Comments (16)
https://vulkan.gpuinfo.org/listsurfacecompositealphamodes.php?platform=windows - seems like currently only 12.7% of Windows systems support it.
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In the settings windows
It's a standard Windows 11 window frame, Godot is not drawing or controlling it.
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This also happens in master.
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Edit: Below results for Compatibility renderer.
Can reproduce in:
Can't reproduce in:
Probably fixed by #86553, specifically:
Lines 1477 to 1478 in e96ad5a
I guess this part only needs to be backported into 4.2 and 4.1, the rest seems unrelated? 🤔 cc @Koyper
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...but I also see it in v4.3.beta1, so there must be something different in our setups.
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I checked it on my laptop to see if it's a Windows only issue, but I can also reproduce this in
Godot v4.3.beta1 - Arch Linux #1 SMP PREEMPT_DYNAMIC Fri, 31 May 2024 15:14:45 +0000 - Tty - Vulkan (Forward+) - integrated Intel(R) Graphics (ADL GT2) () - 12th Gen Intel(R) Core(TM) i5-1235U (12 Threads)
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...but I also see it in v4.3.beta1, so there must be something different in our setups.
Oh, I've tested on the Compatibility renderer, that must be it (sorry for not mentioning it before).
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I guess this part only needs to be backported into 4.2 and 4.1, the rest seems unrelated? 🤔
Yes, the transparent flag setting for non-embedded windows was added by #86553, but the Project per_pixel_transparency has to be enabled for it to work. If that doesn't actually work, please report here and I'll have a look.
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Per pixel transparency fixes it for me in Linux, but not in Windows.
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Per pixel transparency fixes it for me in Linux, but not in Windows.
Per-pixel transparency should almost always work with OpenGL, but with Vulkan it depends on GPU driver capabilities, and a lot of Windows drivers do not support it (and it can't be fixed in Godot while preserving reasonable performance).
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Works correctly for MacOS also. You could call DisplayServer.is_window_transparency_available()
on Windows and see what happens?
Returns true if the window background can be made transparent. This method returns false if Display > Window > Per Pixel Transparency > Allowed is set to false, or if transparency is not supported by the renderer or OS compositor.
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That must be it, DisplayServer.is_window_transparency_available()
is false
.
How does the Godot editor have transparent rounded corners? They work fine for me in Windows and the editor performance is fine for a non-game app. I guess it's the window decorations from Windows.
The project I want these tooltips for is also not a game and doesn't need super performance, so maybe I could make my own Godot build for it with the pixel transparency support.
Or I could add it as a code only option to Godot and put it behind a huge "THIS WILL KILL YOUR PERFORMANCE" warning. Would that be likely to be merged if I made a PR?
Edit: ...or, thinking about it some more, I could just change my project to Compatibility mode. Which is a lot better solution I guess. :)
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How does the Godot editor have transparent rounded corners?
Where? I think Godot editor is not using transparent corners anywhere, and do not have transparency enable.
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Or I could add it as a code only option to Godot and put it behind a huge "THIS WILL KILL YOUR PERFORMANCE" warning. Would that be likely to be merged if I made a PR?
It's not implemented, but we tested something similar for 3.x at some point, and performance was abysmal, like 3.fps max. The idea is to render to the offscreen texture and present it using UpdateLayeredWindow
.
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How does the Godot editor have transparent rounded corners?
Where? I think Godot editor is not using transparent corners anywhere, and do not have transparency enable.
In the settings windows:
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I'm guessing it's because they're native windows and have the Windows decorations.
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