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[client] egl: correctly handle mixing imgui and non-imgui overlays
This allows the full frame to be damaged when both types are visible.
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@ -1016,7 +1016,6 @@ bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFrame)
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break;
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break;
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case -1: // full damage
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case -1: // full damage
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hasOverlay = true;
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hasOverlay = true;
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damageIdx = 0;
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// fallthrough
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// fallthrough
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default:
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default:
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplOpenGL3_NewFrame();
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@ -1062,6 +1061,8 @@ bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFrame)
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}
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}
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}
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}
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}
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}
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else
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damageIdx = 0;
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this->hadOverlay = hasOverlay;
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this->hadOverlay = hasOverlay;
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free(desktopDamage);
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free(desktopDamage);
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