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https://github.com/hyprwm/Hyprland.git
synced 2025-08-06 07:01:57 -07:00
Optimize blur massively and some fixes
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@@ -355,7 +355,7 @@ void CHyprOpenGLImpl::renderTextureInternal(const CTexture& tex, wlr_box* pBox,
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// but it works... well, I guess?
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//
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// Dual (or more) kawase blur
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CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* pBox) {
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CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* originalDamage) {
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glDisable(GL_BLEND);
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glDisable(GL_STENCIL_TEST);
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@@ -375,6 +375,12 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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const auto BLURSIZE = g_pConfigManager->getInt("decoration:blur_size");
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const auto BLURPASSES = g_pConfigManager->getInt("decoration:blur_passes");
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// prep damage
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pixman_region32_t damage;
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pixman_region32_init(&damage);
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pixman_region32_copy(&damage, originalDamage);
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wlr_region_expand(&damage, &damage, BLURPASSES * BLURSIZE * 2);
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// helper
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const auto PMIRRORFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB;
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const auto PMIRRORSWAPFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorSwapFB;
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@@ -437,23 +443,24 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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// damage region will be scaled, make a temp
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pixman_region32_t tempDamage;
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pixman_region32_init(&tempDamage);
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wlr_region_scale(&tempDamage, m_RenderData.pDamage, 1.f / 2.f); // when DOWNscaling, we make the region twice as small because it's the TARGET
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wlr_region_scale(&tempDamage, &damage, 1.f / 2.f); // when DOWNscaling, we make the region twice as small because it's the TARGET
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drawPass(&m_shBLUR1, &tempDamage);
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// and draw
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for (int i = 1; i < BLURPASSES; ++i) {
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wlr_region_scale(&tempDamage, m_RenderData.pDamage, 1.f / (1 << (i + 1)));
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wlr_region_scale(&tempDamage, &damage, 1.f / (1 << (i + 1)));
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drawPass(&m_shBLUR1, &tempDamage); // down
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}
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for (int i = BLURPASSES - 1; i >= 0; --i) {
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wlr_region_scale(&tempDamage, m_RenderData.pDamage, 1.f / (1 << i)); // when upsampling we make the region twice as big
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wlr_region_scale(&tempDamage, &damage, 1.f / (1 << i)); // when upsampling we make the region twice as big
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drawPass(&m_shBLUR2, &tempDamage); // up
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}
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// finish
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pixman_region32_fini(&tempDamage);
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pixman_region32_fini(&damage);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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@@ -463,7 +470,7 @@ CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* p
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return currentRenderToFB;
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}
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, int round) {
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
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if (g_pConfigManager->getInt("decoration:blur") == 0) {
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@@ -476,11 +483,19 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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pixman_region32_init(&damage);
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pixman_region32_intersect_rect(&damage, m_RenderData.pDamage, pBox->x, pBox->y, pBox->width, pBox->height); // clip it to the box
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// amazing hack: the surface has an opaque region!
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pixman_region32_t inverseOpaque;
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pixman_region32_init(&inverseOpaque);
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pixman_box32_t monbox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
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pixman_region32_inverse(&inverseOpaque, &pSurface->current.opaque, &monbox);
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pixman_region32_intersect(&damage, &damage, &inverseOpaque);
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pixman_region32_fini(&inverseOpaque);
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if (!pixman_region32_not_empty(&damage))
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return; // if its empty, reject.
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// blur the main FB, it will be rendered onto the mirror
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const auto POUTFB = blurMainFramebufferWithDamage(a, pBox);
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const auto POUTFB = blurMainFramebufferWithDamage(a, pBox, &damage);
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// bind primary
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m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.bind();
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