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257 lines
8.7 KiB
C
257 lines
8.7 KiB
C
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* Copyright (C) 2013 Red Hat
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://www.gnu.org/licenses/>.
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*
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* Written by:
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* Owen Taylor <otaylor@redhat.com>
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* Ray Strode <rstrode@redhat.com>
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* Jasper St. Pierre <jstpierre@mecheye.net>
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*/
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#include "config.h"
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#include "clutter/clutter-mutter.h"
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#include "compositor/clutter-utils.h"
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#include "compositor/meta-cullable.h"
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#include "compositor/region-utils.h"
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G_DEFINE_INTERFACE (MetaCullable, meta_cullable, CLUTTER_TYPE_ACTOR);
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static gboolean
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has_active_effects (ClutterActor *actor)
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{
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g_autoptr (GList) effects = NULL;
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GList *l;
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effects = clutter_actor_get_effects (actor);
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for (l = effects; l != NULL; l = l->next)
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{
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if (clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (l->data)))
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return TRUE;
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}
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return FALSE;
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}
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static MtkRegion *
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region_apply_transform_expand_maybe_ref (MtkRegion *region,
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graphene_matrix_t *transform)
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{
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if (mtk_region_is_empty (region))
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return mtk_region_ref (region);
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return meta_region_apply_matrix_transform_expand (region, transform);
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}
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/**
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* MetaCullable:
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*
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* CPU culling operations for efficient drawing
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*
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* When we are painting a stack of 5-10 large actors, the standard
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* bottom-to-top method of drawing every actor results in a tremendous
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* amount of overdraw. If these actors are painting textures like
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* windows, it can easily max out the available memory bandwidth on a
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* low-end graphics chipset. It's even worse if window textures are
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* being accessed over the AGP bus.
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*
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* #MetaCullable is our solution. The basic technique applied here is to
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* do a pre-pass before painting where we walk each actor from top to bottom
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* and ask each actor to "cull itself out". We pass in a region it can copy
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* to clip its drawing to, and the actor can subtract its fully opaque pixels
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* so that actors underneath know not to draw there as well.
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*/
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typedef void (* ChildCullMethod) (MetaCullable *cullable,
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MtkRegion *region);
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static void
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cull_out_children_common (MetaCullable *cullable,
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MtkRegion *region,
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ChildCullMethod method)
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{
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ClutterActor *actor = CLUTTER_ACTOR (cullable);
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ClutterActor *child;
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ClutterActorIter iter;
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clutter_actor_iter_init (&iter, actor);
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while (clutter_actor_iter_prev (&iter, &child))
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{
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gboolean needs_culling;
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if (!META_IS_CULLABLE (child))
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continue;
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needs_culling = (region != NULL);
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if (needs_culling && !clutter_actor_is_visible (child))
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needs_culling = FALSE;
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/* If an actor has effects applied, then that can change the area
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* it paints and the opacity, so we no longer can figure out what
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* portion of the actor is obscured and what portion of the screen
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* it obscures, so we skip the actor.
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*
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* This has a secondary beneficial effect: if a ClutterOffscreenEffect
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* is applied to an actor, then our clipped redraws interfere with the
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* caching of the FBO - even if we only need to draw a small portion
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* of the window right now, ClutterOffscreenEffect may use other portions
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* of the FBO later. So, skipping actors with effects applied also
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* prevents these bugs.
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*
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* Theoretically, we should check clutter_actor_get_offscreen_redirect()
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* as well for the same reason, but omitted for simplicity in the
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* hopes that no-one will do that.
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*/
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if (needs_culling && has_active_effects (child))
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needs_culling = FALSE;
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if (needs_culling)
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{
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g_autoptr (MtkRegion) actor_region = NULL;
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g_autoptr (MtkRegion) reduced_region = NULL;
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graphene_matrix_t actor_transform, inverted_actor_transform;
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clutter_actor_get_transform (child, &actor_transform);
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if (graphene_matrix_is_identity (&actor_transform))
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{
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/* No transformation needed, simply pass through to child */
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method (META_CULLABLE (child), region);
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continue;
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}
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if (!graphene_matrix_inverse (&actor_transform,
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&inverted_actor_transform) ||
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!graphene_matrix_is_2d (&actor_transform))
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{
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method (META_CULLABLE (child), NULL);
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continue;
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}
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actor_region =
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region_apply_transform_expand_maybe_ref (region,
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&inverted_actor_transform);
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g_assert (actor_region);
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method (META_CULLABLE (child), actor_region);
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reduced_region =
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region_apply_transform_expand_maybe_ref (actor_region,
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&actor_transform);
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g_assert (reduced_region);
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mtk_region_intersect (region, reduced_region);
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}
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else
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{
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method (META_CULLABLE (child), NULL);
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}
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}
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}
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/**
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* meta_cullable_cull_unobscured_children:
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* @cullable: The #MetaCullable
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* @unobscured_region: The unobscured region, as passed into cull_unobscured()
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*
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* This is a helper method for actors that want to recurse over their
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* child actors, and cull them out.
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*
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* See #MetaCullable and meta_cullable_cull_unobscured() for more details.
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*/
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void
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meta_cullable_cull_unobscured_children (MetaCullable *cullable,
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MtkRegion *unobscured_region)
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{
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cull_out_children_common (cullable,
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unobscured_region,
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meta_cullable_cull_unobscured);
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}
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/**
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* meta_cullable_cull_redraw_clip_children:
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* @cullable: The #MetaCullable
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* @clip_region: The clip region, as passed into cull_redraw_clip()
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*
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* This is a helper method for actors that want to recurse over their
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* child actors, and cull them out.
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*
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* See #MetaCullable and meta_cullable_cull_redraw_clip() for more details.
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*/
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void
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meta_cullable_cull_redraw_clip_children (MetaCullable *cullable,
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MtkRegion *clip_region)
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{
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cull_out_children_common (cullable,
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clip_region,
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meta_cullable_cull_redraw_clip);
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}
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static void
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meta_cullable_default_init (MetaCullableInterface *iface)
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{
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}
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/**
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* meta_cullable_cull_unobscured:
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* @cullable: The #MetaCullable
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* @unobscured_region: The unobscured region, in @cullable's space.
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*
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* When #MetaWindowGroup is painted, we walk over its direct cullable
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* children from top to bottom and ask themselves to "cull out". Cullables
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* can use @unobscured_region record what parts of their window are unobscured
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* for e.g. scheduling repaints.
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*
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* Actors that may have fully opaque parts should also subtract out a region
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* that is fully opaque from @unobscured_region.
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*
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* Actors that have children can also use the meta_cullable_cull_unobscured_children()
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* helper method to do a simple cull across all their children.
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*/
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void
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meta_cullable_cull_unobscured (MetaCullable *cullable,
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MtkRegion *unobscured_region)
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{
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META_CULLABLE_GET_IFACE (cullable)->cull_unobscured (cullable, unobscured_region);
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}
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/**
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* meta_cullable_cull_redraw_clip:
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* @cullable: The #MetaCullable
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* @clip_region: The clip region, in @cullable's space.
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*
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* When #MetaWindowGroup is painted, we walk over its direct cullable
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* children from top to bottom and ask themselves to "cull out". Cullables
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* can use @clip_region to clip their drawing. Actors interested in eliminating
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* overdraw should copy the @clip_region and only paint those parts, as
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* everything else has been obscured by actors above it.
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*
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* Actors that may have fully opaque parts should also subtract out a region
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* that is fully opaque from @clip_region.
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*
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* Actors that have children can also use the meta_cullable_cull_redraw_clip_children()
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* helper method to do a simple cull across all their children.
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*/
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void
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meta_cullable_cull_redraw_clip (MetaCullable *cullable,
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MtkRegion *clip_region)
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{
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META_CULLABLE_GET_IFACE (cullable)->cull_redraw_clip (cullable, clip_region);
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}
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