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renderer: add decoration:blur:special
will blur behind the special ws
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@@ -103,6 +103,7 @@ class CHyprOpenGLImpl {
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void bindWlrOutputFb();
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void renderRect(wlr_box*, const CColor&, int round = 0);
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void renderRectWithBlur(wlr_box*, const CColor&, int round = 0, float blurA = 1.f);
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void renderRectWithDamage(wlr_box*, const CColor&, CRegion* damage, int round = 0);
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void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0, bool allowCustomUV = false);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
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@@ -177,7 +178,7 @@ class CHyprOpenGLImpl {
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void initShaders();
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// returns the out FB, can be either Mirror or MirrorSwap
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CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, CRegion* damage);
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CFramebuffer* blurMainFramebufferWithDamage(float a, CRegion* damage);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, CRegion* damage, int round = 0, bool discardOpaque = false, bool noAA = false,
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bool allowCustomUV = false, bool allowDim = false);
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