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renderer: don't occlude when pre-blur is queued
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@@ -945,16 +945,20 @@ void CHyprOpenGLImpl::preBlurForCurrentMonitor() {
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}
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void CHyprOpenGLImpl::preWindowPass() {
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static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue;
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static auto* const PBLUR = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
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if (!m_RenderData.pCurrentMonData->blurFBDirty || !*PBLURNEWOPTIMIZE || !*PBLUR || !m_RenderData.pCurrentMonData->blurFBShouldRender)
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if (!preBlurQueued())
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return;
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// blur the main FB, it will be rendered onto the mirror
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preBlurForCurrentMonitor();
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}
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bool CHyprOpenGLImpl::preBlurQueued() {
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static auto* const PBLURNEWOPTIMIZE = &g_pConfigManager->getConfigValuePtr("decoration:blur_new_optimizations")->intValue;
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static auto* const PBLUR = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
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return !(!m_RenderData.pCurrentMonData->blurFBDirty || !*PBLURNEWOPTIMIZE || !*PBLUR || !m_RenderData.pCurrentMonData->blurFBShouldRender);
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}
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round, bool blockBlurOptimization) {
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RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
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