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clutter/actor: Emit the queue-redraw signal right away
Since we now decoupled the "queue-redraw" signal from creating the stage clip, we can move signal emission into _clutter_actor_queue_redraw_full() and emit the signal right away when queueing a redraw on an actor. With that we now no longer have to accommodate for the stage pending_queue_redraws list changing while iterating over it. To ensure we don't emit the signal too often when multiple redraws are queued on one actor, use the propagated_one_redraw flag to limit the number of emissions to a single one for every update cycle. Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1511>
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@ -8023,8 +8023,6 @@ _clutter_actor_finish_queue_redraw (ClutterActor *self)
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later)
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*/
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priv->queue_redraw_entry = NULL;
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_clutter_actor_propagate_queue_redraw (self, self);
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}
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void
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@ -8041,63 +8039,26 @@ _clutter_actor_queue_redraw_full (ClutterActor *self,
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* wrapper for this function. Additionally, an effect can queue a
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* redraw by wrapping this function in clutter_effect_queue_repaint().
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*
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* This function will emit the "queue-redraw" signal for each actor
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* up the actor-tree, allowing to track redraws queued by children
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* or to queue a redraw of a different actor (like a clone) in
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* response to this one.
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*
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* This functions queues an entry in a list associated with the
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* stage which is a list of actors that queued a redraw while
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* updating the timelines, performing layouting and processing other
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* mainloop sources before the next paint starts.
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*
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* We aim to minimize the processing done at this point because
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* there is a good chance other events will happen while updating
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* the scenegraph that would invalidate any expensive work we might
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* otherwise try to do here. For example we don't try and resolve
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* the screen space bounding box of an actor at this stage so as to
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* minimize how much of the screen redraw because it's possible
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* something else will happen which will force a full redraw anyway.
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*
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* When all updates are complete and we come to paint the stage then
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* we iterate this list and actually emit the "queue-redraw" signals
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* for each of the listed actors which will bubble up to the stage
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* for each actor and at that point we will transform the actors
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* paint volume into screen coordinates to determine the clip region
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* for what needs to be redrawn in the next paint.
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* we iterate this list and build the redraw clip of the stage by
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* either using the clip that was supplied to
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* _clutter_actor_queue_redraw_full() or by asking the actor for its
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* redraw clip using clutter_actor_get_redraw_clip().
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*
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* Besides minimizing redundant work another reason for this
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* deferred design is that it's more likely we will be able to
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* determine the paint volume of an actor once we've finished
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* updating the scenegraph because its allocation should be up to
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* date. NB: If we can't determine an actors paint volume then we
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* can't automatically queue a clipped redraw which can make a big
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* difference to performance.
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*
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* So the control flow goes like this:
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* One of clutter_actor_queue_redraw(),
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* or clutter_effect_queue_repaint()
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*
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* then control moves to:
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* _clutter_stage_queue_actor_redraw()
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*
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* later during _clutter_stage_do_update(), once relayouting is done
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* and the scenegraph has been updated we will call:
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* clutter_stage_maybe_finish_queue_redraws().
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*
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* clutter_stage_maybe_finish_queue_redraws() will call
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* _clutter_actor_finish_queue_redraw() for each listed actor.
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*
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* Note: actors *are* allowed to queue further redraws during this
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* process (considering clone actors or texture_new_from_actor which
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* respond to their source queueing a redraw by queuing a redraw
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* themselves). We repeat the process until the list is empty.
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*
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* This will result in the "queue-redraw" signal being fired for
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* each actor which will pass control to the default signal handler:
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* clutter_actor_real_queue_redraw()
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*
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* This will bubble up to the stages handler:
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* clutter_stage_real_queue_redraw()
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*
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* clutter_stage_real_queue_redraw() will transform the actors paint
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* volume into screen space and add it as a clip region for the next
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* paint.
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* Doing this later during the stage update instead of now is an
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* important optimization, because later it's more likely we will be
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* able to determine the paint volume of an actor (its allocation
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* should be up to date).
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*/
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/* ignore queueing a redraw for actors being destroyed */
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@ -8179,6 +8140,9 @@ _clutter_actor_queue_redraw_full (ClutterActor *self,
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}
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priv->is_dirty = TRUE;
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if (!priv->propagated_one_redraw)
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_clutter_actor_propagate_queue_redraw (self, self);
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}
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/**
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@ -2882,6 +2882,7 @@ void
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clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage)
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{
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ClutterStagePrivate *priv = stage->priv;
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GList *l;
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COGL_TRACE_BEGIN_SCOPED (ClutterStageFinishQueueRedraws, "FinishQueueRedraws");
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@ -2890,68 +2891,50 @@ clutter_stage_maybe_finish_queue_redraws (ClutterStage *stage)
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priv->pending_finish_queue_redraws = FALSE;
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/* Note: we have to repeat until the pending_queue_redraws list is
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* empty because actors are allowed to queue redraws in response to
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* the queue-redraw signal. For example Clone actors or
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* texture_new_from_actor actors will have to queue a redraw if
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* their source queues a redraw.
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*/
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while (stage->priv->pending_queue_redraws)
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for (l = priv->pending_queue_redraws; l; l = l->next)
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{
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GList *l;
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/* XXX: we need to allow stage->priv->pending_queue_redraws to
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* be updated while we process the current entries in the list
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* so we steal the list pointer and then reset it to an empty
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* list before processing... */
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GList *stolen_list = stage->priv->pending_queue_redraws;
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stage->priv->pending_queue_redraws = NULL;
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ClutterStageQueueRedrawEntry *entry = l->data;
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for (l = stolen_list; l; l = l->next)
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/* NB: Entries may be invalidated if the actor gets destroyed */
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if (G_LIKELY (entry->actor != NULL))
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{
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ClutterStageQueueRedrawEntry *entry = l->data;
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ClutterPaintVolume old_actor_pv, new_actor_pv;
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/* NB: Entries may be invalidated if the actor gets destroyed */
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if (G_LIKELY (entry->actor != NULL))
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_clutter_paint_volume_init_static (&old_actor_pv, NULL);
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_clutter_paint_volume_init_static (&new_actor_pv, NULL);
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if (entry->has_clip)
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{
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ClutterPaintVolume old_actor_pv, new_actor_pv;
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_clutter_actor_finish_queue_redraw (entry->actor);
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_clutter_paint_volume_init_static (&old_actor_pv, NULL);
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_clutter_paint_volume_init_static (&new_actor_pv, NULL);
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if (entry->has_clip)
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{
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add_to_stage_clip (stage, &entry->clip);
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}
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else if (clutter_actor_get_redraw_clip (entry->actor,
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&old_actor_pv,
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&new_actor_pv))
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{
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/* Add both the old paint volume of the actor (which is
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* currently visible on the screen) and the new paint volume
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* (which will be visible on the screen after this redraw)
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* to the redraw clip.
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* The former we do to ensure the old texture on the screen
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* will be fully painted over in case the actor was moved.
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*/
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add_to_stage_clip (stage, &old_actor_pv);
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add_to_stage_clip (stage, &new_actor_pv);
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}
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else
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{
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/* If there's no clip we can use, we have to trigger an
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* unclipped full stage redraw.
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*/
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add_to_stage_clip (stage, NULL);
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}
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add_to_stage_clip (stage, &entry->clip);
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}
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else if (clutter_actor_get_redraw_clip (entry->actor,
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&old_actor_pv,
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&new_actor_pv))
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{
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/* Add both the old paint volume of the actor (which is
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* currently visible on the screen) and the new paint volume
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* (which will be visible on the screen after this redraw)
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* to the redraw clip.
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* The former we do to ensure the old texture on the screen
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* will be fully painted over in case the actor was moved.
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*/
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add_to_stage_clip (stage, &old_actor_pv);
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add_to_stage_clip (stage, &new_actor_pv);
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}
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else
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{
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/* If there's no clip we can use, we have to trigger an
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* unclipped full stage redraw.
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*/
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add_to_stage_clip (stage, NULL);
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}
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free_queue_redraw_entry (entry);
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}
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g_list_free (stolen_list);
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free_queue_redraw_entry (entry);
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}
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g_list_free (priv->pending_queue_redraws);
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priv->pending_queue_redraws = NULL;
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}
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/**
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