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Implement more accurate clipping of obscured shadows
Instead of making optimizing obscured shadows an all-or-none operation, pass the clip region to meta_shadow_paint() and only paint the 9-slices that are at least partially visible. https://bugzilla.gnome.org/show_bug.cgi?id=592382
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@ -46,7 +46,8 @@ void meta_shadow_paint (MetaShadow *shadow,
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int window_y,
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int window_y,
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int window_width,
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int window_width,
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int window_height,
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int window_height,
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guint8 opacity);
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guint8 opacity,
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cairo_region_t *clip);
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void meta_shadow_get_bounds (MetaShadow *shadow,
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void meta_shadow_get_bounds (MetaShadow *shadow,
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int window_x,
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int window_x,
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int window_y,
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int window_y,
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@ -188,6 +188,9 @@ meta_shadow_unref (MetaShadow *shadow)
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* @window_y: y position of the region to paint a shadow for
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* @window_y: y position of the region to paint a shadow for
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* @window_width: actual width of the region to paint a shadow for
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* @window_width: actual width of the region to paint a shadow for
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* @window_height: actual height of the region to paint a shadow for
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* @window_height: actual height of the region to paint a shadow for
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* @clip: (allow-none): if non-%NULL specifies the visible portion
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* of the shadow. Drawing won't be strictly clipped to this region
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* but it will be used to optimize what is drawn.
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*
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*
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* Paints the shadow at the given position, for the specified actual
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* Paints the shadow at the given position, for the specified actual
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* size of the region. (Since a #MetaShadow can be shared between
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* size of the region. (Since a #MetaShadow can be shared between
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@ -200,15 +203,16 @@ meta_shadow_paint (MetaShadow *shadow,
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int window_y,
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int window_y,
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int window_width,
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int window_width,
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int window_height,
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int window_height,
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guint8 opacity)
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guint8 opacity,
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cairo_region_t *clip)
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{
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{
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float texture_width = cogl_texture_get_width (shadow->texture);
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float texture_width = cogl_texture_get_width (shadow->texture);
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float texture_height = cogl_texture_get_height (shadow->texture);
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float texture_height = cogl_texture_get_height (shadow->texture);
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int i, j;
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int i, j;
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float src_x[4];
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float src_x[4];
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float src_y[4];
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float src_y[4];
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float dest_x[4];
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int dest_x[4];
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float dest_y[4];
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int dest_y[4];
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int n_x, n_y;
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int n_x, n_y;
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cogl_material_set_color4ub (shadow->material,
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cogl_material_set_color4ub (shadow->material,
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@ -267,12 +271,31 @@ meta_shadow_paint (MetaShadow *shadow,
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}
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}
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for (j = 0; j < n_y; j++)
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for (j = 0; j < n_y; j++)
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{
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cairo_rectangle_int_t dest_rect;
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dest_rect.y = dest_y[j];
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dest_rect.height = dest_y[j + 1] - dest_y[j];
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for (i = 0; i < n_x; i++)
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for (i = 0; i < n_x; i++)
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{
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cairo_region_overlap_t overlap;
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dest_rect.x = dest_x[i];
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dest_rect.width = dest_x[i + 1] - dest_x[i];
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if (clip)
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overlap = cairo_region_contains_rectangle (clip, &dest_rect);
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else
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overlap = CAIRO_REGION_OVERLAP_PART;
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if (overlap != CAIRO_REGION_OVERLAP_OUT)
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cogl_rectangle_with_texture_coords (dest_x[i], dest_y[j],
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cogl_rectangle_with_texture_coords (dest_x[i], dest_y[j],
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dest_x[i + 1], dest_y[j + 1],
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dest_x[i + 1], dest_y[j + 1],
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src_x[i], src_y[j],
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src_x[i], src_y[j],
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src_x[i + 1], src_y[j + 1]);
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src_x[i + 1], src_y[j + 1]);
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}
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}
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}
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}
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/**
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/**
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* meta_shadow_get_bounds:
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* meta_shadow_get_bounds:
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@ -60,6 +60,8 @@ struct _MetaWindowActorPrivate
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/* A rectangular region with the unshaped extends of the window
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/* A rectangular region with the unshaped extends of the window
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* texture */
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* texture */
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cairo_region_t *bounding_region;
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cairo_region_t *bounding_region;
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/* The region we should clip to when painting the shadow */
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cairo_region_t *shadow_clip;
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/* Extracted size-invariant shape used for shadows */
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/* Extracted size-invariant shape used for shadows */
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MetaWindowShape *shadow_shape;
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MetaWindowShape *shadow_shape;
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@ -93,7 +95,6 @@ struct _MetaWindowActorPrivate
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guint needs_reshape : 1;
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guint needs_reshape : 1;
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guint recompute_focused_shadow : 1;
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guint recompute_focused_shadow : 1;
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guint recompute_unfocused_shadow : 1;
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guint recompute_unfocused_shadow : 1;
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guint paint_shadow : 1;
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guint size_changed : 1;
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guint size_changed : 1;
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guint needs_destroy : 1;
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guint needs_destroy : 1;
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@ -140,6 +141,7 @@ static gboolean meta_window_actor_has_shadow (MetaWindowActor *self);
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static void meta_window_actor_clear_shape_region (MetaWindowActor *self);
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static void meta_window_actor_clear_shape_region (MetaWindowActor *self);
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static void meta_window_actor_clear_bounding_region (MetaWindowActor *self);
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static void meta_window_actor_clear_bounding_region (MetaWindowActor *self);
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static void meta_window_actor_clear_shadow_clip (MetaWindowActor *self);
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static gboolean is_shaped (MetaDisplay *display,
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static gboolean is_shaped (MetaDisplay *display,
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Window xwindow);
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Window xwindow);
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@ -283,7 +285,6 @@ meta_window_actor_init (MetaWindowActor *self)
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MetaWindowActorPrivate);
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MetaWindowActorPrivate);
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priv->opacity = 0xff;
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priv->opacity = 0xff;
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priv->shadow_class = NULL;
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priv->shadow_class = NULL;
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priv->paint_shadow = TRUE;
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}
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}
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static void
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static void
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@ -439,6 +440,7 @@ meta_window_actor_dispose (GObject *object)
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meta_window_actor_clear_shape_region (self);
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meta_window_actor_clear_shape_region (self);
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meta_window_actor_clear_bounding_region (self);
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meta_window_actor_clear_bounding_region (self);
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meta_window_actor_clear_shadow_clip (self);
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if (priv->shadow_class != NULL)
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if (priv->shadow_class != NULL)
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{
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{
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@ -659,9 +661,6 @@ meta_window_actor_paint (ClutterActor *actor)
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{
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{
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MetaWindowActor *self = META_WINDOW_ACTOR (actor);
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MetaWindowActor *self = META_WINDOW_ACTOR (actor);
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MetaWindowActorPrivate *priv = self->priv;
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MetaWindowActorPrivate *priv = self->priv;
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if (priv->paint_shadow)
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{
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gboolean appears_focused = meta_window_appears_focused (priv->window);
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gboolean appears_focused = meta_window_appears_focused (priv->window);
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MetaShadow *shadow = appears_focused ? priv->focused_shadow : priv->unfocused_shadow;
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MetaShadow *shadow = appears_focused ? priv->focused_shadow : priv->unfocused_shadow;
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@ -678,8 +677,8 @@ meta_window_actor_paint (ClutterActor *actor)
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params.y_offset + shape_bounds.y,
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params.y_offset + shape_bounds.y,
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shape_bounds.width,
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shape_bounds.width,
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shape_bounds.height,
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shape_bounds.height,
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(clutter_actor_get_paint_opacity (actor) * params.opacity) / 255);
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(clutter_actor_get_paint_opacity (actor) * params.opacity) / 255,
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}
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priv->shadow_clip);
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}
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}
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CLUTTER_ACTOR_CLASS (meta_window_actor_parent_class)->paint (actor);
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CLUTTER_ACTOR_CLASS (meta_window_actor_parent_class)->paint (actor);
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@ -1540,6 +1539,18 @@ meta_window_actor_clear_bounding_region (MetaWindowActor *self)
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}
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}
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}
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}
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static void
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meta_window_actor_clear_shadow_clip (MetaWindowActor *self)
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{
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MetaWindowActorPrivate *priv = self->priv;
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if (priv->shadow_clip)
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{
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cairo_region_destroy (priv->shadow_clip);
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priv->shadow_clip = NULL;
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}
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}
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static void
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static void
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meta_window_actor_update_bounding_region (MetaWindowActor *self,
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meta_window_actor_update_bounding_region (MetaWindowActor *self,
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int width,
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int width,
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@ -1700,18 +1711,8 @@ meta_window_actor_set_visible_region_beneath (MetaWindowActor *self,
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if (appears_focused ? priv->focused_shadow : priv->unfocused_shadow)
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if (appears_focused ? priv->focused_shadow : priv->unfocused_shadow)
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{
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{
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cairo_rectangle_int_t shadow_bounds;
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meta_window_actor_clear_shadow_clip (self);
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cairo_region_overlap_t overlap;
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priv->shadow_clip = cairo_region_copy (beneath_region);
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/* We could compute an full clip region as we do for the window
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* texture, but the shadow is relatively cheap to draw, and
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* a little more complex to clip, so we just catch the case where
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* the shadow is completely obscured and doesn't need to be drawn
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* at all.
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*/
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meta_window_actor_get_shadow_bounds (self, appears_focused, &shadow_bounds);
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overlap = cairo_region_contains_rectangle (beneath_region, &shadow_bounds);
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priv->paint_shadow = overlap != CAIRO_REGION_OVERLAP_OUT;
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}
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}
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}
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}
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@ -1729,7 +1730,7 @@ meta_window_actor_reset_visible_regions (MetaWindowActor *self)
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meta_shaped_texture_set_clip_region (META_SHAPED_TEXTURE (priv->actor),
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meta_shaped_texture_set_clip_region (META_SHAPED_TEXTURE (priv->actor),
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NULL);
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NULL);
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priv->paint_shadow = TRUE;
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meta_window_actor_clear_shadow_clip (self);
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}
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}
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static void
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static void
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