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authorAlexander Orzechowski <alex@ozal.ski>2023-11-29 14:49:08 -0500
committerAlexander Orzechowski <alex@ozal.ski>2023-12-03 05:29:05 +0000
commitfe8916fef0bd5d0846dfadd5f8c49ac57beedc9a (patch)
treea893230b524ccd77f7628f28bd872a2cf4564f4d
parent0619c99dc7eec66f4acda2720ec98a44abab6a38 (diff)
wlr_scene: Don't damage whole damage ring when exiting direct scanout
Direct scanout damage will just accumulate on the damage ring while in direct scanout and properly damage when we exit anyway. On the flip side since we now manage backend damage submission ourselves, this won't break that either.
-rw-r--r--types/scene/wlr_scene.c4
1 files changed, 0 insertions, 4 deletions
diff --git a/types/scene/wlr_scene.c b/types/scene/wlr_scene.c
index 1e4829b4..ed7a72fa 100644
--- a/types/scene/wlr_scene.c
+++ b/types/scene/wlr_scene.c
@@ -1719,10 +1719,6 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
scene_output->prev_scanout = scanout;
wlr_log(WLR_DEBUG, "Direct scan-out %s",
scanout ? "enabled" : "disabled");
- if (!scanout) {
- // When exiting direct scan-out, damage everything
- wlr_damage_ring_add_whole(&scene_output->damage_ring);
- }
}
if (scanout) {