[RFC] compositor: check for overlap when repainting
Jesse Barnes
jbarnes at virtuousgeek.org
Fri Jan 20 10:34:08 PST 2012
We can use this in the output drivers to figure out if we can use
sprites for example.
diff --git a/src/compositor.c b/src/compositor.c
index 7afec94..87f4fee 100644
--- a/src/compositor.c
+++ b/src/compositor.c
@@ -201,6 +201,7 @@ weston_surface_create(struct weston_compositor *compositor,
surface->width = width;
surface->height = height;
surface->alpha = 255;
+ surface->overlaps = 0;
surface->fullscreen_output = NULL;
surface->buffer = NULL;
@@ -723,7 +724,8 @@ weston_output_repaint(struct weston_output *output)
{
struct weston_compositor *ec = output->compositor;
struct weston_surface *es;
- pixman_region32_t opaque, new_damage, total_damage, repaint;
+ pixman_region32_t opaque, new_damage, total_damage, repaint, overlap,
+ surf_intersect, surf_region;
output->prepare_render(output);
@@ -757,12 +759,34 @@ weston_output_repaint(struct weston_output *output)
es = container_of(ec->surface_list.next, struct weston_surface, link);
+ pixman_region32_init(&overlap);
+
+ wl_list_for_each(es, &ec->surface_list, link) {
+ pixman_region32_init(&surf_intersect);
+ pixman_region32_init_rect(&surf_region, es->x, es->y,
+ es->width, es->height);
+ /* Set 'obscured' flags on each surface */
+ pixman_region32_intersect(&surf_intersect, &overlap,
+ &surf_region);
+ if (pixman_region32_not_empty(&surf_intersect))
+ es->overlaps = 1;
+ else
+ es->overlaps = 0;
+ /* Sum the regions into the overlap area */
+ pixman_region32_union(&overlap, &overlap, &surf_region);
+ pixman_region32_fini(&surf_intersect);
+ pixman_region32_fini(&surf_region);
+ }
+
wl_list_for_each(es, &ec->surface_list, link) {
+ /* Sum the damage for the screen by walking each surf damage */
pixman_region32_copy(&es->damage, &total_damage);
pixman_region32_subtract(&total_damage, &total_damage,
&es->opaque);
}
+ pixman_region32_fini(&overlap);
+
if (output->assign_planes)
/* This will queue flips for the fbs and sprites where
* applicable and clear the damage for those surfaces.
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