struct drm_output_state *state;
struct drm_plane_state *plane_state;
struct weston_view *ev;
- pixman_region32_t overlap, surface_overlap;
+ pixman_region32_t surface_overlap, renderer_region;
struct weston_plane *primary, *next_plane;
bool picked_scanout = false;
* the client buffer can be used directly for the sprite surface
* as we do for flipping full screen surfaces.
*/
- pixman_region32_init(&overlap);
+ pixman_region32_init(&renderer_region);
primary = &output_base->compositor->primary_plane;
wl_list_for_each(ev, &output_base->compositor->view_list, link) {
es->keep_buffer = false;
pixman_region32_init(&surface_overlap);
- pixman_region32_intersect(&surface_overlap, &overlap,
+ pixman_region32_intersect(&surface_overlap, &renderer_region,
&ev->transform.boundingbox);
next_plane = NULL;
weston_view_move_to_plane(ev, next_plane);
if (next_plane == primary)
- pixman_region32_union(&overlap, &overlap,
+ pixman_region32_union(&renderer_region,
+ &renderer_region,
&ev->transform.boundingbox);
if (next_plane == primary ||
pixman_region32_fini(&surface_overlap);
}
- pixman_region32_fini(&overlap);
+ pixman_region32_fini(&renderer_region);
/* We rely on output->cursor_view being both an accurate reflection of
* the cursor plane's state, but also being maintained across repaints