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2008-11-07 Matthew Allum <mallum@linux.intel.com>
* clutter/clutter-actor.c: * clutter/clutter-actor.h: * clutter/clutter-clone-texture.c: * clutter/clutter-private.h: * clutter/clutter-texture.c: * clutter/x11/clutter-x11-texture-pixmap.c: Attempt to lower overhead of updating TFP's (particularly mipmaped). Compresses mipmap updates only for visible TFPs. Avoiding updates for non visible TFP's whilst keeping visible clones working ok.
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14
ChangeLog
14
ChangeLog
@ -1,3 +1,17 @@
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2008-11-07 Matthew Allum <mallum@linux.intel.com>
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* clutter/clutter-actor.c:
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* clutter/clutter-actor.h:
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* clutter/clutter-clone-texture.c:
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* clutter/clutter-private.h:
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* clutter/clutter-texture.c:
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* clutter/x11/clutter-x11-texture-pixmap.c:
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Attempt to lower overhead of updating TFP's (particularly mipmaped).
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Compresses mipmap updates only for visible TFPs.
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Avoiding updates for non visible TFP's whilst keeping visible
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clones working ok.
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2008-11-06 Neil Roberts <neil@linux.intel.com>
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Bug 1230 - Pick fails on low precision color buffers
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@ -5686,6 +5686,30 @@ clutter_actor_get_parent (ClutterActor *self)
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return self->priv->parent_actor;
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}
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/**
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* clutter_actor_get_paint_visibility:
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* @self: A #ClutterActor
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*
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* Retrieves the 'paint' visibility of an actor recursively checking for non
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* visible parents.
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*
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* Return Value: TRUE if the actor is visibile and will be painted.
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*
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* Since: 0.8.4
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*/
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gboolean
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clutter_actor_get_paint_visibility (ClutterActor *actor)
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{
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g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE);
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while (actor
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&& !(CLUTTER_PRIVATE_FLAGS (actor) & CLUTTER_ACTOR_IS_TOPLEVEL)
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&& CLUTTER_ACTOR_IS_VISIBLE (actor))
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actor = clutter_actor_get_parent (actor);
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return (CLUTTER_PRIVATE_FLAGS (actor) & CLUTTER_ACTOR_IS_TOPLEVEL);
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}
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/**
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* clutter_actor_unparent:
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* @self: a #ClutterActor
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@ -553,6 +553,8 @@ void clutter_actor_apply_relative_transform_to_point (ClutterActor *self,
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ClutterVertex *point,
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ClutterVertex *vertex);
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gboolean clutter_actor_get_paint_visibility (ClutterActor *self);
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G_END_DECLS
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#endif /* _HAVE_CLUTTER_ACTOR_H */
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@ -165,6 +165,19 @@ clutter_clone_texture_paint (ClutterActor *self)
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if (!CLUTTER_ACTOR_IS_REALIZED (parent_texture))
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clutter_actor_realize (parent_texture);
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/* If 'parent' texture isn't visible we run its paint to be sure it
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* updates. Needed for TFP and likely FBOs.
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* Potentially could cause issues
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*/
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if (!clutter_actor_get_paint_visibility(parent_texture))
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{
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CLUTTER_SET_PRIVATE_FLAGS(parent_texture,
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CLUTTER_TEXTURE_IN_CLONE_PAINT);
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g_signal_emit_by_name (priv->parent_texture, "paint", NULL);
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CLUTTER_UNSET_PRIVATE_FLAGS(parent_texture,
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CLUTTER_TEXTURE_IN_CLONE_PAINT);
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}
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cogl_color_set_from_4ub (&col, 255, 255, 255,
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clutter_actor_get_paint_opacity (self));
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cogl_color (&col);
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@ -59,8 +59,9 @@ typedef enum {
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* viewport / perspective etc
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* needs (re)setting.
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*/
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CLUTTER_ACTOR_IN_PAINT = 1 << 4, /* Used to avoid recursion */
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CLUTTER_ACTOR_IN_RELAYOUT = 1 << 5 /* Used to avoid recursion */
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CLUTTER_ACTOR_IN_PAINT = 1 << 4, /* Used to avoid recursion */
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CLUTTER_ACTOR_IN_RELAYOUT = 1 << 5, /* Used to avoid recursion */
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CLUTTER_TEXTURE_IN_CLONE_PAINT = 1 << 6 /* Used for safety in clones */
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} ClutterPrivateFlags;
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typedef enum {
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@ -572,6 +572,13 @@ clutter_texture_paint (ClutterActor *self)
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clutter_shader_set_is_enabled (shader, TRUE);
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}
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/* A clone may need to fire above if were a TFP/FBO but not visible.
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* Ultimatly needs some reworking with maybe an extra prepare_paint
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* method or some such.
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*/
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if (CLUTTER_PRIVATE_FLAGS(self) & CLUTTER_TEXTURE_IN_CLONE_PAINT)
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return;
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CLUTTER_NOTE (PAINT,
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"painting texture '%s'",
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clutter_actor_get_name (self) ? clutter_actor_get_name (self)
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@ -85,6 +85,7 @@ struct _ClutterGLXTexturePixmapPrivate
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gboolean bound;
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gint can_mipmap;
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gint mipmap_generate_queued;
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};
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static void
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@ -130,6 +131,29 @@ texture_bind (ClutterGLXTexturePixmap *tex)
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return TRUE;
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}
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static void
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on_glx_texture_pixmap_pre_paint (ClutterGLXTexturePixmap *texture,
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gpointer user_data)
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{
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if (texture->priv->mipmap_generate_queued)
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{
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GLuint handle = 0;
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GLenum target = 0;
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CoglHandle cogl_tex;
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cogl_tex = clutter_texture_get_cogl_texture
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(CLUTTER_TEXTURE(texture));
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texture_bind (texture);
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cogl_texture_get_gl_texture (cogl_tex, &handle, &target);
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_gl_generate_mipmap (target);
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texture->priv->mipmap_generate_queued = 0;
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}
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}
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static void
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clutter_glx_texture_pixmap_init (ClutterGLXTexturePixmap *self)
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{
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@ -140,6 +164,10 @@ clutter_glx_texture_pixmap_init (ClutterGLXTexturePixmap *self)
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CLUTTER_GLX_TYPE_TEXTURE_PIXMAP,
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ClutterGLXTexturePixmapPrivate);
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g_signal_connect (CLUTTER_ACTOR(self),
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"paint", G_CALLBACK (on_glx_texture_pixmap_pre_paint),
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NULL);
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if (_ext_check_done == FALSE)
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{
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const gchar *glx_extensions = NULL;
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@ -580,6 +608,15 @@ clutter_glx_texture_pixmap_create_glx_pixmap (ClutterGLXTexturePixmap *texture)
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CLUTTER_NOTE (TEXTURE, "Created GLXPixmap");
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/* Get ready to queue initial mipmap generation */
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if (_gl_generate_mipmap
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&& priv->can_mipmap
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&& clutter_texture_get_filter_quality (CLUTTER_TEXTURE (texture))
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== CLUTTER_TEXTURE_QUALITY_HIGH)
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{
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priv->mipmap_generate_queued++;
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}
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return;
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}
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else
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@ -656,15 +693,7 @@ clutter_glx_texture_pixmap_update_area (ClutterX11TexturePixmap *texture,
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* to call generate mipmap
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* May break clones however..
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*/
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GLuint handle = 0;
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GLenum target = 0;
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CoglHandle cogl_tex;
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cogl_tex = clutter_texture_get_cogl_texture
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(CLUTTER_TEXTURE(texture));
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cogl_texture_get_gl_texture (cogl_tex, &handle, &target);
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_gl_generate_mipmap (target);
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priv->mipmap_generate_queued++;
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}
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}
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@ -1304,6 +1304,9 @@ clutter_x11_texture_pixmap_update_area (ClutterX11TexturePixmap *texture,
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{
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g_return_if_fail (CLUTTER_X11_IS_TEXTURE_PIXMAP (texture));
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if (!CLUTTER_ACTOR_IS_VISIBLE (CLUTTER_ACTOR(texture)))
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return; /* No need to update when not visible */
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g_signal_emit (texture, signals[UPDATE_AREA], 0, x, y, width, height);
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}
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