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renderer: safeguard against non-sampleable currentFB in blurMainFb
fixes #8325
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5833abbbd1
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2 changed files with 11 additions and 0 deletions
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@ -97,12 +97,18 @@ void CFramebuffer::bind() {
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}
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void CFramebuffer::release() {
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if (!m_iFbAllocated && !m_cTex)
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return;
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Debug::log(TRACE, "fb {} released", m_iFb);
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if (m_iFbAllocated)
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glDeleteFramebuffers(1, &m_iFb);
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m_cTex.reset();
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m_iFbAllocated = false;
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m_vSize = Vector2D();
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m_iFb = 0;
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}
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CFramebuffer::~CFramebuffer() {
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@ -1656,6 +1656,11 @@ void CHyprOpenGLImpl::renderTextureMatte(SP<CTexture> tex, CBox* pBox, CFramebuf
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// Dual (or more) kawase blur
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CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, CRegion* originalDamage) {
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if (!m_RenderData.currentFB->getTexture()) {
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Debug::log(ERR, "BUG THIS: null fb texture while attempting to blur main fb?! (introspection off?!)");
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return &m_RenderData.pCurrentMonData->mirrorFB; // return something to sample from at least
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}
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TRACY_GPU_ZONE("RenderBlurMainFramebufferWithDamage");
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const auto BLENDBEFORE = m_bBlend;
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