434 lines
16 KiB
Zig
434 lines
16 KiB
Zig
// This file is part of river, a dynamic tiling wayland compositor.
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//
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// Copyright 2020 The River Developers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 3.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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const build_options = @import("build_options");
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const std = @import("std");
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const os = std.os;
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const wlr = @import("wlroots");
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const wl = @import("wayland").server.wl;
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const pixman = @import("pixman");
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const server = &@import("main.zig").server;
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const util = @import("util.zig");
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const LayerSurface = @import("LayerSurface.zig");
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const Output = @import("Output.zig");
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const Server = @import("Server.zig");
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const View = @import("View.zig");
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const ViewStack = @import("view_stack.zig").ViewStack;
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const log = std.log.scoped(.render);
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const SurfaceRenderData = struct {
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output: *const Output,
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/// In output layout coordinates relative to the output
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output_x: i32,
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output_y: i32,
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when: *os.timespec,
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};
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/// The rendering order in this function must be kept in sync with Cursor.surfaceAt()
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pub fn renderOutput(output: *Output) void {
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var now: os.timespec = undefined;
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os.clock_gettime(os.CLOCK.MONOTONIC, &now) catch @panic("CLOCK_MONOTONIC not supported");
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var needs_frame: bool = undefined;
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var damage_region: pixman.Region32 = undefined;
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damage_region.init();
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defer damage_region.deinit();
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output.damage.?.attachRender(&needs_frame, &damage_region) catch {
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log.err("failed to attach renderer", .{});
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return;
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};
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if (!needs_frame) {
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output.wlr_output.rollback();
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return;
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}
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server.renderer.begin(@intCast(u32, output.wlr_output.width), @intCast(u32, output.wlr_output.height));
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// In order to avoid flashing a blank black screen as the session is locked
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// continue to render the unlocked session until either a lock surface is
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// created or waiting for lock surfaces times out.
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if (server.lock_manager.state == .locked or
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(server.lock_manager.state == .waiting_for_lock_surfaces and output.lock_surface != null) or
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server.lock_manager.state == .waiting_for_blank)
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{
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server.renderer.clear(&[_]f32{ 0, 0, 0, 1 }); // solid black
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// TODO: this isn't frame-perfect if the output mode is changed. We
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// could possibly delay rendering new frames after the mode change
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// until the surface commits a buffer of the correct size.
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if (output.lock_surface) |lock_surface| {
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var rdata = SurfaceRenderData{
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.output = output,
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.output_x = 0,
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.output_y = 0,
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.when = &now,
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};
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lock_surface.wlr_lock_surface.surface.forEachSurface(
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*SurfaceRenderData,
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renderSurfaceIterator,
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&rdata,
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);
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}
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renderDragIcons(output, &now);
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output.wlr_output.renderSoftwareCursors(null);
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server.renderer.end();
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output.wlr_output.commit() catch {
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log.err("output commit failed for {s}", .{output.wlr_output.name});
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return;
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};
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if (server.lock_manager.state == .locked) {
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switch (output.lock_render_state) {
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.unlocked, .pending_blank, .pending_lock_surface => unreachable,
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.blanked, .lock_surface => {},
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}
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} else {
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if (output.lock_surface == null) {
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output.lock_render_state = .pending_blank;
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} else {
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output.lock_render_state = .pending_lock_surface;
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}
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}
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return;
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}
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output.lock_render_state = .unlocked;
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// Find the first visible fullscreen view in the stack if there is one
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var it = ViewStack(View).iter(output.views.first, .forward, output.current.tags, renderFilter);
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const fullscreen_view = while (it.next()) |view| {
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if (view.current.fullscreen) break view;
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} else null;
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// If we have a fullscreen view to render, render it.
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if (fullscreen_view) |view| {
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// Always clear with solid black for fullscreen
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server.renderer.clear(&[_]f32{ 0, 0, 0, 1 });
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renderView(output, view, &now);
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if (build_options.xwayland) renderXwaylandOverrideRedirect(output, &now);
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} else {
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// No fullscreen view, so render normal layers/views
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server.renderer.clear(&server.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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// The first view in the list is "on top" so always iterate in reverse.
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// non-focused, non-floating 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.current.float) continue;
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if (view.draw_borders) renderBorders(output, view);
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renderView(output, view, &now);
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}
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// focused, non-floating 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.current.float) continue;
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if (view.draw_borders) renderBorders(output, view);
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renderView(output, view, &now);
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}
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// non-focused, floating 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.current.float) continue;
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if (view.draw_borders) renderBorders(output, view);
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renderView(output, view, &now);
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}
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// focused, floating 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.current.float) continue;
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if (view.draw_borders) renderBorders(output, view);
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renderView(output, view, &now);
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}
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if (build_options.xwayland) renderXwaylandOverrideRedirect(output, &now);
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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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}
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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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renderDragIcons(output, &now);
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output.wlr_output.renderSoftwareCursors(null);
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server.renderer.end();
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output.wlr_output.commit() catch
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log.err("output commit failed for {s}", .{output.wlr_output.name});
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}
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fn renderFilter(view: *View, filter_tags: u32) bool {
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// This check prevents a race condition when a frame is requested
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// between mapping of a view and the first configure being handled.
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if (view.current.box.width == 0 or view.current.box.height == 0)
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return false;
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return view.current.tags & filter_tags != 0;
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}
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/// Render all surfaces on the passed layer
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fn renderLayer(
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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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) void {
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var it = layer.first;
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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_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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};
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switch (role) {
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.toplevels => layer_surface.wlr_layer_surface.surface.forEachSurface(
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*SurfaceRenderData,
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renderSurfaceIterator,
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&rdata,
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),
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.popups => layer_surface.wlr_layer_surface.forEachPopupSurface(
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*SurfaceRenderData,
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renderSurfaceIterator,
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&rdata,
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),
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}
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}
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}
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/// Render all surfaces in the view's surface tree, including subsurfaces and popups
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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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for (view.saved_buffers.items) |saved_buffer| {
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const texture = saved_buffer.client_buffer.texture orelse continue;
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renderTexture(
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output,
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texture,
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.{
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.x = saved_buffer.surface_box.x + view.current.box.x - view.saved_surface_box.x,
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.y = saved_buffer.surface_box.y + view.current.box.y - view.saved_surface_box.y,
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.width = saved_buffer.surface_box.width,
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.height = saved_buffer.surface_box.height,
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},
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&saved_buffer.source_box,
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saved_buffer.transform,
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);
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}
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} else {
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// Since there are no stashed buffers, we are not in the middle of
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// a transaction and may simply render the most recent buffers provided
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// by the client.
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var rdata = SurfaceRenderData{
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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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};
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view.forEachSurface(*SurfaceRenderData, renderSurfaceIterator, &rdata);
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}
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}
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fn renderDragIcons(output: *const Output, now: *os.timespec) void {
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var output_box: wlr.Box = undefined;
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server.root.output_layout.getBox(output.wlr_output, &output_box);
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var it = server.input_manager.seats.first;
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while (it) |node| : (it = node.next) {
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const icon = node.data.drag_icon orelse continue;
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var lx: f64 = undefined;
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var ly: f64 = undefined;
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switch (icon.wlr_drag_icon.drag.grab_type) {
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.keyboard_pointer => {
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lx = icon.seat.cursor.wlr_cursor.x;
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ly = icon.seat.cursor.wlr_cursor.y;
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},
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.keyboard_touch => {
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const touch_id = icon.wlr_drag_icon.drag.touch_id;
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const point = icon.seat.cursor.touch_points.get(touch_id) orelse continue;
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lx = point.lx;
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ly = point.ly;
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},
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.keyboard => unreachable,
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}
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var rdata = SurfaceRenderData{
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.output = output,
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.output_x = @floatToInt(i32, lx) + icon.sx - output_box.x,
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.output_y = @floatToInt(i32, ly) + icon.sy - output_box.y,
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.when = now,
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};
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icon.wlr_drag_icon.surface.forEachSurface(*SurfaceRenderData, renderSurfaceIterator, &rdata);
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}
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}
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/// Render all override redirect xwayland windows that appear on the output
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fn renderXwaylandOverrideRedirect(output: *const Output, now: *os.timespec) void {
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var output_box: wlr.Box = undefined;
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server.root.output_layout.getBox(output.wlr_output, &output_box);
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var it = server.root.xwayland_override_redirect_views.last;
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while (it) |node| : (it = node.prev) {
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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_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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};
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xwayland_surface.surface.?.forEachSurface(*SurfaceRenderData, renderSurfaceIterator, &rdata);
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}
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}
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/// This function is passed to wlroots to render each surface during iteration
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fn renderSurfaceIterator(
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surface: *wlr.Surface,
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surface_x: c_int,
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surface_y: c_int,
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rdata: *SurfaceRenderData,
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) void {
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const texture = surface.getTexture() orelse return;
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var source_box: wlr.FBox = undefined;
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surface.getBufferSourceBox(&source_box);
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renderTexture(
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rdata.output,
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texture,
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.{
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.x = rdata.output_x + surface_x,
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.y = rdata.output_y + surface_y,
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.width = surface.current.width,
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.height = surface.current.height,
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},
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&source_box,
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surface.current.transform,
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);
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surface.sendFrameDone(rdata.when);
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}
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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: *const Output,
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texture: *wlr.Texture,
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dest_box: wlr.Box,
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source_box: *const wlr.FBox,
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transform: wl.Output.Transform,
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) void {
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var box = dest_box;
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// Scale the box to the output's current scaling factor
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scaleBox(&box, output.wlr_output.scale);
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// wlr_matrix_project_box is a helper which takes a box with a desired
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// x, y coordinates, width and height, and an output geometry, then
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// prepares an orthographic projection and multiplies the necessary
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// transforms to produce a model-view-projection matrix.
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var matrix: [9]f32 = undefined;
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const inverted = wlr.Output.transformInvert(transform);
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wlr.matrix.projectBox(&matrix, &box, inverted, 0.0, &output.wlr_output.transform_matrix);
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// This takes our matrix, the texture, and an alpha, and performs the actual
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// rendering on the GPU.
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server.renderer.renderSubtextureWithMatrix(texture, source_box, &matrix, 1.0) catch return;
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}
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fn renderBorders(output: *const Output, view: *View) void {
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const config = &server.config;
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const color = blk: {
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if (view.current.urgent) break :blk &config.border_color_urgent;
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if (view.current.focus != 0) break :blk &config.border_color_focused;
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break :blk &config.border_color_unfocused;
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};
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const actual_box = if (view.saved_buffers.items.len != 0) view.saved_surface_box else view.surface_box;
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var border: wlr.Box = undefined;
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// left and right, covering the corners as well
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border.y = view.current.box.y - config.border_width;
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border.width = config.border_width;
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border.height = actual_box.height + config.border_width * 2;
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// left
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border.x = view.current.box.x - config.border_width;
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renderRect(output, border, color);
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// right
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border.x = view.current.box.x + actual_box.width;
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renderRect(output, border, color);
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// top and bottom
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border.x = view.current.box.x;
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border.width = actual_box.width;
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border.height = config.border_width;
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// top
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border.y = view.current.box.y - config.border_width;
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renderRect(output, border, color);
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// bottom border
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border.y = view.current.box.y + actual_box.height;
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renderRect(output, border, color);
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}
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fn renderRect(output: *const Output, box: wlr.Box, color: *const [4]f32) void {
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var scaled = box;
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scaleBox(&scaled, output.wlr_output.scale);
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server.renderer.renderRect(&scaled, color, &output.wlr_output.transform_matrix);
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}
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/// Scale a wlr_box, taking the possibility of fractional scaling into account.
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fn scaleBox(box: *wlr.Box, scale: f64) void {
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box.width = scaleLength(box.width, box.x, scale);
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box.height = scaleLength(box.height, box.y, scale);
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box.x = @floatToInt(c_int, @round(@intToFloat(f64, box.x) * scale));
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box.y = @floatToInt(c_int, @round(@intToFloat(f64, box.y) * scale));
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}
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/// Scales a width/height.
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///
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/// This might seem overly complex, but it needs to work for fractional scaling.
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fn scaleLength(length: c_int, offset: c_int, scale: f64) c_int {
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return @floatToInt(c_int, @round(@intToFloat(f64, offset + length) * scale) -
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@round(@intToFloat(f64, offset) * scale));
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}
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