renderer: don't occlude when pre-blur is queued

This commit is contained in:
vaxerski
2023-07-20 18:03:47 +02:00
parent e5dd133808
commit ff598b0827
3 changed files with 11 additions and 5 deletions

View File

@@ -480,7 +480,8 @@ void CHyprRenderer::renderAllClientsForWorkspace(CMonitor* pMonitor, CWorkspace*
if (!pWorkspace->m_bHasFullscreenWindow || pWorkspace->m_efFullscreenMode != FULLSCREEN_FULL || !PFULLWINDOW || PFULLWINDOW->m_vRealSize.isBeingAnimated() ||
!PFULLWINDOW->opaque() || pWorkspace->m_vRenderOffset.vec() != Vector2D{}) {
setOccludedForBackLayers(g_pHyprOpenGL->m_RenderData.damage, pWorkspace);
if (!g_pHyprOpenGL->preBlurQueued())
setOccludedForBackLayers(g_pHyprOpenGL->m_RenderData.damage, pWorkspace);
for (auto& ls : pMonitor->m_aLayerSurfaceLayers[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND]) {
renderLayer(ls.get(), pMonitor, time);