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0aacbd47b7
Because we have had several reports about significant performance regressions since we enabled offscreen redirection by default for handling correct opacity we are now turning this feature off by default. We feel that clutter should prioritize performance over correctness in this case. Correct opacity is still possible if required but the overhead of the numerous offscreen allocations as well as the cost of many render target switches per-frame seems too high relative the improvement in quality for many cases. On reviewing the offscreen_redirect property so we have a way to disable redirection by default we realized that it makes more sense for it to take a set of flags instead of an enum so we can potentially extend the number of things that might result in offscreen redirection. We removed the ability to say REDIRECT_ALWAYS_FOR_OPACITY, since it seems that implies you don't trust the implementation of an actor's has_overlaps() vfunc which doesn't seem right. The default value if actor::redirect_offscreen is now 0 which effectively means don't ever redirect the actor offscreen.
347 lines
9.5 KiB
C
347 lines
9.5 KiB
C
#include <clutter/clutter.h>
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#include "test-conform-common.h"
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typedef struct _FooActor FooActor;
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typedef struct _FooActorClass FooActorClass;
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struct _FooActorClass
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{
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ClutterActorClass parent_class;
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};
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struct _FooActor
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{
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ClutterActor parent;
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guint8 last_paint_opacity;
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int paint_count;
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};
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typedef struct
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{
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ClutterActor *stage;
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FooActor *foo_actor;
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ClutterActor *parent_container;
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ClutterActor *container;
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ClutterActor *child;
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ClutterActor *unrelated_actor;
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} Data;
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GType foo_actor_get_type (void) G_GNUC_CONST;
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G_DEFINE_TYPE (FooActor, foo_actor, CLUTTER_TYPE_ACTOR);
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static gboolean group_has_overlaps;
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static void
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foo_actor_paint (ClutterActor *actor)
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{
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FooActor *foo_actor = (FooActor *) actor;
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ClutterActorBox allocation;
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foo_actor->last_paint_opacity = clutter_actor_get_paint_opacity (actor);
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foo_actor->paint_count++;
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clutter_actor_get_allocation_box (actor, &allocation);
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/* Paint a red rectangle with the right opacity */
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cogl_set_source_color4ub (255,
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0,
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0,
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foo_actor->last_paint_opacity);
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cogl_rectangle (allocation.x1,
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allocation.y1,
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allocation.x2,
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allocation.y2);
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}
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static gboolean
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foo_actor_get_paint_volume (ClutterActor *actor,
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ClutterPaintVolume *volume)
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{
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return clutter_paint_volume_set_from_allocation (volume, actor);
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}
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static gboolean
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foo_actor_has_overlaps (ClutterActor *actor)
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{
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return FALSE;
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}
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static void
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foo_actor_class_init (FooActorClass *klass)
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{
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ClutterActorClass *actor_class = (ClutterActorClass *) klass;
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actor_class->paint = foo_actor_paint;
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actor_class->get_paint_volume = foo_actor_get_paint_volume;
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actor_class->has_overlaps = foo_actor_has_overlaps;
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}
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static void
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foo_actor_init (FooActor *self)
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{
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}
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typedef struct _FooGroup FooGroup;
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typedef struct _FooGroupClass FooGroupClass;
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struct _FooGroupClass
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{
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ClutterGroupClass parent_class;
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};
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struct _FooGroup
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{
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ClutterGroup parent;
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};
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G_DEFINE_TYPE (FooGroup, foo_group, CLUTTER_TYPE_GROUP);
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static gboolean
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foo_group_has_overlaps (ClutterActor *actor)
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{
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return group_has_overlaps;
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}
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static void
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foo_group_class_init (FooGroupClass *klass)
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{
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ClutterActorClass *actor_class = (ClutterActorClass *) klass;
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actor_class->has_overlaps = foo_group_has_overlaps;
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}
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static void
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foo_group_init (FooGroup *self)
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{
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}
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static void
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verify_results (Data *data,
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guint8 expected_color_red,
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guint8 expected_color_green,
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guint8 expected_color_blue,
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int expected_paint_count,
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int expected_paint_opacity)
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{
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guchar *pixel;
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data->foo_actor->paint_count = 0;
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/* Read a pixel at the center of the to determine what color it
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painted. This should cause a redraw */
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pixel = clutter_stage_read_pixels (CLUTTER_STAGE (data->stage),
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50, 50, /* x/y */
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1, 1 /* width/height */);
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g_assert_cmpint (expected_paint_count, ==, data->foo_actor->paint_count);
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g_assert_cmpint (expected_paint_opacity,
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==,
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data->foo_actor->last_paint_opacity);
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g_assert_cmpint (ABS ((int) expected_color_red - (int) pixel[0]), <=, 2);
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g_assert_cmpint (ABS ((int) expected_color_green - (int) pixel[1]), <=, 2);
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g_assert_cmpint (ABS ((int) expected_color_blue - (int) pixel[2]), <=, 2);
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g_free (pixel);
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}
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static void
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verify_redraw (Data *data, int expected_paint_count)
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{
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GMainLoop *main_loop = g_main_loop_new (NULL, TRUE);
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guint paint_handler;
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paint_handler = g_signal_connect_data (data->stage,
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"paint",
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G_CALLBACK (g_main_loop_quit),
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main_loop,
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NULL,
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G_CONNECT_SWAPPED | G_CONNECT_AFTER);
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/* Queue a redraw on the stage */
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clutter_actor_queue_redraw (data->stage);
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data->foo_actor->paint_count = 0;
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/* Wait for it to paint */
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g_main_loop_run (main_loop);
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g_signal_handler_disconnect (data->stage, paint_handler);
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g_assert_cmpint (data->foo_actor->paint_count, ==, expected_paint_count);
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}
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static gboolean
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timeout_cb (gpointer user_data)
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{
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Data *data = user_data;
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group_has_overlaps = FALSE;
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/* By default the actor shouldn't be redirected so the redraw should
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cause the actor to be painted */
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verify_results (data,
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255, 0, 0,
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1,
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255);
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/* Make the actor semi-transparent and verify the paint opacity */
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clutter_actor_set_opacity (data->container, 127);
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verify_results (data,
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255, 127, 127,
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1,
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127);
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/* With automatic redirect for opacity it shouldn't redirect if
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* has_overlaps returns FALSE; */
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clutter_actor_set_offscreen_redirect
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(data->container, CLUTTER_OFFSCREEN_REDIRECT_AUTOMATIC_FOR_OPACITY);
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verify_results (data,
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255, 127, 127,
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1,
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127);
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/* We do a double check here to verify that the actor wasn't cached
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* during the last check. If it was cached then this check wouldn't
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* result in any foo-actor re-paint. */
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verify_results (data,
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255, 127, 127,
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1,
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127);
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/* With automatic redirect for opacity it should redirect if
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* has_overlaps returns TRUE.
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* The first paint will still cause the actor to draw because
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* it needs to fill the cache first. It should be painted with full
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* opacity */
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group_has_overlaps = TRUE;
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verify_results (data,
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255, 127, 127,
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1,
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255);
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/* The second time the actor is painted it should be cached */
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verify_results (data,
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255, 127, 127,
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0,
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255);
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/* We should be able to change the opacity without causing the actor
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to redraw */
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clutter_actor_set_opacity (data->container, 64);
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verify_results (data,
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255, 191, 191,
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0,
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255);
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/* Changing it back to fully opaque should cause it not to go
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through the FBO so it will draw */
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clutter_actor_set_opacity (data->container, 255);
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verify_results (data,
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255, 0, 0,
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1,
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255);
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/* Tell it to always redirect through the FBO. This should cause a
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paint of the actor because the last draw didn't go through the
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FBO */
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clutter_actor_set_offscreen_redirect (data->container,
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CLUTTER_OFFSCREEN_REDIRECT_ALWAYS);
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verify_results (data,
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255, 0, 0,
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1,
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255);
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/* We should be able to change the opacity without causing the actor
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to redraw */
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clutter_actor_set_opacity (data->container, 64);
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verify_results (data,
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255, 191, 191,
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0,
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255);
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/* Even changing it back to fully opaque shouldn't cause a redraw */
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clutter_actor_set_opacity (data->container, 255);
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verify_results (data,
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255, 0, 0,
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0,
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255);
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/* Queueing a redraw on the actor should cause a redraw */
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clutter_actor_queue_redraw (data->container);
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verify_redraw (data, 1);
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/* Queueing a redraw on a child should cause a redraw */
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clutter_actor_queue_redraw (data->child);
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verify_redraw (data, 1);
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/* Modifying the transformation on the parent should cause a
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redraw */
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clutter_actor_set_anchor_point (data->parent_container, 0, 1);
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verify_redraw (data, 1);
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/* Redrawing an unrelated actor shouldn't cause a redraw */
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clutter_actor_set_position (data->unrelated_actor, 0, 1);
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verify_redraw (data, 0);
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clutter_main_quit ();
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return FALSE;
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}
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void
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test_offscreen_redirect (TestConformSimpleFixture *fixture,
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gconstpointer test_data)
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{
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if (cogl_features_available (COGL_FEATURE_OFFSCREEN))
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{
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Data data;
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data.stage = clutter_stage_get_default ();
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data.parent_container = clutter_group_new ();
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data.container = g_object_new (foo_group_get_type (), NULL);
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data.foo_actor = g_object_new (foo_actor_get_type (), NULL);
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clutter_actor_set_size (CLUTTER_ACTOR (data.foo_actor), 100, 100);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.container),
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CLUTTER_ACTOR (data.foo_actor));
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clutter_container_add_actor (CLUTTER_CONTAINER (data.parent_container),
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data.container);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.stage),
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data.parent_container);
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data.child = clutter_rectangle_new ();
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clutter_actor_set_size (data.child, 1, 1);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.container),
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data.child);
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data.unrelated_actor = clutter_rectangle_new ();
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clutter_actor_set_size (data.child, 1, 1);
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clutter_container_add_actor (CLUTTER_CONTAINER (data.stage),
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data.unrelated_actor);
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clutter_actor_show (data.stage);
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/* Start the test after a short delay to allow the stage to
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render its initial frames without affecting the results */
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g_timeout_add_full (G_PRIORITY_LOW, 250, timeout_cb, &data, NULL);
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clutter_main ();
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if (g_test_verbose ())
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g_print ("OK\n");
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}
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else if (g_test_verbose ())
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g_print ("Skipping\n");
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}
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