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https://github.com/hyprwm/Hyprland.git
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renderer: fully switch to premultiplied alpha
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a077b7a92e
commit
6c10c38481
@ -118,8 +118,6 @@ void CHyprOpenGLImpl::begin(CMonitor* pMonitor, CRegion* pDamage, bool fake) {
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m_RenderData.pCurrentMonData = &m_mMonitorRenderResources[pMonitor];
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_iCurrentOutputFb);
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m_iWLROutputFb = m_iCurrentOutputFb;
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@ -421,9 +419,10 @@ void CHyprOpenGLImpl::clear(const CColor& color) {
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}
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void CHyprOpenGLImpl::blend(bool enabled) {
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if (enabled)
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if (enabled) {
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glEnable(GL_BLEND);
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else
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // everything is premultiplied
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} else
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glDisable(GL_BLEND);
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m_bBlend = enabled;
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@ -494,8 +493,6 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, CReg
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glUseProgram(m_RenderData.pCurrentMonData->m_shQUAD.program);
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#ifndef GLES2
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@ -504,7 +501,9 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, CReg
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wlr_matrix_transpose(glMatrix, glMatrix);
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glUniformMatrix3fv(m_RenderData.pCurrentMonData->m_shQUAD.proj, 1, GL_FALSE, glMatrix);
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#endif
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glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r, col.g, col.b, col.a);
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// premultiply the color as well as we don't work with straight alpha
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glUniform4f(m_RenderData.pCurrentMonData->m_shQUAD.color, col.r * col.a, col.g * col.a, col.b * col.a, col.a);
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wlr_box transformedBox;
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wlr_box_transform(&transformedBox, box, wlr_output_transform_invert(m_RenderData.pMonitor->transform), m_RenderData.pMonitor->vecTransformedSize.x,
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@ -543,8 +542,6 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, CReg
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}
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha, int round, bool allowCustomUV) {
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@ -588,9 +585,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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CShader* shader = nullptr;
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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CShader* shader = nullptr;
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bool usingFinalShader = false;
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@ -955,9 +950,6 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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}
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// finish
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glBindTexture(PMIRRORFB->m_cTex.m_iTarget, 0);
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blend(BLENDBEFORE);
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@ -1227,8 +1219,8 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad,
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float glMatrix[9];
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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const auto BLEND = m_bBlend;
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blend(true);
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glUseProgram(m_RenderData.pCurrentMonData->m_shBORDER1.program);
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@ -1286,7 +1278,7 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad,
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib);
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shBORDER1.texAttrib);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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blend(BLEND);
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}
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void CHyprOpenGLImpl::makeRawWindowSnapshot(CWindow* pWindow, CFramebuffer* pFramebuffer) {
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@ -1561,7 +1553,6 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
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wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glUseProgram(m_RenderData.pCurrentMonData->m_shSHADOW.program);
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@ -1610,8 +1601,6 @@ void CHyprOpenGLImpl::renderRoundedShadow(wlr_box* box, int round, int range, fl
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.posAttrib);
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glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shSHADOW.texAttrib);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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void CHyprOpenGLImpl::saveBufferForMirror() {
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@ -111,10 +111,8 @@ void main() {
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if (pixColor[3] == 0.0)
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discard;
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float pixColor3 = pixColor[3];
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pixColor = getColorForCoord(v_texcoord);
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pixColor[3] *= alpha * pixColor3;
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gl_FragColor = pixColor;
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gl_FragColor = pixColor * alpha;
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}
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)#";
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@ -78,5 +78,10 @@ void main() {
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discard; return;
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}
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// premultiply
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pixColor[0] *= pixColor[3];
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pixColor[1] *= pixColor[3];
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pixColor[2] *= pixColor[3];
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gl_FragColor = pixColor;
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})#";
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