window-group: Decompose culling operations into two methods
This also fixes a bug in the translation of clip_region. We will add an interface for this soon, so we can recursively cull like this... https://bugzilla.gnome.org/show_bug.cgi?id=714706
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@ -87,82 +87,13 @@ painting_untransformed (MetaWindowGroup *window_group,
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}
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}
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static void
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static void
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meta_window_group_paint (ClutterActor *actor)
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meta_window_group_cull_out (MetaWindowGroup *group,
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cairo_region_t *unobscured_region,
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cairo_region_t *clip_region)
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{
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{
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cairo_region_t *clip_region;
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ClutterActor *actor = CLUTTER_ACTOR (group);
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cairo_region_t *unobscured_region;
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ClutterActorIter iter;
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ClutterActor *child;
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ClutterActor *child;
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cairo_rectangle_int_t visible_rect, clip_rect;
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ClutterActorIter iter;
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int paint_x_origin, paint_y_origin;
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int actor_x_origin, actor_y_origin;
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int paint_x_offset, paint_y_offset;
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MetaWindowGroup *window_group = META_WINDOW_GROUP (actor);
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MetaCompScreen *info = meta_screen_get_compositor_data (window_group->screen);
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ClutterActor *stage = clutter_actor_get_stage (actor);
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/* Start off by treating all windows as completely unobscured, so damage anywhere
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* in a window queues redraws, but confine it more below. */
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clutter_actor_iter_init (&iter, actor);
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while (clutter_actor_iter_next (&iter, &child))
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{
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if (META_IS_WINDOW_ACTOR (child))
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{
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MetaWindowActor *window_actor = META_WINDOW_ACTOR (child);
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meta_window_actor_set_unobscured_region (window_actor, NULL);
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}
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}
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/* Normally we expect an actor to be drawn at it's position on the screen.
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* However, if we're inside the paint of a ClutterClone, that won't be the
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* case and we need to compensate. We look at the position of the window
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* group under the current model-view matrix and the position of the actor.
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* If they are both simply integer translations, then we can compensate
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* easily, otherwise we give up.
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*
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* Possible cleanup: work entirely in paint space - we can compute the
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* combination of the model-view matrix with the local matrix for each child
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* actor and get a total transformation for that actor for how we are
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* painting currently, and never worry about how actors are positioned
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* on the stage.
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*/
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if (!painting_untransformed (window_group, &paint_x_origin, &paint_y_origin) ||
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!meta_actor_is_untransformed (actor, &actor_x_origin, &actor_y_origin))
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{
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CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor);
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return;
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}
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paint_x_offset = paint_x_origin - actor_x_origin;
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paint_y_offset = paint_y_origin - actor_y_origin;
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visible_rect.x = visible_rect.y = 0;
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visible_rect.width = clutter_actor_get_width (CLUTTER_ACTOR (stage));
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visible_rect.height = clutter_actor_get_height (CLUTTER_ACTOR (stage));
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unobscured_region = cairo_region_create_rectangle (&visible_rect);
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/* Get the clipped redraw bounds from Clutter so that we can avoid
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* painting shadows on windows that don't need to be painted in this
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* frame. In the case of a multihead setup with mismatched monitor
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* sizes, we could intersect this with an accurate union of the
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* monitors to avoid painting shadows that are visible only in the
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* holes. */
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clutter_stage_get_redraw_clip_bounds (CLUTTER_STAGE (stage),
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&clip_rect);
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clip_region = cairo_region_create_rectangle (&clip_rect);
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if (info->unredirected_window != NULL)
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{
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cairo_rectangle_int_t unredirected_rect;
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MetaWindow *window = meta_window_actor_get_meta_window (info->unredirected_window);
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meta_window_get_frame_rect (window, (MetaRectangle *)&unredirected_rect);
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cairo_region_subtract_rectangle (unobscured_region, &unredirected_rect);
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cairo_region_subtract_rectangle (clip_region, &unredirected_rect);
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}
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/* We walk the list from top to bottom (opposite of painting order),
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/* We walk the list from top to bottom (opposite of painting order),
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* and subtract the opaque area of each window out of the visible
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* and subtract the opaque area of each window out of the visible
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@ -171,6 +102,8 @@ meta_window_group_paint (ClutterActor *actor)
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clutter_actor_iter_init (&iter, actor);
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clutter_actor_iter_init (&iter, actor);
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while (clutter_actor_iter_prev (&iter, &child))
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while (clutter_actor_iter_prev (&iter, &child))
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{
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{
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MetaCompScreen *info = meta_screen_get_compositor_data (group->screen);
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if (!CLUTTER_ACTOR_IS_VISIBLE (child))
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if (!CLUTTER_ACTOR_IS_VISIBLE (child))
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continue;
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continue;
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@ -205,10 +138,6 @@ meta_window_group_paint (ClutterActor *actor)
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if (!meta_actor_is_untransformed (CLUTTER_ACTOR (window_actor), &x, &y))
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if (!meta_actor_is_untransformed (CLUTTER_ACTOR (window_actor), &x, &y))
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continue;
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continue;
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x += paint_x_offset;
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y += paint_y_offset;
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/* Temporarily move to the coordinate system of the actor */
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/* Temporarily move to the coordinate system of the actor */
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cairo_region_translate (unobscured_region, - x, - y);
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cairo_region_translate (unobscured_region, - x, - y);
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cairo_region_translate (clip_region, - x, - y);
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cairo_region_translate (clip_region, - x, - y);
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@ -239,9 +168,6 @@ meta_window_group_paint (ClutterActor *actor)
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if (!meta_actor_is_untransformed (child, &x, &y))
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if (!meta_actor_is_untransformed (child, &x, &y))
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continue;
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continue;
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x += paint_x_offset;
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y += paint_y_offset;
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cairo_region_translate (clip_region, - x, - y);
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cairo_region_translate (clip_region, - x, - y);
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if (META_IS_BACKGROUND_GROUP (child))
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if (META_IS_BACKGROUND_GROUP (child))
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@ -252,11 +178,14 @@ meta_window_group_paint (ClutterActor *actor)
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cairo_region_translate (clip_region, x, y);
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cairo_region_translate (clip_region, x, y);
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}
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}
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}
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}
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}
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cairo_region_destroy (unobscured_region);
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static void
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cairo_region_destroy (clip_region);
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meta_window_group_reset_culling (MetaWindowGroup *group)
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{
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CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor);
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ClutterActor *actor = CLUTTER_ACTOR (group);
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ClutterActor *child;
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ClutterActorIter iter;
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/* Now that we are done painting, unset the visible regions (they will
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/* Now that we are done painting, unset the visible regions (they will
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* mess up painting clones of our actors)
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* mess up painting clones of our actors)
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@ -277,6 +206,95 @@ meta_window_group_paint (ClutterActor *actor)
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}
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}
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}
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}
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static void
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meta_window_group_paint (ClutterActor *actor)
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{
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cairo_region_t *clip_region;
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cairo_region_t *unobscured_region;
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ClutterActorIter iter;
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ClutterActor *child;
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cairo_rectangle_int_t visible_rect, clip_rect;
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int paint_x_offset, paint_y_offset;
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int paint_x_origin, paint_y_origin;
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int actor_x_origin, actor_y_origin;
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MetaWindowGroup *window_group = META_WINDOW_GROUP (actor);
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ClutterActor *stage = clutter_actor_get_stage (actor);
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MetaCompScreen *info = meta_screen_get_compositor_data (window_group->screen);
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/* Start off by treating all windows as completely unobscured, so damage anywhere
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* in a window queues redraws, but confine it more below. */
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clutter_actor_iter_init (&iter, actor);
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while (clutter_actor_iter_next (&iter, &child))
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{
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if (META_IS_WINDOW_ACTOR (child))
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{
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MetaWindowActor *window_actor = META_WINDOW_ACTOR (child);
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meta_window_actor_set_unobscured_region (window_actor, NULL);
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}
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}
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/* Normally we expect an actor to be drawn at it's position on the screen.
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* However, if we're inside the paint of a ClutterClone, that won't be the
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* case and we need to compensate. We look at the position of the window
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* group under the current model-view matrix and the position of the actor.
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* If they are both simply integer translations, then we can compensate
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* easily, otherwise we give up.
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*
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* Possible cleanup: work entirely in paint space - we can compute the
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* combination of the model-view matrix with the local matrix for each child
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* actor and get a total transformation for that actor for how we are
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* painting currently, and never worry about how actors are positioned
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* on the stage.
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*/
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if (!painting_untransformed (window_group, &paint_x_origin, &paint_y_origin) ||
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!meta_actor_is_untransformed (actor, &actor_x_origin, &actor_y_origin))
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{
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CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor);
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return;
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}
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visible_rect.x = visible_rect.y = 0;
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visible_rect.width = clutter_actor_get_width (CLUTTER_ACTOR (stage));
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visible_rect.height = clutter_actor_get_height (CLUTTER_ACTOR (stage));
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unobscured_region = cairo_region_create_rectangle (&visible_rect);
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/* Get the clipped redraw bounds from Clutter so that we can avoid
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* painting shadows on windows that don't need to be painted in this
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* frame. In the case of a multihead setup with mismatched monitor
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* sizes, we could intersect this with an accurate union of the
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* monitors to avoid painting shadows that are visible only in the
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* holes. */
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clutter_stage_get_redraw_clip_bounds (CLUTTER_STAGE (stage),
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&clip_rect);
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clip_region = cairo_region_create_rectangle (&clip_rect);
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paint_x_offset = paint_x_origin - actor_x_origin;
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paint_y_offset = paint_y_origin - actor_y_origin;
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cairo_region_translate (clip_region, -paint_x_offset, -paint_y_offset);
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if (info->unredirected_window != NULL)
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{
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cairo_rectangle_int_t unredirected_rect;
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MetaWindow *window = meta_window_actor_get_meta_window (info->unredirected_window);
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meta_window_get_frame_rect (window, (MetaRectangle *)&unredirected_rect);
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cairo_region_subtract_rectangle (unobscured_region, &unredirected_rect);
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cairo_region_subtract_rectangle (clip_region, &unredirected_rect);
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}
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meta_window_group_cull_out (window_group, unobscured_region, clip_region);
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cairo_region_destroy (unobscured_region);
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cairo_region_destroy (clip_region);
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CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor);
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meta_window_group_reset_culling (window_group);
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}
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static gboolean
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static gboolean
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meta_window_group_get_paint_volume (ClutterActor *actor,
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meta_window_group_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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ClutterPaintVolume *volume)
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