mutter/src/compositor/meta-cullable.c

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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* Copyright (C) 2013 Red Hat
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program 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
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* Written by:
* Owen Taylor <otaylor@redhat.com>
* Ray Strode <rstrode@redhat.com>
* Jasper St. Pierre <jstpierre@mecheye.net>
*/
#include "config.h"
#include "meta-cullable.h"
#include "clutter-utils.h"
G_DEFINE_INTERFACE (MetaCullable, meta_cullable, CLUTTER_TYPE_ACTOR);
/**
* SECTION:meta-cullable
* @title: MetaCullable
* @short_description: CPU culling operations for efficient drawing
*
* When we are painting a stack of 5-10 large actors, the standard
* bottom-to-top method of drawing every actor results in a tremendous
* amount of overdraw. If these actors are painting textures like
* windows, it can easily max out the available memory bandwidth on a
* low-end graphics chipset. It's even worse if window textures are
* being accessed over the AGP bus.
*
* #MetaCullable is our solution. The basic technique applied here is to
* do a pre-pass before painting where we walk each actor from top to bottom
* and ask each actor to "cull itself out". We pass in a region it can copy
* to clip its drawing to, and the actor can subtract its fully opaque pixels
* so that actors underneath know not to draw there as well.
*/
/**
* meta_cullable_cull_out_children:
* @cullable: The #MetaCullable
* @unobscured_region: The unobscured region, as passed into cull_out()
* @clip_region: The clip region, as passed into cull_out()
*
* This is a helper method for actors that want to recurse over their
* child actors, and cull them out.
*
* See #MetaCullable and meta_cullable_cull_out() for more details.
*/
void
meta_cullable_cull_out_children (MetaCullable *cullable,
cairo_region_t *unobscured_region,
cairo_region_t *clip_region)
{
ClutterActor *actor = CLUTTER_ACTOR (cullable);
ClutterActor *child;
ClutterActorIter iter;
clutter_actor_iter_init (&iter, actor);
while (clutter_actor_iter_prev (&iter, &child))
{
int x, y;
if (!CLUTTER_ACTOR_IS_VISIBLE (child))
continue;
/* If an actor has effects applied, then that can change the area
* it paints and the opacity, so we no longer can figure out what
* portion of the actor is obscured and what portion of the screen
* it obscures, so we skip the actor.
*
* This has a secondary beneficial effect: if a ClutterOffscreenEffect
* is applied to an actor, then our clipped redraws interfere with the
* caching of the FBO - even if we only need to draw a small portion
* of the window right now, ClutterOffscreenEffect may use other portions
* of the FBO later. So, skipping actors with effects applied also
* prevents these bugs.
*
* Theoretically, we should check clutter_actor_get_offscreen_redirect()
* as well for the same reason, but omitted for simplicity in the
* hopes that no-one will do that.
*/
if (clutter_actor_has_effects (child))
continue;
if (!META_IS_CULLABLE (child))
continue;
if (!meta_actor_is_untransformed (child, &x, &y))
continue;
/* Temporarily move to the coordinate system of the actor */
cairo_region_translate (unobscured_region, - x, - y);
cairo_region_translate (clip_region, - x, - y);
meta_cullable_cull_out (META_CULLABLE (child), unobscured_region, clip_region);
cairo_region_translate (unobscured_region, x, y);
cairo_region_translate (clip_region, x, y);
}
}
/**
* meta_cullable_reset_culling_children:
* @cullable: The #MetaCullable
*
* This is a helper method for actors that want to recurse over their
* child actors, and cull them out.
*
* See #MetaCullable and meta_cullable_reset_culling() for more details.
*/
void
meta_cullable_reset_culling_children (MetaCullable *cullable)
{
ClutterActor *actor = CLUTTER_ACTOR (cullable);
ClutterActor *child;
ClutterActorIter iter;
clutter_actor_iter_init (&iter, actor);
while (clutter_actor_iter_next (&iter, &child))
{
if (!META_IS_CULLABLE (child))
continue;
meta_cullable_reset_culling (META_CULLABLE (child));
}
}
static void
meta_cullable_default_init (MetaCullableInterface *iface)
{
}
/**
* meta_cullable_cull_out:
* @cullable: The #MetaCullable
* @unobscured_region: The unobscured region, in @cullable's space.
* @clip_region: The clip region, in @cullable's space.
*
* When #MetaWindowGroup is painted, we walk over its direct cullable
* children from top to bottom and ask themselves to "cull out". Cullables
* can use @unobscured_region and @clip_region to clip their drawing. Actors
* interested in eliminating overdraw should copy the @clip_region and only
* paint those parts, as everything else has been obscured by actors above it.
*
* Actors that may have fully opaque parts should also subtract out a region
* that is fully opaque from @unobscured_region and @clip_region.
*
* @unobscured_region and @clip_region are extremely similar. The difference
* is that @clip_region starts off with the stage's clip, if Clutter detects
* that we're doing a clipped redraw. @unobscured_region, however, starts off
* with the full stage size, so actors that may want to record what parts of
* their window are unobscured for e.g. scheduling repaints can do so.
*
* Actors that have children can also use the meta_cullable_cull_out_children()
* helper method to do a simple cull across all their children.
*/
void
meta_cullable_cull_out (MetaCullable *cullable,
cairo_region_t *unobscured_region,
cairo_region_t *clip_region)
{
META_CULLABLE_GET_IFACE (cullable)->cull_out (cullable, unobscured_region, clip_region);
}
/**
* meta_cullable_reset_culling:
* @cullable: The #MetaCullable
*
* Actors that copied data in their cull_out() implementation can now
* reset their data, as the paint is now over. Additional paints may be
* done by #ClutterClone or similar, and they should not be affected by
* the culling operation.
*/
void
meta_cullable_reset_culling (MetaCullable *cullable)
{
META_CULLABLE_GET_IFACE (cullable)->reset_culling (cullable);
}