Also check equality of background blurs

Test: manually fling the shade
Fixes: 152161119
Change-Id: I5d4439b2f30ad2efa1e2bd8d732ec0ae69b0a443
diff --git a/services/surfaceflinger/CompositionEngine/src/ClientCompositionRequestCache.cpp b/services/surfaceflinger/CompositionEngine/src/ClientCompositionRequestCache.cpp
index acaaf4e..2d9f01b 100644
--- a/services/surfaceflinger/CompositionEngine/src/ClientCompositionRequestCache.cpp
+++ b/services/surfaceflinger/CompositionEngine/src/ClientCompositionRequestCache.cpp
@@ -35,7 +35,8 @@
     return lhs.geometry == rhs.geometry && lhs.alpha == rhs.alpha &&
             lhs.sourceDataspace == rhs.sourceDataspace &&
             lhs.colorTransform == rhs.colorTransform &&
-            lhs.disableBlending == rhs.disableBlending && lhs.shadow == rhs.shadow;
+            lhs.disableBlending == rhs.disableBlending && lhs.shadow == rhs.shadow &&
+            lhs.backgroundBlurRadius == rhs.backgroundBlurRadius;
 }
 
 inline bool equalIgnoringBuffer(const renderengine::Buffer& lhs, const renderengine::Buffer& rhs) {