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picking: Fix tracking of pick buffer validity
We have an optimization to track when there are multiple picks per frame so we can do a full render of the pick buffer to reduce the number of pick renders for a static scene. There was a problem though in that we were tracking this information in the ClutterMainContext, but conceptually this doesn't really make sense because the pick buffer is associated with a stage framebuffer and there can be multiple stages for one context. This patch moves the state tracking to ClutterStage.
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@ -1780,7 +1780,7 @@ clutter_actor_real_queue_redraw (ClutterActor *self,
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ClutterActor *origin)
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{
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ClutterActor *parent;
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ClutterMainContext *context;
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ClutterActor *stage;
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CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')",
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get_actor_debug_name (self),
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@ -1798,16 +1798,11 @@ clutter_actor_real_queue_redraw (ClutterActor *self,
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if (!CLUTTER_ACTOR_IS_VISIBLE (self))
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return;
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/* We have an optimization in _clutter_do_pick to detect when the scene is
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* static so we can cache a full, un-clipped pick buffer to avoid continuous
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* pick renders.
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*
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* Currently the assumption is that actors queue a redraw when some state
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* changes that affects painting *or* picking so we can use this point
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* to invalidate any currently cached pick buffer.
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/* XXX: when we merge the paint-box branch we should only need to
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* invalidate the pick buffer in _clutter_stage_queue_actor_redraw
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*/
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context = _clutter_context_get_default ();
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context->have_complete_pick_buffer = FALSE;
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stage = _clutter_actor_get_stage_internal (self);
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_clutter_stage_set_pick_buffer_valid (CLUTTER_STAGE (stage), FALSE);
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/* Although we could determine here that a full stage redraw
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* has already been queued and immediately bail out, we actually
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@ -1818,8 +1813,6 @@ clutter_actor_real_queue_redraw (ClutterActor *self,
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*/
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if (self->priv->propagated_one_redraw)
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{
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ClutterActor *stage = _clutter_actor_get_stage_internal (self);
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if (stage != NULL &&
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_clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage)))
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return;
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@ -274,12 +274,8 @@ _clutter_do_redraw (ClutterStage *stage)
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ctx = _clutter_context_get_default ();
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/* We have an optimization to avoid pick renders while scene is static.
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* This is implied by seeing multiple picks per frame so we have to
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* reset a pick counter each frame and also invalidate any current pick
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* buffer. */
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ctx->picks_per_frame = 0;
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ctx->have_complete_pick_buffer = FALSE;
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_clutter_stage_set_pick_buffer_valid (stage, FALSE);
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_clutter_stage_reset_picks_per_frame_counter (stage);
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/* Before we can paint, we have to be sure we have the latest layout */
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_clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage));
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@ -601,7 +597,7 @@ _clutter_do_pick (ClutterStage *stage,
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/* It's possible that we currently have a static scene and have renderered a
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* full, unclipped pick buffer. If so we can simply continue to read from
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* this cached buffer until the scene next changes. */
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if (context->have_complete_pick_buffer)
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if (_clutter_stage_get_pick_buffer_valid (stage))
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{
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CLUTTER_TIMER_START (_clutter_uprof_context, pick_read);
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cogl_read_pixels (x, y, 1, 1,
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@ -628,7 +624,7 @@ _clutter_do_pick (ClutterStage *stage,
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goto result;
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}
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context->picks_per_frame++;
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_clutter_stage_increment_picks_per_frame_counter (stage);
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_clutter_backend_ensure_context (context->backend, stage);
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@ -638,7 +634,7 @@ _clutter_do_pick (ClutterStage *stage,
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/* If we are seeing multiple picks per frame that means the scene is static
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* so we promote to doing a non-scissored pick render so that all subsequent
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* picks for the same static scene won't require additional renders */
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if (context->picks_per_frame < 2)
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if (_clutter_stage_get_picks_per_frame_counter (stage) < 2)
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{
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if (G_LIKELY (!(clutter_pick_debug_flags &
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CLUTTER_DEBUG_DUMP_PICK_BUFFERS)))
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@ -680,7 +676,7 @@ _clutter_do_pick (ClutterStage *stage,
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cogl_clip_pop ();
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}
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else
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context->have_complete_pick_buffer = TRUE;
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_clutter_stage_set_pick_buffer_valid (stage, TRUE);
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/* Make sure Cogl flushes any batched geometry to the GPU driver */
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cogl_flush ();
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@ -183,9 +183,6 @@ struct _ClutterMainContext
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GList *repaint_funcs;
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ClutterSettings *settings;
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gint picks_per_frame;
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gboolean have_complete_pick_buffer;
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};
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#define CLUTTER_CONTEXT() (_clutter_context_get_default ())
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@ -279,6 +276,12 @@ int _clutter_stage_get_pending_swaps (ClutterStage *stage);
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gboolean _clutter_stage_has_full_redraw_queued (ClutterStage *stage);
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void _clutter_stage_set_pick_buffer_valid (ClutterStage *stage, gboolean valid);
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gboolean _clutter_stage_get_pick_buffer_valid (ClutterStage *stage);
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void _clutter_stage_increment_picks_per_frame_counter (ClutterStage *stage);
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void _clutter_stage_reset_picks_per_frame_counter (ClutterStage *stage);
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guint _clutter_stage_get_picks_per_frame_counter (ClutterStage *stage);
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/* vfuncs implemented by backend */
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GType _clutter_backend_impl_get_type (void);
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@ -116,6 +116,8 @@ struct _ClutterStagePrivate
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ClutterStageHint stage_hints;
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gint picks_per_frame;
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guint redraw_pending : 1;
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guint is_fullscreen : 1;
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guint is_cursor_visible : 1;
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@ -126,6 +128,7 @@ struct _ClutterStagePrivate
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guint min_size_changed : 1;
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guint dirty_viewport : 1;
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guint dirty_projection : 1;
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guint have_valid_pick_buffer : 1;
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};
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enum
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@ -734,6 +737,16 @@ clutter_stage_real_queue_redraw (ClutterActor *actor,
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else
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CLUTTER_CONTEXT ()->redraw_count += 1;
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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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* avoid continuous pick renders.
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*
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* Currently the assumption is that actors queue a redraw when some
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* state changes that affects painting *or* picking so we can use
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* this point to invalidate any currently cached pick buffer.
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*/
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_clutter_stage_set_pick_buffer_valid (stage, FALSE);
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/* If the backend can't do anything with redraw clips (e.g. it already knows
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* it needs to redraw everything anyway) then don't spend time transforming
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* any clip regions into stage coordinates... */
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@ -1452,6 +1465,9 @@ clutter_stage_init (ClutterStage *self)
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_clutter_stage_window_get_geometry (priv->impl, &geom);
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_clutter_stage_set_viewport (self, 0, 0, geom.width, geom.height);
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_clutter_stage_set_pick_buffer_valid (self, FALSE);
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_clutter_stage_reset_picks_per_frame_counter (self);
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}
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/**
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@ -2929,3 +2945,33 @@ clutter_stage_get_no_clear_hint (ClutterStage *stage)
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return (stage->priv->stage_hints & CLUTTER_STAGE_NO_CLEAR_ON_PAINT) != 0;
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}
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gboolean
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_clutter_stage_get_pick_buffer_valid (ClutterStage *stage)
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{
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return stage->priv->have_valid_pick_buffer;
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}
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void
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_clutter_stage_set_pick_buffer_valid (ClutterStage *stage, gboolean valid)
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{
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stage->priv->have_valid_pick_buffer = valid;
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}
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void
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_clutter_stage_increment_picks_per_frame_counter (ClutterStage *stage)
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{
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stage->priv->picks_per_frame++;
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}
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void
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_clutter_stage_reset_picks_per_frame_counter (ClutterStage *stage)
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{
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stage->priv->picks_per_frame = 0;
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}
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guint
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_clutter_stage_get_picks_per_frame_counter (ClutterStage *stage)
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{
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return stage->priv->picks_per_frame;
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}
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