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authorVaxry <[email protected]>2024-06-25 20:04:02 +0200
committerVaxry <[email protected]>2024-06-25 20:04:02 +0200
commit95782de966ec9e182d49b2f032b74a1101f423e8 (patch)
tree923ea5116c5f77d3140244940157c0132916bf57 /src/render/Renderer.cpp
parent3ba3d20ad35f904cdafdd664b0acd1671924597a (diff)
downloadHyprland-95782de966ec9e182d49b2f032b74a1101f423e8.tar.gz
Hyprland-95782de966ec9e182d49b2f032b74a1101f423e8.zip
renderer: don't use the surface counter in popup iterations
fixes #6663
Diffstat (limited to 'src/render/Renderer.cpp')
-rw-r--r--src/render/Renderer.cpp2
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