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compositor: Do not optimize obscured areas away in paint volumes
This optimization was presumably added before Clutter was able to invalidate selected regions of an actor. Paint volumes are supposed to be invariable as long as the actor conditions don't change. Stacking of other actors shouldn't affect the paint volume, so it's actually wrong to optimize those areas away here.
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@ -694,46 +694,11 @@ effective_unobscured_region (MetaShapedTexture *self)
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return priv->unobscured_region;
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return priv->unobscured_region;
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}
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}
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static gboolean
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get_unobscured_bounds (MetaShapedTexture *self,
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cairo_rectangle_int_t *unobscured_bounds)
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{
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cairo_region_t *unobscured_region = effective_unobscured_region (self);
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if (unobscured_region)
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{
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cairo_region_get_extents (unobscured_region, unobscured_bounds);
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return TRUE;
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}
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else
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return FALSE;
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}
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static gboolean
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static gboolean
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meta_shaped_texture_get_paint_volume (ClutterActor *actor,
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meta_shaped_texture_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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ClutterPaintVolume *volume)
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{
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{
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MetaShapedTexture *self = META_SHAPED_TEXTURE (actor);
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return clutter_paint_volume_set_from_allocation (volume, actor);
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ClutterActorBox box;
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cairo_rectangle_int_t unobscured_bounds;
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if (!clutter_actor_has_allocation (actor))
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return FALSE;
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clutter_actor_get_allocation_box (actor, &box);
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if (get_unobscured_bounds (self, &unobscured_bounds))
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{
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box.x1 = MAX (unobscured_bounds.x, box.x1);
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box.x2 = MIN (unobscured_bounds.x + unobscured_bounds.width, box.x2);
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box.y1 = MAX (unobscured_bounds.y, box.y1);
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box.y2 = MIN (unobscured_bounds.y + unobscured_bounds.height, box.y2);
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}
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box.x2 = MAX (box.x2, box.x1);
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box.y2 = MAX (box.y2, box.y1);
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clutter_paint_volume_union_box (volume, &box);
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return TRUE;
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}
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}
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void
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void
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