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After the damage queue PR, EGL damage count 0 means no change, and -1 means invalidate the entire window. However, several other places have different semantics, and we are not handling them correctly: 1. KVMFR uses 0 to signal invalidating the entire frame, so if we receive 0 rectangles in egl_on_frame, we should set damage count to -1. 2. The damage overlay treated 0 as full damage, which is now incorrect. This is fixed, and now it treats 0 as no update, and -1 as full damage. |
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EGL | ||
OpenGL | ||
CMakeLists.txt |