scene: simplify scene_node_update() condition when setting buffer

master
Simon Ser 9 months ago
parent 2d97935e82
commit c79ed0706d

@ -666,17 +666,16 @@ void wlr_scene_buffer_set_buffer_with_damage(struct wlr_scene_buffer *scene_buff
// coordinates. // coordinates.
assert(buffer || !damage); assert(buffer || !damage);
bool update = false; bool mapped = buffer != NULL;
if (buffer) { bool prev_mapped = scene_buffer->buffer != NULL || scene_buffer->texture != NULL;
// if this node used to not be mapped or its previous displayed // if this node used to not be mapped or its previous displayed
// buffer region will be different from what the new buffer would // buffer region will be different from what the new buffer would
// produce we need to update the node. // produce we need to update the node.
update = (!scene_buffer->buffer && !scene_buffer->texture) || bool update = mapped != prev_mapped;
(scene_buffer->dst_width == 0 && scene_buffer->dst_height == 0 && if (buffer != NULL && scene_buffer->dst_width == 0 && scene_buffer->dst_height == 0) {
(scene_buffer->buffer_width != buffer->width || update = update || scene_buffer->buffer_width != buffer->width ||
scene_buffer->buffer_height != buffer->height)); scene_buffer->buffer_height != buffer->height;
} else {
update = true;
} }
wlr_texture_destroy(scene_buffer->texture); wlr_texture_destroy(scene_buffer->texture);

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