actor: Move the ShaderData out of the private data

Let's try and start reducing the size of ClutterActorPrivate by moving
some optional, out-of-band data from it to GObject data.

The ShaderData structure is a prime candidate for this migration: it
does not need to be inspected by the actor, and its relationship with an
actor is transient and optional.

By attaching it to the actor's instance through g_object_set_data() we
neatly tie its lifetime to the instance, and we don't have to care
cleaning it up in the finalize()/dispose() implementation of
ClutterActor itself.
This commit is contained in:
Emmanuele Bassi 2011-02-18 11:43:27 +00:00
parent 9ea2567a2f
commit fc89513295
2 changed files with 67 additions and 67 deletions

View File

@ -451,8 +451,6 @@ struct _ClutterActorPrivate
AnchorCoord scale_center;
ShaderData *shader_data;
PangoContext *pango_context;
ClutterTextDirection text_direction;
@ -607,8 +605,6 @@ static void clutter_actor_shader_pre_paint (ClutterActor *actor,
gboolean repeat);
static void clutter_actor_shader_post_paint (ClutterActor *actor);
static void destroy_shader_data (ClutterActor *self);
/* These setters are all static for now, maybe they should be in the
* public API, but they are perhaps obscure enough to leave only as
* properties
@ -667,6 +663,8 @@ static ClutterPaintVolume *_clutter_actor_get_paint_volume_mutable (ClutterActor
{ _transform; } \
cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END
static GQuark quark_shader_data = 0;
G_DEFINE_ABSTRACT_TYPE_WITH_CODE (ClutterActor,
clutter_actor,
G_TYPE_INITIALLY_UNOWNED,
@ -2533,6 +2531,12 @@ cull_actor (ClutterActor *self)
return FALSE;
}
static inline gboolean
actor_has_shader_data (ClutterActor *self)
{
return g_object_get_qdata (G_OBJECT (self), quark_shader_data) != NULL;
}
/**
* clutter_actor_paint:
* @self: A #ClutterActor
@ -2688,7 +2692,7 @@ clutter_actor_paint (ClutterActor *self)
if (priv->effects != NULL)
effect_painted = _clutter_actor_effects_pre_paint (self);
else if (priv->shader_data != NULL)
else if (actor_has_shader_data (self))
clutter_actor_shader_pre_paint (self, FALSE);
priv->propagated_one_redraw = FALSE;
@ -2696,7 +2700,7 @@ clutter_actor_paint (ClutterActor *self)
if (effect_painted)
_clutter_actor_effects_post_paint (self);
else if (priv->shader_data != NULL)
else if (actor_has_shader_data (self))
clutter_actor_shader_post_paint (self);
if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES))
@ -3348,8 +3352,6 @@ clutter_actor_dispose (GObject *object)
g_assert (!CLUTTER_ACTOR_IS_REALIZED (self));
}
destroy_shader_data (self);
if (priv->pango_context)
{
g_object_unref (priv->pango_context);
@ -3460,6 +3462,8 @@ clutter_actor_class_init (ClutterActorClass *klass)
GObjectClass *object_class = G_OBJECT_CLASS (klass);
GParamSpec *pspec;
quark_shader_data = g_quark_from_static_string ("-clutter-actor-shader-data");
object_class->set_property = clutter_actor_set_property;
object_class->get_property = clutter_actor_get_property;
object_class->dispose = clutter_actor_dispose;
@ -4891,7 +4895,6 @@ clutter_actor_init (ClutterActor *self)
priv->id = clutter_id_pool_add (CLUTTER_CONTEXT()->id_pool, self);
priv->scale_x = 1.0;
priv->scale_y = 1.0;
priv->shader_data = NULL;
priv->show_on_set_parent = TRUE;
priv->needs_width_request = TRUE;
@ -9395,12 +9398,13 @@ G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterVertex, clutter_vertex,
clutter_vertex_free,
CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_vertex_progress));
/******************************************************************************/
struct _ShaderData
{
ClutterShader *shader;
/* back pointer to the actor */
ClutterActor *actor;
/* list of values that should be set on the shader
* before each paint cycle
*/
@ -9416,28 +9420,26 @@ shader_value_free (gpointer data)
}
static void
destroy_shader_data (ClutterActor *self)
destroy_shader_data (gpointer data)
{
ClutterActorPrivate *actor_priv = self->priv;
ShaderData *shader_data = actor_priv->shader_data;
ShaderData *shader_data = data;
if (shader_data == NULL)
return;
if (shader_data->shader)
if (shader_data->shader != NULL)
{
g_object_unref (shader_data->shader);
shader_data->shader = NULL;
}
if (shader_data->value_hash)
if (shader_data->value_hash != NULL)
{
g_hash_table_destroy (shader_data->value_hash);
shader_data->value_hash = NULL;
}
g_slice_free (ShaderData, shader_data);
actor_priv->shader_data = NULL;
}
@ -9455,18 +9457,15 @@ destroy_shader_data (ClutterActor *self)
ClutterShader *
clutter_actor_get_shader (ClutterActor *self)
{
ClutterActorPrivate *actor_priv;
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), NULL);
actor_priv = self->priv;
shader_data = actor_priv->shader_data;
if (shader_data == NULL)
return NULL;
shader_data = g_object_get_qdata (G_OBJECT (self), quark_shader_data);
if (shader_data != NULL)
return shader_data->shader;
return NULL;
}
/**
@ -9476,10 +9475,14 @@ clutter_actor_get_shader (ClutterActor *self)
*
* Sets the #ClutterShader to be used when rendering @self.
*
* If @shader is %NULL it will unset any currently set shader
* If @shader is %NULL this function will unset any currently set shader
* for the actor.
*
* <note>Any #ClutterEffect applied to @self will take the precedence
* over the #ClutterShader set using this function.</note>
*
* Return value: %TRUE if the shader was successfully applied
* or removed
*
* Since: 0.6
*/
@ -9487,7 +9490,6 @@ gboolean
clutter_actor_set_shader (ClutterActor *self,
ClutterShader *shader)
{
ClutterActorPrivate *actor_priv;
ShaderData *shader_data;
g_return_val_if_fail (CLUTTER_IS_ACTOR (self), FALSE);
@ -9498,22 +9500,26 @@ clutter_actor_set_shader (ClutterActor *self,
else
{
/* if shader passed in is NULL we destroy the shader */
destroy_shader_data (self);
g_object_set_qdata (G_OBJECT (self), quark_shader_data, NULL);
return TRUE;
}
actor_priv = self->priv;
shader_data = actor_priv->shader_data;
shader_data = g_object_get_qdata (G_OBJECT (self), quark_shader_data);
if (shader_data == NULL)
{
actor_priv->shader_data = shader_data = g_slice_new (ShaderData);
shader_data = g_slice_new (ShaderData);
shader_data->actor = self;
shader_data->shader = NULL;
shader_data->value_hash =
g_hash_table_new_full (g_str_hash, g_str_equal,
g_free,
shader_value_free);
g_object_set_qdata_full (G_OBJECT (self), quark_shader_data,
shader_data,
destroy_shader_data);
}
if (shader_data->shader != NULL)
g_object_unref (shader_data->shader);
@ -9531,30 +9537,28 @@ set_each_param (gpointer key,
gpointer user_data)
{
ClutterShader *shader = user_data;
const gchar *uniform = key;
GValue *var = value;
clutter_shader_set_uniform (shader, (const gchar *)key, var);
clutter_shader_set_uniform (shader, uniform, var);
}
static void
clutter_actor_shader_pre_paint (ClutterActor *actor,
gboolean repeat)
{
ClutterActorPrivate *priv;
ShaderData *shader_data;
ClutterShader *shader;
ClutterMainContext *context;
priv = actor->priv;
shader_data = priv->shader_data;
if (!shader_data)
shader_data = g_object_get_qdata (G_OBJECT (actor), quark_shader_data);
if (shader_data == NULL)
return;
context = _clutter_context_get_default ();
shader = shader_data->shader;
if (shader)
if (shader != NULL)
{
clutter_shader_set_is_enabled (shader, TRUE);
@ -9568,21 +9572,18 @@ clutter_actor_shader_pre_paint (ClutterActor *actor,
static void
clutter_actor_shader_post_paint (ClutterActor *actor)
{
ClutterActorPrivate *priv;
ShaderData *shader_data;
ClutterShader *shader;
ClutterMainContext *context;
priv = actor->priv;
shader_data = priv->shader_data;
if (!shader_data)
shader_data = g_object_get_qdata (G_OBJECT (actor), quark_shader_data);
if (shader_data == NULL)
return;
context = _clutter_context_get_default ();
shader = shader_data->shader;
if (shader)
if (shader != NULL)
{
clutter_shader_set_is_enabled (shader, FALSE);
@ -9614,7 +9615,6 @@ clutter_actor_set_shader_param (ClutterActor *self,
const gchar *param,
const GValue *value)
{
ClutterActorPrivate *priv;
ShaderData *shader_data;
GValue *var;
@ -9626,10 +9626,8 @@ clutter_actor_set_shader_param (ClutterActor *self,
G_VALUE_HOLDS_FLOAT (value) ||
G_VALUE_HOLDS_INT (value));
priv = self->priv;
shader_data = priv->shader_data;
if (!shader_data)
shader_data = g_object_get_qdata (G_OBJECT (self), quark_shader_data);
if (shader_data == NULL)
return;
var = g_slice_new0 (GValue);

View File

@ -310,8 +310,10 @@ test_shader_main (gint argc, gchar *argv[])
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
stage = clutter_stage_new ();
clutter_stage_set_title (CLUTTER_STAGE (stage), "Shaders");
clutter_actor_set_size (stage, 512, 384);
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
g_print ("applying shaders[%i] named '%s'\n",
shader_no,