wlr_scene: Inline output_state_apply_damage

master
Alexander Orzechowski 5 months ago
parent 147c5c37e3
commit 3e1358fec9

@ -1671,13 +1671,6 @@ static bool construct_render_list_iterator(struct wlr_scene_node *node,
return false;
}
static void output_state_apply_damage(const struct render_data *data,
struct wlr_output_state *state) {
struct wlr_scene_output *output = data->output;
wlr_output_state_set_damage(state, &output->pending_commit_damage);
}
static void scene_buffer_send_dmabuf_feedback(const struct wlr_scene *scene,
struct wlr_scene_buffer *scene_buffer,
const struct wlr_linux_dmabuf_feedback_v1_init_options *options) {
@ -1942,7 +1935,7 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
pixman_region32_fini(&acc_damage);
}
output_state_apply_damage(&render_data, state);
wlr_output_state_set_damage(state, &scene_output->pending_commit_damage);
// We only want to try direct scanout if:
// - There is only one entry in the render list

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