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83f8bfd2ca
When we are painting a stack of 5-10 maximized windows, the standard bottom-to-top method of drawing every actor results in a tremendous amount of overdraw and 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. When we have opaque windows, we can go ahead and compute visibility ourselves (in classic X-server fashion) and use that information to restrict drawing obscured actors. * Add MutterWindowGroup - a ClutterGroup subclass with logic for figuring out obscured regions. * Add mutter_window_get_obscured_region() to get the region obscured by that window. * Add mutter_shaped_texture_set_clip_region() to hint a clip region to the painting code; this is set based on the computed visible region of MutterWindowGroup. * Add tidy_texture_frame_set_needs_paint() to hint that the paint can be skipped entirely; this is used when we detect that the window shadow is entirely obscured. http://bugzilla.gnome.org/show_bug.cgi?id=587344
102 lines
3.4 KiB
C
102 lines
3.4 KiB
C
/*
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* shaped texture
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*
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* An actor to draw a texture clipped to a list of rectangles
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*
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* Authored By Neil Roberts <neil@linux.intel.com>
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*
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* Copyright (C) 2008 Intel Corporation
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* 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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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*/
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#ifndef __MUTTER_SHAPED_TEXTURE_H__
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#define __MUTTER_SHAPED_TEXTURE_H__
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#include <clutter/clutter.h>
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#ifdef HAVE_GLX_TEXTURE_PIXMAP
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#include <clutter/glx/clutter-glx.h>
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#endif /* HAVE_GLX_TEXTURE_PIXMAP */
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#include <gdk/gdkregion.h>
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G_BEGIN_DECLS
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#define MUTTER_TYPE_SHAPED_TEXTURE \
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(mutter_shaped_texture_get_type())
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#define MUTTER_SHAPED_TEXTURE(obj) \
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(G_TYPE_CHECK_INSTANCE_CAST ((obj), \
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MUTTER_TYPE_SHAPED_TEXTURE, \
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MutterShapedTexture))
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#define MUTTER_SHAPED_TEXTURE_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_CAST ((klass), \
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MUTTER_TYPE_SHAPED_TEXTURE, \
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MutterShapedTextureClass))
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#define MUTTER_IS_SHAPED_TEXTURE(obj) \
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(G_TYPE_CHECK_INSTANCE_TYPE ((obj), \
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MUTTER_TYPE_SHAPED_TEXTURE))
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#define MUTTER_IS_SHAPED_TEXTURE_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_TYPE ((klass), \
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MUTTER_TYPE_SHAPED_TEXTURE))
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#define MUTTER_SHAPED_TEXTURE_GET_CLASS(obj) \
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(G_TYPE_INSTANCE_GET_CLASS ((obj), \
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MUTTER_TYPE_SHAPED_TEXTURE, \
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MutterShapedTextureClass))
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typedef struct _MutterShapedTexture MutterShapedTexture;
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typedef struct _MutterShapedTextureClass MutterShapedTextureClass;
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typedef struct _MutterShapedTexturePrivate MutterShapedTexturePrivate;
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struct _MutterShapedTextureClass
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{
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#ifdef HAVE_GLX_TEXTURE_PIXMAP
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ClutterGLXTexturePixmapClass parent_class;
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#else
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ClutterX11TexturePixmapClass parent_class;
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#endif
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};
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struct _MutterShapedTexture
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{
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#ifdef HAVE_GLX_TEXTURE_PIXMAP
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ClutterGLXTexturePixmap parent;
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#else
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ClutterX11TexturePixmap parent;
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#endif
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MutterShapedTexturePrivate *priv;
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};
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GType mutter_shaped_texture_get_type (void) G_GNUC_CONST;
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ClutterActor *mutter_shaped_texture_new (void);
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void mutter_shaped_texture_clear_rectangles (MutterShapedTexture *stex);
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void mutter_shaped_texture_add_rectangle (MutterShapedTexture *stex,
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const XRectangle *rect);
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void mutter_shaped_texture_add_rectangles (MutterShapedTexture *stex,
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size_t num_rects,
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const XRectangle *rects);
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/* Assumes ownership of clip_region */
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void mutter_shaped_texture_set_clip_region (MutterShapedTexture *stex,
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GdkRegion *clip_region);
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G_END_DECLS
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#endif /* __MUTTER_SHAPED_TEXTURE_H__ */
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