Commit 547149a9c266496f84ac785d9632e4280405d631 broke the optimization of clipping away damage below an opaque surface. I think the fix is to track opaqueness per weston_plane and use that to discard damage, but then track global opaqueness, that is, accross all planes and use that to clip repainting. How to reproduce: put simple-egl under the opaque area of weston-terminal, enable repaint debugging. Observe how simple-egl is repainted.
commit 4bcf3a5fced20b2265094c71f1a8672df97e1009 Author: Ander Conselvan de Oliveira <ander.conselvan.de.oliveira@intel.com> Date: Wed Oct 31 17:55:45 2012 +0200 compositor: Fix culling of repaints behind opaque surfaces Culling of the repaint of a surface behind an opaque surface on the same plane was broken by commit 547149a9 [1]. The idea of that commit is that the damage obscured by an overlay would remain on the primary plane damage and be repainted when the overlay moved. However, in the case the two surfaces are on the same plane, the opaque one is not obscured, so it ends up being repainted. This commit adds an opaque field to struct weston_plane, that is built incrementally when accumulating damage. The opaque region of surfaces on the same plane are removed from the plane's damage, restoring the previous culling behavior. But since damage behind opaque region of other planes is maintained, the bug solved in the mentioned commit is not regressed. https://bugs.freedesktop.org/show_bug.cgi?id=56537
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