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	handle ephemeral pageflip failures
If a transient failure occurs in wlr_output_commit, re-render until it doesn't happen. This could possibly be removed if we decide to implement damage tracking in the future.
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					@ -1726,38 +1726,42 @@ rendermon(struct wl_listener *listener, void *data)
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		}
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							}
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	}
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						}
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	/* wlr_output_attach_render makes the OpenGL context current. */
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						/* HACK: This loop is the simplest way to handle ephemeral pageflip
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	if (!wlr_output_attach_render(m->wlr_output, NULL))
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						 * failures but probably not the best. Revisit if damage tracking is
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		return;
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						 * added. */
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						do {
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							/* wlr_output_attach_render makes the OpenGL context current. */
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							if (!wlr_output_attach_render(m->wlr_output, NULL))
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								return;
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	if (render) {
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							if (render) {
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		/* Begin the renderer (calls glViewport and some other GL sanity checks) */
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								/* Begin the renderer (calls glViewport and some other GL sanity checks) */
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		wlr_renderer_begin(drw, m->wlr_output->width, m->wlr_output->height);
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								wlr_renderer_begin(drw, m->wlr_output->width, m->wlr_output->height);
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		wlr_renderer_clear(drw, rootcolor);
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								wlr_renderer_clear(drw, rootcolor);
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		renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now);
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								renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now);
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		renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now);
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								renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now);
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		renderclients(m, &now);
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								renderclients(m, &now);
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#ifdef XWAYLAND
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					#ifdef XWAYLAND
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		renderindependents(m->wlr_output, &now);
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								renderindependents(m->wlr_output, &now);
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#endif
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					#endif
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		renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now);
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								renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now);
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		renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now);
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								renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now);
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		/* Hardware cursors are rendered by the GPU on a separate plane, and can be
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								/* Hardware cursors are rendered by the GPU on a separate plane, and can be
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		 * moved around without re-rendering what's beneath them - which is more
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								 * moved around without re-rendering what's beneath them - which is more
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		 * efficient. However, not all hardware supports hardware cursors. For this
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								 * efficient. However, not all hardware supports hardware cursors. For this
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		 * reason, wlroots provides a software fallback, which we ask it to render
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								 * reason, wlroots provides a software fallback, which we ask it to render
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		 * here. wlr_cursor handles configuring hardware vs software cursors for you,
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								 * here. wlr_cursor handles configuring hardware vs software cursors for you,
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		 * and this function is a no-op when hardware cursors are in use. */
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								 * and this function is a no-op when hardware cursors are in use. */
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		wlr_output_render_software_cursors(m->wlr_output, NULL);
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								wlr_output_render_software_cursors(m->wlr_output, NULL);
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		/* Conclude rendering and swap the buffers, showing the final frame
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								/* Conclude rendering and swap the buffers, showing the final frame
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		 * on-screen. */
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								 * on-screen. */
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		wlr_renderer_end(drw);
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								wlr_renderer_end(drw);
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	}
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							}
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	wlr_output_commit(m->wlr_output);
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						} while (!wlr_output_commit(m->wlr_output));
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}
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					}
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void
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					void
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