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-rw-r--r--src/render/OpenGL.cpp54
1 files changed, 32 insertions, 22 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index 25e45f88..90355c7f 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -656,49 +656,59 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
return;
}
- // vvv TODO: layered blur fbs?
- const auto POUTFB = (*PBLURNEWOPTIMIZE && m_pCurrentWindow && !m_pCurrentWindow->m_bIsFloating) ? &m_RenderData.pCurrentMonData->blurFB : blurMainFramebufferWithDamage(a, pBox, &inverseOpaque);
+ // vvv TODO: layered blur fbs?
+ const bool USENEWOPTIM = (*PBLURNEWOPTIMIZE && m_pCurrentWindow && !m_pCurrentWindow->m_bIsFloating);
+
+ const auto POUTFB = USENEWOPTIM ? &m_RenderData.pCurrentMonData->blurFB : blurMainFramebufferWithDamage(a, pBox, &inverseOpaque);
pixman_region32_fini(&inverseOpaque);
// bind primary
m_RenderData.pCurrentMonData->primaryFB.bind();
- // make a stencil for rounded corners to work with blur
- scissor((wlr_box*)nullptr); // allow the entire window and stencil to render
- glClearStencil(0);
- glClear(GL_STENCIL_BUFFER_BIT);
+ if (!USENEWOPTIM) {
+ // make a stencil for rounded corners to work with blur
+ scissor((wlr_box*)nullptr); // allow the entire window and stencil to render
+ glClearStencil(0);
+ glClear(GL_STENCIL_BUFFER_BIT);
- glEnable(GL_STENCIL_TEST);
+ glEnable(GL_STENCIL_TEST);
- glStencilFunc(GL_ALWAYS, 1, -1);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ glStencilFunc(GL_ALWAYS, 1, -1);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- renderTexture(tex, pBox, a, round, true, true); // discard opaque
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ renderTexture(tex, pBox, a, round, true, true); // discard opaque
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glStencilFunc(GL_EQUAL, 1, -1);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ glStencilFunc(GL_EQUAL, 1, -1);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
+ }
// stencil done. Render everything.
wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecTransformedSize.x, m_RenderData.pMonitor->vecTransformedSize.y};
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, 0, false, false, false);
+ renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 255.f : a, &damage, USENEWOPTIM ? round : 0, false, false, false);
// render the window, but clear stencil
- glClearStencil(0);
- glClear(GL_STENCIL_BUFFER_BIT);
+ if (!USENEWOPTIM) {
+ glClearStencil(0);
+ glClear(GL_STENCIL_BUFFER_BIT);
- // draw window
- glDisable(GL_STENCIL_TEST);
+ // draw window
+ glDisable(GL_STENCIL_TEST);
+ }
+
renderTextureInternalWithDamage(tex, pBox, a, &damage, round, false, false, true);
}
-
- glStencilMask(-1);
- glStencilFunc(GL_ALWAYS, 1, 0xFF);
+
+ if (!USENEWOPTIM) {
+ glStencilMask(-1);
+ glStencilFunc(GL_ALWAYS, 1, 0xFF);
+ }
+
pixman_region32_fini(&damage);
scissor((wlr_box*)nullptr);
}