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background: Don't bother attaching a paint node if the region is empty
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@ -410,8 +410,6 @@ meta_background_paint_content (ClutterContent *content,
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if (priv->texture == NULL)
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if (priv->texture == NULL)
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return;
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return;
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node = meta_background_paint_node_new (self, actor);
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clutter_actor_get_content_box (actor, &actor_box);
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clutter_actor_get_content_box (actor, &actor_box);
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/* First figure out where on the monitor the texture is supposed to be painted.
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/* First figure out where on the monitor the texture is supposed to be painted.
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@ -444,6 +442,11 @@ meta_background_paint_content (ClutterContent *content,
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cairo_region_intersect (paintable_region, clip_region);
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cairo_region_intersect (paintable_region, clip_region);
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}
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}
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if (cairo_region_is_empty (paintable_region))
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goto out;
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node = meta_background_paint_node_new (self, actor);
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/* Finally, split the paintable region up into distinct areas
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/* Finally, split the paintable region up into distinct areas
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* and paint each area one by one
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* and paint each area one by one
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*/
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*/
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@ -466,10 +469,11 @@ meta_background_paint_content (ClutterContent *content,
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clutter_paint_node_add_texture_rectangle (node, &texture_rectangle, tx1, ty1, tx2, ty2);
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clutter_paint_node_add_texture_rectangle (node, &texture_rectangle, tx1, ty1, tx2, ty2);
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}
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}
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cairo_region_destroy (paintable_region);
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clutter_paint_node_add_child (root, node);
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clutter_paint_node_add_child (root, node);
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clutter_paint_node_unref (node);
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clutter_paint_node_unref (node);
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out:
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cairo_region_destroy (paintable_region);
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}
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}
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static void
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static void
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