Fix fractional-scale capture sizing and release idle capture caches
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@@ -44,6 +44,7 @@ pub(crate) fn capture_output_elements(
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) -> Vec<AnimatedWindowRenderElement> {
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// Blur textures and resize handoff snapshots must never be shared with
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// display rendering. Only the capture scene can populate these caches.
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crate::backends::direct::capture::touch_cache(state);
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std::mem::swap(&mut state.render, &mut state.capture_render);
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let elements = scene_elements(state, renderer, output, include_cursor, frame, true);
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std::mem::swap(&mut state.render, &mut state.capture_render);
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