clutter/frame-clock: Merge states DISPATCHING and PENDING_PRESENTED
Chronologically they already overlap in time as presentation may complete in the middle of the dispatch function, otherwise they are contiguous in time. And most switch statements treated the two states the same already so they're easy to merge into a single `DISPATCHED` state. Having fewer states now will make life easier when we add more states later. Signed-off-by: Mingi Sung <sungmg@saltyming.net>
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1 changed files with 11 additions and 20 deletions
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@ -70,8 +70,7 @@ typedef enum _ClutterFrameClockState
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CLUTTER_FRAME_CLOCK_STATE_IDLE,
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CLUTTER_FRAME_CLOCK_STATE_SCHEDULED,
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CLUTTER_FRAME_CLOCK_STATE_SCHEDULED_NOW,
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CLUTTER_FRAME_CLOCK_STATE_DISPATCHING,
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CLUTTER_FRAME_CLOCK_STATE_PENDING_PRESENTED,
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CLUTTER_FRAME_CLOCK_STATE_DISPATCHED,
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} ClutterFrameClockState;
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struct _ClutterFrameClock
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@ -421,8 +420,7 @@ clutter_frame_clock_notify_presented (ClutterFrameClock *frame_clock,
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case CLUTTER_FRAME_CLOCK_STATE_SCHEDULED_NOW:
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g_warn_if_reached ();
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break;
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case CLUTTER_FRAME_CLOCK_STATE_DISPATCHING:
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case CLUTTER_FRAME_CLOCK_STATE_PENDING_PRESENTED:
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case CLUTTER_FRAME_CLOCK_STATE_DISPATCHED:
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frame_clock->state = CLUTTER_FRAME_CLOCK_STATE_IDLE;
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maybe_reschedule_update (frame_clock);
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break;
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@ -443,8 +441,7 @@ clutter_frame_clock_notify_ready (ClutterFrameClock *frame_clock)
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case CLUTTER_FRAME_CLOCK_STATE_SCHEDULED_NOW:
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g_warn_if_reached ();
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break;
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case CLUTTER_FRAME_CLOCK_STATE_DISPATCHING:
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case CLUTTER_FRAME_CLOCK_STATE_PENDING_PRESENTED:
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case CLUTTER_FRAME_CLOCK_STATE_DISPATCHED:
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frame_clock->state = CLUTTER_FRAME_CLOCK_STATE_IDLE;
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maybe_reschedule_update (frame_clock);
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break;
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@ -742,8 +739,7 @@ clutter_frame_clock_inhibit (ClutterFrameClock *frame_clock)
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frame_clock->pending_reschedule_now = TRUE;
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frame_clock->state = CLUTTER_FRAME_CLOCK_STATE_IDLE;
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break;
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case CLUTTER_FRAME_CLOCK_STATE_DISPATCHING:
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case CLUTTER_FRAME_CLOCK_STATE_PENDING_PRESENTED:
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case CLUTTER_FRAME_CLOCK_STATE_DISPATCHED:
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break;
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}
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@ -782,8 +778,7 @@ clutter_frame_clock_schedule_update_now (ClutterFrameClock *frame_clock)
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break;
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case CLUTTER_FRAME_CLOCK_STATE_SCHEDULED_NOW:
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return;
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case CLUTTER_FRAME_CLOCK_STATE_DISPATCHING:
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case CLUTTER_FRAME_CLOCK_STATE_PENDING_PRESENTED:
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case CLUTTER_FRAME_CLOCK_STATE_DISPATCHED:
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frame_clock->pending_reschedule = TRUE;
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frame_clock->pending_reschedule_now = TRUE;
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return;
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@ -838,8 +833,7 @@ clutter_frame_clock_schedule_update (ClutterFrameClock *frame_clock)
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case CLUTTER_FRAME_CLOCK_STATE_SCHEDULED:
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case CLUTTER_FRAME_CLOCK_STATE_SCHEDULED_NOW:
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return;
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case CLUTTER_FRAME_CLOCK_STATE_DISPATCHING:
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case CLUTTER_FRAME_CLOCK_STATE_PENDING_PRESENTED:
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case CLUTTER_FRAME_CLOCK_STATE_DISPATCHED:
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frame_clock->pending_reschedule = TRUE;
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return;
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}
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@ -894,8 +888,7 @@ clutter_frame_clock_set_mode (ClutterFrameClock *frame_clock,
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frame_clock->pending_reschedule_now = TRUE;
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frame_clock->state = CLUTTER_FRAME_CLOCK_STATE_IDLE;
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break;
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case CLUTTER_FRAME_CLOCK_STATE_DISPATCHING:
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case CLUTTER_FRAME_CLOCK_STATE_PENDING_PRESENTED:
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case CLUTTER_FRAME_CLOCK_STATE_DISPATCHED:
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break;
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}
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@ -955,7 +948,7 @@ clutter_frame_clock_dispatch (ClutterFrameClock *frame_clock,
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frame_clock->last_dispatch_time_us = time_us;
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g_source_set_ready_time (frame_clock->source, -1);
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frame_clock->state = CLUTTER_FRAME_CLOCK_STATE_DISPATCHING;
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frame_clock->state = CLUTTER_FRAME_CLOCK_STATE_DISPATCHED;
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frame_count = frame_clock->frame_count++;
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@ -989,20 +982,20 @@ clutter_frame_clock_dispatch (ClutterFrameClock *frame_clock,
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switch (frame_clock->state)
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{
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case CLUTTER_FRAME_CLOCK_STATE_INIT:
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case CLUTTER_FRAME_CLOCK_STATE_PENDING_PRESENTED:
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g_warn_if_reached ();
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break;
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case CLUTTER_FRAME_CLOCK_STATE_IDLE:
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/* Presentation completed synchronously in the above listener */
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case CLUTTER_FRAME_CLOCK_STATE_SCHEDULED:
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case CLUTTER_FRAME_CLOCK_STATE_SCHEDULED_NOW:
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break;
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case CLUTTER_FRAME_CLOCK_STATE_DISPATCHING:
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case CLUTTER_FRAME_CLOCK_STATE_DISPATCHED:
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switch (result)
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{
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case CLUTTER_FRAME_RESULT_PENDING_PRESENTED:
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frame_clock->state = CLUTTER_FRAME_CLOCK_STATE_PENDING_PRESENTED;
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break;
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case CLUTTER_FRAME_RESULT_IDLE:
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/* The frame was aborted; nothing to paint/present */
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frame_clock->state = CLUTTER_FRAME_CLOCK_STATE_IDLE;
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maybe_reschedule_update (frame_clock);
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break;
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@ -1219,8 +1212,6 @@ clutter_frame_clock_dispose (GObject *object)
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{
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ClutterFrameClock *frame_clock = CLUTTER_FRAME_CLOCK (object);
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g_warn_if_fail (frame_clock->state != CLUTTER_FRAME_CLOCK_STATE_DISPATCHING);
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if (frame_clock->source)
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{
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g_signal_emit (frame_clock, signals[DESTROY], 0);
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