Since we now batch up damage and only handle it at repaint time, we need
to apply it in case a buffer is destroyed so we don't lose it.
Ander found the problem, but we need to fix it in the compositor so we
don't change the behavior of the compositor.
}
static void
+update_shm_texture(struct weston_surface *surface);
+
+static void
surface_handle_buffer_destroy(struct wl_listener *listener, void *data)
{
struct weston_surface *es =
container_of(listener, struct weston_surface,
buffer_destroy_listener);
+ if (es->buffer && wl_buffer_is_shm(es->buffer))
+ update_shm_texture(es);
+
es->buffer = NULL;
}