<feed xmlns='http://www.w3.org/2005/Atom'>
<title>slosh.git/src/shader.c, branch docs-new</title>
<subtitle>an opinionated terminal multiplexer in C with programmable pane chrome</subtitle>
<id>https://git.sl0p.foo/slosh.git/atom/src/shader.c?h=docs-new</id>
<link rel='self' href='https://git.sl0p.foo/slosh.git/atom/src/shader.c?h=docs-new'/>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/slosh.git/'/>
<updated>2026-08-19T11:46:57Z</updated>
<entry>
<title>slosh: defaults most people can live in, said by shaders</title>
<updated>2026-08-19T11:46:57Z</updated>
<author>
<name>user</name>
<email>user@clank</email>
</author>
<published>2026-08-19T11:46:57Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/slosh.git/commit/?id=42b3c10995eb67778d9dd3aa2fd80624896acd5f'/>
<id>urn:sha1:42b3c10995eb67778d9dd3aa2fd80624896acd5f</id>
<content type='text'>
The out-of-the-box look, rethought as one piece:

- the compiled-in palette calms down: muted blue #7aa2f7 on the same
  neutral darks, with the colours that mean something kept semantic --
  amber bell, red-orange dead. sl0p stays one include away as the house
  style, and contrib/themes/default.kdl is the starting point written
  down (theme-tour shows it).

- derived state defaults now actually follow the theme: the scrolled
  wash is rebuilt from scroll_bg after the theme block (it used to bake
  the compiled accent), and declaring a state -- in any file of an
  include chain -- still wins. The dump writes derived states as
  comments so C-a e cannot pin what is meant to keep following.

- a bell you can see: the frame blinks three times in theme's bell
  colour then breathes until answered, and a soft diagonal shimmer --
  the bell colour halved towards default_fg, width breathing on a sine
  -- crosses the body for the same 900ms. bell_indicator false silences
  all of it; states { bell { } } replaces it like any state. since
  carries the clock dependency, so an idle session pays nothing.

- scrollback says where it continues: while scrolled, the viewport's
  top and bottom rows melt towards an edge with content past it and
  turn solid at the buffer's end. New expression variables above/below
  (lines hidden past each edge, own dependency bit, cached per scroll
  position), carried in shade_ctx_t -- SLOSH_SHADER_ABI 3 -&gt; 4.

- expressions survive the dump: a program keeps its source and cb_chain
  writes it back, so amount="(y % 2) * 40" no longer dumps as a number.

- headers move to include/, -Iinclude everywhere; the plugin Makefile's
  SLOSH var becomes SLOSH_DIR because slosh exports SLOSH=1 into every
  pane it runs, and building from inside a session read that as a path.

- comment drift culled where features outran the prose, and the
  derivation boilerplate folded into derived_pass()/ctx_scroll().
</content>
</entry>
<entry>
<title>slosh: rename the project from sl0ppty</title>
<updated>2026-08-18T19:26:00Z</updated>
<author>
<name>user</name>
<email>user@clank</email>
</author>
<published>2026-08-18T19:26:00Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/slosh.git/commit/?id=b9e53cace4eb75263077df8623b011e66f5f2241'/>
<id>urn:sha1:b9e53cace4eb75263077df8623b011e66f5f2241</id>
<content type='text'>
sl0p + pty was error-prone to type and the zero made it worse; slosh
(slop + sh) is one syllable, impossible to typo, and slosh.foo is ours.

Mechanical rename everywhere it appears: binary, env vars (SLOSH,
SLOSH_SESSION, SLOSH_BIN, SLOSH_CONFIG), socket dir (/tmp/slosh-&lt;uid&gt;,
$XDG_RUNTIME_DIR/slosh), config path (~/.config/slosh), header guards,
src/sl0ppty.h -&gt; src/slosh.h, contrib/sl0ppty-dev -&gt; contrib/slosh-dev,
the driving-slosh skill, docs and tests. The sl0ppi fork references and
the sl0p theme stay: one is history, the other is the brand.

The rename surfaced a latent bug in test_osc5577: the hello-reply
answer always appeared on screen twice (ECHOCTL echo plus cat -v), but
a seven-character implementation name happened to wrap the second copy
across the 60-column boundary, so counting substrings in wrapped text
found one and passed for the wrong reason. A five-character name moved
the wrap and exposed it. The loop guard itself is correct -- with echo
off before the request there is exactly one reply -- so the test now
counts on de-wrapped text and tolerates the pane's own echo.
</content>
</entry>
<entry>
<title>sl0ppty: clang-format the tree</title>
<updated>2026-08-17T12:22:38Z</updated>
<author>
<name>user</name>
<email>user@clank</email>
</author>
<published>2026-08-17T12:22:38Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/slosh.git/commit/?id=ec91ccffe631ae34b111bf6161fd0e3c487f684c'/>
<id>urn:sha1:ec91ccffe631ae34b111bf6161fd0e3c487f684c</id>
<content type='text'>
The bumpy one. `make fmt` over every `.c` and `.h` outside `vendor/`: 32 files,
1,843 lines rewritten, no behaviour changed. Nothing here is worth reading -- the
next commit adds it to `.git-blame-ignore-revs` so `git blame` walks past it.

Two thirds of it is alignment the formatter now owns: trailing comments in a
struct, continuation lines under a signature. The rest is the hand-packed tables
opening up to one entry per line -- `ACTIONS`, `NAMED_KEYS`, `ACTION_HELP`. That
is a real loss of density and a real gain in diffs: adding an action was a reflow
of the block and is now one line. Anything worth keeping packed can be fenced with
`// clang-format off`; nothing was, on the grounds that a table is the thing a
formatter is for.

**One change is not formatting.** `src/config.h` had three trailing comments glued
onto one field:

    uint16_t hover_delay_ms; /* how long the pointer must rest to arm a guide */
    /* how long an announcement stays up */ /* rows per wheel notch */

-- `toast_ms`'s and `scroll_lines`' comments, landed on their neighbour by an
earlier edit, documenting the wrong things ever since. It is in this commit
because it is what caught it: clang-format could not settle on that line, wrapping
it one way and then re-indenting the wrap on a second pass, so `make fmt` was not
idempotent. The comments are back where they belong and it is.

Verified after the reformat, not before: `make clean &amp;&amp; make all` is
warning-free, `make retest` is 1801 checks green, and `make fmt` twice in a row
changes nothing the second time. A formatter that alters behaviour would be worse
than none, so the gate was the whole suite rather than a reading of the diff.
</content>
</entry>
<entry>
<title>sl0ppty: zero strength is not a pass</title>
<updated>2026-08-16T13:37:16Z</updated>
<author>
<name>user</name>
<email>user@clank</email>
</author>
<published>2026-08-16T13:37:16Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/slosh.git/commit/?id=a5114a9e923814878cd9c331adfe7a4a3ae5113a'/>
<id>urn:sha1:a5114a9e923814878cd9c331adfe7a4a3ae5113a</id>
<content type='text'>
`shader_abi.h` has said `0 is identity` from the start, and the pass did not
honour it: it materialised a cell's default colours -- resolving "whatever the
terminal draws" into our `default_fg`/`default_bg` -- and only then called a
shader that was contractually going to change nothing.

So a chain that is currently *off* still repainted. `focused * 200` on an
unfocused pane, `(since &lt; 500) * 255` half a second later, `(x &lt; 10) * 200`
from column ten on: every one of those wrote our idea of the default over the
terminal's own. Visible whenever the two differ, which for a real terminal
theme is always, and invisible in the test suite because the tests compared
against the materialised value.

Found by measuring, not by reading: I was checking that each example I was
about to hand over actually changed the pane, and one that should have changed
nothing changed eight style runs.

The fix is an ordering: work out the strength, and if it is zero leave the cell
before touching it. A constant-zero shader now skips its whole rect before the
loops. Cheaper too -- a pass that is off costs no materialisation and no call --
though that is a side effect and not the reason.

Three test changes, all of them the same correction. `tests/shader_test.c`'s
traversal probe was built `{.kind, .fn}` with `amount` defaulting to 0, so it
was asking to be called for every cell at zero strength; it now asks for 255,
which is what those checks are about. A new block pins the rule: a zero-strength
pass visits nothing and leaves an unset cell unset. And four checks in
`tests/test_shader_expr.py` asserted `== "#ffffff"` for cells outside an
effect's band -- the materialised default. They now assert the cell has no
colour of its own at all, which is the stronger claim and the one that would
have caught this.
</content>
</entry>
<entry>
<title>sl0ppty: shaders on the chrome, and two keys for the arrangement</title>
<updated>2026-08-15T21:06:32Z</updated>
<author>
<name>user</name>
<email>user@clank</email>
</author>
<published>2026-08-15T21:06:32Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/slosh.git/commit/?id=f6281fbec93d92bfc7e9164492e436d0236d9179'/>
<id>urn:sha1:f6281fbec93d92bfc7e9164492e436d0236d9179</id>
<content type='text'>
Five things, in one commit because they land in the same few files --
the action table, the shader pass, config.kdl -- and splitting them by
hunk would buy a tidier log at the price of commits that do not build.
Each is verified end to end; the suite is 46 files green.

Chrome shaders. `where="chrome"` on any entry in `shaders` or in a
`states` block runs that pass over a pane's frame -- border, padding,
title, buttons -- instead of its contents. Nothing else changes: same
registry, same `amount`, same expressions, same chain order, one new
word, because a frame is another rect and so it is another pass. It runs
over the frame's whole rect with the contents punched out as a hole,
rather than four passes over four sides: an effect has to be able to
travel round a border, and four passes would each count x/y from zero
and restart at every corner. The hole keeps the two honest -- a skipped
cell is never visited, so a full-strength chrome tint cannot reach your
text. It is also the only kind of pass that can colour a pane a small
window has collapsed to a single row (D6), which is the state where a
colour is worth the most.

`channel="fg"|"bg"|"both"` came out of looking at the first border
flash: `tint` mixes both of a cell's colours, and a frame's background
is the terminal's own default, so the pass materialised it to our guess
at that default and mixed towards the colour -- a dark rectangle behind
the glyphs, left there until the pane changed state. The mask is
enforced by the pass, not the shader: the other colour is snapshotted
before materialising and put back after, so an unset colour goes back to
unset, it works for a built-in and a plugin alike, and no shader grows
an fg-only twin of itself.

A `bell` pane state and a `since` variable, because "flash the border
when a pane rings" needed both and neither existed. `since` is
milliseconds since the pane entered its current state, stamped in the
one function that decides the state -- a transition is the one thing a
frame cannot tell you, so it is remembered where it cannot disagree with
the state it dates. `bell` ranks above the ambient states and below
`dead`: a pane that rang while you were elsewhere is news, and a pane
that rang and then exited is a pane that exited. It ends when you look
at the pane, because that is what answering a bell is.

Animation needed a clock and did not have one: a shader reading `t` only
advanced when something else caused a frame, so a pulse froze the moment
you stopped typing. `app_next_deadline_ms` now reports `anim_ms` while a
chain that reads the clock ran over the last frame -- derived from what
was applied, so a pulse hung off `dead` costs a clock while a pane is
dead and nothing for the rest of the session. A `deadline` verb makes
that observable; the server's poll loop already lived on the number.

contrib/chrome has seven presets and the perimeter trick they are built
on: on a frame the coordinate you want is distance along the ring, which
the language can work out, and `min(d, P - d)` is what makes an effect
cross the corner it started from. Hand-written, unlike contrib/shaders,
because the toy previews contents and a frame has no preview to give --
so tests/test_chrome_presets.py checks each one the only way left: load
it into a real session, assert the frame moves and the contents do not.

`equalize` (C-a =) puts every share back to even: each split's children
weighted by how many visible panes are behind them, so one pane beside a
stack of three is a quarter of the width and "even" means the same thing
at every depth. Exactly equal cell counts are not something a tree can
always express, so the action promises the even division it can.

`rotate-layout` (C-a Space) turns the whole tab a quarter turn
clockwise. Every split changes axis and a row split's children reverse,
because the pane on top of a stack is the pane on the right once you
turn it; get that asymmetry wrong and you have a mirror image, which
looks almost right until four turns fail to come back. They do come
back, exactly, which is why the inverse is three more turns rather than
a second mirrored routine with its own chance of being wrong -- and why
a key as easy as space is the right one rather than a hazard. A turn is
refused when it would not fit: a share of the height is not always a
share the width can afford, and a node that cannot give its children
their floor takes the whole tab down to a list. So the turn is tried,
the layout is asked what it made of it, and one that flattened the tab
is put back with a word. Same rule `split_fits` applies to splitting.

Keys: the palette moves from `shift+p` to `p`, and cycling tabs from
`n`/`p` to tab/shift+tab. `p` is pressed far more often than "the tab
before this one" and was the only shifted letter in the defaults; tab is
what every other tabbed thing cycles with, and `\e[Z` decodes as
shift+tab on a plain terminal, so this costs nothing on a client without
the kitty protocol. `n` is free again. The actions are untouched: two
lines of config put the old binds back.

The shader ABI goes to 3: `shade_ctx_t` gained `state_ms` and struct
shader gained `channels`, both the pass's business rather than a
shader's. Plugins need a rebuild, which is what the version is for.
</content>
</entry>
<entry>
<title>sl0ppty: a shader's strength can be an expression</title>
<updated>2026-08-14T20:39:18Z</updated>
<author>
<name>user</name>
<email>user@clank</email>
</author>
<published>2026-08-14T20:39:18Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/slosh.git/commit/?id=c0b88416fc9543fa348b63be07905f7a33fdbcc3'/>
<id>urn:sha1:c0b88416fc9543fa348b63be07905f7a33fdbcc3</id>
<content type='text'>
Adding an effect meant writing C -- in the binary, or since D15 in a shared
library. Both are a lot of ceremony for "dim every other row".

So: `amount` may be an expression, compiled to bytecode when the config is
read and evaluated per cell.

    shaders {
        dim  amount="(y % 2) * 40"                       // scanlines
        dim  amount="(x &gt; cols - 10) * 120"              // a right margin
        tint amount="255 - dist(x, y, curx, cury) * 12" color="#ff5fd7"
    }

The scope is the argument, and that is the whole design. Every built-in here
is already colour_op(amount) with the amount a pure function of position --
vignette, zebra, ruler, margin and spotlight differ only in that function --
so the part worth handing to a config is the *number*, not the colour maths.
Three things follow at once: the mixing stays in C where it is fast and
correct; an expression cannot produce an invalid cell, because it produces
one byte; and that byte is cacheable.

The cache is what makes an interpreter affordable, and the numbers are why
this exists at all. Measured on a 200x50 pane, one pass:

    native vignette                  6.1 ns/cell
    constant expression, folded      5.6 ns/cell
    positional expression, mapped    5.2 ns/cell
    animated (reads the clock)      35.0 ns/cell

A shader you wrote in your config costs what a compiled one does. A program
that does not read the clock is evaluated once per cell into a byte map and
reused until something it reads changes; one that does read the clock is
interpreted per cell, per frame, which is the honest price of animation and
is opt-in. (The earlier measurement of 56ns for interpretation was per
evaluation -- correct, and the reason the map exists rather than an argument
against the language.)

What a program reads is derived by the compiler rather than declared, and
that dependency set *is* the cache key. A stale map is therefore
unrepresentable rather than merely unlikely -- the same rule the layout
follows, arrived at from the other direction. A unit test caught the first
violation of it before anything else did: `cols` and `rows` carried no
dependency flag, on the theory that the key always contains the rect, and so
a program reading only the size looked constant and was folded at compile
time, where every size is zero.

The language is deliberately total. No loops, no recursion, no jumps: even
`?:` compiles to evaluating both sides and selecting, because nothing in it
has an effect. Evaluation is O(program length), so a config cannot spin, and
there is nothing to sandbox. Division by zero is 0 rather than a trap: an
expression that is wrong should look wrong, not take the session with it. One
that does not compile drops that one shader with a warning -- not the config,
and not the half-strength version of what you asked for, which is what the
number path did with garbage and is now also fixed.

shader_t gained the compiled program, so the plugin ABI goes to 2. A plugin
built against 1 is refused with "shader ABI 1, we speak 2" and needs nothing
but a rebuild -- the check earning its keep the first time it was asked to.
</content>
</entry>
<entry>
<title>sl0ppty: shaders can be loaded from shared libraries</title>
<updated>2026-08-14T20:06:57Z</updated>
<author>
<name>user</name>
<email>user@clank</email>
</author>
<published>2026-08-14T20:06:57Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/slosh.git/commit/?id=2ae507a8a331799875e07c327730a1a4ca0363f4'/>
<id>urn:sha1:2ae507a8a331799875e07c327730a1a4ca0363f4</id>
<content type='text'>
Adding an effect meant editing shader.c and rebuilding, which is fine for us
and useless to anyone else. Now any `*.so` in the shader directory that
exports a plugin table is loaded at startup, and what it declares is named in
the config exactly like a built-in -- same syntax, same three parameters,
same pass. Default location is a `shaders` directory beside the config file,
so dropping the .so next to config.kdl is the whole installation.

The interesting part is what a plugin can see, which is one header.
shader_abi.h holds cell_t, color_t, shade_ctx_t, shader_t and nothing else:
no libghostty-vt, no pty, no layout, no session. A shader is therefore
unable to reach anything but the cell it was handed, not by rule but because
nothing else is declared where it can find it. cell_t and color_t moved
there from sl0ppty.h for the same reason -- that is the one place they are a
contract with code compiled outside this tree rather than an internal type.

Loading is deliberately narrow:

- refused unless the library reports our ABI version *and* matching struct
  sizes. The version says which contract; the sizes catch someone editing
  their copy of the header, which a version number alone calls fine and a
  running session calls garbled colours;
- refused if it redefines an existing name, because a config naming `dim`
  means the `dim` it was written against;
- all-or-nothing per file, and per file: a bad library is a line on stderr
  and everything else still loads (D9 fail-open);
- nothing is ever unloaded. A shade_fn may be sitting in a live config or on
  a pane, so dlclose() is a jump into an unmapped page. A reload picks up
  newly *added* plugins; replacing one needs a new session.

This is the single exception to D9's "a plugin is a subprocess", and it is
argued in D15 rather than drifted into: a shader is called per cell, per
pass, per frame, which no subprocess can be in the path of, and the measured
alternative -- interpreting bytecode per cell -- is 56ns against 8ns for the
compiled function. On trust, `shell` and a layout's `command=` already let a
file in the config directory run anything as you, so a .so beside them is
not a new boundary. The docs say so plainly rather than implying a sandbox.

contrib/shader-plugin is a working skeleton: Makefile, two commented effects
(one positional, one animated), and the three rules a shader has to keep. It
is built and loaded by the test suite, so a broken example is a failing test
rather than someone else's afternoon.
</content>
</entry>
<entry>
<title>sl0ppty: walk the row, not screen_at()</title>
<updated>2026-08-14T20:05:59Z</updated>
<author>
<name>user</name>
<email>user@clank</email>
</author>
<published>2026-08-14T20:05:59Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/slosh.git/commit/?id=f655e7882ef60c5865fae84bd35d4d33ca52d5c2'/>
<id>urn:sha1:f655e7882ef60c5865fae84bd35d4d33ca52d5c2</id>
<content type='text'>
shade_apply() reached every cell through screen_at(x, y), which re-derives
the row base and bounds-checks a coordinate the loop already guarantees --
once per cell, per shader, per frame.

Clipping the rect to the screen once, up front, makes the pointer arithmetic
provably in range, so the inner loop can walk a row. Same output, and the
clip is not a behaviour change: the layout never asks for a rect that needs
it, and a caller that did was getting NULL-skipped cells before.

Measured with .scratch/shprof.c on a 200x50 pane and a three-pass chain:
8.0 -&gt; 6.1 ns per cell-pass, 0.24 -&gt; 0.18 ms per frame.

That profile also says where the time is *not*: `vignette`, which computes
squared distances and a divide, is cheaper than `dim`, which computes
nothing. The arithmetic in these shaders is free; what costs is per-cell
overhead and the colour mixing. Anyone arriving here to precompute a
per-cell amount table should read the numbers first -- it buys nothing.
</content>
</entry>
<entry>
<title>sl0ppty: positional shaders, and a config block to ask for them</title>
<updated>2026-08-14T12:13:33Z</updated>
<author>
<name>user</name>
<email>user@clank</email>
</author>
<published>2026-08-14T12:13:33Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/slosh.git/commit/?id=6e2786c0ca394a77fe9db22362d1932728c24012'/>
<id>urn:sha1:6e2786c0ca394a77fe9db22362d1932728c24012</id>
<content type='text'>
Six passes that are pure functions of where a cell is: vignette, gradient,
zebra, ruler, margin, spotlight. The position was already in the context and
nothing had used it; these are what it was for.

The one worth having on its own merits is `ruler`. A column guide that costs
no columns, needs no support from the program in the pane, and works in
anything — an editor that has never heard of one, a pager, a shell. It marks
the background only: a guide that recoloured the text would be making the code
it marks harder to read, which is the opposite of the job. `margin` is the
same idea from the other side, everything past a column receding so an
over-long line visibly runs out of the pane you meant to use.

`spotlight` is the first thing to need something new in the context. The
cursor belongs to whichever pane is focused, so it is handed only to that
pane — otherwise every other pane's light would chase a cursor somewhere else.
It leaves everything inside its radius completely alone, because dimming the
text you are actually working on to make it easier to find would be silly, and
ramps rather than stepping at the edge.

`vignette` and `spotlight` both measure distance with a row counting double,
because a cell is about twice as tall as it is wide and an effect that claims
to be round has to say so in cells. The layout's own centre-distance already
does this. The test for it is that on a 41x21 pane — square on screen, not in
cells — the top edge and the left edge come out equally dark.

Scanlines are not a seventh shader. A CRT scanline is `zebra` with a band of
one row, and shipping the same arithmetic under two names would be pretending
they are different things.

These are not policy, so they needed a way to be asked for, and a KDL block
whose children are the passes gets it without inventing a syntax: order in the
block is order in the chain, because a chain is a sequence, and listing a
shader twice is how you get two rulers. Unknown names are refused with a
warning rather than guessed at. Empty by default — these are yours to want,
not opinions we hold.
</content>
</entry>
<entry>
<title>sl0ppty: drag greys the other panes, and dim_unfocused</title>
<updated>2026-08-14T11:52:42Z</updated>
<author>
<name>user</name>
<email>user@clank</email>
</author>
<published>2026-08-14T11:52:42Z</published>
<link rel='alternate' type='text/html' href='https://git.sl0p.foo/slosh.git/commit/?id=c7c8111bb3d20acc926fa28db6bccc6752a5e87e'/>
<id>urn:sha1:c7c8111bb3d20acc926fa28db6bccc6752a5e87e</id>
<content type='text'>
The first two consumers of the shader pass, and between them they settle how a
pane gets one.

Dragging a pane by its title now greys every *other* pane, so the one that is
moving lifts off the page — which is the thing that made a colour pass worth
building. It engages only once the pointer has actually moved, because a press
on a title that turns out to be a click would otherwise flash the whole
session grey on its way to doing nothing. dim_unfocused fades everything but
the focused pane and is off by default: an always-on effect is the kind you
stop seeing and start fighting, so it should be asked for.

Both are derived every frame rather than attached and cleared. Focus and drags
move through far too many paths — hover, click, the finder, a close, a layout
apply, any keystroke ending a drag — to keep an attachment in sync with, and a
pane left grey by the one path that forgot is a bug that only turns up in
front of someone. The rect and the collapsed flag are recomputed every pass
for exactly this reason; this is the same rule applied to colour. It also
makes the awkward cases free: dropping into the margin, a keystroke ending the
drag, or the dragged pane being closed under it all un-grey without anywhere
having to say so, and there are tests for each because "it turns off again" is
the whole risk.

The two policies replace rather than stack. Dragging an unfocused pane while
dim_unfocused is on would otherwise give it two reasons to be grey, and they
compound into one muddy grey that reads as neither; the drag wins, so the
dragged pane is at full colour whatever the focus says.

shade_apply no longer caps at SHADE_MAX. That cap was right when the only
shaders were the ones a pane had attached, and wrong the moment the session
derives one on top of them: a full stack would have silently dropped it. The
count is the caller's to bound.

The chrome check that mattered was already there: test_drop_target_is_visible
samples a frame corner mid-drag, and it still passes, because the pass runs
between the contents and the chrome drawn over them.
</content>
</entry>
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