mutter/clutter/glx/clutter-stage-glx.c

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2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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/* Clutter.
* An OpenGL based 'interactive canvas' library.
* Authored By Matthew Allum <mallum@openedhand.com>
* Copyright (C) 2006-2007 OpenedHand
*
* 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 <http://www.gnu.org/licenses/>.
*
*
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-backend-glx.h"
#include "clutter-stage-glx.h"
#include "clutter-glx.h"
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
#include "clutter-profile.h"
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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#include "clutter-actor-private.h"
#include "clutter-debug.h"
#include "clutter-device-manager.h"
#include "clutter-event.h"
#include "clutter-enum-types.h"
#include "clutter-feature.h"
#include "clutter-main.h"
#include "clutter-private.h"
#include "clutter-stage-private.h"
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
#include "cogl/cogl.h"
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
#include <GL/glx.h>
#include <GL/gl.h>
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
#include <sys/stat.h>
#include <sys/ioctl.h>
#include <fcntl.h>
#include <errno.h>
#ifdef HAVE_DRM
#include <drm.h>
#endif
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
static ClutterStageWindowIface *clutter_stage_window_parent_iface = NULL;
#define clutter_stage_glx_get_type _clutter_stage_glx_get_type
G_DEFINE_TYPE_WITH_CODE (ClutterStageGLX,
clutter_stage_glx,
CLUTTER_TYPE_STAGE_X11,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
clutter_stage_window_iface_init));
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
static void
clutter_stage_glx_unrealize (ClutterStageWindow *stage_window)
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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{
ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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/* Note unrealize should free up any backend stage related resources */
CLUTTER_NOTE (BACKEND, "Unrealizing GLX stage [%p]", stage_glx);
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
/* chain up to the StageX11 implementation */
clutter_stage_window_parent_iface->unrealize (stage_window);
cogl_object_unref (stage_glx->onscreen);
stage_glx->onscreen = NULL;
}
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
static void
handle_swap_complete_cb (CoglFramebuffer *framebuffer,
void *user_data)
{
ClutterStageGLX *stage_glx = user_data;
/* Early versions of the swap_event implementation in Mesa
* deliver BufferSwapComplete event when not selected for,
* so if we get a swap event we aren't expecting, just ignore it.
*
* https://bugs.freedesktop.org/show_bug.cgi?id=27962
*
* FIXME: This issue can be hidden inside Cogl so we shouldn't
* need to care about this bug here.
*/
if (stage_glx->pending_swaps > 0)
stage_glx->pending_swaps--;
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
}
static gboolean
clutter_stage_glx_realize (ClutterStageWindow *stage_window)
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
{
ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (stage_window);
ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
ClutterBackend *backend;
CoglFramebuffer *framebuffer;
GError *error = NULL;
gfloat width;
gfloat height;
const char *clutter_vblank;
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
2009-05-11 11:36:14 +00:00
CLUTTER_NOTE (ACTOR, "Realizing stage '%s' [%p]",
G_OBJECT_TYPE_NAME (stage_window),
stage_window);
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
backend = CLUTTER_BACKEND (stage_x11->backend);
clutter_actor_get_size (CLUTTER_ACTOR (stage_x11->wrapper), &width, &height);
2011-02-14 12:00:31 +00:00
stage_glx->onscreen = cogl_onscreen_new (backend->cogl_context,
width, height);
if (stage_x11->xwin != None)
cogl_onscreen_x11_set_foreign_window_xid (stage_glx->onscreen,
stage_x11->xwin);
clutter_vblank = _clutter_backend_glx_get_vblank ();
if (clutter_vblank && strcmp (clutter_vblank, "none") == 0)
cogl_onscreen_set_swap_throttled (stage_glx->onscreen, FALSE);
framebuffer = COGL_FRAMEBUFFER (stage_glx->onscreen);
if (!cogl_framebuffer_allocate (framebuffer, &error))
{
g_warning ("Failed to allocate stage: %s", error->message);
g_error_free (error);
cogl_object_unref (stage_glx->onscreen);
stage_glx->onscreen = NULL;
return FALSE;
}
if (stage_x11->xwin == None)
stage_x11->xwin = cogl_onscreen_x11_get_window_xid (stage_glx->onscreen);
if (cogl_clutter_winsys_has_feature (COGL_WINSYS_FEATURE_SWAP_BUFFERS_EVENT))
{
stage_glx->swap_callback_id =
cogl_framebuffer_add_swap_buffers_callback (framebuffer,
handle_swap_complete_cb,
stage_glx);
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
}
/* chain up to the StageX11 implementation */
return clutter_stage_window_parent_iface->realize (stage_window);
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
}
static int
clutter_stage_glx_get_pending_swaps (ClutterStageWindow *stage_window)
{
ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
return stage_glx->pending_swaps;
}
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
static void
clutter_stage_glx_class_init (ClutterStageGLXClass *klass)
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
{
}
static void
clutter_stage_glx_init (ClutterStageGLX *stage)
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
2007-03-22 18:21:59 +00:00
{
}
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
static gboolean
clutter_stage_glx_has_redraw_clips (ClutterStageWindow *stage_window)
{
ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
/* NB: at the start of each new frame there is an implied clip that
* clips everything (i.e. nothing would be drawn) so we need to make
* sure we return True in the un-initialized case here.
*
* NB: a clip width of 0 means a full stage redraw has been queued
* so we effectively don't have any redraw clips in that case.
*/
if (!stage_glx->initialized_redraw_clip ||
(stage_glx->initialized_redraw_clip &&
stage_glx->bounding_redraw_clip.width != 0))
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
return TRUE;
else
return FALSE;
}
static gboolean
clutter_stage_glx_ignoring_redraw_clips (ClutterStageWindow *stage_window)
{
ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
/* NB: a clip width of 0 means a full stage redraw is required */
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
if (stage_glx->initialized_redraw_clip &&
stage_glx->bounding_redraw_clip.width == 0)
return TRUE;
else
return FALSE;
}
/* A redraw clip represents (in stage coordinates) the bounding box of
* something that needs to be redraw. Typically they are added to the
* StageWindow as a result of clutter_actor_queue_clipped_redraw() by
* actors such as ClutterGLXTexturePixmap. All redraw clips are
* discarded after the next paint.
*
* A NULL stage_clip means the whole stage needs to be redrawn.
*
* What we do with this information:
* - we keep track of the bounding box for all redraw clips
* - when we come to redraw; if the bounding box is smaller than the
* stage we scissor the redraw to that box and use
* GLX_MESA_copy_sub_buffer to present the redraw to the front
2011-02-14 12:00:31 +00:00
* buffer.
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
*
2011-02-14 12:00:31 +00:00
* XXX - In theory, we should have some sort of heuristics to promote
* a clipped redraw to a full screen redraw; in reality, it turns out
* that promotion is fairly expensive. See the Clutter bug described
* at: http://bugzilla.clutter-project.org/show_bug.cgi?id=2136 .
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
*
* TODO - we should use different heuristics depending on whether the
* framebuffer is on screen and not redirected by a compositor VS
* offscreen (either due to compositor redirection or because we are
* rendering to a CoglOffscreen framebuffer)
*
* When not redirected glXCopySubBuffer (on intel hardware at least)
* will block the GPU until the vertical trace is at the optimal point
* so the copy can be done without tearing. In this case we don't want
* to copy tall regions because they increase the average time spent
* blocking the GPU.
*
* When rendering offscreen (CoglOffscreen or redirected by
* compositor) then no extra synchronization is needed before the copy
* can start.
*
* In all cases we need to consider that glXCopySubBuffer implies a
* blit which may be avoided by promoting to a full stage redraw if:
* - the framebuffer is redirected offscreen or a CoglOffscreen.
* - the framebuffer is onscreen and fullscreen.
* By promoting to a full stage redraw we trade off the cost involved
* in rasterizing the extra pixels vs avoiding to use a blit to
* present the back buffer.
*/
static void
clutter_stage_glx_add_redraw_clip (ClutterStageWindow *stage_window,
ClutterGeometry *stage_clip)
{
ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
/* If we are already forced to do a full stage redraw then bail early */
if (clutter_stage_glx_ignoring_redraw_clips (stage_window))
return;
/* A NULL stage clip means a full stage redraw has been queued and
* we keep track of this by setting a zero width
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
* stage_glx->bounding_redraw_clip */
if (stage_clip == NULL)
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
{
stage_glx->bounding_redraw_clip.width = 0;
stage_glx->initialized_redraw_clip = TRUE;
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
return;
}
/* Ignore requests to add degenerate/empty clip rectangles */
if (stage_clip->width == 0 || stage_clip->height == 0)
return;
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
if (!stage_glx->initialized_redraw_clip)
{
stage_glx->bounding_redraw_clip.x = stage_clip->x;
stage_glx->bounding_redraw_clip.y = stage_clip->y;
stage_glx->bounding_redraw_clip.width = stage_clip->width;
stage_glx->bounding_redraw_clip.height = stage_clip->height;
}
else if (stage_glx->bounding_redraw_clip.width > 0)
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
{
2011-02-14 12:00:31 +00:00
clutter_geometry_union (&stage_glx->bounding_redraw_clip,
stage_clip,
&stage_glx->bounding_redraw_clip);
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
}
#if 0
redraw_area = (stage_glx->bounding_redraw_clip.width *
stage_glx->bounding_redraw_clip.height);
stage_area = stage_x11->xwin_width * stage_x11->xwin_height;
/* Redrawing and blitting >70% of the stage is assumed to be more
* expensive than redrawing the additional 30% to avoid the blit.
*
* FIXME: This threshold was plucked out of thin air!
2011-02-14 12:00:31 +00:00
*
* The threshold has been disabled after verifying that it indeed
* made redraws more expensive than intended; see bug reference:
*
* http://bugzilla.clutter-project.org/show_bug.cgi?id=2136
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
*/
if (redraw_area > (stage_area * 0.7f))
{
g_print ("DEBUG: clipped redraw too big, forcing full redraw\n");
/* Set a zero width clip to force a full redraw */
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
stage_glx->bounding_redraw_clip.width = 0;
}
#endif
stage_glx->initialized_redraw_clip = TRUE;
}
static void
clutter_stage_glx_redraw (ClutterStageWindow *stage_window)
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
{
ClutterBackendGLX *backend_glx;
ClutterStageX11 *stage_x11;
ClutterStageGLX *stage_glx;
gboolean may_use_clipped_redraw;
gboolean use_clipped_redraw;
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
CLUTTER_STATIC_TIMER (painting_timer,
"Redrawing", /* parent */
"Painting actors",
"The time spent painting actors",
0 /* no application private data */);
CLUTTER_STATIC_TIMER (swapbuffers_timer,
"Redrawing", /* parent */
"glXSwapBuffers",
"The time spent blocked by glXSwapBuffers",
0 /* no application private data */);
CLUTTER_STATIC_TIMER (blit_sub_buffer_timer,
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
"Redrawing", /* parent */
"glx_blit_sub_buffer",
"The time spent in _glx_blit_sub_buffer",
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
0 /* no application private data */);
stage_x11 = CLUTTER_STAGE_X11 (stage_window);
if (stage_x11->xwin == None)
return;
stage_glx = CLUTTER_STAGE_GLX (stage_window);
backend_glx = CLUTTER_BACKEND_GLX (stage_x11->backend);
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
CLUTTER_TIMER_START (_clutter_uprof_context, painting_timer);
if (G_LIKELY (backend_glx->can_blit_sub_buffer) &&
/* NB: a zero width redraw clip == full stage redraw */
stage_glx->bounding_redraw_clip.width != 0 &&
/* some drivers struggle to get going and produce some junk
* frames when starting up... */
G_LIKELY (stage_glx->frame_count > 3) &&
/* While resizing a window clipped redraws are disabled to avoid
* artefacts. See clutter-event-x11.c:event_translate for a
* detailed explanation */
G_LIKELY (stage_x11->clipped_redraws_cool_off == 0))
{
may_use_clipped_redraw = TRUE;
}
else
may_use_clipped_redraw = FALSE;
if (may_use_clipped_redraw &&
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
G_LIKELY (!(clutter_paint_debug_flags &
CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
use_clipped_redraw = TRUE;
else
use_clipped_redraw = FALSE;
if (use_clipped_redraw)
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
{
CLUTTER_NOTE (CLIPPING,
"Stage clip pushed: x=%d, y=%d, width=%d, height=%d\n",
stage_glx->bounding_redraw_clip.x,
stage_glx->bounding_redraw_clip.y,
stage_glx->bounding_redraw_clip.width,
stage_glx->bounding_redraw_clip.height);
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
cogl_clip_push_window_rectangle (stage_glx->bounding_redraw_clip.x,
stage_glx->bounding_redraw_clip.y,
stage_glx->bounding_redraw_clip.width,
stage_glx->bounding_redraw_clip.height);
_clutter_stage_do_paint (stage_x11->wrapper,
&stage_glx->bounding_redraw_clip);
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
cogl_clip_pop ();
}
else
{
CLUTTER_NOTE (CLIPPING, "Unclipped stage paint\n");
/* If we are trying to debug redraw issues then we want to pass
* the bounding_redraw_clip so it can be visualized */
if (G_UNLIKELY (clutter_paint_debug_flags &
CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS) &&
may_use_clipped_redraw)
{
_clutter_stage_do_paint (stage_x11->wrapper,
&stage_glx->bounding_redraw_clip);
}
else
_clutter_stage_do_paint (stage_x11->wrapper, NULL);
}
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
if (may_use_clipped_redraw &&
G_UNLIKELY ((clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS)))
{
static CoglMaterial *outline = NULL;
ClutterGeometry *clip = &stage_glx->bounding_redraw_clip;
ClutterActor *actor = CLUTTER_ACTOR (stage_x11->wrapper);
CoglHandle vbo;
float x_1 = clip->x;
float x_2 = clip->x + clip->width;
float y_1 = clip->y;
float y_2 = clip->y + clip->height;
float quad[8] = {
x_1, y_1,
x_2, y_1,
x_2, y_2,
x_1, y_2
};
CoglMatrix modelview;
if (outline == NULL)
{
outline = cogl_material_new ();
cogl_material_set_color4ub (outline, 0xff, 0x00, 0x00, 0xff);
}
vbo = cogl_vertex_buffer_new (4);
cogl_vertex_buffer_add (vbo,
"gl_Vertex",
2, /* n_components */
COGL_ATTRIBUTE_TYPE_FLOAT,
FALSE, /* normalized */
0, /* stride */
quad);
cogl_vertex_buffer_submit (vbo);
cogl_push_matrix ();
cogl_matrix_init_identity (&modelview);
_clutter_actor_apply_modelview_transform (actor, &modelview);
cogl_set_modelview_matrix (&modelview);
cogl_set_source (outline);
cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_LINE_LOOP,
0 , 4);
cogl_pop_matrix ();
cogl_object_unref (vbo);
}
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
CLUTTER_TIMER_STOP (_clutter_uprof_context, painting_timer);
/* push on the screen */
if (use_clipped_redraw)
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
{
ClutterGeometry *clip = &stage_glx->bounding_redraw_clip;
int copy_area[4];
ClutterActor *actor;
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
/* XXX: It seems there will be a race here in that the stage
* window may be resized before the cogl_framebuffer_swap_region
* is handled and so we may copy the wrong region. I can't
* really see how we can handle this with the current state of X
* but at least in this case a full redraw should be queued by
* the resize anyway so it should only exhibit temporary
* artefacts.
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
*/
actor = CLUTTER_ACTOR (stage_x11->wrapper);
copy_area[0] = clip->x;
copy_area[1] = clutter_actor_get_height (actor) - clip->y - clip->height;
copy_area[2] = clip->width;
copy_area[3] = clip->height;
CLUTTER_NOTE (BACKEND,
"cogl_framebuffer_swap_region (onscreen: %p, "
"x: %d, y: %d, "
"width: %d, height: %d)",
stage_glx->onscreen,
copy_area[0], copy_area[1], copy_area[2], copy_area[3]);
CLUTTER_TIMER_START (_clutter_uprof_context, blit_sub_buffer_timer);
cogl_framebuffer_swap_region (COGL_FRAMEBUFFER (stage_glx->onscreen),
copy_area, 1);
CLUTTER_TIMER_STOP (_clutter_uprof_context, blit_sub_buffer_timer);
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
}
else
{
CLUTTER_NOTE (BACKEND, "cogl_framebuffer_swap_buffers (onscreen: %p)",
stage_glx->onscreen);
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
/* If we have swap buffer events then
* cogl_framebuffer_swap_buffers will return immediately and we
* need to track that there is a swap in progress... */
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
if (clutter_feature_available (CLUTTER_FEATURE_SWAP_EVENTS))
stage_glx->pending_swaps++;
CLUTTER_TIMER_START (_clutter_uprof_context, swapbuffers_timer);
cogl_framebuffer_swap_buffers (COGL_FRAMEBUFFER (stage_glx->onscreen));
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
CLUTTER_TIMER_STOP (_clutter_uprof_context, swapbuffers_timer);
}
/* reset the redraw clipping for the next paint... */
stage_glx->initialized_redraw_clip = FALSE;
stage_glx->frame_count++;
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
2009-11-30 17:47:55 +00:00
}
static CoglFramebuffer *
clutter_stage_glx_get_active_framebuffer (ClutterStageWindow *stage_window)
{
ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
return COGL_FRAMEBUFFER (stage_glx->onscreen);
}
static void
clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
{
clutter_stage_window_parent_iface = g_type_interface_peek_parent (iface);
iface->realize = clutter_stage_glx_realize;
iface->unrealize = clutter_stage_glx_unrealize;
iface->get_pending_swaps = clutter_stage_glx_get_pending_swaps;
iface->add_redraw_clip = clutter_stage_glx_add_redraw_clip;
iface->has_redraw_clips = clutter_stage_glx_has_redraw_clips;
iface->ignoring_redraw_clips = clutter_stage_glx_ignoring_redraw_clips;
iface->redraw = clutter_stage_glx_redraw;
iface->get_active_framebuffer = clutter_stage_glx_get_active_framebuffer;
/* the rest is inherited from ClutterStageX11 */
}