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@ -743,7 +743,7 @@ bool wlr_output_commit_state(struct wlr_output *output,
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}
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if (new_back_buffer) {
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assert((pending.committed & WLR_OUTPUT_STATE_BUFFER) == 0);
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output_state_attach_buffer(&pending, output->back_buffer);
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wlr_output_state_set_buffer(&pending, output->back_buffer);
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output_clear_back_buffer(output);
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}
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@ -872,7 +872,7 @@ bool wlr_output_commit(struct wlr_output *output) {
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// implicit rendering synchronization point. The backend needs it to avoid
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// displaying a buffer when asynchronous GPU work isn't finished.
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if (output->back_buffer != NULL) {
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output_state_attach_buffer(&state, output->back_buffer);
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wlr_output_state_set_buffer(&state, output->back_buffer);
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output_clear_back_buffer(output);
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}
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@ -886,16 +886,9 @@ void wlr_output_rollback(struct wlr_output *output) {
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output_state_clear(&output->pending);
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}
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void output_state_attach_buffer(struct wlr_output_state *state,
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struct wlr_buffer *buffer) {
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output_state_clear_buffer(state);
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state->committed |= WLR_OUTPUT_STATE_BUFFER;
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state->buffer = wlr_buffer_lock(buffer);
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}
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void wlr_output_attach_buffer(struct wlr_output *output,
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struct wlr_buffer *buffer) {
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output_state_attach_buffer(&output->pending, buffer);
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wlr_output_state_set_buffer(&output->pending, buffer);
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}
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void wlr_output_send_frame(struct wlr_output *output) {
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