We now put the color of materials into the vertex array used by the journal
instead of calling glColor() but the number of requests for the material
color were quite expensive so we have changed the material color to
internally be byte components instead of floats to avoid repeat conversions
and added _cogl_material_get_colorubv as a fast-path for the journal to
copy data into the vertex array.
To improve batching of geometry in the Cogl journal we need to avoid modifying
materials midscene.
Currently cogl_set_source_color and cogl_set_source_texture simply modify a
single shared material. In the future we can improve this so they use a pool
of materials that gets recycled as the journal is flushed, but for now we
give all ClutterRectangles their own private materials for painting with.
Currently cogl_set_source_color uses a single shared material which means
each actor that uses it causes the journal to flush if the color changes.
Until we improve cogl_set_source_color to use a pool of materials that can
be recycled as the journal is flushed we avoid mid-scene material changes by
giving all actors a private material instead.
The number of material layers enabled when logging a quad in the journal
determines the stride of the corresponding vertex data (since we need a set
of texture coordinates for each layer.) By padding data in the case where we
have only one layer we can avoid a change in stride if we are mixing single
and double layer primitives in a scene (e.g. relevent for a composite
manager that may use 2 layers for all shaped windows) Avoiding stride
changes means we can minimize calls to gl{Vertex,Color}Pointer when flushing
the journal.
Since we need to update the texcoord pointers when the actual number of
layers changes, this adds another batch_and_call() stage to deal with
glTexCoordPointer and enabling/disabling the client arrays.
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
Removed the G_PARAM_CONSTRUCT from the property registration of
"load-async" and "load-data-async". It made it impossible to use only
load-data-async, as the async loading state would be unset when
load-async got set it's default FALSE value.
Use signed integers while combining window space clip rectangles, so we avoid
arithmatic errors later resulting in glScissor getting negative width and
height arguments.
Previously this was RGBA_8888. It souldn't really make a difference but for
consistency we expect almost all textures in use to have an internaly
premultiplied pixel format.
_cogl_texture_download_from_gl needs to create transient CoglBitmaps when
downloading sliced textures from GL, and then copies these as subregions
into the final target_bitmap. _cogl_texture_download_from_gl also supports
target_bitmaps with a different format to the source CoglTexture being
downloaded.
The problem was that in the case of slice textures we were always looking
at the format of the CoglTexture, not of the target_bitmap when setting
up the transient slice bitmap.
To allow for flushing of batched geometry within Cogl we can't support users
directly calling glReadPixels. glReadPixels is also awkward, not least
because it returns upside down image data.
All the unit tests have been swithed over and clutter_stage_read_pixels now
sits on top of this too.
I've found this is something I do quite often when debugging rendering
problems since its a simple way to wipe out lots of geometry and removes a
lot of unpredictable noise when logging geometry passing through the Cogl
journal.
We were calculating our vertex stride and allocating our vertex array
differently depending on whether the user passed TRUE for use_color or not.
The problem was that we were always writting color data to the array
regardless of use_color.
There was also a bug with _cogl_texture_sliced_polygon in that it was
writing byte color components but we were expecting float components. We
now use byte components in _cogl_multitexture_unsliced_polygon too and pass
GL_UNSIGNED_BYTE to glColorPointer.
Cogl already add similar defines but with the CLUTTER namespace
(CLUTTER_COGL_HAS_GL and CLUTTER_COGL_HAS_GLES). Let's just add two
similar defines with the COGL namespace. Removing the CLUTTER_COGL ones
could break applications silently for no real good reason.
While grepping through the public headers looking for invalid use of
private HAVE_* defines, I stumbled upon two out of sync comments. Yes
it's a very minor trivial change.
The clutter_actor_pick() function just emits the ::pick signal
on the actor. Nobody should be using it, since the paint() method
is already context sensitive and will result in a ::pick emission
by itself. The clutter_actor_pick() is just confusing things.
In the int-to-float switch for actor properties, the ::size-change signal
was moved to use floats instead of integers. Sub-pixel precision for image
size is meaningless, though, so we should revert it back to ints.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1659
Instead of using a specific function to check whether the X
server supports the XInput extension we can use the generic
Xlib function XQueryExtension(). This cuts down the extra
checks inside the configure.ac and simplifies the code inside
clutter_x11_register_xinput().
Currently, XInput support requires a function call. In order to
make it easier for people to test it, we can also add a command
line switch that moves the pointer device detection and handling
to XInput. This should ensure that, at least for people building
Clutter with --enable-xinput, applications can be easily migrated
and regressions can be caught.
The StageManager singleton instance is already kept around
by the clutter_stage_manager_get_default() function; there is
no need to have it inside the main Clutter context as well.
Instead of using _clutter_context_get_default() and checking the
is_initialized flag, we should use the newly added private function
that does not cause side effects, especially for functions that have
to be called before any other Clutter function.
The _clutter_context_get_default() function will automatically
create the main Clutter context; if we just want to check whether
Clutter has been initialized this will complicate matters, by
requiring a call to g_type_init() inside the client code.
Instead, we should simply provide an internal API that checks
whether the main Clutter context exists and if it has been
initialized, without any side effect.
The input device API is split halfway thorugh the backends in a very
weird way. The data structures are private, as they should, but most
of the information should be available in the main API since it's
generic enough.
The device type enumeration, for instance, should be common across
every backend; the accessors for device type and id should live in the
core API. The internal API should always use ClutterInputDevice and
not the private X11 implementation when dealing with public structures
like ClutterEvent.
By adding accessors for the device type and id, and by moving the
device type enumeration into the core API we can cut down the amount
of symbols private and/or visible only to the X11 backends; this way
when other backends start implementing multi-pointer support we can
share the same API across the code.
HAVE_COGL_GLES2 is defined in config.h through the configure script and
should not be used in public headers.
The patch makes configure generate the right define that can be used
later in the header.
The clutter_context_get_default() function is private, but shared
across Clutter. For this reason, it should be prefixed by '_' so
that the symbol is hidden from the shared object.
ActorBox should have methods for easily extracting the X and Y
coordinates of the origin, and the width and height separately.
These methods will make it easier for high-level language bindings
to manipulate ActorBox instances and avoid the Geometry type.
The Vertex and ActorBox boxed types are meant to be used across
the API, but are fairly difficult to bind. Their memory management
is also unclear, and has to go through the indirection of
g_boxed_copy() and g_boxed_free().
Cairo stores the image data in ARGB native byte order so we need to
upload this as BGRA on little endian architectures and ARGB on big
endian. ClutterTexture doesn't currently expose any flags to describe
ARGB format so until we can fix the Clutter API it now uses the Cogl
API directly.
In order to chain up animations using clutter_actor_animate() and
friends you have to use an idle handler that guarantees that the
main loop spins at least once after the animation pointer has been
detached from the actor.
This has several drawbacks, first and foremost the fact that the
slice of the main loop for the idle handler might be starved by
other operations, like redrawing. This inevitably leads to tricks
with priorities and the like, contributing to the overall complexity.
Instead, we should guarantee that the animation instance created by
clutter_actor_animate() is valid for the ::completed signal until
it reaches its default handler; after that, the animation is detached
from the actor and destroyed. This means that it's possible to
create a new animation after the first is complete by simply using
g_signal_connect_after().
This unfortunately makes it impossible to keep a reference to the
animation pointer attached to the actor by using g_object_ref(); a
way to "fix" this would be to have a clutter_animation_attach()
and a clutter_animation_detach() pair of methods that allow attaching
any animation to an actor. This might overcomplicate what it is
the simple animation API, though, so it's currently not implemented
and left for future versions.
The test-easing interactive demo has been modified to show how
the animation queuing works by adding a command line switch that
recenters the animated actor once the first animation has ended.
Continuing in the tradition on making clutter_actor_animate() the
next g_object_connect(), here's the addition of the signal-after::
and signal-swapped:: modifiers for the automagic signal connection
arguments.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1646
In order to be ready for the next major version of GLib we need to
disable single header inclusion by using the G_DISABLE_SINGLE_INCLUDES
define in the build process.
We can't short-circuit the emission of ::queue-redraw for not-visible
actors, since ClutterClone uses that signal to know when things need
to be redrawn.
Calling clutter_actor_queue_redraw() out of clutter_actor_real_map() /
clutter_actor_real_unmap() was causing the flag state to get set
incorrectly from _clutter_actor_set_enable_paint_unmapped(), because
a paint queueing a redraw was not expected.
Moving queuing the redraw to clutter_actor_hide()/show() fixes this, and
also fixes a problem where showing a child of a cloned actor wouldn't
cause the clone to be repainted.
http://bugzilla.openedhand.com/show_bug.cgi?id=1484
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If we have an not-visible texture pixmap, we need to:
- Still update it if it is realized, since it won't be
updated when shown. And it might be also be cloned.
- Queue a redraw if even if not visible, since it
it might be cloned.
http://bugzilla.openedhand.com/show_bug.cgi?id=1647
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
My patch to choose a premultiplied format when the user gives
COGL_PIXEL_FORMAT_ANY for the internal_format broke the case where the data
in question doesn't have and alpha channel.
This was accidentally missed when merging the premultiplication branch
since I merged a local version of the branch that missed this commit.
Although the underlying materials should allow layers with INVALID_HANDLES
it shouldn't be necissary to expose that via cogl_set_source_texture() and
it's easier to resolve a warning/crash here than odd artefacts/crashes later
in the pipeline.