fixed borders on no blur

This commit is contained in:
vaxerski 2022-05-19 20:16:08 +02:00
parent 146b189d54
commit 464c4aa395

View file

@ -356,6 +356,17 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glEnableVertexAttribArray(shader->posAttrib);
glEnableVertexAttribArray(shader->texAttrib);
// stencil for when we want a border
if (border) {
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, -1);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
}
if (pixman_region32_not_empty(m_RenderData.pDamage)) {
PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
const auto RECT = RECTSARR[i];
@ -364,10 +375,27 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
}
}
if (border) {
glStencilFunc(GL_EQUAL, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
glDisableVertexAttribArray(shader->posAttrib);
glDisableVertexAttribArray(shader->texAttrib);
glBindTexture(tex.m_iTarget, 0);
// if border draw
// we dont disable stencil here if we havent touched it.
// some other func might be using it.
if (border) {
auto BORDERCOL = m_pCurrentWindow->m_cRealBorderColor.col();
BORDERCOL.a *= alpha / 255.f;
renderBorder(pBox, BORDERCOL, g_pConfigManager->getInt("general:border_size"), round);
glStencilMask(-1);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glDisable(GL_STENCIL_TEST);
}
}
// This probably isn't the fastest
@ -621,14 +649,6 @@ void CHyprOpenGLImpl::makeWindowSnapshot(CWindow* pWindow) {
pixman_region32_fini(&fakeDamage);
const auto PFRAMEBUFFER = &m_mWindowFramebuffers[pWindow];
glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.y);
PFRAMEBUFFER->alloc(PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y);
PFRAMEBUFFER->bind();
clear(CColor(0,0,0,0)); // JIC
timespec now;
@ -646,6 +666,21 @@ void CHyprOpenGLImpl::makeWindowSnapshot(CWindow* pWindow) {
g_pConfigManager->setInt("decoration:blur", BLURVAL);
// render onto the window fb
// we rendered onto the primary because it has a stencil, which we need for the borders etc
const auto PFRAMEBUFFER = &m_mWindowFramebuffers[pWindow];
glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.y);
PFRAMEBUFFER->alloc(PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y);
PFRAMEBUFFER->bind();
clear(CColor(0, 0, 0, 0)); // JIC
wlr_box fullMonBox = {0, 0, PMONITOR->vecPixelSize.x, PMONITOR->vecPixelSize.y};
renderTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex, &fullMonBox, 255.f, 0);
// restore original fb
#ifndef GLES2
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb);
@ -690,6 +725,9 @@ void CHyprOpenGLImpl::makeLayerSnapshot(SLayerSurface* pLayer) {
// draw the layer
g_pHyprRenderer->renderLayer(pLayer, PMONITOR, &now);
// TODO: WARN:
// revise if any stencil-requiring rendering is done to the layers.
// restore original fb
#ifndef GLES2
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iCurrentOutputFb);