[PATCH weston 3/3] compositor-drm: Fix artifacts when scanning out a client buffer

Daniel Stone daniel at fooishbar.org
Wed Nov 21 09:01:26 PST 2012


Hi Ander,

On 22 November 2012 00:11, Ander Conselvan de Oliveira <
ander.conselvan.de.oliveira at intel.com> wrote:

> The reason for this is that the renderer's repaint function is not
> called if a client buffer is scanned out. When the surface moves to the
> scan out plane, the primary plane is damaged but that damage never hits
> the renderer. When we switch back to compositing, the output back
> buffers are dirty. One of them is updated because of the damage stored
> on the gl renderer per buffer damage for the last composited frame, but
> the other buffer is not redraw.
>
> This patch fix this bug by storing all the damage coming from the
> compositor when scanning out a client buffer and feeding that back to
> the renderer once it switches back to compositing.
>

This seems like it should've been fixed by Pekka's bcdd579a.  If not, it's
probably worth trying to reuse the texture_damage member rather than having
a (mostly) duplicate.

Cheers,
Daniel
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