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author | Vaxry <[email protected]> | 2024-06-25 20:04:02 +0200 |
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committer | Vaxry <[email protected]> | 2024-06-25 20:04:02 +0200 |
commit | 95782de966ec9e182d49b2f032b74a1101f423e8 (patch) | |
tree | 923ea5116c5f77d3140244940157c0132916bf57 | |
parent | 3ba3d20ad35f904cdafdd664b0acd1671924597a (diff) | |
download | Hyprland-95782de966ec9e182d49b2f032b74a1101f423e8.tar.gz Hyprland-95782de966ec9e182d49b2f032b74a1101f423e8.zip |
renderer: don't use the surface counter in popup iterations
fixes #6663
-rw-r--r-- | src/render/Renderer.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index 4fc751ff..3ea5197e 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -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 // 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) - if (RDATA->surfaceCounter == 0) { + if (RDATA->surfaceCounter == 0 && !RDATA->popup) { if (RDATA->blur) g_pHyprOpenGL->renderTextureWithBlur(TEXTURE, &windowBox, ALPHA, surface, rounding, RDATA->blockBlurOptimization, RDATA->fadeAlpha); else |