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
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