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renderer: considerable fixes to repaint logic
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@@ -249,7 +249,8 @@ void Events::listener_commitSubsurface(void* owner, void* data) {
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if (pNode->pWindowOwner) {
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// tearing: if solitary, redraw it. This still might be a single surface window
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const auto PMONITOR = g_pCompositor->getMonitorFromID(pNode->pWindowOwner->m_iMonitorID);
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if (PMONITOR->solitaryClient == pNode->pWindowOwner && pNode->pWindowOwner->canBeTorn() && PMONITOR->tearingState.canTear) {
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if (PMONITOR->solitaryClient == pNode->pWindowOwner && pNode->pWindowOwner->canBeTorn() && PMONITOR->tearingState.canTear &&
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pNode->pSurface->wlr()->current.committed & WLR_SURFACE_STATE_BUFFER) {
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CRegion damageBox;
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wlr_surface_get_effective_damage(pNode->pSurface->wlr(), damageBox.pixman());
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