Format Rust sources at 100 columns
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@@ -13,10 +13,14 @@ pub(super) fn corner_program(
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shape: CornerShape,
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) -> Option<RoundedClipPrograms> {
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let context = renderer.context_id().erased();
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if let Some(program) = resources.contexts.get(&context).and_then(|programs| match shape {
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CornerShape::Circular => programs.rounded.as_ref(),
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CornerShape::Continuous => programs.continuous.as_ref(),
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}) {
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if let Some(program) = resources
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.contexts
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.get(&context)
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.and_then(|programs| match shape {
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CornerShape::Circular => programs.rounded.as_ref(),
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CornerShape::Continuous => programs.continuous.as_ref(),
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})
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{
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return Some(program.clone());
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}
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@@ -43,11 +47,18 @@ pub(super) fn corner_program(
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UniformName::new("opacity", UniformType::_1f),
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UniformName::new("shadow_color", UniformType::_4f),
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];
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let texture =
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renderer.compile_custom_texture_shader(corner_shader_for(ROUNDED_TEXTURE_SHADER, shape), &texture_uniforms);
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let border =
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renderer.compile_custom_pixel_shader(corner_shader_for(ROUNDED_BORDER_SHADER, shape), &border_uniforms);
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let shadow = renderer.compile_custom_pixel_shader(corner_shader_for(WINDOW_SHADOW_SHADER, shape), &shadow_uniforms);
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let texture = renderer.compile_custom_texture_shader(
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corner_shader_for(ROUNDED_TEXTURE_SHADER, shape),
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&texture_uniforms,
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);
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let border = renderer.compile_custom_pixel_shader(
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corner_shader_for(ROUNDED_BORDER_SHADER, shape),
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&border_uniforms,
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);
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let shadow = renderer.compile_custom_pixel_shader(
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corner_shader_for(WINDOW_SHADOW_SHADER, shape),
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&shadow_uniforms,
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);
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let solid = renderer.compile_custom_pixel_shader(
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corner_shader_for(ROUNDED_SOLID_SHADER, shape),
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&[
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@@ -57,7 +68,9 @@ pub(super) fn corner_program(
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],
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);
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let compiled = texture.and_then(|texture| {
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border.and_then(|border| shadow.and_then(|shadow| solid.map(|solid| (texture, border, shadow, solid))))
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border.and_then(|border| {
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shadow.and_then(|shadow| solid.map(|solid| (texture, border, shadow, solid)))
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})
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});
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match compiled {
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Ok((texture, border, shadow, solid)) => {
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@@ -130,13 +143,22 @@ pub(super) fn window_border_element(
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Some(g) => (
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g.from.0,
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g.to.0,
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border_gradient_line(corners.rect, mode.size, output.current_transform().invert(), g.angle),
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border_gradient_line(
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corners.rect,
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mode.size,
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output.current_transform().invert(),
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g.angle,
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),
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),
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None => (theme.accent_color.0, theme.accent_color.0, [0.0; 4]),
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};
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let parameters = BorderParameters {
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geometry,
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clip_rect: framebuffer_clip_rect(corners.rect, mode.size, output.current_transform().invert()),
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clip_rect: framebuffer_clip_rect(
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corners.rect,
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mode.size,
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output.current_transform().invert(),
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),
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radius: corners.radius,
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width,
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color: color_with_alpha(from, opacity),
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@@ -235,7 +257,11 @@ pub(super) fn window_tint_element(
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let program = material_program_for_corners(resources, renderer, corners.shape)?;
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let parameters = BorderParameters {
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geometry,
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clip_rect: framebuffer_clip_rect(corners.rect, mode.size, output.current_transform().invert()),
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clip_rect: framebuffer_clip_rect(
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corners.rect,
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mode.size,
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output.current_transform().invert(),
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),
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radius: corners.radius,
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width: 0.0,
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color,
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@@ -253,17 +279,20 @@ pub(super) fn window_tint_element(
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} else {
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&mut resources.windows.entry(id).or_default().dim
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};
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let cached = buffers.contexts.entry(context).or_insert_with(|| CachedBorder {
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element: SharedPixelShaderElement::new(
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program.0,
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geometry,
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None,
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1.0,
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uniforms(¶meters),
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RenderElementKind::Unspecified,
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),
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parameters: parameters.clone(),
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});
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let cached = buffers
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.contexts
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.entry(context)
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.or_insert_with(|| CachedBorder {
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element: SharedPixelShaderElement::new(
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program.0,
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geometry,
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None,
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1.0,
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uniforms(¶meters),
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RenderElementKind::Unspecified,
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),
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parameters: parameters.clone(),
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});
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if cached.parameters != parameters {
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if cached.parameters.geometry != geometry {
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cached.element.resize(geometry, None);
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@@ -311,7 +340,11 @@ pub(super) fn window_shadow_element(
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let parameters = ShadowParameters {
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blur: (blur * scale) as f32,
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bounds,
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shadow_rect: framebuffer_clip_rect(shadow_geometry, mode.size, output.current_transform().invert()),
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shadow_rect: framebuffer_clip_rect(
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shadow_geometry,
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mode.size,
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output.current_transform().invert(),
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),
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radius: corners.radius,
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opacity: opacity as f32,
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color,
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@@ -349,8 +382,16 @@ pub(super) fn window_shadow_element(
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Some(PhysicalShaderElement {
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inner: cached.element.clone(),
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geometry: Rectangle::new(
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(shadow_geometry.loc.x - extent, shadow_geometry.loc.y - extent).into(),
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(shadow_geometry.size.w + 2 * extent, shadow_geometry.size.h + 2 * extent).into(),
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(
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shadow_geometry.loc.x - extent,
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shadow_geometry.loc.y - extent,
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)
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.into(),
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(
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shadow_geometry.size.w + 2 * extent,
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shadow_geometry.size.h + 2 * extent,
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)
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.into(),
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),
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})
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}
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@@ -365,7 +406,11 @@ pub(super) fn shadow_uniforms(parameters: &ShadowParameters) -> Vec<Uniform<'sta
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]
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}
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pub(super) fn shadow_bounds(geometry: Rectangle<i32, Logical>, offset_y: f64, blur: f64) -> Rectangle<i32, Logical> {
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pub(super) fn shadow_bounds(
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geometry: Rectangle<i32, Logical>,
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offset_y: f64,
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blur: f64,
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) -> Rectangle<i32, Logical> {
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let extent = (blur * 2.0).ceil() as i32;
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let offset_y = offset_y.round() as i32;
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@@ -399,21 +444,30 @@ pub(super) fn rounded_window_elements(
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let geometry = window.geometry();
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let mut reference = geometry.to_physical_precise_round(scale);
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let behavior = if let Some(size) = native_size {
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reference.size = Size::<i32, Logical>::from((size.width, size.height)).to_physical_precise_round(scale);
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reference.size =
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Size::<i32, Logical>::from((size.width, size.height)).to_physical_precise_round(scale);
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ConstrainScaleBehavior::Stretch
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} else {
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behavior
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};
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let location = physical_constrain.loc - geometry.loc.to_physical_precise_round(scale);
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let clip = framebuffer_clip_rect(physical_constrain, mode.size, output.current_transform().invert());
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let clip = framebuffer_clip_rect(
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physical_constrain,
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mode.size,
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output.current_transform().invert(),
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);
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let radius = corners.radius;
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let surface = toplevel.wl_surface();
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let mut content = PopupManager::popups_for_surface(surface)
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.flat_map(|(popup, popup_offset)| {
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let offset = (geometry.loc + popup_offset - popup.geometry().loc).to_physical_precise_round(scale);
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let offset = (geometry.loc + popup_offset - popup.geometry().loc)
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.to_physical_precise_round(scale);
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render_elements_from_surface_tree::<GlesRenderer, WaylandSurfaceRenderElement<GlesRenderer>>(
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render_elements_from_surface_tree::<
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GlesRenderer,
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WaylandSurfaceRenderElement<GlesRenderer>,
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>(
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renderer,
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popup.wl_surface(),
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location + offset,
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