mutter/clutter/glx/clutter-backend-glx.h

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2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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/* Clutter.
* An OpenGL based 'interactive canvas' library.
* Authored By Matthew Allum <mallum@openedhand.com>
* Copyright (C) 2006-2007 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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*/
#ifndef __CLUTTER_BACKEND_GLX_H__
#define __CLUTTER_BACKEND_GLX_H__
#include <glib-object.h>
#include <clutter/clutter-event.h>
#include <clutter/clutter-backend.h>
#include <X11/Xlib.h>
#include <X11/Xatom.h>
#include <GL/glx.h>
#include <GL/gl.h>
#include "../x11/clutter-backend-x11.h"
#include "clutter-glx.h"
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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G_BEGIN_DECLS
#define CLUTTER_TYPE_BACKEND_GLX (clutter_backend_glx_get_type ())
#define CLUTTER_BACKEND_GLX(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), CLUTTER_TYPE_BACKEND_GLX, ClutterBackendGLX))
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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#define CLUTTER_IS_BACKEND_GLX(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), CLUTTER_TYPE_BACKEND_GLX))
#define CLUTTER_BACKEND_GLX_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), CLUTTER_TYPE_BACKEND_GLX, ClutterBackendGLXClass))
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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#define CLUTTER_IS_BACKEND_GLX_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), CLUTTER_TYPE_BACKEND_GLX))
#define CLUTTER_BACKEND_GLX_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), CLUTTER_TYPE_BACKEND_GLX, ClutterBackendGLXClass))
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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typedef struct _ClutterBackendGLX ClutterBackendGLX;
typedef struct _ClutterBackendGLXClass ClutterBackendGLXClass;
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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typedef enum ClutterGLXVBlankType {
CLUTTER_VBLANK_NONE = 0,
CLUTTER_VBLANK_GLX_SWAP,
CLUTTER_VBLANK_GLX,
CLUTTER_VBLANK_DRI
} ClutterGLXVBlankType;
typedef int (*GetVideoSyncProc) (unsigned int *count);
typedef int (*WaitVideoSyncProc) (int divisor,
int remainder,
unsigned int *count);
typedef int (*SwapIntervalProc) (int interval);
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
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typedef void (*CopySubBufferProc)(Display *dpy,
GLXDrawable drawable,
int x, int y, int width, int height);
typedef void (*BlitFramebufferProc) (GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
struct _ClutterBackendGLX
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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{
ClutterBackendX11 parent_instance;
int error_base;
int event_base;
/* Single context for all wins */
gboolean found_fbconfig;
GLXFBConfig fbconfig;
GLXContext gl_context;
Window dummy_xwin;
GLXWindow dummy_glxwin;
/* Vblank stuff */
GetVideoSyncProc get_video_sync;
WaitVideoSyncProc wait_video_sync;
SwapIntervalProc swap_interval;
gint dri_fd;
ClutterGLXVBlankType vblank_type;
unsigned int last_video_sync_count;
gboolean can_blit_sub_buffer;
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
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CopySubBufferProc copy_sub_buffer;
BlitFramebufferProc blit_framebuffer;
gboolean blit_sub_buffer_is_synchronized;
Adds initial clipped redraw support to Clutter A new (internal only currently) API, _clutter_actor_queue_clipped_redraw can be used to queue a redraw along with a clip rectangle in actor coordinates. This clip rectangle propagates up to the stage and clutter backend which may optionally use the information to optimize stage redraws. The GLX backend in particular may scissor the next redraw to the clip rectangle and use GLX_MESA_copy_sub_buffer to present the stage subregion. The intention is that any actors that can naturally determine the bounds of updates should queue clipped redraws to reduce the cost of updating small regions of the screen. Notes: » If GLX_MESA_copy_sub_buffer isn't available then the GLX backend ignores any clip rectangles. » queuing multiple clipped redraws will result in the bounding box of each clip rectangle being used. » If a clipped redraw has a height > 300 pixels then it's promoted into a full stage redraw, so that the GPU doesn't end up blocking too long waiting for the vsync to reach the optimal position to avoid tearing. » Note: no empirical data was used to come up with this threshold so we may need to tune this. » Currently only ClutterX11TexturePixmap makes use of this new API. This is done via a new "queue-damage-redraw" signal that is emitted when the pixmap is updated. The default handler queues a clipped redraw with the assumption that the pixmap is being painted as a rectangle covering the actors transformed allocation. If you subclass ClutterX11TexturePixmap and change how it's painted you now also need to override the signal handler and queue your own redraw. Technically this is a semantic break, but it's assumed that no one is currently doing this. This still leaves a few unsolved issues with regards to optimizing sub stage redraws that need to be addressed in further work so this can only be considered a stepping stone a this point: » Because we have no reliable way to determine if the painting of any given actor is being modified any optimizations implemented using _clutter_actor_queue_redraw_with_clip must be overridable by a subclass, and technically must be opt-in for existing classes to avoid a change in semantics. E.g. consider that a user connects to the paint signal for ClutterTexture and paints a circle instead of a rectangle. In this case any original logic to queue clipped redraws would be incorrect. » Currently only the implementation of an actor has enough information with which to queue clipped redraws. E.g. It is not possible for generic code in clutter-actor.c to queue a clipped redraw when hiding an actor because actors have no way to report a "paint box". (remember actors can draw outside their allocation and actors with depth may also be projected outside of their allocation) » The current plan is to add a actor_class->get_paint_cuboid() virtual so actors can report a bounding cube for everything they would draw in their current state and use that to queue clipped redraws against the stage by projecting the paint cube into stage coordinates. » Our heuristics for promoting clipped redraws into full redraws to avoid blocking the GPU while we wait for the vsync need improving: » vsync issues aren't relevant for redirected/composited applications so they should use different heuristics. In this case we instead need to trade off the cost of blitting when using glXCopySubBuffer vs promoting to a full redraw and flipping instead.
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/* props */
Atom atom_WM_STATE;
Atom atom_WM_STATE_FULLSCREEN;
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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};
struct _ClutterBackendGLXClass
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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{
ClutterBackendX11Class parent_class;
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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};
GType clutter_backend_glx_get_type (void) G_GNUC_CONST;
gboolean
_clutter_backend_glx_get_fbconfig (ClutterBackendGLX *backend_x11,
GLXFBConfig *config);
void
_clutter_backend_glx_blit_sub_buffer (ClutterBackendGLX *backend_glx,
GLXDrawable drawable,
int x, int y, int width, int height);
2007-03-22 Emmanuele Bassi <ebassi@openedhand.com> * clutter/clutter-private.h: Remove inclusion of backend-specific headers; update the main context object; add the declarations for the event queue functions. * clutter/clutter-backend.[ch]: Add the abstract ClutterBackend object, which holds backend-specific settings, the main stage, and the event queue. Every backend must implement a subclass of ClutterBackend and ClutterStage. * clutter/clutter-feature.c: Protect the GLX specific calls behing #ifdef HAVE_CLUTTER_GLX. * clutter/clutter-actor.c: * clutter/clutter-group.c: * clutter/clutter-clone-texture.c: Include GL/gl.h * clutter/clutter-event.[ch]: Update public API and implement the event queue private API; hold a reference on the event objects; move out the keysym-to-unicode table; add the new event types. * clutter/clutter-color.h: Include clutter-fixed.h * clutter/clutter-main.c: Update API; get the main stage from the backend object; process the event received from the queue; lock/unlock the main mutex if we have one; move the initialisation process sooner in the init sequence, in order to have the backend object when we check for options; call the backed vfuncs in the pre/post parse hooks. * clutter/clutter-stage.c: Make ClutterStage and abstract class, implemented by the backends. * clutter/clutter/glx/clutter-glx.h: * clutter/clutter/glx/clutter-backend-glx.[ch]: * clutter/clutter/glx/clutter-event-glx.c: * clutter/clutter/glx/clutter-stage-glx.[ch]: * clutter/clutter/glx/Makefile.am: Add the GLX backend. * clutter/clutter/egl/clutter-backend-egl.[ch]: * clutter/clutter/egl/clutter-event-egl.c: * clutter/clutter/egl/clutter-stage-egl.[ch]: * clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend. * examples/*.c: Update for the new API.
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G_END_DECLS
#endif /* __CLUTTER_BACKEND_GLX_H__ */