wlr_scene: Use wlr_damage_ring_rotate_buffer()

Compositors who use _build_state are no longer required to call
damage_ring_rotate themselves. This is a minor breaking change.
This commit is contained in:
Alexander Orzechowski 2023-11-29 14:51:47 -05:00
parent 06d301bf1a
commit 0619c99dc7

View file

@ -1638,8 +1638,6 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output,
goto out; goto out;
} }
wlr_damage_ring_rotate(&scene_output->damage_ring);
out: out:
wlr_output_state_finish(&state); wlr_output_state_finish(&state);
return ok; return ok;
@ -1786,8 +1784,7 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
return false; return false;
} }
int buffer_age; struct wlr_buffer *buffer = wlr_swapchain_acquire(output->swapchain, NULL);
struct wlr_buffer *buffer = wlr_swapchain_acquire(output->swapchain, &buffer_age);
if (buffer == NULL) { if (buffer == NULL) {
return false; return false;
} }
@ -1811,9 +1808,11 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
} }
render_data.render_pass = render_pass; render_data.render_pass = render_pass;
output_state_apply_damage(&render_data, state);
pixman_region32_init(&render_data.damage); pixman_region32_init(&render_data.damage);
wlr_damage_ring_get_buffer_damage(&scene_output->damage_ring, wlr_damage_ring_rotate_buffer(&scene_output->damage_ring, buffer,
buffer_age, &render_data.damage); &render_data.damage);
pixman_region32_t background; pixman_region32_t background;
pixman_region32_init(&background); pixman_region32_init(&background);
@ -1899,12 +1898,15 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
if (!wlr_render_pass_submit(render_pass)) { if (!wlr_render_pass_submit(render_pass)) {
wlr_buffer_unlock(buffer); wlr_buffer_unlock(buffer);
// if we failed to render the buffer, it will have undefined contents
// Trash the damage ring
wlr_damage_ring_add_whole(&scene_output->damage_ring);
return false; return false;
} }
wlr_output_state_set_buffer(state, buffer); wlr_output_state_set_buffer(state, buffer);
wlr_buffer_unlock(buffer); wlr_buffer_unlock(buffer);
output_state_apply_damage(&render_data, state);
if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_HIGHLIGHT && if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_HIGHLIGHT &&
!wl_list_empty(&scene_output->damage_highlight_regions)) { !wl_list_empty(&scene_output->damage_highlight_regions)) {