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@ -37,7 +37,7 @@ static void rotate_child_position(double *sx, double *sy, double sw, double sh,
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static void render_surface(struct wlr_surface *surface,
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static void render_surface(struct wlr_surface *surface,
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struct wlr_output *wlr_output, struct timespec *when,
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struct wlr_output *wlr_output, struct timespec *when,
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double ox, double oy, float rotation) {
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double lx, double ly, float rotation) {
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if (!wlr_surface_has_buffer(surface)) {
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if (!wlr_surface_has_buffer(surface)) {
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return;
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return;
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}
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}
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@ -46,16 +46,17 @@ static void render_surface(struct wlr_surface *surface,
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int height = surface->current->height;
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int height = surface->current->height;
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int render_width = width * wlr_output->scale;
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int render_width = width * wlr_output->scale;
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int render_height = height * wlr_output->scale;
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int render_height = height * wlr_output->scale;
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ox *= wlr_output->scale;
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int owidth, oheight;
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oy *= wlr_output->scale;
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wlr_output_effective_resolution(wlr_output, &owidth, &oheight);
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// FIXME: view coords are inconsistently assumed to be in output or layout coords
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struct wlr_box layout_box = {
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struct wlr_box layout_box = {
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.x = ox + wlr_output->lx, .y = oy + wlr_output->ly,
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.x = lx + wlr_output->lx, .y = ly + wlr_output->ly,
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.width = render_width, .height = render_height,
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.width = render_width, .height = render_height,
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};
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};
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if (wlr_output_layout_intersects(layout, wlr_output, &layout_box)) {
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if (wlr_output_layout_intersects(layout, wlr_output, &layout_box)) {
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struct wlr_box render_box = {
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struct wlr_box render_box = {
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.x = ox, .y = oy,
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.x = lx, .y = ly,
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.width = render_width, .height = render_height
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.width = render_width, .height = render_height
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};
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};
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float matrix[16];
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float matrix[16];
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@ -77,8 +78,8 @@ static void render_surface(struct wlr_surface *surface,
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rotate_child_position(&sx, &sy, sw, sh, width, height, rotation);
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rotate_child_position(&sx, &sy, sw, sh, width, height, rotation);
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render_surface(subsurface->surface, wlr_output, when,
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render_surface(subsurface->surface, wlr_output, when,
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ox + sx,
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lx + sx,
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oy + sy,
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ly + sy,
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rotation);
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rotation);
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}
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}
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}
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}
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