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wlr_scene: Apply output damage once
We would apply it twice if we failed direct scanout. Once when we attempt direct scanout and again when we composite.
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parent
fe8916fef0
commit
364d7cba42
1 changed files with 6 additions and 6 deletions
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@ -1601,7 +1601,6 @@ static bool scene_entry_try_direct_scanout(struct render_list_entry *entry,
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}
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wlr_output_state_set_buffer(&pending, buffer->buffer);
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output_state_apply_damage(data, &pending);
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if (!wlr_output_test_state(scene_output->output, &pending)) {
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wlr_output_state_finish(&pending);
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@ -1712,6 +1711,12 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
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struct render_list_entry *list_data = list_con.render_list->data;
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int list_len = list_con.render_list->size / sizeof(*list_data);
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if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_RERENDER) {
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wlr_damage_ring_add_whole(&scene_output->damage_ring);
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}
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output_state_apply_damage(&render_data, state);
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bool scanout = list_len == 1 &&
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scene_entry_try_direct_scanout(&list_data[0], state, &render_data);
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@ -1731,10 +1736,6 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
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return true;
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}
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if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_RERENDER) {
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wlr_damage_ring_add_whole(&scene_output->damage_ring);
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}
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struct timespec now;
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if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_HIGHLIGHT) {
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struct wl_list *regions = &scene_output->damage_highlight_regions;
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@ -1805,7 +1806,6 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
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render_data.render_pass = render_pass;
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output_state_apply_damage(&render_data, state);
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pixman_region32_init(&render_data.damage);
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wlr_damage_ring_rotate_buffer(&scene_output->damage_ring, buffer,
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&render_data.damage);
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