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-rw-r--r--src/render/OpenGL.cpp40
1 files changed, 30 insertions, 10 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index d8f64e0c..c503cb64 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -303,15 +303,15 @@ void CHyprOpenGLImpl::renderTexture(wlr_texture* tex, wlr_box* pBox, float alpha
renderTexture(CTexture(tex), pBox, alpha, round);
}
-void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool border) {
+void CHyprOpenGLImpl::renderTexture(const CTexture& tex, wlr_box* pBox, float alpha, int round, bool discardopaque, bool border, bool allowPrimary) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
- renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, border);
+ renderTextureInternalWithDamage(tex, pBox, alpha, m_RenderData.pDamage, round, discardopaque, border, false, allowPrimary);
scissor((wlr_box*)nullptr);
}
-void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool border, bool noAA) {
+void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_box* pBox, float alpha, pixman_region32_t* damage, int round, bool discardOpaque, bool border, bool noAA, bool allowPrimary) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture without begin()!");
RASSERT((tex.m_iTexID > 0), "Attempted to draw NULL texture!");
@@ -358,6 +358,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
// hacky fix to fix broken borders.
// TODO: this is kinda slow... question mark?
renderRect(pBox, CColor(0, 0, 0, 0), round);
+
+ glDisable(GL_STENCIL_TEST);
}
glActiveTexture(GL_TEXTURE0);
@@ -388,7 +390,19 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
glUniform1i(glGetUniformLocation(shader->program, "primitiveMultisample"), (int)(*PMULTISAMPLEEDGES == 1 && round != 0 && !border && !noAA));
glVertexAttribPointer(shader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
- glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
+
+ if (allowPrimary && m_RenderData.renderingPrimarySurface && 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
+ m_RenderData.primarySurfaceUVBottomRight.x, m_RenderData.primarySurfaceUVBottomRight.y, // bottom right
+ m_RenderData.primarySurfaceUVTopLeft.x, m_RenderData.primarySurfaceUVBottomRight.y, // bottom left
+ };
+
+ glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
+ } else {
+ glVertexAttribPointer(shader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
+ }
glEnableVertexAttribArray(shader->posAttrib);
glEnableVertexAttribArray(shader->texAttrib);
@@ -402,6 +416,8 @@ void CHyprOpenGLImpl::renderTextureInternalWithDamage(const CTexture& tex, wlr_b
}
if (border) {
+ glEnable(GL_STENCIL_TEST);
+
glStencilFunc(GL_EQUAL, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
@@ -548,9 +564,10 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
static auto *const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
+ static auto* const PNOBLUROVERSIZED = &g_pConfigManager->getConfigValuePtr("decoration:no_blur_on_oversized")->intValue;
- if (*PBLURENABLED == 0) {
- renderTexture(tex, pBox, a, round, false, border);
+ if (*PBLURENABLED == 0 || (*PNOBLUROVERSIZED && m_RenderData.primarySurfaceUVTopLeft != Vector2D(-1, -1))) {
+ renderTexture(tex, pBox, a, round, false, border, true);
return;
}
@@ -607,13 +624,18 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
if (pixman_region32_not_empty(&damage)) {
// render our great blurred FB
static auto *const PBLURIGNOREOPACITY = &g_pConfigManager->getConfigValuePtr("decoration:blur_ignore_opacity")->intValue;
- renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 255.f : a, &damage);
+ renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 255.f : a, &damage, 0, false, false, false, true);
// render the window, but clear stencil
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
- // and write to it
+ // draw window
+ glDisable(GL_STENCIL_TEST);
+ renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true, true);
+ glEnable(GL_STENCIL_TEST);
+
+ // prep stencil for border
glStencilFunc(GL_ALWAYS, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
@@ -623,8 +645,6 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
renderRectWithDamage(pBox, CColor(0,0,0,0), &damage, round);
}
- renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true);
-
// then stop
glStencilFunc(GL_EQUAL, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);