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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
53 lines
2.5 KiB
C
53 lines
2.5 KiB
C
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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#ifndef MUTTER_WINDOW_GROUP_H
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#define MUTTER_WINDOW_GROUP_H
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#include <clutter/clutter.h>
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#include "screen.h"
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/**
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* MutterWindowGroup:
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*
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* This class is a subclass of ClutterGroup with special handling for
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* MutterWindow when painting the group. When we are painting a stack
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* of 5-10 maximized windows, the standard bottom-to-top method of
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* drawing every actor results in a tremendous amount of overdraw
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* and can easily max out the available memory bandwidth on a low-end
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* graphics chipset. It's even worse if window textures are being accessed
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* over the AGP bus.
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*
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* The basic technique applied here is to do a pre-pass before painting
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* where we walk window from top to bottom and compute the visible area
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* at each step by subtracting out the windows above it. The visible
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* area is passed to MutterWindow which uses it to clip the portion of
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* the window which drawn and avoid redrawing the shadow if it is completely
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* obscured.
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*
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* A caveat is that this is ineffective if applications are using ARGB
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* visuals, since we have no way of knowing whether a window obscures
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* the windows behind it or not. Alternate approaches using the depth
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* or stencil buffer rather than client side regions might be able to
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* handle alpha windows, but the combination of glAlphaFunc and stenciling
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* tends not to be efficient except on newer cards. (And on newer cards
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* we have lots of memory and bandwidth.)
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*/
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#define MUTTER_TYPE_WINDOW_GROUP (mutter_window_group_get_type ())
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#define MUTTER_WINDOW_GROUP(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), MUTTER_TYPE_WINDOW_GROUP, MutterWindowGroup))
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#define MUTTER_WINDOW_GROUP_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), MUTTER_TYPE_WINDOW_GROUP, MutterWindowGroupClass))
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#define MUTTER_IS_WINDOW_GROUP(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), MUTTER_TYPE_WINDOW_GROUP))
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#define MUTTER_IS_WINDOW_GROU_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), MUTTER_TYPE_WINDOW_GROUP))
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#define MUTTER_WINDOW_GROUP_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), MUTTER_TYPE_WINDOW_GROUP, MutterWindowGroupClass))
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typedef struct _MutterWindowGroup MutterWindowGroup;
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typedef struct _MutterWindowGroupClass MutterWindowGroupClass;
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typedef struct _MutterWindowGroupPrivate MutterWindowGroupPrivate;
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GType mutter_window_group_get_type (void);
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ClutterActor *mutter_window_group_new (MetaScreen *screen);
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#endif /* MUTTER_WINDOW_GROUP_H */
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