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#include "TexPassElement.hpp"
#include "../OpenGL.hpp"
#include <hyprutils/utils/ScopeGuard.hpp>
using namespace Hyprutils::Utils;
CTexPassElement::CTexPassElement(const CTexPassElement::SRenderData& data_) : data(data_) {
;
}
void CTexPassElement::draw(const CRegion& damage) {
g_pHyprOpenGL->m_bEndFrame = data.flipEndFrame;
CScopeGuard x = {[]() {
//
g_pHyprOpenGL->m_bEndFrame = false;
}};
if (data.replaceProjection)
g_pHyprOpenGL->m_RenderData.monitorProjection = *data.replaceProjection;
g_pHyprOpenGL->renderTextureInternalWithDamage(data.tex, &data.box, data.a, data.damage.empty() ? damage : data.damage, data.round, data.syncTimeline, data.syncPoint);
if (data.replaceProjection)
g_pHyprOpenGL->m_RenderData.monitorProjection = g_pHyprOpenGL->m_RenderData.pMonitor->projMatrix;
}
bool CTexPassElement::needsLiveBlur() {
return false; // TODO?
}
bool CTexPassElement::needsPrecomputeBlur() {
return false; // TODO?
}
std::optional<CBox> CTexPassElement::boundingBox() {
return data.box.copy().scale(1.F / g_pHyprOpenGL->m_RenderData.pMonitor->scale).round();
}
CRegion CTexPassElement::opaqueRegion() {
return {}; // TODO:
}
void CTexPassElement::discard() {
;
}
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