render: Enable animated cursor block handler only when needed

Calling BlockHandlers takes some time for each iteration in main loop
which adds up quickly over multiple request. To reduce the round-trip
costs to xserver BlockHandlers should be registered only when required.

AnimCurScreenBlockHandler is the first victim for this optimization.

Signed-off-by: Pauli Nieminen <ext-pauli.nieminen@nokia.com>
Reviewed-by: Daniel Stone <daniel@fooishbar.org>
This commit is contained in:
Pauli Nieminen 2010-12-30 19:19:33 +02:00 committed by Daniel Stone
parent aa8cea953d
commit 6d0e9e5d6e

View File

@ -95,8 +95,6 @@ AnimCurCloseScreen (int index, ScreenPtr pScreen)
Bool ret;
Unwrap(as, pScreen, CloseScreen);
Unwrap(as, pScreen, BlockHandler);
Unwrap(as, pScreen, CursorLimits);
Unwrap(as, pScreen, DisplayCursor);
@ -196,7 +194,10 @@ AnimCurScreenBlockHandler (int screenNum,
Unwrap (as, pScreen, BlockHandler);
(*pScreen->BlockHandler) (screenNum, blockData, pTimeout, pReadmask);
Wrap (as, pScreen, BlockHandler, AnimCurScreenBlockHandler);
if (activeDevice)
Wrap (as, pScreen, BlockHandler, AnimCurScreenBlockHandler);
else
as->BlockHandler = NULL;
}
static Bool
@ -222,6 +223,9 @@ AnimCurDisplayCursor (DeviceIntPtr pDev,
pDev->spriteInfo->anim.time = GetTimeInMillis () + ac->elts[0].delay;
pDev->spriteInfo->anim.pCursor = pCursor;
pDev->spriteInfo->anim.pScreen = pScreen;
if (!as->BlockHandler)
Wrap(as, pScreen, BlockHandler, AnimCurScreenBlockHandler);
}
}
else
@ -248,8 +252,12 @@ AnimCurSetCursorPosition (DeviceIntPtr pDev,
Bool ret;
Unwrap (as, pScreen, SetCursorPosition);
if (pDev->spriteInfo->anim.pCursor)
if (pDev->spriteInfo->anim.pCursor) {
pDev->spriteInfo->anim.pScreen = pScreen;
if (!as->BlockHandler)
Wrap(as, pScreen, BlockHandler, AnimCurScreenBlockHandler);
}
ret = (*pScreen->SetCursorPosition) (pDev, pScreen, x, y, generateEvent);
Wrap (as, pScreen, SetCursorPosition, AnimCurSetCursorPosition);
return ret;
@ -334,7 +342,7 @@ AnimCurInit (ScreenPtr pScreen)
return FALSE;
Wrap(as, pScreen, CloseScreen, AnimCurCloseScreen);
Wrap(as, pScreen, BlockHandler, AnimCurScreenBlockHandler);
as->BlockHandler = NULL;
Wrap(as, pScreen, CursorLimits, AnimCurCursorLimits);
Wrap(as, pScreen, DisplayCursor, AnimCurDisplayCursor);