effects: Use effect_queue_repaint instead of actor_queue_redraw
authorNeil Roberts <neil@linux.intel.com>
Mon, 28 Nov 2011 14:19:28 +0000 (14:19 +0000)
committerNeil Roberts <neil@linux.intel.com>
Mon, 28 Nov 2011 18:30:18 +0000 (18:30 +0000)
The builtin effects ClutterColorizeEffect, ClutterDesaturateEffect and
ClutterShaderEffect all have properties which only affect the
rendering of the final texture not the contents of it. When these
properties are updated we should queue a repaint of the effect not
the actor so that we don't waste time repainting the contents of the
offscreen buffer.

https://bugzilla.gnome.org/show_bug.cgi?id=665052

Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
clutter/clutter-colorize-effect.c
clutter/clutter-desaturate-effect.c
clutter/clutter-shader-effect.c

index f59a077..f1c8d32 100644 (file)
@@ -54,9 +54,6 @@ struct _ClutterColorizeEffect
 {
   ClutterOffscreenEffect parent_instance;
 
-  /* a back pointer to our actor, so that we can query it */
-  ClutterActor *actor;
-
   /* the tint of the colorization */
   ClutterColor tint;
 
@@ -119,10 +116,6 @@ clutter_colorize_effect_pre_paint (ClutterEffect *effect)
   if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
     return FALSE;
 
-  self->actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
-  if (self->actor == NULL)
-    return FALSE;
-
   if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
     {
       /* if we don't have support for GLSL shaders then we
@@ -356,8 +349,7 @@ clutter_colorize_effect_set_tint (ClutterColorizeEffect *effect,
 
   effect->tint = *tint;
 
-  if (effect->actor != NULL)
-    clutter_actor_queue_redraw (effect->actor);
+  clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
 
   g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_TINT]);
 }
index 8f00630..7387ff5 100644 (file)
@@ -58,9 +58,6 @@ struct _ClutterDesaturateEffect
 {
   ClutterOffscreenEffect parent_instance;
 
-  /* a back pointer to our actor, so that we can query it */
-  ClutterActor *actor;
-
   /* the desaturation factor, also known as "strength" */
   gdouble factor;
 
@@ -127,10 +124,6 @@ clutter_desaturate_effect_pre_paint (ClutterEffect *effect)
   if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
     return FALSE;
 
-  self->actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (effect));
-  if (self->actor == NULL)
-    return FALSE;
-
   if (!clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
     {
       /* if we don't have support for GLSL shaders then we
@@ -364,8 +357,7 @@ clutter_desaturate_effect_set_factor (ClutterDesaturateEffect *effect,
     {
       effect->factor = factor;
 
-      if (effect->actor != NULL)
-        clutter_actor_queue_redraw (effect->actor);
+      clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
 
       g_object_notify_by_pspec (G_OBJECT (effect), obj_props[PROP_FACTOR]);
     }
index 8c9e4b9..e53ee13 100644 (file)
@@ -634,7 +634,7 @@ clutter_shader_effect_add_uniform (ClutterShaderEffect *effect,
     shader_uniform_update (uniform, value);
 
   if (priv->actor != NULL && !CLUTTER_ACTOR_IN_PAINT (priv->actor))
-    clutter_actor_queue_redraw (priv->actor);
+    clutter_effect_queue_repaint (CLUTTER_EFFECT (effect));
 }
 
 /**