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render/vulkan: Delay shm texture updates till render
In order to optimize rendering of shm-backed buffers, we copy the buffer into a properly allocated texture. However, some clients might send rapid updates for large surfaces, or may not even be visible, making the copy wasteful. Move the copy to the point where the texture is added to the render pass, ensuring that we only perform the copy if texture is being used and only once per render. This means that the shm optimization is effectively disabled for clients that are not visible.
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3 changed files with 51 additions and 15 deletions
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@ -612,6 +612,8 @@ static void render_pass_add_texture(struct wlr_render_pass *wlr_pass,
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wl_list_insert(&renderer->foreign_textures, &texture->foreign_link);
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}
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vulkan_texture_update(texture);
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struct wlr_fbox src_box;
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wlr_render_texture_options_get_src_box(options, &src_box);
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struct wlr_box dst_box;
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