gl-renderer: Rename surface_flush_damage to paint_node_flush_surface_damage
And in doing so, pass the paint node instead of a surface and a buffer. Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
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@ -3212,10 +3212,12 @@ paint_node_add_damage(struct weston_paint_node *node)
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}
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}
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static void
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static void
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surface_flush_damage(struct weston_surface *surface, struct weston_output *output)
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paint_node_flush_surface_damage(struct weston_paint_node *pnode)
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{
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{
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struct weston_output *output = pnode->output;
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struct weston_surface *surface = pnode->surface;
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struct weston_buffer *buffer = surface->buffer_ref.buffer;
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struct weston_buffer *buffer = surface->buffer_ref.buffer;
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struct weston_paint_node *node;
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struct weston_paint_node *walk_node;
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if (buffer->type == WESTON_BUFFER_SHM)
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if (buffer->type == WESTON_BUFFER_SHM)
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surface->compositor->renderer->flush_damage(surface, buffer,
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surface->compositor->renderer->flush_damage(surface, buffer,
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@ -3227,10 +3229,10 @@ surface_flush_damage(struct weston_surface *surface, struct weston_output *outpu
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TL_POINT(surface->compositor, "core_flush_damage",
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TL_POINT(surface->compositor, "core_flush_damage",
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TLP_SURFACE(surface), TLP_OUTPUT(output), TLP_END);
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TLP_SURFACE(surface), TLP_OUTPUT(output), TLP_END);
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wl_list_for_each(node, &surface->paint_node_list, surface_link) {
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wl_list_for_each(walk_node, &surface->paint_node_list, surface_link) {
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assert(node->surface == surface);
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assert(walk_node->surface == surface);
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paint_node_add_damage(node);
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paint_node_add_damage(walk_node);
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}
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}
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pixman_region32_clear(&surface->damage);
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pixman_region32_clear(&surface->damage);
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}
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}
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@ -3284,7 +3286,7 @@ output_accumulate_damage(struct weston_output *output)
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continue;
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continue;
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pnode->surface->touched = true;
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pnode->surface->touched = true;
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surface_flush_damage(pnode->surface, output);
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paint_node_flush_surface_damage(pnode);
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/* Both the renderer and the backend have seen the buffer
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/* Both the renderer and the backend have seen the buffer
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* by now. If renderer needs the buffer, it has its own
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* by now. If renderer needs the buffer, it has its own
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