]> git.tdb.fi Git - geometrycompositor.git/commitdiff
Defer window pixmap and mask updates until rendering time
authorMikko Rasa <tdb@tdb.fi>
Sun, 13 Dec 2015 16:24:31 +0000 (18:24 +0200)
committerMikko Rasa <tdb@tdb.fi>
Sun, 13 Dec 2015 16:30:42 +0000 (18:30 +0200)
Interactive operations may result in a large number of changes within a
single frame.  Processing each one separately is a waste of time since
only the last results will be visible.  Additionally it's easier to make
sure the GL context is available.

source/main.c

index 6f35c9849655d2bd6414e5fd074430e79cf45bf9..30833db0cf7854cc1749a2c789e71a8a71506020 100644 (file)
@@ -25,9 +25,11 @@ typedef struct CompositedWindow
        Damage damage;
        Pixmap pixmap;
        GLXPixmap glx_pixmap;
+       int recreate_pixmap;
        unsigned texture;
        unsigned mask_texture;
        int use_mask;
+       int recreate_mask;
 } CompositedWindow;
 
 typedef struct CompositedMonitor
@@ -377,6 +379,7 @@ void create_window_pixmap(Compositor *compositor, CompositedScreen *screen, Comp
 
        window->pixmap = XCompositeNameWindowPixmap(compositor->display, window->window);
        window->glx_pixmap = glXCreatePixmap(compositor->display, screen->fbconfig, window->pixmap, attribs);
+       window->recreate_pixmap = 0;
 }
 
 void update_window_mask(Compositor *compositor, CompositedWindow *window)
@@ -446,6 +449,8 @@ void update_window_mask(Compositor *compositor, CompositedWindow *window)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, data);
 
        free(data);
+
+       window->recreate_mask = 0;
 }
 
 CompositedWindow *add_window(Compositor *compositor, CompositedScreen *screen, Window w)
@@ -488,14 +493,11 @@ CompositedWindow *add_window(Compositor *compositor, CompositedScreen *screen, W
        window->glx_pixmap = None;
 
        XCompositeRedirectWindow(compositor->display, window->window, CompositeRedirectManual);
-       if(window->map_state==IsViewable)
-               create_window_pixmap(compositor, screen, window);
+       window->recreate_pixmap = (window->map_state==IsViewable);
 
        window->texture = create_2d_texture();
        window->mask_texture = create_2d_texture();
-
-       if(window->map_state==IsViewable)
-               update_window_mask(compositor, window);
+       window->recreate_mask = (window->map_state==IsViewable);
 
        XShapeSelectInput(compositor->display, window->window, ShapeNotifyMask);
 
@@ -1022,8 +1024,8 @@ void process_map_event(Compositor *compositor, XMapEvent *event)
                return;
 
        window->map_state = IsViewable;
-       create_window_pixmap(compositor, screen, window);
-       update_window_mask(compositor, window);
+       window->recreate_pixmap = 1;
+       window->recreate_mask = 1;
 
        mark_dirty(compositor, screen);
 }
@@ -1088,7 +1090,7 @@ void process_configure_event(Compositor *compositor, XConfigureEvent *event)
                window->width = event->width;
                window->height = event->height;
                window->border = event->border_width;
-               create_window_pixmap(compositor, screen, window);
+               window->recreate_pixmap = 1;
        }
        reorder_window(screen, window, event->above);
 
@@ -1131,7 +1133,7 @@ void process_shape_event(Compositor *compositor, XShapeEvent *event)
        window = find_window_global(compositor, event->window, &screen);
        if(window && window->map_state==IsViewable)
        {
-               update_window_mask(compositor, window);
+               window->recreate_mask = 1;
                mark_dirty(compositor, screen);
        }
 }
@@ -1222,6 +1224,11 @@ void refresh_screen(Compositor *compositor, CompositedScreen *screen)
 
                XDamageSubtract(compositor->display, window->damage, None, None);
 
+               if(window->recreate_pixmap)
+                       create_window_pixmap(compositor, screen, window);
+               if(window->recreate_mask)
+                       update_window_mask(compositor, window);
+
                glBindTexture(GL_TEXTURE_2D, window->texture);
                compositor->glXBindTexImageEXT(compositor->display, window->glx_pixmap, GLX_FRONT_LEFT_EXT, NULL);
                glUniform4f((use_mask ? screen->masked_geometry_loc : screen->geometry_loc),