Merge branch 'master' into cancel-grab-on-focus-change

This commit is contained in:
Tony Crisci 2018-06-24 18:16:42 -04:00
commit e8c0996b93
43 changed files with 1871 additions and 247 deletions

View file

@ -7,9 +7,10 @@
#include <wlr/types/wlr_box.h>
#include <wlr/types/wlr_compositor.h>
#include <wlr/types/wlr_cursor.h>
#include <wlr/types/wlr_export_dmabuf_v1.h>
#include <wlr/types/wlr_gamma_control.h>
#include <wlr/types/wlr_idle.h>
#include <wlr/types/wlr_idle_inhibit_v1.h>
#include <wlr/types/wlr_idle.h>
#include <wlr/types/wlr_input_inhibitor.h>
#include <wlr/types/wlr_layer_shell.h>
#include <wlr/types/wlr_linux_dmabuf.h>
@ -18,9 +19,9 @@
#include <wlr/types/wlr_server_decoration.h>
#include <wlr/types/wlr_wl_shell.h>
#include <wlr/types/wlr_xcursor_manager.h>
#include <wlr/types/wlr_xdg_output.h>
#include <wlr/types/wlr_xdg_shell_v6.h>
#include <wlr/types/wlr_xdg_shell.h>
#include <wlr/types/wlr_xdg_output.h>
#include <wlr/util/log.h>
#include "rootston/layers.h"
#include "rootston/seat.h"
@ -845,6 +846,8 @@ struct roots_desktop *desktop_create(struct roots_server *server,
desktop->gamma_control_manager = wlr_gamma_control_manager_create(
server->wl_display);
desktop->screenshooter = wlr_screenshooter_create(server->wl_display);
desktop->export_dmabuf_manager_v1 =
wlr_export_dmabuf_manager_v1_create(server->wl_display);
desktop->server_decoration_manager =
wlr_server_decoration_manager_create(server->wl_display);
wlr_server_decoration_manager_set_default_mode(

View file

@ -189,7 +189,8 @@ static void render_surface(struct wlr_surface *surface, int sx, int sy,
struct roots_output *output = data->output;
float rotation = data->layout.rotation;
if (!wlr_surface_has_buffer(surface)) {
struct wlr_texture *texture = wlr_surface_get_texture(surface);
if (texture == NULL) {
return;
}
@ -230,8 +231,7 @@ static void render_surface(struct wlr_surface *surface, int sx, int sy,
pixman_box32_t *rects = pixman_region32_rectangles(&damage, &nrects);
for (int i = 0; i < nrects; ++i) {
scissor_output(output, &rects[i]);
wlr_render_texture_with_matrix(renderer, surface->texture, matrix,
data->alpha);
wlr_render_texture_with_matrix(renderer, texture, matrix, data->alpha);
}
damage_finish: