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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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@@ -42,7 +42,7 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
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g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, true);
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} else {
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if (RDATA->blur)
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding);
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, surface, rounding, RDATA->blockBlurOptimization);
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else
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g_pHyprOpenGL->renderTexture(TEXTURE, &windowBox, RDATA->fadeAlpha * RDATA->alpha, rounding, true);
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}
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@@ -349,6 +349,7 @@ void CHyprRenderer::renderLayer(SLayerSurface* pLayer, CMonitor* pMonitor, times
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renderdata.decorate = false;
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renderdata.w = pLayer->layerSurface->surface->current.width;
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renderdata.h = pLayer->layerSurface->surface->current.height;
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renderdata.blockBlurOptimization = pLayer->layer == ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM || pLayer->layer == ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND;
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wlr_surface_for_each_surface(pLayer->layerSurface->surface, renderSurface, &renderdata);
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renderdata.squishOversized = false; // don't squish popups
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