This greatly speeds up running all the conformance tests by no longer
delaying many of the tests for a number of dummy frames to be painted.
We used to skip frames because we thought there was a problem with the
driver's glReadPixels implementation. Although we have seen driver
issues at times the real reason the delay was needed was because
resizing the stage usually happens asynchronously (because a non
synchronous X request is used by clutter_stage_set_size()). We now force
all X requests to be synchronized for the conformance tests so this is
no longer a problem and we can avoid these hacks.
The required .so file was named using @CLUTTER_WINSYS@ but since
bf9d5f3949 the .so should be named with @CLUTTER_SONAME_INFIX@. This
was breaking the build on eglx.
* cally-merge:
cally: Add introspection generation
cally: Improving cally doc
cally: Cleaning CallyText
cally: Refactoring "window:create" and "window:destroy" emission code
cally: Use proper backend information on CallyActor
cally: Check HAVE_CONFIG_H on cally-util.c
docs: Fix Cally documentation
cally: Clean up the headers
Add binaries of the Cally examples to the ignore file
docs: Add Cally API reference
Avoid to load cally module on a11y examples
Add accessibility tests
Initialize accessibility support on clutter_init
Rename some methods and includes to avoid -Wshadow warnings
Cally initialization code
Add Cally
This makes test-timeline get the default stage so there is at least one
stage instantiated. Without any stages the master clock will never run
which was causing this test to fail.
The report generation was broken by the split of the various test units;
also, we were using GTest in a way that's not really sanctioned by
upstream.
This commit tries to re-use the targets from GLib's Makefile rules while
compensating for our own set up.
Normally the asynchronous nature of X means that setting the clutter
stage size may really happen an indefinite amount of time later but
since the tests are so short lived and may only render a single frame
this is not an acceptable semantic.
This way we should be able to remove all the hacky sleeps and frame
count delays from our tests.
Since we now run every test in a separate process there is no need to
try and avoid state leakage between tests. This removes the code to
cleanup all children of the stage and disconnect handlers from the
stage paint signal. We now explicitly print a warning if the users tries
to run multiple tests in one process.
In the .json file used for the test, there is no null -> "base"
transition defined only a "clicked" -> "base", when the "clicked" state
is removed the "base" state will also disappear.
I was fed up to cd into the tests/conform or tests/interactive directories
to launch a specific test. Now, with the power the abs_ variants of
builddir and srcdir we can run specific test from any directory.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2159
This allows you to tell Cogl that you are planning to replace all the
buffer's data once it is mapped with cogl_buffer_map. This means if the
buffer is currently being accessed by the GPU then the driver doesn't
have to stall and wait for it to finish before it can access it from the
CPU and can instead potentially allocate a new buffer with undefined
data and map that.
There was a missing '* 4' and '* i' in the for() loops that initialized
the first test buffer, so it was containing uninitialized data causing
the test to fail.
Since CoglPixelBuffer was renamed to CoglPixelArray the test entry point
was also renamed to test_cogl_pixel_array, but mistakenly the
corresponding test-conform-main.c change wasn't pushed at the same time.
This removes cogl_pixel_array_new which just took a size in bytes.
Without the image size and pixel format then the driver often doesn't
have enough information to allocate optimal GPU memory that can be
textured from directly. This is because GPUs often have ways to
spatially alter the layout of a texture to improve cache access patterns
which may require special alignment and padding dependant in the images
width, height and bpp.
Although currently we are limited by OpenGL because it doesn't let us
pass on the width and height when allocating a PBO, the hope is that we
can define a better extension at some point.
The usage hint should be implied by the CoglBuffer subclass type so the
public getter and setter APIs for manually changing the usage hint of a
CoglBuffer have now been removed.
This creates a path with an outer clockwise and two internal sub
paths, one clockwise and one counter-clockwise. The path is then
painted twice, once with each fill rule.
Allow using the BindConstraint to bind width and height of a source
actor.
Also, add a test for the BindConstraint showing all types of usages
for this constraint class.
The -rdynamic linker option is specific to ELF so it was breaking
builds on systems with other object formats such as Windows and
Solaris. This patch replaces that option with -export-dynamic which is
a portable libtool option which should do the right thing on each
platform.
http://bugzilla.clutter-project.org/show_bug.cgi?id=1930
When the 'm' key is pressed it will now recursively look for all
ClutterTexture subclasses on the stage and toggle the texture quality
between high and low. This is useful to test the mipmap fallback.
When the mouse button is pressed it would previously draw a small
1-pixel wide fully transparent line to the pixmap. This is a useful
feature to help test the automatic updates but the line is quite hard
to see so it's to easy miss. This patch changes it to draw a thick
black circle. The circle is drawn at a different position every time
the button is clicked.
The hand actor has a feature that if you click on the stage it will
draw a line to the actor. However it's not possible to see the results
of this because automatic updates were disabled so the texture would
never be updated.
test-pixmap has long had a --disable-x11 option that didn't do
anything. This patch adds the neccessary if (disable_x11) to disable
adding the ClutterX11TexturePixmap actor when the option is given.
Previously we were using an internal only HAVE_COGL_GLES2 define to
guard GLES 2 specific changes so for instance the precision modifiers
weren't being emitted in the shader source.
http://bugzilla.o-hand.com/show_bug.cgi?id=2178
This adds a separate variable name "CLUTTER_SONAME_INFIX" to define the
infix for the clutter library that gets linked. Currently the WINSYS
corresponds to the directory we enter when building to compile the
window system and input support, but it is desirable to be able to
define multiple flavours that use the same WINSYS but should result in
different library names.
For example we are planning to combine the eglx and eglnative window
systems into one "egl" winsys but we will need to preserve the current
library names for the eglx and eglnative flavours.
ClutterActor should allow attaching actions, constraints and effects
just like it allows behaviours, e.g.:
{
...
"constraints" : [
{
"type" : "ClutterAlignConstraint",
"source" : "stage",
"align-axis" : "x-axis",
"factor" : 0.5
},
{
"type" : "ClutterAlignConstraint",
"source" : "stage",
"align-axis" : "y-axis",
"factor" : 0.5
}
],
...
}
or:
{
...
"actions" : [
{
"type" : "ClutterDragAction",
"signals" : [
{ "name" : "drag-end", "handler" : "on_drag_end" }
]
}
],
...
}
In order to do so, we use the Scriptable interface implementation and
add three new custom properties accepting an array; then we parse each
member of the array as a new object.
The :sync-size property of ClutterTexture should be set to FALSE by
default by ClutterCairoTexture. The preferred size of the
ClutterCairoTexture is already the size of the internal Cairo surface,
and we override the preferred width/height getters to that effect.
The :sync-size property is also responsible of changing the size of
the Texture actor when changing the texture handle - but since we
encourage that to happen during the CairoTexture allocation, we get a
queue_relayout() invocation (and a warning) when we change the size
of the Cairo image surface.
Since GObject doesn't make it easy to override the default value of the
:sync-size property in sub-classes, we should simply call the setter
function during the ClutterCairoTexture instance initialization.
We should also change one of the interactive tests using a CairoTexture
to rebuild the contents of the actor in response to an allocation.
This redirects the legacy depth testing APIs through CoglMaterial and
adds a new experimental cogl_material_ API for handling the depth
testing state.
This adds the following new functions:
cogl_material_set_depth_test_enabled
cogl_material_get_depth_test_enabled
cogl_material_set_depth_writing_enabled
cogl_material_get_depth_writing_enabled
cogl_material_set_depth_test_function
cogl_material_get_depth_test_function
cogl_material_set_depth_range
cogl_material_get_depth_range
As with other experimental Cogl API you need to define
COGL_ENABLE_EXPERIMENTAL_API to access them and their stability isn't
yet guaranteed.
Both ::drag-begin and ::drag-end have a "button" argument - even though
we assume internally, and externally, that dragging can only be the
result of a primary button operation.
This test breaks out into raw OpenGL to create a foreign texture so it
needs to be careful not to trample on any state that may be cached by
Cogl internally.
This test breaks out into raw OpenGL to create a RECTANGLE texture so it
needs to be careful not to trample on any state that may be cached by
Cogl internally.