From 14841475b513cf6895a066c25533520a4b937c55 Mon Sep 17 00:00:00 2001 From: Adel Gadllah Date: Fri, 21 Feb 2014 20:39:25 +0100 Subject: [PATCH] meta-window-actor: Fix paint_volume We cannot intersect the the complete volume with the unobscured bounds because it does not include the shadows. So just intersect it with the windows's shape bounds and union it with the shadow bounds. This also matches what the comment in the code says: "We could compute an full clip region as we do for the window texture, but the shadow is relatively cheap to draw, and a little more complex to clip, so we just catch the case where the shadow is completely obscured and doesn't need to be drawn at all." --- src/compositor/meta-window-actor.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/compositor/meta-window-actor.c b/src/compositor/meta-window-actor.c index 8eaf66974..0817fbe89 100644 --- a/src/compositor/meta-window-actor.c +++ b/src/compositor/meta-window-actor.c @@ -614,6 +614,9 @@ meta_window_actor_get_paint_volume (ClutterActor *actor, meta_window_actor_get_shape_bounds (self, &bounds); + if (meta_surface_actor_get_unobscured_bounds (priv->surface, &unobscured_bounds)) + gdk_rectangle_intersect (&bounds, &unobscured_bounds, &bounds); + if (appears_focused ? priv->focused_shadow : priv->unfocused_shadow) { cairo_rectangle_int_t shadow_bounds; @@ -629,9 +632,6 @@ meta_window_actor_get_paint_volume (ClutterActor *actor, gdk_rectangle_union (&bounds, &shadow_bounds, &bounds); } - if (meta_surface_actor_get_unobscured_bounds (priv->surface, &unobscured_bounds)) - gdk_rectangle_intersect (&bounds, &unobscured_bounds, &bounds); - origin.x = bounds.x; origin.y = bounds.y; origin.z = 0.0f;