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[actor_paint] Ensure painting is a NOP for actors with opacity = 0
Since it is convenient to use geometry with an opacity of 0 for input only purposes it's a worthwhile optimization to avoid submitting anything for such actors while painting.
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@ -1561,6 +1561,13 @@ clutter_actor_paint (ClutterActor *self)
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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priv = self->priv;
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priv = self->priv;
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context = clutter_context_get_default ();
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/* It's an important optimization that we consider painting of
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* actors with 0 opacity to be a NOP... */
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if (G_LIKELY (context->pick_mode == CLUTTER_PICK_NONE) &&
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priv->opacity == 0)
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return;
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if (!CLUTTER_ACTOR_IS_REALIZED (self))
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if (!CLUTTER_ACTOR_IS_REALIZED (self))
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{
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{
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@ -1603,7 +1610,6 @@ clutter_actor_paint (ClutterActor *self)
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clip_set = TRUE;
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clip_set = TRUE;
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}
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}
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context = clutter_context_get_default ();
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if (G_UNLIKELY (context->pick_mode != CLUTTER_PICK_NONE))
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if (G_UNLIKELY (context->pick_mode != CLUTTER_PICK_NONE))
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{
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{
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ClutterColor col = { 0, };
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ClutterColor col = { 0, };
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@ -3436,6 +3442,9 @@ clutter_actor_destroy (ClutterActor *self)
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*
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*
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* This function will not do anything if @self is not visible, or
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* This function will not do anything if @self is not visible, or
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* if the actor is inside an invisible part of the scenegraph.
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* if the actor is inside an invisible part of the scenegraph.
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*
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* Also be aware that painting is a NOP for actors with an opacity of
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* 0
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*/
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*/
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void
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void
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clutter_actor_queue_redraw (ClutterActor *self)
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clutter_actor_queue_redraw (ClutterActor *self)
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