mirror of
https://github.com/hyprwm/Hyprland
synced 2024-12-22 18:29:50 +01:00
fix borders sometimes disappearing on certain windows
This commit is contained in:
parent
0f1ad16aec
commit
4c2459861b
2 changed files with 28 additions and 13 deletions
|
@ -240,6 +240,10 @@ void CHyprOpenGLImpl::scissor(const int x, const int y, const int w, const int h
|
|||
}
|
||||
|
||||
void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col, int round) {
|
||||
renderRectWithDamage(box, col, m_RenderData.pDamage, round);
|
||||
}
|
||||
|
||||
void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixman_region32_t* damage, int round) {
|
||||
RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
|
||||
RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
|
||||
|
||||
|
@ -279,8 +283,8 @@ void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col, int round) {
|
|||
glEnableVertexAttribArray(m_shQUAD.posAttrib);
|
||||
glEnableVertexAttribArray(m_shQUAD.texAttrib);
|
||||
|
||||
if (pixman_region32_not_empty(m_RenderData.pDamage)) {
|
||||
PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
|
||||
if (pixman_region32_not_empty(damage)) {
|
||||
PIXMAN_DAMAGE_FOREACH(damage) {
|
||||
const auto RECT = RECTSARR[i];
|
||||
scissor(&RECT);
|
||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
||||
|
@ -341,6 +345,21 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
|
|||
RASSERT(false, "tex.m_iTarget unsupported!");
|
||||
}
|
||||
|
||||
// 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);
|
||||
|
||||
// hacky fix to fix broken borders.
|
||||
// TODO: this is kinda slow... question mark?
|
||||
renderRect(pBox, CColor(0, 0, 0, 0), round);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(tex.m_iTarget, tex.m_iTexID);
|
||||
|
||||
|
@ -374,17 +393,6 @@ 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];
|
||||
|
@ -609,6 +617,12 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
|
|||
glStencilFunc(GL_ALWAYS, 1, -1);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
|
||||
if (border) {
|
||||
// hacky fix to fix broken borders.
|
||||
// TODO: this is kinda slow... question mark?
|
||||
renderRectWithDamage(pBox, CColor(0,0,0,0), &damage, round);
|
||||
}
|
||||
|
||||
renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true);
|
||||
|
||||
// then stop
|
||||
|
|
|
@ -53,6 +53,7 @@ public:
|
|||
void end();
|
||||
|
||||
void renderRect(wlr_box*, const CColor&, int round = 0);
|
||||
void renderRectWithDamage(wlr_box*, const CColor&, pixman_region32_t* damage, int round = 0);
|
||||
void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0);
|
||||
void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false, bool border = false);
|
||||
void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool border = false);
|
||||
|
|
Loading…
Reference in a new issue