Merge commit 'origin/master' into cogl-material

Conflicts:

	clutter/clutter-texture.c
	clutter/cogl/cogl-texture.h
	clutter/cogl/cogl.h.in
	clutter/cogl/common/Makefile.am
	clutter/cogl/gl/Makefile.am
	clutter/cogl/gles/Makefile.am
	clutter/cogl/gles/cogl-gles2-wrapper.c
	clutter/cogl/gles/cogl-gles2-wrapper.h
This commit is contained in:
Robert Bragg
2009-01-23 15:23:49 +00:00
118 changed files with 5223 additions and 4864 deletions

View File

@ -101,6 +101,13 @@ struct _ClutterTexturePrivate
guint repeat_y : 1;
guint in_dispose : 1;
guint keep_aspect_ratio : 1;
guint load_async : 1;
GThread *load_thread;
guint load_idle;
gchar *load_filename;
CoglBitmap *load_bitmap;
GError *load_error;
};
enum
@ -118,13 +125,17 @@ enum
PROP_COGL_MATERIAL,
#endif
PROP_FILENAME,
PROP_KEEP_ASPECT_RATIO
PROP_KEEP_ASPECT_RATIO,
PROP_LOAD_ASYNC
};
enum
{
SIZE_CHANGE,
PIXBUF_CHANGE,
LOAD_SUCCESS,
LOAD_FINISHED,
LAST_SIGNAL
};
@ -264,18 +275,25 @@ clutter_texture_realize (ClutterActor *actor)
if (priv->fbo_source)
{
CoglTextureFlags flags = COGL_TEXTURE_NONE;
gint max_waste = -1;
/* Handle FBO's */
if (priv->fbo_texture != COGL_INVALID_HANDLE)
cogl_texture_unref (priv->fbo_texture);
priv->fbo_texture
= cogl_texture_new_with_size
(priv->width,
priv->height,
priv->no_slice ? -1 : priv->max_tile_waste,
priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH,
COGL_PIXEL_FORMAT_RGBA_8888);
if (!priv->no_slice)
max_waste = priv->max_tile_waste;
if (priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH)
flags |= COGL_TEXTURE_AUTO_MIPMAP;
priv->fbo_texture =
cogl_texture_new_with_size (priv->width,
priv->height,
max_waste, flags,
COGL_PIXEL_FORMAT_RGBA_8888);
cogl_texture_set_filters (priv->fbo_texture,
clutter_texture_quality_to_cogl_min_filter (priv->filter_quality),
@ -349,13 +367,13 @@ clutter_texture_get_preferred_width (ClutterActor *self,
/* Set the natural width so as to preserve the aspect ratio */
ClutterFixed ratio, height;
ratio = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (priv->width),
COGL_FIXED_FROM_INT (priv->height));
ratio = CLUTTER_FIXED_DIV ((float)(priv->width),
(float)(priv->height));
height = CLUTTER_UNITS_TO_FIXED (for_height);
*natural_width_p =
CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL (ratio, height));
CLUTTER_UNITS_FROM_FIXED (CLUTTER_FIXED_MUL (ratio, height));
}
}
}
@ -394,13 +412,13 @@ clutter_texture_get_preferred_height (ClutterActor *self,
/* Set the natural height so as to preserve the aspect ratio */
ClutterFixed ratio, width;
ratio = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (priv->height),
COGL_FIXED_FROM_INT (priv->width));
ratio = CLUTTER_FIXED_DIV ((float)(priv->height),
(float)(priv->width));
width = CLUTTER_UNITS_TO_FIXED (for_width);
*natural_height_p =
CLUTTER_UNITS_FROM_FIXED (COGL_FIXED_MUL (ratio, width));
CLUTTER_UNITS_FROM_FIXED (CLUTTER_FIXED_MUL (ratio, width));
}
}
}
@ -469,24 +487,24 @@ clutter_texture_set_fbo_projection (ClutterActor *self)
/* Convert the coordinates back to [-1,1] range */
cogl_get_viewport (viewport);
tx_min = COGL_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (x_min), viewport[2])
* 2 - COGL_FIXED_1;
tx_max = COGL_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (x_max), viewport[2])
* 2 - COGL_FIXED_1;
ty_min = COGL_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (y_min), viewport[3])
* 2 - COGL_FIXED_1;
ty_max = COGL_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (y_max), viewport[3])
* 2 - COGL_FIXED_1;
tx_min = CLUTTER_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (x_min), viewport[2])
* 2 - 1.0;
tx_max = CLUTTER_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (x_max), viewport[2])
* 2 - 1.0;
ty_min = CLUTTER_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (y_min), viewport[3])
* 2 - 1.0;
ty_max = CLUTTER_FIXED_DIV (CLUTTER_UNITS_TO_FIXED (y_max), viewport[3])
* 2 - 1.0;
/* Set up a projection matrix so that the actor will be projected as
if it was drawn at its original location */
tan_angle = cogl_angle_tan (COGL_ANGLE_FROM_DEGX (perspective.fovy / 2));
near_size = COGL_FIXED_MUL (perspective.z_near, tan_angle);
tan_angle = tanf ((perspective.fovy / 2) * (G_PI/180.0));
near_size = CLUTTER_FIXED_MUL (perspective.z_near, tan_angle);
cogl_frustum (COGL_FIXED_MUL (tx_min, near_size),
COGL_FIXED_MUL (tx_max, near_size),
COGL_FIXED_MUL (-ty_min, near_size),
COGL_FIXED_MUL (-ty_max, near_size),
cogl_frustum (CLUTTER_FIXED_MUL (tx_min, near_size),
CLUTTER_FIXED_MUL (tx_max, near_size),
CLUTTER_FIXED_MUL (-ty_min, near_size),
CLUTTER_FIXED_MUL (-ty_max, near_size),
perspective.z_near, perspective.z_far);
}
@ -603,16 +621,16 @@ clutter_texture_paint (ClutterActor *self)
clutter_actor_get_opacity (self));
if (priv->repeat_x && priv->width > 0)
t_w = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (x_2 - x_1),
COGL_FIXED_FROM_INT (priv->width));
t_w = CLUTTER_FIXED_DIV ((float)(x_2 - x_1),
(float)(priv->width));
else
t_w = COGL_FIXED_1;
t_w = 1.0;
if (priv->repeat_y && priv->height > 0)
t_h = COGL_FIXED_DIV (COGL_FIXED_FROM_INT (y_2 - y_1),
COGL_FIXED_FROM_INT (priv->height));
t_h = CLUTTER_FIXED_DIV ((float)(y_2 - y_1),
(float)(priv->height));
else
t_h = COGL_FIXED_1;
t_h = 1.0;
/* Paint will have translated us */
#if USE_COGL_MATERIAL
@ -623,18 +641,57 @@ clutter_texture_paint (ClutterActor *self)
tex_coords[2] = t_w;
tex_coords[3] = t_h;
cogl_material_rectangle (0, 0,
COGL_FIXED_FROM_INT (x_2 - x_1),
COGL_FIXED_FROM_INT (y_2 - y_1),
(float)(x_2 - x_1),
(float)(y_2 - y_1),
4,
tex_coords);
#else
cogl_texture_rectangle (priv->texture, 0, 0,
COGL_FIXED_FROM_INT (x_2 - x_1),
COGL_FIXED_FROM_INT (y_2 - y_1),
0, 0, t_w, t_h);
(float)(x_2 - x_1),
(float)(y_2 - y_1),
0, 0, t_w, t_h);
#endif
}
/*
* clutter_texture_async_load_cancel:
* @texture: a #ClutterTexture
*
* Cancels an asynchronous loading operation, whether done
* with threads enabled or just using the main loop
*/
static void
clutter_texture_async_load_cancel (ClutterTexture *texture)
{
ClutterTexturePrivate *priv = texture->priv;
if (priv->load_thread)
{
g_thread_join (priv->load_thread);
priv->load_thread = NULL;
}
if (priv->load_idle)
{
g_source_remove (priv->load_idle);
priv->load_idle = 0;
}
if (priv->load_error)
{
g_error_free (priv->load_error);
priv->load_error = NULL;
}
if (priv->load_bitmap)
{
cogl_bitmap_free (priv->load_bitmap);
priv->load_bitmap = NULL;
}
g_free (priv->load_filename);
}
static void
clutter_texture_dispose (GObject *object)
{
@ -659,7 +716,9 @@ clutter_texture_dispose (GObject *object)
g_free (priv->local_data);
priv->local_data = NULL;
}
clutter_texture_async_load_cancel (texture);
G_OBJECT_CLASS (clutter_texture_parent_class)->dispose (object);
}
@ -725,6 +784,9 @@ clutter_texture_set_property (GObject *object,
case PROP_KEEP_ASPECT_RATIO:
priv->keep_aspect_ratio = g_value_get_boolean (value);
break;
case PROP_LOAD_ASYNC:
priv->load_async = g_value_get_boolean (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
@ -782,6 +844,9 @@ clutter_texture_get_property (GObject *object,
case PROP_KEEP_ASPECT_RATIO:
g_value_set_boolean (value, priv->keep_aspect_ratio);
break;
case PROP_LOAD_ASYNC:
g_value_set_boolean (value, priv->load_async);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
@ -868,7 +933,7 @@ clutter_texture_class_init (ClutterTextureClass *klass)
"smaller values less texture memory.",
-1,
G_MAXINT,
64,
63,
G_PARAM_CONSTRUCT_ONLY | CLUTTER_PARAM_READWRITE));
g_object_class_install_property
@ -918,6 +983,29 @@ clutter_texture_class_init (ClutterTextureClass *klass)
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterTexture:load-async:
*
* Tries to load a texture from a filename by using a local thread
* to perform the read operations. Threading is only enabled if
* g_thread_init() has been called prior to clutter_init(), otherwise
* #ClutterTexture will use the main loop to load the image.
*
* The upload of the texture data on the GL pipeline is not
* asynchronous, as it must be performed from within the same
* thread that called clutter_main().
*
* Since: 1.0
*/
g_object_class_install_property
(gobject_class, PROP_LOAD_ASYNC,
g_param_spec_boolean ("load-async",
"Load asynchronously",
"Load files inside a thread to avoid blocking when "
"loading images.",
FALSE,
CLUTTER_PARAM_READWRITE));
/**
* ClutterTexture::size-change:
* @texture: the texture which received the signal
@ -953,6 +1041,27 @@ clutter_texture_class_init (ClutterTextureClass *klass)
g_cclosure_marshal_VOID__VOID,
G_TYPE_NONE,
0);
/**
* ClutterTexture::load-finished:
* @texture: the texture which received the signal
* @error: A set error, or %NULL
*
* The ::load-finished signal is emitted when a texture load has
* completed. If there was an error during loading, @error will
* be set, otherwise it will be %NULL
*
* Since: 1.0
*/
texture_signals[LOAD_FINISHED] =
g_signal_new (I_("load-finished"),
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterTextureClass, load_finished),
NULL, NULL,
g_cclosure_marshal_VOID__POINTER,
G_TYPE_NONE,
1,
G_TYPE_POINTER);
}
static ClutterScriptableIface *parent_scriptable_iface = NULL;
@ -1016,7 +1125,7 @@ clutter_texture_init (ClutterTexture *self)
self->priv = priv = CLUTTER_TEXTURE_GET_PRIVATE (self);
priv->max_tile_waste = 64;
priv->max_tile_waste = 63;
priv->filter_quality = CLUTTER_TEXTURE_QUALITY_MEDIUM;
priv->repeat_x = FALSE;
priv->repeat_y = FALSE;
@ -1286,19 +1395,25 @@ clutter_texture_set_from_data (ClutterTexture *texture,
gint bpp,
GError **error)
{
CoglHandle new_texture;
ClutterTexturePrivate *priv;
ClutterTexturePrivate *priv = texture->priv;
CoglHandle new_texture = COGL_INVALID_HANDLE;
CoglTextureFlags flags = COGL_TEXTURE_NONE;
gint max_waste = -1;
priv = texture->priv;
if (!priv->no_slice)
max_waste = priv->max_tile_waste;
if ((new_texture = cogl_texture_new_from_data
(width, height,
priv->no_slice ? -1 : priv->max_tile_waste,
priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH,
source_format,
COGL_PIXEL_FORMAT_ANY,
rowstride,
data)) == COGL_INVALID_HANDLE)
if (priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH)
flags |= COGL_TEXTURE_AUTO_MIPMAP;
new_texture = cogl_texture_new_from_data (width, height,
max_waste, flags,
source_format,
COGL_PIXEL_FORMAT_ANY,
rowstride,
data);
if (G_UNLIKELY (new_texture == COGL_INVALID_HANDLE))
{
g_set_error (error, CLUTTER_TEXTURE_ERROR,
CLUTTER_TEXTURE_ERROR_BAD_FORMAT,
@ -1315,6 +1430,8 @@ clutter_texture_set_from_data (ClutterTexture *texture,
cogl_texture_unref (new_texture);
g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, error);
return TRUE;
}
@ -1409,14 +1526,14 @@ clutter_texture_set_from_rgb_data (ClutterTexture *texture,
* Return value: %TRUE if the texture was successfully updated
*
* Since: 0.4
**/
*/
gboolean
clutter_texture_set_from_yuv_data (ClutterTexture *texture,
const guchar *data,
gint width,
gint height,
ClutterTextureFlags flags,
GError **error)
clutter_texture_set_from_yuv_data (ClutterTexture *texture,
const guchar *data,
gint width,
gint height,
ClutterTextureFlags flags,
GError **error)
{
ClutterTexturePrivate *priv;
@ -1448,6 +1565,188 @@ clutter_texture_set_from_yuv_data (ClutterTexture *texture,
error);
}
/*
* clutter_texture_async_load_complete:
* @self: a #ClutterTexture
* @error: load error
*
* If @error is %NULL, loads the #CoglBitmap into a #CoglTexture.
*
* This function emits the ::load-finished signal on @self.
*/
static void
clutter_texture_async_load_complete (ClutterTexture *self,
const GError *error)
{
ClutterTexturePrivate *priv = self->priv;
CoglHandle handle;
CoglTextureFlags flags = COGL_TEXTURE_NONE;
gint waste = -1;
if (error == NULL)
{
if (priv->no_slice)
waste = priv->max_tile_waste;
if (priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH)
flags |= COGL_TEXTURE_AUTO_MIPMAP;
handle = cogl_texture_new_from_bitmap (priv->load_bitmap,
waste, flags,
COGL_PIXEL_FORMAT_ANY);
clutter_texture_set_cogl_texture (self, handle);
cogl_texture_unref (handle);
cogl_bitmap_free (priv->load_bitmap);
priv->load_bitmap = NULL;
}
g_signal_emit (self, texture_signals[LOAD_FINISHED], 0, error);
clutter_actor_queue_relayout (CLUTTER_ACTOR (self));
}
static gboolean
clutter_texture_thread_cb (gpointer data)
{
ClutterTexture *self = data;
ClutterTexturePrivate *priv = self->priv;
priv->load_idle = 0;
if (priv->load_thread)
{
g_thread_join (priv->load_thread);
priv->load_thread = NULL;
}
else
return FALSE;
clutter_texture_async_load_complete (self, priv->load_error);
if (priv->load_error)
{
g_error_free (priv->load_error);
priv->load_error = NULL;
}
return FALSE;
}
static gpointer
clutter_texture_thread_func (gpointer data)
{
ClutterTexture *self = data;
ClutterTexturePrivate *priv = self->priv;
/* Try loading with imaging backend */
priv->load_bitmap = cogl_bitmap_new_from_file (priv->load_filename,
&priv->load_error);
g_free (priv->load_filename);
priv->load_filename = NULL;
/* make sure we load the image in the main thread, where we
* hold the main Clutter lock
*/
priv->load_idle =
clutter_threads_add_idle (clutter_texture_thread_cb, self);
return NULL;
}
static gboolean
clutter_texture_idle_func (gpointer data)
{
ClutterTexture *self = data;
ClutterTexturePrivate *priv = self->priv;
GError *internal_error;
internal_error = NULL;
priv->load_bitmap = cogl_bitmap_new_from_file (priv->load_filename,
&internal_error);
clutter_texture_async_load_complete (self, internal_error);
g_free (priv->load_filename);
priv->load_filename = NULL;
if (internal_error)
g_error_free (internal_error);
return FALSE;
}
/*
* clutter_texture_async_load:
* @self: a #ClutterTexture
* @error: return location for a #GError
*
* Starts an asynchronous load of the file name stored inside
* the load_filename private member.
*
* If threading is enabled we use a GThread to perform the actual
* I/O; if threading is not enabled, we use an idle GSource.
*
* The I/O is the only bit done in a thread -- uploading the
* texture data to the GL pipeline must be done from within the
* same thread that called clutter_main(). Threaded upload should
* be part of the GL implementation.
*
* This function will block until we get a size from the file
* so that we can effectively get the size the texture actor after
* clutter_texture_set_from_file().
*
* Return value: %TRUE if the asynchronous loading was successfully
* initiated, %FALSE otherwise
*/
static gboolean
clutter_texture_async_load (ClutterTexture *self,
GError **error)
{
ClutterTexturePrivate *priv = self->priv;
gint width, height;
gboolean res;
g_assert (priv->load_filename != NULL);
/* ask the file for a size; if we cannot get the size then
* there's no point in even continuing the asynchronous
* loading, so we just stop there
*/
res = cogl_bitmap_get_size_from_file (priv->load_filename,
&width,
&height);
if (!res)
{
g_set_error (error, CLUTTER_TEXTURE_ERROR,
CLUTTER_TEXTURE_ERROR_BAD_FORMAT,
"Failed to create COGL texture");
return FALSE;
}
else
{
priv->width = width;
priv->height = height;
}
if (g_thread_supported ())
{
priv->load_thread =
g_thread_create ((GThreadFunc) clutter_texture_thread_func,
self, TRUE,
error);
return priv->load_thread != NULL? TRUE : FALSE;
}
else
{
priv->load_idle =
clutter_threads_add_idle (clutter_texture_idle_func, self);
return TRUE;
}
}
/**
* clutter_texture_set_from_file:
* @texture: A #ClutterTexture
@ -1457,6 +1756,12 @@ clutter_texture_set_from_yuv_data (ClutterTexture *texture,
* Sets the #ClutterTexture image data from an image file. In case of
* failure, %FALSE is returned and @error is set.
*
* If #ClutterTexture:load-async is set to %TRUE, this function
* will return as soon as possible, and the actual image loading
* from disk will be performed asynchronously. #ClutterTexture::load-finished
* will be emitted when the image has been loaded or if an error
* occurred.
*
* Return value: %TRUE if the image was successfully loaded and set
*
* Since: 0.8
@ -1466,28 +1771,48 @@ clutter_texture_set_from_file (ClutterTexture *texture,
const gchar *filename,
GError **error)
{
CoglHandle new_texture;
ClutterTexturePrivate *priv;
ClutterTexturePrivate *priv;
CoglHandle new_texture = COGL_INVALID_HANDLE;
GError *internal_error = NULL;
CoglTextureFlags flags = COGL_TEXTURE_NONE;
gint max_waste = -1;
priv = texture->priv;
g_return_val_if_fail (error == NULL || *error == NULL, FALSE);
if ((new_texture = cogl_texture_new_from_file
(filename,
priv->no_slice ? -1 : priv->max_tile_waste,
priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH,
COGL_PIXEL_FORMAT_ANY,
error))
== COGL_INVALID_HANDLE)
if (priv->load_async)
{
clutter_texture_async_load_cancel (texture);
priv->load_filename = g_strdup (filename);
return clutter_texture_async_load (texture, error);
}
if (priv->no_slice)
max_waste = priv->max_tile_waste;
if (priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH)
flags |= COGL_TEXTURE_AUTO_MIPMAP;
new_texture = cogl_texture_new_from_file (filename,
max_waste, flags,
COGL_PIXEL_FORMAT_ANY,
&internal_error);
if (new_texture == COGL_INVALID_HANDLE)
{
/* If COGL didn't give an error then make one up */
if (error && *error == NULL)
if (internal_error == NULL)
{
g_set_error (error, CLUTTER_TEXTURE_ERROR,
CLUTTER_TEXTURE_ERROR_BAD_FORMAT,
"Failed to create COGL texture");
}
else
g_propagate_error (error, internal_error);
g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, error);
return FALSE;
}
@ -1500,6 +1825,8 @@ clutter_texture_set_from_file (ClutterTexture *texture,
cogl_texture_unref (new_texture);
g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, error);
return TRUE;
}
@ -1848,19 +2175,25 @@ on_fbo_source_size_change (GObject *object,
if (w != priv->width || h != priv->height)
{
CoglTextureFlags flags = COGL_TEXTURE_NONE;
/* tear down the FBO */
cogl_offscreen_unref (priv->fbo_handle);
texture_free_gl_resources (texture);
priv->width = w;
priv->height = h;
priv->width = w;
priv->height = h;
priv->fbo_texture = cogl_texture_new_with_size (MAX (priv->width, 1),
MAX (priv->height, 1),
-1,
priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH,
COGL_PIXEL_FORMAT_RGBA_8888);
if (priv->filter_quality == CLUTTER_TEXTURE_QUALITY_HIGH)
flags |= COGL_TEXTURE_AUTO_MIPMAP;
priv->fdo_texture =
cogl_texture_new_with_size (MAX (priv->width, 1),
MAX (priv->height, 1),
-1,
flags,
COGL_PIXEL_FORMAT_RGBA_8888);
cogl_texture_set_filters (priv->fbo_texture,
clutter_texture_quality_to_cogl_min_filter (priv->filter_quality),
@ -1876,7 +2209,7 @@ on_fbo_source_size_change (GObject *object,
return;
}
clutter_actor_set_size (CLUTTER_ACTOR(texture), w, h);
clutter_actor_set_size (CLUTTER_ACTOR (texture), w, h);
}
}
@ -2051,9 +2384,9 @@ clutter_texture_new_from_actor (ClutterActor *actor)
priv->width = w;
priv->height = h;
clutter_actor_set_size (CLUTTER_ACTOR(texture), priv->width, priv->height);
clutter_actor_set_size (CLUTTER_ACTOR (texture), priv->width, priv->height);
return CLUTTER_ACTOR(texture);
return CLUTTER_ACTOR (texture);
}
static void