Output: check scene damage before rendering
This should fix adaptive sync/VRR, which was regressed by db7de8151
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@ -542,6 +542,13 @@ fn handleFrame(listener: *wl.Listener(*wlr.Output), _: *wlr.Output) void {
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}
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fn renderAndCommit(output: *Output, scene_output: *wlr.SceneOutput) !void {
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// TODO(wlroots): replace this with wlr_scene_output_needs_frame()
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if (!output.wlr_output.needs_frame and !output.gamma_dirty and
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!scene_output.pending_commit_damage.notEmpty())
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{
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return;
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}
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var state = wlr.Output.State.init();
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defer state.finish();
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