mirror of https://github.com/hyprwm/Hyprland
fix blur damage spam on no blurred windows
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27b8561d25
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a163ca9237
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@ -720,51 +720,9 @@ void CHyprOpenGLImpl::preRender(CMonitor* pMonitor) {
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if (!*PBLURNEWOPTIMIZE || !m_mMonitorRenderResources[pMonitor].blurFBDirty || !*PBLUR)
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return;
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bool has = false;
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for (auto& w : g_pCompositor->m_vWindows) {
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if (w->m_iWorkspaceID == pMonitor->activeWorkspace && w->m_bIsMapped && !w->isHidden() && (!w->m_bIsFloating || *PBLURXRAY)) {
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has = true;
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break;
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}
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}
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if (has)
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g_pHyprRenderer->damageMonitor(pMonitor);
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}
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void CHyprOpenGLImpl::preBlurForCurrentMonitor() {
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// make the fake dmg
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pixman_region32_t fakeDamage;
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pixman_region32_init_rect(&fakeDamage, 0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y);
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wlr_box wholeMonitor = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y};
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const auto POUTFB = blurMainFramebufferWithDamage(255, &wholeMonitor, &fakeDamage);
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// render onto blurFB
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m_RenderData.pCurrentMonData->blurFB.alloc(m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y);
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m_RenderData.pCurrentMonData->blurFB.bind();
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clear(CColor(0, 0, 0, 0));
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m_bEndFrame = true; // fix transformed
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renderTextureInternalWithDamage(POUTFB->m_cTex, &wholeMonitor, 255, &fakeDamage, 0, false, true, false);
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m_bEndFrame = false;
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pixman_region32_fini(&fakeDamage);
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m_RenderData.pCurrentMonData->primaryFB.bind();
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m_RenderData.pCurrentMonData->blurFBDirty = false;
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}
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void CHyprOpenGLImpl::preWindowPass() {
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static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue;
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static auto* const PBLURXRAY = &g_pConfigManager->getConfigValuePtr("decoration:blur_xray")->intValue;
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static auto* const PBLUR = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
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if (!m_RenderData.pCurrentMonData->blurFBDirty || !*PBLURNEWOPTIMIZE || !*PBLUR)
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return;
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// check if we need to update the blur fb
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// if there are no windows that would benefit from it,
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// we will ignore that the blur FB is dirty.
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auto windowShouldBeBlurred = [&](CWindow* pWindow) -> bool {
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if (!pWindow)
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@ -802,7 +760,7 @@ void CHyprOpenGLImpl::preWindowPass() {
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bool hasWindows = false;
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for (auto& w : g_pCompositor->m_vWindows) {
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if (w->m_iWorkspaceID == m_RenderData.pMonitor->activeWorkspace && !w->isHidden() && w->m_bIsMapped && (!w->m_bIsFloating || *PBLURXRAY)) {
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if (w->m_iWorkspaceID == pMonitor->activeWorkspace && !w->isHidden() && w->m_bIsMapped && (!w->m_bIsFloating || *PBLURXRAY)) {
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// check if window is valid
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if (!windowShouldBeBlurred(w.get()))
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@ -816,6 +774,42 @@ void CHyprOpenGLImpl::preWindowPass() {
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if (!hasWindows)
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return;
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g_pHyprRenderer->damageMonitor(pMonitor);
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m_mMonitorRenderResources[pMonitor].blurFBShouldRender = true;
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}
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void CHyprOpenGLImpl::preBlurForCurrentMonitor() {
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// make the fake dmg
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pixman_region32_t fakeDamage;
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pixman_region32_init_rect(&fakeDamage, 0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y);
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wlr_box wholeMonitor = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y};
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const auto POUTFB = blurMainFramebufferWithDamage(255, &wholeMonitor, &fakeDamage);
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// render onto blurFB
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m_RenderData.pCurrentMonData->blurFB.alloc(m_RenderData.pMonitor->vecPixelSize.x, m_RenderData.pMonitor->vecPixelSize.y);
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m_RenderData.pCurrentMonData->blurFB.bind();
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clear(CColor(0, 0, 0, 0));
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m_bEndFrame = true; // fix transformed
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renderTextureInternalWithDamage(POUTFB->m_cTex, &wholeMonitor, 255, &fakeDamage, 0, false, true, false);
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m_bEndFrame = false;
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pixman_region32_fini(&fakeDamage);
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m_RenderData.pCurrentMonData->primaryFB.bind();
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m_RenderData.pCurrentMonData->blurFBDirty = false;
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}
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void CHyprOpenGLImpl::preWindowPass() {
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static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue;
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static auto* const PBLUR = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
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if (!m_RenderData.pCurrentMonData->blurFBDirty || !*PBLURNEWOPTIMIZE || !*PBLUR || !m_RenderData.pCurrentMonData->blurFBShouldRender)
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return;
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// blur the main FB, it will be rendered onto the mirror
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preBlurForCurrentMonitor();
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}
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@ -32,20 +32,21 @@ struct SMonitorRenderData {
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CTexture stencilTex;
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CFramebuffer blurFB;
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bool blurFBDirty = true;
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bool blurFBDirty = true;
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bool blurFBShouldRender = false;
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wlr_box backgroundTexBox;
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// Shaders
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bool m_bShadersInitialized = false;
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CShader m_shQUAD;
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CShader m_shRGBA;
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CShader m_shRGBX;
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CShader m_shEXT;
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CShader m_shBLUR1;
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CShader m_shBLUR2;
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CShader m_shSHADOW;
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CShader m_shBORDER1;
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bool m_bShadersInitialized = false;
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CShader m_shQUAD;
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CShader m_shRGBA;
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CShader m_shRGBX;
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CShader m_shEXT;
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CShader m_shBLUR1;
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CShader m_shBLUR2;
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CShader m_shSHADOW;
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CShader m_shBORDER1;
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//
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};
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@ -142,13 +143,13 @@ class CHyprOpenGLImpl {
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void initShaders();
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// returns the out FB, can be either Mirror or MirrorSwap
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CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
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CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool noAA = false,
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bool allowCustomUV = false, bool allowDim = false);
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void renderSplash(cairo_t* const, cairo_surface_t* const, double);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool noAA = false,
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bool allowCustomUV = false, bool allowDim = false);
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void renderSplash(cairo_t* const, cairo_surface_t* const, double);
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void preBlurForCurrentMonitor();
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void preBlurForCurrentMonitor();
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friend class CHyprRenderer;
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};
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