renderer: block screen shader on screencopy

This commit is contained in:
Vaxry 2024-04-03 21:35:16 +01:00
parent 10146f5ec5
commit d605e47511
4 changed files with 7 additions and 1 deletions

View file

@ -365,7 +365,7 @@ void CHyprOpenGLImpl::end() {
}
m_bEndFrame = true;
m_bApplyFinalShader = true;
m_bApplyFinalShader = !m_RenderData.blockScreenShader;
if (m_RenderData.mouseZoomUseMouse)
m_RenderData.useNearestNeighbor = true;
@ -388,6 +388,7 @@ void CHyprOpenGLImpl::end() {
m_RenderData.mouseZoomFactor = 1.f;
m_RenderData.mouseZoomUseMouse = true;
m_RenderData.forceIntrospection = false;
m_RenderData.blockScreenShader = false;
m_RenderData.currentFB = nullptr;
m_RenderData.mainFB = nullptr;
m_RenderData.outFB = nullptr;

View file

@ -112,6 +112,7 @@ struct SCurrentRenderData {
bool mouseZoomUseMouse = true; // true by default
bool useNearestNeighbor = false;
bool forceIntrospection = false; // cleaned in ::end()
bool blockScreenShader = false;
Vector2D primarySurfaceUVTopLeft = Vector2D(-1, -1);
Vector2D primarySurfaceUVBottomRight = Vector2D(-1, -1);