renderer: block screen shader on screencopy
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parent
10146f5ec5
commit
d605e47511
4 changed files with 7 additions and 1 deletions
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@ -365,7 +365,7 @@ void CHyprOpenGLImpl::end() {
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}
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m_bEndFrame = true;
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m_bApplyFinalShader = true;
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m_bApplyFinalShader = !m_RenderData.blockScreenShader;
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if (m_RenderData.mouseZoomUseMouse)
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m_RenderData.useNearestNeighbor = true;
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@ -388,6 +388,7 @@ void CHyprOpenGLImpl::end() {
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m_RenderData.mouseZoomFactor = 1.f;
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m_RenderData.mouseZoomUseMouse = true;
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m_RenderData.forceIntrospection = false;
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m_RenderData.blockScreenShader = false;
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m_RenderData.currentFB = nullptr;
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m_RenderData.mainFB = nullptr;
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m_RenderData.outFB = nullptr;
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@ -112,6 +112,7 @@ struct SCurrentRenderData {
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bool mouseZoomUseMouse = true; // true by default
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bool useNearestNeighbor = false;
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bool forceIntrospection = false; // cleaned in ::end()
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bool blockScreenShader = false;
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Vector2D primarySurfaceUVTopLeft = Vector2D(-1, -1);
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Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1);
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