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https://github.com/hyprwm/Hyprland
synced 2024-12-23 04:09:49 +01:00
fix borders sometimes disappearing on certain windows
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parent
0f1ad16aec
commit
4c2459861b
2 changed files with 28 additions and 13 deletions
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@ -240,6 +240,10 @@ void CHyprOpenGLImpl::scissor(const int x, const int y, const int w, const int h
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}
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}
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void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col, int round) {
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void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col, int round) {
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renderRectWithDamage(box, col, m_RenderData.pDamage, round);
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}
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void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixman_region32_t* damage, int round) {
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RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
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RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
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RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
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RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
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@ -279,8 +283,8 @@ void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col, int round) {
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glEnableVertexAttribArray(m_shQUAD.posAttrib);
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glEnableVertexAttribArray(m_shQUAD.posAttrib);
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glEnableVertexAttribArray(m_shQUAD.texAttrib);
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glEnableVertexAttribArray(m_shQUAD.texAttrib);
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if (pixman_region32_not_empty(m_RenderData.pDamage)) {
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if (pixman_region32_not_empty(damage)) {
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PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
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PIXMAN_DAMAGE_FOREACH(damage) {
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const auto RECT = RECTSARR[i];
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const auto RECT = RECTSARR[i];
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scissor(&RECT);
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scissor(&RECT);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -341,6 +345,21 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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RASSERT(false, "tex.m_iTarget unsupported!");
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RASSERT(false, "tex.m_iTarget unsupported!");
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}
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}
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// stencil for when we want a border
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if (border) {
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_ALWAYS, 1, -1);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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// hacky fix to fix broken borders.
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// TODO: this is kinda slow... question mark?
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renderRect(pBox, CColor(0, 0, 0, 0), round);
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}
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(tex.m_iTarget, tex.m_iTexID);
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glBindTexture(tex.m_iTarget, tex.m_iTexID);
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@ -374,17 +393,6 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
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glEnableVertexAttribArray(shader->posAttrib);
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glEnableVertexAttribArray(shader->posAttrib);
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glEnableVertexAttribArray(shader->texAttrib);
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glEnableVertexAttribArray(shader->texAttrib);
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// stencil for when we want a border
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if (border) {
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_ALWAYS, 1, -1);
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glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
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}
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if (pixman_region32_not_empty(m_RenderData.pDamage)) {
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if (pixman_region32_not_empty(m_RenderData.pDamage)) {
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PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
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PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
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const auto RECT = RECTSARR[i];
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const auto RECT = RECTSARR[i];
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@ -609,6 +617,12 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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glStencilFunc(GL_ALWAYS, 1, -1);
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glStencilFunc(GL_ALWAYS, 1, -1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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if (border) {
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// hacky fix to fix broken borders.
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// TODO: this is kinda slow... question mark?
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renderRectWithDamage(pBox, CColor(0,0,0,0), &damage, round);
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}
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renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true);
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renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true);
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// then stop
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// then stop
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@ -53,6 +53,7 @@ public:
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void end();
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void end();
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void renderRect(wlr_box*, const CColor&, int round = 0);
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void renderRect(wlr_box*, const CColor&, int round = 0);
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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);
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void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false, bool border = false);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false, bool border = false);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool border = false);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool border = false);
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