<table><tr><td style="">zzag added a comment.
</td><a style="text-decoration: none; padding: 4px 8px; margin: 0 8px 8px; float: right; color: #464C5C; font-weight: bold; border-radius: 3px; background-color: #F7F7F9; background-image: linear-gradient(to bottom,#fff,#f1f0f1); display: inline-block; border: 1px solid rgba(71,87,120,.2);" href="https://phabricator.kde.org/D27788">View Revision</a></tr></table><br /><div><div><blockquote style="border-left: 3px solid #a7b5bf; color: #464c5c; font-style: italic; margin: 4px 0 12px 0; padding: 4px 12px; background-color: #f8f9fc;"><p>Report the eglSetDamageRegionKHR() at presentOutput so we have information from all effects.</p></blockquote>
<p>Hmm, the spec says that we should call it before issuing draw commands, i.e. before calling Scene::paintScreen():</p>
<blockquote style="border-left: 3px solid #a7b5bf; color: #464c5c; font-style: italic; margin: 4px 0 12px 0; padding: 4px 12px; background-color: #f8f9fc;"><p>After posting the back buffer, the damage region is set to the full dimensions of the surface. The damage region can only be changed by the application before any client API commands that draw to the surface have been made. After this, the damage region is frozen until the back buffer is posted again.</p></blockquote></div></div><br /><div><strong>REPOSITORY</strong><div><div>R108 KWin</div></div></div><br /><div><strong>REVISION DETAIL</strong><div><a href="https://phabricator.kde.org/D27788">https://phabricator.kde.org/D27788</a></div></div><br /><div><strong>To: </strong>apol, KWin, Plasma: Mobile<br /><strong>Cc: </strong>mwolff, zzag, davidedmundson, kwin, Orage, cacarry, LeGast00n, The-Feren-OS-Dev, cblack, jraleigh, zachus, fbampaloukas, GB_2, mkulinski, ragreen, jackyalcine, iodelay, crozbo, bwowk, ZrenBot, ngraham, alexeymin, himcesjf, lesliezhai, ali-mohamed, hardening, romangg, jensreuterberg, abetts, sebas, apol, ahiemstra, mart<br /></div>