renderer: don't use the surface counter in popup iterations

fixes #6663
This commit is contained in:
Vaxry 2024-06-25 20:04:02 +02:00
parent 3ba3d20ad3
commit 95782de966

View file

@ -212,7 +212,7 @@ static void renderSurface(SP<CWLSurfaceResource> surface, int x, int y, void* da
// FIXME: This is wrong and will bug the blur out as shit if the first surface // FIXME: This is wrong and will bug the blur out as shit if the first surface
// is a subsurface that does NOT cover the entire frame. In such cases, we probably should fall back // is a subsurface that does NOT cover the entire frame. In such cases, we probably should fall back
// to what we do for misaligned surfaces (blur the entire thing and then render shit without blur) // to what we do for misaligned surfaces (blur the entire thing and then render shit without blur)
if (RDATA->surfaceCounter == 0) { if (RDATA->surfaceCounter == 0 && !RDATA->popup) {
if (RDATA->blur) if (RDATA->blur)
g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, surface, rounding, RDATA->blockBlurOptimization, RDATA->fadeAlpha); g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, surface, rounding, RDATA->blockBlurOptimization, RDATA->fadeAlpha);
else else