
When we are painting a stack of 5-10 maximized windows, the standard bottom-to-top method of drawing every actor results in a tremendous amount of overdraw and can easily max out the available memory bandwidth on a low-end* graphics chipset. It's even worse if window textures are being accessed over the AGP bus. When we have opaque windows, we can go ahead and compute visibility ourselves (in classic X-server fashion) and use that information to restrict drawing obscured actors. * Add MutterWindowGroup - a ClutterGroup subclass with logic for figuring out obscured regions. * Add mutter_window_get_obscured_region() to get the region obscured by that window. * Add mutter_shaped_texture_set_clip_region() to hint a clip region to the painting code; this is set based on the computed visible region of MutterWindowGroup. * Add tidy_texture_frame_set_needs_paint() to hint that the paint can be skipped entirely; this is used when we detect that the window shadow is entirely obscured. http://bugzilla.gnome.org/show_bug.cgi?id=587344
642 lines
19 KiB
C
642 lines
19 KiB
C
/* tidy-texture-frame.h: Expandible texture actor
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*
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* Copyright (C) 2007 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:tidy-texture-frame
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* @short_description: Stretch a texture to fit the entire allocation
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*
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* #TidyTextureFrame
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*
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*/
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#include <cogl/cogl.h>
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#include "tidy-texture-frame.h"
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#define TIDY_PARAM_READABLE \
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(G_PARAM_READABLE | \
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G_PARAM_STATIC_NICK | G_PARAM_STATIC_NAME | G_PARAM_STATIC_BLURB)
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#define TIDY_PARAM_READWRITE \
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(G_PARAM_READABLE | G_PARAM_WRITABLE | \
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G_PARAM_STATIC_NICK | G_PARAM_STATIC_NAME | G_PARAM_STATIC_BLURB)
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enum
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{
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PROP_0,
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PROP_PARENT_TEXTURE,
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PROP_LEFT,
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PROP_TOP,
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PROP_RIGHT,
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PROP_BOTTOM
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};
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G_DEFINE_TYPE (TidyTextureFrame, tidy_texture_frame, CLUTTER_TYPE_ACTOR);
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#define TIDY_TEXTURE_FRAME_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), TIDY_TYPE_TEXTURE_FRAME, TidyTextureFramePrivate))
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struct _TidyTextureFramePrivate
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{
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ClutterTexture *parent_texture;
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gfloat left;
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gfloat top;
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gfloat right;
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gfloat bottom;
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CoglHandle material;
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guint needs_paint : 1;
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};
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static void
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tidy_texture_frame_get_preferred_width (ClutterActor *self,
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gfloat for_height,
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gfloat *min_width_p,
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gfloat *natural_width_p)
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{
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TidyTextureFramePrivate *priv = TIDY_TEXTURE_FRAME (self)->priv;
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if (G_UNLIKELY (priv->parent_texture == NULL))
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{
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if (min_width_p)
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*min_width_p = 0;
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if (natural_width_p)
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*natural_width_p = 0;
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}
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else
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{
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ClutterActorClass *klass;
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/* by directly querying the parent texture's class implementation
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* we are going around any override mechanism the parent texture
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* might have in place, and we ask directly for the original
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* preferred width
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*/
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klass = CLUTTER_ACTOR_GET_CLASS (priv->parent_texture);
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klass->get_preferred_width (CLUTTER_ACTOR (priv->parent_texture),
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for_height,
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min_width_p,
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natural_width_p);
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}
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}
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static void
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tidy_texture_frame_get_preferred_height (ClutterActor *self,
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gfloat for_width,
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gfloat *min_height_p,
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gfloat *natural_height_p)
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{
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TidyTextureFramePrivate *priv = TIDY_TEXTURE_FRAME (self)->priv;
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if (G_UNLIKELY (priv->parent_texture == NULL))
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{
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if (min_height_p)
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*min_height_p = 0;
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if (natural_height_p)
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*natural_height_p = 0;
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}
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else
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{
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ClutterActorClass *klass;
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/* by directly querying the parent texture's class implementation
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* we are going around any override mechanism the parent texture
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* might have in place, and we ask directly for the original
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* preferred height
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*/
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klass = CLUTTER_ACTOR_GET_CLASS (priv->parent_texture);
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klass->get_preferred_height (CLUTTER_ACTOR (priv->parent_texture),
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for_width,
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min_height_p,
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natural_height_p);
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}
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}
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static void
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tidy_texture_frame_realize (ClutterActor *self)
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{
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TidyTextureFramePrivate *priv = TIDY_TEXTURE_FRAME (self)->priv;
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if (priv->material != COGL_INVALID_HANDLE)
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return;
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priv->material = cogl_material_new ();
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CLUTTER_ACTOR_SET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
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}
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static void
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tidy_texture_frame_unrealize (ClutterActor *self)
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{
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TidyTextureFramePrivate *priv = TIDY_TEXTURE_FRAME (self)->priv;
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if (priv->material == COGL_INVALID_HANDLE)
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return;
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cogl_material_unref (priv->material);
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priv->material = COGL_INVALID_HANDLE;
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CLUTTER_ACTOR_UNSET_FLAGS (self, CLUTTER_ACTOR_REALIZED);
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}
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static void
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tidy_texture_frame_paint (ClutterActor *self)
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{
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TidyTextureFramePrivate *priv = TIDY_TEXTURE_FRAME (self)->priv;
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CoglHandle cogl_texture = COGL_INVALID_HANDLE;
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ClutterActorBox box = { 0, };
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gfloat width, height;
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gfloat tex_width, tex_height;
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gfloat ex, ey;
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gfloat tx1, ty1, tx2, ty2;
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guint8 opacity;
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/* no need to paint stuff if we don't have a texture */
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if (G_UNLIKELY (priv->parent_texture == NULL))
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return;
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if (!priv->needs_paint)
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return;
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/* parent texture may have been hidden, so need to make sure it gets
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* realized
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*/
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if (!CLUTTER_ACTOR_IS_REALIZED (priv->parent_texture))
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clutter_actor_realize (CLUTTER_ACTOR (priv->parent_texture));
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cogl_texture = clutter_texture_get_cogl_texture (priv->parent_texture);
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if (cogl_texture == COGL_INVALID_HANDLE)
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return;
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tex_width = cogl_texture_get_width (cogl_texture);
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tex_height = cogl_texture_get_height (cogl_texture);
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clutter_actor_get_allocation_box (self, &box);
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width = box.x2 - box.x1;
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height = box.y2 - box.y1;
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tx1 = priv->left / tex_width;
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tx2 = (tex_width - priv->right) / tex_width;
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ty1 = priv->top / tex_height;
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ty2 = (tex_height - priv->bottom) / tex_height;
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ex = width - priv->right;
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if (ex < 0)
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ex = priv->right; /* FIXME ? */
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ey = height - priv->bottom;
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if (ey < 0)
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ey = priv->bottom; /* FIXME ? */
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opacity = clutter_actor_get_paint_opacity (self);
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g_assert (priv->material != COGL_INVALID_HANDLE);
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/* set the source material using the parent texture's COGL handle */
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cogl_material_set_color4ub (priv->material, opacity, opacity, opacity, opacity);
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cogl_material_set_layer (priv->material, 0, cogl_texture);
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cogl_set_source (priv->material);
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/* top left corner */
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cogl_rectangle_with_texture_coords (0, 0, priv->left, priv->top,
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0.0, 0.0,
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tx1, ty1);
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/* top middle */
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cogl_rectangle_with_texture_coords (priv->left, 0, ex, priv->top,
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tx1, 0.0,
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tx2, ty1);
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/* top right */
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cogl_rectangle_with_texture_coords (ex, 0, width, priv->top,
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tx2, 0.0,
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1.0, ty1);
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/* mid left */
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cogl_rectangle_with_texture_coords (0, priv->top, priv->left, ey,
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0.0, ty1,
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tx1, ty2);
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/* center */
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cogl_rectangle_with_texture_coords (priv->left, priv->top, ex, ey,
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tx1, ty1,
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tx2, ty2);
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/* mid right */
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cogl_rectangle_with_texture_coords (ex, priv->top, width, ey,
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tx2, ty1,
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1.0, ty2);
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/* bottom left */
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cogl_rectangle_with_texture_coords (0, ey, priv->left, height,
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0.0, ty2,
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tx1, 1.0);
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/* bottom center */
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cogl_rectangle_with_texture_coords (priv->left, ey, ex, height,
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tx1, ty2,
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tx2, 1.0);
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/* bottom right */
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cogl_rectangle_with_texture_coords (ex, ey, width, height,
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tx2, ty2,
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1.0, 1.0);
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}
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static inline void
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tidy_texture_frame_set_frame_internal (TidyTextureFrame *frame,
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gfloat left,
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gfloat top,
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gfloat right,
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gfloat bottom)
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{
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TidyTextureFramePrivate *priv = frame->priv;
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GObject *gobject = G_OBJECT (frame);
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gboolean changed = FALSE;
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g_object_freeze_notify (gobject);
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if (priv->top != top)
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{
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priv->top = top;
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g_object_notify (gobject, "top");
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changed = TRUE;
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}
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if (priv->right != right)
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{
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priv->right = right;
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g_object_notify (gobject, "right");
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changed = TRUE;
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}
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if (priv->bottom != bottom)
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{
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priv->bottom = bottom;
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g_object_notify (gobject, "bottom");
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changed = TRUE;
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}
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if (priv->left != left)
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{
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priv->left = left;
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g_object_notify (gobject, "left");
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changed = TRUE;
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}
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if (changed && CLUTTER_ACTOR_IS_VISIBLE (frame))
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clutter_actor_queue_redraw (CLUTTER_ACTOR (frame));
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g_object_thaw_notify (gobject);
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}
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static void
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tidy_texture_frame_set_property (GObject *gobject,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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TidyTextureFrame *frame = TIDY_TEXTURE_FRAME (gobject);
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TidyTextureFramePrivate *priv = frame->priv;
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switch (prop_id)
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{
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case PROP_PARENT_TEXTURE:
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tidy_texture_frame_set_parent_texture (frame,
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g_value_get_object (value));
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break;
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case PROP_TOP:
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tidy_texture_frame_set_frame_internal (frame,
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priv->left,
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g_value_get_float (value),
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priv->right,
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priv->bottom);
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break;
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case PROP_RIGHT:
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tidy_texture_frame_set_frame_internal (frame,
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priv->top,
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g_value_get_float (value),
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priv->bottom,
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priv->left);
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break;
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case PROP_BOTTOM:
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tidy_texture_frame_set_frame_internal (frame,
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priv->top,
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priv->right,
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g_value_get_float (value),
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priv->left);
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break;
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case PROP_LEFT:
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tidy_texture_frame_set_frame_internal (frame,
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priv->top,
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priv->right,
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priv->bottom,
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g_value_get_float (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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tidy_texture_frame_get_property (GObject *gobject,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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TidyTextureFramePrivate *priv = TIDY_TEXTURE_FRAME (gobject)->priv;
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switch (prop_id)
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{
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case PROP_PARENT_TEXTURE:
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g_value_set_object (value, priv->parent_texture);
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break;
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case PROP_LEFT:
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g_value_set_float (value, priv->left);
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break;
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case PROP_TOP:
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g_value_set_float (value, priv->top);
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break;
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case PROP_RIGHT:
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g_value_set_float (value, priv->right);
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break;
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case PROP_BOTTOM:
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g_value_set_float (value, priv->bottom);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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tidy_texture_frame_dispose (GObject *gobject)
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{
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TidyTextureFramePrivate *priv = TIDY_TEXTURE_FRAME (gobject)->priv;
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if (priv->parent_texture)
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{
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g_object_unref (priv->parent_texture);
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priv->parent_texture = NULL;
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}
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if (priv->material)
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{
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cogl_material_unref (priv->material);
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priv->material = COGL_INVALID_HANDLE;
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}
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G_OBJECT_CLASS (tidy_texture_frame_parent_class)->dispose (gobject);
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}
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static void
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tidy_texture_frame_class_init (TidyTextureFrameClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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GParamSpec *pspec;
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g_type_class_add_private (gobject_class, sizeof (TidyTextureFramePrivate));
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actor_class->get_preferred_width =
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tidy_texture_frame_get_preferred_width;
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actor_class->get_preferred_height =
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tidy_texture_frame_get_preferred_height;
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actor_class->realize = tidy_texture_frame_realize;
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actor_class->unrealize = tidy_texture_frame_unrealize;
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actor_class->paint = tidy_texture_frame_paint;
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gobject_class->set_property = tidy_texture_frame_set_property;
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gobject_class->get_property = tidy_texture_frame_get_property;
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gobject_class->dispose = tidy_texture_frame_dispose;
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pspec = g_param_spec_object ("parent-texture",
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"Parent Texture",
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"The parent ClutterTexture",
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CLUTTER_TYPE_TEXTURE,
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TIDY_PARAM_READWRITE |
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G_PARAM_CONSTRUCT);
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g_object_class_install_property (gobject_class, PROP_PARENT_TEXTURE, pspec);
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pspec = g_param_spec_float ("left",
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"Left",
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"Left offset",
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0, G_MAXFLOAT,
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0,
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TIDY_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_LEFT, pspec);
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pspec = g_param_spec_float ("top",
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"Top",
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"Top offset",
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0, G_MAXFLOAT,
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0,
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TIDY_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_TOP, pspec);
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pspec = g_param_spec_float ("bottom",
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"Bottom",
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"Bottom offset",
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0, G_MAXFLOAT,
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0,
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TIDY_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_BOTTOM, pspec);
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pspec = g_param_spec_float ("right",
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"Right",
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"Right offset",
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0, G_MAXFLOAT,
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0,
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TIDY_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_RIGHT, pspec);
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}
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static void
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tidy_texture_frame_init (TidyTextureFrame *self)
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{
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TidyTextureFramePrivate *priv;
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self->priv = priv = TIDY_TEXTURE_FRAME_GET_PRIVATE (self);
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priv->material = COGL_INVALID_HANDLE;
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}
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/**
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* tidy_texture_frame_new:
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* @texture: a #ClutterTexture or %NULL
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* @left: left margin preserving its content
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* @top: top margin preserving its content
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* @right: right margin preserving its content
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* @bottom: bottom margin preserving its content
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*
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* A #TidyTextureFrame is a specialized texture that efficiently clones
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* an area of the given @texture while keeping preserving portions of the
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* same texture.
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*
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* A #TidyTextureFrame can be used to make a rectangular texture fit a
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* given size without stretching its borders.
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*
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* Return value: the newly created #TidyTextureFrame
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*/
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ClutterActor*
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tidy_texture_frame_new (ClutterTexture *texture,
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gfloat left,
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gfloat top,
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gfloat right,
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gfloat bottom)
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{
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g_return_val_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture), NULL);
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return g_object_new (TIDY_TYPE_TEXTURE_FRAME,
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"parent-texture", texture,
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"left", left,
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"top", top,
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"right", right,
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"bottom", bottom,
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NULL);
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}
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ClutterTexture *
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tidy_texture_frame_get_parent_texture (TidyTextureFrame *frame)
|
|
{
|
|
g_return_val_if_fail (TIDY_IS_TEXTURE_FRAME (frame), NULL);
|
|
|
|
return frame->priv->parent_texture;
|
|
}
|
|
|
|
void
|
|
tidy_texture_frame_set_parent_texture (TidyTextureFrame *frame,
|
|
ClutterTexture *texture)
|
|
{
|
|
TidyTextureFramePrivate *priv;
|
|
gboolean was_visible;
|
|
|
|
g_return_if_fail (TIDY_IS_TEXTURE_FRAME (frame));
|
|
g_return_if_fail (texture == NULL || CLUTTER_IS_TEXTURE (texture));
|
|
|
|
priv = frame->priv;
|
|
|
|
was_visible = CLUTTER_ACTOR_IS_VISIBLE (frame);
|
|
|
|
if (priv->parent_texture == texture)
|
|
return;
|
|
|
|
if (priv->parent_texture)
|
|
{
|
|
g_object_unref (priv->parent_texture);
|
|
priv->parent_texture = NULL;
|
|
|
|
if (was_visible)
|
|
clutter_actor_hide (CLUTTER_ACTOR (frame));
|
|
}
|
|
|
|
if (texture)
|
|
{
|
|
priv->parent_texture = g_object_ref (texture);
|
|
|
|
if (was_visible && CLUTTER_ACTOR_IS_VISIBLE (priv->parent_texture))
|
|
clutter_actor_show (CLUTTER_ACTOR (frame));
|
|
}
|
|
|
|
clutter_actor_queue_relayout (CLUTTER_ACTOR (frame));
|
|
|
|
g_object_notify (G_OBJECT (frame), "parent-texture");
|
|
}
|
|
|
|
void
|
|
tidy_texture_frame_set_frame (TidyTextureFrame *frame,
|
|
gfloat top,
|
|
gfloat right,
|
|
gfloat bottom,
|
|
gfloat left)
|
|
{
|
|
g_return_if_fail (TIDY_IS_TEXTURE_FRAME (frame));
|
|
|
|
tidy_texture_frame_set_frame_internal (frame, top, right, bottom, left);
|
|
}
|
|
|
|
void
|
|
tidy_texture_frame_get_frame (TidyTextureFrame *frame,
|
|
gfloat *top,
|
|
gfloat *right,
|
|
gfloat *bottom,
|
|
gfloat *left)
|
|
{
|
|
TidyTextureFramePrivate *priv;
|
|
|
|
g_return_if_fail (TIDY_IS_TEXTURE_FRAME (frame));
|
|
|
|
priv = frame->priv;
|
|
|
|
if (top)
|
|
*top = priv->top;
|
|
|
|
if (right)
|
|
*right = priv->right;
|
|
|
|
if (bottom)
|
|
*bottom = priv->bottom;
|
|
|
|
if (left)
|
|
*left = priv->left;
|
|
}
|
|
|
|
/**
|
|
* tidy_texture_frame_set_needs_paint:
|
|
* @frame: a #TidyTextureframe
|
|
* @needs_paint: if %FALSE, the paint will be skipped
|
|
*
|
|
* Provides a hint to the texture frame that it is totally obscured
|
|
* and doesn't need to be painted. This would typically be called
|
|
* by a parent container if it detects the condition prior to
|
|
* painting its children and then unset afterwards.
|
|
*
|
|
* Since it is not supposed to have any effect on display, it does
|
|
* not queue a repaint.
|
|
*/
|
|
void
|
|
tidy_texture_frame_set_needs_paint (TidyTextureFrame *frame,
|
|
gboolean needs_paint)
|
|
{
|
|
TidyTextureFramePrivate *priv;
|
|
|
|
g_return_if_fail (TIDY_IS_TEXTURE_FRAME (frame));
|
|
|
|
priv = frame->priv;
|
|
|
|
priv->needs_paint = needs_paint;
|
|
}
|