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mutter-performance-source/clutter/clutter-master-clock.c
Emmanuele Bassi 86bc31bd55 [clock] Rework the master clock
The master clock is currently advanced using a frame source driven
by the default frame rate. This breaks the sync to vblank because
the vblanking rate could be different than 60 Hz -- or it might be
completely disabled (e.g. with CLUTTER_VBLANK=none).

We should be using the main loop to check if we have timelines
playing, and if so queue a redraw on the stages we own.

We should also prepare the subsequent frame at the end of the redraw
process, so if there are new redraw we will have the scene already
in place.

This makes Clutter redraw at the maximum frame rate, which is
limited by the vblanking frequency.
2009-05-07 19:25:24 +01:00

427 lines
13 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By: Emmanuele Bassi <ebassi@linux.intel.com>
*
* Copyright (C) 2009 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* SECTION:clutter-master-clock
* @short_description: The master clock for all animations
*
* The #ClutterMasterClock class is responsible for advancing all
* #ClutterTimelines when a stage is being redrawn. The master clock
* makes sure that the scenegraph is always integrally updated before
* painting it.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-master-clock.h"
#include "clutter-debug.h"
#include "clutter-private.h"
#define CLUTTER_MASTER_CLOCK_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_MASTER_CLOCK, ClutterMasterClockClass))
#define CLUTTER_IS_MASTER_CLOCK_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_MASTER_CLOCK))
#define CLUTTER_MASTER_CLASS_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_MASTER_CLOCK, ClutterMasterClockClass))
typedef struct _ClutterClockSource ClutterClockSource;
typedef struct _ClutterMasterClockClass ClutterMasterClockClass;
struct _ClutterMasterClock
{
GObject parent_instance;
/* the list of timelines handled by the clock */
GSList *timelines;
/* the previous state of the clock, used to compute
* the delta
*/
GTimeVal prev_tick;
gulong msecs_delta;
/* an idle source, used by the Master Clock to queue
* a redraw on the stage and drive the animations
*/
GSource *source;
/* a guard, so that we dispatch the last redraw even
* after the last timeline has been completed
*/
guint last_advance : 1;
};
struct _ClutterMasterClockClass
{
GObjectClass parent_class;
};
struct _ClutterClockSource
{
GSource source;
ClutterMasterClock *master_clock;
};
static void on_timeline_started (ClutterTimeline *timeline,
ClutterMasterClock *master_clock);
static void on_timeline_completed (ClutterTimeline *timeline,
ClutterMasterClock *master_clock);
static void on_timeline_paused (ClutterTimeline *timeline,
ClutterMasterClock *master_clock);
static gboolean clutter_clock_prepare (GSource *source,
gint *timeout);
static gboolean clutter_clock_check (GSource *source);
static gboolean clutter_clock_dispatch (GSource *source,
GSourceFunc callback,
gpointer user_data);
static ClutterMasterClock *default_clock = NULL;
static GSourceFuncs clock_funcs = {
clutter_clock_prepare,
clutter_clock_check,
clutter_clock_dispatch,
NULL
};
G_DEFINE_TYPE (ClutterMasterClock, clutter_master_clock, G_TYPE_OBJECT);
static gboolean
_clutter_master_clock_has_running_timeline (ClutterMasterClock *master_clock)
{
GSList *l;
if (master_clock->last_advance)
return TRUE;
if (master_clock->timelines == NULL)
return FALSE;
for (l = master_clock->timelines; l != NULL; l = l->next)
{
if (clutter_timeline_is_playing (l->data))
return TRUE;
}
return FALSE;
}
static GSource *
clutter_clock_source_new (ClutterMasterClock *master_clock)
{
GSource *source = g_source_new (&clock_funcs, sizeof (ClutterClockSource));
ClutterClockSource *clock_source = (ClutterClockSource *) source;
clock_source->master_clock = master_clock;
return source;
}
static gboolean
clutter_clock_prepare (GSource *source,
gint *timeout)
{
ClutterClockSource *clock_source = (ClutterClockSource *) source;
ClutterMasterClock *master_clock = clock_source->master_clock;
gboolean retval;
*timeout = -1;
retval = _clutter_master_clock_has_running_timeline (master_clock);
return retval;
}
static gboolean
clutter_clock_check (GSource *source)
{
ClutterClockSource *clock_source = (ClutterClockSource *) source;
ClutterMasterClock *master_clock = clock_source->master_clock;
gboolean retval;
retval = _clutter_master_clock_has_running_timeline (master_clock);
return retval;
}
static gboolean
clutter_clock_dispatch (GSource *source,
GSourceFunc callback,
gpointer user_data)
{
ClutterClockSource *clock_source = (ClutterClockSource *) source;
ClutterMasterClock *master_clock = clock_source->master_clock;
ClutterStageManager *stage_manager = clutter_stage_manager_get_default ();
GSList *stages, *l;
CLUTTER_NOTE (SCHEDULER, "Master clock [tick]");
stages = clutter_stage_manager_list_stages (stage_manager);
for (l = stages; l != NULL; l = l->next)
clutter_actor_queue_redraw (l->data);
g_slist_free (stages);
if (master_clock->last_advance)
{
master_clock->last_advance = FALSE;
master_clock->prev_tick.tv_sec = 0;
}
return TRUE;
}
static void
timeline_weak_ref (gpointer data,
GObject *object_pointer)
{
ClutterMasterClock *master_clock = data;
master_clock->timelines =
g_slist_remove (master_clock->timelines, object_pointer);
if (master_clock->timelines == NULL)
master_clock->prev_tick.tv_sec = 0;
}
static void
clutter_master_clock_finalize (GObject *gobject)
{
ClutterMasterClock *master_clock = CLUTTER_MASTER_CLOCK (gobject);
GSList *l;
for (l = master_clock->timelines; l != NULL; l = l->next)
{
ClutterTimeline *timeline = l->data;
g_object_weak_unref (G_OBJECT (timeline),
timeline_weak_ref,
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_started),
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_completed),
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_paused),
master_clock);
}
g_slist_free (master_clock->timelines);
G_OBJECT_CLASS (clutter_master_clock_parent_class)->finalize (gobject);
}
static void
clutter_master_clock_class_init (ClutterMasterClockClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
gobject_class->finalize = clutter_master_clock_finalize;
}
static void
clutter_master_clock_init (ClutterMasterClock *self)
{
GSource *source;
source = clutter_clock_source_new (self);
self->source = source;
g_source_set_priority (source, CLUTTER_PRIORITY_REDRAW);
g_source_set_can_recurse (source, FALSE);
g_source_attach (source, NULL);
}
/*
* _clutter_master_clock_get_default:
*
* Retrieves the default master clock. If this function has never
* been called before, the default master clock is created.
*
* Return value: the default master clock. The returned object is
* owned by Clutter and should not be modified or freed
*/
ClutterMasterClock *
_clutter_master_clock_get_default (void)
{
if (G_LIKELY (default_clock != NULL))
return default_clock;
default_clock = g_object_new (CLUTTER_TYPE_MASTER_CLOCK, NULL);
return default_clock;
}
static void
on_timeline_started (ClutterTimeline *timeline,
ClutterMasterClock *master_clock)
{
if (!_clutter_master_clock_has_running_timeline (master_clock))
master_clock->prev_tick.tv_sec = 0;
}
static void
on_timeline_completed (ClutterTimeline *timeline,
ClutterMasterClock *master_clock)
{
/* if this is the last timeline we need to turn :last-advance
* on in order to queue the redraw of the scene for the last
* frame; otherwise the ClockSource will fail the prepare and
* check phases and the last frame will not be painted
*/
if (!_clutter_master_clock_has_running_timeline (master_clock))
master_clock->last_advance = TRUE;
}
static void
on_timeline_paused (ClutterTimeline *timeline,
ClutterMasterClock *master_clock)
{
/* see the comment in on_timeline_completed */
if (!_clutter_master_clock_has_running_timeline (master_clock))
master_clock->last_advance = TRUE;
}
/*
* _clutter_master_clock_add_timeline:
* @master_clock: a #ClutterMasterClock
* @timeline: a #ClutterTimeline
*
* Adds @timeline to the list of timelines held by the master
* clock. This function should be called during the instance
* creation phase of the timeline.
*/
void
_clutter_master_clock_add_timeline (ClutterMasterClock *master_clock,
ClutterTimeline *timeline)
{
gboolean is_first = FALSE;
if (g_slist_find (master_clock->timelines, timeline))
return;
is_first = (master_clock->timelines == NULL) ? TRUE : FALSE;
master_clock->timelines = g_slist_prepend (master_clock->timelines,
timeline);
g_object_weak_ref (G_OBJECT (timeline),
timeline_weak_ref,
master_clock);
g_signal_connect (timeline, "started",
G_CALLBACK (on_timeline_started),
master_clock);
g_signal_connect (timeline, "completed",
G_CALLBACK (on_timeline_completed),
master_clock);
g_signal_connect (timeline, "paused",
G_CALLBACK (on_timeline_paused),
master_clock);
}
/*
* _clutter_master_clock_remove_timeline:
* @master_clock: a #ClutterMasterClock
* @timeline: a #ClutterTimeline
*
* Removes @timeline from the list of timelines held by the
* master clock. This function should be called during the
* #ClutterTimeline finalization.
*/
void
_clutter_master_clock_remove_timeline (ClutterMasterClock *master_clock,
ClutterTimeline *timeline)
{
if (!g_slist_find (master_clock->timelines, timeline))
return;
master_clock->timelines = g_slist_remove (master_clock->timelines,
timeline);
g_object_weak_unref (G_OBJECT (timeline),
timeline_weak_ref,
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_started),
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_completed),
master_clock);
g_signal_handlers_disconnect_by_func (timeline,
G_CALLBACK (on_timeline_paused),
master_clock);
if (master_clock->timelines == NULL)
master_clock->prev_tick.tv_sec = 0;
}
/*
* _clutter_master_clock_advance:
* @master_clock: a #ClutterMasterClock
*
* Advances all the timelines held by the master clock. This function
* should be called before calling clutter_redraw() to make sure that
* all the timelines are advanced and the scene is updated.
*/
void
_clutter_master_clock_advance (ClutterMasterClock *master_clock)
{
GTimeVal cur_tick = { 0, };
gulong msecs;
GSList *l;
g_return_if_fail (CLUTTER_IS_MASTER_CLOCK (master_clock));
if (master_clock->timelines == NULL)
return;
g_get_current_time (&cur_tick);
if (master_clock->prev_tick.tv_sec == 0)
master_clock->prev_tick = cur_tick;
msecs = (cur_tick.tv_sec - master_clock->prev_tick.tv_sec) * 1000
+ (cur_tick.tv_usec - master_clock->prev_tick.tv_usec) / 1000;
CLUTTER_NOTE (SCHEDULER, "Advancing %d timelines by %lu milliseconds",
g_slist_length (master_clock->timelines),
msecs);
for (l = master_clock->timelines; l != NULL; l = l->next)
{
ClutterTimeline *timeline = l->data;
if (clutter_timeline_is_playing (timeline))
clutter_timeline_advance_delta (timeline, msecs);
}
master_clock->msecs_delta = msecs;
master_clock->prev_tick = cur_tick;
}