Introduce regional stage rendering
Add support for drawing a stage using multiple framebuffers each making up one part of the stage. This works by the stage backend (ClutterStageWindow) providing a list of views which will be for splitting up the stage in different regions. A view layout, for now, is a set of rectangles. The stage window (i.e. stage "backend" will use this information when drawing a frame, using one framebuffer for each view. The scene graph is adapted to explictly take a view when painting the stage. It will use this view, its assigned framebuffer and layout to offset and clip the drawing accordingly. This effectively removes any notion of "stage framebuffer", since each stage now may consist of multiple framebuffers. Therefore, API involving this has been deprecated and made no-ops; namely clutter_stage_ensure_context(). Callers are now assumed to either always use a framebuffer reference explicitly, or push/pop the framebuffer of a given view where the code has not yet changed to use the explicit-buffer-using cogl API. Currently only the nested X11 backend supports this mode fully, and the per view framebuffers are all offscreen. Upon frame completion, it'll blit each view's framebuffer onto the onscreen framebuffer before swapping. Other backends (X11 CM and native/KMS) are adapted to manage a full-stage view. The X11 CM backend will continue to use this method, while the native/KMS backend will be adopted to use multiple view drawing. https://bugzilla.gnome.org/show_bug.cgi?id=768976
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@@ -413,27 +413,6 @@ clutter_backend_real_create_context (ClutterBackend *backend,
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return TRUE;
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}
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static void
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clutter_backend_real_ensure_context (ClutterBackend *backend,
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ClutterStage *stage)
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{
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ClutterStageWindow *stage_impl;
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CoglFramebuffer *framebuffer;
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if (stage == NULL)
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return;
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stage_impl = _clutter_stage_get_window (stage);
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if (stage_impl == NULL)
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return;
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framebuffer = _clutter_stage_window_get_active_framebuffer (stage_impl);
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if (framebuffer == NULL)
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return;
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cogl_set_framebuffer (framebuffer);
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}
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static ClutterFeatureFlags
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clutter_backend_real_get_features (ClutterBackend *backend)
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{
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@@ -697,7 +676,6 @@ clutter_backend_class_init (ClutterBackendClass *klass)
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klass->get_device_manager = clutter_backend_real_get_device_manager;
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klass->translate_event = clutter_backend_real_translate_event;
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klass->create_context = clutter_backend_real_create_context;
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klass->ensure_context = clutter_backend_real_ensure_context;
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klass->get_features = clutter_backend_real_get_features;
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}
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@@ -789,87 +767,6 @@ _clutter_backend_create_context (ClutterBackend *backend,
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return klass->create_context (backend, error);
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}
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void
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_clutter_backend_ensure_context_internal (ClutterBackend *backend,
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ClutterStage *stage)
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{
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ClutterBackendClass *klass = CLUTTER_BACKEND_GET_CLASS (backend);
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if (G_LIKELY (klass->ensure_context))
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klass->ensure_context (backend, stage);
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}
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void
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_clutter_backend_ensure_context (ClutterBackend *backend,
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ClutterStage *stage)
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{
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static ClutterStage *current_context_stage = NULL;
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g_assert (CLUTTER_IS_BACKEND (backend));
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g_assert (CLUTTER_IS_STAGE (stage));
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if (current_context_stage != stage ||
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!clutter_actor_is_realized (CLUTTER_ACTOR (stage)))
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{
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ClutterStage *new_stage = NULL;
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if (!clutter_actor_is_realized (CLUTTER_ACTOR (stage)))
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{
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new_stage = NULL;
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CLUTTER_NOTE (BACKEND,
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"Stage [%p] is not realized, unsetting the stage",
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stage);
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}
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else
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{
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new_stage = stage;
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CLUTTER_NOTE (BACKEND,
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"Setting the new stage [%p]",
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new_stage);
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}
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/* XXX: Until Cogl becomes fully responsible for backend windows
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* Clutter need to manually keep it informed of the current window size
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*
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* NB: This must be done after we ensure_context above because Cogl
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* always assumes there is a current GL context.
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*/
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if (new_stage != NULL)
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{
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float width, height;
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_clutter_backend_ensure_context_internal (backend, new_stage);
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clutter_actor_get_size (CLUTTER_ACTOR (stage), &width, &height);
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cogl_onscreen_clutter_backend_set_size (width, height);
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/* Eventually we will have a separate CoglFramebuffer for
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* each stage and each one will track private projection
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* matrix and viewport state, but until then we need to make
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* sure we update the projection and viewport whenever we
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* switch between stages.
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*
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* This dirty mechanism will ensure they are asserted before
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* the next paint...
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*/
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_clutter_stage_dirty_viewport (stage);
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_clutter_stage_dirty_projection (stage);
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}
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/* FIXME: With a NULL stage and thus no active context it may make more
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* sense to clean the context but then re call with the default stage
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* so at least there is some kind of context in place (as to avoid
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* potential issue of GL calls with no context).
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*/
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current_context_stage = new_stage;
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}
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else
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CLUTTER_NOTE (BACKEND, "Stage is the same");
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}
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ClutterFeatureFlags
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_clutter_backend_get_features (ClutterBackend *backend)
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{
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