Remove intersection of region with visible rect
No longer needed as the splitting into quads will perform the intersection.icc-effect-5.14.5
parent
1793343847
commit
a360d59f7e
|
@ -469,22 +469,14 @@ void SceneOpenGL::Window::performPaint(int mask, QRegion region, WindowPaintData
|
||||||
return; // Only painting translucent and window is opaque
|
return; // Only painting translucent and window is opaque
|
||||||
}*/
|
}*/
|
||||||
|
|
||||||
// Intersect the clip region with the rectangle the window occupies on the screen
|
|
||||||
if (!(mask & (PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED)))
|
|
||||||
region &= toplevel->visibleRect();
|
|
||||||
|
|
||||||
if (region.isEmpty())
|
if (region.isEmpty())
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (region != infiniteRegion()) {
|
if (region != infiniteRegion() && !(mask & PAINT_WINDOW_TRANSFORMED)) {
|
||||||
WindowQuadList quads;
|
WindowQuadList quads;
|
||||||
const QRegion filterRegion = region.translated(-x(), -y());
|
const QRegion filterRegion = region.translated(-x(), -y());
|
||||||
// split all quads in bounding rect with the actual rects in the region
|
// split all quads in bounding rect with the actual rects in the region
|
||||||
foreach (const WindowQuad &quad, data.quads) {
|
foreach (const WindowQuad &quad, data.quads) {
|
||||||
if (quad.isTransformed()) {
|
|
||||||
quads << quad;
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
foreach (const QRect &r, filterRegion.rects()) {
|
foreach (const QRect &r, filterRegion.rects()) {
|
||||||
const QRectF rf(r);
|
const QRectF rf(r);
|
||||||
const QRectF quadRect(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()));
|
const QRectF quadRect(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()));
|
||||||
|
|
Loading…
Reference in New Issue