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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - protocol: Reporting damage in surface coordinates doesn't work with EGL"
href="https://bugs.freedesktop.org/show_bug.cgi?id=78190#c16">Comment # 16</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - protocol: Reporting damage in surface coordinates doesn't work with EGL"
href="https://bugs.freedesktop.org/show_bug.cgi?id=78190">bug 78190</a>
from <span class="vcard"><a class="email" href="mailto:jason@jlekstrand.net" title="Jason Ekstrand <jason@jlekstrand.net>"> <span class="fn">Jason Ekstrand</span></a>
</span></b>
<pre>(In reply to Daniel Stone from <a href="show_bug.cgi?id=78190#c15">comment #15</a>)
<span class="quote">> (In reply to Jason Ekstrand from <a href="show_bug.cgi?id=78190#c14">comment #14</a>)
> > I was under the impression that we had a pile of unfixable
> > never-going-to-bee-patched EGL implementations floating around that we
> > needed to work around. If that's not a huge issue than adding a
> > buffer_damage request is fine
>
> Not really, no. The only one which fits that bill (implements
> SwapBuffersWithDamage and is known to not always send infinite damage) is
> PowerVR. However, the PVR implementations are third-party, not distributed
> by Imagination themselves, so I think breaking those is completely fine:
> we're not going to break anything by upgrading that no-one can fix.</span >
What about just eglSwapBuffers with finite damage? Even those are broken
because, if you do a 90-degree transformation on a non-square surface, your
damage will not fill the surface. For instance, on a 300x400 buffer with a
surface transform of 90, you have a surface that's 400x300 and since you damage
the buffer size, it gets clipped to 300x300.</pre>
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