When reorganizing the textures, we can avoid downloading the entire
texture data if we bind the source texture in a framebuffer object and
copy the destination using glCopyTexSubImage2D. This is also
implemented using a much faster path in Mesa.
Currently it is calling the GL framebuffer API directly but ideally it
would use the Cogl offscreen API. However there is no way to tell Cogl
not to create a stencil renderbuffer which seems like a waste in this
situation.
If FBOs are not available it will fallback to reading back the entire
texture data as before.
This adds a 'dump-atlas-image' debug category. When enabled, CoglAtlas
will use Cairo to create a png which visualizes the leaf rectangles of
the atlas.
This adds an 'atlas' category to the COGL_DEBUG environment
variable. When enabled Cogl will display messages when textures are
added to the atlas and when the atlas is reorganized.
When space can't be found in the atlas for a new texture it will now
try to reorganize the atlas to make space. A new CoglAtlas is created
and all of the textures are readded in decreasing size order. If the
textures still don't fit then the size of the atlas is doubled until
either we find a space or we reach the texture size limits. If we
successfully find an organization that fits then all of the textures
will be migrated to a new texture. This involves copying the texture
data into CPU memory and then uploading it again. Potentially it could
eventually use a PBO or an FBO to transfer the image without going
through the CPU.
The algorithm for laying out the textures works a lot better if the
rectangles are added in order so we might eventually want some API for
creating multiple textures in one go to avoid reorganizing the atlas
as far as possible.
This adds a CoglAtlas type which is a data structure that keeps track
of unused sub rectangles of a larger rectangle. There is a new atlased
texture backend which uses this to put multiple textures into a single
larger texture.
Currently the atlas is always sized 256x256 and the textures are never
moved once they are put in. Eventually it needs to be able to
reorganise the atlas and grow it if necessary. It also needs to
migrate the textures out of the atlas if mipmaps are required.
This is an optimised version of CoglTexture2DSliced that always deals
with a single texture and always uses the GL_TEXTURE_2D
target. cogl_texture_new_from_bitmap now tries to use this backend
first. If it can't create a texture with that size then it falls back
the sliced backend.
cogl_texture_upload_data_prepare has been split into two functions
because the sliced backend needs to know the real internal format
before the conversion is performed. Otherwise the converted bitmap
will be wasted if the backend can't support the size.
This provides a way to upload the entire data for a texture without
having to first call glTexImage and then glTexSubImage. This should be
faster especially with indirect rendering where it would needlessy
send the data for the texture twice.
new_from_data and new_from_file can be implemented in terms of
new_from_bitmap so it makes sense to move these to cogl-texture rather
than having to implement them in every texture backend.
This tests creating a sub texture from a larger texture using various
different texture coordinates. It also tries to read back the texture
data using cogl_texture_get_data.
This adds a new texture backend which represents a sub texture of a
larger texture. The texture is created with a reference to the full
texture and a set of coordinates describing the region. The backend
simply defers to the full texture for all operations and maps the
coordinates to the other range. You can also use coordinates outside
the range [0,1] to create a repeated version of the full texture.
A new public API function called cogl_texture_new_from_sub_texture is
available to create the sub texture.
The CoglTextureSliceCallback function pointer now takes const pointers
for the texture coordinates. This makes it clearer that the callback
should not modify the array and therefore the backend can use the same
array for both sets of coords.
Given a region of texture coordinates this utility invokes a callback
enough times to cover the region with a subregion that spans the
texture at most once. Eg, if called with tx1 and tx2 as 0.5 and 3.0 it
it would invoke the callback with:
0.5,1.0 1.0,2.0 2.0,3.0
Manual repeating is needed by all texture backends regardless of
whether they can support hardware repeating because when Cogl calls
the foreach_sub_texture_in_region method then it sets the wrap mode to
GL_CLAMP_TO_EDGE and no hardware repeating is possible.
In _cogl_multitexture_quad_single_primitive we use a wrap mode of
GL_CLAMP_TO_EDGE if the texture coordinates are all in the range [0,1]
or GL_REPEAT otherwise. This is to avoid pulling in pixels from either
side when using GL_LINEAR filter mode and rendering the entire
texture. Previously it was checking using the unconverted texture
coordinates. This is ok unless the texture backend is radically
transforming the texture coordinates, such as in the sub texture
backend where the coordinates may map to something completely
different. We now check whether the coordinates are in range after
converting them.
Most of the fields that were previously in CoglTexture are specific to
the implementation of CoglTexture2DSliced so they should be placed
there instead. For example, the 'mipmaps_dirty' flag is an
implementation detail of the ensure_mipmaps function so it doesn't
make sense to force all texture backends to have this function.
Other fields such as width, height, gl_format and format may make
sense for all textures but I've added them as virtual functions
instead. This may make more sense for a sub-texture backend for
example where it can calculate these based on the full texture.
The CoglTexture struct previously contained some fields which are only
used to upload data such as the CoglBitmap and the source GL
format. These are now moved to a separate CoglTextureUploadData struct
which only exists for the duration of one of the cogl_texture_*_new
functions. In cogl-texture there are utility functions which operate
on this new struct rather than on CoglTexture directly.
Some of the fields that were previously stored in the CoglBitmap
struct are now copied to the CoglTexture such as the width, height,
format and internal GL format.
The rowstride was previously stored in CoglTexture and this was
publicly accessible with the cogl_texture_get_rowstride
function. However this doesn't seem to be a useful function because
there is no need to use the same rowstride again when uploading or
downloading new data. Instead cogl_texture_get_rowstride now just
calculates a suitable rowstride from the format and width of the
texture.
Commit 558b17ee1e added support for rectangle textures to the
framebuffer code. Under GLES there is no GL_TEXTURE_RECTANGLE_ARB
definition so this was breaking the build. The rest of Cogl uses
ifdef's around that constant so we should do the same here.
• The debug flags are pre-processor ones, so they should be listed
inside AM_CPPFLAGS.
• Clutter's publicly exported symbols match the following regular
expression:
^(clutter|cogl|json)_*
The old one also listed "pango" as a possible prefix, but the
Pango API is now under the Cogl namespace.
We need to add the row-spacing value when calculating the y position for lines
of actors in horizontal flowing layouts.
Similarly we need to add the col-spacing value when calculating the x posution
for actors in vertical flowing layouts.
* text-direction:
docs: Add text-direction accessors
Set the default language on the Pango context
actor: Set text direction on parenting
tests: Display the index inside text-box-layout
box-layout: Honour :text-direction
text: Dirty layout cache on text direction changes
actor: Add :text-direction property
Use the newly added ClutterTextDirection enumeration
Add ClutterTextDirection enumeration
We should always recurse into the doc/ directory; whether we should then
recurse into reference/, cookbook/ and manual/ is a matter of specific
configure-time flags.
• Make the manual a DevHelp book
• Make the generation of PDFs of the cookbook and the manual optional
• Consequently, make the hard dependency on jw optional
• Clean up the checks and build for the additional documentation
Instead of creating stand-alone HTML files, use XSLT to transform the
DocBook into a DevHelp file, so that we can read the Cookbook inside
DevHelp -- just like the API reference.
The first recipe shows how to be notified when the relative position
and size of an actor changes using the notify:: signal on the actor's
dimensional and positional properties.
The "Clutter Cookbook" is a document designed to contain solutions
to common problems applications developers might encounter when using
Clutter. It is meant as a companion to the API reference but it
requires knowledge of the Clutter API and framework.
The ClutterLayoutMeta instances should be created on demand, whenever
the layout manager needs them - if the layout manager supports layout
properties.
This removes the requirement to call add_child_meta() and
remove_child_meta() on add and remove respectively; it also simplifies
the implementation of LayoutManager sub-classes since we can add
fallback code in the base abstract class.
Eventually, this will also lead to an easier to implement ClutterScript
parser for layout properties.
With the new scheme, the ClutterLayoutMeta instance is created whenever
the layout manager tries to access it; if there isn't an instance
already attached to the container's child, one is created -- assuming
that the LayoutManager sub-class has overridden the
get_child_meta_type() virtual function and it's returning a valid GType.
We can also provide a default implementation for create_child_meta(),
by getting the GType and instantiating a ClutterLayoutMeta with all the
fields already set. If the layout manager requires more work then it can
obviously override the default implementation (and even chain up to it).
The ClutterBox actor has been updated, as well as the ClutterBoxLayout
layout manager, to take advantage of the changes of LayoutManager.
The colour test for the stage in _clutter_do_pick checks for white to
determine whether the stage was picked but since 47db7af4d we were
setting the colur to black. This usually worked because the id of the
default stage ends up being 0 which equates to black. However if a
second stage is created then it will always end up picking the first
stage.
We currently enable blending if the material colour has
transparency. This patch makes it also enable blending if any of the
lighting colours have transparency. Arguably this isn't neccessary
because we don't expose any API to enable lighting so there is no
bug. However it is currently possible to enable lighting with a direct
call to glEnable and this otherwise works so it is a shame not to have
it.
http://bugzilla.openedhand.com/show_bug.cgi?id=1907