surface: cache frame callback lists again
Caching frame callback lists is actually the correct behavior, because
if a surface is locked because of e.g. subsurface synchronization,
clients would expect to receive frame done events only after the
pending state is actually committed.
@@ -313,6 +313,11 @@ static void surface_state_move(struct wlr_surface_state *state,
if (next->committed & WLR_SURFACE_STATE_VIEWPORT) {
memcpy(&state->viewport, &next->viewport, sizeof(state->viewport));
}
+ if (next->committed & WLR_SURFACE_STATE_FRAME_CALLBACK_LIST) {
+ wl_list_insert_list(&state->frame_callback_list,
+ &next->frame_callback_list);
+ wl_list_init(&next->frame_callback_list);
+ }
state->committed |= next->committed;
next->committed = 0;
@@ -493,14 +498,6 @@ static void surface_commit_pending(struct wlr_surface *surface) {
surface->role->precommit(surface);
}
- // It doesn't to make sense to cache callback lists, so we always move
- // them to the current state.
- if (surface->pending.committed & WLR_SURFACE_STATE_FRAME_CALLBACK_LIST) {
- wl_list_insert_list(&surface->current.frame_callback_list,
- &surface->pending.frame_callback_list);
- wl_list_init(&surface->pending.frame_callback_list);
- }
-
if (surface->pending.cached_state_locks > 0 || !wl_list_empty(&surface->cached)) {
surface_cache_pending(surface);
} else {
