to sp
* XD
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fixes #8031
just a bit, rounding errors I guess
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* Revert "input: don't emit idle activity when calling simulateMouseMovement (#7649)"
This reverts commit ea10592ad3c861ff2ce73ad7785bcb5a45a9e400.
* input: move idle notify calls to input event listeners
* input: don't post idle activity when keyboard is not enabled
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now we roll loops at blazing constified speed.
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why not let the compiler optimise things for us at hyprspeeds when we
can.
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change the hook to monitorAdded instead of newMonitor so its finalized
in the compositor and added to vMonitors, move the
checkDefaultCursorWarp to PointerManager and check for it upon mode
change. and also ensure it doesnt go out of bounds by replacing it in
the middle again on resolution changes.
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in DS preRender is not called
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fixes #6749
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fixes the hack
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otherwise on some commits we draw twice and we draw over the front buffer
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fixes #6976
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Moves Hyprland from wlroots to aquamarine for the backend.
---------
Signed-off-by: Vaxry <vaxry@vaxry.net>
Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
Co-authored-by: Jan Beich <jbeich@FreeBSD.org>
Co-authored-by: vaxerski <vaxerski@users.noreply.github.com>
Co-authored-by: UjinT34 <41110182+UjinT34@users.noreply.github.com>
Co-authored-by: Tom Englund <tomenglund26@gmail.com>
Co-authored-by: Ikalco <73481042+ikalco@users.noreply.github.com>
Co-authored-by: diniamo <diniamo53@gmail.com>
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fixes #6700
fixes #6740
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* fix: change min cursor padding to 0
* chore: set default hotspot padding to 0
* fix: adjusting clamp after getting closest point to fix getting off limit point
* fix: deal with floating point to clamp to prev value
* refactor: max coords to vector
* fix: remove box closestPoint adjustment due its fix on hyprutils
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otherwise the image gets resampled and gets blurry
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* pointer_manager: add lock/unlock software wrappers that receive the raw pointer
* monitor: lock/unlock software pointer rendering when adding/removing mirrored screens
* use relative path in includes
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Moves CRegion, CBox and Vector2D over to hyprutils.
Requires hyprutils>=0.1.4
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* option to fix mouse breaking vrr
* skip damage on mouse move
* remove this-> & cleanup
* add cursor:min_refresh_rate to avoid cursor freezing
* run clang-format
---------
Co-authored-by: UjinT34 <ujin@uvpn.ru>
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* wayland/core/dmabuf: move to new impl
it's the final countdown
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