If surface->is_opaque is set then we can assume that the whole surface is opaque. In the trivial case (no transformation or translation only) this means that transform.boundingbox is exactly the view area and is fully opaque. So it can be used for transform.opaque. This is important because damage calculation uses transform.opaque. Without this, anything underneath a surface without an explicit opaque region but a pixel format without alpha channel is drawn unnecessarily. Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>dev
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