struct weston_surface *es;
struct weston_animation *animation, *next;
struct weston_frame_callback *cb, *cnext;
- pixman_region32_t opaque, new_damage, total_damage,
- overlap, surface_overlap;
+ pixman_region32_t opaque, new_damage, total_damage;
int32_t width, height;
weston_compositor_update_drag_surfaces(ec);
pixman_region32_init(&new_damage);
pixman_region32_init(&opaque);
- pixman_region32_init(&overlap);
- wl_list_for_each(es, &ec->surface_list, link) {
+ wl_list_for_each(es, &ec->surface_list, link)
/* Update surface transform now to avoid calling it ever
* again from the repaint sub-functions. */
weston_surface_update_transform(es);
- pixman_region32_init(&surface_overlap);
- pixman_region32_intersect(&surface_overlap, &overlap,
- &es->transform.boundingbox);
- es->overlapped = pixman_region32_not_empty(&surface_overlap);
- pixman_region32_fini(&surface_overlap);
- pixman_region32_union(&overlap, &overlap,
- &es->transform.boundingbox);
- }
-
if (output->assign_planes)
/*
* This will queue flips for the fbs and sprites where
&new_damage, &output->region);
pixman_region32_fini(&opaque);
- pixman_region32_fini(&overlap);
pixman_region32_fini(&new_damage);
wl_list_for_each(es, &ec->surface_list, link) {