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130c79ac03
When we come to presenting the result of a clipped redraw to the front buffer with a blit we need to ensure that all the rendering is done, otherwise redraw operations that are slower than the framerate can queue up in the pipeline during a heavy animation, causing a larger and larger backlog of rendering visible as lag to the user. Note: Since calling glFinish() and sycnrhonizing the CPU with the GPU is far from ideal, we hope that this is only a short term solution. One idea is to using sync objects to track render completion so we can throttle the backlog (ideally with an additional extension that lets us get notifications in our mainloop instead of having to busy wait for the completion.) Another option is to support clipped redraws by reusing the contents of old back buffers such that we can flip instead of using a blit and then we can use GLX_INTEL_swap_events to throttle. For this though we would still probably want an additional extension so we can report the limited region of the window damage to X/compositors. Thanks to Owen Taylor and Alexander Larsson for reporting the problem.
728 lines
26 KiB
C
728 lines
26 KiB
C
/* Clutter.
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* An OpenGL based 'interactive canvas' library.
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* Authored By Matthew Allum <mallum@openedhand.com>
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* Copyright (C) 2006-2007 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-backend-glx.h"
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#include "clutter-stage-glx.h"
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#include "clutter-glx.h"
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#include "clutter-profile.h"
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#include "clutter-actor-private.h"
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#include "clutter-debug.h"
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#include "clutter-device-manager.h"
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#include "clutter-event.h"
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#include "clutter-enum-types.h"
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#include "clutter-feature.h"
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#include "clutter-main.h"
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#include "clutter-private.h"
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#include "clutter-stage-private.h"
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#include "cogl/cogl.h"
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#include <GL/glx.h>
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#include <GL/gl.h>
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#include <sys/stat.h>
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#include <sys/ioctl.h>
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#include <fcntl.h>
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#include <errno.h>
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#ifdef HAVE_DRM
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#include <drm.h>
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#endif
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static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
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static void clutter_event_translator_iface_init (ClutterEventTranslatorIface *iface);
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static ClutterStageWindowIface *clutter_stage_window_parent_iface = NULL;
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static ClutterEventTranslatorIface *clutter_event_translator_parent_iface = NULL;
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#define clutter_stage_glx_get_type _clutter_stage_glx_get_type
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G_DEFINE_TYPE_WITH_CODE (ClutterStageGLX,
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clutter_stage_glx,
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CLUTTER_TYPE_STAGE_X11,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
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clutter_stage_window_iface_init)
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_EVENT_TRANSLATOR,
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clutter_event_translator_iface_init));
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static void
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clutter_stage_glx_unrealize (ClutterStageWindow *stage_window)
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{
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (stage_window);
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
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ClutterBackendX11 *backend_x11 = stage_x11->backend;
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/* Note unrealize should free up any backend stage related resources */
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CLUTTER_NOTE (BACKEND, "Unrealizing GLX stage [%p]", stage_glx);
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clutter_x11_trap_x_errors ();
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if (stage_glx->glxwin != None)
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{
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glXDestroyWindow (backend_x11->xdpy, stage_glx->glxwin);
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stage_glx->glxwin = None;
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}
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_clutter_stage_x11_destroy_window_untrapped (stage_x11);
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XSync (backend_x11->xdpy, False);
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clutter_x11_untrap_x_errors ();
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}
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static gboolean
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clutter_stage_glx_realize (ClutterStageWindow *stage_window)
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{
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (stage_window);
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
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ClutterBackendX11 *backend_x11;
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ClutterBackendGLX *backend_glx;
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CLUTTER_NOTE (ACTOR, "Realizing stage '%s' [%p]",
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G_OBJECT_TYPE_NAME (stage_window),
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stage_window);
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if (!_clutter_stage_x11_create_window (stage_x11))
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return FALSE;
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backend_x11 = stage_x11->backend;
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backend_glx = CLUTTER_BACKEND_GLX (backend_x11);
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if (stage_glx->glxwin == None)
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{
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int major;
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int minor;
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GLXFBConfig config;
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/* Try and create a GLXWindow to use with extensions dependent on
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* GLX versions >= 1.3 that don't accept regular X Windows as GLX
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* drawables.
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*/
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if (glXQueryVersion (backend_x11->xdpy, &major, &minor) &&
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major == 1 && minor >= 3 &&
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_clutter_backend_glx_get_fbconfig (backend_glx, &config))
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{
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stage_glx->glxwin = glXCreateWindow (backend_x11->xdpy,
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config,
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stage_x11->xwin,
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NULL);
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}
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}
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#ifdef GLX_INTEL_swap_event
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if (clutter_feature_available (CLUTTER_FEATURE_SWAP_EVENTS))
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{
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GLXDrawable drawable = stage_glx->glxwin
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? stage_glx->glxwin
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: stage_x11->xwin;
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/* we unconditionally select this event because we rely on it to
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* advance the master clock, and drive redraw/relayout, animations
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* and event handling.
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*/
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glXSelectEvent (backend_x11->xdpy,
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drawable,
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GLX_BUFFER_SWAP_COMPLETE_INTEL_MASK);
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}
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#endif /* GLX_INTEL_swap_event */
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/* chain up to the StageX11 implementation */
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return clutter_stage_window_parent_iface->realize (stage_window);
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}
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static int
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clutter_stage_glx_get_pending_swaps (ClutterStageWindow *stage_window)
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{
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
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return stage_glx->pending_swaps;
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}
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static void
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clutter_stage_glx_class_init (ClutterStageGLXClass *klass)
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{
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}
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static void
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clutter_stage_glx_init (ClutterStageGLX *stage)
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{
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}
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static gboolean
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clutter_stage_glx_has_redraw_clips (ClutterStageWindow *stage_window)
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{
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
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/* NB: at the start of each new frame there is an implied clip that
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* clips everything (i.e. nothing would be drawn) so we need to make
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* sure we return True in the un-initialized case here.
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*
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* NB: a clip width of 0 means a full stage redraw has been queued
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* so we effectively don't have any redraw clips in that case.
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*/
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if (!stage_glx->initialized_redraw_clip ||
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(stage_glx->initialized_redraw_clip &&
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stage_glx->bounding_redraw_clip.width != 0))
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return TRUE;
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else
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return FALSE;
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}
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static gboolean
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clutter_stage_glx_ignoring_redraw_clips (ClutterStageWindow *stage_window)
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{
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
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/* NB: a clip width of 0 means a full stage redraw is required */
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if (stage_glx->initialized_redraw_clip &&
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stage_glx->bounding_redraw_clip.width == 0)
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return TRUE;
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else
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return FALSE;
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}
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/* A redraw clip represents (in stage coordinates) the bounding box of
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* something that needs to be redraw. Typically they are added to the
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* StageWindow as a result of clutter_actor_queue_clipped_redraw() by
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* actors such as ClutterGLXTexturePixmap. All redraw clips are
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* discarded after the next paint.
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*
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* A NULL stage_clip means the whole stage needs to be redrawn.
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*
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* What we do with this information:
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* - we keep track of the bounding box for all redraw clips
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* - when we come to redraw; if the bounding box is smaller than the
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* stage we scissor the redraw to that box and use
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* GLX_MESA_copy_sub_buffer to present the redraw to the front
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* buffer.
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*
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* XXX - In theory, we should have some sort of heuristics to promote
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* a clipped redraw to a full screen redraw; in reality, it turns out
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* that promotion is fairly expensive. See the Clutter bug described
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* at: http://bugzilla.clutter-project.org/show_bug.cgi?id=2136 .
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*
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* TODO - we should use different heuristics depending on whether the
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* framebuffer is on screen and not redirected by a compositor VS
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* offscreen (either due to compositor redirection or because we are
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* rendering to a CoglOffscreen framebuffer)
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*
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* When not redirected glXCopySubBuffer (on intel hardware at least)
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* will block the GPU until the vertical trace is at the optimal point
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* so the copy can be done without tearing. In this case we don't want
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* to copy tall regions because they increase the average time spent
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* blocking the GPU.
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*
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* When rendering offscreen (CoglOffscreen or redirected by
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* compositor) then no extra synchronization is needed before the copy
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* can start.
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*
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* In all cases we need to consider that glXCopySubBuffer implies a
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* blit which may be avoided by promoting to a full stage redraw if:
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* - the framebuffer is redirected offscreen or a CoglOffscreen.
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* - the framebuffer is onscreen and fullscreen.
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* By promoting to a full stage redraw we trade off the cost involved
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* in rasterizing the extra pixels vs avoiding to use a blit to
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* present the back buffer.
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*/
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static void
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clutter_stage_glx_add_redraw_clip (ClutterStageWindow *stage_window,
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ClutterGeometry *stage_clip)
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{
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ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (stage_window);
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/* If we are already forced to do a full stage redraw then bail early */
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if (clutter_stage_glx_ignoring_redraw_clips (stage_window))
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return;
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/* A NULL stage clip means a full stage redraw has been queued and
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* we keep track of this by setting a zero width
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* stage_glx->bounding_redraw_clip */
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if (stage_clip == NULL)
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{
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stage_glx->bounding_redraw_clip.width = 0;
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stage_glx->initialized_redraw_clip = TRUE;
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return;
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}
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/* Ignore requests to add degenerate/empty clip rectangles */
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if (stage_clip->width == 0 || stage_clip->height == 0)
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return;
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if (!stage_glx->initialized_redraw_clip)
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{
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stage_glx->bounding_redraw_clip.x = stage_clip->x;
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stage_glx->bounding_redraw_clip.y = stage_clip->y;
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stage_glx->bounding_redraw_clip.width = stage_clip->width;
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stage_glx->bounding_redraw_clip.height = stage_clip->height;
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}
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else if (stage_glx->bounding_redraw_clip.width > 0)
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{
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clutter_geometry_union (&stage_glx->bounding_redraw_clip,
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stage_clip,
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&stage_glx->bounding_redraw_clip);
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}
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#if 0
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redraw_area = (stage_glx->bounding_redraw_clip.width *
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stage_glx->bounding_redraw_clip.height);
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stage_area = stage_x11->xwin_width * stage_x11->xwin_height;
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/* Redrawing and blitting >70% of the stage is assumed to be more
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* expensive than redrawing the additional 30% to avoid the blit.
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*
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* FIXME: This threshold was plucked out of thin air!
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*
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* The threshold has been disabled after verifying that it indeed
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* made redraws more expensive than intended; see bug reference:
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*
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* http://bugzilla.clutter-project.org/show_bug.cgi?id=2136
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*/
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if (redraw_area > (stage_area * 0.7f))
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{
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g_print ("DEBUG: clipped redraw too big, forcing full redraw\n");
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/* Set a zero width clip to force a full redraw */
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stage_glx->bounding_redraw_clip.width = 0;
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}
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#endif
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stage_glx->initialized_redraw_clip = TRUE;
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}
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#ifdef HAVE_DRM
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static int
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drm_wait_vblank(int fd, drm_wait_vblank_t *vbl)
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{
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int ret, rc;
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do
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{
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ret = ioctl(fd, DRM_IOCTL_WAIT_VBLANK, vbl);
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vbl->request.type &= ~_DRM_VBLANK_RELATIVE;
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rc = errno;
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}
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while (ret && rc == EINTR);
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return rc;
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}
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#endif /* HAVE_DRM */
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static void
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wait_for_vblank (ClutterBackendGLX *backend_glx)
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{
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if (backend_glx->vblank_type == CLUTTER_VBLANK_NONE)
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return;
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if (backend_glx->wait_video_sync)
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{
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unsigned int retraceCount;
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CLUTTER_NOTE (BACKEND, "Waiting for vblank (wait_video_sync)");
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backend_glx->get_video_sync (&retraceCount);
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backend_glx->wait_video_sync (2,
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(retraceCount + 1) % 2,
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&retraceCount);
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}
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else
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{
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#ifdef HAVE_DRM
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drm_wait_vblank_t blank;
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CLUTTER_NOTE (BACKEND, "Waiting for vblank (drm)");
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blank.request.type = _DRM_VBLANK_RELATIVE;
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blank.request.sequence = 1;
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blank.request.signal = 0;
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drm_wait_vblank (backend_glx->dri_fd, &blank);
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#else
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CLUTTER_NOTE (BACKEND, "No vblank mechanism found");
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#endif /* HAVE_DRM */
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}
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}
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static void
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clutter_stage_glx_redraw (ClutterStageWindow *stage_window)
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{
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ClutterBackendX11 *backend_x11;
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ClutterBackendGLX *backend_glx;
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ClutterStageX11 *stage_x11;
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ClutterStageGLX *stage_glx;
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GLXDrawable drawable;
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unsigned int video_sync_count;
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gboolean may_use_clipped_redraw;
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gboolean use_clipped_redraw;
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CLUTTER_STATIC_TIMER (painting_timer,
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"Redrawing", /* parent */
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"Painting actors",
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"The time spent painting actors",
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0 /* no application private data */);
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CLUTTER_STATIC_TIMER (swapbuffers_timer,
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"Redrawing", /* parent */
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"glXSwapBuffers",
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"The time spent blocked by glXSwapBuffers",
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0 /* no application private data */);
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CLUTTER_STATIC_TIMER (blit_sub_buffer_timer,
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"Redrawing", /* parent */
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"glx_blit_sub_buffer",
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"The time spent in _glx_blit_sub_buffer",
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0 /* no application private data */);
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stage_x11 = CLUTTER_STAGE_X11 (stage_window);
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if (stage_x11->xwin == None)
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return;
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stage_glx = CLUTTER_STAGE_GLX (stage_window);
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backend_x11 = stage_x11->backend;
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backend_glx = CLUTTER_BACKEND_GLX (backend_x11);
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CLUTTER_TIMER_START (_clutter_uprof_context, painting_timer);
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if (G_LIKELY (backend_glx->can_blit_sub_buffer) &&
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/* NB: a zero width redraw clip == full stage redraw */
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stage_glx->bounding_redraw_clip.width != 0 &&
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/* some drivers struggle to get going and produce some junk
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* frames when starting up... */
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G_LIKELY (stage_glx->frame_count > 3) &&
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/* While resizing a window clipped redraws are disabled to avoid
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* artefacts. See clutter-event-x11.c:event_translate for a
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* detailed explanation */
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G_LIKELY (stage_x11->clipped_redraws_cool_off == 0))
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{
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may_use_clipped_redraw = TRUE;
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}
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else
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may_use_clipped_redraw = FALSE;
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if (may_use_clipped_redraw &&
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G_LIKELY (!(clutter_paint_debug_flags &
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CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS)))
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use_clipped_redraw = TRUE;
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else
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use_clipped_redraw = FALSE;
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if (use_clipped_redraw)
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{
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CLUTTER_NOTE (CLIPPING,
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"Stage clip pushed: x=%d, y=%d, width=%d, height=%d\n",
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stage_glx->bounding_redraw_clip.x,
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stage_glx->bounding_redraw_clip.y,
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stage_glx->bounding_redraw_clip.width,
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stage_glx->bounding_redraw_clip.height);
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cogl_clip_push_window_rectangle (stage_glx->bounding_redraw_clip.x,
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stage_glx->bounding_redraw_clip.y,
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stage_glx->bounding_redraw_clip.width,
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stage_glx->bounding_redraw_clip.height);
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_clutter_stage_do_paint (stage_x11->wrapper,
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&stage_glx->bounding_redraw_clip);
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cogl_clip_pop ();
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}
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else
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{
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CLUTTER_NOTE (CLIPPING, "Unclipped stage paint\n");
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_clutter_stage_do_paint (stage_x11->wrapper, NULL);
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}
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if (may_use_clipped_redraw &&
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G_UNLIKELY ((clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS)))
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{
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static CoglMaterial *outline = NULL;
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ClutterGeometry *clip = &stage_glx->bounding_redraw_clip;
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ClutterActor *actor = CLUTTER_ACTOR (stage_x11->wrapper);
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CoglHandle vbo;
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float x_1 = clip->x;
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float x_2 = clip->x + clip->width;
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float y_1 = clip->y;
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float y_2 = clip->y + clip->height;
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float quad[8] = {
|
|
x_1, y_1,
|
|
x_2, y_1,
|
|
x_2, y_2,
|
|
x_1, y_2
|
|
};
|
|
CoglMatrix modelview;
|
|
|
|
if (outline == NULL)
|
|
{
|
|
outline = cogl_material_new ();
|
|
cogl_material_set_color4ub (outline, 0xff, 0x00, 0x00, 0xff);
|
|
}
|
|
|
|
vbo = cogl_vertex_buffer_new (4);
|
|
cogl_vertex_buffer_add (vbo,
|
|
"gl_Vertex",
|
|
2, /* n_components */
|
|
COGL_ATTRIBUTE_TYPE_FLOAT,
|
|
FALSE, /* normalized */
|
|
0, /* stride */
|
|
quad);
|
|
cogl_vertex_buffer_submit (vbo);
|
|
|
|
cogl_push_matrix ();
|
|
cogl_matrix_init_identity (&modelview);
|
|
_clutter_actor_apply_modelview_transform (actor, &modelview);
|
|
cogl_set_modelview_matrix (&modelview);
|
|
cogl_set_source (outline);
|
|
cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_LINE_LOOP,
|
|
0 , 4);
|
|
cogl_pop_matrix ();
|
|
cogl_object_unref (vbo);
|
|
}
|
|
|
|
cogl_flush ();
|
|
CLUTTER_TIMER_STOP (_clutter_uprof_context, painting_timer);
|
|
|
|
drawable = stage_glx->glxwin
|
|
? stage_glx->glxwin
|
|
: stage_x11->xwin;
|
|
|
|
/* If we might ever use _clutter_backend_glx_blit_sub_buffer then we
|
|
* always need to keep track of the video_sync_count so that we can
|
|
* throttle blits.
|
|
*
|
|
* Note: we get the count *before* we issue any glXCopySubBuffer or
|
|
* blit_sub_buffer request in case the count would go up before
|
|
* returning control to us.
|
|
*/
|
|
if (backend_glx->can_blit_sub_buffer && backend_glx->get_video_sync)
|
|
backend_glx->get_video_sync (&video_sync_count);
|
|
|
|
/* push on the screen */
|
|
if (use_clipped_redraw)
|
|
{
|
|
ClutterGeometry *clip = &stage_glx->bounding_redraw_clip;
|
|
ClutterGeometry copy_area;
|
|
ClutterActor *actor;
|
|
|
|
CLUTTER_NOTE (BACKEND,
|
|
"_glx_blit_sub_buffer (window: 0x%lx, "
|
|
"x: %d, y: %d, "
|
|
"width: %d, height: %d)",
|
|
(unsigned long) drawable,
|
|
stage_glx->bounding_redraw_clip.x,
|
|
stage_glx->bounding_redraw_clip.y,
|
|
stage_glx->bounding_redraw_clip.width,
|
|
stage_glx->bounding_redraw_clip.height);
|
|
|
|
/* XXX: It seems there will be a race here in that the stage
|
|
* window may be resized before glXCopySubBufferMESA is handled
|
|
* and so we may copy the wrong region. I can't really see how
|
|
* we can handle this with the current state of X but at least
|
|
* in this case a full redraw should be queued by the resize
|
|
* anyway so it should only exhibit temporary artefacts.
|
|
*/
|
|
actor = CLUTTER_ACTOR (stage_x11->wrapper);
|
|
copy_area.y = clutter_actor_get_height (actor)
|
|
- clip->y
|
|
- clip->height;
|
|
copy_area.x = clip->x;
|
|
copy_area.width = clip->width;
|
|
copy_area.height = clip->height;
|
|
|
|
/* We need to ensure that all the rendering is done, otherwise
|
|
* redraw operations that are slower than the framerate can
|
|
* queue up in the pipeline during a heavy animation, causing a
|
|
* larger and larger backlog of rendering visible as lag to the
|
|
* user.
|
|
*
|
|
* Note: since calling glFinish() and sycnrhonizing the CPU with
|
|
* the GPU is far from ideal, we hope that this is only a short
|
|
* term solution.
|
|
* - One idea is to using sync objects to track render
|
|
* completion so we can throttle the backlog (ideally with an
|
|
* additional extension that lets us get notifications in our
|
|
* mainloop instead of having to busy wait for the
|
|
* completion.)
|
|
* - Another option is to support clipped redraws by reusing the
|
|
* contents of old back buffers such that we can flip instead
|
|
* of using a blit and then we can use GLX_INTEL_swap_events
|
|
* to throttle. For this though we would still probably want an
|
|
* additional extension so we can report the limited region of
|
|
* the window damage to X/compositors.
|
|
*/
|
|
glFinish ();
|
|
|
|
/* glXCopySubBufferMESA and glBlitFramebuffer are not integrated
|
|
* with the glXSwapIntervalSGI mechanism which we usually use to
|
|
* throttle the Clutter framerate to the vertical refresh and so
|
|
* we have to manually wait for the vblank period...
|
|
*/
|
|
|
|
/* Here 'is_synchronized' only means that the blit won't cause a
|
|
* tear, ie it won't prevent multiple blits per retrace if they
|
|
* can all be performed in the blanking period. If that's the
|
|
* case then we still want to use the vblank sync menchanism but
|
|
* we only need it to throttle redraws.
|
|
*/
|
|
if (!backend_glx->blit_sub_buffer_is_synchronized)
|
|
{
|
|
/* XXX: note that glXCopySubBuffer, at least for Intel, is
|
|
* synchronized with the vblank but glBlitFramebuffer may
|
|
* not be so we use the same scheme we do when calling
|
|
* glXSwapBuffers without the swap_control extension and
|
|
* call glFinish () before waiting for the vblank period.
|
|
*
|
|
* See where we call glXSwapBuffers for more details.
|
|
*/
|
|
wait_for_vblank (backend_glx);
|
|
}
|
|
else if (backend_glx->get_video_sync)
|
|
{
|
|
/* If we have the GLX_SGI_video_sync extension then we can
|
|
* be a bit smarter about how we throttle blits by avoiding
|
|
* any waits if we can see that the video sync count has
|
|
* already progressed. */
|
|
if (backend_glx->last_video_sync_count == video_sync_count)
|
|
wait_for_vblank (backend_glx);
|
|
}
|
|
else
|
|
wait_for_vblank (backend_glx);
|
|
|
|
CLUTTER_TIMER_START (_clutter_uprof_context, blit_sub_buffer_timer);
|
|
_clutter_backend_glx_blit_sub_buffer (backend_glx,
|
|
drawable,
|
|
copy_area.x,
|
|
copy_area.y,
|
|
copy_area.width,
|
|
copy_area.height);
|
|
CLUTTER_TIMER_STOP (_clutter_uprof_context, blit_sub_buffer_timer);
|
|
}
|
|
else
|
|
{
|
|
CLUTTER_NOTE (BACKEND, "glXSwapBuffers (display: %p, window: 0x%lx)",
|
|
backend_x11->xdpy,
|
|
(unsigned long) drawable);
|
|
|
|
/* If we have GLX swap buffer events then glXSwapBuffers will return
|
|
* immediately and we need to track that there is a swap in
|
|
* progress... */
|
|
if (clutter_feature_available (CLUTTER_FEATURE_SWAP_EVENTS))
|
|
stage_glx->pending_swaps++;
|
|
|
|
if (backend_glx->vblank_type != CLUTTER_VBLANK_GLX_SWAP &&
|
|
backend_glx->vblank_type != CLUTTER_VBLANK_NONE)
|
|
{
|
|
/* If we are going to wait for VBLANK manually, we not only
|
|
* need to flush out pending drawing to the GPU before we
|
|
* sleep, we need to wait for it to finish. Otherwise, we
|
|
* may end up with the situation:
|
|
*
|
|
* - We finish drawing - GPU drawing continues
|
|
* - We go to sleep - GPU drawing continues
|
|
* VBLANK - We call glXSwapBuffers - GPU drawing continues
|
|
* - GPU drawing continues
|
|
* - Swap buffers happens
|
|
*
|
|
* Producing a tear. Calling glFinish() first will cause us
|
|
* to properly wait for the next VBLANK before we swap. This
|
|
* obviously does not happen when we use _GLX_SWAP and let
|
|
* the driver do the right thing
|
|
*/
|
|
glFinish ();
|
|
|
|
wait_for_vblank (backend_glx);
|
|
}
|
|
|
|
CLUTTER_TIMER_START (_clutter_uprof_context, swapbuffers_timer);
|
|
glXSwapBuffers (backend_x11->xdpy, drawable);
|
|
CLUTTER_TIMER_STOP (_clutter_uprof_context, swapbuffers_timer);
|
|
|
|
_cogl_swap_buffers_notify ();
|
|
}
|
|
|
|
backend_glx->last_video_sync_count = video_sync_count;
|
|
|
|
/* reset the redraw clipping for the next paint... */
|
|
stage_glx->initialized_redraw_clip = FALSE;
|
|
|
|
stage_glx->frame_count++;
|
|
}
|
|
|
|
static void
|
|
clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
|
|
{
|
|
clutter_stage_window_parent_iface = g_type_interface_peek_parent (iface);
|
|
|
|
iface->realize = clutter_stage_glx_realize;
|
|
iface->unrealize = clutter_stage_glx_unrealize;
|
|
iface->get_pending_swaps = clutter_stage_glx_get_pending_swaps;
|
|
|
|
iface->add_redraw_clip = clutter_stage_glx_add_redraw_clip;
|
|
iface->has_redraw_clips = clutter_stage_glx_has_redraw_clips;
|
|
iface->ignoring_redraw_clips = clutter_stage_glx_ignoring_redraw_clips;
|
|
iface->redraw = clutter_stage_glx_redraw;
|
|
|
|
/* the rest is inherited from ClutterStageX11 */
|
|
}
|
|
|
|
static ClutterTranslateReturn
|
|
clutter_stage_glx_translate_event (ClutterEventTranslator *translator,
|
|
gpointer native,
|
|
ClutterEvent *event)
|
|
{
|
|
#ifdef GLX_INTEL_swap_event
|
|
ClutterBackendGLX *backend_glx;
|
|
XEvent *xevent = native;
|
|
|
|
backend_glx = CLUTTER_BACKEND_GLX (clutter_get_default_backend ());
|
|
|
|
if (xevent->type == (backend_glx->event_base + GLX_BufferSwapComplete))
|
|
{
|
|
ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (translator);
|
|
ClutterStageGLX *stage_glx = CLUTTER_STAGE_GLX (translator);
|
|
GLXBufferSwapComplete *swap_complete_event;
|
|
|
|
swap_complete_event = (GLXBufferSwapComplete *) xevent;
|
|
|
|
if (stage_x11->xwin == swap_complete_event->drawable)
|
|
{
|
|
/* Early versions of the swap_event implementation in Mesa
|
|
* deliver BufferSwapComplete event when not selected for,
|
|
* so if we get a swap event we aren't expecting, just ignore it.
|
|
*
|
|
* https://bugs.freedesktop.org/show_bug.cgi?id=27962
|
|
*/
|
|
if (stage_glx->pending_swaps > 0)
|
|
stage_glx->pending_swaps--;
|
|
|
|
return CLUTTER_TRANSLATE_REMOVE;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* chain up to the common X11 implementation */
|
|
return clutter_event_translator_parent_iface->translate_event (translator,
|
|
native,
|
|
event);
|
|
}
|
|
|
|
static void
|
|
clutter_event_translator_iface_init (ClutterEventTranslatorIface *iface)
|
|
{
|
|
clutter_event_translator_parent_iface = g_type_interface_peek_parent (iface);
|
|
|
|
iface->translate_event = clutter_stage_glx_translate_event;
|
|
}
|