Commit c15b3b4a authored by Jasper St. Pierre's avatar Jasper St. Pierre

shaped-texture: Fix the logic when the blended region is empty

When the blended region was empty, meaning we didn't have to paint
anything blended -- the case for an app update -- was drawing the
entire window blended, because of a think-o in the complex and
complicated logic.

Fix this so that we don't draw anything for the blended region when
empty.
parent e1acb69c
......@@ -430,53 +430,65 @@ meta_shaped_texture_paint (ClutterActor *actor)
}
/* Now, go ahead and paint the blended parts. */
{
CoglPipeline *blended_pipeline;
if (priv->mask_texture == NULL)
{
blended_pipeline = get_unmasked_pipeline (ctx);
}
else
{
blended_pipeline = get_masked_pipeline (ctx);
cogl_pipeline_set_layer_texture (blended_pipeline, 1, priv->mask_texture);
cogl_pipeline_set_layer_filters (blended_pipeline, 1, filter, filter);
}
cogl_pipeline_set_layer_texture (blended_pipeline, 0, paint_tex);
cogl_pipeline_set_layer_filters (blended_pipeline, 0, filter, filter);
CoglColor color;
cogl_color_init_from_4ub (&color, opacity, opacity, opacity, opacity);
cogl_pipeline_set_color (blended_pipeline, &color);
if (blended_region != NULL && !cairo_region_is_empty (blended_region))
{
int i;
int n_rects = cairo_region_num_rectangles (blended_region);
for (i = 0; i < n_rects; i++)
{
cairo_rectangle_int_t rect;
cairo_region_get_rectangle (blended_region, i, &rect);
if (!gdk_rectangle_intersect (&tex_rect, &rect, &rect))
continue;
paint_clipped_rectangle (fb, blended_pipeline, &rect, &alloc);
}
}
else
{
cogl_framebuffer_draw_rectangle (fb, blended_pipeline,
0, 0,
alloc.x2 - alloc.x1,
alloc.y2 - alloc.y1);
}
cogl_object_unref (blended_pipeline);
}
/* We have three cases:
* 1) blended_region has rectangles - paint the rectangles.
* 2) blended_region is empty - don't paint anything
* 3) blended_region is NULL - paint fully-blended.
*
* 1) and 3) are the times where we have to paint stuff. This tests
* for 1) and 3).
*/
if (blended_region == NULL || !cairo_region_is_empty (blended_region))
{
CoglPipeline *blended_pipeline;
if (priv->mask_texture == NULL)
{
blended_pipeline = get_unmasked_pipeline (ctx);
}
else
{
blended_pipeline = get_masked_pipeline (ctx);
cogl_pipeline_set_layer_texture (blended_pipeline, 1, priv->mask_texture);
cogl_pipeline_set_layer_filters (blended_pipeline, 1, filter, filter);
}
cogl_pipeline_set_layer_texture (blended_pipeline, 0, paint_tex);
cogl_pipeline_set_layer_filters (blended_pipeline, 0, filter, filter);
CoglColor color;
cogl_color_init_from_4ub (&color, opacity, opacity, opacity, opacity);
cogl_pipeline_set_color (blended_pipeline, &color);
if (blended_region != NULL)
{
/* 1) blended_region is NULL and not empty. Paint the rectangles. */
int i;
int n_rects = cairo_region_num_rectangles (blended_region);
for (i = 0; i < n_rects; i++)
{
cairo_rectangle_int_t rect;
cairo_region_get_rectangle (blended_region, i, &rect);
if (!gdk_rectangle_intersect (&tex_rect, &rect, &rect))
continue;
paint_clipped_rectangle (fb, blended_pipeline, &rect, &alloc);
}
}
else
{
/* 3) blended_region is NULL. Do a full paint. */
cogl_framebuffer_draw_rectangle (fb, blended_pipeline,
0, 0,
alloc.x2 - alloc.x1,
alloc.y2 - alloc.y1);
}
cogl_object_unref (blended_pipeline);
}
if (blended_region != NULL)
cairo_region_destroy (blended_region);
......
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