Loading quickstep/src/com/android/launcher3/statehandlers/DepthController.java +10 −1 Original line number Diff line number Diff line Loading @@ -193,8 +193,17 @@ public class DepthController implements LauncherStateManager.StateHandler { if (windowToken != null) { mWallpaperManager.setWallpaperZoomOut(windowToken, mDepth); } final int blur; if (mLauncher.isInState(LauncherState.ALL_APPS) && mDepth == 1) { // All apps has a solid background. We don't need to draw blurs after it's fully // visible. This will take us out of GPU composition, saving battery and increasing // performance. blur = 0; } else { blur = (int) (mDepth * mMaxBlurRadius); } new TransactionCompat() .setBackgroundBlurRadius(mSurface, (int) (mDepth * mMaxBlurRadius)) .setBackgroundBlurRadius(mSurface, blur) .apply(); } } Loading
quickstep/src/com/android/launcher3/statehandlers/DepthController.java +10 −1 Original line number Diff line number Diff line Loading @@ -193,8 +193,17 @@ public class DepthController implements LauncherStateManager.StateHandler { if (windowToken != null) { mWallpaperManager.setWallpaperZoomOut(windowToken, mDepth); } final int blur; if (mLauncher.isInState(LauncherState.ALL_APPS) && mDepth == 1) { // All apps has a solid background. We don't need to draw blurs after it's fully // visible. This will take us out of GPU composition, saving battery and increasing // performance. blur = 0; } else { blur = (int) (mDepth * mMaxBlurRadius); } new TransactionCompat() .setBackgroundBlurRadius(mSurface, (int) (mDepth * mMaxBlurRadius)) .setBackgroundBlurRadius(mSurface, blur) .apply(); } }