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clutter/actor: Always paint using paint nodes
Make ClutterActor paint using ClutterTransformNode, ClutterClip node, and ClutterActorNode. Essencially, the actor node is a replacement for clutter_actor_continue_paint(). An interesting aspect of this commit is that the order of the operations is reversed to be preserved. Before being able to remove the dummy node hack, we'll need to make ClutterEffects compatible with paint nodes first -- and naturally, that's enough content for its own merge request. https://gitlab.gnome.org/GNOME/mutter/merge_requests/872
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@ -3876,10 +3876,11 @@ clutter_actor_paint_node (ClutterActor *actor,
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void
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clutter_actor_paint (ClutterActor *self)
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{
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g_autoptr (ClutterPaintNode) actor_node = NULL;
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g_autoptr (ClutterPaintNode) root_node = NULL;
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ClutterActorPrivate *priv;
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ClutterActorBox clip;
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gboolean clip_set = FALSE;
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ClutterStage *stage;
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g_return_if_fail (CLUTTER_IS_ACTOR (self));
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@ -3906,22 +3907,51 @@ clutter_actor_paint (ClutterActor *self)
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clutter_actor_ensure_resource_scale (self);
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stage = (ClutterStage *) _clutter_actor_get_stage_internal (self);
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/* mark that we are in the paint process */
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CLUTTER_SET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
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cogl_push_matrix ();
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actor_node = clutter_actor_node_new (self);
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root_node = clutter_paint_node_ref (actor_node);
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if (priv->has_clip)
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{
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clip.x1 = priv->clip.origin.x;
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clip.y1 = priv->clip.origin.y;
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clip.x2 = priv->clip.origin.x + priv->clip.size.width;
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clip.y2 = priv->clip.origin.y + priv->clip.size.height;
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clip_set = TRUE;
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}
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else if (priv->clip_to_allocation)
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{
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clip.x1 = 0.f;
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clip.y1 = 0.f;
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clip.x2 = priv->allocation.x2 - priv->allocation.x1;
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clip.y2 = priv->allocation.y2 - priv->allocation.y1;
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clip_set = TRUE;
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}
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if (clip_set)
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{
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ClutterPaintNode *clip_node;
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clip_node = clutter_clip_node_new ();
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clutter_paint_node_add_rectangle (clip_node, &clip);
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clutter_paint_node_add_child (clip_node, root_node);
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root_node = g_steal_pointer (&clip_node);
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}
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if (priv->enable_model_view_transform)
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{
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CoglMatrix matrix;
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ClutterPaintNode *transform_node;
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CoglMatrix transform;
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/* XXX: It could be better to cache the modelview with the actor
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* instead of progressively building up the transformations on
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* the matrix stack every time we paint. */
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cogl_get_modelview_matrix (&matrix);
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_clutter_actor_apply_modelview_transform (self, &matrix);
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clutter_actor_get_transform (self, &transform);
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transform_node = clutter_transform_node_new (&transform);
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clutter_paint_node_add_child (transform_node, root_node);
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root_node = g_steal_pointer (&transform_node);
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#ifdef CLUTTER_ENABLE_DEBUG
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/* Catch when out-of-band transforms have been made by actors not as part
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@ -3933,7 +3963,7 @@ clutter_actor_paint (ClutterActor *self)
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_clutter_actor_get_relative_transformation_matrix (self, NULL,
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&expected_matrix);
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if (!cogl_matrix_equal (&matrix, &expected_matrix))
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if (!cogl_matrix_equal (&transform, &expected_matrix))
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{
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GString *buf = g_string_sized_new (1024);
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ClutterActor *parent;
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@ -3960,36 +3990,6 @@ clutter_actor_paint (ClutterActor *self)
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}
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}
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#endif /* CLUTTER_ENABLE_DEBUG */
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cogl_set_modelview_matrix (&matrix);
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}
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if (priv->has_clip)
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{
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clip.x1 = priv->clip.origin.x;
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clip.y1 = priv->clip.origin.y;
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clip.x2 = priv->clip.origin.x + priv->clip.size.width;
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clip.y2 = priv->clip.origin.y + priv->clip.size.height;
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clip_set = TRUE;
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}
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else if (priv->clip_to_allocation)
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{
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clip.x1 = 0.f;
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clip.y1 = 0.f;
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clip.x2 = priv->allocation.x2 - priv->allocation.x1;
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clip.y2 = priv->allocation.y2 - priv->allocation.y1;
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clip_set = TRUE;
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}
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if (clip_set)
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{
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CoglFramebuffer *fb = _clutter_stage_get_active_framebuffer (stage);
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cogl_framebuffer_push_rectangle_clip (fb,
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clip.x1,
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clip.y1,
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clip.x2,
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clip.y2);
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}
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/* We check whether we need to add the flatten effect before
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@ -4054,7 +4054,7 @@ clutter_actor_paint (ClutterActor *self)
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priv->next_effect_to_paint =
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_clutter_meta_group_peek_metas (priv->effects);
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clutter_actor_continue_paint (self);
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clutter_paint_node_paint (root_node);
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if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES))
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_clutter_actor_draw_paint_volume (self);
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@ -4064,15 +4064,6 @@ clutter_actor_paint (ClutterActor *self)
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priv->is_dirty = FALSE;
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done:
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if (clip_set)
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{
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CoglFramebuffer *fb = _clutter_stage_get_active_framebuffer (stage);
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cogl_framebuffer_pop_clip (fb);
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}
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cogl_pop_matrix ();
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/* paint sequence complete */
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CLUTTER_UNSET_PRIVATE_FLAGS (self, CLUTTER_IN_PAINT);
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}
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