compositor-view/native: Check that the actor covers the the view
If we have a window that match the size (i.e. will pass the "fits framebuffer" low level check), that doesn't mean it matches the position. For example, if we have two monitors 2K monitors, with two 2K sized windows, one on monitor A, and one on monitor both monitor A and B, overlapping both, if the latter window is above the former, it'll end up bing scanned out on both if it ends up fitting all the other requirements. Fix this by checking that the paint box matches the stage view layout, as that makes sure the actor we're painting isn't just partially on the right view. Closes: https://gitlab.gnome.org/GNOME/mutter/-/issues/2387 Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/2624>
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@ -38,6 +38,11 @@
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#include "clutter-stage-view-private.h"
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#include "clutter-stage-view-private.h"
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#include "clutter.h"
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#include "clutter.h"
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/* An epsilon larger than FLT_EPSILON that is useful when comparing coordinates
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* while ignoring floating point precision loss that might happen during
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* various matrix calculations. */
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#define CLUTTER_COORDINATE_EPSILON (1.0 / 256.0)
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typedef struct _ClutterMainContext ClutterContext;
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typedef struct _ClutterMainContext ClutterContext;
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typedef ClutterBackend * (* ClutterBackendConstructor) (gpointer user_data);
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typedef ClutterBackend * (* ClutterBackendConstructor) (gpointer user_data);
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@ -83,6 +83,8 @@ find_scanout_candidate (MetaCompositorView *compositor_view,
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CoglFramebuffer *framebuffer;
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CoglFramebuffer *framebuffer;
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MetaWindowActor *window_actor;
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MetaWindowActor *window_actor;
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MetaWindow *window;
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MetaWindow *window;
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MetaRectangle view_rect;
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ClutterActorBox actor_box;
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MetaSurfaceActor *surface_actor;
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MetaSurfaceActor *surface_actor;
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MetaSurfaceActorWayland *surface_actor_wayland;
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MetaSurfaceActorWayland *surface_actor_wayland;
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MetaWaylandSurface *surface;
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MetaWaylandSurface *surface;
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@ -126,6 +128,21 @@ find_scanout_candidate (MetaCompositorView *compositor_view,
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if (meta_surface_actor_is_obscured (surface_actor))
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if (meta_surface_actor_is_obscured (surface_actor))
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return FALSE;
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return FALSE;
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if (!clutter_actor_get_paint_box (CLUTTER_ACTOR (surface_actor),
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&actor_box))
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return FALSE;
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clutter_stage_view_get_layout (stage_view, &view_rect);
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if (!G_APPROX_VALUE (actor_box.x1, view_rect.x,
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CLUTTER_COORDINATE_EPSILON) ||
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!G_APPROX_VALUE (actor_box.y1, view_rect.y,
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CLUTTER_COORDINATE_EPSILON) ||
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!G_APPROX_VALUE (actor_box.x2, view_rect.x + view_rect.width,
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CLUTTER_COORDINATE_EPSILON) ||
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!G_APPROX_VALUE (actor_box.y2, view_rect.y + view_rect.height,
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CLUTTER_COORDINATE_EPSILON))
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return FALSE;
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surface_actor_wayland = META_SURFACE_ACTOR_WAYLAND (surface_actor);
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surface_actor_wayland = META_SURFACE_ACTOR_WAYLAND (surface_actor);
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surface = meta_surface_actor_wayland_get_surface (surface_actor_wayland);
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surface = meta_surface_actor_wayland_get_surface (surface_actor_wayland);
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if (!surface)
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if (!surface)
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