2013-11-21 15:25:08 -05:00
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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* Copyright (C) 2013 Red Hat
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* Written by:
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* Owen Taylor <otaylor@redhat.com>
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* Ray Strode <rstrode@redhat.com>
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* Jasper St. Pierre <jstpierre@mecheye.net>
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*/
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#include "config.h"
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#include "meta-cullable.h"
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#include "clutter-utils.h"
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G_DEFINE_INTERFACE (MetaCullable, meta_cullable, CLUTTER_TYPE_ACTOR);
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/**
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* SECTION:meta-cullable
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* @title: MetaCullable
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* @short_description: CPU culling operations for efficient drawing
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*
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* When we are painting a stack of 5-10 large actors, the standard
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* bottom-to-top method of drawing every actor results in a tremendous
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* amount of overdraw. If these actors are painting textures like
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* windows, it can easily max out the available memory bandwidth on a
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* low-end graphics chipset. It's even worse if window textures are
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* being accessed over the AGP bus.
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*
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* #MetaCullable is our solution. The basic technique applied here is to
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* do a pre-pass before painting where we walk each actor from top to bottom
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* and ask each actor to "cull itself out". We pass in a region it can copy
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* to clip its drawing to, and the actor can subtract its fully opaque pixels
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* so that actors underneath know not to draw there as well.
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*/
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/**
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* meta_cullable_cull_out_children:
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* @cullable: The #MetaCullable
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* @unobscured_region: The unobscured region, as passed into cull_out()
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* @clip_region: The clip region, as passed into cull_out()
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*
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* This is a helper method for actors that want to recurse over their
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* child actors, and cull them out.
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*
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* See #MetaCullable and meta_cullable_cull_out() for more details.
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*/
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void
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meta_cullable_cull_out_children (MetaCullable *cullable,
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cairo_region_t *unobscured_region,
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cairo_region_t *clip_region)
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{
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ClutterActor *actor = CLUTTER_ACTOR (cullable);
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ClutterActor *child;
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ClutterActorIter iter;
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clutter_actor_iter_init (&iter, actor);
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while (clutter_actor_iter_prev (&iter, &child))
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{
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2013-11-25 15:27:48 -05:00
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float x, y;
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if (!CLUTTER_ACTOR_IS_VISIBLE (child))
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continue;
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/* If an actor has effects applied, then that can change the area
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* it paints and the opacity, so we no longer can figure out what
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* portion of the actor is obscured and what portion of the screen
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* it obscures, so we skip the actor.
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*
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* This has a secondary beneficial effect: if a ClutterOffscreenEffect
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* is applied to an actor, then our clipped redraws interfere with the
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* caching of the FBO - even if we only need to draw a small portion
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* of the window right now, ClutterOffscreenEffect may use other portions
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* of the FBO later. So, skipping actors with effects applied also
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* prevents these bugs.
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*
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* Theoretically, we should check clutter_actor_get_offscreen_redirect()
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* as well for the same reason, but omitted for simplicity in the
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* hopes that no-one will do that.
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*/
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if (clutter_actor_has_effects (child))
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continue;
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if (!META_IS_CULLABLE (child))
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continue;
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2013-11-25 15:27:48 -05:00
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if (!meta_actor_is_untransformed (child, NULL, NULL))
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continue;
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2013-11-25 15:27:48 -05:00
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clutter_actor_get_position (child, &x, &y);
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2013-11-21 15:25:08 -05:00
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/* Temporarily move to the coordinate system of the actor */
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cairo_region_translate (unobscured_region, - x, - y);
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cairo_region_translate (clip_region, - x, - y);
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meta_cullable_cull_out (META_CULLABLE (child), unobscured_region, clip_region);
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cairo_region_translate (unobscured_region, x, y);
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cairo_region_translate (clip_region, x, y);
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}
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}
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/**
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* meta_cullable_reset_culling_children:
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* @cullable: The #MetaCullable
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*
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* This is a helper method for actors that want to recurse over their
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* child actors, and cull them out.
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*
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* See #MetaCullable and meta_cullable_reset_culling() for more details.
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*/
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void
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meta_cullable_reset_culling_children (MetaCullable *cullable)
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{
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ClutterActor *actor = CLUTTER_ACTOR (cullable);
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ClutterActor *child;
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ClutterActorIter iter;
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clutter_actor_iter_init (&iter, actor);
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while (clutter_actor_iter_next (&iter, &child))
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{
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if (!META_IS_CULLABLE (child))
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continue;
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meta_cullable_reset_culling (META_CULLABLE (child));
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}
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}
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static void
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meta_cullable_default_init (MetaCullableInterface *iface)
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{
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}
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/**
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* meta_cullable_cull_out:
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* @cullable: The #MetaCullable
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* @unobscured_region: The unobscured region, in @cullable's space.
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* @clip_region: The clip region, in @cullable's space.
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*
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* When #MetaWindowGroup is painted, we walk over its direct cullable
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* children from top to bottom and ask themselves to "cull out". Cullables
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* can use @unobscured_region and @clip_region to clip their drawing. Actors
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* interested in eliminating overdraw should copy the @clip_region and only
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* paint those parts, as everything else has been obscured by actors above it.
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*
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* Actors that may have fully opaque parts should also subtract out a region
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* that is fully opaque from @unobscured_region and @clip_region.
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*
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* @unobscured_region and @clip_region are extremely similar. The difference
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* is that @clip_region starts off with the stage's clip, if Clutter detects
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* that we're doing a clipped redraw. @unobscured_region, however, starts off
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* with the full stage size, so actors that may want to record what parts of
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* their window are unobscured for e.g. scheduling repaints can do so.
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*
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* Actors that have children can also use the meta_cullable_cull_out_children()
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* helper method to do a simple cull across all their children.
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*/
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void
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meta_cullable_cull_out (MetaCullable *cullable,
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cairo_region_t *unobscured_region,
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cairo_region_t *clip_region)
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{
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META_CULLABLE_GET_IFACE (cullable)->cull_out (cullable, unobscured_region, clip_region);
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}
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/**
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* meta_cullable_reset_culling:
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* @cullable: The #MetaCullable
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*
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* Actors that copied data in their cull_out() implementation can now
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* reset their data, as the paint is now over. Additional paints may be
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* done by #ClutterClone or similar, and they should not be affected by
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* the culling operation.
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*/
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void
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meta_cullable_reset_culling (MetaCullable *cullable)
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{
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META_CULLABLE_GET_IFACE (cullable)->reset_culling (cullable);
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}
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