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.
This commit is contained in:
Jasper St. Pierre 2014-08-25 09:25:55 -04:00
parent e1acb69cf1
commit c15b3b4a09

View File

@ -430,6 +430,16 @@ meta_shaped_texture_paint (ClutterActor *actor)
}
/* Now, go ahead and paint the blended parts. */
/* We have three cases:
* 1) blended_region has rectangles - paint the rectangles.
* 2) blended_region is empty - don't paint anything
* 3) blended_region is NULL - paint fully-blended.
*
* 1) and 3) are the times where we have to paint stuff. This tests
* for 1) and 3).
*/
if (blended_region == NULL || !cairo_region_is_empty (blended_region))
{
CoglPipeline *blended_pipeline;
@ -451,8 +461,9 @@ meta_shaped_texture_paint (ClutterActor *actor)
cogl_color_init_from_4ub (&color, opacity, opacity, opacity, opacity);
cogl_pipeline_set_color (blended_pipeline, &color);
if (blended_region != NULL && !cairo_region_is_empty (blended_region))
if (blended_region != NULL)
{
/* 1) blended_region is NULL and not empty. Paint the rectangles. */
int i;
int n_rects = cairo_region_num_rectangles (blended_region);
@ -469,6 +480,7 @@ meta_shaped_texture_paint (ClutterActor *actor)
}
else
{
/* 3) blended_region is NULL. Do a full paint. */
cogl_framebuffer_draw_rectangle (fb, blended_pipeline,
0, 0,
alloc.x2 - alloc.x1,