Performance optimizations #15
@@ -460,7 +460,12 @@ void ChromeDecoration::damageEntire() {
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// The shadow hangs outside the decoration's own box (it's drawn, not
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// The shadow hangs outside the decoration's own box (it's drawn, not
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// reserved - see ShadowMarginLogical), so damaging just that box would
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// reserved - see ShadowMarginLogical), so damaging just that box would
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// leave its outer reaches stale.
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// leave its outer reaches stale.
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g_pHyprRenderer->damageBox(FullDecorationExtentGlobal().expand(ShadowMarginLogical()));
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//
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// The extra pixel covers the gap ChromePassElement::draw()'s rounding can
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// open: it rounds the device-space position and size separately, so the
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// box's far edge can land up to a device pixel past where this logical box
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// scales to. One logical px is at least that much on any scale >= 1.
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g_pHyprRenderer->damageBox(FullDecorationExtentGlobal().expand(ShadowMarginLogical() + 1.0));
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}
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}
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double ChromeDecoration::ShadowMarginLogical() {
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double ChromeDecoration::ShadowMarginLogical() {
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@@ -21,7 +21,26 @@ std::vector<UP<IPassElement>> ChromePassElement::draw() {
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return {};
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return {};
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auto box = data.decoration->FullDecorationExtentGlobal();
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auto box = data.decoration->FullDecorationExtentGlobal();
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box.translate(-monitor->m_position).scale(monitor->m_scale).round();
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box.translate(-monitor->m_position).scale(monitor->m_scale);
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// Round the position and the size independently, rather than via
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// CBox::round(). That derives the size from the two *rounded corners*
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// (round(x + w) - round(x)), which makes it a function of the position's
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// fractional part - so a box that is merely sliding, at a perfectly
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// constant size, has its rounded w/h flip by a pixel every few frames.
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// Every one of those flips misses the caches in GetBorderTexture /
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// GetShadowTexture / GetTitleTexture, each miss being a full cairo
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// re-render plus a GPU re-upload of a texture that didn't actually change
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// appearance - which is precisely what a workspace switch, a window move,
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// or any other position-only animation does, every frame, for every window
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// on screen. Rounded on its own, the size stays a pure function of the
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// window's own size and can't be perturbed by translation at all.
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//
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// What round()'s coupling buys is a far edge that lands on the same device
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// pixel as an adjacent box's near edge. Nothing abuts this box - it's a
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// free-floating decoration drawn over everything - so there is no seam here
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// to keep closed.
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box = CBox{box.pos().round(), box.size().round()};
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if (box.w < 1 || box.h < 1)
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if (box.w < 1 || box.h < 1)
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return {};
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return {};
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