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wlr_scene: Cull background
We don't need to worry about the black rect optimization here (that always assumes that there will be a black background) because the background is culled based on the render list. That means if a black rect is removed, the visibility will reach all the way to the bottom forcing the renderer to clear the area not breaking the assumption.
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1 changed files with 17 additions and 1 deletions
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@ -1530,12 +1530,28 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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wlr_renderer_begin(renderer, output->width, output->height);
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pixman_region32_t background;
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pixman_region32_copy(&background, &damage);
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// Cull areas of the background that are occluded by opaque regions of
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// scene nodes above. Those scene nodes will just render atop having us
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// never see the background.
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if (scene_output->scene->calculate_visibility) {
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for (int i = list_len - 1; i >= 0; i--) {
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struct wlr_scene_node *node = list_data[i];
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int x, y;
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wlr_scene_node_coords(node, &x, &y);
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scene_node_cull_hidden(node, x, y, &background);
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}
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}
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int nrects;
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pixman_box32_t *rects = pixman_region32_rectangles(&damage, &nrects);
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pixman_box32_t *rects = pixman_region32_rectangles(&background, &nrects);
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for (int i = 0; i < nrects; ++i) {
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scissor_output(output, &rects[i]);
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wlr_renderer_clear(renderer, (float[4]){ 0.0, 0.0, 0.0, 1.0 });
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}
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pixman_region32_fini(&background);
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for (int i = list_len - 1; i >= 0; i--) {
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struct wlr_scene_node *node = list_data[i];
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