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optimized texture rendering
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@@ -55,7 +55,7 @@ public:
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void renderRect(wlr_box*, const CColor&);
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void renderTexture(wlr_texture*, wlr_box*, float a, int round = 0);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0);
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void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardOpaque = false);
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void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0);
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void renderBorder(wlr_box*, const CColor&, int thick = 1, int round = 0);
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@@ -104,7 +104,7 @@ private:
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// returns the out FB, can be either Mirror or MirrorSwap
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CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox, pixman_region32_t* damage);
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void renderTextureInternal(const CTexture&, wlr_box* pBox, float a, int round = 0, bool discardOpaque = false);
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void renderTextureInternalWithDamage(const CTexture&, wlr_box* pBox, float a, pixman_region32_t* damage, int round = 0, bool discardOpaque = false);
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void renderTextureWithBlurInternal(const CTexture&, wlr_box*, float a, int round = 0);
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};
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