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.
master
Alexander Orzechowski 1 year ago
parent fe8916fef0
commit 364d7cba42

@ -1601,7 +1601,6 @@ static bool scene_entry_try_direct_scanout(struct render_list_entry *entry,
}
wlr_output_state_set_buffer(&pending, buffer->buffer);
output_state_apply_damage(data, &pending);
if (!wlr_output_test_state(scene_output->output, &pending)) {
wlr_output_state_finish(&pending);
@ -1712,6 +1711,12 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
struct render_list_entry *list_data = list_con.render_list->data;
int list_len = list_con.render_list->size / sizeof(*list_data);
if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_RERENDER) {
wlr_damage_ring_add_whole(&scene_output->damage_ring);
}
output_state_apply_damage(&render_data, state);
bool scanout = list_len == 1 &&
scene_entry_try_direct_scanout(&list_data[0], state, &render_data);
@ -1731,10 +1736,6 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
return true;
}
if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_RERENDER) {
wlr_damage_ring_add_whole(&scene_output->damage_ring);
}
struct timespec now;
if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_HIGHLIGHT) {
struct wl_list *regions = &scene_output->damage_highlight_regions;
@ -1805,7 +1806,6 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
render_data.render_pass = render_pass;
output_state_apply_damage(&render_data, state);
pixman_region32_init(&render_data.damage);
wlr_damage_ring_rotate_buffer(&scene_output->damage_ring, buffer,
&render_data.damage);

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