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clutter/actor: Update all last_paint_volumes before painting
Updating the last_paint_volume while painting has proven itself to be
quite prone to issues: First we had to make sure actors painted by
offscreen effects get their last_paint_volumes updated correctly (see
0320649a1c
), and now a new issue turned up
where we don't update the paint volumes while a fullscreen unredirect is
happening.
To stop those issues from happening and to lay the foundation for using
the last_paint_volume for other things, update the last_paint_volume in
a separate step before painting instead of doing it in
clutter_actor_paint().
To save some resources, avoid introducing another traversal of the
scenegraph and add that step into the existing step of updating the
stage_views lists of actors. To properly update the paint volumes, we
need to do that after finishing the queued redraws, which is why we move
clutter_stage_maybe_finish_queue_redraws() to happen before the new
clutter_stage_finish_layout().
Fixes https://gitlab.gnome.org/GNOME/mutter/-/issues/1699
Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1773>
This commit is contained in:
parent
3d17e8d590
commit
5a565b4258
@ -260,8 +260,8 @@ float clutter_actor_get_real_resource_scale
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ClutterPaintNode * clutter_actor_create_texture_paint_node (ClutterActor *self,
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CoglTexture *texture);
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void clutter_actor_update_stage_views (ClutterActor *self,
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int phase);
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void clutter_actor_finish_layout (ClutterActor *self,
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int phase);
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void clutter_actor_queue_immediate_relayout (ClutterActor *self);
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@ -844,7 +844,6 @@ struct _ClutterActorPrivate
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guint needs_paint_volume_update : 1;
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guint had_effects_on_last_paint_volume_update : 1;
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guint needs_update_stage_views : 1;
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guint children_painted : 1;
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};
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enum
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@ -1495,7 +1494,7 @@ queue_update_stage_views (ClutterActor *actor)
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/* We don't really need to update the stage-views of the actors up the
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* hierarchy, we set the flag anyway though so we can avoid traversing
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* the whole scenegraph when looking for actors which need an update
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* in clutter_actor_update_stage_views().
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* in clutter_actor_finish_layout().
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*/
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actor = actor->priv->parent;
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}
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@ -3589,30 +3588,6 @@ clutter_actor_paint_node (ClutterActor *actor,
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return TRUE;
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}
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static void
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ensure_last_paint_volumes_updated (ClutterActor *self)
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{
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ClutterActorPrivate *priv = self->priv;
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ClutterActor *child;
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/* Same entry checks as in clutter_actor_paint() */
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if (CLUTTER_ACTOR_IN_DESTRUCTION (self))
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return;
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if (!CLUTTER_ACTOR_IS_TOPLEVEL (self) &&
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((priv->opacity_override >= 0) ?
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priv->opacity_override : priv->opacity) == 0)
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return;
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if (!CLUTTER_ACTOR_IS_MAPPED (self))
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return;
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_clutter_actor_update_last_paint_volume (self);
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for (child = priv->first_child; child; child = child->priv->next_sibling)
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ensure_last_paint_volumes_updated (child);
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}
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/**
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* clutter_actor_paint:
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* @self: A #ClutterActor
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@ -3639,11 +3614,6 @@ clutter_actor_paint (ClutterActor *self,
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g_autoptr (ClutterPaintNode) root_node = NULL;
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ClutterActorPrivate *priv;
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ClutterActorBox clip;
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gboolean should_cull_out = (clutter_paint_debug_flags &
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(CLUTTER_DEBUG_DISABLE_CULLING |
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CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
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(CLUTTER_DEBUG_DISABLE_CULLING |
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CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS);
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gboolean culling_inhibited;
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gboolean clip_set = FALSE;
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@ -3795,14 +3765,18 @@ clutter_actor_paint (ClutterActor *self,
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if (!culling_inhibited && !in_clone_paint ())
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{
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gboolean success;
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gboolean should_cull_out = (clutter_paint_debug_flags &
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(CLUTTER_DEBUG_DISABLE_CULLING |
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CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
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(CLUTTER_DEBUG_DISABLE_CULLING |
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CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS);
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/* annoyingly gcc warns if uninitialized even though
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* the initialization is redundant :-( */
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ClutterCullResult result = CLUTTER_CULL_RESULT_IN;
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if (should_cull_out)
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_clutter_actor_update_last_paint_volume (self);
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success = cull_actor (self, paint_context, &result);
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success = should_cull_out
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? cull_actor (self, paint_context, &result)
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: FALSE;
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if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
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_clutter_actor_paint_cull_result (self, success, result, actor_node);
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@ -3819,22 +3793,8 @@ clutter_actor_paint (ClutterActor *self,
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if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES))
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_clutter_actor_draw_paint_volume (self, actor_node);
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priv->children_painted = FALSE;
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clutter_paint_node_paint (root_node, paint_context);
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/* If an effect choose to not call clutter_actor_continue_paint()
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* (for example offscreen effects might just paint their cached
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* texture instead), the last_paint_volumes of the whole subtree
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* still need to be updated to adjust for any changes to their
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* eye-coordinates transformation matrices.
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*/
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if (!priv->children_painted)
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{
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if (!culling_inhibited && !in_clone_paint () && should_cull_out)
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ensure_last_paint_volumes_updated (self);
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}
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/* If we make it here then the actor has run through a complete
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paint run including all the effects so it's no longer dirty */
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priv->is_dirty = FALSE;
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@ -3877,8 +3837,6 @@ clutter_actor_continue_paint (ClutterActor *self,
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CoglFramebuffer *framebuffer;
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ClutterPaintNode *dummy;
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priv->children_painted = TRUE;
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/* XXX - this will go away in 2.0, when we can get rid of this
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* stuff and switch to a pure retained render tree of PaintNodes
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* for the entire frame, starting from the Stage; the paint()
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@ -3954,6 +3912,11 @@ clutter_actor_pick (ClutterActor *actor,
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ClutterActorBox clip;
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gboolean transform_pushed = FALSE;
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gboolean clip_set = FALSE;
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gboolean should_cull = (clutter_paint_debug_flags &
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(CLUTTER_DEBUG_DISABLE_CULLING |
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CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)) !=
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(CLUTTER_DEBUG_DISABLE_CULLING |
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CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS);
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if (CLUTTER_ACTOR_IN_DESTRUCTION (actor))
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return;
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@ -3969,7 +3932,7 @@ clutter_actor_pick (ClutterActor *actor,
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/* mark that we are in the paint process */
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CLUTTER_SET_PRIVATE_FLAGS (actor, CLUTTER_IN_PICK);
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if (priv->paint_volume_valid && priv->last_paint_volume_valid)
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if (should_cull && priv->paint_volume_valid && priv->last_paint_volume_valid)
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{
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graphene_box_t box;
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@ -15871,8 +15834,8 @@ update_resource_scale (ClutterActor *self,
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}
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void
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clutter_actor_update_stage_views (ClutterActor *self,
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gboolean use_max_scale)
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clutter_actor_finish_layout (ClutterActor *self,
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gboolean use_max_scale)
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{
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ClutterActorPrivate *priv = self->priv;
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ClutterActor *child;
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@ -15881,16 +15844,18 @@ clutter_actor_update_stage_views (ClutterActor *self,
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CLUTTER_ACTOR_IN_DESTRUCTION (self))
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return;
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if (!priv->needs_update_stage_views)
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return;
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_clutter_actor_update_last_paint_volume (self);
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update_stage_views (self);
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update_resource_scale (self, use_max_scale);
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if (priv->needs_update_stage_views)
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{
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update_stage_views (self);
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update_resource_scale (self, use_max_scale);
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priv->needs_update_stage_views = FALSE;
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priv->needs_update_stage_views = FALSE;
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}
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for (child = priv->first_child; child; child = child->priv->next_sibling)
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clutter_actor_update_stage_views (child, use_max_scale);
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clutter_actor_finish_layout (child, use_max_scale);
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}
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/**
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@ -68,7 +68,7 @@ void clutter_stage_maybe_finish_queue_redraws (ClutterStage
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GSList * clutter_stage_find_updated_devices (ClutterStage *stage);
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void clutter_stage_update_devices (ClutterStage *stage,
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GSList *devices);
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void clutter_stage_update_actor_stage_views (ClutterStage *stage);
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void clutter_stage_finish_layout (ClutterStage *stage);
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CLUTTER_EXPORT
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void _clutter_stage_queue_event (ClutterStage *stage,
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@ -1171,9 +1171,10 @@ handle_frame_clock_frame (ClutterFrameClock *frame_clock,
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clutter_stage_emit_before_update (stage, view);
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clutter_stage_maybe_relayout (CLUTTER_ACTOR (stage));
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clutter_stage_update_actor_stage_views (stage);
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clutter_stage_maybe_finish_queue_redraws (stage);
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clutter_stage_finish_layout (stage);
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devices = clutter_stage_find_updated_devices (stage);
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frame = CLUTTER_FRAME_INIT;
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@ -930,7 +930,7 @@ clutter_stage_find_updated_devices (ClutterStage *stage)
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}
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void
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clutter_stage_update_actor_stage_views (ClutterStage *stage)
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clutter_stage_finish_layout (ClutterStage *stage)
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{
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ClutterActor *actor = CLUTTER_ACTOR (stage);
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ClutterStagePrivate *priv = stage->priv;
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@ -944,20 +944,21 @@ clutter_stage_update_actor_stage_views (ClutterStage *stage)
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* the paint.
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*
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* We're doing the whole thing twice and pass the phase to
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* clutter_actor_update_stage_views() to allow actors to detect loops:
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* clutter_actor_finish_layout() to allow actors to detect loops:
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* If the resource scale changes again after the relayout, the new
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* allocation of an actor probably moved the actor onto another stage
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* view, so if an actor sees phase == 1, it can choose a "final" scale.
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*/
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for (phase = 0; phase < 2; phase++)
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{
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clutter_actor_update_stage_views (actor, phase);
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clutter_actor_finish_layout (actor, phase);
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if (!priv->actor_needs_immediate_relayout)
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break;
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priv->actor_needs_immediate_relayout = FALSE;
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clutter_stage_maybe_relayout (actor);
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clutter_stage_maybe_finish_queue_redraws (stage);
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}
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g_warn_if_fail (!priv->actor_needs_immediate_relayout);
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