clutter/effect: Don't call effect paint_node() if pre_paint() failed

Some effects such as the BrightnessContrastEffect try to skip rendering
by returning early with a FALSE return value in pre_paint() in cases
where the effect would not change the rendering. This stopped working
when effects were ported to paint nodes.

In the case of OffscreenEffects, like BrightnessContrastEffect,
pre_paint() is responsible for setting up the offscreen buffer which is
then used in paint_node(). However if pre_paint() fails, this buffer is
not created and attempting to use it will result in several error
messages and broken rendering.

Instead of trying to call paint_node() of the effect if pre_paint()
failed, just draw the actor.

Fixes https://gitlab.gnome.org/GNOME/mutter/-/issues/1576

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1658>
This commit is contained in:
Sebastian Keller 2020-12-29 18:43:22 +01:00 committed by Marge Bot
parent 189eb4c7a7
commit 791761499a

View File

@ -201,10 +201,8 @@ clutter_effect_real_modify_paint_volume (ClutterEffect *effect,
}
static void
clutter_effect_real_paint_node (ClutterEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context,
ClutterEffectPaintFlags flags)
add_actor_node (ClutterEffect *effect,
ClutterPaintNode *node)
{
ClutterPaintNode *actor_node;
ClutterActor *actor;
@ -216,6 +214,15 @@ clutter_effect_real_paint_node (ClutterEffect *effect,
clutter_paint_node_unref (actor_node);
}
static void
clutter_effect_real_paint_node (ClutterEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context,
ClutterEffectPaintFlags flags)
{
add_actor_node (effect, node);
}
static void
clutter_effect_real_paint (ClutterEffect *effect,
ClutterPaintNode *node,
@ -231,10 +238,16 @@ clutter_effect_real_paint (ClutterEffect *effect,
pre_paint_succeeded = effect_class->pre_paint (effect, node,paint_context);
effect_class->paint_node (effect, node, paint_context, flags);
if (pre_paint_succeeded)
{
effect_class->paint_node (effect, node, paint_context, flags);
effect_class->post_paint (effect, node, paint_context);
}
else
{
/* Just paint the actor as fallback */
add_actor_node (effect, node);
}
}
static void