render: pass Output by constant pointer
This is semantically what we want as we store a pointer to the output in the SurfaceRenderData struct.
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@ -65,14 +65,15 @@ pub fn renderOutput(output: *Output) void {
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if (fullscreen_view) |view| {
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// Always clear with solid black for fullscreen
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renderer.clear(&[_]f32{ 0, 0, 0, 1 });
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renderView(output.*, view, &now);
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if (build_options.xwayland) renderXwaylandUnmanaged(output.*, &now);
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renderView(output, view, &now);
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if (build_options.xwayland) renderXwaylandUnmanaged(output, &now);
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if (!view.destroying) renderViewPopups(output, view, &now);
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} else {
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// No fullscreen view, so render normal layers/views
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renderer.clear(&config.background_color);
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renderLayer(output.*, output.getLayer(.background).*, &now, .toplevels);
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renderLayer(output.*, output.getLayer(.bottom).*, &now, .toplevels);
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renderLayer(output, output.getLayer(.background).*, &now, .toplevels);
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renderLayer(output, output.getLayer(.bottom).*, &now, .toplevels);
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// The first view in the list is "on top" so iterate in reverse.
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it = ViewStack(View).iter(output.views.last, .reverse, output.current.tags, renderFilter);
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@ -80,8 +81,8 @@ pub fn renderOutput(output: *Output) void {
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// Focused views are rendered on top of normal views, skip them for now
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if (view.current.focus != 0) continue;
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renderView(output.*, view, &now);
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if (view.draw_borders) renderBorders(output.*, view, &now);
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renderView(output, view, &now);
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if (view.draw_borders) renderBorders(output, view, &now);
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}
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// Render focused views
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@ -90,25 +91,31 @@ pub fn renderOutput(output: *Output) void {
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// Skip unfocused views since we already rendered them
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if (view.current.focus == 0) continue;
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renderView(output.*, view, &now);
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if (view.draw_borders) renderBorders(output.*, view, &now);
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renderViewPopups(output.*, view, &now);
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renderView(output, view, &now);
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if (view.draw_borders) renderBorders(output, view, &now);
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}
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if (build_options.xwayland) renderXwaylandUnmanaged(output.*, &now);
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if (build_options.xwayland) renderXwaylandUnmanaged(output, &now);
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renderLayer(output.*, output.getLayer(.top).*, &now, .toplevels);
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renderLayer(output, output.getLayer(.top).*, &now, .toplevels);
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renderLayer(output.*, output.getLayer(.background).*, &now, .popups);
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renderLayer(output.*, output.getLayer(.bottom).*, &now, .popups);
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renderLayer(output.*, output.getLayer(.top).*, &now, .popups);
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// Render popups of focused views
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it = ViewStack(View).iter(output.views.last, .reverse, output.current.tags, renderFilter);
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while (it.next()) |view| {
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if (view.current.focus == 0 or view.destroying) continue;
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renderViewPopups(output, view, &now);
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}
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renderLayer(output, output.getLayer(.background).*, &now, .popups);
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renderLayer(output, output.getLayer(.bottom).*, &now, .popups);
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renderLayer(output, output.getLayer(.top).*, &now, .popups);
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}
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// The overlay layer is rendered in both fullscreen and normal cases
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renderLayer(output.*, output.getLayer(.overlay).*, &now, .toplevels);
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renderLayer(output.*, output.getLayer(.overlay).*, &now, .popups);
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renderLayer(output, output.getLayer(.overlay).*, &now, .toplevels);
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renderLayer(output, output.getLayer(.overlay).*, &now, .popups);
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renderDragIcons(output.*, &now);
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renderDragIcons(output, &now);
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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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@ -149,7 +156,7 @@ fn renderFilter(view: *View, filter_tags: u32) bool {
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/// Render all surfaces on the passed layer
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fn renderLayer(
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output: Output,
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output: *const Output,
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layer: std.TailQueue(LayerSurface),
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now: *os.timespec,
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role: enum { toplevels, popups },
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@ -158,7 +165,7 @@ fn renderLayer(
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while (it) |node| : (it = node.next) {
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const layer_surface = &node.data;
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var rdata = SurfaceRenderData{
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.output = &output,
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.output = output,
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.output_x = layer_surface.box.x,
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.output_y = layer_surface.box.y,
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.when = now,
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@ -179,7 +186,7 @@ fn renderLayer(
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}
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}
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fn renderView(output: Output, view: *View, now: *os.timespec) void {
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fn renderView(output: *const Output, view: *View, now: *os.timespec) void {
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// If we have saved buffers, we are in the middle of a transaction
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// and need to render those buffers until the transaction is complete.
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if (view.saved_buffers.items.len != 0) {
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@ -200,7 +207,7 @@ fn renderView(output: Output, view: *View, now: *os.timespec) void {
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// Since there is no stashed buffer, we are not in the middle of
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// a transaction and may simply render each toplevel surface.
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var rdata = SurfaceRenderData{
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.output = &output,
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.output = output,
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.output_x = view.current.box.x - view.surface_box.x,
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.output_y = view.current.box.y - view.surface_box.y,
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.when = now,
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@ -211,9 +218,9 @@ fn renderView(output: Output, view: *View, now: *os.timespec) void {
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}
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}
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fn renderViewPopups(output: Output, view: *View, now: *os.timespec) void {
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fn renderViewPopups(output: *const Output, view: *View, now: *os.timespec) void {
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var rdata = SurfaceRenderData{
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.output = &output,
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.output = output,
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.output_x = view.current.box.x - view.surface_box.x,
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.output_y = view.current.box.y - view.surface_box.y,
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.when = now,
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@ -222,7 +229,7 @@ fn renderViewPopups(output: Output, view: *View, now: *os.timespec) void {
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view.forEachPopup(*SurfaceRenderData, renderSurfaceIterator, &rdata);
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}
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fn renderDragIcons(output: Output, now: *os.timespec) void {
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fn renderDragIcons(output: *const Output, now: *os.timespec) void {
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const output_box = output.root.output_layout.getBox(output.wlr_output).?;
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var it = output.root.drag_icons.first;
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@ -230,7 +237,7 @@ fn renderDragIcons(output: Output, now: *os.timespec) void {
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const drag_icon = &node.data;
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var rdata = SurfaceRenderData{
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.output = &output,
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.output = output,
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.output_x = @floatToInt(i32, drag_icon.seat.cursor.wlr_cursor.x) +
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drag_icon.wlr_drag_icon.surface.sx - output_box.x,
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.output_y = @floatToInt(i32, drag_icon.seat.cursor.wlr_cursor.y) +
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@ -243,7 +250,7 @@ fn renderDragIcons(output: Output, now: *os.timespec) void {
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}
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/// Render all xwayland unmanaged windows that appear on the output
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fn renderXwaylandUnmanaged(output: Output, now: *os.timespec) void {
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fn renderXwaylandUnmanaged(output: *const Output, now: *os.timespec) void {
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const output_box = output.root.output_layout.getBox(output.wlr_output).?;
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var it = output.root.xwayland_unmanaged_views.first;
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@ -251,7 +258,7 @@ fn renderXwaylandUnmanaged(output: Output, now: *os.timespec) void {
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const xwayland_surface = node.data.xwayland_surface;
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var rdata = SurfaceRenderData{
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.output = &output,
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.output = output,
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.output_x = xwayland_surface.x - output_box.x,
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.output_y = xwayland_surface.y - output_box.y,
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.when = now,
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@ -269,7 +276,7 @@ fn renderSurfaceIterator(
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rdata: *SurfaceRenderData,
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) callconv(.C) void {
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renderTexture(
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rdata.output.*,
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rdata.output,
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surface.getTexture() orelse return,
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.{
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.x = rdata.output_x + surface_x,
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@ -287,7 +294,7 @@ fn renderSurfaceIterator(
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/// Render the given texture at the given box, taking the scale and transform
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/// of the output into account.
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fn renderTexture(
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output: Output,
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output: *const Output,
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texture: *wlr.Texture,
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wlr_box: wlr.Box,
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transform: wl.Output.Transform,
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@ -312,7 +319,7 @@ fn renderTexture(
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renderer.renderTextureWithMatrix(texture, &matrix, opacity) catch return;
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}
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fn renderBorders(output: Output, view: *View, now: *os.timespec) void {
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fn renderBorders(output: *const Output, view: *View, now: *os.timespec) void {
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const config = &output.root.server.config;
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const color = if (view.current.focus != 0) &config.border_color_focused else &config.border_color_unfocused;
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const border_width = config.border_width;
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@ -347,7 +354,7 @@ fn renderBorders(output: Output, view: *View, now: *os.timespec) void {
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renderRect(output, border, color);
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}
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fn renderRect(output: Output, box: Box, color: *const [4]f32) void {
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fn renderRect(output: *const Output, box: Box, color: *const [4]f32) void {
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var wlr_box = box.toWlrBox();
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scaleBox(&wlr_box, output.wlr_output.scale);
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output.wlr_output.backend.getRenderer().?.renderRect(
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