diff options
| -rw-r--r-- | manual-tests/Panel.txt | 16 | ||||
| -rw-r--r-- | plugins/unityshell/src/unityshell.cpp | 41 | 
2 files changed, 39 insertions, 18 deletions
| diff --git a/manual-tests/Panel.txt b/manual-tests/Panel.txt index d36af4588..d7d74676a 100644 --- a/manual-tests/Panel.txt +++ b/manual-tests/Panel.txt @@ -95,3 +95,19 @@ Expected Result:  At no point during the actions should the panel (or launcher) blink or  flicker out of existence. + +Panel shadow overdraw +--------------------- +Setup: +#. Install Google Chrome or Chromium. + +Actions: +#. Maximize a Chrome window. +#. Open several tabs so that the titles of some tabs are not fully visible + and fade out to the right. +#. Hover the mouse over the very top part of some tabs so tooltips appear. + +Expected Result: + No part of the panel shadow should ever appear on top of the maximized + Chrome window. + diff --git a/plugins/unityshell/src/unityshell.cpp b/plugins/unityshell/src/unityshell.cpp index 01f40c744..571c8f82a 100644 --- a/plugins/unityshell/src/unityshell.cpp +++ b/plugins/unityshell/src/unityshell.cpp @@ -560,6 +560,9 @@ void UnityScreen::setPanelShadowMatrix(const GLMatrix& matrix)  void UnityScreen::paintPanelShadow(const CompRegion& clip)  { + if (panel_controller_->opacity() == 0.0f) + return; +  if (sources_.GetSource(local::RELAYOUT_TIMEOUT))  return; @@ -585,22 +588,6 @@ void UnityScreen::paintPanelShadow(const CompRegion& clip)  if (redraw.isEmpty())  return; - const CompRect& bounds(redraw.boundingRect()); - - // Sub-rectangle of the shadow needing redrawing: - float x1 = bounds.x1(); - float y1 = bounds.y1(); - float x2 = bounds.x2(); - float y2 = bounds.y2(); - - // Texture coordinates of the above rectangle: - float tx1 = (x1 - shadowX) / shadowWidth; - float ty1 = (y1 - shadowY) / shadowHeight; - float tx2 = (x2 - shadowX) / shadowWidth; - float ty2 = (y2 - shadowY) / shadowHeight; - - nuxPrologue(); -  // compiz doesn't use the same method of tracking monitors as our toolkit  // we need to make sure we properly associate with the right monitor  int current_monitor = -1; @@ -616,8 +603,14 @@ void UnityScreen::paintPanelShadow(const CompRegion& clip)  i++;  } - if (!(launcher_controller_->IsOverlayOpen() && current_monitor == overlay_monitor_) - && panel_controller_->opacity() > 0.0f) + if (launcher_controller_->IsOverlayOpen() && current_monitor == overlay_monitor_) + return; + + nuxPrologue(); + + const CompRect::vector& rects = redraw.rects(); + + for (auto const& r : rects)  {  foreach(GLTexture * tex, _shadow_texture)  { @@ -639,6 +632,18 @@ void UnityScreen::paintPanelShadow(const CompRegion& clip)  (GLushort)(panel_controller_->opacity() * 0xFFFF)  }; + // Sub-rectangle of the shadow needing redrawing: + float x1 = r.x1(); + float y1 = r.y1(); + float x2 = r.x2(); + float y2 = r.y2(); + + // Texture coordinates of the above rectangle: + float tx1 = (x1 - shadowX) / shadowWidth; + float ty1 = (y1 - shadowY) / shadowHeight; + float tx2 = (x2 - shadowX) / shadowWidth; + float ty2 = (y2 - shadowY) / shadowHeight; +  vertexData = {  x1, y1, 0,  x1, y2, 0, | 
