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By preallocating in our data segment a couple of solid patterns for the
stock colours, it becomes more convenient when using those in surface
operations, such as when clearing.
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The device is a generic method for accessing the underlying interface
with the native graphics subsystem, typically the X connection or
perhaps the GL context. By exposing a cairo_device_t on a surface and
its various methods we enable finer control over interoperability with
external interactions of the device by applications. The use case in
mind is, for example, a multi-threaded gstreamer which needs to serialise
its own direct access to the device along with Cairo's across many
threads.
Secondly, the cairo_device_t is a unifying API for the mismash of
backend specific methods for controlling creation of surfaces with
explicit devices and a convenient hook for debugging and introspection.
The principal components of the API are the memory management of:
cairo_device_reference(),
cairo_device_finish() and
cairo_device_destroy();
along with a pair of routines for serialising interaction:
cairo_device_acquire() and
cairo_device_release()
and a method to flush any outstanding accesses:
cairo_device_flush().
The device for a particular surface may be retrieved using:
cairo_surface_get_device().
The device returned is owned by the surface.
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This was never used, so remove the complexity from the interface.
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A pending commit will want to include some utility code from cairo and
so we need to extricate the error handling from the PLT symbol hiding.
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The new name is more descriptive than the rather opaque meta surface.
Discussed with vigour on the mailing list and #cairo:
http://lists.cairographics.org/archives/cairo/2009-July/017571.html
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Replaying a meta surface can be achieved by using it as a source for a
cairo_paint() so exporting a separate API is unnecesary and confusing.
So after consulting Chris and Carl, we decided to remove the function
again.
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Handling clip as part of the surface state, as opposed to being part of
the operation state, is cumbersome and a hindrance to providing true proxy
surface support. For example, the clip must be copied from the surface
onto the fallback image, but this was forgotten causing undue hassle in
each backend. Another example is the contortion the meta surface
endures to ensure the clip is correctly recorded. By contrast passing the
clip along with the operation is quite simple and enables us to write
generic handlers for providing surface wrappers. (And in the future, we
should be able to write more esoteric wrappers, e.g. automatic 2x FSAA,
trivially.)
In brief, instead of the surface automatically applying the clip before
calling the backend, the backend can call into a generic helper to apply
clipping. For raster surfaces, clip regions are handled automatically as
part of the composite interface. For vector surfaces, a clip helper is
introduced to replay and callback into an intersect_clip_path() function
as necessary.
Whilst this is not primarily a performance related change (the change
should just move the computation of the clip from the moment it is applied
by the user to the moment it is required by the backend), it is important
to track any potential regression:
ppc:
Speedups
========
image-rgba evolution-20090607-0 1026085.22 0.18% -> 672972.07 0.77%: 1.52x speedup
▌
image-rgba evolution-20090618-0 680579.98 0.12% -> 573237.66 0.16%: 1.19x speedup
▎
image-rgba swfdec-fill-rate-4xaa-0 460296.92 0.36% -> 407464.63 0.42%: 1.13x speedup
▏
image-rgba swfdec-fill-rate-2xaa-0 128431.95 0.47% -> 115051.86 0.42%: 1.12x speedup
▏
Slowdowns
=========
image-rgba firefox-periodic-table-0 56837.61 0.78% -> 66055.17 3.20%: 1.09x slowdown
▏
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Based on the work by Øyvind Kolås and Pierre Tardy -- many thanks to
Pierre for pushing this backend for inclusion as well as testing and
reviewing my initial patch. And many more thanks to pippin for writing the
backend in the first place!
Hacked and chopped by myself into a suitable basis for a backend. Quite a
few issues remain open, but would seem to be ready for testing on suitable
hardware.
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