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147c5c37e3
There were two problems with the old implementation: 1. wlr_scene_output_commit would bail early if a frame wasn't requested and there was no commit damage, however commit damage could never accumulate until rendering happens. The check was subtly wrong as a result. 2. Previously, we would fill the pending commit damage based on the current state of the damage ring. However, during direct scanout, the damage would accumulate which would mean we would submit damage from previous frames even if we didn't need to. |
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drag_icon.c | ||
layer_shell_v1.c | ||
output_layout.c | ||
subsurface_tree.c | ||
surface.c | ||
wlr_scene.c | ||
xdg_shell.c |