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Before rendering a surface, its visible region is intersected with the damage region in global space. The resulting region is compressed (first step) and transformed to surface space (second step) for clipping. These steps sometimes happen twice when a paint node both has an opaque and a translucent region. This commit makes sure the first step happens just once. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com> |
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| .. | ||
| egl-glue.c | ||
| fragment.glsl | ||
| gl-renderer-internal.h | ||
| gl-renderer.c | ||
| gl-renderer.h | ||
| gl-shader-config-color-transformation.c | ||
| gl-shaders.c | ||
| meson.build | ||
| vertex.glsl | ||