Excerpts from James Moschou's message of Thu Jan 20 13:47:17 +0000 2011:
> On 20 January 2011 03:38, Robert Bragg <[email protected]> wrote:
> > Excerpts from James Moschou's message of Wed Jan 19 04:56:48 +0000 2011:
> >> > There is a visual debugging aid available if you export
> >> > CLUTTER_PAINT=redraws or CLUTTER_PAINT=paint-volumes before running you
> >> > application which can show what parts of the stage are being redrawn.
> >>
> >> I'm having trouble with this. How exactly do they show what parts of
> >> the stage are being drawn? Do they flash a rectangle over the stage,
> >> or is it more like console output? I don't know what I'm supposed to
> >> be looking for.
> > For CLUTTER_PAINT=redraws you should see a clear red outline
> > highlighting the sub-region that was last redrawn. For
> > CLUTTER_PAINT=paint-volumes you should see a 3D wire, bounding box around
> > all actors. If the actor isn't actually able to report a paint-volume
> > then the box will be blue and will correspond to the actor's allocation
> > box. If it does report a paint-volume then the wireframe will be green.
> > All the boxes will also be labeled with the actor's type - though
> > sometimes this can look very cluttered.
> >
> > Probably if you aren't seeing anything then you will need to re-build
> > your clutter with --enable-debug=yes and --enable-cogl-debug=yes
> >
> > A common gotcha with the optimization to automatically queue
> > clipped-redraws is that application code that g_signal_connects to the
> > "paint" signal of an actor will effectively disable that actor from
> > being able to report a paint-volume so it can't queue clipped redraws.
> > The reason is that clutter has no idea what the application might be
> > doing in that paint_handler so it has to assume that it is painting
> > outside the reported paint-volume and so by disabling the paint-volume
> > the actor's volume effectively becomes the size of the stage.
> >
> > At the moment there isn't a convenient way to determine if your
> > application is doing that besides from manually checking your code or if
> > you build clutter from source then look at the implementation of
> > _clutter_actor_get_paint_volume_mutable and you will see that we
> > test for this using g_signal_has_handler_pending and you can set a break
> > point on the failure case and hopefully the backtrace will help you find
> > the offending paint handler.
> >
> > Just to clarify a bit; the odd paint handler used for a few actors in
> > your scene shouldn't completely disable the benefits of clipped-redraws
> > it's just the actors queuing redraws for a sub-region of the stage that
> > shouldn't have paint handlers. I.e. having some kind of icon actor in
> > the corner if your window with a "paint" handler shouldn't stop
> > automatic clipped redraws working for mousing over buttons in the middle
> > if the screen.
> >
> > It might be worth verifying that you can get the debug options working
> > with some of clutter's tests/interactive tests (e.g. I tested a lot with
> > test-state for the when adding the automatic clipped-redraws support)
> >
> >>
> >> I haven't really noticed a difference in performance. All I have done
> >> is duplicate the implementation of get_paint_volume I found in
> >> Clutter.Rectangle. Is this the idea, or does it need to be smarter in
> >> some way? Do I need to mark actors as needing to be updated, or does
> >> that happen automatically?
> > In a lot of cases a get_paint_volume implementation like this should do:
> >  static gboolean
> >  my_actor_get_paint_volume (ClutterActor       *self,
> >                            ClutterPaintVolume *volume)
> >  {
> >   return clutter_paint_volume_set_from_allocation (volume, self);
> >  }
> >
> > What we do, in addition, for most actors provided by Clutter though is
> > also explicitly check the GType of the actor so we don't make
> > assumptions about the paint-volume of sub-classes. You might want to
> > also do that if you are providing a toolkit and you don't know how some
> > of your actors may have been sub-classed. For new actors though it may
> > be best to avoid this though and simply require that sub-classes that
> > escape the default paint-volume should also provide a new
> > get_paint_volume implementation.
> >
> > The GType can be checked in your get_paint_volume implementation for
> > example like:
> >  if (G_OBJECT_TYPE (self) != CLUTTER_TYPE_TEXTURE)
> >    return FALSE;
> >
> > I hope that helps,
> > regards,
> > - Robert
> >>
> >> Regards,
> >> James
> > --
> > Robert Bragg, Intel Open Source Technology Center
> >
> 
> Thanks Robert,
> 
> I hadn't compiled clutter with the debug options. The other half to my
> problem was that I wasn't setting LD_LIBRARY_PATH.
> 
> CLUTTER_PAINT=paint-volumes is working as expected: A whole mess of
> green rectangles, although the stage one is blue.
> 
> CLUTTER_PAINT=redraws is not working, I still see nothing. I am
> definitely not connecting to any paint signals. I checked with gdb and
> some printfs, and every actor is reporting its paint volume correctly.
> Do you have any tips on how to find the cause of the problem? The
> stage is inside a GtkClutter.Embed and libclutter-gtk is still version
> 0.10.4 if that is significant.

I assume you are using glx not egl? For glx; clipped redraws depend on
you either having the GLX_MESA_copy_sub_buffer extension or
GL_EXT_framebuffer_blit extension which you can check for via glxinfo.

Also note that there is a short warm up period of ~5 frames when your
app starts where clipped redraws aren't used.

I guess your problem might be something more involved, but perhaps good
to check these first.

regards,
- Robert

> 
> Regards,
> James
-- 
Robert Bragg, Intel Open Source Technology Center
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