/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By: Emmanuele Bassi * * Copyright (C) 2009 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see . */ /* * SECTION:clutter-master-clock * @short_description: The master clock for all animations * * The #ClutterMasterClock class is responsible for advancing all * #ClutterTimelines when a stage is being redrawn. The master clock * makes sure that the scenegraph is always integrally updated before * painting it. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-master-clock.h" #include "clutter-debug.h" #include "clutter-private.h" #include "clutter-profile.h" #define CLUTTER_MASTER_CLOCK_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_MASTER_CLOCK, ClutterMasterClockClass)) #define CLUTTER_IS_MASTER_CLOCK_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_MASTER_CLOCK)) #define CLUTTER_MASTER_CLASS_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_MASTER_CLOCK, ClutterMasterClockClass)) typedef struct _ClutterClockSource ClutterClockSource; typedef struct _ClutterMasterClockClass ClutterMasterClockClass; struct _ClutterMasterClock { GObject parent_instance; /* the list of timelines handled by the clock */ GSList *timelines; /* the current state of the clock */ GTimeVal cur_tick; /* the previous state of the clock, used to compute * the delta */ GTimeVal prev_tick; /* an idle source, used by the Master Clock to queue * a redraw on the stage and drive the animations */ GSource *source; /* If the master clock is idle that means it's * fallen back to idle polling for timeline * progressions and it may have been some time since * the last real stage update. */ guint idle : 1; guint ensure_next_iteration : 1; }; struct _ClutterMasterClockClass { GObjectClass parent_class; }; struct _ClutterClockSource { GSource source; ClutterMasterClock *master_clock; }; static gboolean clutter_clock_prepare (GSource *source, gint *timeout); static gboolean clutter_clock_check (GSource *source); static gboolean clutter_clock_dispatch (GSource *source, GSourceFunc callback, gpointer user_data); static ClutterMasterClock *default_clock = NULL; static GSourceFuncs clock_funcs = { clutter_clock_prepare, clutter_clock_check, clutter_clock_dispatch, NULL }; G_DEFINE_TYPE (ClutterMasterClock, clutter_master_clock, G_TYPE_OBJECT); /* * master_clock_is_running: * @master_clock: a #ClutterMasterClock * * Checks if we should currently be advancing timelines or redrawing * stages. * * Return value: %TRUE if the #ClutterMasterClock has at least * one running timeline */ static gboolean master_clock_is_running (ClutterMasterClock *master_clock) { ClutterStageManager *stage_manager = clutter_stage_manager_get_default (); const GSList *stages, *l; gboolean stage_free = FALSE; stages = clutter_stage_manager_peek_stages (stage_manager); /* If all of the stages are busy waiting for a swap-buffers to complete * then we stop the master clock... */ for (l = stages; l != NULL; l = l->next) { if (_clutter_stage_get_pending_swaps (l->data) == 0) { stage_free = TRUE; break; } } if (!stage_free) return FALSE; if (master_clock->timelines) return TRUE; for (l = stages; l; l = l->next) { if (_clutter_stage_has_queued_events (l->data) || _clutter_stage_needs_update (l->data)) return TRUE; } if (master_clock->ensure_next_iteration) { master_clock->ensure_next_iteration = FALSE; return TRUE; } return FALSE; } /* * master_clock_next_frame_delay: * @master_clock: a #ClutterMasterClock * * Computes the number of delay before we need to draw the next frame. * * Return value: -1 if there is no next frame pending, otherwise the * number of millseconds before the we need to draw the next frame */ static gint master_clock_next_frame_delay (ClutterMasterClock *master_clock) { GTimeVal now; GTimeVal next; if (!master_clock_is_running (master_clock)) return -1; /* When we have sync-to-vblank, we count on swap-buffer requests (or * swap-buffer-complete events if supported in the backend) to throttle our * frame rate so no additional delay is needed to start the next frame. * * If the master-clock has become idle due to no timeline progression causing * redraws then we can no longer rely on vblank synchronization because the * last real stage update/redraw may have happened a long time ago and so we * fallback to polling for timeline progressions every 1/frame_rate seconds. * * (NB: if there aren't even any timelines running then the master clock will * be completely stopped in master_clock_is_running()) */ if (clutter_feature_available (CLUTTER_FEATURE_SYNC_TO_VBLANK) && !master_clock->idle) { CLUTTER_NOTE (SCHEDULER, "vblank available and updated stages"); return 0; } if (master_clock->prev_tick.tv_sec == 0) { /* If we weren't previously running, then draw the next frame * immediately */ CLUTTER_NOTE (SCHEDULER, "draw the first frame immediately"); return 0; } /* Otherwise, wait at least 1/frame_rate seconds since we last * started a frame */ g_source_get_current_time (master_clock->source, &now); next = master_clock->prev_tick; /* If time has gone backwards then there's no way of knowing how long we should wait so let's just dispatch immediately */ if (now.tv_sec < next.tv_sec || (now.tv_sec == next.tv_sec && now.tv_usec <= next.tv_usec)) { CLUTTER_NOTE (SCHEDULER, "Time has gone backwards"); return 0; } g_time_val_add (&next, 1000000L / (gulong) clutter_get_default_frame_rate ()); if (next.tv_sec < now.tv_sec || (next.tv_sec == now.tv_sec && next.tv_usec <= now.tv_usec)) { CLUTTER_NOTE (SCHEDULER, "Less than %lu microsecs", 1000000L / (gulong) clutter_get_default_frame_rate ()); return 0; } else { CLUTTER_NOTE (SCHEDULER, "Waiting %lu msecs", (next.tv_sec - now.tv_sec) * 1000 + (next.tv_usec - now.tv_usec) / 1000); return ((next.tv_sec - now.tv_sec) * 1000 + (next.tv_usec - now.tv_usec) / 1000); } } /* * clutter_clock_source_new: * @master_clock: a #ClutterMasterClock for the source * * The #ClutterClockSource is an idle GSource that will queue a redraw * if @master_clock has at least a running #ClutterTimeline. The redraw * will cause @master_clock to advance all timelines, thus advancing all * animations as well. * * Return value: the newly created #GSource */ static GSource * clutter_clock_source_new (ClutterMasterClock *master_clock) { GSource *source = g_source_new (&clock_funcs, sizeof (ClutterClockSource)); ClutterClockSource *clock_source = (ClutterClockSource *) source; clock_source->master_clock = master_clock; return source; } static gboolean clutter_clock_prepare (GSource *source, gint *timeout) { ClutterClockSource *clock_source = (ClutterClockSource *) source; ClutterMasterClock *master_clock = clock_source->master_clock; int delay; clutter_threads_enter (); delay = master_clock_next_frame_delay (master_clock); clutter_threads_leave (); *timeout = delay; return delay == 0; } static gboolean clutter_clock_check (GSource *source) { ClutterClockSource *clock_source = (ClutterClockSource *) source; ClutterMasterClock *master_clock = clock_source->master_clock; int delay; clutter_threads_enter (); delay = master_clock_next_frame_delay (master_clock); clutter_threads_leave (); return delay == 0; } static gboolean clutter_clock_dispatch (GSource *source, GSourceFunc callback, gpointer user_data) { ClutterClockSource *clock_source = (ClutterClockSource *) source; ClutterMasterClock *master_clock = clock_source->master_clock; ClutterStageManager *stage_manager = clutter_stage_manager_get_default (); GSList *stages, *l; gboolean stages_updated = FALSE; CLUTTER_STATIC_TIMER (master_dispatch_timer, "Mainloop", "Master Clock", "Master clock dispatch", 0); CLUTTER_STATIC_TIMER (master_event_process, "Master Clock", "Event Processing", "The time spent processing events on all stages", 0); CLUTTER_TIMER_START (_clutter_uprof_context, master_dispatch_timer); CLUTTER_NOTE (SCHEDULER, "Master clock [tick]"); clutter_threads_enter (); /* Get the time to use for this frame. */ g_source_get_current_time (source, &master_clock->cur_tick); /* We need to protect ourselves against stages being destroyed during * event handling */ stages = clutter_stage_manager_list_stages (stage_manager); g_slist_foreach (stages, (GFunc) g_object_ref, NULL); CLUTTER_TIMER_START (_clutter_uprof_context, master_event_process); master_clock->idle = FALSE; /* Process queued events */ for (l = stages; l != NULL; l = l->next) { /* NB: If a stage is busy waiting for a swap-buffers completion then * we don't process its events so we can maximize the benefits of * motion compression, and avoid multiple picks per frame. */ if (_clutter_stage_get_pending_swaps (l->data) == 0) _clutter_stage_process_queued_events (l->data); } CLUTTER_TIMER_STOP (_clutter_uprof_context, master_event_process); _clutter_master_clock_advance (master_clock); _clutter_run_repaint_functions (); /* Update any stage that needs redraw/relayout after the clock * is advanced. */ for (l = stages; l != NULL; l = l->next) { /* If a stage has a swap-buffers pending we don't want to draw to it * in case the driver may block the CPU while it waits for the next * backbuffer to become available. * * TODO: We should be able to identify if we are running triple or N * buffered and in these cases we can still draw if there is 1 swap * pending so we can hopefully always be ready to swap for the next * vblank and really match the vsync frequency. */ if (_clutter_stage_get_pending_swaps (l->data) == 0) stages_updated |= _clutter_stage_do_update (l->data); } /* The master clock goes idle if no stages were updated and falls back * to polling for timeline progressions... */ if (!stages_updated) master_clock->idle = TRUE; g_slist_foreach (stages, (GFunc) g_object_unref, NULL); g_slist_free (stages); master_clock->prev_tick = master_clock->cur_tick; clutter_threads_leave (); CLUTTER_TIMER_STOP (_clutter_uprof_context, master_dispatch_timer); return TRUE; } static void clutter_master_clock_finalize (GObject *gobject) { ClutterMasterClock *master_clock = CLUTTER_MASTER_CLOCK (gobject); g_slist_free (master_clock->timelines); G_OBJECT_CLASS (clutter_master_clock_parent_class)->finalize (gobject); } static void clutter_master_clock_class_init (ClutterMasterClockClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); gobject_class->finalize = clutter_master_clock_finalize; } static void clutter_master_clock_init (ClutterMasterClock *self) { GSource *source; source = clutter_clock_source_new (self); self->source = source; self->idle = FALSE; self->ensure_next_iteration = FALSE; g_source_set_priority (source, CLUTTER_PRIORITY_REDRAW); g_source_set_can_recurse (source, FALSE); g_source_attach (source, NULL); } /* * _clutter_master_clock_get_default: * * Retrieves the default master clock. If this function has never * been called before, the default master clock is created. * * Return value: the default master clock. The returned object is * owned by Clutter and should not be modified or freed */ ClutterMasterClock * _clutter_master_clock_get_default (void) { if (G_LIKELY (default_clock != NULL)) return default_clock; default_clock = g_object_new (CLUTTER_TYPE_MASTER_CLOCK, NULL); return default_clock; } /* * _clutter_master_clock_add_timeline: * @master_clock: a #ClutterMasterClock * @timeline: a #ClutterTimeline * * Adds @timeline to the list of playing timelines held by the master * clock. */ void _clutter_master_clock_add_timeline (ClutterMasterClock *master_clock, ClutterTimeline *timeline) { gboolean is_first; if (g_slist_find (master_clock->timelines, timeline)) return; is_first = master_clock->timelines == NULL; master_clock->timelines = g_slist_prepend (master_clock->timelines, timeline); if (is_first) _clutter_master_clock_start_running (master_clock); } /* * _clutter_master_clock_remove_timeline: * @master_clock: a #ClutterMasterClock * @timeline: a #ClutterTimeline * * Removes @timeline from the list of playing timelines held by the * master clock. */ void _clutter_master_clock_remove_timeline (ClutterMasterClock *master_clock, ClutterTimeline *timeline) { master_clock->timelines = g_slist_remove (master_clock->timelines, timeline); } /* * _clutter_master_clock_start_running: * @master_clock: a #ClutterMasterClock * * Called when we have events or redraws to process; if the clock * is stopped, does the processing necessary to wake it up again. */ void _clutter_master_clock_start_running (ClutterMasterClock *master_clock) { /* If called from a different thread, we need to wake up the * main loop to start running the timelines */ g_main_context_wakeup (NULL); } /* * _clutter_master_clock_advance: * @master_clock: a #ClutterMasterClock * * Advances all the timelines held by the master clock. This function * should be called before calling clutter_redraw() to make sure that * all the timelines are advanced and the scene is updated. */ void _clutter_master_clock_advance (ClutterMasterClock *master_clock) { GSList *timelines, *l; CLUTTER_STATIC_TIMER (master_timeline_advance, "Master Clock", "Timelines Advancement", "The time spent advancing all timelines", 0); g_return_if_fail (CLUTTER_IS_MASTER_CLOCK (master_clock)); CLUTTER_TIMER_START (_clutter_uprof_context, master_timeline_advance); /* we protect ourselves from timelines being removed during * the advancement by other timelines by copying the list of * timelines, taking a reference on them, iterating over the * copied list and then releasing the reference. * * we cannot simply take a reference on the timelines and still * use the list held by the master clock because the do_tick() * might result in the creation of a new timeline, which gets * added at the end of the list with no reference increase and * thus gets disposed at the end of the iteration. * * this implies that a newly added timeline will not be advanced * by this clock iteration, which is perfectly fine since we're * in its first cycle. * * we also cannot steal the master clock timelines list because * a timeline might be removed as the direct result of do_tick() * and remove_timeline() would not find the timeline, failing * and leaving a dangling pointer behind. */ timelines = g_slist_copy (master_clock->timelines); g_slist_foreach (timelines, (GFunc) g_object_ref, NULL); for (l = timelines; l != NULL; l = l->next) clutter_timeline_do_tick (l->data, &master_clock->cur_tick); g_slist_foreach (timelines, (GFunc) g_object_unref, NULL); g_slist_free (timelines); CLUTTER_TIMER_STOP (_clutter_uprof_context, master_timeline_advance); } /** * _clutter_master_clock_ensure_next_iteration: * @master_clock: a #ClutterMasterClock * * Ensures that the master clock will run at least one iteration */ void _clutter_master_clock_ensure_next_iteration (ClutterMasterClock *master_clock) { g_return_if_fail (CLUTTER_IS_MASTER_CLOCK (master_clock)); master_clock->ensure_next_iteration = TRUE; }