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renderer: don't use the surface counter in popup iterations
fixes #6663
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1 changed files with 1 additions and 1 deletions
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@ -212,7 +212,7 @@ static void renderSurface(SP<CWLSurfaceResource> surface, int x, int y, void* da
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// FIXME: This is wrong and will bug the blur out as shit if the first surface
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// FIXME: This is wrong and will bug the blur out as shit if the first surface
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// is a subsurface that does NOT cover the entire frame. In such cases, we probably should fall back
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// is a subsurface that does NOT cover the entire frame. In such cases, we probably should fall back
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// to what we do for misaligned surfaces (blur the entire thing and then render shit without blur)
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// to what we do for misaligned surfaces (blur the entire thing and then render shit without blur)
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if (RDATA->surfaceCounter == 0) {
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if (RDATA->surfaceCounter == 0 && !RDATA->popup) {
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if (RDATA->blur)
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if (RDATA->blur)
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, surface, rounding, RDATA->blockBlurOptimization, RDATA->fadeAlpha);
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g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, surface, rounding, RDATA->blockBlurOptimization, RDATA->fadeAlpha);
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else
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else
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