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A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
337 lines
13 KiB
C
337 lines
13 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifndef __CLUTTER_PRIVATE_H__
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#define __CLUTTER_PRIVATE_H__
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <glib.h>
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#include "pango/cogl-pango.h"
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#include "clutter-backend.h"
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#include "clutter-device-manager.h"
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#include "clutter-event.h"
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#include "clutter-feature.h"
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#include "clutter-id-pool.h"
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#include "clutter-master-clock.h"
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#include "clutter-stage-manager.h"
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#include "clutter-stage-window.h"
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#include "clutter-stage.h"
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#include "clutter-timeline.h"
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G_BEGIN_DECLS
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typedef struct _ClutterMainContext ClutterMainContext;
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typedef enum {
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CLUTTER_ACTOR_UNUSED_FLAG = 0,
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CLUTTER_ACTOR_IN_DESTRUCTION = 1 << 0,
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CLUTTER_ACTOR_IS_TOPLEVEL = 1 << 1,
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CLUTTER_ACTOR_IN_REPARENT = 1 << 2,
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/* Used by the stage to indicate GL viewport / perspective etc needs
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* (re)setting.
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*/
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CLUTTER_ACTOR_SYNC_MATRICES = 1 << 3,
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/* Used to avoid recursion */
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CLUTTER_ACTOR_IN_PAINT = 1 << 4,
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/* Used to avoid recursion */
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CLUTTER_ACTOR_IN_RELAYOUT = 1 << 5,
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/* Used by the stage if resizing is an asynchronous operation (like on
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* X11) to delay queueing relayouts until we got a notification from the
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* event handling
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*/
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CLUTTER_STAGE_IN_RESIZE = 1 << 6,
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/* a flag for internal children of Containers */
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CLUTTER_ACTOR_INTERNAL_CHILD = 1 << 7
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} ClutterPrivateFlags;
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struct _ClutterInputDevice
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{
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GObject parent_instance;
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gint id;
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ClutterInputDeviceType device_type;
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gchar *device_name;
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/* the actor underneath the pointer */
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ClutterActor *cursor_actor;
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/* the actor that has a grab in place for the device */
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ClutterActor *pointer_grab_actor;
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/* the current click count */
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gint click_count;
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/* the stage the device is on */
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ClutterStage *stage;
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/* the current state */
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gint current_x;
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gint current_y;
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guint32 current_time;
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gint current_button_number;
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ClutterModifierType current_state;
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/* the previous state, used for click count generation */
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gint previous_x;
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gint previous_y;
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guint32 previous_time;
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gint previous_button_number;
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ClutterModifierType previous_state;
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};
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struct _ClutterStageManager
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{
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GObject parent_instance;
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GSList *stages;
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};
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struct _ClutterMainContext
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{
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ClutterBackend *backend; /* holds a pointer to the windowing
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system backend */
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GQueue *events_queue; /* the main event queue */
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guint is_initialized : 1;
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guint motion_events_per_actor : 1;/* set for enter/leave events */
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guint defer_display_setup : 1;
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guint options_parsed : 1;
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GTimer *timer; /* Used for debugging scheduler */
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ClutterPickMode pick_mode; /* Indicates pick render mode */
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gint num_reactives; /* Num of reactive actors */
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ClutterIDPool *id_pool; /* mapping between reused integer ids
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* and actors
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*/
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guint frame_rate; /* Default FPS */
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ClutterActor *pointer_grab_actor; /* The actor having the pointer grab
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* (or NULL if there is no pointer grab
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*/
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ClutterActor *keyboard_grab_actor; /* The actor having the pointer grab
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* (or NULL if there is no pointer
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* grab)
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*/
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GSList *shaders; /* stack of overridden shaders */
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ClutterActor *motion_last_actor;
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/* fb bit masks for col<->id mapping in picking */
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gint fb_r_mask, fb_g_mask, fb_b_mask;
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gint fb_r_mask_used, fb_g_mask_used, fb_b_mask_used;
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PangoContext *pango_context; /* Global Pango context */
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CoglPangoFontMap *font_map; /* Global font map */
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ClutterEvent *current_event;
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guint32 last_event_time;
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gulong redraw_count;
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GList *repaint_funcs;
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};
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#define CLUTTER_CONTEXT() (_clutter_context_get_default ())
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ClutterMainContext *_clutter_context_get_default (void);
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gboolean _clutter_context_is_initialized (void);
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PangoContext *_clutter_context_create_pango_context (ClutterMainContext *self);
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PangoContext *_clutter_context_get_pango_context (ClutterMainContext *self);
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#define CLUTTER_PRIVATE_FLAGS(a) (((ClutterActor *) (a))->private_flags)
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#define CLUTTER_SET_PRIVATE_FLAGS(a,f) (CLUTTER_PRIVATE_FLAGS (a) |= (f))
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#define CLUTTER_UNSET_PRIVATE_FLAGS(a,f) (CLUTTER_PRIVATE_FLAGS (a) &= ~(f))
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#define CLUTTER_PARAM_READABLE \
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G_PARAM_READABLE | G_PARAM_STATIC_NAME | G_PARAM_STATIC_NICK | G_PARAM_STATIC_BLURB
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#define CLUTTER_PARAM_WRITABLE \
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G_PARAM_WRITABLE | G_PARAM_STATIC_NAME | G_PARAM_STATIC_NICK | G_PARAM_STATIC_BLURB
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#define CLUTTER_PARAM_READWRITE \
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G_PARAM_READABLE | G_PARAM_WRITABLE | G_PARAM_STATIC_NAME | G_PARAM_STATIC_NICK |G_PARAM_STATIC_BLURB
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#define I_(str) (g_intern_static_string ((str)))
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/* device manager */
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void _clutter_device_manager_add_device (ClutterDeviceManager *device_manager,
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ClutterInputDevice *device);
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void _clutter_device_manager_remove_device (ClutterDeviceManager *device_manager,
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ClutterInputDevice *device);
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void _clutter_device_manager_update_devices (ClutterDeviceManager *device_manager);
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/* input device */
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void _clutter_input_device_set_coords (ClutterInputDevice *device,
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gint x,
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gint y);
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void _clutter_input_device_set_state (ClutterInputDevice *device,
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ClutterModifierType state);
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void _clutter_input_device_set_time (ClutterInputDevice *device,
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guint32 time_);
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void _clutter_input_device_set_stage (ClutterInputDevice *device,
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ClutterStage *stage);
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void _clutter_input_device_set_actor (ClutterInputDevice *device,
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ClutterActor *actor);
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ClutterActor *_clutter_input_device_update (ClutterInputDevice *device);
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/* stage manager */
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void _clutter_stage_manager_add_stage (ClutterStageManager *stage_manager,
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ClutterStage *stage);
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void _clutter_stage_manager_remove_stage (ClutterStageManager *stage_manager,
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ClutterStage *stage);
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void _clutter_stage_manager_set_default_stage (ClutterStageManager *stage_manager,
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ClutterStage *stage);
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/* stage */
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void _clutter_stage_set_window (ClutterStage *stage,
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ClutterStageWindow *stage_window);
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ClutterStageWindow *_clutter_stage_get_window (ClutterStage *stage);
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ClutterStageWindow *_clutter_stage_get_default_window (void);
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void _clutter_stage_maybe_setup_viewport (ClutterStage *stage);
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void _clutter_stage_maybe_relayout (ClutterActor *stage);
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gboolean _clutter_stage_needs_update (ClutterStage *stage);
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gboolean _clutter_stage_do_update (ClutterStage *stage);
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void _clutter_stage_queue_event (ClutterStage *stage,
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ClutterEvent *event);
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gboolean _clutter_stage_has_queued_events (ClutterStage *stage);
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void _clutter_stage_process_queued_events (ClutterStage *stage);
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void _clutter_stage_update_input_devices (ClutterStage *stage);
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int _clutter_stage_get_pending_swaps (ClutterStage *stage);
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gboolean _clutter_stage_has_full_redraw_queued (ClutterStage *stage);
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/* vfuncs implemented by backend */
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GType _clutter_backend_impl_get_type (void);
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void _clutter_backend_redraw (ClutterBackend *backend,
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ClutterStage *stage);
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ClutterStageWindow *_clutter_backend_create_stage (ClutterBackend *backend,
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ClutterStage *wrapper,
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GError **error);
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void _clutter_backend_ensure_context (ClutterBackend *backend,
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ClutterStage *stage);
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void _clutter_backend_ensure_context_internal
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(ClutterBackend *backend,
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ClutterStage *stage);
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gboolean _clutter_backend_create_context (ClutterBackend *backend,
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GError **error);
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void _clutter_backend_add_options (ClutterBackend *backend,
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GOptionGroup *group);
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gboolean _clutter_backend_pre_parse (ClutterBackend *backend,
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GError **error);
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gboolean _clutter_backend_post_parse (ClutterBackend *backend,
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GError **error);
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void _clutter_backend_init_events (ClutterBackend *backend);
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ClutterFeatureFlags _clutter_backend_get_features (ClutterBackend *backend);
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gfloat _clutter_backend_get_units_per_em (ClutterBackend *backend,
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PangoFontDescription *font_desc);
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void _clutter_feature_init (void);
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/* Reinjecting queued events for processing */
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void _clutter_process_event (ClutterEvent *event);
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/* Picking code */
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ClutterActor *_clutter_do_pick (ClutterStage *stage,
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gint x,
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gint y,
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ClutterPickMode mode);
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/* the actual redraw */
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void _clutter_do_redraw (ClutterStage *stage);
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guint _clutter_pixel_to_id (guchar pixel[4]);
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void _clutter_id_to_color (guint id, ClutterColor *col);
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/* use this function as the accumulator if you have a signal with
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* a G_TYPE_BOOLEAN return value; this will stop the emission as
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* soon as one handler returns TRUE
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*/
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gboolean _clutter_boolean_handled_accumulator (GSignalInvocationHint *ihint,
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GValue *return_accu,
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const GValue *handler_return,
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gpointer dummy);
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void _clutter_actor_apply_modelview_transform_recursive (ClutterActor *self,
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ClutterActor *ancestor);
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void _clutter_actor_rerealize (ClutterActor *self,
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ClutterCallback callback,
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void *data);
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void _clutter_actor_set_opacity_parent (ClutterActor *self,
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ClutterActor *parent);
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void _clutter_actor_set_enable_model_view_transform (ClutterActor *self,
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gboolean enable);
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void _clutter_actor_set_enable_paint_unmapped (ClutterActor *self,
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gboolean enable);
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void _clutter_actor_set_has_pointer (ClutterActor *self,
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gboolean has_pointer);
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void _clutter_actor_transform_and_project_box (ClutterActor *self,
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const ClutterActorBox *box,
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ClutterVertex verts[]);
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void _clutter_actor_queue_redraw_with_clip (ClutterActor *self,
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ClutterRedrawFlags flags,
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ClutterActorBox *clip);
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const ClutterActorBox *_clutter_actor_get_queue_redraw_clip (ClutterActor *self);
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void _clutter_actor_set_queue_redraw_clip (ClutterActor *self,
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const ClutterActorBox *clip);
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void _clutter_run_repaint_functions (void);
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gint32 _clutter_backend_get_units_serial (ClutterBackend *backend);
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G_END_DECLS
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#endif /* _HAVE_CLUTTER_PRIVATE_H */
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