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authorvaxerski <vaxry@vaxry.net>2025-05-09 22:16:21 +0100
committervaxerski <vaxry@vaxry.net>2025-05-09 22:16:21 +0100
commit60cd5b7a48af4a23717201d70395161a3bb4ab24 (patch)
tree2f2a8313c181880408be9cb9c3cb431778ac4d2b /src/render/OpenGL.cpp
parent25cf06f6cfe1b23b97d9beae91247413a3683803 (diff)
renderer: always render snapshots as 8bit
fixes issues with transparent windows on 10b
Diffstat (limited to 'src/render/OpenGL.cpp')
-rw-r--r--src/render/OpenGL.cpp10
1 files changed, 6 insertions, 4 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index 4bd8eba3..9cbf091b 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -752,13 +752,15 @@ void CHyprOpenGLImpl::begin(PHLMONITOR pMonitor, const CRegion& damage_, CFrameb
if (!m_shadersInitialized)
initShaders();
+ const auto DRM_FORMAT = fb ? fb->m_drmFormat : pMonitor->m_output->state->state().drmFormat;
+
// ensure a framebuffer for the monitor exists
- if (m_renderData.pCurrentMonData->offloadFB.m_size != pMonitor->m_pixelSize) {
+ if (m_renderData.pCurrentMonData->offloadFB.m_size != pMonitor->m_pixelSize || DRM_FORMAT != m_renderData.pCurrentMonData->offloadFB.m_drmFormat) {
m_renderData.pCurrentMonData->stencilTex->allocate();
- m_renderData.pCurrentMonData->offloadFB.alloc(pMonitor->m_pixelSize.x, pMonitor->m_pixelSize.y, pMonitor->m_output->state->state().drmFormat);
- m_renderData.pCurrentMonData->mirrorFB.alloc(pMonitor->m_pixelSize.x, pMonitor->m_pixelSize.y, pMonitor->m_output->state->state().drmFormat);
- m_renderData.pCurrentMonData->mirrorSwapFB.alloc(pMonitor->m_pixelSize.x, pMonitor->m_pixelSize.y, pMonitor->m_output->state->state().drmFormat);
+ m_renderData.pCurrentMonData->offloadFB.alloc(pMonitor->m_pixelSize.x, pMonitor->m_pixelSize.y, DRM_FORMAT);
+ m_renderData.pCurrentMonData->mirrorFB.alloc(pMonitor->m_pixelSize.x, pMonitor->m_pixelSize.y, DRM_FORMAT);
+ m_renderData.pCurrentMonData->mirrorSwapFB.alloc(pMonitor->m_pixelSize.x, pMonitor->m_pixelSize.y, DRM_FORMAT);
m_renderData.pCurrentMonData->offloadFB.addStencil(m_renderData.pCurrentMonData->stencilTex);
m_renderData.pCurrentMonData->mirrorFB.addStencil(m_renderData.pCurrentMonData->stencilTex);