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https://github.com/hyprwm/Hyprland.git
synced 2024-09-11 13:25:42 +03:00
renderer: track fade alpha for blur if ignore opacity is true
with ignore_opacity, blur would stay at 1 opacity during a fadeOut animation on layers, making it look wrong. Fixes #3051
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5e7183daf5
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@ -1110,7 +1110,7 @@ bool CHyprOpenGLImpl::shouldUseNewBlurOptimizations(SLayerSurface* pLayer, CWind
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return false;
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}
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round, bool blockBlurOptimization) {
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round, bool blockBlurOptimization, float blurA) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
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static auto* const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur:enabled")->intValue;
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@ -1190,7 +1190,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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m_bEndFrame = true; // fix transformed
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const auto SAVEDRENDERMODIF = m_RenderData.renderModif;
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m_RenderData.renderModif = {}; // fix shit
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renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 1.f : a, &texDamage, 0, false, false, false);
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renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? blurA : a * blurA, &texDamage, 0, false, false, false);
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m_bEndFrame = false;
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m_RenderData.renderModif = SAVEDRENDERMODIF;
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@ -26,7 +26,8 @@ inline const float fullVerts[] = {
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};
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inline const float fanVertsFull[] = {-1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f};
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enum eDiscardMode {
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enum eDiscardMode
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{
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DISCARD_OPAQUE = 1,
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DISCARD_ALPHA = 1 << 1
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};
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@ -97,60 +98,60 @@ class CHyprOpenGLImpl {
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public:
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CHyprOpenGLImpl();
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void begin(CMonitor*, CRegion*, bool fake = false);
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void end();
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void bindWlrOutputFb();
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void begin(CMonitor*, CRegion*, bool fake = false);
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void end();
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void bindWlrOutputFb();
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void renderRect(wlr_box*, const CColor&, int round = 0);
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void renderRectWithDamage(wlr_box*, const CColor&, CRegion* damage, int round = 0);
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void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0, bool allowCustomUV = false);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false);
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void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0);
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void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0);
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void renderRect(wlr_box*, const CColor&, int round = 0);
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void renderRectWithDamage(wlr_box*, const CColor&, CRegion* damage, int round = 0);
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void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0, bool allowCustomUV = false);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
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void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0);
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void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0);
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void saveMatrix();
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void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
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void restoreMatrix();
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void saveMatrix();
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void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
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void restoreMatrix();
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void blend(bool enabled);
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void blend(bool enabled);
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void makeWindowSnapshot(CWindow*);
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void makeRawWindowSnapshot(CWindow*, CFramebuffer*);
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void makeLayerSnapshot(SLayerSurface*);
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void renderSnapshot(CWindow**);
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void renderSnapshot(SLayerSurface**);
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void makeWindowSnapshot(CWindow*);
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void makeRawWindowSnapshot(CWindow*, CFramebuffer*);
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void makeLayerSnapshot(SLayerSurface*);
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void renderSnapshot(CWindow**);
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void renderSnapshot(SLayerSurface**);
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void clear(const CColor&);
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void clearWithTex();
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void scissor(const wlr_box*, bool transform = true);
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void scissor(const pixman_box32*, bool transform = true);
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void scissor(const int x, const int y, const int w, const int h, bool transform = true);
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void clear(const CColor&);
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void clearWithTex();
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void scissor(const wlr_box*, bool transform = true);
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void scissor(const pixman_box32*, bool transform = true);
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void scissor(const int x, const int y, const int w, const int h, bool transform = true);
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void destroyMonitorResources(CMonitor*);
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void destroyMonitorResources(CMonitor*);
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void markBlurDirtyForMonitor(CMonitor*);
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void markBlurDirtyForMonitor(CMonitor*);
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void preWindowPass();
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bool preBlurQueued();
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void preRender(CMonitor*);
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void preWindowPass();
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bool preBlurQueued();
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void preRender(CMonitor*);
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void saveBufferForMirror();
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void renderMirrored();
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void saveBufferForMirror();
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void renderMirrored();
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void applyScreenShader(const std::string& path);
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void applyScreenShader(const std::string& path);
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SCurrentRenderData m_RenderData;
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SCurrentRenderData m_RenderData;
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GLint m_iCurrentOutputFb = 0;
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GLint m_iWLROutputFb = 0;
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GLint m_iCurrentOutputFb = 0;
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GLint m_iWLROutputFb = 0;
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bool m_bReloadScreenShader = true; // at launch it can be set
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bool m_bReloadScreenShader = true; // at launch it can be set
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CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
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SLayerSurface* m_pCurrentLayer = nullptr; // hack to get the current rendered layer
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CWindow* m_pCurrentWindow = nullptr; // hack to get the current rendered window
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SLayerSurface* m_pCurrentLayer = nullptr; // hack to get the current rendered layer
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std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
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std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
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std::unordered_map<SLayerSurface*, CFramebuffer> m_mLayerFramebuffers;
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std::unordered_map<CMonitor*, SMonitorRenderData> m_mMonitorRenderResources;
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std::unordered_map<CMonitor*, CTexture> m_mMonitorBGTextures;
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@ -54,7 +54,7 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
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g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, true);
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} else {
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if (RDATA->blur)
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding, RDATA->blockBlurOptimization);
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding, RDATA->blockBlurOptimization, RDATA->fadeAlpha);
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else
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g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, true);
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}
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