Skip drawing transparent borders and backgrounds

We were always drawing the border and background of each
StThemeNode, even if they were transparent. The simple
optimization of checking the alpha provides a significant
performance boost (in a quick test, it increased the
overviewFpsSubsequent metric in the core performance test
from 28fps to 35fps).

https://bugzilla.gnome.org/show_bug.cgi?id=634752
This commit is contained in:
Owen W. Taylor 2010-11-13 08:11:03 -05:00
parent c3fb3a98b8
commit 3138b20b11

View File

@ -262,6 +262,11 @@ st_theme_node_lookup_corner (StThemeNode *node,
break;
}
if (corner.color.alpha == 0 &&
corner.border_color_1.alpha == 0 &&
corner.border_color_2.alpha == 0)
return COGL_INVALID_HANDLE;
key = corner_to_string (&corner);
data.node = node;
@ -676,6 +681,7 @@ st_theme_node_paint_borders (StThemeNode *node,
int max_width_radius[4];
int corner_id;
ClutterColor border_color;
guint8 alpha;
width = box->x2 - box->x1;
height = box->y2 - box->y1;
@ -697,58 +703,62 @@ st_theme_node_paint_borders (StThemeNode *node,
float x1, y1, x2, y2;
over (&border_color, &node->background_color, &effective_border);
alpha = paint_opacity * effective_border.alpha / 255;
cogl_set_source_color4ub (effective_border.red,
effective_border.green,
effective_border.blue,
paint_opacity * effective_border.alpha / 255);
if (alpha > 0)
{
cogl_set_source_color4ub (effective_border.red,
effective_border.green,
effective_border.blue,
alpha);
/* NORTH */
skip_corner_1 = node->border_radius[ST_CORNER_TOPLEFT] > 0;
skip_corner_2 = node->border_radius[ST_CORNER_TOPRIGHT] > 0;
/* NORTH */
skip_corner_1 = node->border_radius[ST_CORNER_TOPLEFT] > 0;
skip_corner_2 = node->border_radius[ST_CORNER_TOPRIGHT] > 0;
x1 = skip_corner_1 ? max_width_radius[ST_CORNER_TOPLEFT] : 0;
y1 = 0;
x2 = skip_corner_2 ? width - max_width_radius[ST_CORNER_TOPRIGHT] : width;
y2 = border_width;
cogl_rectangle (x1, y1, x2, y2);
x1 = skip_corner_1 ? max_width_radius[ST_CORNER_TOPLEFT] : 0;
y1 = 0;
x2 = skip_corner_2 ? width - max_width_radius[ST_CORNER_TOPRIGHT] : width;
y2 = border_width;
cogl_rectangle (x1, y1, x2, y2);
/* EAST */
skip_corner_1 = node->border_radius[ST_CORNER_TOPRIGHT] > 0;
skip_corner_2 = node->border_radius[ST_CORNER_BOTTOMRIGHT] > 0;
/* EAST */
skip_corner_1 = node->border_radius[ST_CORNER_TOPRIGHT] > 0;
skip_corner_2 = node->border_radius[ST_CORNER_BOTTOMRIGHT] > 0;
x1 = width - border_width;
y1 = skip_corner_1 ? max_width_radius[ST_CORNER_TOPRIGHT] : border_width;
x2 = width;
y2 = skip_corner_2 ? height - max_width_radius[ST_CORNER_BOTTOMRIGHT]
: height - border_width;
cogl_rectangle (x1, y1, x2, y2);
x1 = width - border_width;
y1 = skip_corner_1 ? max_width_radius[ST_CORNER_TOPRIGHT] : border_width;
x2 = width;
y2 = skip_corner_2 ? height - max_width_radius[ST_CORNER_BOTTOMRIGHT]
: height - border_width;
cogl_rectangle (x1, y1, x2, y2);
/* SOUTH */
skip_corner_1 = node->border_radius[ST_CORNER_BOTTOMLEFT] > 0;
skip_corner_2 = node->border_radius[ST_CORNER_BOTTOMRIGHT] > 0;
/* SOUTH */
skip_corner_1 = node->border_radius[ST_CORNER_BOTTOMLEFT] > 0;
skip_corner_2 = node->border_radius[ST_CORNER_BOTTOMRIGHT] > 0;
x1 = skip_corner_1 ? max_width_radius[ST_CORNER_BOTTOMLEFT] : 0;
y1 = height - border_width;
x2 = skip_corner_2 ? width - max_width_radius[ST_CORNER_BOTTOMRIGHT]
: width;
y2 = height;
cogl_rectangle (x1, y1, x2, y2);
x1 = skip_corner_1 ? max_width_radius[ST_CORNER_BOTTOMLEFT] : 0;
y1 = height - border_width;
x2 = skip_corner_2 ? width - max_width_radius[ST_CORNER_BOTTOMRIGHT]
: width;
y2 = height;
cogl_rectangle (x1, y1, x2, y2);
/* WEST */
skip_corner_1 = node->border_radius[ST_CORNER_TOPLEFT] > 0;
skip_corner_2 = node->border_radius[ST_CORNER_BOTTOMLEFT] > 0;
/* WEST */
skip_corner_1 = node->border_radius[ST_CORNER_TOPLEFT] > 0;
skip_corner_2 = node->border_radius[ST_CORNER_BOTTOMLEFT] > 0;
x1 = 0;
y1 = skip_corner_1 ? max_width_radius[ST_CORNER_TOPLEFT] : border_width;
x2 = border_width;
y2 = skip_corner_2 ? height - max_width_radius[ST_CORNER_BOTTOMLEFT]
: height - border_width;
cogl_rectangle (x1, y1, x2, y2);
x1 = 0;
y1 = skip_corner_1 ? max_width_radius[ST_CORNER_TOPLEFT] : border_width;
x2 = border_width;
y2 = skip_corner_2 ? height - max_width_radius[ST_CORNER_BOTTOMLEFT]
: height - border_width;
cogl_rectangle (x1, y1, x2, y2);
}
}
/* corners */
if (max_border_radius > 0)
if (max_border_radius > 0 && paint_opacity > 0)
{
for (corner_id = 0; corner_id < 4; corner_id++)
{
@ -787,105 +797,109 @@ st_theme_node_paint_borders (StThemeNode *node,
}
/* background color */
cogl_set_source_color4ub (node->background_color.red,
node->background_color.green,
node->background_color.blue,
paint_opacity * node->background_color.alpha / 255);
/* We add padding to each corner, so that all corners end up as if they
* had a border-radius of max_border_radius, which allows us to treat
* corners as uniform further on.
*/
for (corner_id = 0; corner_id < 4; corner_id++)
alpha = paint_opacity * node->background_color.alpha / 255;
if (alpha > 0)
{
float verts[8];
int n_rects;
cogl_set_source_color4ub (node->background_color.red,
node->background_color.green,
node->background_color.blue,
alpha);
/* corner texture does not need padding */
if (max_border_radius == node->border_radius[corner_id])
continue;
n_rects = node->border_radius[corner_id] == 0 ? 1 : 2;
switch (corner_id)
{
case ST_CORNER_TOPLEFT:
verts[0] = border_width;
verts[1] = max_width_radius[ST_CORNER_TOPLEFT];
verts[2] = max_border_radius;
verts[3] = max_border_radius;
if (n_rects == 2)
{
verts[4] = max_width_radius[ST_CORNER_TOPLEFT];
verts[5] = border_width;
verts[6] = max_border_radius;
verts[7] = max_width_radius[ST_CORNER_TOPLEFT];
}
break;
case ST_CORNER_TOPRIGHT:
verts[0] = width - max_border_radius;
verts[1] = max_width_radius[ST_CORNER_TOPRIGHT];
verts[2] = width - border_width;
verts[3] = max_border_radius;
if (n_rects == 2)
{
verts[4] = width - max_border_radius;
verts[5] = border_width;
verts[6] = width - max_width_radius[ST_CORNER_TOPRIGHT];
verts[7] = max_width_radius[ST_CORNER_TOPRIGHT];
}
break;
case ST_CORNER_BOTTOMRIGHT:
verts[0] = width - max_border_radius;
verts[1] = height - max_border_radius;
verts[2] = width - border_width;
verts[3] = height - max_width_radius[ST_CORNER_BOTTOMRIGHT];
if (n_rects == 2)
{
verts[4] = width - max_border_radius;
verts[5] = height - max_width_radius[ST_CORNER_BOTTOMRIGHT];
verts[6] = width - max_width_radius[ST_CORNER_BOTTOMRIGHT];
verts[7] = height - border_width;
}
break;
case ST_CORNER_BOTTOMLEFT:
verts[0] = border_width;
verts[1] = height - max_border_radius;
verts[2] = max_border_radius;
verts[3] = height - max_width_radius[ST_CORNER_BOTTOMLEFT];
if (n_rects == 2)
{
verts[4] = max_width_radius[ST_CORNER_BOTTOMLEFT];
verts[5] = height - max_width_radius[ST_CORNER_BOTTOMLEFT];
verts[6] = max_border_radius;
verts[7] = height - border_width;
}
break;
}
cogl_rectangles (verts, n_rects);
}
if (max_border_radius > border_width)
{
/* Once we've drawn the borders and corners, if the corners are bigger
* the the border width, the remaining area is shaped like
*
* ########
* ##########
* ##########
* ########
*
* We draw it in 3 pieces - first the top and bottom, then the main
* rectangle
/* We add padding to each corner, so that all corners end up as if they
* had a border-radius of max_border_radius, which allows us to treat
* corners as uniform further on.
*/
cogl_rectangle (max_border_radius, border_width,
width - max_border_radius, max_border_radius);
cogl_rectangle (max_border_radius, height - max_border_radius,
width - max_border_radius, height - border_width);
}
for (corner_id = 0; corner_id < 4; corner_id++)
{
float verts[8];
int n_rects;
cogl_rectangle (border_width, MAX(border_width, max_border_radius),
width - border_width, height - MAX(border_width, max_border_radius));
/* corner texture does not need padding */
if (max_border_radius == node->border_radius[corner_id])
continue;
n_rects = node->border_radius[corner_id] == 0 ? 1 : 2;
switch (corner_id)
{
case ST_CORNER_TOPLEFT:
verts[0] = border_width;
verts[1] = max_width_radius[ST_CORNER_TOPLEFT];
verts[2] = max_border_radius;
verts[3] = max_border_radius;
if (n_rects == 2)
{
verts[4] = max_width_radius[ST_CORNER_TOPLEFT];
verts[5] = border_width;
verts[6] = max_border_radius;
verts[7] = max_width_radius[ST_CORNER_TOPLEFT];
}
break;
case ST_CORNER_TOPRIGHT:
verts[0] = width - max_border_radius;
verts[1] = max_width_radius[ST_CORNER_TOPRIGHT];
verts[2] = width - border_width;
verts[3] = max_border_radius;
if (n_rects == 2)
{
verts[4] = width - max_border_radius;
verts[5] = border_width;
verts[6] = width - max_width_radius[ST_CORNER_TOPRIGHT];
verts[7] = max_width_radius[ST_CORNER_TOPRIGHT];
}
break;
case ST_CORNER_BOTTOMRIGHT:
verts[0] = width - max_border_radius;
verts[1] = height - max_border_radius;
verts[2] = width - border_width;
verts[3] = height - max_width_radius[ST_CORNER_BOTTOMRIGHT];
if (n_rects == 2)
{
verts[4] = width - max_border_radius;
verts[5] = height - max_width_radius[ST_CORNER_BOTTOMRIGHT];
verts[6] = width - max_width_radius[ST_CORNER_BOTTOMRIGHT];
verts[7] = height - border_width;
}
break;
case ST_CORNER_BOTTOMLEFT:
verts[0] = border_width;
verts[1] = height - max_border_radius;
verts[2] = max_border_radius;
verts[3] = height - max_width_radius[ST_CORNER_BOTTOMLEFT];
if (n_rects == 2)
{
verts[4] = max_width_radius[ST_CORNER_BOTTOMLEFT];
verts[5] = height - max_width_radius[ST_CORNER_BOTTOMLEFT];
verts[6] = max_border_radius;
verts[7] = height - border_width;
}
break;
}
cogl_rectangles (verts, n_rects);
}
if (max_border_radius > border_width)
{
/* Once we've drawn the borders and corners, if the corners are bigger
* the the border width, the remaining area is shaped like
*
* ########
* ##########
* ##########
* ########
*
* We draw it in 3 pieces - first the top and bottom, then the main
* rectangle
*/
cogl_rectangle (max_border_radius, border_width,
width - max_border_radius, max_border_radius);
cogl_rectangle (max_border_radius, height - max_border_radius,
width - max_border_radius, height - border_width);
}
cogl_rectangle (border_width, MAX(border_width, max_border_radius),
width - border_width, height - MAX(border_width, max_border_radius));
}
}
static void