On 22 January 2011 13:02, James Moschou <[email protected]> wrote: > On 21 January 2011 22:49, Robert Bragg <[email protected]> wrote: >> 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 >> > > I think I've identified the problem as > Clutter.PaintVolume.set_from_allocation is failing for all actors > whose "visible" property is set to false. But I'm not sure where to go > from here. > > Cheers, > James >
Actually I don't think that's it, since CLUTTER_PAINT=redraws still isn't working when I force everything to be visible. I should mention that CLUTTER_PAINT=redraws is working for the tests though, so I don't think it's a problem with clutter. I'm just don't know how to go about debugging my own application. _______________________________________________ clutter-app-devel-list mailing list [email protected] http://lists.clutter-project.org/listinfo/clutter-app-devel-list
