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shaped-texture: Fix the logic when the blended region is empty
When the blended region was empty, meaning we didn't have to paint anything blended -- the case for an app update -- was drawing the entire window blended, because of a think-o in the complex and complicated logic. Fix this so that we don't draw anything for the blended region when empty.
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@ -430,6 +430,16 @@ meta_shaped_texture_paint (ClutterActor *actor)
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}
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/* Now, go ahead and paint the blended parts. */
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/* We have three cases:
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* 1) blended_region has rectangles - paint the rectangles.
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* 2) blended_region is empty - don't paint anything
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* 3) blended_region is NULL - paint fully-blended.
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*
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* 1) and 3) are the times where we have to paint stuff. This tests
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* for 1) and 3).
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*/
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if (blended_region == NULL || !cairo_region_is_empty (blended_region))
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{
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CoglPipeline *blended_pipeline;
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@ -451,8 +461,9 @@ meta_shaped_texture_paint (ClutterActor *actor)
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cogl_color_init_from_4ub (&color, opacity, opacity, opacity, opacity);
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cogl_pipeline_set_color (blended_pipeline, &color);
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if (blended_region != NULL && !cairo_region_is_empty (blended_region))
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if (blended_region != NULL)
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{
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/* 1) blended_region is NULL and not empty. Paint the rectangles. */
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int i;
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int n_rects = cairo_region_num_rectangles (blended_region);
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@ -469,6 +480,7 @@ meta_shaped_texture_paint (ClutterActor *actor)
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}
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else
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{
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/* 3) blended_region is NULL. Do a full paint. */
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cogl_framebuffer_draw_rectangle (fb, blended_pipeline,
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0, 0,
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alloc.x2 - alloc.x1,
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