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ClutterX11TexturePixmap calls get_allocation_box() when queueing a clipped redraw. If the allocation is not valid, and if we queue a lot of redraws in response to a series of damage events, the net result is that we spend all our time in a re-layout. We can short-circuit this by checking if the actor has a valid allocation, and if not, just queue a redraw - the actor will be allocated by the time it is going to be painted. Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>