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fix: Blur #132
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bugSomething isn't workingSomething isn't workingenhancementNew feature or requestNew feature or requestgood first issueGood for newcomersGood for newcomershelp wantedExtra attention is neededExtra attention is needed
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bugSomething isn't workingSomething isn't workingenhancementNew feature or requestNew feature or requestgood first issueGood for newcomersGood for newcomershelp wantedExtra attention is neededExtra attention is needed
The current implementation of blur in the compositor right now is pretty bad. Notably:
It relies on optimized blur (aka. X-Ray blur) by default, which is a sane default but many people want to have "true blur"
True Blur (when enabled) destroys any damage tracking done by us. My initial implementation was extremely naive and I didn't
bother to test it further, however this must change as more people are picking up the compositor and leaving such a lackluster
implementation bothers me.
The implementation breaks on scaled monitors.
The implementation can potentially break on monitors that are not logically placed at
(0, 0)(IE. the "origin" of the global space)A new implementation would rely on #100, and new advancements, notably Smithay/smithay#1946 and Smithay/smithay#1910, to accurately track damage. Implementations are going to be heavily inspired from Niri's and cosmic-comp's, even though they are based on this one, they figured out a lot of the details I skipped.