diff options
| author | vaxerski <43317083+vaxerski@users.noreply.github.com> | 2022-08-01 12:23:09 +0200 |
|---|---|---|
| committer | vaxerski <43317083+vaxerski@users.noreply.github.com> | 2022-08-01 12:23:09 +0200 |
| commit | 6378990bc3e80fed74b30dc0e82fb051e2dbe1fa (patch) | |
| tree | 214d35e259e56017d90077de44445c2749f8067c /src/render/OpenGL.cpp | |
| parent | 070d7699a71cf5fd00379daea4442db3852a747c (diff) | |
fixes to the new blur system
Diffstat (limited to 'src/render/OpenGL.cpp')
| -rw-r--r-- | src/render/OpenGL.cpp | 27 |
1 files changed, 21 insertions, 6 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp index 83ced53d..25e45f88 100644 --- a/src/render/OpenGL.cpp +++ b/src/render/OpenGL.cpp @@ -600,6 +600,27 @@ void CHyprOpenGLImpl::preBlurForCurrentMonitor() { m_RenderData.pCurrentMonData->blurFBDirty = false; } +void CHyprOpenGLImpl::preWindowPass() { + static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue; + + if (!m_RenderData.pCurrentMonData->blurFBDirty || !*PBLURNEWOPTIMIZE) + return; + + bool hasWindows = false; + for (auto& w : g_pCompositor->m_vWindows) { + if (w->m_iWorkspaceID == m_RenderData.pMonitor->activeWorkspace && !w->m_bHidden && w->m_bIsMapped) { + hasWindows = true; + break; + } + } + + if (!hasWindows) + return; + + // blur the main FB, it will be rendered onto the mirror + preBlurForCurrentMonitor(); +} + void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round) { RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!"); @@ -635,12 +656,6 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, return; } - // blur the main FB, it will be rendered onto the mirror - if (*PBLURNEWOPTIMIZE && m_RenderData.pCurrentMonData->blurFBDirty) { - // redraw the blur. Since this resets the dirty flag, it will be drawn before the first window. - preBlurForCurrentMonitor(); - } - // vvv TODO: layered blur fbs? const auto POUTFB = (*PBLURNEWOPTIMIZE && m_pCurrentWindow && !m_pCurrentWindow->m_bIsFloating) ? &m_RenderData.pCurrentMonData->blurFB : blurMainFramebufferWithDamage(a, pBox, &inverseOpaque); |
