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https://github.com/hyprwm/Hyprland.git
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fixed some nested render bugs
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3e36f1c42c
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@ -361,7 +361,7 @@ void CHyprOpenGLImpl::renderTextureWithBlurInternal(const CTexture& tex, wlr_box
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// if blur disabled, just render the texture
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if (g_pConfigManager->getInt("decoration:blur") == 0) {
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renderTexture(tex, pBox, a, round);
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renderTextureInternal(tex, pBox, a, round);
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return;
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}
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@ -384,7 +384,7 @@ void CHyprOpenGLImpl::renderTextureWithBlurInternal(const CTexture& tex, wlr_box
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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// render our window to the mirror FB while also writing to the stencil
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renderTexture(tex, pBox, a, round);
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renderTextureInternal(tex, pBox, a, round);
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// then we disable writing to the mask and ONLY accept writing within the stencil
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glStencilFunc(GL_EQUAL, 1, -1);
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@ -448,7 +448,7 @@ void CHyprOpenGLImpl::renderTextureWithBlurInternal(const CTexture& tex, wlr_box
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// when the blur is done, let's render the window itself
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// we get it from the mirrored FB full because it's the FB 255 alpha cuz we rendered with a before, same for rounding
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renderTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.m_cTex, &fullMonBox, 255.f, 0);
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renderTextureInternal(m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.m_cTex, &fullMonBox, 255.f, 0);
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// and disable the stencil
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glStencilMask(-1);
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@ -618,7 +618,7 @@ void CHyprOpenGLImpl::renderSnapshot(CWindow** pWindow) {
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wlr_box windowBox = {0, 0, PMONITOR->vecSize.x, PMONITOR->vecSize.y};
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renderTexture(it->second.m_cTex, &windowBox, PWINDOW->m_fAlpha, 0);
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renderTextureInternal(it->second.m_cTex, &windowBox, PWINDOW->m_fAlpha, 0);
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}
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void CHyprOpenGLImpl::createBGTextureForMonitor(SMonitor* pMonitor) {
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@ -457,7 +457,7 @@ void CHyprRenderer::damageWindow(CWindow* pWindow) {
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} else {
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// damage by real size & pos + border size * 2 (JIC)
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const auto BORDERSIZE = g_pConfigManager->getInt("general:border_size");
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wlr_box damageBox = { pWindow->m_vRealPosition.x - BORDERSIZE * 2 - 1, pWindow->m_vRealPosition.y - BORDERSIZE * 2 - 1, pWindow->m_vRealSize.x + 4 * BORDERSIZE + 2, pWindow->m_vRealSize.y + 4 * BORDERSIZE + 2};
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wlr_box damageBox = { pWindow->m_vRealPosition.x - BORDERSIZE - 1, pWindow->m_vRealPosition.y - BORDERSIZE - 1, pWindow->m_vRealSize.x + 2 * BORDERSIZE + 2, pWindow->m_vRealSize.y + 2 * BORDERSIZE + 2};
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for (auto& m : g_pCompositor->m_lMonitors)
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wlr_output_damage_add_box(m.damage, &damageBox);
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}
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