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Dirty surfaces
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@ -623,38 +623,65 @@ impl RenderState {
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let paint = skia::Paint::default();
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self.surfaces
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.draw_into(SurfaceId::TextDropShadows, SurfaceId::Current, Some(&paint));
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// Only draw surfaces that have content (dirty flag optimization)
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if self.surfaces.is_dirty(SurfaceId::TextDropShadows) {
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self.surfaces
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.draw_into(SurfaceId::TextDropShadows, SurfaceId::Current, Some(&paint));
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}
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self.surfaces
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.draw_into(SurfaceId::Fills, SurfaceId::Current, Some(&paint));
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if self.surfaces.is_dirty(SurfaceId::Fills) {
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self.surfaces
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.draw_into(SurfaceId::Fills, SurfaceId::Current, Some(&paint));
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}
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let mut render_overlay_below_strokes = false;
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if let Some(shape) = shape {
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render_overlay_below_strokes = shape.has_fills();
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}
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if render_overlay_below_strokes {
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if render_overlay_below_strokes && self.surfaces.is_dirty(SurfaceId::InnerShadows) {
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self.surfaces
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.draw_into(SurfaceId::InnerShadows, SurfaceId::Current, Some(&paint));
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}
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self.surfaces
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.draw_into(SurfaceId::Strokes, SurfaceId::Current, Some(&paint));
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if self.surfaces.is_dirty(SurfaceId::Strokes) {
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self.surfaces
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.draw_into(SurfaceId::Strokes, SurfaceId::Current, Some(&paint));
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}
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if !render_overlay_below_strokes {
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if !render_overlay_below_strokes && self.surfaces.is_dirty(SurfaceId::InnerShadows) {
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self.surfaces
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.draw_into(SurfaceId::InnerShadows, SurfaceId::Current, Some(&paint));
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}
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// Only clear surfaces that were actually used (have dirty flag set)
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let surface_ids = SurfaceId::Strokes as u32
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| SurfaceId::Fills as u32
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| SurfaceId::InnerShadows as u32
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| SurfaceId::TextDropShadows as u32;
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self.surfaces.apply_mut(surface_ids, |s| {
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s.canvas().clear(skia::Color::TRANSPARENT);
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});
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// Build mask of dirty surfaces that need clearing
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let mut dirty_surfaces_to_clear = 0u32;
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if self.surfaces.is_dirty(SurfaceId::Strokes) {
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dirty_surfaces_to_clear |= SurfaceId::Strokes as u32;
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}
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if self.surfaces.is_dirty(SurfaceId::Fills) {
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dirty_surfaces_to_clear |= SurfaceId::Fills as u32;
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}
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if self.surfaces.is_dirty(SurfaceId::InnerShadows) {
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dirty_surfaces_to_clear |= SurfaceId::InnerShadows as u32;
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}
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if self.surfaces.is_dirty(SurfaceId::TextDropShadows) {
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dirty_surfaces_to_clear |= SurfaceId::TextDropShadows as u32;
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}
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if dirty_surfaces_to_clear != 0 {
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self.surfaces.apply_mut(dirty_surfaces_to_clear, |s| {
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s.canvas().clear(skia::Color::TRANSPARENT);
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});
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// Clear dirty flags for surfaces we just cleared
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self.surfaces.clear_dirty(dirty_surfaces_to_clear);
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}
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}
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pub fn clear_focus_mode(&mut self) {
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@ -796,7 +823,7 @@ impl RenderState {
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self.surfaces.canvas(fills_surface_id).concat(&matrix);
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if let Some(svg) = shape.svg.as_ref() {
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svg.render(self.surfaces.canvas(fills_surface_id))
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svg.render(self.surfaces.canvas(fills_surface_id));
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} else {
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let font_manager = skia::FontMgr::from(self.fonts().font_provider().clone());
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let dom_result = skia::svg::Dom::from_str(&sr.content, font_manager);
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@ -55,6 +55,8 @@ pub struct Surfaces {
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tiles: TileTextureCache,
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sampling_options: skia::SamplingOptions,
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margins: skia::ISize,
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// Tracks which surfaces have content (dirty flag bitmask)
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dirty_surfaces: u32,
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}
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#[allow(dead_code)]
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@ -105,6 +107,7 @@ impl Surfaces {
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tiles,
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sampling_options,
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margins,
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dirty_surfaces: 0,
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}
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}
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@ -148,9 +151,40 @@ impl Surfaces {
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}
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pub fn canvas(&mut self, id: SurfaceId) -> &skia::Canvas {
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// Automatically mark render surfaces as dirty when accessed
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// This tracks which surfaces have content for optimization
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match id {
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SurfaceId::Fills
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| SurfaceId::Strokes
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| SurfaceId::InnerShadows
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| SurfaceId::TextDropShadows => {
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self.mark_dirty(id);
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}
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_ => {}
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}
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self.get_mut(id).canvas()
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}
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/// Marks a surface as having content (dirty)
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pub fn mark_dirty(&mut self, id: SurfaceId) {
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self.dirty_surfaces |= id as u32;
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}
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/// Checks if a surface has content
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pub fn is_dirty(&self, id: SurfaceId) -> bool {
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(self.dirty_surfaces & id as u32) != 0
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}
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/// Clears the dirty flag for a surface or set of surfaces
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pub fn clear_dirty(&mut self, ids: u32) {
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self.dirty_surfaces &= !ids;
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}
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/// Clears all dirty flags
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pub fn clear_all_dirty(&mut self) {
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self.dirty_surfaces = 0;
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}
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pub fn flush_and_submit(&mut self, gpu_state: &mut GpuState, id: SurfaceId) {
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let surface = self.get_mut(id);
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gpu_state.context.flush_and_submit_surface(surface, None);
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@ -212,18 +246,33 @@ impl Surfaces {
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pub fn update_render_context(&mut self, render_area: skia::Rect, scale: f32) {
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let translation = self.get_render_context_translation(render_area, scale);
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self.apply_mut(
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SurfaceId::Fills as u32
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| SurfaceId::Strokes as u32
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| SurfaceId::InnerShadows as u32
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| SurfaceId::TextDropShadows as u32,
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|s| {
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let canvas = s.canvas();
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canvas.reset_matrix();
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canvas.scale((scale, scale));
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canvas.translate(translation);
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},
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);
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// When context changes (zoom/pan/tile), clear all render surfaces first
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// to remove any residual content from previous tiles, then mark as dirty
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// so they get redrawn with new transformations
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let surface_ids = SurfaceId::Fills as u32
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| SurfaceId::Strokes as u32
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| SurfaceId::InnerShadows as u32
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| SurfaceId::TextDropShadows as u32;
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// Clear surfaces before updating transformations to remove residual content
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self.apply_mut(surface_ids, |s| {
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s.canvas().clear(skia::Color::TRANSPARENT);
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});
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// Mark all render surfaces as dirty so they get redrawn
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self.mark_dirty(SurfaceId::Fills);
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self.mark_dirty(SurfaceId::Strokes);
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self.mark_dirty(SurfaceId::InnerShadows);
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self.mark_dirty(SurfaceId::TextDropShadows);
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// Update transformations
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self.apply_mut(surface_ids, |s| {
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let canvas = s.canvas();
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canvas.reset_matrix();
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canvas.scale((scale, scale));
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canvas.translate(translation);
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});
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}
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#[inline]
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@ -268,15 +317,18 @@ impl Surfaces {
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} else {
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self.canvas(id).draw_rect(shape.selrect, paint);
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}
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self.mark_dirty(id);
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}
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pub fn draw_circle_to(&mut self, id: SurfaceId, shape: &Shape, paint: &Paint) {
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self.canvas(id).draw_oval(shape.selrect, paint);
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self.mark_dirty(id);
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}
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pub fn draw_path_to(&mut self, id: SurfaceId, shape: &Shape, paint: &Paint) {
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if let Some(path) = shape.get_skia_path() {
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self.canvas(id).draw_path(&path, paint);
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self.mark_dirty(id);
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}
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}
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@ -304,6 +356,9 @@ impl Surfaces {
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self.canvas(SurfaceId::UI)
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.clear(skia::Color::TRANSPARENT)
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.reset_matrix();
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// Clear all dirty flags after reset
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self.clear_all_dirty();
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}
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pub fn cache_current_tile_texture(
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