Age | Commit message (Collapse) | Author |
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The texture is managed by the surface's wlr_buffer now. In
particular, the buffer can destroy the texture early if it becomes
invalid.
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Thanks @emersion
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If there were no layer surfaces the usable area of the output would be
an empty box.
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Need to include wlr/config.h before using the various WLR_HAS_xxx defines
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Fix damage tracking for rotated surfaces
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It was broken because the damage extents were rotated about its
own center, not about the center of the surface.
This adds a new wlr_region_rotated_bounds that rotates regions.
This allows us to have only one code path (for both non-rotated
views and rotated views) and optimizes rendering for rotated
views.
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This allows raw GL calls outside wlr_renderer to be removed.
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The convetion with wlr_matrix changed and it's a good time to remove
all these pesky minus signs
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Matrix redesign
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so we can use the alpha channel to e.g. blend in textures
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rootston: send frame done events unconditionally
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