clutter/actor: Update all last_paint_volumes before painting

Updating the last_paint_volume while painting has proven itself to be
quite prone to issues: First we had to make sure actors painted by
offscreen effects get their last_paint_volumes updated correctly (see
0320649a1c), and now a new issue turned up
where we don't update the paint volumes while a fullscreen unredirect is
happening.

To stop those issues from happening and to lay the foundation for using
the last_paint_volume for other things, update the last_paint_volume in
a separate step before painting instead of doing it in
clutter_actor_paint().

To save some resources, avoid introducing another traversal of the
scenegraph and add that step into the existing step of updating the
stage_views lists of actors. To properly update the paint volumes, we
need to do that after finishing the queued redraws, which is why we move
clutter_stage_maybe_finish_queue_redraws() to happen before the new
clutter_stage_finish_layout().

Fixes https://gitlab.gnome.org/GNOME/mutter/-/issues/1699

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1773>
This commit is contained in:
Jonas Dreßler 2021-03-13 20:43:13 +01:00 committed by Marge Bot
parent 3d17e8d590
commit 5a565b4258
5 changed files with 34 additions and 67 deletions

View File

@ -260,8 +260,8 @@ float clutter_actor_get_real_resource_scale
ClutterPaintNode * clutter_actor_create_texture_paint_node (ClutterActor *self, ClutterPaintNode * clutter_actor_create_texture_paint_node (ClutterActor *self,
CoglTexture *texture); CoglTexture *texture);
void clutter_actor_update_stage_views (ClutterActor *self, void clutter_actor_finish_layout (ClutterActor *self,
int phase); int phase);
void clutter_actor_queue_immediate_relayout (ClutterActor *self); void clutter_actor_queue_immediate_relayout (ClutterActor *self);

View File

@ -844,7 +844,6 @@ struct _ClutterActorPrivate
guint needs_paint_volume_update : 1; guint needs_paint_volume_update : 1;
guint had_effects_on_last_paint_volume_update : 1; guint had_effects_on_last_paint_volume_update : 1;
guint needs_update_stage_views : 1; guint needs_update_stage_views : 1;
guint children_painted : 1;
}; };
enum enum
@ -1495,7 +1494,7 @@ queue_update_stage_views (ClutterActor *actor)
/* We don't really need to update the stage-views of the actors up the /* We don't really need to update the stage-views of the actors up the
* hierarchy, we set the flag anyway though so we can avoid traversing * hierarchy, we set the flag anyway though so we can avoid traversing
* the whole scenegraph when looking for actors which need an update * the whole scenegraph when looking for actors which need an update
* in clutter_actor_update_stage_views(). * in clutter_actor_finish_layout().
*/ */
actor = actor->priv->parent; actor = actor->priv->parent;
} }
@ -3589,30 +3588,6 @@ clutter_actor_paint_node (ClutterActor *actor,
return TRUE; return TRUE;
} }
static void
ensure_last_paint_volumes_updated (ClutterActor *self)
{
ClutterActorPrivate *priv = self->priv;
ClutterActor *child;
/* Same entry checks as in clutter_actor_paint() */
if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
return;
if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
((priv->opacity_override >= 0) ?
priv->opacity_override : priv->opacity) == 0)
return;
if (!CLUTTER_ACTOR_IS_MAPPED (self))
return;
_clutter_actor_update_last_paint_volume (self);
for (child = priv->first_child; child; child = child->priv->next_sibling)
ensure_last_paint_volumes_updated (child);
}
/** /**
* clutter_actor_paint: * clutter_actor_paint:
* @self: A #ClutterActor * @self: A #ClutterActor
@ -3639,11 +3614,6 @@ clutter_actor_paint (ClutterActor *self,
g_autoptr (ClutterPaintNode) root_node = NULL; g_autoptr (ClutterPaintNode) root_node = NULL;
ClutterActorPrivate *priv; ClutterActorPrivate *priv;
ClutterActorBox clip; ClutterActorBox clip;
gboolean should_cull_out = (clutter_paint_debug_flags &
(CLUTTER_DEBUG_DISABLE_CULLING |
CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
(CLUTTER_DEBUG_DISABLE_CULLING |
CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS);
gboolean culling_inhibited; gboolean culling_inhibited;
gboolean clip_set = FALSE; gboolean clip_set = FALSE;
@ -3795,14 +3765,18 @@ clutter_actor_paint (ClutterActor *self,
if (!culling_inhibited && !in_clone_paint ()) if (!culling_inhibited && !in_clone_paint ())
{ {
gboolean success; gboolean success;
gboolean should_cull_out = (clutter_paint_debug_flags &
(CLUTTER_DEBUG_DISABLE_CULLING |
CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
(CLUTTER_DEBUG_DISABLE_CULLING |
CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS);
/* annoyingly gcc warns if uninitialized even though /* annoyingly gcc warns if uninitialized even though
* the initialization is redundant :-( */ * the initialization is redundant :-( */
ClutterCullResult result = CLUTTER_CULL_RESULT_IN; ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
if (should_cull_out) success = should_cull_out
_clutter_actor_update_last_paint_volume (self); ? cull_actor (self, paint_context, &result)
: FALSE;
success = cull_actor (self, paint_context, &result);
if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS)) if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
_clutter_actor_paint_cull_result (self, success, result, actor_node); _clutter_actor_paint_cull_result (self, success, result, actor_node);
@ -3819,22 +3793,8 @@ clutter_actor_paint (ClutterActor *self,
if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES)) if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES))
_clutter_actor_draw_paint_volume (self, actor_node); _clutter_actor_draw_paint_volume (self, actor_node);
priv->children_painted = FALSE;
clutter_paint_node_paint (root_node, paint_context); clutter_paint_node_paint (root_node, paint_context);
/* If an effect choose to not call clutter_actor_continue_paint()
* (for example offscreen effects might just paint their cached
* texture instead), the last_paint_volumes of the whole subtree
* still need to be updated to adjust for any changes to their
* eye-coordinates transformation matrices.
*/
if (!priv->children_painted)
{
if (!culling_inhibited && !in_clone_paint () && should_cull_out)
ensure_last_paint_volumes_updated (self);
}
/* If we make it here then the actor has run through a complete /* If we make it here then the actor has run through a complete
paint run including all the effects so it's no longer dirty */ paint run including all the effects so it's no longer dirty */
priv->is_dirty = FALSE; priv->is_dirty = FALSE;
@ -3877,8 +3837,6 @@ clutter_actor_continue_paint (ClutterActor *self,
CoglFramebuffer *framebuffer; CoglFramebuffer *framebuffer;
ClutterPaintNode *dummy; ClutterPaintNode *dummy;
priv->children_painted = TRUE;
/* XXX - this will go away in 2.0, when we can get rid of this /* XXX - this will go away in 2.0, when we can get rid of this
* stuff and switch to a pure retained render tree of PaintNodes * stuff and switch to a pure retained render tree of PaintNodes
* for the entire frame, starting from the Stage; the paint() * for the entire frame, starting from the Stage; the paint()
@ -3954,6 +3912,11 @@ clutter_actor_pick (ClutterActor *actor,
ClutterActorBox clip; ClutterActorBox clip;
gboolean transform_pushed = FALSE; gboolean transform_pushed = FALSE;
gboolean clip_set = FALSE; gboolean clip_set = FALSE;
gboolean should_cull = (clutter_paint_debug_flags &
(CLUTTER_DEBUG_DISABLE_CULLING |
CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
(CLUTTER_DEBUG_DISABLE_CULLING |
CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS);
if (CLUTTER_ACTOR_IN_DESTRUCTION (actor)) if (CLUTTER_ACTOR_IN_DESTRUCTION (actor))
return; return;
@ -3969,7 +3932,7 @@ clutter_actor_pick (ClutterActor *actor,
/* mark that we are in the paint process */ /* mark that we are in the paint process */
CLUTTER_SET_PRIVATE_FLAGS (actor, CLUTTER_IN_PICK); CLUTTER_SET_PRIVATE_FLAGS (actor, CLUTTER_IN_PICK);
if (priv->paint_volume_valid && priv->last_paint_volume_valid) if (should_cull && priv->paint_volume_valid && priv->last_paint_volume_valid)
{ {
graphene_box_t box; graphene_box_t box;
@ -15871,8 +15834,8 @@ update_resource_scale (ClutterActor *self,
} }
void void
clutter_actor_update_stage_views (ClutterActor *self, clutter_actor_finish_layout (ClutterActor *self,
gboolean use_max_scale) gboolean use_max_scale)
{ {
ClutterActorPrivate *priv = self->priv; ClutterActorPrivate *priv = self->priv;
ClutterActor *child; ClutterActor *child;
@ -15881,16 +15844,18 @@ clutter_actor_update_stage_views (ClutterActor *self,
CLUTTER_ACTOR_IN_DESTRUCTION (self)) CLUTTER_ACTOR_IN_DESTRUCTION (self))
return; return;
if (!priv->needs_update_stage_views) _clutter_actor_update_last_paint_volume (self);
return;
update_stage_views (self); if (priv->needs_update_stage_views)
update_resource_scale (self, use_max_scale); {
update_stage_views (self);
update_resource_scale (self, use_max_scale);
priv->needs_update_stage_views = FALSE; priv->needs_update_stage_views = FALSE;
}
for (child = priv->first_child; child; child = child->priv->next_sibling) for (child = priv->first_child; child; child = child->priv->next_sibling)
clutter_actor_update_stage_views (child, use_max_scale); clutter_actor_finish_layout (child, use_max_scale);
} }
/** /**

View File

@ -68,7 +68,7 @@ void clutter_stage_maybe_finish_queue_redraws (ClutterStage
GSList * clutter_stage_find_updated_devices (ClutterStage *stage); GSList * clutter_stage_find_updated_devices (ClutterStage *stage);
void clutter_stage_update_devices (ClutterStage *stage, void clutter_stage_update_devices (ClutterStage *stage,
GSList *devices); GSList *devices);
void clutter_stage_update_actor_stage_views (ClutterStage *stage); void clutter_stage_finish_layout (ClutterStage *stage);
CLUTTER_EXPORT CLUTTER_EXPORT
void _clutter_stage_queue_event (ClutterStage *stage, void _clutter_stage_queue_event (ClutterStage *stage,

View File

@ -1171,9 +1171,10 @@ handle_frame_clock_frame (ClutterFrameClock *frame_clock,
clutter_stage_emit_before_update (stage, view); clutter_stage_emit_before_update (stage, view);
clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage)); clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage));
clutter_stage_update_actor_stage_views (stage);
clutter_stage_maybe_finish_queue_redraws (stage); clutter_stage_maybe_finish_queue_redraws (stage);
clutter_stage_finish_layout (stage);
devices = clutter_stage_find_updated_devices (stage); devices = clutter_stage_find_updated_devices (stage);
frame = CLUTTER_FRAME_INIT; frame = CLUTTER_FRAME_INIT;

View File

@ -930,7 +930,7 @@ clutter_stage_find_updated_devices (ClutterStage *stage)
} }
void void
clutter_stage_update_actor_stage_views (ClutterStage *stage) clutter_stage_finish_layout (ClutterStage *stage)
{ {
ClutterActor *actor = CLUTTER_ACTOR (stage); ClutterActor *actor = CLUTTER_ACTOR (stage);
ClutterStagePrivate *priv = stage->priv; ClutterStagePrivate *priv = stage->priv;
@ -944,20 +944,21 @@ clutter_stage_update_actor_stage_views (ClutterStage *stage)
* the paint. * the paint.
* *
* We're doing the whole thing twice and pass the phase to * We're doing the whole thing twice and pass the phase to
* clutter_actor_update_stage_views() to allow actors to detect loops: * clutter_actor_finish_layout() to allow actors to detect loops:
* If the resource scale changes again after the relayout, the new * If the resource scale changes again after the relayout, the new
* allocation of an actor probably moved the actor onto another stage * allocation of an actor probably moved the actor onto another stage
* view, so if an actor sees phase == 1, it can choose a "final" scale. * view, so if an actor sees phase == 1, it can choose a "final" scale.
*/ */
for (phase = 0; phase < 2; phase++) for (phase = 0; phase < 2; phase++)
{ {
clutter_actor_update_stage_views (actor, phase); clutter_actor_finish_layout (actor, phase);
if (!priv->actor_needs_immediate_relayout) if (!priv->actor_needs_immediate_relayout)
break; break;
priv->actor_needs_immediate_relayout = FALSE; priv->actor_needs_immediate_relayout = FALSE;
clutter_stage_maybe_relayout (actor); clutter_stage_maybe_relayout (actor);
clutter_stage_maybe_finish_queue_redraws (stage);
} }
g_warn_if_fail (!priv->actor_needs_immediate_relayout); g_warn_if_fail (!priv->actor_needs_immediate_relayout);