gl-renderer: use a loop in output_get_border_damage()

Pure refactoring to make the code easier to read.

Also drop the redundant all-clean check.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
This commit is contained in:
Pekka Paalanen 2022-07-29 15:13:24 +03:00
parent 326a762e25
commit 39a9b654b9

View File

@ -1357,28 +1357,15 @@ output_get_border_damage(struct weston_output *output,
pixman_region32_t *damage)
{
struct gl_output_state *go = get_output_state(output);
struct weston_geometry g;
unsigned side;
if (border_status == BORDER_STATUS_CLEAN)
return; /* Clean. Nothing to do. */
for (side = 0; side < 4; side++) {
struct weston_geometry g;
if (border_status & BORDER_TOP_DIRTY) {
g = output_get_border_area(go, GL_RENDERER_BORDER_TOP);
pixman_region32_union_rect(damage, damage,
g.x, g.y, g.width, g.height);
}
if (border_status & BORDER_LEFT_DIRTY) {
g = output_get_border_area(go, GL_RENDERER_BORDER_LEFT);
pixman_region32_union_rect(damage, damage,
g.x, g.y, g.width, g.height);
}
if (border_status & BORDER_RIGHT_DIRTY) {
g = output_get_border_area(go, GL_RENDERER_BORDER_RIGHT);
pixman_region32_union_rect(damage, damage,
g.x, g.y, g.width, g.height);
}
if (border_status & BORDER_BOTTOM_DIRTY) {
g = output_get_border_area(go, GL_RENDERER_BORDER_BOTTOM);
if (!(border_status & (1 << side)))
continue;
g = output_get_border_area(go, side);
pixman_region32_union_rect(damage, damage,
g.x, g.y, g.width, g.height);
}