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https://github.com/hyprwm/Hyprland
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Fix blur leaving strokes on full damage tracking
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b67eae7228
commit
ff86f723b2
3 changed files with 30 additions and 19 deletions
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@ -183,6 +183,23 @@ void Events::listener_monitorFrame(void* owner, void* data) {
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// if we have no tracking or full tracking, invalidate the entire monitor
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if (DTMODE == DAMAGE_TRACKING_NONE || DTMODE == DAMAGE_TRACKING_MONITOR) {
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pixman_region32_union_rect(&damage, &damage, 0, 0, (int)PMONITOR->vecSize.x, (int)PMONITOR->vecSize.y);
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pixman_region32_copy(&g_pHyprOpenGL->m_rOriginalDamageRegion, &damage);
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} else {
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// if we use blur we need to expand the damage for proper blurring
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if (g_pConfigManager->getInt("decoration:blur") == 1) {
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// TODO: can this be optimized?
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const auto BLURSIZE = g_pConfigManager->getInt("decoration:blur_size");
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const auto BLURPASSES = g_pConfigManager->getInt("decoration:blur_passes");
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const auto BLURRADIUS = BLURSIZE * BLURPASSES * 2; // is this 2? I don't know but 2 works.
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pixman_region32_copy(&g_pHyprOpenGL->m_rOriginalDamageRegion, &damage);
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// now, prep the damage, get the extended damage region
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wlr_region_expand(&damage, &damage, BLURRADIUS); // expand for proper blurring
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}
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}
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// TODO: this is getting called with extents being 0,0,0,0 should it be?
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@ -78,6 +78,10 @@ CHyprOpenGLImpl::CHyprOpenGLImpl() {
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// End shaders
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pixman_region32_init(&m_rOriginalDamageRegion);
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// End
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RASSERT(eglMakeCurrent(g_pCompositor->m_sWLREGL->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT), "Couldn't unset current EGL!");
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// Done!
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@ -153,9 +157,6 @@ void CHyprOpenGLImpl::begin(SMonitor* pMonitor, pixman_region32_t* pDamage) {
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m_mMonitorRenderResources[pMonitor].primaryFB.bind();
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m_RenderData.pDamage = pDamage;
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// clear
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clear(CColor(11, 11, 11, 255));
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}
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void CHyprOpenGLImpl::end() {
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@ -163,6 +164,8 @@ void CHyprOpenGLImpl::end() {
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glBindFramebuffer(GL_FRAMEBUFFER, m_iWLROutputFb);
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wlr_box windowBox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
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pixman_region32_copy(m_RenderData.pDamage, &m_rOriginalDamageRegion);
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clear(CColor(11, 11, 11, 255));
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scaleBox(&windowBox, m_RenderData.pMonitor->scale);
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@ -293,6 +296,7 @@ void CHyprOpenGLImpl::renderTextureInternal(const CTexture& tex, wlr_box* pBox,
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CShader* shader = nullptr;
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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switch (tex.m_iType) {
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case TEXTURE_RGBA:
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@ -371,15 +375,6 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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const auto BLURSIZE = g_pConfigManager->getInt("decoration:blur_size");
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const auto BLURPASSES = g_pConfigManager->getInt("decoration:blur_passes");
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const auto BLURRADIUS = BLURSIZE * BLURPASSES * BLURPASSES;
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// now, prep the damage, get the extended damage region
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pixman_region32_t damage;
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pixman_region32_init(&damage);
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pixman_region32_intersect_rect(&damage, m_RenderData.pDamage, pBox->x, pBox->y, pBox->width, pBox->height); // clip it to the box
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wlr_region_expand(&damage, &damage, BLURRADIUS); // expand for proper blurring
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pixman_region32_intersect_rect(&damage, &damage, 0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y); // clip it to the monitor
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// helper
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const auto PMIRRORFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB;
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const auto PMIRRORSWAPFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorSwapFB;
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@ -436,33 +431,29 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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// draw the things.
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// first draw is prim -> mirr
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PMIRRORSWAPFB->bind();
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clear(CColor(0, 0, 0, 0));
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PMIRRORFB->bind();
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clear(CColor(0, 0, 0, 0));
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glBindTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTarget, m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTexID);
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// damage region will be scaled, make a temp
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pixman_region32_t tempDamage;
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pixman_region32_init(&tempDamage);
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wlr_region_scale(&tempDamage, &damage, 1.f / 2.f); // when DOWNscaling, we make the region twice as small because it's the TARGET
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wlr_region_scale(&tempDamage, m_RenderData.pDamage, 1.f / 2.f); // when DOWNscaling, we make the region twice as small because it's the TARGET
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drawPass(&m_shBLUR1, &tempDamage);
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// and draw
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for (int i = 1; i < BLURPASSES; ++i) {
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wlr_region_scale(&tempDamage, &damage, 1.f / (1 << (i + 1)));
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wlr_region_scale(&tempDamage, m_RenderData.pDamage, 1.f / (1 << (i + 1)));
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drawPass(&m_shBLUR1, &tempDamage); // down
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}
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for (int i = BLURPASSES - 1; i >= 0; --i) {
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wlr_region_scale(&tempDamage, &damage, 1.f / (1 << i)); // when upsampling we make the region twice as big
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wlr_region_scale(&tempDamage, m_RenderData.pDamage, 1.f / (1 << i)); // when upsampling we make the region twice as big
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drawPass(&m_shBLUR2, &tempDamage); // up
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}
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// finish
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pixman_region32_fini(&tempDamage);
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pixman_region32_fini(&damage);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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@ -495,6 +486,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.bind();
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// make a stencil for rounded corners to work with blur
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scissor((wlr_box*)nullptr); // allow the entire window and stencil to render
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glClearStencil(0);
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glClear(GL_STENCIL_BUFFER_BIT);
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@ -75,6 +75,8 @@ public:
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GLint m_iCurrentOutputFb = 0;
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GLint m_iWLROutputFb = 0;
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pixman_region32_t m_rOriginalDamageRegion; // used for storing the pre-expanded region
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std::unordered_map<CWindow*, CFramebuffer> m_mWindowFramebuffers;
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std::unordered_map<SMonitor*, SMonitorRenderData> m_mMonitorRenderResources;
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std::unordered_map<SMonitor*, CTexture> m_mMonitorBGTextures;
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