renderer: don't skip back background on preBlurQueued

fixes #6332
This commit is contained in:
Vaxry 2024-07-02 18:40:21 +02:00
parent 2fa57f2dc4
commit 6247a6b537

View file

@ -864,7 +864,7 @@ void CHyprRenderer::renderAllClientsForWorkspace(CMonitor* pMonitor, PHLWORKSPAC
// TODO: check better with solitary after MR for tearing.
const auto PFULLWINDOW = pWorkspace ? g_pCompositor->getFullscreenWindowOnWorkspace(pWorkspace->m_iID) : nullptr;
if (!pWorkspace->m_bHasFullscreenWindow || pWorkspace->m_efFullscreenMode != FULLSCREEN_FULL || !PFULLWINDOW || PFULLWINDOW->m_vRealSize.isBeingAnimated() ||
!PFULLWINDOW->opaque() || pWorkspace->m_vRenderOffset.value() != Vector2D{}) {
!PFULLWINDOW->opaque() || pWorkspace->m_vRenderOffset.value() != Vector2D{} || g_pHyprOpenGL->preBlurQueued()) {
if (!g_pHyprOpenGL->m_RenderData.pCurrentMonData->blurFBShouldRender)
setOccludedForBackLayers(g_pHyprOpenGL->m_RenderData.damage, pWorkspace);