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WindowServer: Avoid overdraw by shattering dirty rects into unique shards.
The algorithm I came up with is O(n^2) but given the small numbers of rects we're typically working with, it doesn't really matter. May need to revisit this in the future if we find ourselves with a huge number of rects.
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@ -170,6 +170,8 @@ public:
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Point location() const { return m_location; }
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Size size() const { return m_size; }
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Vector<Rect> shatter(const Rect& hammer) const;
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operator WSAPI_Rect() const;
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bool operator==(const Rect& other) const
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