/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */ #include "config.h" #include #include "compositor/clutter-utils.h" #include "compositor/compositor-private.h" #include "compositor/meta-cullable.h" #include "compositor/meta-window-actor-private.h" #include "compositor/meta-window-group-private.h" #include "compositor/region-utils.h" #include "core/display-private.h" #include "core/window-private.h" struct _MetaWindowGroupClass { ClutterActorClass parent_class; }; struct _MetaWindowGroup { ClutterActor parent; MetaDisplay *display; }; static void cullable_iface_init (MetaCullableInterface *iface); G_DEFINE_TYPE_WITH_CODE (MetaWindowGroup, meta_window_group, CLUTTER_TYPE_ACTOR, G_IMPLEMENT_INTERFACE (META_TYPE_CULLABLE, cullable_iface_init)); static void meta_window_group_cull_unobscured (MetaCullable *cullable, MtkRegion *unobscured_region) { meta_cullable_cull_unobscured_children (cullable, unobscured_region); } static void meta_window_group_cull_redraw_clip (MetaCullable *cullable, MtkRegion *clip_region) { meta_cullable_cull_redraw_clip_children (cullable, clip_region); } static void cullable_iface_init (MetaCullableInterface *iface) { iface->cull_unobscured = meta_window_group_cull_unobscured; iface->cull_redraw_clip = meta_window_group_cull_redraw_clip; } static void meta_window_group_paint (ClutterActor *actor, ClutterPaintContext *paint_context) { MetaWindowGroup *window_group = META_WINDOW_GROUP (actor); ClutterActorClass *parent_actor_class = CLUTTER_ACTOR_CLASS (meta_window_group_parent_class); ClutterActor *stage = clutter_actor_get_stage (actor); const MtkRegion *redraw_clip; g_autoptr (MtkRegion) clip_region = NULL; graphene_matrix_t stage_to_actor; redraw_clip = clutter_paint_context_get_redraw_clip (paint_context); if (!redraw_clip) goto fail; /* Normally we expect an actor to be drawn at it's position on the screen. * However, if we're inside the paint of a ClutterClone, that won't be the * case and we need to compensate. */ if (clutter_actor_is_in_clone_paint (actor)) { CoglFramebuffer *fb; ClutterStageView *view; graphene_matrix_t eye_to_actor, actor_to_eye, stage_to_eye; fb = clutter_paint_context_get_framebuffer (paint_context); view = clutter_paint_context_get_stage_view (paint_context); if (!view || fb != clutter_stage_view_get_framebuffer (view)) { goto fail; } cogl_framebuffer_get_modelview_matrix (fb, &actor_to_eye); /* We need to obtain the transformation matrix from eye coordinates * to cloned actor coordinates to be able to deduce the transformation * matrix from stage to cloned actor coordinates, which is needed to * calculate the redraw clip for the current actor. * If we cannot do this because the cloned actor modelview matrix is * non-invertible, give up on culling. */ if (!graphene_matrix_inverse (&actor_to_eye, &eye_to_actor)) goto fail; clutter_actor_get_transform (stage, &stage_to_eye); graphene_matrix_multiply (&stage_to_eye, &eye_to_actor, &stage_to_actor); } else { graphene_matrix_t actor_to_stage; clutter_actor_get_relative_transformation_matrix (actor, stage, &actor_to_stage); if (!graphene_matrix_inverse (&actor_to_stage, &stage_to_actor)) goto fail; } if (!graphene_matrix_is_2d (&stage_to_actor)) goto fail; /* Get the clipped redraw bounds so that we can avoid painting shadows on * windows that don't need to be painted in this frame. In the case of a * multihead setup with mismatched monitor sizes, we could intersect this * with an accurate union of the monitors to avoid painting shadows that are * visible only in the holes. */ clip_region = meta_region_apply_matrix_transform_expand (redraw_clip, &stage_to_actor); meta_cullable_cull_redraw_clip (META_CULLABLE (window_group), clip_region); parent_actor_class->paint (actor, paint_context); meta_cullable_cull_redraw_clip (META_CULLABLE (window_group), NULL); return; fail: parent_actor_class->paint (actor, paint_context); } /* Adapted from clutter_actor_update_default_paint_volume() */ static gboolean meta_window_group_get_paint_volume (ClutterActor *self, ClutterPaintVolume *volume) { ClutterActorIter iter; ClutterActor *child; clutter_actor_iter_init (&iter, self); while (clutter_actor_iter_next (&iter, &child)) { const ClutterPaintVolume *child_volume; if (!clutter_actor_is_mapped (child)) continue; child_volume = clutter_actor_get_transformed_paint_volume (child, self); if (child_volume == NULL) return FALSE; clutter_paint_volume_union (volume, child_volume); } return TRUE; } /* This is a workaround for Clutter's awful allocation tracking. * Without this, any time the window group changed size, which is * any time windows are dragged around, we'll do a full repaint * of the window group, which includes the background actor, meaning * a full-stage repaint. * * Since actors are allowed to paint outside their allocation, and * since child actors are allowed to be outside their parents, this * doesn't affect anything, but it means that we'll get much more * sane and consistent clipped repaints from Clutter. */ static void meta_window_group_get_preferred_width (ClutterActor *actor, gfloat for_height, gfloat *min_width, gfloat *nat_width) { *min_width = 0; *nat_width = 0; } static void meta_window_group_get_preferred_height (ClutterActor *actor, gfloat for_width, gfloat *min_height, gfloat *nat_height) { *min_height = 0; *nat_height = 0; } static void meta_window_group_class_init (MetaWindowGroupClass *klass) { ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass); actor_class->paint = meta_window_group_paint; actor_class->get_paint_volume = meta_window_group_get_paint_volume; actor_class->get_preferred_width = meta_window_group_get_preferred_width; actor_class->get_preferred_height = meta_window_group_get_preferred_height; } static void meta_window_group_init (MetaWindowGroup *window_group) { } ClutterActor * meta_window_group_new (MetaDisplay *display) { MetaWindowGroup *window_group; window_group = g_object_new (META_TYPE_WINDOW_GROUP, NULL); window_group->display = display; return CLUTTER_ACTOR (window_group); }