scene: stop listening for output enable/mode events

These will go away.
Simon Ser 2 years ago committed by Simon Zeni
parent fe891ebd4e
commit fecbaa2bd6

@ -180,7 +180,6 @@ struct wlr_scene_output {
bool prev_scanout; bool prev_scanout;
struct wl_listener output_commit; struct wl_listener output_commit;
struct wl_listener output_mode;
struct wl_listener output_damage; struct wl_listener output_damage;
struct wl_listener output_needs_frame; struct wl_listener output_needs_frame;

@ -1196,12 +1196,6 @@ static void scene_output_handle_commit(struct wl_listener *listener, void *data)
} }
} }
static void scene_output_handle_mode(struct wl_listener *listener, void *data) {
struct wlr_scene_output *scene_output = wl_container_of(listener,
scene_output, output_mode);
scene_output_update_geometry(scene_output);
}
static void scene_output_handle_damage(struct wl_listener *listener, void *data) { static void scene_output_handle_damage(struct wl_listener *listener, void *data) {
struct wlr_scene_output *scene_output = wl_container_of(listener, struct wlr_scene_output *scene_output = wl_container_of(listener,
scene_output, output_damage); scene_output, output_damage);
@ -1253,9 +1247,6 @@ struct wlr_scene_output *wlr_scene_output_create(struct wlr_scene *scene,
scene_output->output_commit.notify = scene_output_handle_commit; scene_output->output_commit.notify = scene_output_handle_commit;
wl_signal_add(&output->events.commit, &scene_output->output_commit); wl_signal_add(&output->events.commit, &scene_output->output_commit);
scene_output->output_mode.notify = scene_output_handle_mode;
wl_signal_add(&output->events.mode, &scene_output->output_mode);
scene_output->output_damage.notify = scene_output_handle_damage; scene_output->output_damage.notify = scene_output_handle_damage;
wl_signal_add(&output->events.damage, &scene_output->output_damage); wl_signal_add(&output->events.damage, &scene_output->output_damage);
@ -1292,7 +1283,6 @@ void wlr_scene_output_destroy(struct wlr_scene_output *scene_output) {
wlr_damage_ring_finish(&scene_output->damage_ring); wlr_damage_ring_finish(&scene_output->damage_ring);
wl_list_remove(&scene_output->link); wl_list_remove(&scene_output->link);
wl_list_remove(&scene_output->output_commit.link); wl_list_remove(&scene_output->output_commit.link);
wl_list_remove(&scene_output->output_mode.link);
wl_list_remove(&scene_output->output_damage.link); wl_list_remove(&scene_output->output_damage.link);
wl_list_remove(&scene_output->output_needs_frame.link); wl_list_remove(&scene_output->output_needs_frame.link);

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