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