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Use wlr_surface_get_effective_damage
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@ -415,16 +415,10 @@ static void damage_surface_iterator(struct sway_output *output,
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int center_y = box.y + box.height/2;
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int center_y = box.y + box.height/2;
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if (pixman_region32_not_empty(&surface->buffer_damage)) {
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if (pixman_region32_not_empty(&surface->buffer_damage)) {
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enum wl_output_transform transform =
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wlr_output_transform_invert(surface->current.transform);
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pixman_region32_t damage;
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pixman_region32_t damage;
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pixman_region32_init(&damage);
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pixman_region32_init(&damage);
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pixman_region32_copy(&damage, &surface->buffer_damage);
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wlr_surface_get_effective_damage(surface, &damage);
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wlr_region_transform(&damage, &damage, transform,
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wlr_region_scale(&damage, &damage, output->wlr_output->scale);
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surface->current.buffer_width, surface->current.buffer_height);
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wlr_region_scale(&damage, &damage,
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output->wlr_output->scale / (float)surface->current.scale);
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if (ceil(output->wlr_output->scale) > surface->current.scale) {
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if (ceil(output->wlr_output->scale) > surface->current.scale) {
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// When scaling up a surface, it'll become blurry so we need to
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// When scaling up a surface, it'll become blurry so we need to
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// expand the damage region
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// expand the damage region
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