diff --git a/src/compositor/meta-window-actor-x11.c b/src/compositor/meta-window-actor-x11.c index 70a16d0eb..870ed6898 100644 --- a/src/compositor/meta-window-actor-x11.c +++ b/src/compositor/meta-window-actor-x11.c @@ -483,10 +483,12 @@ meta_window_actor_x11_queue_frame_drawn (MetaWindowActor *actor, * damage or any unobscured, or while we had the window frozen * (e.g. during an interactive resize.) We need to make sure that the * before_paint/after_paint functions get called, enabling us to - * send a _NET_WM_FRAME_DRAWN. We do a 1-pixel redraw to get - * consistent timing with non-empty frames. If the window - * is completely obscured, or completely off screen we fire off the - * send_frame_messages timeout. + * send a _NET_WM_FRAME_DRAWN. We need to do full damage to ensure that + * the window is actually repainted, otherwise any subregion we would pass + * might end up being either outside of any stage view, or be occluded by + * something else, which could potentially result in no frame being drawn + * after all. If the window is completely obscured, or completely off + * screen we fire off the send_frame_messages timeout. */ if (is_obscured || !clutter_actor_peek_stage_views (CLUTTER_ACTOR (actor))) @@ -495,8 +497,7 @@ meta_window_actor_x11_queue_frame_drawn (MetaWindowActor *actor, } else if (surface) { - const cairo_rectangle_int_t clip = { 0, 0, 1, 1 }; - clutter_actor_queue_redraw_with_clip (CLUTTER_ACTOR (surface), &clip); + clutter_actor_queue_redraw (CLUTTER_ACTOR (surface)); actor_x11->repaint_scheduled = TRUE; } }