| Commit message (Collapse) | Author | Age | Files | Lines |
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Bumps required hyprgraphics to 0.1.6
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Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
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Adds configurable trackpad gestures
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* syncobj: use rendernode for timelines
use rendernode for timelines instead of the drmfd, some devices dont
support to use the drmfd for this.
* opengl: use rendernode if available
use rendernode if available for CHyprOpenglImpl
* MesaDRM: use the m_drmRenderNodeFD if it exist
try use the rendernode we got from AQ if it exist.
* linuxdmabuf: use rendernode if available
use the rendernode if available already from AQ
* syncobj: prefer rendernode over displaynode
prefer the rendernode over the displaynode, and log a error if
attempting to use the protocol without explicit sync support on any of
the nodes.
* syncobj: check support on both nodes always
check support on both nodes always so it can be used later for
preferring rendernode if possible in syncobj protocol.
* syncobj: remove old var in non linux if else case
remove old m_bDrmSyncobjTimelineSupported from non linux if else case
that will fail to compile on non linux. the nodes sets support by
default to false, and if non linux it wont check for support and set it
to true.
* build: bump aq requirement
bump to 0.9.3 where rendernode support got added.
* flake.lock: update
* renderer: glfinish on software renderer
software renderers apparently bug out on implicit sync, use glfinish as
with nvidia case on implicit paths.
* flake.lock: update
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Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
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* dmabuf: disable buffer read check on intel
readability checks directly on buffer fds on some intel laptops is
broken, see https://gitlab.freedesktop.org/drm/intel/-/issues/9415
* sync: use rvalue ref in addwaiter doonreadable
use rvalue reference in addwaiter and doonreadable, because we store the
function in the SReadableWaiter a lot of the time, move it into place
there when that happends or let it go out of scope after function call.
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solitary/tearing/DS checks (#11228)
Adds more verbose checks for various conditional rendering mechanisms
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Comes after the wallpaper is rendered, but before all windows and docks are rendered
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some CRTCs will just happily eat frames and we can't do much. Some will eat one.
Adds a 5-frame buffer to DPMS and Added animations. Better than nothing.
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Removes `animations:first_launch_animation` as it's useless now
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Fixes #11374
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Adds xdg popup fade-in and fade-out
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instead of allocating and returning a vector, use forEach to directly
call a function on the rects.
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Fixes some race conditions that come up in tests. We only clean up workspaces when we render a frame. With this, they are always cleared instantly.
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(#11077)
Checks for explicit sync support via the android fences, and falls back to implicit sync if it isn't
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Fixup for a merge conflict introduced by #10865.
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Avoid rendering the workspace behind if we are locked
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less refcounting, move by rvalue.
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lets use unique ptrs instead of refcounting shared ptr when its not
needed, use rvalue reference to construct in vector directly.
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Implements a new render scheduling method, where we triple buffer when necessary.
Enabled by default, improves FPS on underpowered devices.
---------
Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
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overload it with a rvalue to allow us to move the data directly avoiding
an extra copy. because SRenderData is not trivially copyable.
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the durationUs is not used unless debug overlay is enabled, lets not
calculate it each call to rendermonitor if not enabled. same with
renderStart.
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Adds animations for the mouse zoom effect.
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were not used anymore, explicit is on by default
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this should reduce idle vram usage by a whopping 16MB, but also might fix the tty unknown issue.
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fixes some fadeout missing cases:
- closing last window
- closing above fs
- closing in general
fixes #10283
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sometimes a driver fails to assign any reasonable mode in which case we might render 0x0 which will make us crash. Don't do that. Part 1 of #10678
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* opengl: remove unnecessery glflush calls
glflushing forces the driver to break batching and issue commands
prematurely and prevents optimisations like command reordering and
merging.
many glFunctions already internally glflushes and eglsync creation still
has a glflush at end render. so lets reduce the overhead of these calls.
* opengl: reduce glUseProgram calls
apitrace shows cases where the same program gets called multiple times,
add a helper function that keeps track of current program and only call
it once on same program. reduces slight overhead.
* opengl: use more efficient vertex array object
use a more modern vertex array object approach with the shaders, makes
it a onetime setup on shader creation instead of once per drawcall, also
should make the driver not have to revalidate the vertex format on each
call.
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ref #10348
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fixes issues with transparent windows on 10b
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precompute it once instead of calculating it every single call, was showing
up as a lot of time wasted in profiling.
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* render: refactor class member vars
* render: fix clang format
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* protocols: refactor class member vars (u-z)
* protocols: fix clang format
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