| Commit message (Collapse) | Author | Age | Files | Lines |
| | |
|
| |
|
| |
Adds a new lua config manager, which will automatically be used if there is a lua config present.
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
|
| |
single tab edge case handled
|
| |
|
|
|
|
|
| |
Part 7 of ujin's refactors
---------
Co-authored-by: Vaxry <vaxry@vaxry.net>
|
| | |
|
| | |
|
| |
|
|
| |
Massively refactors the config infrastructure, sorely
needed and will be req'd for the lua stuff
|
| |
|
| |
Or plugins can't build.
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
|
| |
Part 1 of the renderer refactors
|
| | |
|
| |
|
|
|
| |
Refactors the old HookSystem into a typed event bus with clear
separation,
discovery and types.
|
| |
|
|
|
| |
Rewrites layouts to be much smaller, and deal with much less annoying
BS. Improves the overall architecture, unifies handling of pseudotiling,
and various other improvements.
|
| | |
|
| | |
|
| | |
|
| |
|
| |
Co-authored-by: Roman Weinberger // ACL <roman.weinberger@acl.at>
|
| | |
|
| | |
|
| |
|
|
|
|
|
|
|
|
| |
fullscreen (#12033)
Renames `misc:new_window_takes_over_fullscreen` into
`misc:on_focus_under_fullscreen` and implements the following behavior:
- By default, when a tiling window is being focused on a workspace where
a fullscreen/maximized window exists, respect
the `misc:on_focus_under_fullscreen` config variable.
|
| |
|
|
|
|
|
| |
Reworks the window rule syntax completely
---------
Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
|
| | |
|
| | |
|
| |
|
|
|
|
|
|
| |
damageEntire() in CHyprdDropShadow is pretty much called per window per
frame, instead of all the PWINDOW-> virtual calls, store pos and size
once and move the duplicated code to a lambda. reducing it a bit.
shows up in profiling as minor waste.
|
| |
|
|
|
|
|
|
| |
this shows up as top contender in idle cpu usage, because decos in
animations keeps locking weak pointers to shared pointers per window per
frame when its not really needed, use weakpointers all the way and it
drops to a bottom contender. marginal gains in the big picture. but
gains is gains.
|
| | |
|
| | |
|
| |
|
|
| |
(#11420)
|
| | |
|
| | |
|
| |
|
|
|
| |
lets use unique ptrs instead of refcounting shared ptr when its not
needed, use rvalue reference to construct in vector directly.
|
| |
|
|
|
| |
overload it with a rvalue to allow us to move the data directly avoiding
an extra copy. because SRenderData is not trivially copyable.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* opengl: cache viewport state
according to nvidia docs calling glViewPort unnecessarily on the same
already set viewport is wasteful and can cause state changes when not
needed. cache it in a struct and only call it when the viewport is
actually changing.
* opengl: cache glenable/gldisable state
avoid making multiple glenable/gldisable calls on already set caps, can
cause state changes and incur driver overhead.
* opengl: cache glscissor box
only call glscissor if the box actually has changed, try to avoid state
changes.
* opengl: cache gluniform calls
cache the gluniform calls, the uniform values are cached in driver per
program only the drawcalls setting the uniform yet again with the same
value on same location is causing more overhead then caching it ourself
and just no oping on it if no changes.
* shader: rewrite handling of uniforms and state
this is way faster as we don't need to mess with maps (hashing, etc) and instead can just use an array
* opengl: stuff and 300 shaders
* opengl: typo
* opengl: get the uniform locations properly
now that the legacy shaders are gone get the uniformlocations for
SKIP_CM etc, so they can be properly set and used depending on if
cm_enabled is set to false or true, before it was falling back to a
legacy shader that didnt even have those uniforms.
* opengl: check epsilon on float and remove extra glcall
seems an extra unset glcall was added, remove it. and check the float
epsilon on the glfloat.
* opengl: remove instanced shader draw
remove the instanced boolean from the vertex shader, might be neglible
differences, needs more benchmark/work to see if its even worth it.
* texture: cache texture paramaters
parameters where occasionally set twice or more on same texture, short
version wrap it and cache it. and move gpu churn to cpu churn.
add a bind/unbind to texture aswell.
* texture: use fast std::array caching
cache the texparameter values in fast array lookups
and incase we dont want it cached, apply it anyways.
* shader: fix typo and hdr typo
actually use Matrix4x2fv in the 4x2fv cache function, and send the
proper float array for hdr.
* texture: make caching not linear lookup
make caching of texture params not linear.
* minor style changes
* opengl: revert drawarrays
revert the mostly code style reduce loc change of drawarrays, and focus
on the caching. its a if else case going wrong here breaking
blur/contrast amongst others drawing.
---------
Co-authored-by: Vaxry <vaxry@vaxry.net>
|
| |
|
|
| |
(#10667)
|
| |
|
|
| |
fixes #10487
|
| | |
|
| | |
|
| |
|
|
| |
fixes #10566
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
| |
* core: drop the legacy renderer
the legacy renderer is broken and barely used, drop it.
* Nix: drop support for legacyRenderer
---------
Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
|
| |
|
|
|
| |
* render: refactor class member vars
* render: fix clang format
|