Revert "[Tizen](Partial Update) partiall update after window rotation works well."
authorseungho <sbsh.baek@samsung.com>
Wed, 21 Sep 2022 04:24:38 +0000 (13:24 +0900)
committerseungho <sbsh.baek@samsung.com>
Wed, 21 Sep 2022 04:24:38 +0000 (13:24 +0900)
This reverts commit 8e64eff090963b496dd759b20c7f618ff60821ab.

dali/internal/window-system/common/window-render-surface.cpp
dali/internal/window-system/common/window-render-surface.h

index 4f00430..2eb946a 100644 (file)
@@ -623,7 +623,7 @@ bool WindowRenderSurface::PreRender(bool resizingSurface, const std::vector<Rect
     Rect<int> surfaceRect = scene.GetCurrentSurfaceRect();
     if(clippingRect == surfaceRect)
     {
-      mDamagedRects.assign(1, RecalculateRect[std::min(scene.GetCurrentSurfaceOrientation() / 90, 3)](surfaceRect, surfaceRect));
+      mDamagedRects.assign(1, surfaceRect);
     }
   }
 
@@ -867,6 +867,7 @@ void WindowRenderSurface::SetBufferDamagedRects(const std::vector<Rect<int>>& da
     {
       InsertRects(mBufferDamagedRects, surfaceRect);
       clippingRect = surfaceRect;
+      mDamagedRects.assign(1, RecalculateRect[orientation](surfaceRect, surfaceRect));
       return;
     }
 
@@ -874,7 +875,6 @@ void WindowRenderSurface::SetBufferDamagedRects(const std::vector<Rect<int>>& da
     {
       // Empty damaged rect. We don't need rendering
       clippingRect = Rect<int>();
-      // Clean up current damanged rects.
       mDamagedRects.clear();
       return;
     }
@@ -888,6 +888,7 @@ void WindowRenderSurface::SetBufferDamagedRects(const std::vector<Rect<int>>& da
     {
       InsertRects(mBufferDamagedRects, surfaceRect);
       clippingRect = surfaceRect;
+      mDamagedRects.assign(1, RecalculateRect[orientation](surfaceRect, surfaceRect));
       return;
     }
 
index 660dfdb..05e7bf7 100644 (file)
@@ -338,7 +338,7 @@ private: // Data
   int                                    mScreenRotationAngle;
   uint32_t                               mDpiHorizontal;
   uint32_t                               mDpiVertical;
-  std::vector<Rect<int>>                 mDamagedRects{}; ///< Keeps collected damaged render items rects for one render pass. These rects are rotated by scene orientation.
+  std::vector<Rect<int>>                 mDamagedRects{}; ///< Keeps collected damaged render items rects for one render pass
   bool                                   mOwnSurface;     ///< Whether we own the surface (responsible for deleting it)
   bool                                   mWindowRotationFinished;
   bool                                   mScreenRotationFinished;