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-rw-r--r--include/sway/desktop/fx_renderer/fx_renderer.h2
-rw-r--r--sway/desktop/fx_renderer/fx_renderer.c5
-rw-r--r--sway/desktop/render.c9
3 files changed, 1 insertions, 15 deletions
diff --git a/include/sway/desktop/fx_renderer/fx_renderer.h b/include/sway/desktop/fx_renderer/fx_renderer.h
index 51f60557..4a60a7ea 100644
--- a/include/sway/desktop/fx_renderer/fx_renderer.h
+++ b/include/sway/desktop/fx_renderer/fx_renderer.h
@@ -161,8 +161,6 @@ void fx_renderer_fini(struct fx_renderer *renderer);
void fx_renderer_begin(struct fx_renderer *renderer, int width, int height);
-void fx_renderer_end(struct fx_renderer *renderer);
-
void fx_renderer_clear(const float color[static 4]);
void fx_renderer_scissor(struct wlr_box *box);
diff --git a/sway/desktop/fx_renderer/fx_renderer.c b/sway/desktop/fx_renderer/fx_renderer.c
index 7122983e..81841a04 100644
--- a/sway/desktop/fx_renderer/fx_renderer.c
+++ b/sway/desktop/fx_renderer/fx_renderer.c
@@ -424,11 +424,6 @@ void fx_renderer_begin(struct fx_renderer *renderer, int width, int height) {
fx_framebuffer_bind(&renderer->main_buffer);
}
-void fx_renderer_end(struct fx_renderer *renderer) {
- // Release the main buffer
- fx_framebuffer_release(&renderer->main_buffer);
-}
-
void fx_renderer_clear(const float color[static 4]) {
glClearColor(color[0], color[1], color[2], color[3]);
glClearStencil(0);
diff --git a/sway/desktop/render.c b/sway/desktop/render.c
index 6efeaf5d..3472e12f 100644
--- a/sway/desktop/render.c
+++ b/sway/desktop/render.c
@@ -248,18 +248,12 @@ struct fx_framebuffer *get_main_buffer_blur(struct fx_renderer *renderer, struct
// damage region will be scaled, make a temp
pixman_region32_t tempDamage;
pixman_region32_init(&tempDamage);
- // When DOWNscaling, we make the region twice as small because it's the TARGET
- wlr_region_scale(&tempDamage, &damage, 0.5f);
int blur_radius = config->blur_params.radius;
int blur_passes = config->blur_params.num_passes;
- // First pass
- render_blur_segments(renderer, gl_matrix, &tempDamage, &current_buffer,
- &renderer->shaders.blur1, box, blur_radius);
-
// Downscale
- for (int i = 1; i < blur_passes; ++i) {
+ for (int i = 0; i < blur_passes; ++i) {
wlr_region_scale(&tempDamage, &damage, 1.0f / (1 << (i + 1)));
render_blur_segments(renderer, gl_matrix, &tempDamage, &current_buffer,
&renderer->shaders.blur1, box, blur_radius);
@@ -1975,7 +1969,6 @@ renderer_end:
}
render_whole_output(renderer, wlr_output, &extended_damage, &renderer->main_buffer.texture);
- fx_renderer_end(renderer);
fx_renderer_scissor(NULL);