fix borders sometimes disappearing on certain windows

This commit is contained in:
vaxerski 2022-06-21 23:09:20 +02:00
parent 0f1ad16aec
commit 4c2459861b
2 changed files with 28 additions and 13 deletions

View file

@ -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) { 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((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!"); 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.posAttrib);
glEnableVertexAttribArray(m_shQUAD.texAttrib); glEnableVertexAttribArray(m_shQUAD.texAttrib);
if (pixman_region32_not_empty(m_RenderData.pDamage)) { if (pixman_region32_not_empty(damage)) {
PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) { PIXMAN_DAMAGE_FOREACH(damage) {
const auto RECT = RECTSARR[i]; const auto RECT = RECTSARR[i];
scissor(&RECT); scissor(&RECT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@ -341,6 +345,21 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
RASSERT(false, "tex.m_iTarget unsupported!"); 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); glActiveTexture(GL_TEXTURE0);
glBindTexture(tex.m_iTarget, tex.m_iTexID); glBindTexture(tex.m_iTarget, tex.m_iTexID);
@ -374,17 +393,6 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glEnableVertexAttribArray(shader->posAttrib); glEnableVertexAttribArray(shader->posAttrib);
glEnableVertexAttribArray(shader->texAttrib); 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)) { if (pixman_region32_not_empty(m_RenderData.pDamage)) {
PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) { PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
const auto RECT = RECTSARR[i]; const auto RECT = RECTSARR[i];
@ -609,6 +617,12 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
glStencilFunc(GL_ALWAYS, 1, -1); glStencilFunc(GL_ALWAYS, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); 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); renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true);
// then stop // then stop

View file

@ -53,6 +53,7 @@ public:
void end(); void end();
void renderRect(wlr_box*, const CColor&, int round = 0); 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(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 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); void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool border = false);