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renderer: add wrapping options to renderTextureWithBlur method (#10807)
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@@ -2133,7 +2133,7 @@ bool CHyprOpenGLImpl::shouldUseNewBlurOptimizations(PHLLS pLayer, PHLWINDOW pWin
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}
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void CHyprOpenGLImpl::renderTextureWithBlur(SP<CTexture> tex, const CBox& box, float a, SP<CWLSurfaceResource> pSurface, int round, float roundingPower, bool blockBlurOptimization,
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float blurA, float overallA) {
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float blurA, float overallA, GLenum wrapX, GLenum wrapY) {
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RASSERT(m_renderData.pMonitor, "Tried to render texture with blur without begin()!");
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TRACY_GPU_ZONE("RenderTextureWithBlur");
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@@ -2161,7 +2161,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(SP<CTexture> tex, const CBox& box, f
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inverseOpaque.invert(&surfbox).intersect(0, 0, pSurface->m_current.size.x * pSurface->m_current.scale, pSurface->m_current.size.y * pSurface->m_current.scale);
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if (inverseOpaque.empty()) {
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renderTexture(tex, box, a, round, roundingPower, false, true);
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renderTexture(tex, box, a, round, roundingPower, false, true, wrapX, wrapY);
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return;
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}
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} else
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@@ -2197,7 +2197,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(SP<CTexture> tex, const CBox& box, f
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if (USENEWOPTIMIZE && !(m_renderData.discardMode & DISCARD_ALPHA))
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renderRect(box, CHyprColor(0, 0, 0, 0), round, roundingPower);
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else
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renderTexture(tex, box, a, round, roundingPower, true, true); // discard opaque
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renderTexture(tex, box, a, round, roundingPower, true, true, wrapX, wrapY); // discard opaque
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glStencilFunc(GL_EQUAL, 1, 0xFF);
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@@ -2223,7 +2223,8 @@ void CHyprOpenGLImpl::renderTextureWithBlur(SP<CTexture> tex, const CBox& box, f
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pushMonitorTransformEnabled(true);
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if (!USENEWOPTIMIZE)
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setRenderModifEnabled(false);
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renderTextureInternalWithDamage(POUTFB->getTexture(), box, (*PBLURIGNOREOPACITY ? blurA : a * blurA) * overallA, texDamage, round, roundingPower, false, false, true);
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renderTextureInternalWithDamage(POUTFB->getTexture(), box, (*PBLURIGNOREOPACITY ? blurA : a * blurA) * overallA, texDamage, round, roundingPower, false, false, true, wrapX,
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wrapY);
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if (!USENEWOPTIMIZE)
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setRenderModifEnabled(true);
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popMonitorTransformEnabled();
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@@ -2237,7 +2238,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(SP<CTexture> tex, const CBox& box, f
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// draw window
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glDisable(GL_STENCIL_TEST);
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renderTextureInternalWithDamage(tex, box, a * overallA, texDamage, round, roundingPower, false, false, true, true);
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renderTextureInternalWithDamage(tex, box, a * overallA, texDamage, round, roundingPower, false, false, true, true, wrapX, wrapY);
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glStencilMask(0xFF);
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glStencilFunc(GL_ALWAYS, 1, 0xFF);
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@@ -7,6 +7,7 @@
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#include "../helpers/math/Math.hpp"
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#include "../helpers/Format.hpp"
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#include "../helpers/sync/SyncTimeline.hpp"
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#include <GLES3/gl32.h>
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#include <cstdint>
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#include <list>
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#include <string>
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@@ -189,7 +190,7 @@ class CHyprOpenGLImpl {
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void renderTextureWithDamage(SP<CTexture>, const CBox&, const CRegion& damage, float a, int round = 0, float roundingPower = 2.0f, bool discardActive = false,
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bool allowCustomUV = false);
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void renderTextureWithBlur(SP<CTexture>, const CBox&, float a, SP<CWLSurfaceResource> pSurface, int round = 0, float roundingPower = 2.0f, bool blockBlurOptimization = false,
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float blurA = 1.f, float overallA = 1.f);
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float blurA = 1.f, float overallA = 1.f, GLenum wrapX = GL_CLAMP_TO_EDGE, GLenum wrapY = GL_CLAMP_TO_EDGE);
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void renderRoundedShadow(const CBox&, int round, float roundingPower, int range, const CHyprColor& color, float a = 1.0);
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void renderBorder(const CBox&, const CGradientValueData&, int round, float roundingPower, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
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void renderBorder(const CBox&, const CGradientValueData&, const CGradientValueData&, float lerp, int round, float roundingPower, int borderSize, float a = 1.0,
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