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This lets the renderer handle the wlr_buffer directly, just like it does in texture_from_buffer. This also allows the renderer to batch the rectangle updates, and update more than the damage region if desirable (e.g. too many rects), so can be more efficient. |
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| .. | ||
| allocator.h | ||
| dmabuf.h | ||
| drm_format_set.h | ||
| egl.h | ||
| gles2.h | ||
| interface.h | ||
| pixman.h | ||
| vulkan.h | ||
| wlr_renderer.h | ||
| wlr_texture.h | ||