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renderer: considerable fixes to repaint logic
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f8c18ff797
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@ -156,7 +156,8 @@ void Events::listener_monitorFrame(void* owner, void* data) {
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if (!PMONITOR->tearingState.frameScheduledWhileBusy)
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return; // we did not schedule a frame yet to be displayed, but we are tearing. Why render?
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PMONITOR->tearingState.nextRenderTorn = true;
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PMONITOR->tearingState.nextRenderTorn = true;
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PMONITOR->tearingState.frameScheduledWhileBusy = false;
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}
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static auto* const PENABLERAT = &g_pConfigManager->getConfigValuePtr("misc:render_ahead_of_time")->intValue;
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@ -249,7 +249,8 @@ void Events::listener_commitSubsurface(void* owner, void* data) {
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if (pNode->pWindowOwner) {
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// tearing: if solitary, redraw it. This still might be a single surface window
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const auto PMONITOR = g_pCompositor->getMonitorFromID(pNode->pWindowOwner->m_iMonitorID);
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if (PMONITOR->solitaryClient == pNode->pWindowOwner && pNode->pWindowOwner->canBeTorn() && PMONITOR->tearingState.canTear) {
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if (PMONITOR->solitaryClient == pNode->pWindowOwner && pNode->pWindowOwner->canBeTorn() && PMONITOR->tearingState.canTear &&
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pNode->pSurface->wlr()->current.committed & WLR_SURFACE_STATE_BUFFER) {
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CRegion damageBox;
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wlr_surface_get_effective_damage(pNode->pSurface->wlr(), damageBox.pixman());
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