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compositor: Do not optimize obscured areas away in paint volumes
This optimization was presumably added before Clutter was able to
invalidate selected regions of an actor. Paint volumes are supposed
to be invariable as long as the actor conditions don't change.
Stacking of other actors shouldn't affect the paint volume, so it's
actually wrong to optimize those areas away here.
(cherry picked from commit ec8138773a
)
This commit is contained in:

committed by
Marco Trevisan (Treviño)

parent
47505dc5f6
commit
03dfcbab67
@ -632,46 +632,11 @@ effective_unobscured_region (MetaShapedTexture *self)
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return priv->unobscured_region;
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}
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static gboolean
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get_unobscured_bounds (MetaShapedTexture *self,
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cairo_rectangle_int_t *unobscured_bounds)
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{
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cairo_region_t *unobscured_region = effective_unobscured_region (self);
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if (unobscured_region)
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{
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cairo_region_get_extents (unobscured_region, unobscured_bounds);
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return TRUE;
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}
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else
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return FALSE;
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}
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static gboolean
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meta_shaped_texture_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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{
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MetaShapedTexture *self = META_SHAPED_TEXTURE (actor);
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ClutterActorBox box;
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cairo_rectangle_int_t unobscured_bounds;
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if (!clutter_actor_has_allocation (actor))
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return FALSE;
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clutter_actor_get_allocation_box (actor, &box);
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if (get_unobscured_bounds (self, &unobscured_bounds))
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{
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box.x1 = MAX (unobscured_bounds.x, box.x1);
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box.x2 = MIN (unobscured_bounds.x + unobscured_bounds.width, box.x2);
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box.y1 = MAX (unobscured_bounds.y, box.y1);
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box.y2 = MIN (unobscured_bounds.y + unobscured_bounds.height, box.y2);
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}
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box.x2 = MAX (box.x2, box.x1);
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box.y2 = MAX (box.y2, box.y1);
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clutter_paint_volume_union_box (volume, &box);
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return TRUE;
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return clutter_paint_volume_set_from_allocation (volume, actor);
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}
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void
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