wlr_scene: Maintain damage highlight regions per output

The logic doesn't support handling multiple outputs so let's not break
the assumption and handle damages per output much like how damage_ring
is done.
This commit is contained in:
Alexander Orzechowski 2022-07-03 12:20:41 -04:00
parent fdfdd01a79
commit 5dc1d4671d
2 changed files with 17 additions and 16 deletions

View file

@ -93,7 +93,6 @@ struct wlr_scene {
struct wl_listener presentation_destroy;
enum wlr_scene_debug_damage_option debug_damage_option;
struct wl_list damage_highlight_regions;
};
/** A scene-graph node displaying a single surface. */
@ -178,6 +177,8 @@ struct wlr_scene_output {
struct wl_listener output_mode;
struct wl_listener output_damage;
struct wl_listener output_needs_frame;
struct wl_list damage_highlight_regions;
};
/** A layer shell scene helper */