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clutter: Fix offscreen-effect painting of clones
`ClutterOffscreenEffect` had been getting the wrong bounding box in the case of clones and descendents of clones, causing visibly incorrect clipping. This was due to `clutter_actor_get_paint_box` only ever being given the source actor during a paint (which is correct) and not the clone. Even if we weren't painting a clone but an offscreened descendent of a clone (like in gnome-shell's desktop zoom), we would get the wrong result. Fortunately we don't need to know the actual clone/actor being painted so don't need to call the problematic `clutter_actor_get_paint_box` at all. The solution is to only keep untransformed rendering in the FBO and leave the correct transformation for later. The correct clone/actor's transformation is already set for us as the current cogl modelview matrix by `clutter_actor_paint`. Bonus optimization: This all means we don't need to keep `last_matrix_drawn` or force a full repaint every time some part of the transformation changes. Because the FBO contents are no longer affected by transformations. As it should be. In other words, offscreen-effected actors can now move around on screen without themselves being repainted. Special thanks to Mai Lavelle for identifying the cause of the problem. Fixes: https://bugzilla.gnome.org/show_bug.cgi?id=789050, https://bugzilla.gnome.org/show_bug.cgi?id=659523#c9, https://gitlab.gnome.org/GNOME/mutter/issues/196, https://gitlab.gnome.org/GNOME/mutter/issues/282, https://gitlab.gnome.org/GNOME/gnome-shell/issues/387, https://launchpad.net/bugs/1767648, https://launchpad.net/bugs/1779615
This commit is contained in:
parent
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12
clutter/clutter/clutter-actor-box-private.h
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12
clutter/clutter/clutter-actor-box-private.h
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@ -0,0 +1,12 @@
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#ifndef __CLUTTER_ACTOR_BOX_PRIVATE_H__
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#define __CLUTTER_ACTOR_BOX_PRIVATE_H__
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#include <clutter/clutter-types.h>
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G_BEGIN_DECLS
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void _clutter_actor_box_enlarge_for_effects (ClutterActorBox *box);
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G_END_DECLS
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#endif /* __CLUTTER_ACTOR_BOX_PRIVATE_H__ */
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@ -5,6 +5,7 @@
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#include "clutter-types.h"
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#include "clutter-interval.h"
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#include "clutter-private.h"
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#include "clutter-actor-box-private.h"
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/**
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* clutter_actor_box_new:
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@ -542,6 +543,57 @@ clutter_actor_box_set_size (ClutterActorBox *box,
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box->y2 = box->y1 + height;
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}
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void
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_clutter_actor_box_enlarge_for_effects (ClutterActorBox *box)
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{
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float width, height;
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/* The aim here is that for a given rectangle defined with floating point
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* coordinates we want to determine a stable quantized size in pixels
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* that doesn't vary due to the original box's sub-pixel position.
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*
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* The reason this is important is because effects will use this
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* API to determine the size of offscreen framebuffers and so for
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* a fixed-size object that may be animated accross the screen we
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* want to make sure that the stage paint-box has an equally stable
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* size so that effects aren't made to continuously re-allocate
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* a corresponding fbo.
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*
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* The other thing we consider is that the calculation of this box is
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* subject to floating point precision issues that might be slightly
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* different to the precision issues involved with actually painting the
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* actor, which might result in painting slightly leaking outside the
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* user's calculated paint-volume. For this we simply aim to pad out the
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* paint-volume by at least half a pixel all the way around.
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*/
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width = box->x2 - box->x1;
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height = box->y2 - box->y1;
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width = CLUTTER_NEARBYINT (width);
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height = CLUTTER_NEARBYINT (height);
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/* XXX: NB the width/height may now be up to 0.5px too small so we
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* must also pad by 0.25px all around to account for this. In total we
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* must padd by at least 0.75px around all sides. */
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/* XXX: The furthest that we can overshoot the bottom right corner by
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* here is 1.75px in total if you consider that the 0.75 padding could
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* just cross an integer boundary and so ceil will effectively add 1.
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*/
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box->x2 = ceilf (box->x2 + 0.75);
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box->y2 = ceilf (box->y2 + 0.75);
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/* Now we redefine the top-left relative to the bottom right based on the
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* rounded width/height determined above + a constant so that the overall
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* size of the box will be stable and not dependant on the box's
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* position.
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*
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* Adding 3px to the width/height will ensure we cover the maximum of
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* 1.75px padding on the bottom/right and still ensure we have > 0.75px
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* padding on the top/left.
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*/
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box->x1 = box->x2 - width - 3;
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box->y1 = box->y2 - height - 3;
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}
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G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterActorBox, clutter_actor_box,
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clutter_actor_box_copy,
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clutter_actor_box_free,
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@ -72,6 +72,8 @@
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#include "clutter-debug.h"
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#include "clutter-private.h"
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#include "clutter-stage-private.h"
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#include "clutter-paint-volume-private.h"
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#include "clutter-actor-box-private.h"
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struct _ClutterOffscreenEffectPrivate
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{
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@ -82,8 +84,10 @@ struct _ClutterOffscreenEffectPrivate
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ClutterActor *actor;
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ClutterActor *stage;
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gfloat x_offset;
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gfloat y_offset;
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ClutterVertex position;
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int fbo_offset_x;
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int fbo_offset_y;
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/* This is the calculated size of the fbo before being passed
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through create_texture(). This needs to be tracked separately so
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@ -93,16 +97,6 @@ struct _ClutterOffscreenEffectPrivate
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int fbo_height;
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gint old_opacity_override;
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/* The matrix that was current the last time the fbo was updated. We
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need to keep track of this to detect when we can reuse the
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contents of the fbo without redrawing the actor. We need the
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actual matrix rather than just detecting queued redraws on the
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actor because any change in the parent hierarchy (even just a
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translation) could cause the actor to look completely different
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and it won't cause a redraw to be queued on the parent's
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children. */
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CoglMatrix last_matrix_drawn;
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};
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G_DEFINE_ABSTRACT_TYPE_WITH_PRIVATE (ClutterOffscreenEffect,
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@ -222,15 +216,15 @@ clutter_offscreen_effect_pre_paint (ClutterEffect *effect)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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ClutterActorBox box;
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ClutterActorBox raw_box, box;
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ClutterActor *stage;
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CoglMatrix projection;
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CoglMatrix projection, old_modelview, modelview;
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const ClutterPaintVolume *volume;
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CoglColor transparent;
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gfloat stage_width, stage_height;
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gfloat fbo_width = -1, fbo_height = -1;
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gfloat width, height;
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gfloat xexpand, yexpand;
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int texture_width, texture_height;
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ClutterVertex local_offset = { 0.f, 0.f, 0.f };
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gfloat old_viewport[4];
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if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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return FALSE;
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@ -241,92 +235,82 @@ clutter_offscreen_effect_pre_paint (ClutterEffect *effect)
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stage = _clutter_actor_get_stage_internal (priv->actor);
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clutter_actor_get_size (stage, &stage_width, &stage_height);
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/* The paint box is the bounding box of the actor's paint volume in
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* stage coordinates. This will give us the size for the framebuffer
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* we need to redirect its rendering offscreen and its position will
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* be used to setup an offset viewport */
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if (clutter_actor_get_paint_box (priv->actor, &box))
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/* Get the minimal bounding box for what we want to paint, relative to the
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* parent of priv->actor. Note that we may actually be painting a clone of
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* priv->actor so we need to be careful to avoid querying the transformation
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* of priv->actor (like clutter_actor_get_paint_box would). Just stay in
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* local coordinates for now...
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*/
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volume = clutter_actor_get_paint_volume (priv->actor);
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if (volume)
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{
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clutter_actor_box_get_size (&box, &fbo_width, &fbo_height);
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clutter_actor_box_get_origin (&box, &priv->x_offset, &priv->y_offset);
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ClutterPaintVolume mutable_volume;
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fbo_width = MIN (fbo_width, stage_width);
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fbo_height = MIN (fbo_height, stage_height);
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_clutter_paint_volume_copy_static (volume, &mutable_volume);
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_clutter_paint_volume_get_bounding_box (&mutable_volume, &raw_box);
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clutter_paint_volume_free (&mutable_volume);
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}
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else
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{
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fbo_width = stage_width;
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fbo_height = stage_height;
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clutter_actor_get_allocation_box (priv->actor, &raw_box);
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}
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if (fbo_width == stage_width)
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priv->x_offset = 0.0f;
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if (fbo_height == stage_height)
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priv->y_offset = 0.0f;
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box = raw_box;
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_clutter_actor_box_enlarge_for_effects (&box);
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priv->fbo_offset_x = box.x1 - raw_box.x1;
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priv->fbo_offset_y = box.y1 - raw_box.y1;
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clutter_actor_box_get_size (&box, &fbo_width, &fbo_height);
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/* First assert that the framebuffer is the right size... */
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if (!update_fbo (effect, fbo_width, fbo_height))
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return FALSE;
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texture_width = cogl_texture_get_width (priv->texture);
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texture_height = cogl_texture_get_height (priv->texture);
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/* get the current modelview matrix so that we can copy it to the
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* framebuffer. We also store the matrix that was last used when we
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* updated the FBO so that we can detect when we don't need to
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* update the FBO to paint a second time */
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cogl_get_modelview_matrix (&priv->last_matrix_drawn);
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cogl_get_modelview_matrix (&old_modelview);
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/* let's draw offscreen */
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cogl_push_framebuffer (priv->offscreen);
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/* Copy the modelview that would have been used if rendering onscreen */
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cogl_set_modelview_matrix (&priv->last_matrix_drawn);
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/* Set up the viewport so that it has the same size as the stage,
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* but offset it so that the actor of interest lands on our
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* framebuffer. */
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clutter_actor_get_size (priv->stage, &width, &height);
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/* Expand the viewport if the actor is partially off-stage,
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* otherwise the actor will end up clipped to the stage viewport
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/* We don't want the FBO contents to be transformed. That could waste memory
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* (e.g. during zoom), or result in something that's not rectangular (clipped
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* incorrectly). So drop the modelview matrix of the current paint chain.
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* This is fine since paint_texture runs with the same modelview matrix,
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* so it will come out correctly whenever that is used to put the FBO
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* contents on screen...
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*/
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xexpand = 0.f;
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if (priv->x_offset < 0.f)
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xexpand = -priv->x_offset;
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if (priv->x_offset + texture_width > width)
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xexpand = MAX (xexpand, (priv->x_offset + texture_width) - width);
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clutter_actor_get_transform (priv->stage, &modelview);
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cogl_set_modelview_matrix (&modelview);
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yexpand = 0.f;
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if (priv->y_offset < 0.f)
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yexpand = -priv->y_offset;
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if (priv->y_offset + texture_height > height)
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yexpand = MAX (yexpand, (priv->y_offset + texture_height) - height);
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/* Save the original viewport for calculating priv->position */
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_clutter_stage_get_viewport (CLUTTER_STAGE (priv->stage),
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&old_viewport[0],
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&old_viewport[1],
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&old_viewport[2],
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&old_viewport[3]);
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/* Set the viewport */
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cogl_set_viewport (-(priv->x_offset + xexpand), -(priv->y_offset + yexpand),
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width + (2 * xexpand), height + (2 * yexpand));
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/* Set up the viewport so that it has the same size as the stage (avoid
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* distortion), but translated to account for the FBO offset...
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*/
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cogl_set_viewport (-priv->fbo_offset_x,
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-priv->fbo_offset_y,
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stage_width,
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stage_height);
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/* Copy the stage's projection matrix across to the framebuffer */
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_clutter_stage_get_projection_matrix (CLUTTER_STAGE (priv->stage),
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&projection);
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/* If we've expanded the viewport, make sure to scale the projection
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* matrix accordingly (as it's been initialised to work with the
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* original viewport and not our expanded one).
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/* Now save the global position of the effect (not just of the actor).
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* It doesn't appear anyone actually uses this yet, but get_target_rect is
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* documented as returning it. So we should...
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*/
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if (xexpand > 0.f || yexpand > 0.f)
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{
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gfloat new_width, new_height;
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new_width = width + (2 * xexpand);
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new_height = height + (2 * yexpand);
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cogl_matrix_scale (&projection,
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width / new_width,
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height / new_height,
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_clutter_util_fully_transform_vertices (&old_modelview,
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&projection,
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old_viewport,
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&local_offset,
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&priv->position,
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1);
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}
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cogl_set_projection_matrix (&projection);
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@ -385,13 +369,14 @@ clutter_offscreen_effect_paint_texture (ClutterOffscreenEffect *effect)
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cogl_push_matrix ();
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/* Now reset the modelview to put us in stage coordinates so
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* we can drawn the result of our offscreen render as a textured
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* quad... */
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cogl_matrix_init_identity (&modelview);
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_clutter_actor_apply_modelview_transform (priv->stage, &modelview);
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cogl_matrix_translate (&modelview, priv->x_offset, priv->y_offset, 0.0f);
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/* The current modelview matrix is *almost* perfect already. It's only
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* missing a correction for the expanded FBO and offset rendering within...
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*/
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cogl_get_modelview_matrix (&modelview);
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cogl_matrix_translate (&modelview,
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priv->fbo_offset_x,
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priv->fbo_offset_y,
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0.0f);
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cogl_set_modelview_matrix (&modelview);
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/* paint the target material; this is virtualized for
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@ -428,16 +413,11 @@ clutter_offscreen_effect_paint (ClutterEffect *effect,
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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CoglMatrix matrix;
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cogl_get_modelview_matrix (&matrix);
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/* If we've already got a cached image for the same matrix and the
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actor hasn't been redrawn then we can just use the cached image
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in the fbo */
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if (priv->offscreen == NULL ||
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(flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY) ||
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!cogl_matrix_equal (&matrix, &priv->last_matrix_drawn))
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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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*/
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if (priv->offscreen == NULL || (flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY))
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{
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/* Chain up to the parent paint method which will call the pre and
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post paint functions to update the image */
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@ -663,8 +643,8 @@ clutter_offscreen_effect_get_target_rect (ClutterOffscreenEffect *effect,
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return FALSE;
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clutter_rect_init (rect,
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priv->x_offset,
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priv->y_offset,
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priv->position.x,
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priv->position.y,
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cogl_texture_get_width (priv->texture),
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cogl_texture_get_height (priv->texture));
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@ -35,6 +35,7 @@
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#include "clutter-paint-volume-private.h"
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#include "clutter-private.h"
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#include "clutter-stage-private.h"
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#include "clutter-actor-box-private.h"
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G_DEFINE_BOXED_TYPE (ClutterPaintVolume, clutter_paint_volume,
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clutter_paint_volume_copy,
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@ -1138,8 +1139,6 @@ _clutter_paint_volume_get_stage_paint_box (ClutterPaintVolume *pv,
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CoglMatrix modelview;
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CoglMatrix projection;
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float viewport[4];
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float width;
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float height;
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_clutter_paint_volume_copy_static (pv, &projected_pv);
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@ -1179,50 +1178,7 @@ _clutter_paint_volume_get_stage_paint_box (ClutterPaintVolume *pv,
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return;
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}
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/* The aim here is that for a given rectangle defined with floating point
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* coordinates we want to determine a stable quantized size in pixels
|
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* that doesn't vary due to the original box's sub-pixel position.
|
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*
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* The reason this is important is because effects will use this
|
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* API to determine the size of offscreen framebuffers and so for
|
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* a fixed-size object that may be animated accross the screen we
|
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* want to make sure that the stage paint-box has an equally stable
|
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* size so that effects aren't made to continuously re-allocate
|
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* a corresponding fbo.
|
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*
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* The other thing we consider is that the calculation of this box is
|
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* subject to floating point precision issues that might be slightly
|
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* different to the precision issues involved with actually painting the
|
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* actor, which might result in painting slightly leaking outside the
|
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* user's calculated paint-volume. For this we simply aim to pad out the
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* paint-volume by at least half a pixel all the way around.
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*/
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width = box->x2 - box->x1;
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height = box->y2 - box->y1;
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width = CLUTTER_NEARBYINT (width);
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height = CLUTTER_NEARBYINT (height);
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/* XXX: NB the width/height may now be up to 0.5px too small so we
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* must also pad by 0.25px all around to account for this. In total we
|
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* must padd by at least 0.75px around all sides. */
|
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|
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/* XXX: The furthest that we can overshoot the bottom right corner by
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* here is 1.75px in total if you consider that the 0.75 padding could
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* just cross an integer boundary and so ceil will effectively add 1.
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*/
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box->x2 = ceilf (box->x2 + 0.75);
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box->y2 = ceilf (box->y2 + 0.75);
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/* Now we redefine the top-left relative to the bottom right based on the
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* rounded width/height determined above + a constant so that the overall
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* size of the box will be stable and not dependant on the box's
|
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* position.
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*
|
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* Adding 3px to the width/height will ensure we cover the maximum of
|
||||
* 1.75px padding on the bottom/right and still ensure we have > 0.75px
|
||||
* padding on the top/left.
|
||||
*/
|
||||
box->x1 = box->x2 - width - 3;
|
||||
box->y1 = box->y2 - height - 3;
|
||||
_clutter_actor_box_enlarge_for_effects (box);
|
||||
|
||||
clutter_paint_volume_free (&projected_pv);
|
||||
}
|
||||
|
@ -1,119 +0,0 @@
|
||||
#define CLUTTER_ENABLE_EXPERIMENTAL_API
|
||||
#include <clutter/clutter.h>
|
||||
|
||||
#define STAGE_WIDTH (300)
|
||||
#define STAGE_HEIGHT (300)
|
||||
|
||||
typedef struct
|
||||
{
|
||||
ClutterActor *stage;
|
||||
|
||||
ClutterActor *actor_group1;
|
||||
ClutterEffect *blur_effect1;
|
||||
|
||||
ClutterActor *actor_group2;
|
||||
ClutterEffect *blur_effect2;
|
||||
} Data;
|
||||
|
||||
static void
|
||||
check_results (ClutterStage *stage, gpointer user_data)
|
||||
{
|
||||
Data *data = user_data;
|
||||
gfloat width, height;
|
||||
ClutterRect rect;
|
||||
|
||||
clutter_offscreen_effect_get_target_rect (CLUTTER_OFFSCREEN_EFFECT (data->blur_effect1),
|
||||
&rect);
|
||||
|
||||
width = clutter_rect_get_width (&rect);
|
||||
height = clutter_rect_get_height (&rect);
|
||||
|
||||
if (g_test_verbose ())
|
||||
g_print ("Checking effect1 size: %.2f x %.2f\n",
|
||||
clutter_rect_get_width (&rect),
|
||||
clutter_rect_get_height (&rect));
|
||||
|
||||
g_assert_cmpint (width, <, STAGE_WIDTH);
|
||||
g_assert_cmpint (height, <, STAGE_HEIGHT);
|
||||
|
||||
clutter_offscreen_effect_get_target_rect (CLUTTER_OFFSCREEN_EFFECT (data->blur_effect2),
|
||||
&rect);
|
||||
|
||||
width = clutter_rect_get_width (&rect);
|
||||
height = clutter_rect_get_height (&rect);
|
||||
|
||||
if (g_test_verbose ())
|
||||
g_print ("Checking effect2 size: %.2f x %.2f\n", width, height);
|
||||
|
||||
g_assert_cmpint (width, ==, STAGE_WIDTH);
|
||||
g_assert_cmpint (height, ==, STAGE_HEIGHT);
|
||||
|
||||
|
||||
clutter_main_quit ();
|
||||
}
|
||||
|
||||
static ClutterActor *
|
||||
create_actor (gfloat x, gfloat y,
|
||||
gfloat width, gfloat height,
|
||||
const ClutterColor *color)
|
||||
{
|
||||
return g_object_new (CLUTTER_TYPE_ACTOR,
|
||||
"x", x,
|
||||
"y", y,
|
||||
"width", width,
|
||||
"height", height,
|
||||
"background-color", color,
|
||||
NULL);
|
||||
}
|
||||
|
||||
static void
|
||||
actor_offscreen_limit_max_size (void)
|
||||
{
|
||||
Data data;
|
||||
|
||||
if (!cogl_features_available (COGL_FEATURE_OFFSCREEN))
|
||||
return;
|
||||
|
||||
data.stage = clutter_test_get_stage ();
|
||||
g_signal_connect (data.stage, "after-paint",
|
||||
G_CALLBACK (check_results), &data);
|
||||
clutter_actor_set_size (data.stage, STAGE_WIDTH, STAGE_HEIGHT);
|
||||
|
||||
data.actor_group1 = clutter_actor_new ();
|
||||
clutter_actor_add_child (data.stage, data.actor_group1);
|
||||
data.blur_effect1 = clutter_blur_effect_new ();
|
||||
clutter_actor_add_effect (data.actor_group1, data.blur_effect1);
|
||||
clutter_actor_add_child (data.actor_group1,
|
||||
create_actor (10, 10,
|
||||
100, 100,
|
||||
CLUTTER_COLOR_Blue));
|
||||
clutter_actor_add_child (data.actor_group1,
|
||||
create_actor (100, 100,
|
||||
100, 100,
|
||||
CLUTTER_COLOR_Gray));
|
||||
|
||||
data.actor_group2 = clutter_actor_new ();
|
||||
clutter_actor_add_child (data.stage, data.actor_group2);
|
||||
data.blur_effect2 = clutter_blur_effect_new ();
|
||||
clutter_actor_add_effect (data.actor_group2, data.blur_effect2);
|
||||
clutter_actor_add_child (data.actor_group2,
|
||||
create_actor (-10, -10,
|
||||
100, 100,
|
||||
CLUTTER_COLOR_Yellow));
|
||||
clutter_actor_add_child (data.actor_group2,
|
||||
create_actor (250, 10,
|
||||
100, 100,
|
||||
CLUTTER_COLOR_ScarletRed));
|
||||
clutter_actor_add_child (data.actor_group2,
|
||||
create_actor (10, 250,
|
||||
100, 100,
|
||||
CLUTTER_COLOR_Yellow));
|
||||
|
||||
clutter_actor_show (data.stage);
|
||||
|
||||
clutter_main ();
|
||||
}
|
||||
|
||||
CLUTTER_TEST_SUITE (
|
||||
CLUTTER_TEST_UNIT ("/actor/offscreen/limit-max-size", actor_offscreen_limit_max_size)
|
||||
)
|
@ -189,10 +189,11 @@ verify_redraws (gpointer user_data)
|
||||
clutter_actor_queue_redraw (data->child);
|
||||
verify_redraw (data, 1);
|
||||
|
||||
/* Modifying the transformation on the parent should cause a
|
||||
redraw */
|
||||
/* Modifying the transformation on the parent should not cause a redraw,
|
||||
since the FBO stores pre-transformed rendering that can be reused with
|
||||
any transformation. */
|
||||
clutter_actor_set_anchor_point (data->parent_container, 0, 1);
|
||||
verify_redraw (data, 1);
|
||||
verify_redraw (data, 0);
|
||||
|
||||
/* Redrawing an unrelated actor shouldn't cause a redraw */
|
||||
clutter_actor_set_position (data->unrelated_actor, 0, 1);
|
||||
|
@ -19,7 +19,6 @@ clutter_conform_tests_actor_tests = [
|
||||
'actor-iter',
|
||||
'actor-layout',
|
||||
'actor-meta',
|
||||
'actor-offscreen-limit-max-size',
|
||||
'actor-offscreen-redirect',
|
||||
'actor-paint-opacity',
|
||||
'actor-pick',
|
||||
|
Loading…
Reference in New Issue
Block a user