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https://github.com/hyprwm/wlroots-hyprland.git
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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.
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parent
48f2a7a3a1
commit
57a0313779
1 changed files with 13 additions and 13 deletions
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@ -1089,11 +1089,14 @@ struct wlr_scene_node *wlr_scene_node_at(struct wlr_scene_node *node,
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return NULL;
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}
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static void scene_node_render(struct wlr_scene_node *node, const struct render_data *data) {
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struct render_list_entry {
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struct wlr_scene_node *node;
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bool sent_dmabuf_feedback;
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int x, y;
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wlr_scene_node_coords(node, &x, &y);
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x -= data->logical.x;
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y -= data->logical.y;
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};
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static void scene_entry_render(struct render_list_entry *entry, const struct render_data *data) {
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struct wlr_scene_node *node = entry->node;
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pixman_region32_t render_region;
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pixman_region32_init(&render_region);
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@ -1107,15 +1110,15 @@ static void scene_node_render(struct wlr_scene_node *node, const struct render_d
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}
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struct wlr_box dst_box = {
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.x = x,
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.y = y,
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.x = entry->x - data->logical.x,
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.y = entry->y - data->logical.y,
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};
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scene_node_get_size(node, &dst_box.width, &dst_box.height);
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scale_box(&dst_box, data->scale);
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pixman_region32_t opaque;
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pixman_region32_init(&opaque);
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scene_node_opaque_region(node, x, y, &opaque);
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scene_node_opaque_region(node, dst_box.x, dst_box.y, &opaque);
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scale_output_damage(&opaque, data->scale);
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pixman_region32_subtract(&opaque, &render_region, &opaque);
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@ -1394,11 +1397,6 @@ struct render_list_constructor_data {
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bool calculate_visibility;
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};
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struct render_list_entry {
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struct wlr_scene_node *node;
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bool sent_dmabuf_feedback;
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};
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static bool construct_render_list_iterator(struct wlr_scene_node *node,
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int lx, int ly, void *_data) {
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struct render_list_constructor_data *data = _data;
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@ -1438,6 +1436,8 @@ static bool construct_render_list_iterator(struct wlr_scene_node *node,
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*entry = (struct render_list_entry){
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.node = node,
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.x = lx,
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.y = ly,
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};
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return false;
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@ -1801,7 +1801,7 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
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for (int i = list_len - 1; i >= 0; i--) {
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struct render_list_entry *entry = &list_data[i];
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scene_node_render(entry->node, &render_data);
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scene_entry_render(entry, &render_data);
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if (entry->node->type == WLR_SCENE_NODE_BUFFER) {
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struct wlr_scene_buffer *buffer = wlr_scene_buffer_from_node(entry->node);
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