gl-renderer: Use calculated opaque region instead raw opaque region
These should effectively be the same, thought the one we've calculated may be clipped with the scissor. The end result of the math should be identical. Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
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@ -1605,7 +1605,7 @@ draw_paint_node(struct weston_paint_node *pnode,
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pixman_region32_intersect(&surface_blend, &surface_blend,
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pixman_region32_intersect(&surface_blend, &surface_blend,
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&pnode->view->geometry.scissor);
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&pnode->view->geometry.scissor);
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pixman_region32_subtract(&surface_blend, &surface_blend,
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pixman_region32_subtract(&surface_blend, &surface_blend,
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&pnode->surface->opaque);
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&surface_opaque);
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maybe_replace_paint_node(&sconf, pnode);
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maybe_replace_paint_node(&sconf, pnode);
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