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8beef8ccd0
We checked that the content size was appropriately painted in the stage, but didn't take into account that the size of the sampled texture region, meaning that when stage views were scaled, we'd think that we would draw a texture scaled, as e.g. a 200x200 sized texture with buffer scale 2 would have the size 100x100. When stage views were not scaled, we'd apply a geometry scale meaning it'd end up as 200x200 anyway, thus pass the check, but when stage views are scaled, it'd still be painted as a 100x100 shaped texture on the stage, thus failing the are-we-unscaled test. Fix this by comparing the transformed paint size with the sampled size, instead of the paint size again, when checking whether we are being painted scaled or not. For example, when stage views are scaled, our 200x200 buffer with buffer scale 2, thus content size 100x100 will transform to a 200x200 paint command, thus passing the test. For non-scaled stage views, our 200x200 buffer with buffer scale 2 thus content size 100x100 will also transform into a 200x200 paint command, and will also pass the check, as the texture sample region is still 200x200. Fixes: https://gitlab.gnome.org/GNOME/mutter/issues/804 https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1124
223 lines
7.2 KiB
C
223 lines
7.2 KiB
C
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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#include "config.h"
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#include <gdk/gdk.h>
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#include <math.h>
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#include "compositor/clutter-utils.h"
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#include "compositor/compositor-private.h"
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#include "compositor/meta-cullable.h"
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#include "compositor/meta-window-actor-private.h"
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#include "compositor/meta-window-group-private.h"
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#include "core/display-private.h"
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#include "core/window-private.h"
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struct _MetaWindowGroupClass
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{
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ClutterActorClass parent_class;
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};
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struct _MetaWindowGroup
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{
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ClutterActor parent;
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MetaDisplay *display;
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};
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static void cullable_iface_init (MetaCullableInterface *iface);
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G_DEFINE_TYPE_WITH_CODE (MetaWindowGroup, meta_window_group, CLUTTER_TYPE_ACTOR,
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G_IMPLEMENT_INTERFACE (META_TYPE_CULLABLE, cullable_iface_init));
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static void
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meta_window_group_cull_out (MetaCullable *cullable,
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cairo_region_t *unobscured_region,
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cairo_region_t *clip_region)
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{
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meta_cullable_cull_out_children (cullable, unobscured_region, clip_region);
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}
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static void
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meta_window_group_reset_culling (MetaCullable *cullable)
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{
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meta_cullable_reset_culling_children (cullable);
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}
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static void
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cullable_iface_init (MetaCullableInterface *iface)
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{
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iface->cull_out = meta_window_group_cull_out;
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iface->reset_culling = meta_window_group_reset_culling;
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}
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static void
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meta_window_group_paint (ClutterActor *actor,
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ClutterPaintContext *paint_context)
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{
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MetaWindowGroup *window_group = META_WINDOW_GROUP (actor);
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ClutterActorClass *parent_actor_class =
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CLUTTER_ACTOR_CLASS (meta_window_group_parent_class);
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ClutterActor *stage = clutter_actor_get_stage (actor);
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const cairo_region_t *redraw_clip;
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cairo_region_t *clip_region;
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cairo_region_t *unobscured_region;
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cairo_rectangle_int_t visible_rect;
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int paint_x_origin, paint_y_origin;
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int screen_width, screen_height;
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redraw_clip = clutter_paint_context_get_redraw_clip (paint_context);
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if (!redraw_clip)
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{
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parent_actor_class->paint (actor, paint_context);
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return;
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}
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meta_display_get_size (window_group->display, &screen_width, &screen_height);
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/* Normally we expect an actor to be drawn at it's position on the screen.
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* However, if we're inside the paint of a ClutterClone, that won't be the
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* case and we need to compensate. We look at the position of the window
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* group under the current model-view matrix and the position of the actor.
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* If they are both simply integer translations, then we can compensate
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* easily, otherwise we give up.
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*
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* Possible cleanup: work entirely in paint space - we can compute the
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* combination of the model-view matrix with the local matrix for each child
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* actor and get a total transformation for that actor for how we are
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* painting currently, and never worry about how actors are positioned
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* on the stage.
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*/
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if (clutter_actor_is_in_clone_paint (actor))
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{
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CoglFramebuffer *fb;
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fb = clutter_paint_context_get_framebuffer (paint_context);
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if (!meta_actor_painting_untransformed (fb,
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screen_width,
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screen_height,
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screen_width,
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screen_height,
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&paint_x_origin,
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&paint_y_origin) ||
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!meta_cullable_is_untransformed (META_CULLABLE (actor)))
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{
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parent_actor_class->paint (actor, paint_context);
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return;
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}
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}
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else
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{
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paint_x_origin = 0;
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paint_y_origin = 0;
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}
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visible_rect.x = visible_rect.y = 0;
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visible_rect.width = clutter_actor_get_width (CLUTTER_ACTOR (stage));
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visible_rect.height = clutter_actor_get_height (CLUTTER_ACTOR (stage));
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unobscured_region = cairo_region_create_rectangle (&visible_rect);
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/* Get the clipped redraw bounds so that we can avoid painting shadows on
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* windows that don't need to be painted in this frame. In the case of a
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* multihead setup with mismatched monitor sizes, we could intersect this
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* with an accurate union of the monitors to avoid painting shadows that are
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* visible only in the holes. */
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clip_region = cairo_region_copy (redraw_clip);
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cairo_region_translate (clip_region, -paint_x_origin, -paint_y_origin);
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meta_cullable_cull_out (META_CULLABLE (window_group), unobscured_region, clip_region);
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cairo_region_destroy (unobscured_region);
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cairo_region_destroy (clip_region);
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parent_actor_class->paint (actor, paint_context);
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meta_cullable_reset_culling (META_CULLABLE (window_group));
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}
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/* Adapted from clutter_actor_update_default_paint_volume() */
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static gboolean
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meta_window_group_get_paint_volume (ClutterActor *self,
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ClutterPaintVolume *volume)
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{
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ClutterActorIter iter;
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ClutterActor *child;
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clutter_actor_iter_init (&iter, self);
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while (clutter_actor_iter_next (&iter, &child))
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{
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const ClutterPaintVolume *child_volume;
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if (!CLUTTER_ACTOR_IS_MAPPED (child))
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continue;
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child_volume = clutter_actor_get_transformed_paint_volume (child, self);
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if (child_volume == NULL)
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return FALSE;
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clutter_paint_volume_union (volume, child_volume);
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}
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return TRUE;
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}
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/* This is a workaround for Clutter's awful allocation tracking.
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* Without this, any time the window group changed size, which is
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* any time windows are dragged around, we'll do a full repaint
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* of the window group, which includes the background actor, meaning
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* a full-stage repaint.
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*
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* Since actors are allowed to paint outside their allocation, and
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* since child actors are allowed to be outside their parents, this
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* doesn't affect anything, but it means that we'll get much more
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* sane and consistent clipped repaints from Clutter. */
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static void
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meta_window_group_get_preferred_width (ClutterActor *actor,
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gfloat for_height,
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gfloat *min_width,
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gfloat *nat_width)
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{
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*min_width = 0;
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*nat_width = 0;
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}
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static void
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meta_window_group_get_preferred_height (ClutterActor *actor,
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gfloat for_width,
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gfloat *min_height,
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gfloat *nat_height)
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{
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*min_height = 0;
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*nat_height = 0;
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}
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static void
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meta_window_group_class_init (MetaWindowGroupClass *klass)
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{
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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actor_class->paint = meta_window_group_paint;
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actor_class->get_paint_volume = meta_window_group_get_paint_volume;
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actor_class->get_preferred_width = meta_window_group_get_preferred_width;
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actor_class->get_preferred_height = meta_window_group_get_preferred_height;
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}
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static void
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meta_window_group_init (MetaWindowGroup *window_group)
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{
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}
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ClutterActor *
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meta_window_group_new (MetaDisplay *display)
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{
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MetaWindowGroup *window_group;
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window_group = g_object_new (META_TYPE_WINDOW_GROUP, NULL);
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window_group->display = display;
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return CLUTTER_ACTOR (window_group);
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}
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