opt: optimize rendermon

This commit is contained in:
DreamMaoMao 2025-02-17 21:01:02 +08:00
parent 13f4ade7bf
commit aed93721c0

View file

@ -3630,17 +3630,17 @@ void client_handle_opacity(Client *c) {
scene_buffer_apply_opacity, &opacity);
}
void // 0.5
rendermon(struct wl_listener *listener, void *data) {
/* This function is called every time an output is ready to display a frame,
* generally at the output's refresh rate (e.g. 60Hz). */
void rendermon(struct wl_listener *listener, void *data) {
Monitor *m = wl_container_of(listener, m, frame);
Client *c;
struct wlr_output_state pending = {0};
struct wlr_gamma_control_v1 *gamma_control;
struct wlr_gamma_control_v1 *gamma_control = NULL;
struct timespec now;
bool need_more_frames = false;
bool has_commit = false;
bool is_commit_pending = false;
// Draw frames for all clients
wl_list_for_each(c, &clients, link) {
need_more_frames = client_draw_frame(c);
}
@ -3649,50 +3649,50 @@ rendermon(struct wl_listener *listener, void *data) {
wlr_output_schedule_frame(m->wlr_output);
}
/* Render if no XDG clients have an outstanding resize and are visible on
* this monitor. */
// Check if we should skip rendering
wl_list_for_each(c, &clients, link) {
if (c->configure_serial && !c->isfloating && client_is_rendered_on_mon(c, m) &&
!client_is_stopped(c))
goto skip;
if (c->configure_serial && !c->isfloating && client_is_rendered_on_mon(c, m) &&
!client_is_stopped(c)) {
goto skip;
}
}
/*
* HACK: The "correct" way to set the gamma is to commit it together with
* the rest of the state in one go, but to do that we would need to rewrite
* wlr_scene_output_commit() in order to add the gamma to the pending
* state before committing, instead try to commit the gamma in one frame,
* and commit the rest of the state in the next one (or in the same frame if
* the gamma can not be committed).
*/
// Handle Gamma LUT changes
if (m->gamma_lut_changed) {
gamma_control = wlr_gamma_control_manager_v1_get_control(gamma_control_mgr,
m->wlr_output);
gamma_control = wlr_gamma_control_manager_v1_get_control(gamma_control_mgr, m->wlr_output);
m->gamma_lut_changed = 0;
if (!wlr_gamma_control_v1_apply(gamma_control, &pending))
if (!wlr_gamma_control_v1_apply(gamma_control, &pending)) {
goto commit;
}
if (!wlr_output_test_state(m->wlr_output, &pending)) {
wlr_gamma_control_v1_send_failed_and_destroy(gamma_control);
goto commit;
}
wlr_output_commit_state(m->wlr_output, &pending);
wlr_output_schedule_frame(m->wlr_output);
} else {
commit:
is_commit_pending = true;
has_commit = true; // Gamma commit succeeded
}
commit:
if (!has_commit) {
wlr_scene_output_commit(m->scene_output, NULL);
has_commit = true;
}
skip:
if (!has_commit && !is_commit_pending) {
wlr_scene_output_commit(m->scene_output, NULL);
}
struct wlr_scene_output *scene_output =
wlr_scene_get_scene_output(scene, m->wlr_output);
wlr_scene_output_commit(scene_output, NULL);
// Send frame done notification
clock_gettime(CLOCK_MONOTONIC, &now);
wlr_scene_output_send_frame_done(scene_output, &now);
wlr_scene_output_send_frame_done(m->scene_output, &now);
// Clean up pending state
wlr_output_state_finish(&pending);
}