kwin: Avoid painting damaged areas which are occluded by another opaque window.

So far we have not used the information that damage events are window-specific, resulting in the
behavior that we repainted the damaged area although it might be hidden behind another window.
E.g. the CPU-Monitor plasmoid is almost all day occluded by a browser etc. and before this patch
we have been repainting the appropiate area every time the plasmoid has been updated.

Thx to Thomas Lübking for optimizing the patch.

REVIEW: 101846
icc-effect-5.14.5
Philipp Knechtges 2011-07-06 10:01:23 +02:00
parent b4de899b2c
commit 85c5181a81
3 changed files with 100 additions and 42 deletions

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@ -404,16 +404,6 @@ void Workspace::performCompositing()
if (c->readyForPainting()) if (c->readyForPainting())
windows.append(c); windows.append(c);
#endif #endif
foreach (Toplevel * c, windows) {
// This could be possibly optimized WRT obscuring, but that'd need being already
// past prePaint() phase - probably not worth it.
repaints_region |= c->repaints().translated(c->pos());
repaints_region |= c->decorationPendingRegion();
c->resetRepaints(c->decorationRect());
if (c->hasShadow()) {
c->resetRepaints(c->shadow()->shadowRegion().boundingRect());
}
}
QRegion repaints = repaints_region; QRegion repaints = repaints_region;
// clear all repaints, so that post-pass can add repaints for the next repaint // clear all repaints, so that post-pass can add repaints for the next repaint
repaints_region = QRegion(); repaints_region = QRegion();

131
scene.cpp
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@ -114,12 +114,26 @@ void Scene::paintScreen(int* mask, QRegion* region)
updateTimeDiff(); updateTimeDiff();
// preparation step // preparation step
static_cast<EffectsHandlerImpl*>(effects)->startPaint(); static_cast<EffectsHandlerImpl*>(effects)->startPaint();
ScreenPrePaintData pdata; ScreenPrePaintData pdata;
pdata.mask = *mask; pdata.mask = *mask;
pdata.paint = *region; pdata.paint = *region;
// region only includes all workspace-specific repaints but some effect (e.g. blur)
// rely on the full damaged area
QRegion dirtyArea;
foreach (Window * w, stacking_order) { // bottom to top
Toplevel* topw = w->window();
dirtyArea |= topw->repaints().translated(topw->pos());
dirtyArea |= topw->decorationPendingRegion();
}
pdata.paint |= dirtyArea;
effects->prePaintScreen(pdata, time_diff); effects->prePaintScreen(pdata, time_diff);
*mask = pdata.mask; *mask = pdata.mask;
*region = pdata.paint; // Subtract the dirty region and let finalPaintScreen decide which areas have to be drawn
*region |= pdata.paint - dirtyArea;
if (*mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) { if (*mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) {
// Region painting is not possible with transformations, // Region painting is not possible with transformations,
// because screen damage doesn't match transformed positions. // because screen damage doesn't match transformed positions.
@ -188,6 +202,18 @@ void Scene::paintGenericScreen(int orig_mask, ScreenPaintData)
paintBackground(infiniteRegion()); paintBackground(infiniteRegion());
QList< Phase2Data > phase2; QList< Phase2Data > phase2;
foreach (Window * w, stacking_order) { // bottom to top foreach (Window * w, stacking_order) { // bottom to top
Toplevel* topw = w->window();
painted_region |= topw->repaints().translated(topw->pos());
painted_region |= topw->decorationPendingRegion();
// Reset the repaint_region.
// This has to be done here because many effects schedule a repaint for
// the next frame within Effects::prePaintWindow.
topw->resetRepaints(topw->decorationRect());
if (topw->hasShadow()) {
topw->resetRepaints(topw->shadow()->shadowRegion().boundingRect());
}
WindowPrePaintData data; WindowPrePaintData data;
data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT); data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
w->resetPaintingEnabled(); w->resetPaintingEnabled();
@ -225,16 +251,28 @@ void Scene::paintSimpleScreen(int orig_mask, QRegion region)
| PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS
| PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_OPAQUE)) == 0); | PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_OPAQUE)) == 0);
QHash< Window*, Phase2Data > phase2data; QHash< Window*, Phase2Data > phase2data;
// Draw each opaque window top to bottom, subtracting the bounding rect of
// each window from the clip region after it's been drawn. QRegion dirtyArea = region;
for (int i = stacking_order.count() - 1; // top to bottom for (int i = 0; // do prePaintWindow bottom to top
i >= 0; i < stacking_order.count();
--i) { ++i) {
Window* w = stacking_order[ i ]; Window* w = stacking_order[ i ];
Toplevel* topw = w->window();
WindowPrePaintData data; WindowPrePaintData data;
data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT); data.mask = orig_mask | (w->isOpaque() ? PAINT_WINDOW_OPAQUE : PAINT_WINDOW_TRANSLUCENT);
w->resetPaintingEnabled(); w->resetPaintingEnabled();
data.paint = region; data.paint = region;
data.paint |= topw->repaints().translated(topw->pos());
data.paint |= topw->decorationPendingRegion();
dirtyArea |= data.paint;
// Reset the repaint_region.
// This has to be done here because many effects schedule a repaint for
// the next frame within Effects::prePaintWindow.
topw->resetRepaints(topw->decorationRect());
if (topw->hasShadow()) {
topw->resetRepaints(topw->shadow()->shadowRegion().boundingRect());
}
// Clip out the decoration for opaque windows; the decoration is drawn in the second pass // Clip out the decoration for opaque windows; the decoration is drawn in the second pass
data.clip = w->isOpaque() ? w->clientShape().translated(w->x(), w->y()) : QRegion(); data.clip = w->isOpaque() ? w->clientShape().translated(w->x(), w->y()) : QRegion();
data.quads = w->buildQuads(); data.quads = w->buildQuads();
@ -251,8 +289,6 @@ void Scene::paintSimpleScreen(int orig_mask, QRegion region)
w->suspendUnredirect(true); w->suspendUnredirect(true);
continue; continue;
} }
if (data.paint != region) // prepaint added area to draw
painted_region |= data.paint; // make sure it makes it to the screen
// Schedule the window for painting // Schedule the window for painting
phase2data[w] = Phase2Data(w, data.paint, data.clip, data.mask, data.quads); phase2data[w] = Phase2Data(w, data.paint, data.clip, data.mask, data.quads);
// no transformations, but translucency requires window pixmap // no transformations, but translucency requires window pixmap
@ -262,39 +298,70 @@ void Scene::paintSimpleScreen(int orig_mask, QRegion region)
// First opaque windows, top to bottom // First opaque windows, top to bottom
// This also calculates correct paint regions for windows, also taking // This also calculates correct paint regions for windows, also taking
// care of clipping // care of clipping
QRegion allclips; QRegion allclips, upperTranslucentDamage;
for (int i = stacking_order.count() - 1; i >= 0; --i) { for (int i = stacking_order.count() - 1; i >= 0; --i) {
Window* w = stacking_order[ i ]; QHash< Window*, Phase2Data >::iterator data = phase2data.find(stacking_order[ i ]);
if (!phase2data.contains(w)) if (data == phase2data.end())
continue; continue;
Phase2Data d = phase2data[w];
// Calculate correct paint region and take the clip region into account Toplevel *tlw = data.key()->window();
d.region = painted_region - allclips; // In case there is a window with a higher stackposition which has translucent regions
allclips |= d.clip; // (e.g. decorations) that still have to be drawn, we also have to repaint the current window
if (d.mask & PAINT_WINDOW_TRANSLUCENT) { // in these particular regions
// For translucent windows, the paint region must contain the data->region |= (upperTranslucentDamage & tlw->decorationRect().translated(tlw->pos()));
// entire painted area, except areas clipped by opaque windows
// above the translucent window // subtract the parts which have possibly been drawn already as part of
phase2data[w].region = d.region; // a higher opaque window
} else { data->region -= allclips;
if (!(data->mask & PAINT_WINDOW_TRANSLUCENT)) {
// clip away this region for all windows below this one
allclips |= data->clip;
// Paint the opaque window // Paint the opaque window
paintWindow(d.window, d.mask, d.region, d.quads); data->painted_1stpass = data->clip & data->region;
// Clip out the client area, so we only draw the decoration in the next pass paintWindow(data->window, data->mask, data->painted_1stpass, data->quads);
phase2data[w].region = d.region - d.clip; painted_region |= data->painted_1stpass;
phase2data[w].mask |= PAINT_DECORATION_ONLY;
// Clip out the client area, so we only draw the rest in the next pass
data->region -= data->clip;
// if prePaintWindow didnt change the clipping area we only have to paint
// the decoration
if (data-> clip == data.key()->clientShape().translated(data.key()->x(), data.key()->y())) {
data->mask |= PAINT_DECORATION_ONLY;
}
} }
// extend the translucent damage for windows below this by remaining (translucent) regions
upperTranslucentDamage |= data->region;
} }
// Fill any areas of the root window not covered by windows
if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST)) QRegion painted_2ndpass;
paintBackground(painted_region - allclips); // Fill any areas of the root window not covered by opaque windows
if (!(orig_mask & PAINT_SCREEN_BACKGROUND_FIRST)) {
painted_2ndpass = dirtyArea - allclips;
paintBackground(painted_2ndpass);
}
// Now walk the list bottom to top, drawing translucent windows. // Now walk the list bottom to top, drawing translucent windows.
QRegion lowerOpaqueDamage;
for (int i = 0; i < stacking_order.count(); i++) { for (int i = 0; i < stacking_order.count(); i++) {
Window* w = stacking_order[ i ]; QHash< Window*, Phase2Data >::iterator data = phase2data.find(stacking_order[ i ]);
if (!phase2data.contains(w)) if (data == phase2data.end())
continue; continue;
Phase2Data d = phase2data[w];
paintWindow(d.window, d.mask, d.region, d.quads); Toplevel *tlw = data.key()->window();
// add all regions of the lower windows which have already be drawn in the 1st pass
data->region |= (lowerOpaqueDamage & tlw->decorationRect().translated(tlw->pos()));
// and extend that region by opaque parts of ourself
lowerOpaqueDamage |= data->painted_1stpass;
// add all regions which have been drawn so far in the 2nd pass
painted_2ndpass |= data->region;
data->region = painted_2ndpass;
paintWindow(data->window, data->mask, data->region, data->quads);
} }
painted_region |= painted_2ndpass;
} }
void Scene::paintWindow(Window* w, int mask, QRegion region, WindowQuadList quads) void Scene::paintWindow(Window* w, int mask, QRegion region, WindowQuadList quads)

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@ -136,6 +136,7 @@ protected:
Window* window; Window* window;
QRegion region; QRegion region;
QRegion clip; QRegion clip;
QRegion painted_1stpass;
int mask; int mask;
WindowQuadList quads; WindowQuadList quads;
}; };