* the client buffer can be used directly for the sprite surface
* as we do for flipping full screen surfaces.
*/
+ seat = (struct weston_seat *) ec->seat;
pixman_region32_init(&overlap);
wl_list_for_each_safe(es, next, &ec->surface_list, link) {
/*
pixman_region32_intersect(&surface_overlap, &overlap,
&es->transform.boundingbox);
- seat = (struct weston_seat *) ec->seat;
if (es == seat->sprite) {
weston_output_set_cursor(output, seat,
&surface_overlap);
}
pixman_region32_fini(&overlap);
+ if (!seat->sprite || !weston_surface_is_mapped(seat->sprite))
+ drm_output_set_cursor(output, NULL);
+
drm_disable_unused_sprites(output);
}