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stage: Make the redraw_count a stage counter
We don't care about redraws issued on stages that are not currently being repainted.
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@ -144,8 +144,6 @@ struct _ClutterMainContext
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ClutterEvent *current_event;
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guint32 last_event_time;
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gulong redraw_count;
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/* list of repaint functions installed through
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* clutter_threads_add_repaint_func()
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*/
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@ -140,6 +140,10 @@ struct _ClutterStagePrivate
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GTimer *fps_timer;
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gint32 timer_n_frames;
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#ifdef CLUTTER_ENABLE_DEBUG
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gulong redraw_count;
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#endif /* CLUTTER_ENABLE_DEBUG */
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guint relayout_pending : 1;
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guint redraw_pending : 1;
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guint is_fullscreen : 1;
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@ -883,13 +887,15 @@ _clutter_stage_do_update (ClutterStage *stage)
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/* reset the guard, so that new redraws are possible */
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priv->redraw_pending = FALSE;
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if (CLUTTER_CONTEXT ()->redraw_count > 0)
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#ifdef CLUTTER_ENABLE_DEBUG
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if (priv->redraw_count > 0)
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{
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CLUTTER_NOTE (SCHEDULER, "Queued %lu redraws during the last cycle",
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CLUTTER_CONTEXT ()->redraw_count);
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priv->redraw_count);
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CLUTTER_CONTEXT ()->redraw_count = 0;
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priv->redraw_count = 0;
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}
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#endif /* CLUTTER_ENABLE_DEBUG */
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return TRUE;
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}
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@ -3240,20 +3246,26 @@ _clutter_stage_queue_actor_redraw (ClutterStage *stage,
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{
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ClutterStagePrivate *priv = stage->priv;
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CLUTTER_NOTE (PAINT, "Redraw request number %lu",
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CLUTTER_CONTEXT ()->redraw_count + 1);
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if (!priv->redraw_pending)
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{
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ClutterMasterClock *master_clock;
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CLUTTER_NOTE (PAINT, "First redraw request");
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priv->redraw_pending = TRUE;
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master_clock = _clutter_master_clock_get_default ();
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_clutter_master_clock_start_running (master_clock);
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}
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#ifdef CLUTTER_ENABLE_DEBUG
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else
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CLUTTER_CONTEXT ()->redraw_count += 1;
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{
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CLUTTER_NOTE (PAINT, "Redraw request number %lu",
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priv->redraw_count + 1);
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priv->redraw_count += 1;
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}
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#endif /* CLUTTER_ENABLE_DEBUG */
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/* We have an optimization in _clutter_do_pick to detect when the
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* scene is static so we can cache a full, un-clipped pick buffer to
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