Re: [PATCH wayland v2] protocol: Add wl_surface.damage_buffer

2015-11-20 Thread Derek Foreman
On 20/11/15 06:22 AM, Pekka Paalanen wrote: > On Fri, 20 Nov 2015 16:01:48 +0800 > Jonas Ådahl wrote: > >> On Wed, Nov 18, 2015 at 04:17:58PM -0600, Derek Foreman wrote: >>> wl_surface.damage uses surface local co-ordinates. >>> >>> Buffer scale and buffer transforms came along, and EGL surfaces

Re: [PATCH wayland v2] protocol: Add wl_surface.damage_buffer

2015-11-20 Thread Pekka Paalanen
On Fri, 20 Nov 2015 16:01:48 +0800 Jonas Ådahl wrote: > On Wed, Nov 18, 2015 at 04:17:58PM -0600, Derek Foreman wrote: > > wl_surface.damage uses surface local co-ordinates. > > > > Buffer scale and buffer transforms came along, and EGL surfaces > > have no understanding of them. > > > > Theore

Re: [PATCH wayland v2] protocol: Add wl_surface.damage_buffer

2015-11-20 Thread Jonas Ådahl
On Wed, Nov 18, 2015 at 04:17:58PM -0600, Derek Foreman wrote: > wl_surface.damage uses surface local co-ordinates. > > Buffer scale and buffer transforms came along, and EGL surfaces > have no understanding of them. > > Theoretically, clients pass damage rectangles - in Y-inverted surface > co-o

Re: [PATCH wayland v2] protocol: Add wl_surface.damage_buffer

2015-11-19 Thread Derek Foreman
On 18/11/15 09:37 PM, Christopher Michael wrote: > I am certainly not against these changes .. +1 for the effort ;) > > However, I would like to know (and possible others would also), what > does this mean for toolkits ?? Aside from bumping compositor and surface > versions, what sort of changes (

Re: [PATCH wayland v2] protocol: Add wl_surface.damage_buffer

2015-11-18 Thread Christopher Michael
I am certainly not against these changes .. +1 for the effort ;) However, I would like to know (and possible others would also), what does this mean for toolkits ?? Aside from bumping compositor and surface versions, what sort of changes (short version please) should we look at implementing to

[PATCH wayland v2] protocol: Add wl_surface.damage_buffer

2015-11-18 Thread Derek Foreman
wl_surface.damage uses surface local co-ordinates. Buffer scale and buffer transforms came along, and EGL surfaces have no understanding of them. Theoretically, clients pass damage rectangles - in Y-inverted surface co-ordinates) to EGLSwapBuffersWithDamage, and the EGL implementation passed them