gles2: update texture only if needed
When a surface is on a non-primary plane (overlay), we do not need to
keep the GL texture up-to-date, since we are not using it. Avoid calling
glTex(Sub)Image2D in that case, and accumulate the texture damage
separately.
This is especially useful for backends, that can put wl_shm buffers into
overlays.
The empty damage check has to be moved from surface_accumulate_damage()
into gles2_renderer_flush_damage(), because it really needs to check the
accumulated damage, not only the current damage. Otherwise, if a surface
migrates from a plane to the primary plane, and does not have new
damage, the texture would not be updated even for accumulated damage.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
diff --git a/src/compositor.c b/src/compositor.c
index f8b9b96..83bd244 100644
--- a/src/compositor.c
+++ b/src/compositor.c
@@ -239,6 +239,7 @@
surface->num_textures = 0;
surface->num_images = 0;
+ pixman_region32_init(&surface->texture_damage);
surface->buffer = NULL;
surface->output = NULL;
@@ -782,6 +783,7 @@
if (surface->buffer)
wl_list_remove(&surface->buffer_destroy_listener.link);
+ pixman_region32_fini(&surface->texture_damage);
compositor->renderer->destroy_surface(surface);
pixman_region32_fini(&surface->transform.boundingbox);
@@ -905,8 +907,7 @@
surface_accumulate_damage(struct weston_surface *surface,
pixman_region32_t *opaque)
{
- if (pixman_region32_not_empty(&surface->damage) &&
- surface->buffer && wl_buffer_is_shm(surface->buffer))
+ if (surface->buffer && wl_buffer_is_shm(surface->buffer))
surface->compositor->renderer->flush_damage(surface);
if (surface->transform.enabled) {