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

@ -260,7 +260,7 @@ float clutter_actor_get_real_resource_scale
ClutterPaintNode * clutter_actor_create_texture_paint_node (ClutterActor *self,
CoglTexture *texture);
void clutter_actor_update_stage_views (ClutterActor *self,
void clutter_actor_finish_layout (ClutterActor *self,
int phase);
void clutter_actor_queue_immediate_relayout (ClutterActor *self);

View File

@ -844,7 +844,6 @@ struct _ClutterActorPrivate
guint needs_paint_volume_update : 1;
guint had_effects_on_last_paint_volume_update : 1;
guint needs_update_stage_views : 1;
guint children_painted : 1;
};
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
* hierarchy, we set the flag anyway though so we can avoid traversing
* 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;
}
@ -3589,30 +3588,6 @@ clutter_actor_paint_node (ClutterActor *actor,
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:
* @self: A #ClutterActor
@ -3639,11 +3614,6 @@ clutter_actor_paint (ClutterActor *self,
g_autoptr (ClutterPaintNode) root_node = NULL;
ClutterActorPrivate *priv;
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 clip_set = FALSE;
@ -3795,14 +3765,18 @@ clutter_actor_paint (ClutterActor *self,
if (!culling_inhibited && !in_clone_paint ())
{
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
* the initialization is redundant :-( */
ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
if (should_cull_out)
_clutter_actor_update_last_paint_volume (self);
success = cull_actor (self, paint_context, &result);
success = should_cull_out
? cull_actor (self, paint_context, &result)
: FALSE;
if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
_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))
_clutter_actor_draw_paint_volume (self, actor_node);
priv->children_painted = FALSE;
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
paint run including all the effects so it's no longer dirty */
priv->is_dirty = FALSE;
@ -3877,8 +3837,6 @@ clutter_actor_continue_paint (ClutterActor *self,
CoglFramebuffer *framebuffer;
ClutterPaintNode *dummy;
priv->children_painted = TRUE;
/* 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
* for the entire frame, starting from the Stage; the paint()
@ -3954,6 +3912,11 @@ clutter_actor_pick (ClutterActor *actor,
ClutterActorBox clip;
gboolean transform_pushed = 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))
return;
@ -3969,7 +3932,7 @@ clutter_actor_pick (ClutterActor *actor,
/* mark that we are in the paint process */
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;
@ -15871,7 +15834,7 @@ update_resource_scale (ClutterActor *self,
}
void
clutter_actor_update_stage_views (ClutterActor *self,
clutter_actor_finish_layout (ClutterActor *self,
gboolean use_max_scale)
{
ClutterActorPrivate *priv = self->priv;
@ -15881,16 +15844,18 @@ clutter_actor_update_stage_views (ClutterActor *self,
CLUTTER_ACTOR_IN_DESTRUCTION (self))
return;
if (!priv->needs_update_stage_views)
return;
_clutter_actor_update_last_paint_volume (self);
if (priv->needs_update_stage_views)
{
update_stage_views (self);
update_resource_scale (self, use_max_scale);
priv->needs_update_stage_views = FALSE;
}
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);
void clutter_stage_update_devices (ClutterStage *stage,
GSList *devices);
void clutter_stage_update_actor_stage_views (ClutterStage *stage);
void clutter_stage_finish_layout (ClutterStage *stage);
CLUTTER_EXPORT
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_maybe_relayout (CLUTTER_ACTOR (stage));
clutter_stage_update_actor_stage_views (stage);
clutter_stage_maybe_finish_queue_redraws (stage);
clutter_stage_finish_layout (stage);
devices = clutter_stage_find_updated_devices (stage);
frame = CLUTTER_FRAME_INIT;

View File

@ -930,7 +930,7 @@ clutter_stage_find_updated_devices (ClutterStage *stage)
}
void
clutter_stage_update_actor_stage_views (ClutterStage *stage)
clutter_stage_finish_layout (ClutterStage *stage)
{
ClutterActor *actor = CLUTTER_ACTOR (stage);
ClutterStagePrivate *priv = stage->priv;
@ -944,20 +944,21 @@ clutter_stage_update_actor_stage_views (ClutterStage *stage)
* the paint.
*
* 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
* 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.
*/
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)
break;
priv->actor_needs_immediate_relayout = FALSE;
clutter_stage_maybe_relayout (actor);
clutter_stage_maybe_finish_queue_redraws (stage);
}
g_warn_if_fail (!priv->actor_needs_immediate_relayout);