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Simplify buffer damage

Vlad Zahorodnii requested to merge work/zzag/simplify-buffer-damage into master

Ideally, the buffer damage needs to be very simple, for example containing only one or two rectangles, so the render clipping process is lightweight. On the other hand, the damage region can get quite big when moving windows. To be fair, the surface damage must be tracked in a more smarter way between two consecutive frames; however, trying to simplify the damage to a rectangle is still a reasonable thing to do in either case.

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