quickshell: restore the full-width bar surface

Reverting the diagnostic. The narrow surface is still the right destination
but it needs the frame band drawn without adding a second full-screen
surface, which is what the reverted attempt got wrong.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
rope 2026-09-02 12:34:05 +01:00
parent 9a873dacae
commit af9ca8f212

View file

@ -1483,13 +1483,15 @@ in
bottom: true
}
// DIAGNOSTIC — normally bar.screen.width, because the frame
// band and every panel are drawn into this one surface.
// Shrinking it to the bar column clips all of that, which
// looks broken on purpose: the point is to measure whether
// blur and the SDF shader are expensive because of this
// surface's AREA. Revert this line to restore the shell.
implicitWidth: Theme.barWidth
// Screen-sized: the frame band and every panel are drawn into
// this one surface. That AREA is this shell's main cost —
// Hyprland blurs this namespace, and blur is recomputed
// whenever what's behind the surface changes, which with a
// game underneath is every pixel every frame. Shrinking it to
// the bar column measured 57% -> 38% GPU. Doing that for real
// needs the frame band drawn somewhere that is NOT another
// full-screen surface; see the wallpaper window.
implicitWidth: bar.screen.width
exclusiveZone: Theme.barWidth
color: "transparent"