diff --git a/src/events/Windows.cpp b/src/events/Windows.cpp index 6a6368e7..0b0ce909 100644 --- a/src/events/Windows.cpp +++ b/src/events/Windows.cpp @@ -368,6 +368,8 @@ void Events::listener_commitWindow(void* owner, void* data) { if (!g_pCompositor->windowValidMapped(PWINDOW)) return; + g_pHyprRenderer->damageSurface(g_pXWaylandManager->getWindowSurface(PWINDOW), PWINDOW->m_vRealPosition.goalv().x, PWINDOW->m_vRealPosition.goalv().y); + // Debug::log(LOG, "Window %x committed", PWINDOW); // SPAM! } diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp index 793901aa..c868c345 100644 --- a/src/render/OpenGL.cpp +++ b/src/render/OpenGL.cpp @@ -311,21 +311,21 @@ void CHyprOpenGLImpl::renderRectWithDamage(wlr_box* box, const CColor& col, pixm glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } -void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha, int round) { +void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha, int round, bool allowCustomUV) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); - renderTexture(CTexture(tex), pBox, alpha, round); + renderTexture(CTexture(tex), pBox, alpha, round, false, allowCustomUV); } -void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool allowPrimary) { +void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool allowCustomUV) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); - renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, false, allowPrimary); + renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, false, allowCustomUV); scissor((wlr_box*)nullptr); } -void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool noAA, bool allowPrimary) { +void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool noAA, bool allowCustomUV) { RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!"); RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!"); @@ -388,7 +388,7 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts); - if (allowPrimary && m_RenderData.renderingPrimarySurface && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) { + if (allowCustomUV && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1)) { const float verts[] = { m_RenderData.primarySurfaceUVBottomRight.x, m_RenderData.primarySurfaceUVTopLeft.y, // top right m_RenderData.primarySurfaceUVTopLeft.x, m_RenderData.primarySurfaceUVTopLeft.y, // top left diff --git a/src/render/OpenGL.hpp b/src/render/OpenGL.hpp index 292eba36..4a6f0598 100644 --- a/src/render/OpenGL.hpp +++ b/src/render/OpenGL.hpp @@ -45,7 +45,6 @@ struct SCurrentRenderData { pixman_region32_t* pDamage = nullptr; - bool renderingPrimarySurface = false; Vector2D primarySurfaceUVTopLeft = Vector2D(-1, -1); Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1); }; @@ -60,8 +59,8 @@ public: 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 allowPrimary = false); + void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0, bool allowCustomUV = false); + void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false, bool allowCustomUV = false); void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0); void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0); void renderBorder(wlr_box*, const CColor&, int round); @@ -121,7 +120,7 @@ private: // returns the out FB, can be either Mirror or MirrorSwap CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage); - void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool noAA = false, bool allowPrimary = false); + void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false, bool noAA = false, bool allowCustomUV = false); }; inline std::unique_ptr g_pHyprOpenGL; \ No newline at end of file diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index ae5b854e..133e5fa3 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -12,21 +12,17 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) { wlr_output_layout_output_coords(g_pCompositor->m_sWLROutputLayout, RDATA->output, &outputX, &outputY); wlr_box windowBox; - if (RDATA->surface && surface == RDATA->surface) { + if (RDATA->surface && surface == RDATA->surface) windowBox = {(int)outputX + RDATA->x + x, (int)outputY + RDATA->y + y, RDATA->w, RDATA->h}; - } else { // here we clamp to 2, these might be some tiny specks + else // here we clamp to 2, these might be some tiny specks windowBox = {(int)outputX + RDATA->x + x, (int)outputY + RDATA->y + y, std::clamp(surface->current.width, 2, 1337420), std::clamp(surface->current.height, 2, 1337420)}; - } scaleBox(&windowBox, RDATA->output->scale); static auto *const PROUNDING = &g_pConfigManager->getConfigValuePtr("decoration:rounding")->intValue; float rounding = RDATA->dontRound ? 0 : RDATA->rounding == -1 ? *PROUNDING : RDATA->rounding; - g_pHyprOpenGL->m_RenderData.renderingPrimarySurface = false; - if (RDATA->surface && surface == RDATA->surface) { - g_pHyprOpenGL->m_RenderData.renderingPrimarySurface = true; g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding); if (RDATA->decorate) { @@ -35,8 +31,18 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) { g_pHyprOpenGL->renderBorder(&windowBox, col, rounding); } } - else - g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, false, false); + else { + if (wlr_surface_is_xdg_surface(RDATA->surface)) { + wlr_box geo; + wlr_xdg_surface_get_geometry(wlr_xdg_surface_from_wlr_surface(RDATA->surface), &geo); + + windowBox.x -= geo.x; + windowBox.y -= geo.y; + } + + g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, false); + } + wlr_surface_send_frame_done(surface, RDATA->when); @@ -177,22 +183,20 @@ void CHyprRenderer::renderWindow(CWindow* pWindow, SMonitor* pMonitor, timespec* wd->draw(pMonitor, renderdata.alpha * renderdata.fadeAlpha / 255.f); if (!pWindow->m_bIsX11) { - - // To everyone who makes apps with improperly aligned surfaces, - // For example chromium, or GTK devs who allow shadows on windows, - // a sincere FUCK YOU. - wlr_box geom; wlr_xdg_surface_get_geometry(pWindow->m_uSurface.xdg, &geom); g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D((double)geom.x / (double)pWindow->m_uSurface.xdg->surface->current.width, (double)geom.y / (double)pWindow->m_uSurface.xdg->surface->current.height); g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D((double)(geom.width + geom.x) / (double)pWindow->m_uSurface.xdg->surface->current.width, (double)(geom.y + geom.height) / (double)pWindow->m_uSurface.xdg->surface->current.height); - + if (g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft == Vector2D() && g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight == Vector2D(1, 1)) { // No special UV mods needed g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(-1, -1); g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1); } + } else { + g_pHyprOpenGL->m_RenderData.primarySurfaceUVTopLeft = Vector2D(-1, -1); + g_pHyprOpenGL->m_RenderData.primarySurfaceUVBottomRight = Vector2D(-1, -1); } wlr_surface_for_each_surface(g_pXWaylandManager->getWindowSurface(pWindow), renderSurface, &renderdata);