I digged a bit deeper into this issue and here's what I found out:
* UnityScreen::UnityScreen() connects to the correct event (coming from
Upower):
UScreen::GetDefault()->resuming.connect([this] {
/* Force paint local::FRAMES_TO_REDRAW_ON_RESUME frames on resume */
force_draw_countdown_ += local::FRAMES_TO_REDRAW_ON_RESUME;
});
* UnityScreen::damageCutoff() is the place where Unity checks
force_draw_countdown_ and triggers the redraw.
However it's not clear to me what's supposed to call
UnityScreen->damageCutoff(). I grepped through the whole source of Unity
and nothings seems to call it. Maybe this is the problem?
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https://bugs.launchpad.net/bugs/1210077
Title:
Screen freeze and garbled after resume from suspend
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