kwin: Optimize WindowQuadList::makeGrid()
This is the same optimization that was done in makeRegularGrid() in 45782d387ab894c682b4ccc220e596c8b72c4167.
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1 changed files with 34 additions and 21 deletions
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@ -997,41 +997,54 @@ WindowQuadList WindowQuadList::splitAtY(double y) const
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return ret;
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}
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WindowQuadList WindowQuadList::makeGrid(int maxquadsize) const
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WindowQuadList WindowQuadList::makeGrid(int maxQuadSize) const
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{
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if (empty())
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return *this;
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// find the bounding rectangle
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double left = first().left();
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double right = first().right();
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double top = first().top();
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// Find the bounding rectangle
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double left = first().left();
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double right = first().right();
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double top = first().top();
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double bottom = first().bottom();
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foreach (const WindowQuad & quad, *this) {
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foreach (const WindowQuad &quad, *this) {
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#ifndef NDEBUG
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if (quad.isTransformed())
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kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
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#endif
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left = qMin(left, quad.left());
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right = qMax(right, quad.right());
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top = qMin(top, quad.top());
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left = qMin(left, quad.left());
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right = qMax(right, quad.right());
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top = qMin(top, quad.top());
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bottom = qMax(bottom, quad.bottom());
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}
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WindowQuadList ret;
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for (double x = left;
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x < right;
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x += maxquadsize) {
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for (double y = top;
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y < bottom;
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y += maxquadsize) {
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foreach (const WindowQuad & quad, *this) {
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if (QRectF(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()))
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.intersects(QRectF(x, y, maxquadsize, maxquadsize))) {
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ret.append(quad.makeSubQuad(qMax(x, quad.left()), qMax(y, quad.top()),
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qMin(quad.right(), x + maxquadsize), qMin(quad.bottom(), y + maxquadsize)));
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}
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foreach (const WindowQuad &quad, *this) {
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const double quadLeft = quad.left();
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const double quadRight = quad.right();
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const double quadTop = quad.top();
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const double quadBottom = quad.bottom();
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// Compute the top-left corner of the first intersecting grid cell
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const double xBegin = left + qFloor((quadLeft - left) / maxQuadSize) * maxQuadSize;
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const double yBegin = top + qFloor((quadTop - top) / maxQuadSize) * maxQuadSize;
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// Loop over all intersecting cells and add sub-quads
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for (double y = yBegin; y < quadBottom; y += maxQuadSize) {
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const double y0 = qMax(y, quadTop);
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const double y1 = qMin(quadBottom, y + maxQuadSize);
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for (double x = xBegin; x < quadRight; x += maxQuadSize) {
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const double x0 = qMax(x, quadLeft);
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const double x1 = qMin(quadRight, x + maxQuadSize);
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ret.append(quad.makeSubQuad(x0, y0, x1, y1));
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}
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}
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}
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return ret;
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}
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