fixes to the new blur system
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070d7699a7
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6378990bc3
3 changed files with 26 additions and 6 deletions
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@ -600,6 +600,27 @@ void CHyprOpenGLImpl::preBlurForCurrentMonitor() {
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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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if (!m_RenderData.pCurrentMonData->blurFBDirty || !*PBLURNEWOPTIMIZE)
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return;
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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->m_bHidden && w->m_bIsMapped) {
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hasWindows = true;
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break;
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}
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}
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if (!hasWindows)
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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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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
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@ -635,12 +656,6 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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return;
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}
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// blur the main FB, it will be rendered onto the mirror
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if (*PBLURNEWOPTIMIZE && m_RenderData.pCurrentMonData->blurFBDirty) {
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// redraw the blur. Since this resets the dirty flag, it will be drawn before the first window.
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preBlurForCurrentMonitor();
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}
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// vvv TODO: layered blur fbs?
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const auto POUTFB = (*PBLURNEWOPTIMIZE && m_pCurrentWindow && !m_pCurrentWindow->m_bIsFloating) ? &m_RenderData.pCurrentMonData->blurFB : blurMainFramebufferWithDamage(a, pBox, &inverseOpaque);
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