surface: don't cache frame callback lists
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456c6e2279
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@ -327,11 +327,6 @@ static void surface_state_move(struct wlr_surface_state *state,
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if (next->committed & WLR_SURFACE_STATE_BUFFER_DAMAGE) {
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if (next->committed & WLR_SURFACE_STATE_BUFFER_DAMAGE) {
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pixman_region32_clear(&next->buffer_damage);
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pixman_region32_clear(&next->buffer_damage);
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}
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}
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if (next->committed & WLR_SURFACE_STATE_FRAME_CALLBACK_LIST) {
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wl_list_insert_list(&state->frame_callback_list,
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&next->frame_callback_list);
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wl_list_init(&next->frame_callback_list);
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}
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next->committed = 0;
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next->committed = 0;
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next->cached_state_locks = 0;
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next->cached_state_locks = 0;
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@ -501,6 +496,14 @@ static void surface_commit_pending(struct wlr_surface *surface) {
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surface->role->precommit(surface);
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surface->role->precommit(surface);
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}
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}
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// It doesn't to make sense to cache callback lists, so we always move
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// them to the current state.
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if (surface->pending.committed & WLR_SURFACE_STATE_FRAME_CALLBACK_LIST) {
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wl_list_insert_list(&surface->current.frame_callback_list,
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&surface->pending.frame_callback_list);
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wl_list_init(&surface->pending.frame_callback_list);
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}
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if (surface->pending.cached_state_locks > 0 || !wl_list_empty(&surface->cached)) {
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if (surface->pending.cached_state_locks > 0 || !wl_list_empty(&surface->cached)) {
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surface_cache_pending(surface);
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surface_cache_pending(surface);
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} else {
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} else {
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