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Check for empty damage before attaching render buffer
Check whether output->damage_ring.current is empty before calling wlr_output_attach_render(). Saves us from having to un-do that via wlr_output_rollback().
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@ -578,6 +578,11 @@ static int output_repaint_timer_handler(void *data) {
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}
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}
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if (!output->wlr_output->needs_frame &&
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!pixman_region32_not_empty(&output->damage_ring.current)) {
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return 0;
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}
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int buffer_age;
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if (!wlr_output_attach_render(output->wlr_output, &buffer_age)) {
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return 0;
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@ -586,12 +591,6 @@ static int output_repaint_timer_handler(void *data) {
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pixman_region32_t damage;
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pixman_region32_init(&damage);
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wlr_damage_ring_get_buffer_damage(&output->damage_ring, buffer_age, &damage);
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if (!output->wlr_output->needs_frame &&
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!pixman_region32_not_empty(&output->damage_ring.current)) {
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pixman_region32_fini(&damage);
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wlr_output_rollback(output->wlr_output);
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return 0;
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}
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struct timespec now;
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clock_gettime(CLOCK_MONOTONIC, &now);
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