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https://github.com/hyprwm/Hyprland.git
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blur xray for layers (#1158)
* feat: apply blur_xray to non window surfaces * don't blur optimize bottom and background layers
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@ -70,6 +70,7 @@ struct SRenderData {
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// for blurring
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bool blur = false;
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bool blockBlurOptimization = false;
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// only for windows, not popups
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bool squishOversized = true;
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@ -821,7 +821,7 @@ void CHyprOpenGLImpl::preWindowPass() {
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preBlurForCurrentMonitor();
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}
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round) {
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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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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")->intValue;
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@ -861,7 +861,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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}
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// vvv TODO: layered blur fbs?
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const bool USENEWOPTIMIZE = (*PBLURNEWOPTIMIZE && m_pCurrentWindow && (!m_pCurrentWindow->m_bIsFloating || *PBLURXRAY) && m_RenderData.pCurrentMonData->blurFB.m_cTex.m_iTexID && !g_pCompositor->isWorkspaceSpecial(m_pCurrentWindow->m_iWorkspaceID));
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const bool USENEWOPTIMIZE = (*PBLURNEWOPTIMIZE && !blockBlurOptimization && ((m_pCurrentWindow && !m_pCurrentWindow->m_bIsFloating) || *PBLURXRAY) && m_RenderData.pCurrentMonData->blurFB.m_cTex.m_iTexID && (!m_pCurrentWindow || !g_pCompositor->isWorkspaceSpecial(m_pCurrentWindow->m_iWorkspaceID) ));
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CFramebuffer* POUTFB = nullptr;
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if (!USENEWOPTIMIZE) {
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@ -82,7 +82,7 @@ public:
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void renderRectWithDamage(wlr_box*, const CColor&, pixman_region32_t* 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 discardOpaque = false, bool allowCustomUV = false);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0);
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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, float a = 1.0);
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@ -42,7 +42,7 @@ 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);
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding, RDATA->blockBlurOptimization);
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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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@ -349,6 +349,7 @@ void CHyprRenderer::renderLayer(SLayerSurface* pLayer, CMonitor* pMonitor, times
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renderdata.decorate = false;
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renderdata.w = pLayer->layerSurface->surface->current.width;
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renderdata.h = pLayer->layerSurface->surface->current.height;
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renderdata.blockBlurOptimization = pLayer->layer == ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM || pLayer->layer == ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND;
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wlr_surface_for_each_surface(pLayer->layerSurface->surface, renderSurface, &renderdata);
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renderdata.squishOversized = false; // don't squish popups
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