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renderer: avoid drawing invisibly small surfaces in renderSurface
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@ -61,6 +61,9 @@ void renderSurface(struct wlr_surface* surface, int x, int y, void* data) {
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windowBox.height = RDATA->h - y;
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}
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if (windowBox.width <= 1 || windowBox.height <= 1)
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return; // invisible
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g_pHyprRenderer->calculateUVForSurface(RDATA->pWindow, surface, RDATA->squishOversized);
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scaleBox(&windowBox, RDATA->pMonitor->scale);
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