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authorVaxry <43317083+vaxerski@users.noreply.github.com>2026-03-27 10:08:56 -0400
committerGitHub <noreply@github.com>2026-03-27 14:08:56 +0000
commit2c4852e31f1cc974164fdd1bf383a67c26cafe44 (patch)
treec248ef256b6ff1d8de9fe031ff2bf33b67e85dde /src/render/Renderer.hpp
parent2fde538e0fa5663ac99f631fcfee6742e09368f6 (diff)
renderer/deco: add glow decoration (#13862)
Diffstat (limited to 'src/render/Renderer.hpp')
-rw-r--r--src/render/Renderer.hpp18
1 files changed, 10 insertions, 8 deletions
diff --git a/src/render/Renderer.hpp b/src/render/Renderer.hpp
index 4b65141a..d8056d82 100644
--- a/src/render/Renderer.hpp
+++ b/src/render/Renderer.hpp
@@ -23,6 +23,7 @@
#include "pass/RectPassElement.hpp"
#include "pass/RendererHintsPassElement.hpp"
#include "pass/ShadowPassElement.hpp"
+#include "pass/InnerGlowPassElement.hpp"
#include "pass/SurfacePassElement.hpp"
#include "pass/TexPassElement.hpp"
#include "pass/TextureMatteElement.hpp"
@@ -288,14 +289,15 @@ class IHyprRenderer {
};
SP<ITexture> getBackground(PHLMONITOR pMonitor);
- virtual void draw(CBorderPassElement* element, const CRegion& damage) = 0;
- virtual void draw(CClearPassElement* element, const CRegion& damage) = 0;
- virtual void draw(CFramebufferElement* element, const CRegion& damage) = 0;
- virtual void draw(CPreBlurElement* element, const CRegion& damage) = 0;
- virtual void draw(CRectPassElement* element, const CRegion& damage) = 0;
- virtual void draw(CShadowPassElement* element, const CRegion& damage) = 0;
- virtual void draw(CTexPassElement* element, const CRegion& damage) = 0;
- virtual void draw(CTextureMatteElement* element, const CRegion& damage) = 0;
+ virtual void draw(CBorderPassElement* element, const CRegion& damage) = 0;
+ virtual void draw(CClearPassElement* element, const CRegion& damage) = 0;
+ virtual void draw(CFramebufferElement* element, const CRegion& damage) = 0;
+ virtual void draw(CPreBlurElement* element, const CRegion& damage) = 0;
+ virtual void draw(CRectPassElement* element, const CRegion& damage) = 0;
+ virtual void draw(CShadowPassElement* element, const CRegion& damage) = 0;
+ virtual void draw(CInnerGlowPassElement* element, const CRegion& damage) = 0;
+ virtual void draw(CTexPassElement* element, const CRegion& damage) = 0;
+ virtual void draw(CTextureMatteElement* element, const CRegion& damage) = 0;
virtual SP<ITexture> getBlurTexture(PHLMONITORREF pMonitor);
SP<ITexture> m_lockDeadTexture;
SP<ITexture> m_lockDead2Texture;