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clutter/actor: Add CLUTTER_OFFSCREEN_REDIRECT_ON_IDLE
Which offscreens actor rendering only in cases where it hasn't changed for 2 frames or more. This avoids the performance penalty of offscreening an actor whose content is trying to animate at full frame rate. It will switch automatically. https://gitlab.gnome.org/GNOME/mutter/merge_requests/1069
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@ -3743,7 +3743,13 @@ needs_flatten_effect (ClutterActor *self)
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CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
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CLUTTER_DEBUG_DISABLE_OFFSCREEN_REDIRECT))
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return FALSE;
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return FALSE;
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if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS)
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/* We need to enable the effect immediately even in ON_IDLE because that can
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* only be implemented efficiently within the effect itself.
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* If it was implemented here using just priv->is_dirty then we would lose
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* the ability to animate opacity without repaints.
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*/
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if ((priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ALWAYS) ||
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(priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ON_IDLE))
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return TRUE;
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return TRUE;
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else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
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else if (priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY)
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{
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{
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@ -4201,6 +4207,11 @@ clutter_actor_continue_paint (ClutterActor *self,
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run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
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run_flags |= CLUTTER_EFFECT_PAINT_ACTOR_DIRTY;
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}
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}
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if (priv->current_effect == priv->flatten_effect &&
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priv->offscreen_redirect & CLUTTER_OFFSCREEN_REDIRECT_ON_IDLE &&
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run_flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY)
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run_flags |= CLUTTER_EFFECT_PAINT_BYPASS_EFFECT;
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_clutter_effect_paint (priv->current_effect, paint_context, run_flags);
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_clutter_effect_paint (priv->current_effect, paint_context, run_flags);
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priv->current_effect = old_current_effect;
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priv->current_effect = old_current_effect;
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@ -538,6 +538,10 @@ typedef enum /*< prefix=CLUTTER_ACTOR >*/
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* virtual returns %TRUE.
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* virtual returns %TRUE.
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* @CLUTTER_OFFSCREEN_REDIRECT_ALWAYS: Always redirect the actor to an
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* @CLUTTER_OFFSCREEN_REDIRECT_ALWAYS: Always redirect the actor to an
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* offscreen buffer even if it is fully opaque.
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* offscreen buffer even if it is fully opaque.
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* @CLUTTER_OFFSCREEN_REDIRECT_ON_IDLE: Only redirect the actor if it is the
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* most efficient thing to do based on its recent repaint behaviour. That
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* means when its contents are changing less frequently than it's being used
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* on stage.
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*
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*
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* Possible flags to pass to clutter_actor_set_offscreen_redirect().
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* Possible flags to pass to clutter_actor_set_offscreen_redirect().
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*
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*
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@ -546,7 +550,8 @@ typedef enum /*< prefix=CLUTTER_ACTOR >*/
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typedef enum /*< prefix=CLUTTER_OFFSCREEN_REDIRECT >*/
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typedef enum /*< prefix=CLUTTER_OFFSCREEN_REDIRECT >*/
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{
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{
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CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY = 1 << 0,
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CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY = 1 << 0,
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CLUTTER_OFFSCREEN_REDIRECT_ALWAYS = 1<<1
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CLUTTER_OFFSCREEN_REDIRECT_ALWAYS = 1 << 1,
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CLUTTER_OFFSCREEN_REDIRECT_ON_IDLE = 1 << 2
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} ClutterOffscreenRedirect;
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} ClutterOffscreenRedirect;
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/**
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/**
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@ -673,12 +678,15 @@ typedef enum /*< prefix=CLUTTER_BIND >*/
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* has queued a redraw before this paint. This implies that the effect
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* has queued a redraw before this paint. This implies that the effect
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* should call clutter_actor_continue_paint() to chain to the next
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* should call clutter_actor_continue_paint() to chain to the next
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* effect and can not cache any results from a previous paint.
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* effect and can not cache any results from a previous paint.
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* @CLUTTER_EFFECT_PAINT_BYPASS_EFFECT: The effect should not be used
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* on this frame, but it will be asked to paint the actor still.
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*
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*
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* Flags passed to the ‘paint’ or ‘pick’ method of #ClutterEffect.
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* Flags passed to the ‘paint’ or ‘pick’ method of #ClutterEffect.
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*/
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*/
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typedef enum /*< prefix=CLUTTER_EFFECT_PAINT >*/
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typedef enum /*< prefix=CLUTTER_EFFECT_PAINT >*/
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{
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{
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CLUTTER_EFFECT_PAINT_ACTOR_DIRTY = (1 << 0)
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CLUTTER_EFFECT_PAINT_ACTOR_DIRTY = (1 << 0),
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CLUTTER_EFFECT_PAINT_BYPASS_EFFECT = (1 << 1)
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} ClutterEffectPaintFlags;
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} ClutterEffectPaintFlags;
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/**
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/**
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@ -469,6 +469,13 @@ clutter_offscreen_effect_paint (ClutterEffect *effect,
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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ClutterOffscreenEffectPrivate *priv = self->priv;
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if (flags & CLUTTER_EFFECT_PAINT_BYPASS_EFFECT)
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{
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clutter_actor_continue_paint (priv->actor, paint_context);
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cogl_clear_object (&priv->offscreen);
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return;
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}
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/* If we've already got a cached image and the actor hasn't been redrawn
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/* If we've already got a cached image and the actor hasn't been redrawn
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* then we can just use the cached image in the FBO.
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* then we can just use the cached image in the FBO.
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*/
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*/
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@ -193,6 +193,9 @@ verify_redraws (gpointer user_data)
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{
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{
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Data *data = user_data;
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Data *data = user_data;
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clutter_actor_set_offscreen_redirect (data->container,
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CLUTTER_OFFSCREEN_REDIRECT_ALWAYS);
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/* Queueing a redraw on the actor should cause a redraw */
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/* Queueing a redraw on the actor should cause a redraw */
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clutter_actor_queue_redraw (data->container);
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clutter_actor_queue_redraw (data->container);
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verify_redraw (data, 1);
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verify_redraw (data, 1);
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@ -220,6 +223,7 @@ static gboolean
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run_verify (gpointer user_data)
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run_verify (gpointer user_data)
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{
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{
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Data *data = user_data;
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Data *data = user_data;
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int i;
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group_has_overlaps = FALSE;
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group_has_overlaps = FALSE;
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@ -313,6 +317,90 @@ run_verify (gpointer user_data)
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0,
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0,
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255);
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255);
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/* ON_IDLE: Defer redirection through the FBO until it is deemed to be the
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* best performing option, which means when the actor's contents have
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* stopped changing.
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*/
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clutter_actor_set_offscreen_redirect (data->container,
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CLUTTER_OFFSCREEN_REDIRECT_ON_IDLE);
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/* Changing modes should not incur a redraw */
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verify_results (data,
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255, 0, 0,
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0,
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255);
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/* These will incur a redraw because the actor is dirty: */
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for (i = 0; i < 10; i++)
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{
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clutter_actor_queue_redraw (data->container);
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verify_results (data,
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255, 0, 0,
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1,
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255);
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}
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/* The actor is not dirty, but also not yet cached so a redraw is expected */
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verify_results (data,
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255, 0, 0,
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1,
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255);
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/* These will NOT incur a redraw because the actor is unchanged: */
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for (i = 0; i < 10; i++)
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{
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verify_results (data,
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255, 0, 0,
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0,
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255);
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}
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/* The first opacity change should require no redaw */
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clutter_actor_set_opacity (data->container, 64);
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verify_results (data,
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255, 191, 191,
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0,
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255);
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/* The second opacity change should require no redaw */
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clutter_actor_set_opacity (data->container, 127);
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verify_results (data,
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255, 127, 127,
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0,
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255);
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/* The third opacity change should require no redaw */
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clutter_actor_set_opacity (data->container, 255);
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verify_results (data,
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255, 0, 0,
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0,
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255);
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/* Now several frames without the actor changing AND the FBO is populated.
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* Expect no internal repaints.
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*/
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for (i = 0; i < 10; i++)
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{
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verify_results (data,
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255, 0, 0,
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0,
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255);
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}
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/* Another opacity change, no redraw expected */
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clutter_actor_set_opacity (data->container, 127);
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verify_results (data,
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255, 127, 127,
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0,
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255);
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/* Finally the actor's content changes so a redraw is expected */
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clutter_actor_queue_redraw (data->container);
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verify_results (data,
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255, 127, 127,
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1,
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127);
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/* Check redraws */
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/* Check redraws */
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g_idle_add (verify_redraws, data);
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g_idle_add (verify_redraws, data);
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