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[client] egl: avoid overflowing damage buffer
We allocate 10 rectangles for overlay damage as agreed on Discord.
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1 changed files with 2 additions and 2 deletions
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@ -1007,8 +1007,8 @@ bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFrame)
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hasOverlay |= egl_help_render(this->help, this->screenScaleX, this->screenScaleY);
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hasOverlay |= egl_help_render(this->help, this->screenScaleX, this->screenScaleY);
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hasOverlay |= egl_damage_render(this->damage, newFrame ? desktopDamage : NULL);
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hasOverlay |= egl_damage_render(this->damage, newFrame ? desktopDamage : NULL);
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struct Rect damage[KVMFR_MAX_DAMAGE_RECTS + 2];
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struct Rect damage[KVMFR_MAX_DAMAGE_RECTS + 12];
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int damageIdx = app_renderOverlay(damage, KVMFR_MAX_DAMAGE_RECTS);
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int damageIdx = app_renderOverlay(damage, 10);
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// if no overlay
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// if no overlay
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if (damageIdx == -1)
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if (damageIdx == -1)
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