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wlr_scene: Fix buffer damage for output state
We would transform the damage based on output state which might be out of date.
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cb5d9abf10
commit
d8585d661c
1 changed files with 10 additions and 23 deletions
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@ -1445,19 +1445,14 @@ static bool construct_render_list_iterator(struct wlr_scene_node *node,
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return false;
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}
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static void get_frame_damage(const struct wlr_scene_output *scene_output, pixman_region32_t *frame_damage) {
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struct wlr_output *output = scene_output->output;
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int tr_width, tr_height;
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wlr_output_transformed_resolution(output, &tr_width, &tr_height);
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enum wl_output_transform transform =
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wlr_output_transform_invert(output->transform);
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pixman_region32_init(frame_damage);
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wlr_region_transform(frame_damage,
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&scene_output->damage_ring.current,
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transform, tr_width, tr_height);
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static void output_state_apply_damage(const struct render_data *data,
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struct wlr_output_state *state) {
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pixman_region32_t frame_damage;
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pixman_region32_init(&frame_damage);
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pixman_region32_copy(&frame_damage, &data->output->damage_ring.current);
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transform_output_damage(&frame_damage, data);
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wlr_output_state_set_damage(state, &frame_damage);
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pixman_region32_fini(&frame_damage);
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}
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static void scene_buffer_send_dmabuf_feedback(const struct wlr_scene *scene,
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@ -1567,11 +1562,7 @@ 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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pixman_region32_t frame_damage;
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get_frame_damage(scene_output, &frame_damage);
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wlr_output_state_set_damage(&pending, &frame_damage);
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pixman_region32_fini(&frame_damage);
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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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@ -1877,11 +1868,7 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
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wlr_output_state_set_buffer(state, buffer);
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wlr_buffer_unlock(buffer);
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pixman_region32_t frame_damage;
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get_frame_damage(scene_output, &frame_damage);
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wlr_output_state_set_damage(state, &frame_damage);
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pixman_region32_fini(&frame_damage);
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output_state_apply_damage(&render_data, state);
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if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_HIGHLIGHT &&
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!wl_list_empty(&scene_output->damage_highlight_regions)) {
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