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When repainting a paint node, if the buffer is a solid color buffer we may skip the rendering pipeline and directly call glClear() with the solid color, for optimization purposes. Currently there's a bug where if the output has an output color effect set, it is skipped when we have a solid color buffer (as we don't go through the rendering pipeline, where the effects are implemented). When we have color-management and the paint node contains a color xform, we've opted for skipping this optimization and going through the rendering pipeline for now. However, output color effects are simple, so let's add the logic to apply them on CPU when we have a solid color buffer. Reported-by: Christopher Healy <healych@amazon.com> Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com> |
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