pass: remove renderer finalDamage since it's unused (#9996)
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0a7e2cb152
4 changed files with 10 additions and 21 deletions
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@ -119,8 +119,7 @@ CRegion CRenderPass::render(const CRegion& damage_) {
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}
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if (damage.empty()) {
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g_pHyprOpenGL->m_RenderData.damage = damage;
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g_pHyprOpenGL->m_RenderData.finalDamage = damage;
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g_pHyprOpenGL->m_RenderData.damage = damage;
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return damage;
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}
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@ -150,16 +149,13 @@ CRegion CRenderPass::render(const CRegion& damage_) {
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blurRegion.intersect(damage).expand(oneBlurRadius());
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g_pHyprOpenGL->m_RenderData.finalDamage = blurRegion.copy().add(damage);
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// FIXME: why does this break on * 1.F ?
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// used to work when we expand all the damage... I think? Well, before pass.
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// moving a window over blur shows the edges being wonk.
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blurRegion.expand(oneBlurRadius() * 1.5F);
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damage = blurRegion.copy().add(damage);
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} else
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g_pHyprOpenGL->m_RenderData.finalDamage = damage;
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}
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if (std::ranges::any_of(m_vPassElements, [](const auto& el) { return el->element->disableSimplification(); })) {
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for (auto& el : m_vPassElements) {
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