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wlr_scene: Add all nodes to render_list
In preparation for implementing wlr_output_layers. No functional changes are intended. Instead of filtering entries by visibility, add all entries to the render_list with an additional visibility flag. Consumers of this list will consult this flag to keep functionally behavior. This work is based on !4015, re-spun due to large changes since then.
This commit is contained in:
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e66c02751b
commit
35845a94a5
1 changed files with 83 additions and 34 deletions
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@ -1107,6 +1107,7 @@ struct render_list_entry {
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struct wlr_scene_node *node;
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struct wlr_scene_node *node;
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bool sent_dmabuf_feedback;
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bool sent_dmabuf_feedback;
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int x, y;
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int x, y;
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bool visible;
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};
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};
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static void scene_entry_render(struct render_list_entry *entry, const struct render_data *data) {
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static void scene_entry_render(struct render_list_entry *entry, const struct render_data *data) {
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@ -1426,50 +1427,71 @@ struct render_list_constructor_data {
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bool calculate_visibility;
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bool calculate_visibility;
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};
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};
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static bool construct_render_list_iterator(struct wlr_scene_node *node,
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static bool scene_construct_render_list(struct wlr_scene_node *node,
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int lx, int ly, void *_data) {
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struct wl_array *render_list, struct wlr_box *box, bool calculate_visibility,
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struct render_list_constructor_data *data = _data;
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bool enabled, int lx, int ly) {
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if (scene_node_invisible(node)) {
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enabled = enabled && node->enabled;
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if (node->type == WLR_SCENE_NODE_TREE) {
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struct wlr_scene_tree *scene_tree = wlr_scene_tree_from_node(node);
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struct wlr_scene_node *child;
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wl_list_for_each_reverse(child, &scene_tree->children, link) {
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if (!scene_construct_render_list(child, render_list, box, calculate_visibility, enabled,
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lx + child->x, ly + child->y)) {
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return false;
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}
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}
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return true;
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}
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struct render_list_entry *entry = wl_array_add(render_list, sizeof(*entry));
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if (!entry) {
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return false;
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return false;
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}
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}
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memset(entry, 0, sizeof(*entry));
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entry->node = node;
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entry->x = lx;
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entry->y = ly;
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if (!enabled) {
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return true;
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}
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struct wlr_box node_box = { .x = lx, .y = ly };
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scene_node_get_size(node, &node_box.width, &node_box.height);
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if (!wlr_box_intersection(&node_box, &node_box, box) || scene_node_invisible(node)) {
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return true;
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}
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// while rendering, the background should always be black.
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// while rendering, the background should always be black.
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// If we see a black rect, we can ignore rendering everything under the rect
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// If we see a black rect, we can ignore rendering everything under the rect
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// and even the rect itself.
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// and even the rect itself.
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if (node->type == WLR_SCENE_NODE_RECT && data->calculate_visibility) {
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if (node->type == WLR_SCENE_NODE_RECT && calculate_visibility) {
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struct wlr_scene_rect *rect = wlr_scene_rect_from_node(node);
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struct wlr_scene_rect *rect = wlr_scene_rect_from_node(node);
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float *black = (float[4]){ 0.f, 0.f, 0.f, 1.f };
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float *black = (float[4]){ 0.f, 0.f, 0.f, 1.f };
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if (memcmp(rect->color, black, sizeof(float) * 4) == 0) {
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if (memcmp(rect->color, black, sizeof(float) * 4) == 0) {
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return false;
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return true;
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}
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}
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}
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}
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pixman_region32_t intersection;
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pixman_region32_t intersection;
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pixman_region32_init(&intersection);
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pixman_region32_init(&intersection);
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pixman_region32_intersect_rect(&intersection, &node->visible,
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pixman_region32_intersect_rect(&intersection, &node->visible,
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data->box.x, data->box.y,
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box->x, box->y, box->width, box->height);
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data->box.width, data->box.height);
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if (!pixman_region32_not_empty(&intersection)) {
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if (!pixman_region32_not_empty(&intersection)) {
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pixman_region32_fini(&intersection);
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pixman_region32_fini(&intersection);
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return false;
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return true;
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}
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}
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pixman_region32_fini(&intersection);
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pixman_region32_fini(&intersection);
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struct render_list_entry *entry = wl_array_add(data->render_list, sizeof(*entry));
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entry->visible = true;
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if (!entry) {
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return true;
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return false;
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}
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*entry = (struct render_list_entry){
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.node = node,
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.x = lx,
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.y = ly,
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};
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return false;
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}
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}
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static void output_state_apply_damage(const struct render_data *data,
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static void output_state_apply_damage(const struct render_data *data,
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@ -1694,22 +1716,40 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
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render_data.logical.width = render_data.trans_width / render_data.scale;
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render_data.logical.width = render_data.trans_width / render_data.scale;
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render_data.logical.height = render_data.trans_height / render_data.scale;
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render_data.logical.height = render_data.trans_height / render_data.scale;
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struct render_list_constructor_data list_con = {
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bool calculate_visibility = scene_output->scene->calculate_visibility;
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.box = render_data.logical,
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struct wlr_scene_node *tree_node = &scene_output->scene->tree.node;
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.render_list = &scene_output->render_list,
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struct wl_array *render_list = &scene_output->render_list;
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.calculate_visibility = scene_output->scene->calculate_visibility,
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int x, y;
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};
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list_con.render_list->size = 0;
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render_list->size = 0;
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scene_nodes_in_box(&scene_output->scene->tree.node, &list_con.box,
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wlr_scene_node_coords(tree_node, &x, &y);
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construct_render_list_iterator, &list_con);
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array_realloc(list_con.render_list, list_con.render_list->size);
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struct render_list_entry *list_data = list_con.render_list->data;
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// There is at least one render list entry for the scene tree itself, therefore
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int list_len = list_con.render_list->size / sizeof(*list_data);
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// construct_render_list should always return true.
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if (!scene_construct_render_list(tree_node, render_list, &render_data.logical,
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calculate_visibility, true, x, y)) {
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return false;
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}
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array_realloc(render_list, render_list->size);
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bool scanout = list_len == 1 &&
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// Find number of visible render entries. If only one, try direct scanout.
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scene_entry_try_direct_scanout(&list_data[0], state, &render_data);
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struct render_list_entry *list_data = render_list->data;
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struct render_list_entry *scanout_entry = NULL;
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int list_len = render_list->size / sizeof(*list_data);
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int render_count = 0;
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for (int i = list_len - 1; i >= 0; i--) {
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struct render_list_entry *entry = &list_data[i];
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if (!entry->visible) {
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continue;
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}
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scanout_entry = entry;
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render_count++;
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}
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bool scanout = render_count == 1 &&
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scene_entry_try_direct_scanout(scanout_entry, state, &render_data);
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if (scene_output->prev_scanout != scanout) {
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if (scene_output->prev_scanout != scanout) {
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scene_output->prev_scanout = scanout;
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scene_output->prev_scanout = scanout;
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@ -1822,6 +1862,10 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
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for (int i = list_len - 1; i >= 0; i--) {
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for (int i = list_len - 1; i >= 0; i--) {
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struct render_list_entry *entry = &list_data[i];
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struct render_list_entry *entry = &list_data[i];
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if (!entry->visible) {
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continue;
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}
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// We must only cull opaque regions that are visible by the node.
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// We must only cull opaque regions that are visible by the node.
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// The node's visibility will have the knowledge of a black rect
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// The node's visibility will have the knowledge of a black rect
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// that may have been omitted from the render list via the black
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// that may have been omitted from the render list via the black
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@ -1857,6 +1901,11 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
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for (int i = list_len - 1; i >= 0; i--) {
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for (int i = list_len - 1; i >= 0; i--) {
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struct render_list_entry *entry = &list_data[i];
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struct render_list_entry *entry = &list_data[i];
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if (!entry->visible) {
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continue;
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}
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scene_entry_render(entry, &render_data);
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scene_entry_render(entry, &render_data);
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if (entry->node->type == WLR_SCENE_NODE_BUFFER) {
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if (entry->node->type == WLR_SCENE_NODE_BUFFER) {
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