Renderer: rewrite render scheduling (#8683)

This rewrites renderer scheduling. Occlusion is now unified in a new Pass type.
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Vaxry 2024-12-22 17:12:09 +01:00 committed by GitHub
parent 1cc1a46c2e
commit e536b02248
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42 changed files with 1576 additions and 775 deletions

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#include "ShadowPassElement.hpp"
#include "../OpenGL.hpp"
#include "../decorations/CHyprDropShadowDecoration.hpp"
CShadowPassElement::CShadowPassElement(const CShadowPassElement::SShadowData& data_) : data(data_) {
;
}
void CShadowPassElement::draw(const CRegion& damage) {
data.deco->render(g_pHyprOpenGL->m_RenderData.pMonitor.lock(), data.a);
}
bool CShadowPassElement::needsLiveBlur() {
return false;
}
bool CShadowPassElement::needsPrecomputeBlur() {
return false;
}