renderer-egl: Don't clear before drawing

That interferes with damage tracking
pull/12/head
Andri Yngvason 2022-07-02 10:37:03 +00:00
parent 505b03a47e
commit 29b33672ea
1 changed files with 0 additions and 6 deletions

View File

@ -451,9 +451,6 @@ void render_image_egl(struct buffer* dst, const struct image* src,
glBindFramebuffer(GL_FRAMEBUFFER, fbo.fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo.fbo);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
bool is_new_texture = !texture; bool is_new_texture = !texture;
if (!texture) if (!texture)
@ -511,9 +508,6 @@ void render_av_frames_egl(struct buffer* dst, struct vnc_av_frame** src,
glBindFramebuffer(GL_FRAMEBUFFER, fbo.fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo.fbo);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
struct pixman_box16* ext = pixman_region_extents(&dst->damage); struct pixman_box16* ext = pixman_region_extents(&dst->damage);
glScissor(ext->x1, ext->y1, ext->x2 - ext->x1, ext->y2 - ext->y1); glScissor(ext->x1, ext->y1, ext->x2 - ext->x1, ext->y2 - ext->y1);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);