clutter/actor: Cache inverse transform

It turns it to be quite easy to inverse the transform, and doing that
on ClutterActor level means we can actually think about removing
CoglMatrix entirely and using graphene_matrix_t everywhere.

https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1439
This commit is contained in:
Georges Basile Stavracas Neto 2020-09-11 10:30:43 -03:00
parent 1d13c52db8
commit 6512138791

View File

@ -704,6 +704,7 @@ struct _ClutterActorPrivate
/* the cached transformation matrix; see apply_transform() */
CoglMatrix transform;
CoglMatrix inverse_transform;
float resource_scale;
@ -857,6 +858,7 @@ struct _ClutterActorPrivate
guint had_effects_on_last_paint_volume_update : 1;
guint absolute_origin_changed : 1;
guint needs_update_stage_views : 1;
guint has_inverse_transform : 1;
};
enum
@ -1080,6 +1082,7 @@ static void clutter_actor_push_in_cloned_branch (ClutterActor *self,
gulong count);
static void clutter_actor_pop_in_cloned_branch (ClutterActor *self,
gulong count);
static void ensure_valid_actor_transform (ClutterActor *actor);
static GQuark quark_actor_layout_info = 0;
static GQuark quark_actor_transform_info = 0;
@ -1253,17 +1256,21 @@ _clutter_actor_transform_local_box_to_stage (ClutterActor *self,
const ClutterActorBox *box,
graphene_point_t vertices[4])
{
ClutterActor *stage_actor = CLUTTER_ACTOR (stage);
ClutterActorPrivate *stage_priv = stage_actor->priv;
CoglFramebuffer *fb =
clutter_pick_context_get_framebuffer (pick_context);
CoglMatrix stage_transform, inv_stage_transform;
CoglMatrix modelview, transform_to_stage;
int v;
clutter_actor_get_transform (CLUTTER_ACTOR (stage), &stage_transform);
if (!cogl_matrix_get_inverse (&stage_transform, &inv_stage_transform))
ensure_valid_actor_transform (stage_actor);
if (!stage_priv->has_inverse_transform)
return FALSE;
cogl_framebuffer_get_modelview_matrix (fb, &modelview);
cogl_matrix_multiply (&transform_to_stage, &inv_stage_transform, &modelview);
cogl_matrix_multiply (&transform_to_stage,
&stage_priv->inverse_transform,
&modelview);
vertices[0].x = box->x1;
vertices[0].y = box->y1;