MetaSurfaceActor: move freeze accounting to MetaWindowActor

Turns out we only ever need to freeze/thaw whole windows, not
surfaces or subsurfaces.
This will allow removing the surface actor without losing
the count.
This commit is contained in:
Giovanni Campagna 2014-02-24 22:00:12 +01:00
parent f0cd9b0687
commit 153f843ea6
3 changed files with 26 additions and 36 deletions

View File

@ -26,8 +26,8 @@ struct _MetaSurfaceActorPrivate
cairo_region_t *input_region;
/* Freeze/thaw accounting */
guint freeze_count;
guint needs_damage_all : 1;
guint frozen : 1;
};
static void cullable_iface_init (MetaCullableInterface *iface);
@ -223,7 +223,7 @@ static gboolean
is_frozen (MetaSurfaceActor *self)
{
MetaSurfaceActorPrivate *priv = self->priv;
return (priv->freeze_count > 0);
return priv->frozen;
}
void
@ -274,31 +274,19 @@ meta_surface_actor_is_visible (MetaSurfaceActor *self)
}
void
meta_surface_actor_freeze (MetaSurfaceActor *self)
meta_surface_actor_set_frozen (MetaSurfaceActor *self,
gboolean frozen)
{
MetaSurfaceActorPrivate *priv = self->priv;
priv->freeze_count ++;
}
priv->frozen = frozen;
void
meta_surface_actor_thaw (MetaSurfaceActor *self)
{
MetaSurfaceActorPrivate *priv = self->priv;
if (priv->freeze_count == 0)
if (!frozen && priv->needs_damage_all)
{
g_critical ("Error in freeze/thaw accounting.");
return;
}
/* Since we ignore damage events while a window is frozen for certain effects
* we may need to issue an update_area() covering the whole pixmap if we
* don't know what real damage has happened. */
priv->freeze_count --;
/* Since we ignore damage events while a window is frozen for certain effects
* we may need to issue an update_area() covering the whole pixmap if we
* don't know what real damage has happened. */
if (priv->needs_damage_all)
{
meta_surface_actor_process_damage (self, 0, 0,
clutter_actor_get_width (CLUTTER_ACTOR (priv->texture)),
clutter_actor_get_height (CLUTTER_ACTOR (priv->texture)));
@ -306,12 +294,6 @@ meta_surface_actor_thaw (MetaSurfaceActor *self)
}
}
gboolean
meta_surface_actor_is_frozen (MetaSurfaceActor *self)
{
return is_frozen (self);
}
gboolean
meta_surface_actor_should_unredirect (MetaSurfaceActor *self)
{

View File

@ -69,9 +69,8 @@ void meta_surface_actor_pre_paint (MetaSurfaceActor *actor);
gboolean meta_surface_actor_is_argb32 (MetaSurfaceActor *actor);
gboolean meta_surface_actor_is_visible (MetaSurfaceActor *actor);
void meta_surface_actor_freeze (MetaSurfaceActor *actor);
void meta_surface_actor_thaw (MetaSurfaceActor *actor);
gboolean meta_surface_actor_is_frozen (MetaSurfaceActor *actor);
void meta_surface_actor_set_frozen (MetaSurfaceActor *actor,
gboolean frozen);
gboolean meta_surface_actor_should_unredirect (MetaSurfaceActor *actor);
void meta_surface_actor_set_unredirected (MetaSurfaceActor *actor,

View File

@ -84,6 +84,7 @@ struct _MetaWindowActorPrivate
/* List of FrameData for recent frames */
GList *frames;
guint freeze_count;
guint visible : 1;
guint disposed : 1;
@ -269,14 +270,19 @@ static gboolean
is_frozen (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
return meta_surface_actor_is_frozen (priv->surface);
return priv->freeze_count > 0;
}
static void
meta_window_actor_freeze (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
meta_surface_actor_freeze (priv->surface);
if (priv->freeze_count == 0)
meta_surface_actor_set_frozen (priv->surface, TRUE);
priv->freeze_count ++;
}
static void
@ -284,11 +290,15 @@ meta_window_actor_thaw (MetaWindowActor *self)
{
MetaWindowActorPrivate *priv = self->priv;
meta_surface_actor_thaw (priv->surface);
if (priv->freeze_count <= 0)
g_error ("Error in freeze/thaw accounting");
if (is_frozen (self))
priv->freeze_count--;
if (priv->freeze_count > 0)
return;
meta_surface_actor_set_frozen (priv->surface, FALSE);
/* We sometimes ignore moves and resizes on frozen windows */
meta_window_actor_sync_actor_geometry (self, FALSE);
@ -326,8 +336,7 @@ set_surface (MetaWindowActor *self,
/* If the previous surface actor was frozen, start out
* frozen as well... */
if (priv->updates_frozen)
meta_surface_actor_freeze (priv->surface);
meta_surface_actor_set_frozen (priv->surface, priv->freeze_count > 0);
meta_window_actor_update_shape (self);
}