Move the private Backend API to a separate header.
This also allows us to finally move the class vtable and instance
structure to a separate file and plug the visibility hole that left
the Backend class bare for everyone to poke into.
This uses actor paint volumes to perform culling during
clutter_actor_paint.
When performing a clipped redraw (because only a few localized actors
changed) then as we traverse the scenegraph painting the actors we can
now ignore actors that don't intersect the clip region. Early testing
shows this can have a big performance benefit; e.g. 100% fps improvement
for test-state with culling enabled and we hope that there are even much
more compelling examples than that in the real world,
Most Clutter applications are 2Dish interfaces and have quite a lot of
actors that get continuously painted when anything is animated. The
dynamic actors are often localized to an area of user focus though so
with culling we can completely avoid painting any of the static actors
outside the current clip region.
Obviously the cost of culling has to be offset against the cost of
painting to determine if it's a win, but our (limited) testing suggests
it should be a win for most applications.
Note: we hope we will be able to also bring another performance bump
from culling with another iteration - hopefully in the 1.6 cycle - to
avoid doing the culling in screen space and instead do it in the stage's
model space. This will hopefully let us minimize the cost of
transforming the actor volumes for culling.
This is a fairly extensive second pass at exposing paint volumes for
actors.
The API has changed to allow clutter_actor_get_paint_volume to fail
since there are times - such as when an actor isn't a descendent of the
stage - when the volume can't be determined. Another example is when
something has connected to the "paint" signal of the actor and we simply
have no way of knowing what might be drawn in that handler.
The API has also be changed to return a const ClutterPaintVolume pointer
(transfer none) so we can avoid having to dynamically allocate the
volumes in the most common/performance critical code paths. Profiling was
showing the slice allocation of volumes taking about 1% of an apps time,
for some fairly basic tests. Most volumes can now simply be allocated on
the stack; for clutter_actor_get_paint_volume we return a pointer to
&priv->paint_volume and if we need a more dynamic allocation there is
now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets
us allocate data which expires at the start of the next frame.
The API has been extended to make it easier to implement
get_paint_volume for containers by using
clutter_actor_get_transformed_paint_volume and
clutter_paint_volume_union. The first allows you to query the paint
volume of a child but transformed into parent actor coordinates. The
second lets you combine volumes together so you can union all the
volumes for a container's children and report that as the container's
own volume.
The representation of paint volumes has been updated to consider that
2D actors are the most common.
The effect apis, clutter-texture and clutter-group have been update
accordingly.
Since using addresses that might change is something that finally
the FSF acknowledge as a plausible scenario (after changing address
twice), the license blurb in the source files should use the URI
for getting the license in case the library did not come with it.
Not that URIs cannot possibly change, but at least it's easier to
set up a redirection at the same place.
As a side note: this commit closes the oldes bug in Clutter's bug
report tool.
http://bugzilla.openedhand.com/show_bug.cgi?id=521
As part of an incremental process to have Cogl be a standalone project we
want to re-consider how we organise the Cogl source code.
Currently this is the structure I'm aiming for:
cogl/
cogl/
<put common source here>
winsys/
cogl-glx.c
cogl-wgl.c
driver/
gl/
gles/
os/ ?
utils/
cogl-fixed
cogl-matrix-stack?
cogl-journal?
cogl-primitives?
pango/
The new winsys component is a starting point for migrating window system
code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl.
The utils/ and pango/ directories aren't added by this commit, but they are
noted because I plan to add them soon.
Overview of the planned structure:
* The winsys/ API is the API that binds OpenGL to a specific window system,
be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic
under clutter/{glx,osx,win32 etc} should migrate here.
* Note there is also the idea of a winsys-base that may represent a window
system for which there are multiple winsys APIs. An example of this is
x11, since glx and egl may both be used with x11. (currently only Clutter
has the idea of a winsys-base)
* The driver/ represents a specific varient of OpenGL. Currently we have "gl"
representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing
GLES 1.1 (fixed funciton) and 2.0 (fully shader based)
* Everything under cogl/ should fundamentally be supporting access to the
GPU. Essentially Cogl's most basic requirement is to provide a nice GPU
Graphics API and drawing a line between this and the utility functionality
we add to support Clutter should help keep this lean and maintainable.
* Code under utils/ as suggested builds on cogl/ adding more convenient
APIs or mechanism to optimize special cases. Broadly speaking you can
compare cogl/ to OpenGL and utils/ to GLU.
* clutter/pango will be moved to clutter/cogl/pango
How some of the internal configure.ac/pkg-config terminology has changed:
backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11"
backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la"
clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx"
CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS
clutterbackendlib -> CLUTTER_WINSYS_LIB
CLUTTER_COGL -> COGL_DRIVER # e.g. "gl"
Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps
As the first thing to take advantage of the new winsys component in Cogl;
cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into
cogl/common/cogl.c and this common implementation first trys
_cogl_winsys_get_proc_address() but if that fails then it falls back to
gmodule.
The only backend that tried to implement offscreen stages was the GLX backend
and even this has apparently be broken for some time without anyone noticing.
The property still remains and since the property already clearly states that
it may not work I don't expect anyone to notice.
This simplifies quite a bit of the GLX code which is very desireable from the
POV that we want to start migrating window system code down to Cogl and the
simpler the code is the more straight forward this work will be.
In the future when Cogl has a nicely designed API for framebuffer objects then
re-implementing offscreen stages cleanly for *all* backends should be quite
straightforward.
This function should only need to be called in exceptional circumstances
since Cogl can normally determine internally when a flush is necessary.
As an optimization Cogl drawing functions may batch up primitives
internally, so if you are trying to use raw GL outside of Cogl you stand a
better chance of being successful if you ask Cogl to flush any batched
geometry before making your state changes.
cogl_flush() ensures that the underlying driver is issued all the commands
necessary to draw the batched primitives. It provides no guarantees about
when the driver will complete the rendering.
This provides no guarantees about the GL state upon returning and to avoid
confusing Cogl you should aim to restore any changes you make before
resuming use of Cogl.
If you are making state changes with the intention of affecting Cogl drawing
primitives you are 100% on your own since you stand a good chance of
conflicting with Cogl internals. For example clutter-gst which currently
uses direct GL calls to bind ARBfp programs will very likely break when Cogl
starts to use ARBfb programs internally for the material API, but for now it
can use cogl_flush() to at least ensure that the ARBfp program isn't applied
to additional primitives.
This does not provide a robust generalized solution supporting safe use of
raw GL, its use is very much discouraged.
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.
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.
An implementaton of realize() never needs to set the
CLUTTER_ACTOR_REALIZED flag, though it can unset the flag if
things fail unexpectedly. (Previously, stage backend implementations
had to do this since clutter_actor_realize() wasn't used; this
is no longer the case.)
http://bugzilla.openedhand.com/show_bug.cgi?id=1634
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
* 1.0-integration: (138 commits)
[x11] Disable XInput by default
[xinput] Invert the XI extension version check
[cogl-primitives] Fix an unused variable warning when building GLES
[clutter-stage-egl] Pass -1,-1 to clutter_stage_x11_fix_window_size
Update the GLES backend to have the layer filters in the material
[gles/cogl-shader] Add a missing semicolon
[cogl] Move the texture filters to be a property of the material layer
[text] Fix Pango unit to pixels conversion
[actor] Force unrealization on destroy only for non-toplevels
[x11] Rework map/unmap and resizing
[xinput] Check for the XInput entry points
[units] Validate units against the ParamSpec
[actor] Add the ::allocation-changed signal
[actor] Use flags to control allocations
[units] Rework Units into logical distance value
Remove a stray g_value_get_int()
Remove usage of Units and macros
[cogl-material] Allow setting a layer with an invalid texture handle
[timeline] Remove the concept of frames from timelines
[gles/cogl-shader] Fix parameter spec for cogl_shader_get_info_log
...
Conflicts:
configure.ac
With the recent change to internal floating point values, ClutterUnit
has become a redundant type, defined to be a float. All integer entry
points are being internally converted to floating point values to be
passed to the GL pipeline with the least amount of conversion.
ClutterUnit is thus exposed as just a "pixel with fractionary bits",
and not -- as users might think -- as generic, resolution and device
independent units. not that it was the case, but a definitive amount
of people was convinced it did provide this "feature", and was flummoxed
about the mere existence of this type.
So, having ClutterUnit exposed in the public API doubles the entry
points and has the following disadvantages:
- we have to maintain twice the amount of entry points in ClutterActor
- we still do an integer-to-float implicit conversion
- we introduce a weird impedance between pixels and "pixels with
fractionary bits"
- language bindings will have to choose what to bind, and resort
to manually overriding the API
+ *except* for language bindings based on GObject-Introspection, as
they cannot do manual overrides, thus will replicate the entire
set of entry points
For these reason, we should coalesces every Actor entry point for
pixels and for ClutterUnit into a single entry point taking a float,
like:
void clutter_actor_set_x (ClutterActor *self,
gfloat x);
void clutter_actor_get_size (ClutterActor *self,
gfloat *width,
gfloat *height);
gfloat clutter_actor_get_height (ClutterActor *self);
etc.
The issues I have identified are:
- we'll have a two cases of compiler warnings:
- printf() format of the return values from %d to %f
- clutter_actor_get_size() taking floats instead of unsigned ints
- we'll have a problem with varargs when passing an integer instead
of a floating point value, except on 64bit platforms where the
size of a float is the same as the size of an int
To be clear: the *intent* of the API should not change -- we still use
pixels everywhere -- but:
- we remove ambiguity in the API with regard to pixels and units
- we remove entry points we get to maintain for the whole 1.0
version of the API
- we make things simpler to bind for both manual language bindings
and automatic (gobject-introspection based) ones
- we have the simplest API possible while still exposing the
capabilities of the underlying GL implementation
Bug 1138 - No trackable "mapped" state
* Add a VISIBLE flag tracking application programmer's
expected showing-state for the actor, allowing us to
always ensure we keep what the app wants while tracking
internal implementation state separately.
* Make MAPPED reflect whether the actor will be painted;
add notification on a ClutterActor::mapped property.
Keep MAPPED state updated as the actor is shown,
ancestors are shown, actor is reparented, etc.
* Require a stage and realized parents to realize; this means
at realization time the correct window system and GL resources
are known. But unparented actors can no longer be realized.
* Allow children to be unrealized even if parent is realized.
Otherwise in effect either all actors or no actors are realized,
i.e. it becomes a stage-global flag.
* Allow clutter_actor_realize() to "fail" if not inside a toplevel
* Rework clutter_actor_unrealize() so internally we have
a flavor that does not mess with visibility flag
* Add _clutter_actor_rerealize() to encapsulate a somewhat
tricky operation we were doing in a couple of places
* Do not realize/unrealize children in ClutterGroup,
ClutterActor already does it
* Do not realize impl by hand in clutter_stage_show(),
since showing impl already does that
* Do not unrealize in various dispose() methods, since
ClutterActor dispose implementation already does it
and chaining up is mandatory
* ClutterTexture uses COGL while unrealizable (before it's
added to a stage). Previously this breakage was affecting
ClutterActor because we had to allow realize outside
a stage. Move the breakage to ClutterTexture, by making
ClutterTexture just use COGL while not realized.
* Unrealize before we set parent to NULL in clutter_actor_unparent().
This means unrealize() implementations can get to the stage.
Because actors need the stage in order to detach from stage.
* Update clutter-actor-invariants.txt to reflect latest changes
* Remove explicit hide/unrealize from ClutterActor::dispose since
unparent already forces those
Instead just assert that unparent() occurred and did the right thing.
* Check whether parent implements unrealize before chaining up
Needed because ClutterGroup no longer has to implement unrealize.
* Perform unrealize in the default handler for the signal.
This allows non-containers that have children to work properly,
and allows containers to override how it's done.
* Add map/unmap virtual methods and set MAPPED flag on self and
children in there. This allows subclasses to hook map/unmap.
These are not signals, because notify::mapped is better for
anything it's legitimate for a non-subclass to do.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
robust. There are situations though where the device seems to stop
generating any touch events until all fingers have been lifted and
a new interaction session is started.
* clutter/clutter-actor.c:
(clutter_actor_set_min_width),
(clutter_actor_set_min_height),
(clutter_actor_set_natural_width),
(clutter_actor_set_natural_height): Ignore any override of the
minimum and natural size of the stage on backends that only
support static stages.
* clutter/clutter-stage.c (clutter_stage_allocate): Use the
preferred size of the ClutterStage implementation instead of
the display size.
* clutter/clutter-backend.[ch]: Remove get_display_size() and
clutter_backend_get_display_size().
* clutter/eglnative/clutter-backend-egl.c:
* clutter/fruity/clutter-backend-fruity.c:
* clutter/osx/clutter-backend-osx.c:
* clutter/sdl/clutter-backend-sdl.c:
* clutter/win32/clutter-backend-win32.c:
* clutter/x11/clutter-backend-x11.c: Remove get_display_size()
implementations.
* clutter/clutter-backend.h:
* clutter/clutter-backend.c:
(clutter_backend_get_display_size): Add a function for getting the
display size out of the backend.
* clutter/clutter-stage.c:
(clutter_stage_allocate): When allocating on a backend with a
static stage, we simply ignore the passed box and override it with
the size of the display.
* clutter/eglnative/clutter-backend-egl.c:
(clutter_backend_egl_get_display_size),
(clutter_backend_egl_class_init): Implement get_display_size() by
returning the size of the EGL surface.
* clutter/fruity/clutter-backend-fruity.c:
(clutter_backend_egl_get_display_size),
(clutter_backend_egl_class_init): Ditto as above.
* clutter/x11/clutter-backend-x11.c:
(clutter_backend_x11_get_display_size),
(clutter_backend_x11_class_init): Implement get_display_size() by
returning the DisplayWidth and DisplayHeight of the current
screen.
* clutter/clutter-stage.c:
(clutter_stage_allocate): Check if the stage provided by the
backend is static (i.e. a framebuffer that cannot be resized)
and interrupt the allocation chain there.
* clutter/eglnative/clutter-stage-egl.c:
(clutter_stage_egl_class_init): Remove the ::allocate empty
stub.
* configure.ac: Detect the GL headers in flavour=fruity
* clutter/fruity/clutter-stage-fruity.c: Update the Fruity
backend to
use the new size negotiation API.
* clutter/fruity/clutter-stage-fruity.c:
(clutter_stage_egl_show), (clutter_stage_egl_hide): Don't chain
up and set flags, as it is not needed anymore.
(clutter_stage_egl_realize): Set the REALIZED flag.
* clutter/eglnative/clutter-stage-egl.c:
(clutter_stage_egl_show), (clutter_stage_egl_hide): Don't chain
up and set flags, as it is not needed anymore.
* clutter/clutter-backend.c:
(_clutter_backend_create_stage): Call _clutter_stage_set_window()
ourselves, thus removing yet another action that backends must
implement and might get wrong; also cuts a backend-agnostic piece
of code duplication.
* clutter/eglnative/clutter-backend-egl.c:
(clutter_backend_egl_create_stage): Update the EGL native backend.
* clutter/eglx/clutter-backend-egl.c:
(clutter_backend_egl_create_stage): Update the EGLX backend.
* clutter/fruity/clutter-backend-fruity.c:
(clutter_backend_egl_create_stage): Update the fruity backend
* clutter/glx/clutter-backend-glx.c:
(clutter_backend_glx_create_stage): Update the GLX backend.
* clutter/sdl/clutter-backend-sdl.c:
(clutter_backend_sdl_create_stage): Update the SDL backend.
* HACKING.backends: Update the ::create_stage() description.
Rework the stage wrapper/implementation relation: remove
duplicated code and all the bookkeeping from the backends into
ClutterStage whenever possible, to reduce the amount of work a
backend must do (and possibly get wrong). Thanks to Tommi
Komulainen.
* clutter/clutter-main.c:
(clutter_init_with_args), (clutter_init): Realize the default
stage after creation. The default stage is special, because we
use it in the initialization sequence. This removes the burden
from the backends and reduces the things a backend can get
wrong.
* clutter/clutter-stage.c:
(clutter_stage_show): Make sure to realize the implementation if
it hasn't been realized yet.
(clutter_stage_realize): Set the REALIZED flag and call
clutter_stage_ensure_current() if the implementation was
successfully realized.
(clutter_stage_unrealized): Call clutter_stage_ensure_current()
on unrealize.
* clutter/glx/clutter-backend-glx.c:
(clutter_backend_glx_create_stage): Do not realize the stage anymore
when creating it, and let the normal realization sequence take
place.
(clutter_backend_glx_ensure_context): Trap for X11 errors.
* clutter/glx/clutter-stage-glx.c:
(clutter_stage_glx_realize): Chain up to the X11 implementation
so that we can set up the window state (title, cursor visibility)
when we actually have a X window. Also, do not call
clutter_stage_ensure_current(), and rely on the wrapper to do
it for us. This means we can drop setting the REALIZED flag on
the wrapper.
(clutter_stage_glx_unrealize): Do not call
clutter_stage_ensure_current() ourselves, and rely on the wrapper
to do it for us.
* clutter/x11/clutter-stage-x11.c:
(set_wm_title), (set_cursor_visible): Move the WM title and
cursor visibility code inside their own functions.
(clutter_stage_x11_realize): Set the window title and whether the
cursor is visible or not after realizing the stage.
(clutter_stage_x11_set_cursor_visible),
(clutter_stage_x11_set_title): Call set_wm_title() and
set_cursor_visible().
(clutter_stage_x11_finalize): Free the title string.
* clutter/x11/clutter-stage-x11.h: Save more of the stage state,
so that we can set it even when the stage hasn't been realized
yet.
* clutter/eglnative/clutter-backend-egl.c:
(clutter_backend_egl_create_stage):
* clutter/eglnative/clutter-stage-egl.c:
(clutter_stage_egl_unrealize),
(clutter_stage_egl_realize): Update the eglnative backend.
* clutter/eglx/clutter-backend-egl.c:
(clutter_backend_egl_ensure_context),
(clutter_backend_egl_create_stage):
* clutter/eglx/clutter-stage-egl.c:
(clutter_stage_egl_unrealize),
(clutter_stage_egl_realize): Update the eglx backend.
* clutter/sdl/clutter-backend-sdl.c:
(clutter_backend_sdl_create_stage):
* clutter/sdl/clutter-stage-sdl.c:
(clutter_stage_sdl_realize): Update the sdl backend.
* clutter/fruity/clutter-backend-fruity.c:
(clutter_backend_fruity_create_stage):
* clutter/sdl/clutter-stage-fruity.c:
(clutter_stage_fruity_realize): Update the fruity backend.
* tests/test-multistage.c (on_button_press): Bail out if
clutter_stage_new() returns NULL.
* HACKING.backends: Update backend writing documentation.