Add output parameter to renderer->flush_damage() and use it in the GL renderer
When flush_damage()
is called, the output to be repainted next is already known. Pass it along into the renderer, which can make use of this information:
- The GL renderer gets to stop flushing damage for surfaces that are put on a plane on this output but have to be painted into the
primary_plane
on another output. - A future Vulkan renderer could record texture upload commands into an output specific command buffer.