renderer: track fade alpha for blur if ignore opacity is true

with ignore_opacity, blur would stay at 1 opacity during a fadeOut animation on layers, making it look wrong. Fixes #3051
This commit is contained in:
vaxerski
2023-08-23 12:03:23 +02:00
parent 5e7183daf5
commit 9d094f655e
3 changed files with 44 additions and 43 deletions

View File

@@ -1110,7 +1110,7 @@ bool CHyprOpenGLImpl::shouldUseNewBlurOptimizations(SLayerSurface* pLayer, CWind
return false;
}
void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round, bool blockBlurOptimization) {
void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round, bool blockBlurOptimization, float blurA) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
static auto* const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur:enabled")->intValue;
@@ -1190,7 +1190,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
m_bEndFrame = true; // fix transformed
const auto SAVEDRENDERMODIF = m_RenderData.renderModif;
m_RenderData.renderModif = {}; // fix shit
renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? 1.f : a, &texDamage, 0, false, false, false);
renderTextureInternalWithDamage(POUTFB->m_cTex, &MONITORBOX, *PBLURIGNOREOPACITY ? blurA : a * blurA, &texDamage, 0, false, false, false);
m_bEndFrame = false;
m_RenderData.renderModif = SAVEDRENDERMODIF;