minor shadow optimization
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@ -1,4 +1,3 @@
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#define _POSIX_C_SOURCE 200809L
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#include <stdio.h>
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#include <assert.h>
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#include <GLES2/gl2.h>
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@ -9,14 +8,16 @@
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#include <wlr/render/gles2.h>
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#include <wlr/render/wlr_renderer.h>
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#include <wlr/types/wlr_buffer.h>
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#include <wlr/types/wlr_compositor.h>
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#include <wlr/types/wlr_damage_ring.h>
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#include <wlr/types/wlr_matrix.h>
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#include <wlr/types/wlr_output_layout.h>
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#include <wlr/types/wlr_output.h>
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#include <wlr/types/wlr_compositor.h>
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#include <wlr/types/wlr_output_layout.h>
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#include <wlr/util/box.h>
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#include <wlr/util/region.h>
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#include "log.h"
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#include "config.h"
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#include "log.h"
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#include "sway/config.h"
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#include "sway/desktop/fx_renderer/fx_renderer.h"
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#include "sway/input/input-manager.h"
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@ -340,9 +341,20 @@ void render_box_shadow(struct sway_output *output, pixman_region32_t *output_dam
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box.height += 2 * blur_sigma;
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// Uses the outer radii of the window for a more realistic look
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corner_radius = corner_radius + border_thickness;
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corner_radius += border_thickness;
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pixman_region32_t damage = create_damage(box, output_damage);
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// don't damage area behind window since we dont render it anyway
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struct wlr_box inner_box;
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memcpy(&inner_box, _box, sizeof(struct wlr_box));
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inner_box.x += corner_radius;
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inner_box.y += corner_radius;
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inner_box.width -= 2 * corner_radius;
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inner_box.height -= 2 * corner_radius;
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pixman_region32_t inner_damage = create_damage(inner_box, output_damage);
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pixman_region32_subtract(&damage, &damage, &inner_damage);
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bool damaged = pixman_region32_not_empty(&damage);
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if (!damaged) {
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goto damage_finish;
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