wlr_scene: Cull background

We don't need to worry about the black rect optimization here (that
always assumes that there will be a black background) because the
background is culled based on the render list. That means if a black rect
is removed, the visibility will reach all the way to the bottom forcing
the renderer to clear the area not breaking the assumption.
Alexander Orzechowski 2 years ago
parent 6d1b8b376d
commit 9bba4284e4

@ -1530,12 +1530,28 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
wlr_renderer_begin(renderer, output->width, output->height); 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; 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) { for (int i = 0; i < nrects; ++i) {
scissor_output(output, &rects[i]); scissor_output(output, &rects[i]);
wlr_renderer_clear(renderer, (float[4]){ 0.0, 0.0, 0.0, 1.0 }); 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--) { for (int i = list_len - 1; i >= 0; i--) {
struct wlr_scene_node *node = list_data[i]; struct wlr_scene_node *node = list_data[i];

Loading…
Cancel
Save