MetaSurfaceActor: move freeze accounting to MetaWindowActor
Turns out we only ever need to freeze/thaw whole windows, not surfaces or subsurfaces. This will allow removing the surface actor without losing the count.
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@ -26,8 +26,8 @@ struct _MetaSurfaceActorPrivate
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cairo_region_t *input_region;
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/* Freeze/thaw accounting */
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guint freeze_count;
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guint needs_damage_all : 1;
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guint frozen : 1;
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};
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static void cullable_iface_init (MetaCullableInterface *iface);
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@ -223,7 +223,7 @@ static gboolean
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is_frozen (MetaSurfaceActor *self)
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{
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MetaSurfaceActorPrivate *priv = self->priv;
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return (priv->freeze_count > 0);
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return priv->frozen;
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}
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void
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@ -274,31 +274,19 @@ meta_surface_actor_is_visible (MetaSurfaceActor *self)
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}
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void
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meta_surface_actor_freeze (MetaSurfaceActor *self)
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meta_surface_actor_set_frozen (MetaSurfaceActor *self,
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gboolean frozen)
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{
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MetaSurfaceActorPrivate *priv = self->priv;
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priv->freeze_count ++;
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}
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priv->frozen = frozen;
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void
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meta_surface_actor_thaw (MetaSurfaceActor *self)
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{
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MetaSurfaceActorPrivate *priv = self->priv;
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if (priv->freeze_count == 0)
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if (!frozen && priv->needs_damage_all)
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{
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g_critical ("Error in freeze/thaw accounting.");
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return;
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}
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/* Since we ignore damage events while a window is frozen for certain effects
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* we may need to issue an update_area() covering the whole pixmap if we
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* don't know what real damage has happened. */
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priv->freeze_count --;
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/* Since we ignore damage events while a window is frozen for certain effects
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* we may need to issue an update_area() covering the whole pixmap if we
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* don't know what real damage has happened. */
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if (priv->needs_damage_all)
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{
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meta_surface_actor_process_damage (self, 0, 0,
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clutter_actor_get_width (CLUTTER_ACTOR (priv->texture)),
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clutter_actor_get_height (CLUTTER_ACTOR (priv->texture)));
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@ -306,12 +294,6 @@ meta_surface_actor_thaw (MetaSurfaceActor *self)
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}
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}
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gboolean
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meta_surface_actor_is_frozen (MetaSurfaceActor *self)
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{
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return is_frozen (self);
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}
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gboolean
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meta_surface_actor_should_unredirect (MetaSurfaceActor *self)
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{
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@ -69,9 +69,8 @@ void meta_surface_actor_pre_paint (MetaSurfaceActor *actor);
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gboolean meta_surface_actor_is_argb32 (MetaSurfaceActor *actor);
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gboolean meta_surface_actor_is_visible (MetaSurfaceActor *actor);
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void meta_surface_actor_freeze (MetaSurfaceActor *actor);
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void meta_surface_actor_thaw (MetaSurfaceActor *actor);
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gboolean meta_surface_actor_is_frozen (MetaSurfaceActor *actor);
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void meta_surface_actor_set_frozen (MetaSurfaceActor *actor,
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gboolean frozen);
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gboolean meta_surface_actor_should_unredirect (MetaSurfaceActor *actor);
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void meta_surface_actor_set_unredirected (MetaSurfaceActor *actor,
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@ -84,6 +84,7 @@ struct _MetaWindowActorPrivate
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/* List of FrameData for recent frames */
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GList *frames;
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guint freeze_count;
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guint visible : 1;
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guint disposed : 1;
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@ -269,14 +270,19 @@ static gboolean
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is_frozen (MetaWindowActor *self)
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{
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MetaWindowActorPrivate *priv = self->priv;
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return meta_surface_actor_is_frozen (priv->surface);
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return priv->freeze_count > 0;
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}
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static void
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meta_window_actor_freeze (MetaWindowActor *self)
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{
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MetaWindowActorPrivate *priv = self->priv;
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meta_surface_actor_freeze (priv->surface);
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if (priv->freeze_count == 0)
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meta_surface_actor_set_frozen (priv->surface, TRUE);
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priv->freeze_count ++;
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}
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static void
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@ -284,11 +290,15 @@ meta_window_actor_thaw (MetaWindowActor *self)
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{
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MetaWindowActorPrivate *priv = self->priv;
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meta_surface_actor_thaw (priv->surface);
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if (priv->freeze_count <= 0)
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g_error ("Error in freeze/thaw accounting");
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if (is_frozen (self))
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priv->freeze_count--;
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if (priv->freeze_count > 0)
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return;
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meta_surface_actor_set_frozen (priv->surface, FALSE);
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/* We sometimes ignore moves and resizes on frozen windows */
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meta_window_actor_sync_actor_geometry (self, FALSE);
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@ -326,8 +336,7 @@ set_surface (MetaWindowActor *self,
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/* If the previous surface actor was frozen, start out
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* frozen as well... */
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if (priv->updates_frozen)
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meta_surface_actor_freeze (priv->surface);
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meta_surface_actor_set_frozen (priv->surface, priv->freeze_count > 0);
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meta_window_actor_update_shape (self);
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}
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