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authorAnubhav <57067794+imperishableSecret@users.noreply.github.com>2026-04-05 21:24:56 +0530
committerGitHub <noreply@github.com>2026-04-05 16:54:56 +0100
commitbf97fac9b9c7830a9374366d8a471efb48dae5fb (patch)
tree18f75c564edbfb623a2c63bb4c24e640d67a76a4 /src/render/gl/GLFramebuffer.cpp
parent8edb7c5663c9aea552074c5d9e36e6f688baf4b7 (diff)
subsurface: use geometry-aware damage and recurse into nested trees (#13933)
* subsurface: use geometry-aware damage and recurse into nested trees Replace per-surface damageSurface() calls in recheckDamageForSubsurfaces() with box-based damage that tracks each subsurface's last known global position and size. When geometry changes, both the old and new areas are damaged to correctly clear stale pixels and paint the new location. Additionally, recurse into child subsurfaces so that nested subsurface trees are properly damage-checked, with a depth limit of 32 to guard against cycles. Cached geometry is invalidated on map/unmap to avoid stale comparisons across surface lifecycle transitions. * clang-format
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