From c2ea35b5cab98a5c2eca305b5199c7d3b44be70c Mon Sep 17 00:00:00 2001 From: Robert Bragg Date: Wed, 8 Sep 2010 18:14:04 +0100 Subject: [PATCH] actor: when culling/clipped redraws disable ignore paint box To make comparing the performance with culling/clipped redraws enabled/disabled fairer we now avoid querying the paint box when they are disabled, so that results should reflect how the cost of transforming paint volumes into screen space etc gets offset against the benefit of culling. --- clutter/clutter-actor.c | 76 ++++++++++++++++++++++++++++--------------------- 1 file changed, 44 insertions(+), 32 deletions(-) diff --git a/clutter/clutter-actor.c b/clutter/clutter-actor.c index bf58f95..64f40cc 100644 --- a/clutter/clutter-actor.c +++ b/clutter/clutter-actor.c @@ -2488,6 +2488,9 @@ cull_actor (ClutterActor *self) ClutterActorBox *box; ClutterGeometry paint_geom; + if (G_UNLIKELY (priv->last_paint_box_valid == FALSE)) + return FALSE; + if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CULLING)) return FALSE; @@ -2610,6 +2613,7 @@ clutter_actor_paint (ClutterActor *self) if (context->pick_mode == CLUTTER_PICK_NONE) { gboolean effect_painted = FALSE; + gboolean need_paint_box; CLUTTER_COUNTER_INC (_clutter_uprof_context, actor_paint_counter); @@ -2644,39 +2648,47 @@ clutter_actor_paint (ClutterActor *self) priv->last_paint_box_valid = FALSE; } - if (G_LIKELY (!priv->paint_volume_disabled)) - { - /* We save the current paint box so that the next time the - * actor queues a redraw we can constrain the redraw to just - * cover the union of the new bounding box and the old. - * - * XXX: We are starting to do a lot of vertex transforms on - * the CPU in a typical paint, so at some point we should - * audit these and consider caching some things. - * - * XXX: We should consider doing all our culling in the - * stage's model space using PaintVolumes so we don't have - * to project actor paint volumes all the way into window - * coordinates! - * XXX: To do this we also need a way to store an - * "absolute paint volume" in some way. Currently the - * paint volumes are defined relative to a referenced - * actor's coordinates, but we'd need to be able to cache - * the last paint volume used with the actor's *current* - * modelview and either with a specific projection matrix - * or we'd need to be able to invalidate paint-volumes on - * projection changes. - */ - if (clutter_actor_get_paint_box (self, &priv->last_paint_box)) - { - priv->last_paint_box_valid = TRUE; + if (G_UNLIKELY (priv->paint_volume_disabled || + (clutter_paint_debug_flags & + CLUTTER_DEBUG_DISABLE_CULLING && + clutter_paint_debug_flags & + CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS))) + need_paint_box = FALSE; + else + need_paint_box = TRUE; - if (cull_actor (self)) - goto done; - } - else - priv->last_paint_box_valid = FALSE; - } + /* We save the current paint box so that the next time the + * actor queues a redraw we can constrain the redraw to just + * cover the union of the new bounding box and the old. + * + * We also fetch the current paint box to perform culling so we + * can avoid painting actors outside the current clip region. + * + * XXX: We are starting to do a lot of vertex transforms on + * the CPU in a typical paint, so at some point we should + * audit these and consider caching some things. + * + * XXX: We should consider doing all our culling in the + * stage's model space using PaintVolumes so we don't have + * to project actor paint volumes all the way into window + * coordinates! + * XXX: To do this we also need a way to store an + * "absolute paint volume" in some way. Currently the + * paint volumes are defined relative to a referenced + * actor's coordinates, but we'd need to be able to cache + * the last paint volume used with the actor's *current* + * modelview and either with a specific projection matrix + * or we'd need to be able to invalidate paint-volumes on + * projection changes. + */ + if (G_LIKELY (need_paint_box) && + clutter_actor_get_paint_box (self, &priv->last_paint_box)) + priv->last_paint_box_valid = TRUE; + else + priv->last_paint_box_valid = FALSE; + + if (cull_actor (self)) + goto done; if (priv->effects != NULL) effect_painted = _clutter_actor_effects_pre_paint (self); -- 2.7.4