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	scene: stop listening for output enable/mode events
These will go away.
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					 2 changed files with 0 additions and 11 deletions
				
			
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					@ -180,7 +180,6 @@ struct wlr_scene_output {
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	bool prev_scanout;
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						bool prev_scanout;
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	struct wl_listener output_commit;
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						struct wl_listener output_commit;
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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_damage;
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	struct wl_listener output_needs_frame;
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						struct wl_listener output_needs_frame;
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					@ -1196,12 +1196,6 @@ static void scene_output_handle_commit(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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static void scene_output_handle_mode(struct wl_listener *listener, void *data) {
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	struct wlr_scene_output *scene_output = wl_container_of(listener,
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		scene_output, output_mode);
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	scene_output_update_geometry(scene_output);
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}
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static void scene_output_handle_damage(struct wl_listener *listener, void *data) {
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					static void scene_output_handle_damage(struct wl_listener *listener, void *data) {
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	struct wlr_scene_output *scene_output = wl_container_of(listener,
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						struct wlr_scene_output *scene_output = wl_container_of(listener,
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		scene_output, output_damage);
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							scene_output, output_damage);
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					@ -1253,9 +1247,6 @@ struct wlr_scene_output *wlr_scene_output_create(struct wlr_scene *scene,
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	scene_output->output_commit.notify = scene_output_handle_commit;
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						scene_output->output_commit.notify = scene_output_handle_commit;
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	wl_signal_add(&output->events.commit, &scene_output->output_commit);
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						wl_signal_add(&output->events.commit, &scene_output->output_commit);
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	scene_output->output_mode.notify = scene_output_handle_mode;
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	wl_signal_add(&output->events.mode, &scene_output->output_mode);
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	scene_output->output_damage.notify = scene_output_handle_damage;
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						scene_output->output_damage.notify = scene_output_handle_damage;
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	wl_signal_add(&output->events.damage, &scene_output->output_damage);
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						wl_signal_add(&output->events.damage, &scene_output->output_damage);
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					@ -1292,7 +1283,6 @@ void wlr_scene_output_destroy(struct wlr_scene_output *scene_output) {
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	wlr_damage_ring_finish(&scene_output->damage_ring);
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						wlr_damage_ring_finish(&scene_output->damage_ring);
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	wl_list_remove(&scene_output->link);
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						wl_list_remove(&scene_output->link);
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	wl_list_remove(&scene_output->output_commit.link);
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						wl_list_remove(&scene_output->output_commit.link);
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	wl_list_remove(&scene_output->output_mode.link);
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	wl_list_remove(&scene_output->output_damage.link);
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						wl_list_remove(&scene_output->output_damage.link);
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	wl_list_remove(&scene_output->output_needs_frame.link);
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						wl_list_remove(&scene_output->output_needs_frame.link);
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