st-theme-node-drawing: Move most of the cached paint state to another struct

Since we now share theme nodes between, we shouldn't cache the paint state
across all nodes. As a first step towards putting this in the actor, split
out the state into another structure. Keep it in the theme node for now
so that we don't make too many changes in one commit.

It's possible that some of these pieces of drawing state could be shared
between theme nodes. For the sake of simplicity, assume that none of them
are shared or should be shared. A future commit could identify those that
could be shared and move them back into the theme node.

https://bugzilla.gnome.org/show_bug.cgi?id=697274
This commit is contained in:
Jasper St. Pierre 2013-04-04 19:47:28 -04:00
parent 40b895d16b
commit 72bc46d339
3 changed files with 161 additions and 139 deletions

View File

@ -462,6 +462,7 @@ get_background_coordinates (StThemeNode *node,
static void
get_background_position (StThemeNode *self,
StThemeNodePaintState *state,
const ClutterActorBox *allocation,
ClutterActorBox *result,
ClutterActorBox *texture_coords)
@ -472,8 +473,8 @@ get_background_position (StThemeNode *self,
gdouble scale_w, scale_h;
/* get the background image size */
background_image_width = cogl_texture_get_width (self->background_texture);
background_image_height = cogl_texture_get_height (self->background_texture);
background_image_width = cogl_texture_get_width (state->background_texture);
background_image_height = cogl_texture_get_height (state->background_texture);
/* get the painting area size */
painting_area_width = allocation->x2 - allocation->x1;
@ -1269,58 +1270,60 @@ st_theme_node_prerender_background (StThemeNode *node,
}
void
_st_theme_node_free_drawing_state (StThemeNode *node)
_st_theme_node_paint_state_free (StThemeNodePaintState *state)
{
int corner_id;
if (node->background_texture != COGL_INVALID_HANDLE)
cogl_handle_unref (node->background_texture);
if (node->background_material != COGL_INVALID_HANDLE)
cogl_handle_unref (node->background_material);
if (node->background_shadow_material != COGL_INVALID_HANDLE)
cogl_handle_unref (node->background_shadow_material);
if (node->border_slices_texture != COGL_INVALID_HANDLE)
cogl_handle_unref (node->border_slices_texture);
if (node->border_slices_material != COGL_INVALID_HANDLE)
cogl_handle_unref (node->border_slices_material);
if (node->prerendered_texture != COGL_INVALID_HANDLE)
cogl_handle_unref (node->prerendered_texture);
if (node->prerendered_material != COGL_INVALID_HANDLE)
cogl_handle_unref (node->prerendered_material);
if (node->box_shadow_material != COGL_INVALID_HANDLE)
cogl_handle_unref (node->box_shadow_material);
if (state->background_texture != COGL_INVALID_HANDLE)
cogl_handle_unref (state->background_texture);
if (state->background_material != COGL_INVALID_HANDLE)
cogl_handle_unref (state->background_material);
if (state->background_shadow_material != COGL_INVALID_HANDLE)
cogl_handle_unref (state->background_shadow_material);
if (state->border_slices_texture != COGL_INVALID_HANDLE)
cogl_handle_unref (state->border_slices_texture);
if (state->border_slices_material != COGL_INVALID_HANDLE)
cogl_handle_unref (state->border_slices_material);
if (state->prerendered_texture != COGL_INVALID_HANDLE)
cogl_handle_unref (state->prerendered_texture);
if (state->prerendered_material != COGL_INVALID_HANDLE)
cogl_handle_unref (state->prerendered_material);
if (state->box_shadow_material != COGL_INVALID_HANDLE)
cogl_handle_unref (state->box_shadow_material);
for (corner_id = 0; corner_id < 4; corner_id++)
if (node->corner_material[corner_id] != COGL_INVALID_HANDLE)
cogl_handle_unref (node->corner_material[corner_id]);
if (state->corner_material[corner_id] != COGL_INVALID_HANDLE)
cogl_handle_unref (state->corner_material[corner_id]);
_st_theme_node_init_drawing_state (node);
_st_theme_node_paint_state_init (state);
}
void
_st_theme_node_init_drawing_state (StThemeNode *node)
_st_theme_node_paint_state_init (StThemeNodePaintState *state)
{
int corner_id;
node->background_texture = COGL_INVALID_HANDLE;
node->background_material = COGL_INVALID_HANDLE;
node->background_shadow_material = COGL_INVALID_HANDLE;
node->box_shadow_material = COGL_INVALID_HANDLE;
node->border_slices_texture = COGL_INVALID_HANDLE;
node->border_slices_material = COGL_INVALID_HANDLE;
node->prerendered_texture = COGL_INVALID_HANDLE;
node->prerendered_material = COGL_INVALID_HANDLE;
state->background_texture = COGL_INVALID_HANDLE;
state->background_material = COGL_INVALID_HANDLE;
state->background_shadow_material = COGL_INVALID_HANDLE;
state->box_shadow_material = COGL_INVALID_HANDLE;
state->border_slices_texture = COGL_INVALID_HANDLE;
state->border_slices_material = COGL_INVALID_HANDLE;
state->prerendered_texture = COGL_INVALID_HANDLE;
state->prerendered_material = COGL_INVALID_HANDLE;
for (corner_id = 0; corner_id < 4; corner_id++)
node->corner_material[corner_id] = COGL_INVALID_HANDLE;
state->corner_material[corner_id] = COGL_INVALID_HANDLE;
}
static void st_theme_node_paint_borders (StThemeNode *node,
StThemeNodePaintState *state,
const ClutterActorBox *box,
guint8 paint_opacity);
static void
st_theme_node_render_resources (StThemeNode *node,
StThemeNodePaintState *state,
float width,
float height)
{
@ -1342,10 +1345,10 @@ st_theme_node_render_resources (StThemeNode *node,
* geometry change versus things that can be cached regardless, such as
* a background image.
*/
_st_theme_node_free_drawing_state (node);
_st_theme_node_paint_state_free (state);
node->alloc_width = width;
node->alloc_height = height;
state->alloc_width = width;
state->alloc_height = height;
_st_theme_node_ensure_background (node);
_st_theme_node_ensure_geometry (node);
@ -1400,21 +1403,21 @@ st_theme_node_render_resources (StThemeNode *node,
filename = st_border_image_get_filename (border_image);
node->border_slices_texture = st_texture_cache_load_file_to_cogl_texture (texture_cache, filename);
state->border_slices_texture = st_texture_cache_load_file_to_cogl_texture (texture_cache, filename);
}
if (node->border_slices_texture)
node->border_slices_material = _st_create_texture_material (node->border_slices_texture);
if (state->border_slices_texture)
state->border_slices_material = _st_create_texture_material (state->border_slices_texture);
else
node->border_slices_material = COGL_INVALID_HANDLE;
state->border_slices_material = COGL_INVALID_HANDLE;
node->corner_material[ST_CORNER_TOPLEFT] =
state->corner_material[ST_CORNER_TOPLEFT] =
st_theme_node_lookup_corner (node, width, height, ST_CORNER_TOPLEFT);
node->corner_material[ST_CORNER_TOPRIGHT] =
state->corner_material[ST_CORNER_TOPRIGHT] =
st_theme_node_lookup_corner (node, width, height, ST_CORNER_TOPRIGHT);
node->corner_material[ST_CORNER_BOTTOMRIGHT] =
state->corner_material[ST_CORNER_BOTTOMRIGHT] =
st_theme_node_lookup_corner (node, width, height, ST_CORNER_BOTTOMRIGHT);
node->corner_material[ST_CORNER_BOTTOMLEFT] =
state->corner_material[ST_CORNER_BOTTOMLEFT] =
st_theme_node_lookup_corner (node, width, height, ST_CORNER_BOTTOMLEFT);
/* Use cairo to prerender the node if there is a gradient, or
@ -1430,21 +1433,21 @@ st_theme_node_render_resources (StThemeNode *node,
|| (has_inset_box_shadow && (has_border || node->background_color.alpha > 0))
|| (background_image && (has_border || has_border_radius))
|| has_large_corners)
node->prerendered_texture = st_theme_node_prerender_background (node, width, height);
state->prerendered_texture = st_theme_node_prerender_background (node, width, height);
if (node->prerendered_texture)
node->prerendered_material = _st_create_texture_material (node->prerendered_texture);
if (state->prerendered_texture)
state->prerendered_material = _st_create_texture_material (state->prerendered_texture);
else
node->prerendered_material = COGL_INVALID_HANDLE;
state->prerendered_material = COGL_INVALID_HANDLE;
if (box_shadow_spec && !has_inset_box_shadow)
{
if (node->border_slices_texture != COGL_INVALID_HANDLE)
node->box_shadow_material = _st_create_shadow_material (box_shadow_spec,
node->border_slices_texture);
else if (node->prerendered_texture != COGL_INVALID_HANDLE)
node->box_shadow_material = _st_create_shadow_material (box_shadow_spec,
node->prerendered_texture);
if (state->border_slices_texture != COGL_INVALID_HANDLE)
state->box_shadow_material = _st_create_shadow_material (box_shadow_spec,
state->border_slices_texture);
else if (state->prerendered_texture != COGL_INVALID_HANDLE)
state->box_shadow_material = _st_create_shadow_material (box_shadow_spec,
state->prerendered_texture);
else if (node->background_color.alpha > 0 || has_border)
{
CoglHandle buffer, offscreen;
@ -1468,11 +1471,11 @@ st_theme_node_render_resources (StThemeNode *node,
cogl_color_set_from_4ub (&clear_color, 0, 0, 0, 0);
cogl_clear (&clear_color, COGL_BUFFER_BIT_COLOR);
st_theme_node_paint_borders (node, &box, 0xFF);
st_theme_node_paint_borders (node, state, &box, 0xFF);
cogl_pop_framebuffer ();
cogl_handle_unref (offscreen);
node->box_shadow_material = _st_create_shadow_material (box_shadow_spec,
state->box_shadow_material = _st_create_shadow_material (box_shadow_spec,
buffer);
}
cogl_handle_unref (buffer);
@ -1482,16 +1485,16 @@ st_theme_node_render_resources (StThemeNode *node,
background_image_shadow_spec = st_theme_node_get_background_image_shadow (node);
if (background_image != NULL && !has_border && !has_border_radius)
{
node->background_texture = st_texture_cache_load_file_to_cogl_texture (texture_cache, background_image);
node->background_material = _st_create_texture_material (node->background_texture);
state->background_texture = st_texture_cache_load_file_to_cogl_texture (texture_cache, background_image);
state->background_material = _st_create_texture_material (state->background_texture);
if (node->background_repeat)
cogl_material_set_layer_wrap_mode (node->background_material, 0, COGL_MATERIAL_WRAP_MODE_REPEAT);
cogl_material_set_layer_wrap_mode (state->background_material, 0, COGL_MATERIAL_WRAP_MODE_REPEAT);
if (background_image_shadow_spec)
{
node->background_shadow_material = _st_create_shadow_material (background_image_shadow_spec,
node->background_texture);
state->background_shadow_material = _st_create_shadow_material (background_image_shadow_spec,
state->background_texture);
}
}
}
@ -1516,6 +1519,7 @@ paint_material_with_opacity (CoglHandle material,
static void
st_theme_node_paint_borders (StThemeNode *node,
StThemeNodePaintState *state,
const ClutterActorBox *box,
guint8 paint_opacity)
{
@ -1622,13 +1626,13 @@ st_theme_node_paint_borders (StThemeNode *node,
{
for (corner_id = 0; corner_id < 4; corner_id++)
{
if (node->corner_material[corner_id] == COGL_INVALID_HANDLE)
if (state->corner_material[corner_id] == COGL_INVALID_HANDLE)
continue;
cogl_material_set_color4ub (node->corner_material[corner_id],
cogl_material_set_color4ub (state->corner_material[corner_id],
paint_opacity, paint_opacity,
paint_opacity, paint_opacity);
cogl_set_source (node->corner_material[corner_id]);
cogl_set_source (state->corner_material[corner_id]);
switch (corner_id)
{
@ -1781,6 +1785,7 @@ st_theme_node_paint_borders (StThemeNode *node,
static void
st_theme_node_paint_sliced_border_image (StThemeNode *node,
StThemeNodePaintState *state,
float width,
float height,
guint8 paint_opacity)
@ -1798,8 +1803,8 @@ st_theme_node_paint_sliced_border_image (StThemeNode *node,
st_border_image_get_borders (border_image,
&border_left, &border_right, &border_top, &border_bottom);
img_width = cogl_texture_get_width (node->border_slices_texture);
img_height = cogl_texture_get_height (node->border_slices_texture);
img_width = cogl_texture_get_width (state->border_slices_texture);
img_height = cogl_texture_get_height (state->border_slices_texture);
tx1 = border_left / img_width;
tx2 = (img_width - border_right) / img_width;
@ -1814,7 +1819,7 @@ st_theme_node_paint_sliced_border_image (StThemeNode *node,
if (ey < 0)
ey = border_bottom; /* FIXME ? */
material = node->border_slices_material;
material = state->border_slices_material;
cogl_material_set_color4ub (material,
paint_opacity, paint_opacity, paint_opacity, paint_opacity);
@ -1939,6 +1944,7 @@ st_theme_node_paint (StThemeNode *node,
{
float width, height;
ClutterActorBox allocation;
StThemeNodePaintState *state = &node->state;
/* Some things take an ActorBox, some things just width/height */
width = box->x2 - box->x1;
@ -1950,8 +1956,8 @@ st_theme_node_paint (StThemeNode *node,
if (width <= 0 || height <= 0)
return;
if (node->alloc_width != width || node->alloc_height != height)
st_theme_node_render_resources (node, width, height);
if (state->alloc_width != width || state->alloc_height != height)
st_theme_node_render_resources (node, state, width, height);
/* Rough notes about the relationship of borders and backgrounds in CSS3;
* see http://www.w3.org/TR/css3-background/ for more accurate details.
@ -1979,16 +1985,16 @@ st_theme_node_paint (StThemeNode *node,
* such that it's aligned to the outside edges)
*/
if (node->box_shadow_material)
if (state->box_shadow_material)
_st_paint_shadow_with_opacity (node->box_shadow,
node->box_shadow_material,
state->box_shadow_material,
&allocation,
paint_opacity);
if (node->prerendered_material != COGL_INVALID_HANDLE ||
node->border_slices_material != COGL_INVALID_HANDLE)
if (state->prerendered_material != COGL_INVALID_HANDLE ||
state->border_slices_material != COGL_INVALID_HANDLE)
{
if (node->prerendered_material != COGL_INVALID_HANDLE)
if (state->prerendered_material != COGL_INVALID_HANDLE)
{
ClutterActorBox paint_box;
@ -1996,23 +2002,23 @@ st_theme_node_paint (StThemeNode *node,
&allocation,
&paint_box);
paint_material_with_opacity (node->prerendered_material,
paint_material_with_opacity (state->prerendered_material,
&paint_box,
NULL,
paint_opacity);
}
if (node->border_slices_material != COGL_INVALID_HANDLE)
st_theme_node_paint_sliced_border_image (node, width, height, paint_opacity);
if (state->border_slices_material != COGL_INVALID_HANDLE)
st_theme_node_paint_sliced_border_image (node, state, width, height, paint_opacity);
}
else
{
st_theme_node_paint_borders (node, box, paint_opacity);
st_theme_node_paint_borders (node, state, box, paint_opacity);
}
st_theme_node_paint_outline (node, box, paint_opacity);
if (node->background_texture != COGL_INVALID_HANDLE)
if (state->background_texture != COGL_INVALID_HANDLE)
{
ClutterActorBox background_box;
ClutterActorBox texture_coords;
@ -2024,7 +2030,7 @@ st_theme_node_paint (StThemeNode *node,
*/
has_visible_outline = st_theme_node_has_visible_outline (node);
get_background_position (node, &allocation, &background_box, &texture_coords);
get_background_position (node, state, &allocation, &background_box, &texture_coords);
if (has_visible_outline || node->background_repeat)
cogl_clip_push_rectangle (allocation.x1, allocation.y1, allocation.x2, allocation.y2);
@ -2042,13 +2048,13 @@ st_theme_node_paint (StThemeNode *node,
* there is nothing (like a border, or the edge of the background color)
* to logically confine it.
*/
if (node->background_shadow_material != COGL_INVALID_HANDLE)
if (state->background_shadow_material != COGL_INVALID_HANDLE)
_st_paint_shadow_with_opacity (node->background_image_shadow,
node->background_shadow_material,
state->background_shadow_material,
&background_box,
paint_opacity);
paint_material_with_opacity (node->background_material,
paint_material_with_opacity (state->background_material,
&background_box,
&texture_coords,
paint_opacity);
@ -2058,6 +2064,44 @@ st_theme_node_paint (StThemeNode *node,
}
}
static void
st_theme_node_paint_state_copy (StThemeNodePaintState *state,
StThemeNodePaintState *other)
{
int corner_id;
if (state == other)
return;
/* Check omitted for speed: */
/* g_return_if_fail (st_theme_node_paint_equal (node, other)); */
_st_theme_node_paint_state_free (state);
state->alloc_width = other->alloc_width;
state->alloc_height = other->alloc_height;
if (other->background_shadow_material)
state->background_shadow_material = cogl_handle_ref (other->background_shadow_material);
if (other->box_shadow_material)
state->box_shadow_material = cogl_handle_ref (other->box_shadow_material);
if (other->background_texture)
state->background_texture = cogl_handle_ref (other->background_texture);
if (other->background_material)
state->background_material = cogl_handle_ref (other->background_material);
if (other->border_slices_texture)
state->border_slices_texture = cogl_handle_ref (other->border_slices_texture);
if (other->border_slices_material)
state->border_slices_material = cogl_handle_ref (other->border_slices_material);
if (other->prerendered_texture)
state->prerendered_texture = cogl_handle_ref (other->prerendered_texture);
if (other->prerendered_material)
state->prerendered_material = cogl_handle_ref (other->prerendered_material);
for (corner_id = 0; corner_id < 4; corner_id++)
if (other->corner_material[corner_id])
state->corner_material[corner_id] = cogl_handle_ref (other->corner_material[corner_id]);
}
/**
* st_theme_node_copy_cached_paint_state:
* @node: a #StThemeNode
@ -2072,46 +2116,19 @@ void
st_theme_node_copy_cached_paint_state (StThemeNode *node,
StThemeNode *other)
{
int corner_id;
st_theme_node_paint_state_copy (&node->state,
&other->state);
}
g_return_if_fail (ST_IS_THEME_NODE (node));
g_return_if_fail (ST_IS_THEME_NODE (other));
if (node == other)
return;
/* Check omitted for speed: */
/* g_return_if_fail (st_theme_node_paint_equal (node, other)); */
_st_theme_node_free_drawing_state (node);
node->alloc_width = other->alloc_width;
node->alloc_height = other->alloc_height;
if (other->background_shadow_material)
node->background_shadow_material = cogl_handle_ref (other->background_shadow_material);
if (other->box_shadow_material)
node->box_shadow_material = cogl_handle_ref (other->box_shadow_material);
if (other->background_texture)
node->background_texture = cogl_handle_ref (other->background_texture);
if (other->background_material)
node->background_material = cogl_handle_ref (other->background_material);
if (other->border_slices_texture)
node->border_slices_texture = cogl_handle_ref (other->border_slices_texture);
if (other->border_slices_material)
node->border_slices_material = cogl_handle_ref (other->border_slices_material);
if (other->prerendered_texture)
node->prerendered_texture = cogl_handle_ref (other->prerendered_texture);
if (other->prerendered_material)
node->prerendered_material = cogl_handle_ref (other->prerendered_material);
for (corner_id = 0; corner_id < 4; corner_id++)
if (other->corner_material[corner_id])
node->corner_material[corner_id] = cogl_handle_ref (other->corner_material[corner_id]);
static void
st_theme_node_paint_state_invalidate (StThemeNodePaintState *state)
{
state->alloc_width = 0;
state->alloc_height = 0;
}
void
st_theme_node_invalidate_paint_state (StThemeNode *node)
{
node->alloc_width = 0;
node->alloc_height = 0;
st_theme_node_paint_state_invalidate (&node->state);
}

View File

@ -29,6 +29,23 @@
G_BEGIN_DECLS
typedef struct _StThemeNodePaintState StThemeNodePaintState;
struct _StThemeNodePaintState {
float alloc_width;
float alloc_height;
CoglHandle background_texture;
CoglHandle background_material;
CoglHandle border_slices_texture;
CoglHandle border_slices_material;
CoglHandle background_shadow_material;
CoglHandle box_shadow_material;
CoglHandle prerendered_texture;
CoglHandle prerendered_material;
CoglHandle corner_material[4];
};
struct _StThemeNode {
GObject parent;
@ -100,19 +117,7 @@ struct _StThemeNode {
guint text_shadow_computed : 1;
guint link_type : 2;
/* Graphics state */
float alloc_width;
float alloc_height;
CoglHandle background_shadow_material;
CoglHandle box_shadow_material;
CoglHandle background_texture;
CoglHandle background_material;
CoglHandle border_slices_texture;
CoglHandle border_slices_material;
CoglHandle prerendered_texture;
CoglHandle prerendered_material;
CoglHandle corner_material[4];
StThemeNodePaintState state;
};
struct _StThemeNodeClass {
@ -123,8 +128,8 @@ struct _StThemeNodeClass {
void _st_theme_node_ensure_background (StThemeNode *node);
void _st_theme_node_ensure_geometry (StThemeNode *node);
void _st_theme_node_init_drawing_state (StThemeNode *node);
void _st_theme_node_free_drawing_state (StThemeNode *node);
void _st_theme_node_paint_state_init (StThemeNodePaintState *state);
void _st_theme_node_paint_state_free (StThemeNodePaintState *state);
G_END_DECLS

View File

@ -49,7 +49,7 @@ static void
st_theme_node_init (StThemeNode *node)
{
node->transition_duration = -1;
_st_theme_node_init_drawing_state (node);
_st_theme_node_paint_state_init (&node->state);
}
static void
@ -152,7 +152,7 @@ st_theme_node_finalize (GObject *object)
if (node->background_image)
g_free (node->background_image);
_st_theme_node_free_drawing_state (node);
_st_theme_node_paint_state_free (&node->state);
G_OBJECT_CLASS (st_theme_node_parent_class)->finalize (object);
}