diff --git a/types/scene/wlr_scene.c b/types/scene/wlr_scene.c index 5c14aa66..c1d7569a 100644 --- a/types/scene/wlr_scene.c +++ b/types/scene/wlr_scene.c @@ -1530,12 +1530,28 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) { wlr_renderer_begin(renderer, output->width, output->height); + pixman_region32_t background; + pixman_region32_copy(&background, &damage); + + // Cull areas of the background that are occluded by opaque regions of + // scene nodes above. Those scene nodes will just render atop having us + // never see the background. + if (scene_output->scene->calculate_visibility) { + for (int i = list_len - 1; i >= 0; i--) { + struct wlr_scene_node *node = list_data[i]; + int x, y; + wlr_scene_node_coords(node, &x, &y); + scene_node_cull_hidden(node, x, y, &background); + } + } + int nrects; - pixman_box32_t *rects = pixman_region32_rectangles(&damage, &nrects); + pixman_box32_t *rects = pixman_region32_rectangles(&background, &nrects); for (int i = 0; i < nrects; ++i) { scissor_output(output, &rects[i]); wlr_renderer_clear(renderer, (float[4]){ 0.0, 0.0, 0.0, 1.0 }); } + pixman_region32_fini(&background); for (int i = list_len - 1; i >= 0; i--) { struct wlr_scene_node *node = list_data[i];