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blur xray for layers (#1158)
* feat: apply blur_xray to non window surfaces * don't blur optimize bottom and background layers
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@@ -821,7 +821,7 @@ void CHyprOpenGLImpl::preWindowPass() {
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preBlurForCurrentMonitor();
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}
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void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, wlr_surface* pSurface, int round) {
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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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static auto *const PBLURENABLED = &g_pConfigManager->getConfigValuePtr("decoration:blur")->intValue;
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@@ -861,7 +861,7 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
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}
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// vvv TODO: layered blur fbs?
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const bool USENEWOPTIMIZE = (*PBLURNEWOPTIMIZE && m_pCurrentWindow && (!m_pCurrentWindow->m_bIsFloating || *PBLURXRAY) && m_RenderData.pCurrentMonData->blurFB.m_cTex.m_iTexID && !g_pCompositor->isWorkspaceSpecial(m_pCurrentWindow->m_iWorkspaceID));
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const bool USENEWOPTIMIZE = (*PBLURNEWOPTIMIZE && !blockBlurOptimization && ((m_pCurrentWindow && !m_pCurrentWindow->m_bIsFloating) || *PBLURXRAY) && m_RenderData.pCurrentMonData->blurFB.m_cTex.m_iTexID && (!m_pCurrentWindow || !g_pCompositor->isWorkspaceSpecial(m_pCurrentWindow->m_iWorkspaceID) ));
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CFramebuffer* POUTFB = nullptr;
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if (!USENEWOPTIMIZE) {
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