{
mDamagedRects.assign(1, surfaceRect);
}
- else if(mDamagedRects.empty() && !clippingRect.IsEmpty())
- {
- // We will render clippingRect area but mDamagedRects is empty.
- // So make mDamagedRects same with clippingRect to swap buffers.
- mDamagedRects.assign(1, clippingRect);
- }
}
// This is now done when the render pass for the render surface begins
return;
}
+ if(damagedRects.empty())
+ {
+ // Empty damaged rect. We don't need rendering
+ clippingRect = Rect<int>();
+ return;
+ }
+
mGraphics->ActivateSurfaceContext(this);
EGLint bufferAge = eglImpl.GetBufferAge(mEGLSurface);