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Move RenderState manipulation out of a loop so that we thrash it less
It doesn't really make sense to say that we're idle when we're potentially still rendering.
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parent
ea621676f2
commit
74e9807e7d
1 changed files with 4 additions and 3 deletions
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@ -246,6 +246,8 @@ impl<C:RenderListener + Send> RenderTask<C> {
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continue;
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continue;
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}
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}
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self.compositor.set_render_state(RenderingRenderState);
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let mut replies = Vec::new();
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let mut replies = Vec::new();
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for ReRenderRequest { buffer_requests, scale, layer_id, epoch }
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for ReRenderRequest { buffer_requests, scale, layer_id, epoch }
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in requests.move_iter() {
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in requests.move_iter() {
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@ -256,6 +258,8 @@ impl<C:RenderListener + Send> RenderTask<C> {
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}
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}
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}
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}
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self.compositor.set_render_state(IdleRenderState);
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debug!("render_task: returning surfaces");
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debug!("render_task: returning surfaces");
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self.compositor.paint(self.id, self.epoch, replies);
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self.compositor.paint(self.id, self.epoch, replies);
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}
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}
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@ -306,8 +310,6 @@ impl<C:RenderListener + Send> RenderTask<C> {
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None => return,
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None => return,
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};
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};
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self.compositor.set_render_state(RenderingRenderState);
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// Divide up the layer into tiles.
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// Divide up the layer into tiles.
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for tile in tiles.iter() {
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for tile in tiles.iter() {
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// Optimize the display list for this tile.
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// Optimize the display list for this tile.
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@ -444,7 +446,6 @@ impl<C:RenderListener + Send> RenderTask<C> {
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};
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};
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replies.push((render_layer.id, layer_buffer_set));
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replies.push((render_layer.id, layer_buffer_set));
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self.compositor.set_render_state(IdleRenderState);
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})
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})
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}
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}
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}
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}
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