mutter/src/compositor/meta-cullable.c
Robert Mader aceadfe305 cullable: Check if effects are disabled
Currently we skip culling actors if they have any effects set. But
effects can be disabled, in which case we don't need to do that.

https://gitlab.gnome.org/GNOME/mutter/merge_requests/1052
2020-02-14 01:17:42 +01:00

246 lines
8.3 KiB
C

/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
/*
* Copyright (C) 2013 Red Hat
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://www.gnu.org/licenses/>.
*
* Written by:
* Owen Taylor <otaylor@redhat.com>
* Ray Strode <rstrode@redhat.com>
* Jasper St. Pierre <jstpierre@mecheye.net>
*/
#include "config.h"
#include "compositor/clutter-utils.h"
#include "compositor/meta-cullable.h"
G_DEFINE_INTERFACE (MetaCullable, meta_cullable, CLUTTER_TYPE_ACTOR);
static gboolean
has_active_effects (ClutterActor *actor)
{
g_autoptr (GList) effects = NULL;
GList *l;
effects = clutter_actor_get_effects (actor);
for (l = effects; l != NULL; l = l->next)
{
if (clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (l->data)))
return TRUE;
}
return FALSE;
}
/**
* SECTION:meta-cullable
* @title: MetaCullable
* @short_description: CPU culling operations for efficient drawing
*
* When we are painting a stack of 5-10 large actors, the standard
* bottom-to-top method of drawing every actor results in a tremendous
* amount of overdraw. If these actors are painting textures like
* windows, it can easily max out the available memory bandwidth on a
* low-end graphics chipset. It's even worse if window textures are
* being accessed over the AGP bus.
*
* #MetaCullable is our solution. The basic technique applied here is to
* do a pre-pass before painting where we walk each actor from top to bottom
* and ask each actor to "cull itself out". We pass in a region it can copy
* to clip its drawing to, and the actor can subtract its fully opaque pixels
* so that actors underneath know not to draw there as well.
*/
/**
* meta_cullable_cull_out_children:
* @cullable: The #MetaCullable
* @unobscured_region: The unobscured region, as passed into cull_out()
* @clip_region: The clip region, as passed into cull_out()
*
* This is a helper method for actors that want to recurse over their
* child actors, and cull them out.
*
* See #MetaCullable and meta_cullable_cull_out() for more details.
*/
void
meta_cullable_cull_out_children (MetaCullable *cullable,
cairo_region_t *unobscured_region,
cairo_region_t *clip_region)
{
ClutterActor *actor = CLUTTER_ACTOR (cullable);
ClutterActor *child;
ClutterActorIter iter;
clutter_actor_iter_init (&iter, actor);
while (clutter_actor_iter_prev (&iter, &child))
{
float x, y;
gboolean needs_culling;
if (!META_IS_CULLABLE (child))
continue;
needs_culling = (unobscured_region != NULL && clip_region != NULL);
if (needs_culling && !CLUTTER_ACTOR_IS_VISIBLE (child))
needs_culling = FALSE;
/* If an actor has effects applied, then that can change the area
* it paints and the opacity, so we no longer can figure out what
* portion of the actor is obscured and what portion of the screen
* it obscures, so we skip the actor.
*
* This has a secondary beneficial effect: if a ClutterOffscreenEffect
* is applied to an actor, then our clipped redraws interfere with the
* caching of the FBO - even if we only need to draw a small portion
* of the window right now, ClutterOffscreenEffect may use other portions
* of the FBO later. So, skipping actors with effects applied also
* prevents these bugs.
*
* Theoretically, we should check clutter_actor_get_offscreen_redirect()
* as well for the same reason, but omitted for simplicity in the
* hopes that no-one will do that.
*/
if (needs_culling && has_active_effects (child))
needs_culling = FALSE;
if (needs_culling && !meta_cullable_is_untransformed (META_CULLABLE (child)))
needs_culling = FALSE;
if (needs_culling)
{
clutter_actor_get_position (child, &x, &y);
/* Temporarily move to the coordinate system of the actor */
cairo_region_translate (unobscured_region, - x, - y);
cairo_region_translate (clip_region, - x, - y);
meta_cullable_cull_out (META_CULLABLE (child), unobscured_region, clip_region);
cairo_region_translate (unobscured_region, x, y);
cairo_region_translate (clip_region, x, y);
}
else
{
meta_cullable_cull_out (META_CULLABLE (child), NULL, NULL);
}
}
}
/**
* meta_cullable_reset_culling_children:
* @cullable: The #MetaCullable
*
* This is a helper method for actors that want to recurse over their
* child actors, and cull them out.
*
* See #MetaCullable and meta_cullable_reset_culling() for more details.
*/
void
meta_cullable_reset_culling_children (MetaCullable *cullable)
{
ClutterActor *actor = CLUTTER_ACTOR (cullable);
ClutterActor *child;
ClutterActorIter iter;
clutter_actor_iter_init (&iter, actor);
while (clutter_actor_iter_next (&iter, &child))
{
if (!META_IS_CULLABLE (child))
continue;
meta_cullable_reset_culling (META_CULLABLE (child));
}
}
static gboolean
meta_cullable_default_is_untransformed (MetaCullable *cullable)
{
float width, height;
graphene_point3d_t verts[4];
clutter_actor_get_size (CLUTTER_ACTOR (cullable), &width, &height);
clutter_actor_get_abs_allocation_vertices (CLUTTER_ACTOR (cullable), verts);
return meta_actor_vertices_are_untransformed (verts, width, height,
NULL, NULL);
}
static void
meta_cullable_default_init (MetaCullableInterface *iface)
{
iface->is_untransformed = meta_cullable_default_is_untransformed;
}
/**
* meta_cullable_cull_out:
* @cullable: The #MetaCullable
* @unobscured_region: The unobscured region, in @cullable's space.
* @clip_region: The clip region, in @cullable's space.
*
* When #MetaWindowGroup is painted, we walk over its direct cullable
* children from top to bottom and ask themselves to "cull out". Cullables
* can use @unobscured_region and @clip_region to clip their drawing. Actors
* interested in eliminating overdraw should copy the @clip_region and only
* paint those parts, as everything else has been obscured by actors above it.
*
* Actors that may have fully opaque parts should also subtract out a region
* that is fully opaque from @unobscured_region and @clip_region.
*
* @unobscured_region and @clip_region are extremely similar. The difference
* is that @clip_region starts off with the stage's clip, if Clutter detects
* that we're doing a clipped redraw. @unobscured_region, however, starts off
* with the full stage size, so actors that may want to record what parts of
* their window are unobscured for e.g. scheduling repaints can do so.
*
* Actors that have children can also use the meta_cullable_cull_out_children()
* helper method to do a simple cull across all their children.
*/
void
meta_cullable_cull_out (MetaCullable *cullable,
cairo_region_t *unobscured_region,
cairo_region_t *clip_region)
{
META_CULLABLE_GET_IFACE (cullable)->cull_out (cullable, unobscured_region, clip_region);
}
/**
* meta_cullable_is_untransformed:
* @cullable: The #MetaCullable
*
* Check if a cullable is "untransformed" - which actually means transformed by
* at most a integer-translation.
*/
gboolean
meta_cullable_is_untransformed (MetaCullable *cullable)
{
return META_CULLABLE_GET_IFACE (cullable)->is_untransformed (cullable);
}
/**
* meta_cullable_reset_culling:
* @cullable: The #MetaCullable
*
* Actors that copied data in their cull_out() implementation can now
* reset their data, as the paint is now over. Additional paints may be
* done by #ClutterClone or similar, and they should not be affected by
* the culling operation.
*/
void
meta_cullable_reset_culling (MetaCullable *cullable)
{
META_CULLABLE_GET_IFACE (cullable)->reset_culling (cullable);
}