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>
This commit is contained in:
Derek Foreman 2024-06-06 12:16:29 -05:00 committed by Marius Vlad
parent 3538466083
commit b80d4f4c8d
1 changed files with 1 additions and 1 deletions

View File

@ -1605,7 +1605,7 @@ draw_paint_node(struct weston_paint_node *pnode,
pixman_region32_intersect(&surface_blend, &surface_blend, pixman_region32_intersect(&surface_blend, &surface_blend,
&pnode->view->geometry.scissor); &pnode->view->geometry.scissor);
pixman_region32_subtract(&surface_blend, &surface_blend, pixman_region32_subtract(&surface_blend, &surface_blend,
&pnode->surface->opaque); &surface_opaque);
maybe_replace_paint_node(&sconf, pnode); maybe_replace_paint_node(&sconf, pnode);