Use wlr_surface_get_effective_damage

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emersion 2018-11-04 23:21:37 +01:00
parent d19648a304
commit 0e85b92250
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@ -415,16 +415,10 @@ static void damage_surface_iterator(struct sway_output *output,
int center_y = box.y + box.height/2; int center_y = box.y + box.height/2;
if (pixman_region32_not_empty(&surface->buffer_damage)) { if (pixman_region32_not_empty(&surface->buffer_damage)) {
enum wl_output_transform transform =
wlr_output_transform_invert(surface->current.transform);
pixman_region32_t damage; pixman_region32_t damage;
pixman_region32_init(&damage); pixman_region32_init(&damage);
pixman_region32_copy(&damage, &surface->buffer_damage); wlr_surface_get_effective_damage(surface, &damage);
wlr_region_transform(&damage, &damage, transform, wlr_region_scale(&damage, &damage, output->wlr_output->scale);
surface->current.buffer_width, surface->current.buffer_height);
wlr_region_scale(&damage, &damage,
output->wlr_output->scale / (float)surface->current.scale);
if (ceil(output->wlr_output->scale) > surface->current.scale) { if (ceil(output->wlr_output->scale) > surface->current.scale) {
// When scaling up a surface, it'll become blurry so we need to // When scaling up a surface, it'll become blurry so we need to
// expand the damage region // expand the damage region