From 752c22048274def4f1f40a2f2d5b1bdb3e64d94b Mon Sep 17 00:00:00 2001 From: Mike Blumenkrantz Date: Thu, 30 Jan 2014 11:54:06 -0500 Subject: [PATCH] redo X first_damage logic the main idea here is to not DRAW at the time of the first damage to avoid overdraw, but ignoring the fact that the region is ready to be drawn can be problematic when the drawing eventually occurs. best choice here is to keep the region but not the render update --- src/bin/e_comp_x.c | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) diff --git a/src/bin/e_comp_x.c b/src/bin/e_comp_x.c index bbb697c..82b1f68 100644 --- a/src/bin/e_comp_x.c +++ b/src/bin/e_comp_x.c @@ -2495,19 +2495,17 @@ _e_comp_x_damage(void *data EINA_UNUSED, int type EINA_UNUSED, Ecore_X_Event_Dam ecore_x_damage_subtract(ec->comp_data->damage, 0, parts); ecore_x_region_free(parts); } - if (!ec->comp_data->first_damage) - { - ec->comp_data->first_damage = 1; - if (!ec->re_manage) - return ECORE_CALLBACK_RENEW; - } - - E_FREE_FUNC(ec->comp_data->first_draw_delay, ecore_timer_del); //WRN("DAMAGE %p: %dx%d", ec, ev->area.width, ev->area.height); + if (ec->comp->nocomp) e_pixmap_dirty(ec->pixmap); else e_comp_object_damage(ec->frame, ev->area.x, ev->area.y, ev->area.width, ev->area.height); + if ((!ec->re_manage) && (!ec->comp_data->first_damage)) + e_comp_object_render_update_del(ec->frame); + else + E_FREE_FUNC(ec->comp_data->first_draw_delay, ecore_timer_del); + ec->comp_data->first_damage = 1; return ECORE_CALLBACK_RENEW; } -- 2.7.4