SHM: Don't flush damage when there is none
Every single frame, we were calling the flush_damage handler in the renderer. For GLES2 with subimage, this wasn't too bad as we'd never call glTexSubImage2D, but without it, we'd upload the entire frame through glTexImage2D every time. Signed-off-by: Daniel Stone <daniel@fooishbar.org>
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@ -905,7 +905,8 @@ static void
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surface_accumulate_damage(struct weston_surface *surface,
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pixman_region32_t *opaque)
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{
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if (surface->buffer && wl_buffer_is_shm(surface->buffer))
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if (pixman_region32_not_empty(&surface->damage) &&
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surface->buffer && wl_buffer_is_shm(surface->buffer))
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surface->compositor->renderer->flush_damage(surface);
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if (surface->transform.enabled) {
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