wlr_scene: Don't recompute node location during rendering

We already compute it during the render list creation, we should cache
it and re-use the value.
This commit is contained in:
Alexander Orzechowski 2023-06-29 01:43:15 -04:00 committed by Simon Ser
parent 48f2a7a3a1
commit 57a0313779

View file

@ -1089,11 +1089,14 @@ struct wlr_scene_node *wlr_scene_node_at(struct wlr_scene_node *node,
return NULL;
}
static void scene_node_render(struct wlr_scene_node *node, const struct render_data *data) {
struct render_list_entry {
struct wlr_scene_node *node;
bool sent_dmabuf_feedback;
int x, y;
wlr_scene_node_coords(node, &x, &y);
x -= data->logical.x;
y -= data->logical.y;
};
static void scene_entry_render(struct render_list_entry *entry, const struct render_data *data) {
struct wlr_scene_node *node = entry->node;
pixman_region32_t render_region;
pixman_region32_init(&render_region);
@ -1107,15 +1110,15 @@ static void scene_node_render(struct wlr_scene_node *node, const struct render_d
}
struct wlr_box dst_box = {
.x = x,
.y = y,
.x = entry->x - data->logical.x,
.y = entry->y - data->logical.y,
};
scene_node_get_size(node, &dst_box.width, &dst_box.height);
scale_box(&dst_box, data->scale);
pixman_region32_t opaque;
pixman_region32_init(&opaque);
scene_node_opaque_region(node, x, y, &opaque);
scene_node_opaque_region(node, dst_box.x, dst_box.y, &opaque);
scale_output_damage(&opaque, data->scale);
pixman_region32_subtract(&opaque, &render_region, &opaque);
@ -1394,11 +1397,6 @@ struct render_list_constructor_data {
bool calculate_visibility;
};
struct render_list_entry {
struct wlr_scene_node *node;
bool sent_dmabuf_feedback;
};
static bool construct_render_list_iterator(struct wlr_scene_node *node,
int lx, int ly, void *_data) {
struct render_list_constructor_data *data = _data;
@ -1438,6 +1436,8 @@ static bool construct_render_list_iterator(struct wlr_scene_node *node,
*entry = (struct render_list_entry){
.node = node,
.x = lx,
.y = ly,
};
return false;
@ -1801,7 +1801,7 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
for (int i = list_len - 1; i >= 0; i--) {
struct render_list_entry *entry = &list_data[i];
scene_node_render(entry->node, &render_data);
scene_entry_render(entry, &render_data);
if (entry->node->type == WLR_SCENE_NODE_BUFFER) {
struct wlr_scene_buffer *buffer = wlr_scene_buffer_from_node(entry->node);