clutter/actor: Don't traverse whole actor tree for updating stage-views

We currently go through the whole tree of mapped actors on every paint
cycle to update the stage views actors are on. Even if no actors need
updating of their stage views, traversing the actor tree is still quite
expensive and shows up when using a profiler.

So tone down the amounts of full-tree traversals we have to do on every
paint cycle and only traverse a subtree if it includes an actor which
actually needs updating of its stage views.

We do that by setting the `needs_update_stage_views` flag to TRUE
recursively for all parents up to the stage when the stage-views list of
an actor gets invalidated. This way we end up updating a few more actors
than necessary, but can avoid searching the whole actor tree for actors
which have `needs_update_stage_views` set to TRUE.

https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1196
This commit is contained in:
Jonas Dreßler 2020-04-10 01:19:00 +02:00 committed by Carlos Garnacho
parent 18c792d6f8
commit 0f97196d84

View File

@ -1618,6 +1618,22 @@ clutter_actor_update_map_state (ClutterActor *self,
#endif #endif
} }
static void
queue_update_stage_views (ClutterActor *actor)
{
while (actor && !actor->priv->needs_update_stage_views)
{
actor->priv->needs_update_stage_views = TRUE;
/* We don't really need to update the stage-views of the actors up the
* hierarchy, we set the flag anyway though so we can avoid traversing
* the whole scenegraph when looking for actors which need an update
* in clutter_actor_update_stage_views().
*/
actor = actor->priv->parent;
}
}
static void static void
clutter_actor_real_map (ClutterActor *self) clutter_actor_real_map (ClutterActor *self)
{ {
@ -1632,6 +1648,18 @@ clutter_actor_real_map (ClutterActor *self)
self->priv->needs_paint_volume_update = TRUE; self->priv->needs_paint_volume_update = TRUE;
/* We skip unmapped actors when updating the stage-views list, so if
* an actors list got invalidated while it was unmapped make sure to
* set priv->needs_update_stage_views to TRUE for all actors up the
* hierarchy now.
*/
if (self->priv->needs_update_stage_views)
{
/* Avoid the early return in queue_update_stage_views() */
self->priv->needs_update_stage_views = FALSE;
queue_update_stage_views (self);
}
clutter_actor_ensure_resource_scale (self); clutter_actor_ensure_resource_scale (self);
/* notify on parent mapped before potentially mapping /* notify on parent mapped before potentially mapping
@ -2569,7 +2597,7 @@ static void
absolute_allocation_changed (ClutterActor *actor) absolute_allocation_changed (ClutterActor *actor)
{ {
actor->priv->needs_compute_resource_scale = TRUE; actor->priv->needs_compute_resource_scale = TRUE;
actor->priv->needs_update_stage_views = TRUE; queue_update_stage_views (actor);
} }
static ClutterActorTraverseVisitFlags static ClutterActorTraverseVisitFlags
@ -17748,12 +17776,12 @@ clutter_actor_update_stage_views (ClutterActor *self)
CLUTTER_ACTOR_IN_DESTRUCTION (self)) CLUTTER_ACTOR_IN_DESTRUCTION (self))
return; return;
if (priv->needs_update_stage_views) if (!priv->needs_update_stage_views)
{ return;
update_stage_views (self);
priv->needs_update_stage_views = FALSE; update_stage_views (self);
}
priv->needs_update_stage_views = FALSE;
for (child = priv->first_child; child; child = child->priv->next_sibling) for (child = priv->first_child; child; child = child->priv->next_sibling)
clutter_actor_update_stage_views (child); clutter_actor_update_stage_views (child);