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wlr_scene: Maintain damage highlight regions per output
The logic doesn't support handling multiple outputs so let's not break the assumption and handle damages per output much like how damage_ring is done.
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2 changed files with 17 additions and 16 deletions
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@ -93,7 +93,6 @@ struct wlr_scene {
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struct wl_listener presentation_destroy;
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enum wlr_scene_debug_damage_option debug_damage_option;
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struct wl_list damage_highlight_regions;
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};
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/** A scene-graph node displaying a single surface. */
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@ -178,6 +177,8 @@ struct wlr_scene_output {
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struct wl_listener output_mode;
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struct wl_listener output_damage;
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struct wl_listener output_needs_frame;
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struct wl_list damage_highlight_regions;
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};
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/** A layer shell scene helper */
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