mirror of
https://github.com/AvengeMedia/DankMaterialShell.git
synced 2026-06-20 01:55:20 -04:00
refactor(framemode): unify connected surface chrome via SDF pipeline
- Shadow system rewrite with SDF quads - Replace ConnectedShape/layer FBOs w/frame & chrome SDF shaders - Improve frame blur performance - Plugin performance gate
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@@ -16,6 +16,11 @@ Item {
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property real blurWidth: 0
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property real blurHeight: 0
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property real blurRadius: 0
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property bool clipEnabled: false
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property real clipX: blurX
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property real clipY: blurY
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property real clipWidth: blurWidth
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property real clipHeight: blurHeight
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readonly property bool _active: blurEnabled && BlurService.enabled && !!targetWindow
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@@ -26,6 +31,14 @@ Item {
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width: root.blurWidth
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height: root.blurHeight
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radius: root.blurRadius
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Region {
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intersection: Intersection.Intersect
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x: root.clipEnabled ? root.clipX : root.blurX
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y: root.clipEnabled ? root.clipY : root.blurY
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width: root.clipEnabled ? root.clipWidth : root.blurWidth
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height: root.clipEnabled ? root.clipHeight : root.blurHeight
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}
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}
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function _apply() {
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@@ -39,10 +52,7 @@ Item {
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targetWindow.BackgroundEffect.blurRegion = null;
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}
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// Force BackgroundEffect to re-publish the blur region on the current wl_surface.
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// Clearing first bypasses Quickshell's same-Region dedup in BackgroundEffect::setBlurRegion,
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// setting pendingBlurRegion=true so the next polish actually ships the region — needed
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// when the underlying surface has been remapped (e.g. PanelWindow.screen change).
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// Re-publish blur region after wl_surface remaps (e.g. screen change).
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function kick() {
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if (!targetWindow)
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return;
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