This lets the renderer handle the wlr_buffer directly, just like it does in texture_from_buffer. This also allows the renderer to batch the rectangle updates, and update more than the damage region if desirable (e.g. too many rects), so can be more efficient. |
||
---|---|---|
.. | ||
allocator | ||
gles2 | ||
pixman | ||
vulkan | ||
dmabuf.c | ||
drm_format_set.c | ||
egl.c | ||
meson.build | ||
pixel_format.c | ||
swapchain.c | ||
wlr_renderer.c | ||
wlr_texture.c |