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scene: ignore outputs with too small intersection with nodes
If a node has a very small intersection with an output, there's no point in trying to adapt the node's rendering to that output.
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parent
da820070f4
commit
95b2771bfd
1 changed files with 7 additions and 4 deletions
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@ -424,6 +424,8 @@ static void update_node_update_outputs(struct wlr_scene_node *node,
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size_t count = 0;
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size_t count = 0;
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uint64_t active_outputs = 0;
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uint64_t active_outputs = 0;
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uint32_t visible_area = region_area(&node->visible);
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// let's update the outputs in two steps:
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// let's update the outputs in two steps:
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// - the primary outputs
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// - the primary outputs
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// - the enter/leave signals
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// - the enter/leave signals
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@ -451,9 +453,12 @@ static void update_node_update_outputs(struct wlr_scene_node *node,
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pixman_region32_init(&intersection);
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pixman_region32_init(&intersection);
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pixman_region32_intersect_rect(&intersection, &node->visible,
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pixman_region32_intersect_rect(&intersection, &node->visible,
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output_box.x, output_box.y, output_box.width, output_box.height);
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output_box.x, output_box.y, output_box.width, output_box.height);
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uint32_t overlap = region_area(&intersection);
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pixman_region32_fini(&intersection);
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if (!pixman_region32_empty(&intersection)) {
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// If the overlap accounts for less than 10% of the visible node area,
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uint32_t overlap = region_area(&intersection);
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// ignore this output
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if (overlap >= 0.1 * visible_area) {
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if (overlap >= largest_overlap) {
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if (overlap >= largest_overlap) {
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largest_overlap = overlap;
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largest_overlap = overlap;
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scene_buffer->primary_output = scene_output;
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scene_buffer->primary_output = scene_output;
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@ -462,8 +467,6 @@ static void update_node_update_outputs(struct wlr_scene_node *node,
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active_outputs |= 1ull << scene_output->index;
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active_outputs |= 1ull << scene_output->index;
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count++;
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count++;
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}
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}
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pixman_region32_fini(&intersection);
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}
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}
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if (old_primary_output != scene_buffer->primary_output) {
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if (old_primary_output != scene_buffer->primary_output) {
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