We can use this in the output drivers to figure out if we can use
sprites for example.

diff --git a/src/compositor.c b/src/compositor.c
index 7afec94..87f4fee 100644
--- a/src/compositor.c
+++ b/src/compositor.c
@@ -201,6 +201,7 @@ weston_surface_create(struct weston_compositor *compositor,
        surface->width = width;
        surface->height = height;
        surface->alpha = 255;
+       surface->overlaps = 0;
 
        surface->fullscreen_output = NULL;
        surface->buffer = NULL;
@@ -723,7 +724,8 @@ weston_output_repaint(struct weston_output *output)
 {
        struct weston_compositor *ec = output->compositor;
        struct weston_surface *es;
-       pixman_region32_t opaque, new_damage, total_damage, repaint;
+       pixman_region32_t opaque, new_damage, total_damage, repaint, overlap,
+               surf_intersect, surf_region;
 
        output->prepare_render(output);
 
@@ -757,12 +759,34 @@ weston_output_repaint(struct weston_output *output)
 
        es = container_of(ec->surface_list.next, struct weston_surface, link);
 
+       pixman_region32_init(&overlap);
+
+       wl_list_for_each(es, &ec->surface_list, link) {
+               pixman_region32_init(&surf_intersect);
+               pixman_region32_init_rect(&surf_region, es->x, es->y,
+                                         es->width, es->height);
+               /* Set 'obscured' flags on each surface */
+               pixman_region32_intersect(&surf_intersect, &overlap,
+                                         &surf_region);
+               if (pixman_region32_not_empty(&surf_intersect))
+                       es->overlaps = 1;
+               else
+                       es->overlaps = 0;
+               /* Sum the regions into the overlap area */
+               pixman_region32_union(&overlap, &overlap, &surf_region);
+               pixman_region32_fini(&surf_intersect);
+               pixman_region32_fini(&surf_region);
+       }
+
        wl_list_for_each(es, &ec->surface_list, link) {
+               /* Sum the damage for the screen by walking each surf damage */
                pixman_region32_copy(&es->damage, &total_damage);
                pixman_region32_subtract(&total_damage, &total_damage,
                                         &es->opaque);
        }
 
+       pixman_region32_fini(&overlap);
+
        if (output->assign_planes)
                /* This will queue flips for the fbs and sprites where
                 * applicable and clear the damage for those surfaces.
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