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	wlr_scene: Don't damage whole damage ring when exiting direct scanout
Direct scanout damage will just accumulate on the damage ring while in direct scanout and properly damage when we exit anyway. On the flip side since we now manage backend damage submission ourselves, this won't break that either.
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					 1 changed files with 0 additions and 4 deletions
				
			
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					@ -1719,10 +1719,6 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
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		scene_output->prev_scanout = scanout;
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							scene_output->prev_scanout = scanout;
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		wlr_log(WLR_DEBUG, "Direct scan-out %s",
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							wlr_log(WLR_DEBUG, "Direct scan-out %s",
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			scanout ? "enabled" : "disabled");
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								scanout ? "enabled" : "disabled");
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		if (!scanout) {
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			// When exiting direct scan-out, damage everything
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			wlr_damage_ring_add_whole(&scene_output->damage_ring);
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		}
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	}
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						}
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	if (scanout) {
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						if (scanout) {
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