mirror of
https://github.com/brl/mutter.git
synced 2024-11-21 23:50:41 -05:00
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
2e53ce8e75
commit
8655bc5d8d
12
clutter/clutter/clutter-actor-box-private.h
Normal file
12
clutter/clutter/clutter-actor-box-private.h
Normal file
@ -0,0 +1,12 @@
|
||||
#ifndef __CLUTTER_ACTOR_BOX_PRIVATE_H__
|
||||
#define __CLUTTER_ACTOR_BOX_PRIVATE_H__
|
||||
|
||||
#include <clutter/clutter-types.h>
|
||||
|
||||
G_BEGIN_DECLS
|
||||
|
||||
void _clutter_actor_box_enlarge_for_effects (ClutterActorBox *box);
|
||||
|
||||
G_END_DECLS
|
||||
|
||||
#endif /* __CLUTTER_ACTOR_BOX_PRIVATE_H__ */
|
@ -5,6 +5,7 @@
|
||||
#include "clutter-types.h"
|
||||
#include "clutter-interval.h"
|
||||
#include "clutter-private.h"
|
||||
#include "clutter-actor-box-private.h"
|
||||
|
||||
/**
|
||||
* clutter_actor_box_new:
|
||||
@ -542,6 +543,57 @@ clutter_actor_box_set_size (ClutterActorBox *box,
|
||||
box->y2 = box->y1 + height;
|
||||
}
|
||||
|
||||
void
|
||||
_clutter_actor_box_enlarge_for_effects (ClutterActorBox *box)
|
||||
{
|
||||
float width, height;
|
||||
|
||||
/* The aim here is that for a given rectangle defined with floating point
|
||||
* coordinates we want to determine a stable quantized size in pixels
|
||||
* that doesn't vary due to the original box's sub-pixel position.
|
||||
*
|
||||
* The reason this is important is because effects will use this
|
||||
* API to determine the size of offscreen framebuffers and so for
|
||||
* a fixed-size object that may be animated accross the screen we
|
||||
* want to make sure that the stage paint-box has an equally stable
|
||||
* size so that effects aren't made to continuously re-allocate
|
||||
* a corresponding fbo.
|
||||
*
|
||||
* The other thing we consider is that the calculation of this box is
|
||||
* subject to floating point precision issues that might be slightly
|
||||
* different to the precision issues involved with actually painting the
|
||||
* actor, which might result in painting slightly leaking outside the
|
||||
* user's calculated paint-volume. For this we simply aim to pad out the
|
||||
* paint-volume by at least half a pixel all the way around.
|
||||
*/
|
||||
width = box->x2 - box->x1;
|
||||
height = box->y2 - box->y1;
|
||||
width = CLUTTER_NEARBYINT (width);
|
||||
height = CLUTTER_NEARBYINT (height);
|
||||
/* XXX: NB the width/height may now be up to 0.5px too small so we
|
||||
* must also pad by 0.25px all around to account for this. In total we
|
||||
* must padd by at least 0.75px around all sides. */
|
||||
|
||||
/* XXX: The furthest that we can overshoot the bottom right corner by
|
||||
* here is 1.75px in total if you consider that the 0.75 padding could
|
||||
* just cross an integer boundary and so ceil will effectively add 1.
|
||||
*/
|
||||
box->x2 = ceilf (box->x2 + 0.75);
|
||||
box->y2 = ceilf (box->y2 + 0.75);
|
||||
|
||||
/* Now we redefine the top-left relative to the bottom right based on the
|
||||
* rounded width/height determined above + a constant so that the overall
|
||||
* size of the box will be stable and not dependant on the box's
|
||||
* position.
|
||||
*
|
||||
* 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;
|
||||
}
|
||||
|
||||
G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterActorBox, clutter_actor_box,
|
||||
clutter_actor_box_copy,
|
||||
clutter_actor_box_free,
|
||||
|
@ -72,6 +72,8 @@
|
||||
#include "clutter-debug.h"
|
||||
#include "clutter-private.h"
|
||||
#include "clutter-stage-private.h"
|
||||
#include "clutter-paint-volume-private.h"
|
||||
#include "clutter-actor-box-private.h"
|
||||
|
||||
struct _ClutterOffscreenEffectPrivate
|
||||
{
|
||||
@ -82,8 +84,10 @@ struct _ClutterOffscreenEffectPrivate
|
||||
ClutterActor *actor;
|
||||
ClutterActor *stage;
|
||||
|
||||
gfloat x_offset;
|
||||
gfloat y_offset;
|
||||
ClutterVertex position;
|
||||
|
||||
int fbo_offset_x;
|
||||
int fbo_offset_y;
|
||||
|
||||
/* This is the calculated size of the fbo before being passed
|
||||
through create_texture(). This needs to be tracked separately so
|
||||
@ -93,16 +97,6 @@ struct _ClutterOffscreenEffectPrivate
|
||||
int fbo_height;
|
||||
|
||||
gint old_opacity_override;
|
||||
|
||||
/* The matrix that was current the last time the fbo was updated. We
|
||||
need to keep track of this to detect when we can reuse the
|
||||
contents of the fbo without redrawing the actor. We need the
|
||||
actual matrix rather than just detecting queued redraws on the
|
||||
actor because any change in the parent hierarchy (even just a
|
||||
translation) could cause the actor to look completely different
|
||||
and it won't cause a redraw to be queued on the parent's
|
||||
children. */
|
||||
CoglMatrix last_matrix_drawn;
|
||||
};
|
||||
|
||||
G_DEFINE_ABSTRACT_TYPE_WITH_PRIVATE (ClutterOffscreenEffect,
|
||||
@ -222,15 +216,15 @@ clutter_offscreen_effect_pre_paint (ClutterEffect *effect)
|
||||
{
|
||||
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
|
||||
ClutterOffscreenEffectPrivate *priv = self->priv;
|
||||
ClutterActorBox box;
|
||||
ClutterActorBox raw_box, box;
|
||||
ClutterActor *stage;
|
||||
CoglMatrix projection;
|
||||
CoglMatrix projection, old_modelview, modelview;
|
||||
const ClutterPaintVolume *volume;
|
||||
CoglColor transparent;
|
||||
gfloat stage_width, stage_height;
|
||||
gfloat fbo_width = -1, fbo_height = -1;
|
||||
gfloat width, height;
|
||||
gfloat xexpand, yexpand;
|
||||
int texture_width, texture_height;
|
||||
ClutterVertex local_offset = { 0.f, 0.f, 0.f };
|
||||
gfloat old_viewport[4];
|
||||
|
||||
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
|
||||
return FALSE;
|
||||
@ -241,92 +235,82 @@ clutter_offscreen_effect_pre_paint (ClutterEffect *effect)
|
||||
stage = _clutter_actor_get_stage_internal (priv->actor);
|
||||
clutter_actor_get_size (stage, &stage_width, &stage_height);
|
||||
|
||||
/* The paint box is the bounding box of the actor's paint volume in
|
||||
* stage coordinates. This will give us the size for the framebuffer
|
||||
* we need to redirect its rendering offscreen and its position will
|
||||
* be used to setup an offset viewport */
|
||||
if (clutter_actor_get_paint_box (priv->actor, &box))
|
||||
/* Get the minimal bounding box for what we want to paint, relative to the
|
||||
* parent of priv->actor. Note that we may actually be painting a clone of
|
||||
* priv->actor so we need to be careful to avoid querying the transformation
|
||||
* of priv->actor (like clutter_actor_get_paint_box would). Just stay in
|
||||
* local coordinates for now...
|
||||
*/
|
||||
volume = clutter_actor_get_paint_volume (priv->actor);
|
||||
if (volume)
|
||||
{
|
||||
clutter_actor_box_get_size (&box, &fbo_width, &fbo_height);
|
||||
clutter_actor_box_get_origin (&box, &priv->x_offset, &priv->y_offset);
|
||||
ClutterPaintVolume mutable_volume;
|
||||
|
||||
fbo_width = MIN (fbo_width, stage_width);
|
||||
fbo_height = MIN (fbo_height, stage_height);
|
||||
_clutter_paint_volume_copy_static (volume, &mutable_volume);
|
||||
_clutter_paint_volume_get_bounding_box (&mutable_volume, &raw_box);
|
||||
clutter_paint_volume_free (&mutable_volume);
|
||||
}
|
||||
else
|
||||
{
|
||||
fbo_width = stage_width;
|
||||
fbo_height = stage_height;
|
||||
clutter_actor_get_allocation_box (priv->actor, &raw_box);
|
||||
}
|
||||
|
||||
if (fbo_width == stage_width)
|
||||
priv->x_offset = 0.0f;
|
||||
if (fbo_height == stage_height)
|
||||
priv->y_offset = 0.0f;
|
||||
box = raw_box;
|
||||
_clutter_actor_box_enlarge_for_effects (&box);
|
||||
|
||||
priv->fbo_offset_x = box.x1 - raw_box.x1;
|
||||
priv->fbo_offset_y = box.y1 - raw_box.y1;
|
||||
|
||||
clutter_actor_box_get_size (&box, &fbo_width, &fbo_height);
|
||||
|
||||
/* First assert that the framebuffer is the right size... */
|
||||
if (!update_fbo (effect, fbo_width, fbo_height))
|
||||
return FALSE;
|
||||
|
||||
texture_width = cogl_texture_get_width (priv->texture);
|
||||
texture_height = cogl_texture_get_height (priv->texture);
|
||||
|
||||
/* get the current modelview matrix so that we can copy it to the
|
||||
* framebuffer. We also store the matrix that was last used when we
|
||||
* updated the FBO so that we can detect when we don't need to
|
||||
* update the FBO to paint a second time */
|
||||
cogl_get_modelview_matrix (&priv->last_matrix_drawn);
|
||||
cogl_get_modelview_matrix (&old_modelview);
|
||||
|
||||
/* let's draw offscreen */
|
||||
cogl_push_framebuffer (priv->offscreen);
|
||||
|
||||
/* Copy the modelview that would have been used if rendering onscreen */
|
||||
cogl_set_modelview_matrix (&priv->last_matrix_drawn);
|
||||
|
||||
/* Set up the viewport so that it has the same size as the stage,
|
||||
* but offset it so that the actor of interest lands on our
|
||||
* framebuffer. */
|
||||
clutter_actor_get_size (priv->stage, &width, &height);
|
||||
|
||||
/* Expand the viewport if the actor is partially off-stage,
|
||||
* otherwise the actor will end up clipped to the stage viewport
|
||||
/* We don't want the FBO contents to be transformed. That could waste memory
|
||||
* (e.g. during zoom), or result in something that's not rectangular (clipped
|
||||
* incorrectly). So drop the modelview matrix of the current paint chain.
|
||||
* This is fine since paint_texture runs with the same modelview matrix,
|
||||
* so it will come out correctly whenever that is used to put the FBO
|
||||
* contents on screen...
|
||||
*/
|
||||
xexpand = 0.f;
|
||||
if (priv->x_offset < 0.f)
|
||||
xexpand = -priv->x_offset;
|
||||
if (priv->x_offset + texture_width > width)
|
||||
xexpand = MAX (xexpand, (priv->x_offset + texture_width) - width);
|
||||
clutter_actor_get_transform (priv->stage, &modelview);
|
||||
cogl_set_modelview_matrix (&modelview);
|
||||
|
||||
yexpand = 0.f;
|
||||
if (priv->y_offset < 0.f)
|
||||
yexpand = -priv->y_offset;
|
||||
if (priv->y_offset + texture_height > height)
|
||||
yexpand = MAX (yexpand, (priv->y_offset + texture_height) - height);
|
||||
/* Save the original viewport for calculating priv->position */
|
||||
_clutter_stage_get_viewport (CLUTTER_STAGE (priv->stage),
|
||||
&old_viewport[0],
|
||||
&old_viewport[1],
|
||||
&old_viewport[2],
|
||||
&old_viewport[3]);
|
||||
|
||||
/* Set the viewport */
|
||||
cogl_set_viewport (-(priv->x_offset + xexpand), -(priv->y_offset + yexpand),
|
||||
width + (2 * xexpand), height + (2 * yexpand));
|
||||
/* Set up the viewport so that it has the same size as the stage (avoid
|
||||
* distortion), but translated to account for the FBO offset...
|
||||
*/
|
||||
cogl_set_viewport (-priv->fbo_offset_x,
|
||||
-priv->fbo_offset_y,
|
||||
stage_width,
|
||||
stage_height);
|
||||
|
||||
/* Copy the stage's projection matrix across to the framebuffer */
|
||||
_clutter_stage_get_projection_matrix (CLUTTER_STAGE (priv->stage),
|
||||
&projection);
|
||||
|
||||
/* If we've expanded the viewport, make sure to scale the projection
|
||||
* matrix accordingly (as it's been initialised to work with the
|
||||
* original viewport and not our expanded one).
|
||||
/* Now save the global position of the effect (not just of the actor).
|
||||
* It doesn't appear anyone actually uses this yet, but get_target_rect is
|
||||
* documented as returning it. So we should...
|
||||
*/
|
||||
if (xexpand > 0.f || yexpand > 0.f)
|
||||
{
|
||||
gfloat new_width, new_height;
|
||||
|
||||
new_width = width + (2 * xexpand);
|
||||
new_height = height + (2 * yexpand);
|
||||
|
||||
cogl_matrix_scale (&projection,
|
||||
width / new_width,
|
||||
height / new_height,
|
||||
1);
|
||||
}
|
||||
_clutter_util_fully_transform_vertices (&old_modelview,
|
||||
&projection,
|
||||
old_viewport,
|
||||
&local_offset,
|
||||
&priv->position,
|
||||
1);
|
||||
|
||||
cogl_set_projection_matrix (&projection);
|
||||
|
||||
@ -385,13 +369,14 @@ clutter_offscreen_effect_paint_texture (ClutterOffscreenEffect *effect)
|
||||
|
||||
cogl_push_matrix ();
|
||||
|
||||
/* Now reset the modelview to put us in stage coordinates so
|
||||
* we can drawn the result of our offscreen render as a textured
|
||||
* quad... */
|
||||
|
||||
cogl_matrix_init_identity (&modelview);
|
||||
_clutter_actor_apply_modelview_transform (priv->stage, &modelview);
|
||||
cogl_matrix_translate (&modelview, priv->x_offset, priv->y_offset, 0.0f);
|
||||
/* The current modelview matrix is *almost* perfect already. It's only
|
||||
* missing a correction for the expanded FBO and offset rendering within...
|
||||
*/
|
||||
cogl_get_modelview_matrix (&modelview);
|
||||
cogl_matrix_translate (&modelview,
|
||||
priv->fbo_offset_x,
|
||||
priv->fbo_offset_y,
|
||||
0.0f);
|
||||
cogl_set_modelview_matrix (&modelview);
|
||||
|
||||
/* paint the target material; this is virtualized for
|
||||
@ -428,16 +413,11 @@ clutter_offscreen_effect_paint (ClutterEffect *effect,
|
||||
{
|
||||
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
|
||||
ClutterOffscreenEffectPrivate *priv = self->priv;
|
||||
CoglMatrix matrix;
|
||||
|
||||
cogl_get_modelview_matrix (&matrix);
|
||||
|
||||
/* If we've already got a cached image for the same matrix and the
|
||||
actor hasn't been redrawn then we can just use the cached image
|
||||
in the fbo */
|
||||
if (priv->offscreen == NULL ||
|
||||
(flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY) ||
|
||||
!cogl_matrix_equal (&matrix, &priv->last_matrix_drawn))
|
||||
/* If we've already got a cached image and the actor hasn't been redrawn
|
||||
* then we can just use the cached image in the FBO.
|
||||
*/
|
||||
if (priv->offscreen == NULL || (flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY))
|
||||
{
|
||||
/* Chain up to the parent paint method which will call the pre and
|
||||
post paint functions to update the image */
|
||||
@ -663,8 +643,8 @@ clutter_offscreen_effect_get_target_rect (ClutterOffscreenEffect *effect,
|
||||
return FALSE;
|
||||
|
||||
clutter_rect_init (rect,
|
||||
priv->x_offset,
|
||||
priv->y_offset,
|
||||
priv->position.x,
|
||||
priv->position.y,
|
||||
cogl_texture_get_width (priv->texture),
|
||||
cogl_texture_get_height (priv->texture));
|
||||
|
||||
|
@ -35,6 +35,7 @@
|
||||
#include "clutter-paint-volume-private.h"
|
||||
#include "clutter-private.h"
|
||||
#include "clutter-stage-private.h"
|
||||
#include "clutter-actor-box-private.h"
|
||||
|
||||
G_DEFINE_BOXED_TYPE (ClutterPaintVolume, clutter_paint_volume,
|
||||
clutter_paint_volume_copy,
|
||||
@ -1138,8 +1139,6 @@ _clutter_paint_volume_get_stage_paint_box (ClutterPaintVolume *pv,
|
||||
CoglMatrix modelview;
|
||||
CoglMatrix projection;
|
||||
float viewport[4];
|
||||
float width;
|
||||
float height;
|
||||
|
||||
_clutter_paint_volume_copy_static (pv, &projected_pv);
|
||||
|
||||
@ -1179,50 +1178,7 @@ _clutter_paint_volume_get_stage_paint_box (ClutterPaintVolume *pv,
|
||||
return;
|
||||
}
|
||||
|
||||
/* The aim here is that for a given rectangle defined with floating point
|
||||
* coordinates we want to determine a stable quantized size in pixels
|
||||
* that doesn't vary due to the original box's sub-pixel position.
|
||||
*
|
||||
* The reason this is important is because effects will use this
|
||||
* API to determine the size of offscreen framebuffers and so for
|
||||
* a fixed-size object that may be animated accross the screen we
|
||||
* want to make sure that the stage paint-box has an equally stable
|
||||
* size so that effects aren't made to continuously re-allocate
|
||||
* a corresponding fbo.
|
||||
*
|
||||
* The other thing we consider is that the calculation of this box is
|
||||
* subject to floating point precision issues that might be slightly
|
||||
* different to the precision issues involved with actually painting the
|
||||
* actor, which might result in painting slightly leaking outside the
|
||||
* user's calculated paint-volume. For this we simply aim to pad out the
|
||||
* paint-volume by at least half a pixel all the way around.
|
||||
*/
|
||||
width = box->x2 - box->x1;
|
||||
height = box->y2 - box->y1;
|
||||
width = CLUTTER_NEARBYINT (width);
|
||||
height = CLUTTER_NEARBYINT (height);
|
||||
/* XXX: NB the width/height may now be up to 0.5px too small so we
|
||||
* must also pad by 0.25px all around to account for this. In total we
|
||||
* must padd by at least 0.75px around all sides. */
|
||||
|
||||
/* XXX: The furthest that we can overshoot the bottom right corner by
|
||||
* here is 1.75px in total if you consider that the 0.75 padding could
|
||||
* just cross an integer boundary and so ceil will effectively add 1.
|
||||
*/
|
||||
box->x2 = ceilf (box->x2 + 0.75);
|
||||
box->y2 = ceilf (box->y2 + 0.75);
|
||||
|
||||
/* Now we redefine the top-left relative to the bottom right based on the
|
||||
* rounded width/height determined above + a constant so that the overall
|
||||
* size of the box will be stable and not dependant on the box's
|
||||
* position.
|
||||
*
|
||||
* 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