clutter: Move assembling the redraw clip out of "queue-redraw" signal

Putting together the redraw clip of the stage never really fitted nicely
with the "queue-redraw" signal emission, it forces us to emit the
signals in a batch and we also use a weird trick to get the old paint
volume that's already on-screen into the final redraw clip (we call
_clutter_actor_propagate_queue_redraw() on the stage).

So start breaking up this association by making the stage explicitely
request the redraw clip from the actor and removing the
ClutterPaintVolume argument from _clutter_actor_finish_queue_redraw().
This is done by adding a private function
clutter_actor_get_redraw_clip() which returns our old (currently
visible) paint volume and the new paint volume.

This also allows removing the check whether a full stage redraw has been
queued in clutter_actor_real_queue_redraw() and we can now just stop the
signal emission if a propagation happened at least once.

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1511>
This commit is contained in:
Jonas Dreßler 2020-10-19 12:21:39 +02:00 committed by Marge Bot
parent 5ddf416bc9
commit 9b16eff784
4 changed files with 132 additions and 131 deletions

View File

@ -232,8 +232,7 @@ void _clutter_actor_queue_redraw_full
const ClutterPaintVolume *volume,
ClutterEffect *effect);
void _clutter_actor_finish_queue_redraw (ClutterActor *self,
ClutterPaintVolume *clip);
void _clutter_actor_finish_queue_redraw (ClutterActor *self);
gboolean _clutter_actor_set_default_paint_volume (ClutterActor *self,
GType check_gtype,
@ -268,6 +267,10 @@ void clutter_actor_queue_immediate_relayout (ClutterActor *self);
gboolean clutter_actor_is_painting_unmapped (ClutterActor *self);
gboolean clutter_actor_get_redraw_clip (ClutterActor *self,
ClutterPaintVolume *dst_old_pv,
ClutterPaintVolume *dst_new_pv);
G_END_DECLS
#endif /* __CLUTTER_ACTOR_PRIVATE_H__ */

View File

@ -2603,8 +2603,7 @@ _clutter_actor_queue_redraw_on_clones (ClutterActor *self)
static void
_clutter_actor_propagate_queue_redraw (ClutterActor *self,
ClutterActor *origin,
ClutterPaintVolume *pv)
ClutterActor *origin)
{
gboolean stop = FALSE;
@ -2624,11 +2623,11 @@ _clutter_actor_propagate_queue_redraw (ClutterActor *self,
if (g_signal_has_handler_pending (self, actor_signals[QUEUE_REDRAW],
0, TRUE))
{
g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin, pv, &stop);
g_signal_emit (self, actor_signals[QUEUE_REDRAW], 0, origin, &stop);
}
else
{
stop = CLUTTER_ACTOR_GET_CLASS (self)->queue_redraw (self, origin, pv);
stop = CLUTTER_ACTOR_GET_CLASS (self)->queue_redraw (self, origin);
}
if (stop)
@ -2640,8 +2639,7 @@ _clutter_actor_propagate_queue_redraw (ClutterActor *self,
static gboolean
clutter_actor_real_queue_redraw (ClutterActor *self,
ClutterActor *origin,
ClutterPaintVolume *paint_volume)
ClutterActor *origin)
{
CLUTTER_NOTE (PAINT, "Redraw queued on '%s' (from: '%s')",
_clutter_actor_get_debug_name (self),
@ -2667,20 +2665,13 @@ clutter_actor_real_queue_redraw (ClutterActor *self,
if (!CLUTTER_ACTOR_IS_VISIBLE (self))
return TRUE;
/* Although we could determine here that a full stage redraw
* has already been queued and immediately bail out, we actually
* guarantee that we will propagate a queue-redraw signal to our
* parent at least once so that it's possible to implement a
/* We guarantee that we will propagate a queue-redraw signal up
* the tree at least once so that it's possible to implement a
* container that tracks which of its children have queued a
* redraw.
*/
if (self->priv->propagated_one_redraw)
{
ClutterActor *stage = _clutter_actor_get_stage_internal (self);
if (stage != NULL &&
_clutter_stage_has_full_redraw_queued (CLUTTER_STAGE (stage)))
return TRUE;
}
self->priv->propagated_one_redraw = TRUE;
@ -7414,13 +7405,12 @@ clutter_actor_class_init (ClutterActorClass *klass)
G_STRUCT_OFFSET (ClutterActorClass, queue_redraw),
g_signal_accumulator_true_handled,
NULL,
_clutter_marshal_BOOLEAN__OBJECT_BOXED,
G_TYPE_BOOLEAN, 2,
CLUTTER_TYPE_ACTOR,
CLUTTER_TYPE_PAINT_VOLUME);
_clutter_marshal_BOOLEAN__OBJECT,
G_TYPE_BOOLEAN, 1,
CLUTTER_TYPE_ACTOR);
g_signal_set_va_marshaller (actor_signals[QUEUE_REDRAW],
G_TYPE_FROM_CLASS (object_class),
_clutter_marshal_BOOLEAN__OBJECT_BOXEDv);
_clutter_marshal_BOOLEAN__OBJECTv);
/**
* ClutterActor::queue-relayout:
@ -8022,11 +8012,9 @@ clutter_actor_destroy (ClutterActor *self)
}
void
_clutter_actor_finish_queue_redraw (ClutterActor *self,
ClutterPaintVolume *clip)
_clutter_actor_finish_queue_redraw (ClutterActor *self)
{
ClutterActorPrivate *priv = self->priv;
ClutterPaintVolume *pv = NULL;
/* Remove queue entry early in the process, otherwise a new
queue_redraw() during signal handling could put back this
@ -8036,39 +8024,7 @@ _clutter_actor_finish_queue_redraw (ClutterActor *self,
*/
priv->queue_redraw_entry = NULL;
/* If we've been explicitly passed a clip volume then there's
* nothing more to calculate, but otherwise the only thing we know
* is that the change is constrained to the given actor.
*
* The idea is that if we know the paint volume for where the actor
* was last drawn (in eye coordinates) and we also have the paint
* volume for where it will be drawn next (in actor coordinates)
* then if we queue a redraw for both these volumes that will cover
* everything that needs to be redrawn to clear the old view and
* show the latest view of the actor.
*
* Don't clip this redraw if we don't know what position we had for
* the previous redraw since we don't know where to set the clip so
* it will clear the actor as it is currently.
*/
if (clip)
{
pv = clip;
}
else if (G_LIKELY (priv->last_paint_volume_valid))
{
pv = _clutter_actor_get_paint_volume_mutable (self);
if (pv)
{
ClutterActor *stage = _clutter_actor_get_stage_internal (self);
/* make sure we redraw the actors old position... */
_clutter_actor_propagate_queue_redraw (stage, stage,
&priv->last_paint_volume);
}
}
_clutter_actor_propagate_queue_redraw (self, self, pv);
_clutter_actor_propagate_queue_redraw (self, self);
}
void
@ -19667,3 +19623,21 @@ clutter_actor_invalidate_transform (ClutterActor *self)
transform_changed (self);
}
gboolean
clutter_actor_get_redraw_clip (ClutterActor *self,
ClutterPaintVolume *dst_old_pv,
ClutterPaintVolume *dst_new_pv)
{
ClutterActorPrivate *priv = self->priv;
ClutterPaintVolume *paint_volume;
paint_volume = _clutter_actor_get_paint_volume_mutable (self);
if (!paint_volume || !priv->last_paint_volume_valid)
return FALSE;
_clutter_paint_volume_set_from_volume (dst_old_pv, &priv->last_paint_volume);
_clutter_paint_volume_set_from_volume (dst_new_pv, paint_volume);
return TRUE;
}

View File

@ -240,8 +240,7 @@ struct _ClutterActorClass
ClutterPickContext *pick_context);
gboolean (* queue_redraw) (ClutterActor *actor,
ClutterActor *leaf_that_queued,
ClutterPaintVolume *paint_volume);
ClutterActor *leaf_that_queued);
/* size negotiation */
void (* get_preferred_width) (ClutterActor *self,

View File

@ -1054,68 +1054,6 @@ is_full_stage_redraw_queued (ClutterStage *stage)
return TRUE;
}
static gboolean
clutter_stage_real_queue_redraw (ClutterActor *actor,
ClutterActor *leaf,
ClutterPaintVolume *redraw_clip)
{
ClutterStage *stage = CLUTTER_STAGE (actor);
ClutterStageWindow *stage_window;
ClutterActorBox bounding_box;
ClutterActorBox intersection_box;
cairo_rectangle_int_t geom, stage_clip;
if (CLUTTER_ACTOR_IN_DESTRUCTION (actor))
return TRUE;
/* If the backend can't do anything with redraw clips (e.g. it already knows
* it needs to redraw everything anyway) then don't spend time transforming
* any clip volume into stage coordinates... */
stage_window = _clutter_stage_get_window (stage);
if (stage_window == NULL)
return TRUE;
if (is_full_stage_redraw_queued (stage))
return FALSE;
if (redraw_clip == NULL)
{
clutter_stage_add_redraw_clip (stage, NULL);
return FALSE;
}
if (redraw_clip->is_empty)
return TRUE;
/* Convert the clip volume into stage coordinates and then into an
* axis aligned stage coordinates bounding box... */
_clutter_paint_volume_get_stage_paint_box (redraw_clip,
stage,
&bounding_box);
_clutter_stage_window_get_geometry (stage_window, &geom);
intersection_box.x1 = MAX (bounding_box.x1, 0);
intersection_box.y1 = MAX (bounding_box.y1, 0);
intersection_box.x2 = MIN (bounding_box.x2, geom.width);
intersection_box.y2 = MIN (bounding_box.y2, geom.height);
/* There is no need to track degenerate/empty redraw clips */
if (intersection_box.x2 <= intersection_box.x1 ||
intersection_box.y2 <= intersection_box.y1)
return TRUE;
/* when converting to integer coordinates make sure we round the edges of the
* clip rectangle outwards... */
stage_clip.x = intersection_box.x1;
stage_clip.y = intersection_box.y1;
stage_clip.width = intersection_box.x2 - stage_clip.x;
stage_clip.height = intersection_box.y2 - stage_clip.y;
clutter_stage_add_redraw_clip (stage, &stage_clip);
return FALSE;
}
gboolean
_clutter_stage_has_full_redraw_queued (ClutterStage *stage)
{
@ -1437,7 +1375,6 @@ clutter_stage_class_init (ClutterStageClass *klass)
actor_class->hide = clutter_stage_hide;
actor_class->hide_all = clutter_stage_hide_all;
actor_class->queue_relayout = clutter_stage_real_queue_relayout;
actor_class->queue_redraw = clutter_stage_real_queue_redraw;
actor_class->apply_transform = clutter_stage_real_apply_transform;
klass->paint_view = clutter_stage_real_paint_view;
@ -2882,6 +2819,65 @@ _clutter_stage_queue_redraw_entry_invalidate (ClutterStageQueueRedrawEntry *entr
}
}
static void
add_to_stage_clip (ClutterStage *stage,
ClutterPaintVolume *redraw_clip)
{
ClutterStageWindow *stage_window;
ClutterActorBox bounding_box;
ClutterActorBox intersection_box;
cairo_rectangle_int_t geom, stage_clip;
if (CLUTTER_ACTOR_IN_DESTRUCTION (CLUTTER_ACTOR (stage)))
return;
/* If the backend can't do anything with redraw clips (e.g. it already knows
* it needs to redraw everything anyway) then don't spend time transforming
* any clip volume into stage coordinates... */
stage_window = _clutter_stage_get_window (stage);
if (stage_window == NULL)
return;
if (is_full_stage_redraw_queued (stage))
return;
if (redraw_clip == NULL)
{
clutter_stage_add_redraw_clip (stage, NULL);
return;
}
if (redraw_clip->is_empty)
return;
/* Convert the clip volume into stage coordinates and then into an
* axis aligned stage coordinates bounding box... */
_clutter_paint_volume_get_stage_paint_box (redraw_clip,
stage,
&bounding_box);
_clutter_stage_window_get_geometry (stage_window, &geom);
intersection_box.x1 = MAX (bounding_box.x1, 0);
intersection_box.y1 = MAX (bounding_box.y1, 0);
intersection_box.x2 = MIN (bounding_box.x2, geom.width);
intersection_box.y2 = MIN (bounding_box.y2, geom.height);
/* There is no need to track degenerate/empty redraw clips */
if (intersection_box.x2 <= intersection_box.x1 ||
intersection_box.y2 <= intersection_box.y1)
return;
/* when converting to integer coordinates make sure we round the edges of the
* clip rectangle outwards... */
stage_clip.x = intersection_box.x1;
stage_clip.y = intersection_box.y1;
stage_clip.width = intersection_box.x2 - stage_clip.x;
stage_clip.height = intersection_box.y2 - stage_clip.y;
clutter_stage_add_redraw_clip (stage, &stage_clip);
}
void
clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage)
{
@ -2913,14 +2909,43 @@ clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage)
for (l = stolen_list; l; l = l->next)
{
ClutterStageQueueRedrawEntry *entry = l->data;
ClutterPaintVolume *clip;
/* NB: Entries may be invalidated if the actor gets destroyed */
if (G_LIKELY (entry->actor != NULL))
{
clip = entry->has_clip ? &entry->clip : NULL;
ClutterPaintVolume old_actor_pv, new_actor_pv;
_clutter_actor_finish_queue_redraw (entry->actor);
_clutter_paint_volume_init_static (&old_actor_pv, NULL);
_clutter_paint_volume_init_static (&new_actor_pv, NULL);
if (entry->has_clip)
{
add_to_stage_clip (stage, &entry->clip);
}
else if (clutter_actor_get_redraw_clip (entry->actor,
&old_actor_pv,
&new_actor_pv))
{
/* Add both the old paint volume of the actor (which is
* currently visible on the screen) and the new paint volume
* (which will be visible on the screen after this redraw)
* to the redraw clip.
* The former we do to ensure the old texture on the screen
* will be fully painted over in case the actor was moved.
*/
add_to_stage_clip (stage, &old_actor_pv);
add_to_stage_clip (stage, &new_actor_pv);
}
else
{
/* If there's no clip we can use, we have to trigger an
* unclipped full stage redraw.
*/
add_to_stage_clip (stage, NULL);
}
_clutter_actor_finish_queue_redraw (entry->actor, clip);
}
free_queue_redraw_entry (entry);