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synced 2024-11-13 01:36:10 -05:00
shaped-texture: Turn blending off when drawing entirely opaque regions
When drawing entirely opaque regions, we traditionally kept blending on simply because it made the code more convenient and obvious to handle. However, this can cause lots of performance issues on GPUs that aren't too powerful, as they have to readback the buffer underneath. Keep track of the opaque region set by windows (through _NET_WM_OPAQUE_REGION, Wayland opaque_region hints, standard RGB32 frame masks or similar), and draw those rectangles separately through a different path with blending turned off. https://bugzilla.gnome.org/show_bug.cgi?id=707019
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@ -94,6 +94,7 @@ struct _MetaShapedTexturePrivate
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cairo_region_t *clip_region;
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cairo_region_t *input_shape_region;
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cairo_region_t *opaque_region;
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guint tex_width, tex_height;
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@ -172,6 +173,55 @@ get_masked_pipeline (CoglContext *ctx)
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return cogl_pipeline_copy (template);
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}
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static CoglPipeline *
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get_unblended_pipeline (CoglContext *ctx)
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{
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static CoglPipeline *template = NULL;
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if (G_UNLIKELY (template == NULL))
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{
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CoglColor color;
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template = cogl_pipeline_new (ctx);
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cogl_color_init_from_4ub (&color, 255, 255, 255, 255);
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cogl_pipeline_set_blend (template,
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"RGBA = ADD (SRC_COLOR, 0)",
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NULL);
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cogl_pipeline_set_color (template, &color);
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}
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return cogl_pipeline_copy (template);
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}
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static void
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paint_clipped_rectangle (CoglFramebuffer *fb,
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CoglPipeline *pipeline,
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cairo_rectangle_int_t *rect,
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ClutterActorBox *alloc)
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{
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float coords[8];
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float x1, y1, x2, y2;
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x1 = rect->x;
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y1 = rect->y;
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x2 = rect->x + rect->width;
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y2 = rect->y + rect->height;
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coords[0] = rect->x / (alloc->x2 - alloc->x1);
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coords[1] = rect->y / (alloc->y2 - alloc->y1);
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coords[2] = (rect->x + rect->width) / (alloc->x2 - alloc->x1);
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coords[3] = (rect->y + rect->height) / (alloc->y2 - alloc->y1);
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coords[4] = coords[0];
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coords[5] = coords[1];
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coords[6] = coords[2];
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coords[7] = coords[3];
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cogl_framebuffer_draw_multitextured_rectangle (fb, pipeline,
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x1, y1, x2, y2,
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&coords[0], 8);
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}
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static void
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set_cogl_texture (MetaShapedTexture *stex,
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CoglTexture *cogl_tex)
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@ -222,11 +272,13 @@ meta_shaped_texture_paint (ClutterActor *actor)
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MetaShapedTexture *stex = (MetaShapedTexture *) actor;
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MetaShapedTexturePrivate *priv = stex->priv;
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guint tex_width, tex_height;
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guchar opacity;
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CoglContext *ctx;
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CoglFramebuffer *fb;
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CoglPipeline *pipeline = NULL;
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CoglTexture *paint_tex;
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ClutterActorBox alloc;
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cairo_region_t *blended_region = NULL;
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if (priv->clip_region && cairo_region_is_empty (priv->clip_region))
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return;
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@ -266,6 +318,64 @@ meta_shaped_texture_paint (ClutterActor *actor)
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ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ());
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fb = cogl_get_draw_framebuffer ();
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opacity = clutter_actor_get_paint_opacity (actor);
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clutter_actor_get_allocation_box (actor, &alloc);
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if (priv->opaque_region != NULL && opacity == 255)
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{
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CoglPipeline *opaque_pipeline;
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cairo_region_t *region;
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int n_rects;
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int i;
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if (priv->clip_region != NULL)
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{
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region = cairo_region_copy (priv->clip_region);
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cairo_region_intersect (region, priv->opaque_region);
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}
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else
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{
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region = cairo_region_reference (priv->opaque_region);
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}
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if (cairo_region_is_empty (region))
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goto paint_blended;
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opaque_pipeline = get_unblended_pipeline (ctx);
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cogl_pipeline_set_layer_texture (opaque_pipeline, 0, paint_tex);
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n_rects = cairo_region_num_rectangles (region);
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for (i = 0; i < n_rects; i++)
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{
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cairo_rectangle_int_t rect;
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cairo_region_get_rectangle (region, i, &rect);
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paint_clipped_rectangle (fb, opaque_pipeline, &rect, &alloc);
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}
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cogl_object_unref (opaque_pipeline);
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if (priv->clip_region != NULL)
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{
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blended_region = cairo_region_copy (priv->clip_region);
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}
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else
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{
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cairo_rectangle_int_t rect = { 0, 0, tex_width, tex_height };
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blended_region = cairo_region_create_rectangle (&rect);
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}
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cairo_region_subtract (blended_region, priv->opaque_region);
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paint_blended:
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cairo_region_destroy (region);
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}
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if (blended_region == NULL && priv->clip_region != NULL)
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blended_region = cairo_region_reference (priv->clip_region);
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if (blended_region != NULL && cairo_region_is_empty (blended_region))
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goto out;
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if (priv->mask_texture == NULL)
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{
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pipeline = get_unmasked_pipeline (ctx);
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@ -280,18 +390,13 @@ meta_shaped_texture_paint (ClutterActor *actor)
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{
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CoglColor color;
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guchar opacity = clutter_actor_get_paint_opacity (actor);
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cogl_color_init_from_4ub (&color, opacity, opacity, opacity, opacity);
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cogl_pipeline_set_color (pipeline, &color);
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}
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clutter_actor_get_allocation_box (actor, &alloc);
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if (priv->clip_region)
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if (blended_region != NULL)
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{
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int n_rects;
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int i;
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cairo_rectangle_int_t tex_rect = { 0, 0, tex_width, tex_height };
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/* Limit to how many separate rectangles we'll draw; beyond this just
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* fall back and draw the whole thing */
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@ -300,8 +405,8 @@ meta_shaped_texture_paint (ClutterActor *actor)
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n_rects = cairo_region_num_rectangles (priv->clip_region);
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if (n_rects <= MAX_RECTS)
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{
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float coords[8];
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float x1, y1, x2, y2;
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int i;
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cairo_rectangle_int_t tex_rect = { 0, 0, tex_width, tex_height };
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for (i = 0; i < n_rects; i++)
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{
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@ -312,24 +417,7 @@ meta_shaped_texture_paint (ClutterActor *actor)
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if (!gdk_rectangle_intersect (&tex_rect, &rect, &rect))
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continue;
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x1 = rect.x;
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y1 = rect.y;
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x2 = rect.x + rect.width;
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y2 = rect.y + rect.height;
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coords[0] = rect.x / (alloc.x2 - alloc.x1);
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coords[1] = rect.y / (alloc.y2 - alloc.y1);
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coords[2] = (rect.x + rect.width) / (alloc.x2 - alloc.x1);
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coords[3] = (rect.y + rect.height) / (alloc.y2 - alloc.y1);
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coords[4] = coords[0];
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coords[5] = coords[1];
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coords[6] = coords[2];
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coords[7] = coords[3];
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cogl_framebuffer_draw_multitextured_rectangle (fb, pipeline,
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x1, y1, x2, y2,
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&coords[0], 8);
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paint_clipped_rectangle (fb, pipeline, &rect, &alloc);
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}
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goto out;
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@ -344,6 +432,8 @@ meta_shaped_texture_paint (ClutterActor *actor)
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out:
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if (pipeline != NULL)
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cogl_object_unref (pipeline);
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if (blended_region != NULL)
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cairo_region_destroy (blended_region);
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}
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static void
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@ -844,6 +934,36 @@ meta_shaped_texture_set_clip_region (MetaShapedTexture *stex,
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priv->clip_region = NULL;
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}
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/**
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* meta_shaped_texture_set_opaque_region:
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* @stex: a #MetaShapedTexture
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* @opaque_region: (transfer full): the region of the texture that
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* can have blending turned off.
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*
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* As most windows have a large portion that does not require blending,
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* we can easily turn off blending if we know the areas that do not
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* require blending. This sets the region where we will not blend for
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* optimization purposes.
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*/
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void
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meta_shaped_texture_set_opaque_region (MetaShapedTexture *stex,
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cairo_region_t *opaque_region)
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{
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MetaShapedTexturePrivate *priv;
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g_return_if_fail (META_IS_SHAPED_TEXTURE (stex));
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priv = stex->priv;
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if (priv->opaque_region)
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cairo_region_destroy (priv->opaque_region);
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if (opaque_region)
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priv->opaque_region = cairo_region_reference (opaque_region);
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else
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priv->opaque_region = NULL;
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}
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/**
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* meta_shaped_texture_get_image:
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* @stex: A #MetaShapedTexture
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@ -2286,6 +2286,9 @@ meta_window_actor_update_opaque_region (MetaWindowActor *self)
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priv->opaque_region = NULL;
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else
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priv->opaque_region = cairo_region_reference (priv->shape_region);
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meta_shaped_texture_set_opaque_region (META_SHAPED_TEXTURE (priv->actor),
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priv->opaque_region);
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}
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static void
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@ -84,6 +84,9 @@ void meta_shaped_texture_set_input_shape_region (MetaShapedTexture *stex,
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void meta_shaped_texture_set_clip_region (MetaShapedTexture *stex,
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cairo_region_t *clip_region);
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void meta_shaped_texture_set_opaque_region (MetaShapedTexture *stex,
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cairo_region_t *opaque_region);
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cairo_surface_t * meta_shaped_texture_get_image (MetaShapedTexture *stex,
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cairo_rectangle_int_t *clip);
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