The fix to not call glTexImage2D() on every attach does not properly
set the texture damage region appropriately when the surface has a
buffer transform with 90 or 270 degrees rotation, since it would simply
multiply the buffer dimensions by the buffer scale, but in this case
width and height are inverted.
A possible fix for this would be to add the properly transformed region
to the texture damage region. However, there is a conversion back to
buffer coordinates when doing the actual upload and the entire buffer
needs to be uploaded anyway. So we just set a flag signalling that and
handle that special case in gl_renderer_flush_damage().
dev
Ander Conselvan de Oliveira12 years agocommitted byKristian Høgsberg