opengl: fix invalid tex references to tex-less shader

This commit is contained in:
vaxerski 2023-06-14 13:47:57 +02:00
parent e43f7fc98d
commit 0f1911a8d4

View file

@ -158,8 +158,9 @@ void CHyprOpenGLImpl::end() {
wlr_box monbox = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y};
if (m_RenderData.mouseZoomFactor != 1.f) {
const auto ZOOMCENTER = m_RenderData.mouseZoomUseMouse ? (g_pInputManager->getMouseCoordsInternal() - m_RenderData.pMonitor->vecPosition) * m_RenderData.pMonitor->scale :
m_RenderData.pMonitor->vecTransformedSize / 2.f;
const auto ZOOMCENTER = m_RenderData.mouseZoomUseMouse ?
(g_pInputManager->getMouseCoordsInternal() - m_RenderData.pMonitor->vecPosition) * m_RenderData.pMonitor->scale :
m_RenderData.pMonitor->vecTransformedSize / 2.f;
monbox.x -= ZOOMCENTER.x;
monbox.y -= ZOOMCENTER.y;
scaleBox(&monbox, m_RenderData.mouseZoomFactor);
@ -477,10 +478,8 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
glUniform1i(m_RenderData.pCurrentMonData->m_shQUAD.primitiveMultisample, (int)(*PMULTISAMPLEEDGES == 1 && round != 0));
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib);
glEnableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib);
if (m_RenderData.clipBox.width != 0 && m_RenderData.clipBox.height != 0) {
pixman_region32_t damageClip;
@ -505,7 +504,6 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm
}
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.posAttrib);
glDisableVertexAttribArray(m_RenderData.pCurrentMonData->m_shQUAD.texAttrib);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
@ -1034,7 +1032,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
static auto* const PBLURIGNOREOPACITY = &g_pConfigManager->getConfigValuePtr("decoration:blur_ignore_opacity")->intValue;
m_bEndFrame = true; // fix transformed
const auto SAVEDRENDERMODIF = m_RenderData.renderModif;
m_RenderData.renderModif = {}; // fix shit
m_RenderData.renderModif = {}; // fix shit
renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 1.f : a, &damage, 0, false, false, false);
m_bEndFrame = false;
m_RenderData.renderModif = SAVEDRENDERMODIF;