window-group: Decompose culling operations into two methods

This also fixes a bug in the translation of clip_region.

We will add an interface for this soon, so we can recursively cull like this...

https://bugzilla.gnome.org/show_bug.cgi?id=714706
This commit is contained in:
Jasper St. Pierre 2013-11-21 15:06:53 -05:00
parent ce3804ee04
commit 59a01137e1

View File

@ -87,82 +87,13 @@ painting_untransformed (MetaWindowGroup *window_group,
} }
static void static void
meta_window_group_paint (ClutterActor *actor) meta_window_group_cull_out (MetaWindowGroup *group,
cairo_region_t *unobscured_region,
cairo_region_t *clip_region)
{ {
cairo_region_t *clip_region; ClutterActor *actor = CLUTTER_ACTOR (group);
cairo_region_t *unobscured_region;
ClutterActorIter iter;
ClutterActor *child; ClutterActor *child;
cairo_rectangle_int_t visible_rect, clip_rect; ClutterActorIter iter;
int paint_x_origin, paint_y_origin;
int actor_x_origin, actor_y_origin;
int paint_x_offset, paint_y_offset;
MetaWindowGroup *window_group = META_WINDOW_GROUP (actor);
MetaCompScreen *info = meta_screen_get_compositor_data (window_group->screen);
ClutterActor *stage = clutter_actor_get_stage (actor);
/* Start off by treating all windows as completely unobscured, so damage anywhere
* in a window queues redraws, but confine it more below. */
clutter_actor_iter_init (&iter, actor);
while (clutter_actor_iter_next (&iter, &child))
{
if (META_IS_WINDOW_ACTOR (child))
{
MetaWindowActor *window_actor = META_WINDOW_ACTOR (child);
meta_window_actor_set_unobscured_region (window_actor, NULL);
}
}
/* Normally we expect an actor to be drawn at it's position on the screen.
* However, if we're inside the paint of a ClutterClone, that won't be the
* case and we need to compensate. We look at the position of the window
* group under the current model-view matrix and the position of the actor.
* If they are both simply integer translations, then we can compensate
* easily, otherwise we give up.
*
* Possible cleanup: work entirely in paint space - we can compute the
* combination of the model-view matrix with the local matrix for each child
* actor and get a total transformation for that actor for how we are
* painting currently, and never worry about how actors are positioned
* on the stage.
*/
if (!painting_untransformed (window_group, &paint_x_origin, &paint_y_origin) ||
!meta_actor_is_untransformed (actor, &actor_x_origin, &actor_y_origin))
{
CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor);
return;
}
paint_x_offset = paint_x_origin - actor_x_origin;
paint_y_offset = paint_y_origin - actor_y_origin;
visible_rect.x = visible_rect.y = 0;
visible_rect.width = clutter_actor_get_width (CLUTTER_ACTOR (stage));
visible_rect.height = clutter_actor_get_height (CLUTTER_ACTOR (stage));
unobscured_region = cairo_region_create_rectangle (&visible_rect);
/* Get the clipped redraw bounds from Clutter so that we can avoid
* painting shadows on windows that don't need to be painted in this
* frame. In the case of a multihead setup with mismatched monitor
* sizes, we could intersect this with an accurate union of the
* monitors to avoid painting shadows that are visible only in the
* holes. */
clutter_stage_get_redraw_clip_bounds (CLUTTER_STAGE (stage),
&clip_rect);
clip_region = cairo_region_create_rectangle (&clip_rect);
if (info->unredirected_window != NULL)
{
cairo_rectangle_int_t unredirected_rect;
MetaWindow *window = meta_window_actor_get_meta_window (info->unredirected_window);
meta_window_get_frame_rect (window, (MetaRectangle *)&unredirected_rect);
cairo_region_subtract_rectangle (unobscured_region, &unredirected_rect);
cairo_region_subtract_rectangle (clip_region, &unredirected_rect);
}
/* We walk the list from top to bottom (opposite of painting order), /* We walk the list from top to bottom (opposite of painting order),
* and subtract the opaque area of each window out of the visible * and subtract the opaque area of each window out of the visible
@ -171,6 +102,8 @@ meta_window_group_paint (ClutterActor *actor)
clutter_actor_iter_init (&iter, actor); clutter_actor_iter_init (&iter, actor);
while (clutter_actor_iter_prev (&iter, &child)) while (clutter_actor_iter_prev (&iter, &child))
{ {
MetaCompScreen *info = meta_screen_get_compositor_data (group->screen);
if (!CLUTTER_ACTOR_IS_VISIBLE (child)) if (!CLUTTER_ACTOR_IS_VISIBLE (child))
continue; continue;
@ -205,10 +138,6 @@ meta_window_group_paint (ClutterActor *actor)
if (!meta_actor_is_untransformed (CLUTTER_ACTOR (window_actor), &x, &y)) if (!meta_actor_is_untransformed (CLUTTER_ACTOR (window_actor), &x, &y))
continue; continue;
x += paint_x_offset;
y += paint_y_offset;
/* Temporarily move to the coordinate system of the actor */ /* Temporarily move to the coordinate system of the actor */
cairo_region_translate (unobscured_region, - x, - y); cairo_region_translate (unobscured_region, - x, - y);
cairo_region_translate (clip_region, - x, - y); cairo_region_translate (clip_region, - x, - y);
@ -239,9 +168,6 @@ meta_window_group_paint (ClutterActor *actor)
if (!meta_actor_is_untransformed (child, &x, &y)) if (!meta_actor_is_untransformed (child, &x, &y))
continue; continue;
x += paint_x_offset;
y += paint_y_offset;
cairo_region_translate (clip_region, - x, - y); cairo_region_translate (clip_region, - x, - y);
if (META_IS_BACKGROUND_GROUP (child)) if (META_IS_BACKGROUND_GROUP (child))
@ -252,11 +178,14 @@ meta_window_group_paint (ClutterActor *actor)
cairo_region_translate (clip_region, x, y); cairo_region_translate (clip_region, x, y);
} }
} }
}
cairo_region_destroy (unobscured_region); static void
cairo_region_destroy (clip_region); meta_window_group_reset_culling (MetaWindowGroup *group)
{
CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor); ClutterActor *actor = CLUTTER_ACTOR (group);
ClutterActor *child;
ClutterActorIter iter;
/* Now that we are done painting, unset the visible regions (they will /* Now that we are done painting, unset the visible regions (they will
* mess up painting clones of our actors) * mess up painting clones of our actors)
@ -277,6 +206,95 @@ meta_window_group_paint (ClutterActor *actor)
} }
} }
static void
meta_window_group_paint (ClutterActor *actor)
{
cairo_region_t *clip_region;
cairo_region_t *unobscured_region;
ClutterActorIter iter;
ClutterActor *child;
cairo_rectangle_int_t visible_rect, clip_rect;
int paint_x_offset, paint_y_offset;
int paint_x_origin, paint_y_origin;
int actor_x_origin, actor_y_origin;
MetaWindowGroup *window_group = META_WINDOW_GROUP (actor);
ClutterActor *stage = clutter_actor_get_stage (actor);
MetaCompScreen *info = meta_screen_get_compositor_data (window_group->screen);
/* Start off by treating all windows as completely unobscured, so damage anywhere
* in a window queues redraws, but confine it more below. */
clutter_actor_iter_init (&iter, actor);
while (clutter_actor_iter_next (&iter, &child))
{
if (META_IS_WINDOW_ACTOR (child))
{
MetaWindowActor *window_actor = META_WINDOW_ACTOR (child);
meta_window_actor_set_unobscured_region (window_actor, NULL);
}
}
/* Normally we expect an actor to be drawn at it's position on the screen.
* However, if we're inside the paint of a ClutterClone, that won't be the
* case and we need to compensate. We look at the position of the window
* group under the current model-view matrix and the position of the actor.
* If they are both simply integer translations, then we can compensate
* easily, otherwise we give up.
*
* Possible cleanup: work entirely in paint space - we can compute the
* combination of the model-view matrix with the local matrix for each child
* actor and get a total transformation for that actor for how we are
* painting currently, and never worry about how actors are positioned
* on the stage.
*/
if (!painting_untransformed (window_group, &paint_x_origin, &paint_y_origin) ||
!meta_actor_is_untransformed (actor, &actor_x_origin, &actor_y_origin))
{
CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor);
return;
}
visible_rect.x = visible_rect.y = 0;
visible_rect.width = clutter_actor_get_width (CLUTTER_ACTOR (stage));
visible_rect.height = clutter_actor_get_height (CLUTTER_ACTOR (stage));
unobscured_region = cairo_region_create_rectangle (&visible_rect);
/* Get the clipped redraw bounds from Clutter so that we can avoid
* painting shadows on windows that don't need to be painted in this
* frame. In the case of a multihead setup with mismatched monitor
* sizes, we could intersect this with an accurate union of the
* monitors to avoid painting shadows that are visible only in the
* holes. */
clutter_stage_get_redraw_clip_bounds (CLUTTER_STAGE (stage),
&clip_rect);
clip_region = cairo_region_create_rectangle (&clip_rect);
paint_x_offset = paint_x_origin - actor_x_origin;
paint_y_offset = paint_y_origin - actor_y_origin;
cairo_region_translate (clip_region, -paint_x_offset, -paint_y_offset);
if (info->unredirected_window != NULL)
{
cairo_rectangle_int_t unredirected_rect;
MetaWindow *window = meta_window_actor_get_meta_window (info->unredirected_window);
meta_window_get_frame_rect (window, (MetaRectangle *)&unredirected_rect);
cairo_region_subtract_rectangle (unobscured_region, &unredirected_rect);
cairo_region_subtract_rectangle (clip_region, &unredirected_rect);
}
meta_window_group_cull_out (window_group, unobscured_region, clip_region);
cairo_region_destroy (unobscured_region);
cairo_region_destroy (clip_region);
CLUTTER_ACTOR_CLASS (meta_window_group_parent_class)->paint (actor);
meta_window_group_reset_culling (window_group);
}
static gboolean static gboolean
meta_window_group_get_paint_volume (ClutterActor *actor, meta_window_group_get_paint_volume (ClutterActor *actor,
ClutterPaintVolume *volume) ClutterPaintVolume *volume)