{
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);