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ShadowEffect: Delay cache drop for switching shadow sizes performance improvements (#2061)
Co-authored-by: lenemter <lenemter@gmail.com>
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@ -27,6 +27,18 @@
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<update_contact>contact_at_elementary.io</update_contact>
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<releases>
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<release version="8.0.4" date="2024-11-23" urgency="medium">
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<description>
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<p>Improvements:</p>
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<ul>
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<li>Updated translations</li>
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<li>Improved shadows performance</li>
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</ul>
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</description>
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<issues>
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</issues>
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</release>
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<release version="8.0.3" date="2024-11-20" urgency="medium">
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<description>
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<p>Improvements:</p>
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@ -17,12 +17,15 @@ public class Gala.ShadowEffect : Clutter.Effect {
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// the sizes of the textures often repeat, especially for the background actor
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// so we keep a cache to avoid creating the same texture all over again.
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private static Gee.HashMap<string,Shadow> shadow_cache;
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// Delay the style context creation at render stage as Gtk need to access
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// the current display.
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private static Gee.HashMap<string, Shadow> shadow_cache;
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// Sometimes we use a shadow in only one place and rapidly switch between two shadows
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// In order to not drop them and create them all over again we wait 5 seconds before finally dropping a shadow.
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private static Gee.HashMap<string, uint> shadows_marked_for_dropping;
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static construct {
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shadow_cache = new Gee.HashMap<string,Shadow> ();
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shadow_cache = new Gee.HashMap<string, Shadow> ();
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shadows_marked_for_dropping = new Gee.HashMap<string, uint> ();
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}
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private string _css_class;
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@ -80,9 +83,9 @@ public class Gala.ShadowEffect : Clutter.Effect {
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decrement_shadow_users (old_key);
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}
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Shadow? shadow = null;
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if ((shadow = shadow_cache.@get (current_key)) != null) {
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shadow.users++;
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var shadow = shadow_cache.@get (current_key);
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if (shadow != null) {
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increment_shadow_users (current_key);
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return shadow.texture;
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}
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@ -126,18 +129,6 @@ public class Gala.ShadowEffect : Clutter.Effect {
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}
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}
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private void decrement_shadow_users (string key) {
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var shadow = shadow_cache.@get (key);
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if (shadow == null) {
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return;
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}
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if (--shadow.users == 0) {
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shadow_cache.unset (key);
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}
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}
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public override void paint (Clutter.PaintNode node, Clutter.PaintContext context, Clutter.EffectPaintFlags flags) {
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var bounding_box = get_bounding_box ();
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var width = (int) (bounding_box.x2 - bounding_box.x1);
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@ -159,7 +150,7 @@ public class Gala.ShadowEffect : Clutter.Effect {
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actor.continue_paint (context);
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}
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public virtual Clutter.ActorBox get_bounding_box () {
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private Clutter.ActorBox get_bounding_box () {
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var size = shadow_size * scale_factor;
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var bounding_box = Clutter.ActorBox ();
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@ -184,4 +175,39 @@ public class Gala.ShadowEffect : Clutter.Effect {
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return true;
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}
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private static void increment_shadow_users (string key) {
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var shadow = shadow_cache.@get (key);
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if (shadow == null) {
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return;
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}
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shadow.users++;
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uint timeout_id;
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if (shadows_marked_for_dropping.unset (key, out timeout_id)) {
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Source.remove (timeout_id);
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}
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}
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private static void decrement_shadow_users (string key) {
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var shadow = shadow_cache.@get (key);
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if (shadow == null) {
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return;
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}
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if (--shadow.users == 0) {
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queue_shadow_drop (key);
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}
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}
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private static void queue_shadow_drop (string key) {
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shadows_marked_for_dropping[key] = Timeout.add_seconds (5, () => {
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shadow_cache.unset (key);
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shadows_marked_for_dropping.unset (key);
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return Source.REMOVE;
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});
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}
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}
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