mutter/src/compositor/meta-cullable.c
2023-11-03 11:27:52 +00:00

257 lines
8.7 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 "clutter/clutter-mutter.h"
#include "compositor/clutter-utils.h"
#include "compositor/meta-cullable.h"
#include "compositor/region-utils.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;
}
static MtkRegion *
region_apply_transform_expand_maybe_ref (MtkRegion *region,
graphene_matrix_t *transform)
{
if (mtk_region_is_empty (region))
return mtk_region_ref (region);
return meta_region_apply_matrix_transform_expand (region, transform);
}
/**
* MetaCullable:
*
* 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.
*/
typedef void (* ChildCullMethod) (MetaCullable *cullable,
MtkRegion *region);
static void
cull_out_children_common (MetaCullable *cullable,
MtkRegion *region,
ChildCullMethod method)
{
ClutterActor *actor = CLUTTER_ACTOR (cullable);
ClutterActor *child;
ClutterActorIter iter;
clutter_actor_iter_init (&iter, actor);
while (clutter_actor_iter_prev (&iter, &child))
{
gboolean needs_culling;
if (!META_IS_CULLABLE (child))
continue;
needs_culling = (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)
{
g_autoptr (MtkRegion) actor_region = NULL;
g_autoptr (MtkRegion) reduced_region = NULL;
graphene_matrix_t actor_transform, inverted_actor_transform;
clutter_actor_get_transform (child, &actor_transform);
if (graphene_matrix_is_identity (&actor_transform))
{
/* No transformation needed, simply pass through to child */
method (META_CULLABLE (child), region);
continue;
}
if (!graphene_matrix_inverse (&actor_transform,
&inverted_actor_transform) ||
!graphene_matrix_is_2d (&actor_transform))
{
method (META_CULLABLE (child), NULL);
continue;
}
actor_region =
region_apply_transform_expand_maybe_ref (region,
&inverted_actor_transform);
g_assert (actor_region);
method (META_CULLABLE (child), actor_region);
reduced_region =
region_apply_transform_expand_maybe_ref (actor_region,
&actor_transform);
g_assert (reduced_region);
mtk_region_intersect (region, reduced_region);
}
else
{
method (META_CULLABLE (child), NULL);
}
}
}
/**
* meta_cullable_cull_unobscured_children:
* @cullable: The #MetaCullable
* @unobscured_region: The unobscured region, as passed into cull_unobscured()
*
* 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_unobscured() for more details.
*/
void
meta_cullable_cull_unobscured_children (MetaCullable *cullable,
MtkRegion *unobscured_region)
{
cull_out_children_common (cullable,
unobscured_region,
meta_cullable_cull_unobscured);
}
/**
* meta_cullable_cull_redraw_clip_children:
* @cullable: The #MetaCullable
* @clip_region: The clip region, as passed into cull_redraw_clip()
*
* 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_redraw_clip() for more details.
*/
void
meta_cullable_cull_redraw_clip_children (MetaCullable *cullable,
MtkRegion *clip_region)
{
cull_out_children_common (cullable,
clip_region,
meta_cullable_cull_redraw_clip);
}
static void
meta_cullable_default_init (MetaCullableInterface *iface)
{
}
/**
* meta_cullable_cull_unobscured:
* @cullable: The #MetaCullable
* @unobscured_region: The unobscured 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 record what parts of their window are unobscured
* for e.g. scheduling repaints.
*
* Actors that may have fully opaque parts should also subtract out a region
* that is fully opaque from @unobscured_region.
*
* Actors that have children can also use the meta_cullable_cull_unobscured_children()
* helper method to do a simple cull across all their children.
*/
void
meta_cullable_cull_unobscured (MetaCullable *cullable,
MtkRegion *unobscured_region)
{
META_CULLABLE_GET_IFACE (cullable)->cull_unobscured (cullable, unobscured_region);
}
/**
* meta_cullable_cull_redraw_clip:
* @cullable: The #MetaCullable
* @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 @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 @clip_region.
*
* Actors that have children can also use the meta_cullable_cull_redraw_clip_children()
* helper method to do a simple cull across all their children.
*/
void
meta_cullable_cull_redraw_clip (MetaCullable *cullable,
MtkRegion *clip_region)
{
META_CULLABLE_GET_IFACE (cullable)->cull_redraw_clip (cullable, clip_region);
}