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wlr_scene: Use cached node coordinates where possible
Avoids recalculating node coordinates.
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@ -1553,8 +1553,7 @@ static bool scene_entry_try_direct_scanout(struct render_list_entry *entry,
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return false;
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}
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struct wlr_box node_box;
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wlr_scene_node_coords(node, &node_box.x, &node_box.y);
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struct wlr_box node_box = { .x = entry->x, .y = entry->y };
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scene_node_get_size(node, &node_box.width, &node_box.height);
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if (!wlr_box_equal(&data->logical, &node_box)) {
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@ -1807,9 +1806,6 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
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for (int i = list_len - 1; i >= 0; i--) {
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struct render_list_entry *entry = &list_data[i];
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int x, y;
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wlr_scene_node_coords(entry->node, &x, &y);
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// We must only cull opaque regions that are visible by the node.
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// The node's visibility will have the knowledge of a black rect
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// that may have been omitted from the render list via the black
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@ -1817,7 +1813,7 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
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// rendering in that black rect region, consider the node's visibility.
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pixman_region32_t opaque;
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pixman_region32_init(&opaque);
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scene_node_opaque_region(entry->node, x, y, &opaque);
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scene_node_opaque_region(entry->node, entry->x, entry->y, &opaque);
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pixman_region32_intersect(&opaque, &opaque, &entry->node->visible);
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pixman_region32_translate(&opaque, -scene_output->x, -scene_output->y);
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