mutter/clutter/clutter/clutter-offscreen-effect.c
Bilal Elmoussaoui 0f405e9270 Rename remaining usages of material to pipeline
material is almost no longer used in the code base and the
few remaining references makes it confusing when looking at parts
of the codebase. So rename the rest as well.

Note that this renames a DeformEffect property and the only extension
making use of it doesn't use the property so i think it is okay to do
so without deprecating the old property for a few releases

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3910>
2024-08-01 11:06:33 +00:00

770 lines
26 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
* Authors:
* Emmanuele Bassi <ebassi@linux.intel.com>
* Robert Bragg <robert@linux.intel.com>
*/
/**
* ClutterOffscreenEffect:
*
* Base class for effects using offscreen buffers
*
* #ClutterOffscreenEffect is an abstract class that can be used by
* [class@Effect] sub-classes requiring access to an offscreen buffer.
*
* Some effects, like the fragment shader based effects, can only use GL
* textures, and in order to apply those effects to any kind of actor they
* require that all drawing operations are applied to an offscreen framebuffer
* that gets redirected to a texture.
*
* #ClutterOffscreenEffect provides all the heavy-lifting for creating the
* offscreen framebuffer, the redirection and the final paint of the texture on
* the desired stage.
*
*
* ## Implementing a ClutterOffscreenEffect
*
* Creating a sub-class of #ClutterOffscreenEffect requires, in case
* of overriding the [class@Effect] virtual functions, to chain up to the
* #ClutterOffscreenEffect's implementation.
*
* On top of the [class@Effect]'s virtual functions,
* #ClutterOffscreenEffect also provides a [vfunc@OffscreenEffect.paint_target]
* function, which encapsulates the effective painting of the texture that
* contains the result of the offscreen redirection.
*
* The size of the target pipeline is defined to be as big as the
* transformed size of the [class@Actor] using the offscreen effect.
* Sub-classes of #ClutterOffscreenEffect can change the texture creation
* code to provide bigger textures by overriding the
* [vfunc@OffscreenEffect.create_texture] virtual function; no chain up
* to the #ClutterOffscreenEffect implementation is required in this
* case.
*
* ## Paint nodes
*
* #ClutterOffscreenEffect generates the following paint node tree:
*
* ```
* Effect
* ├─────────┐
* Layer Pipeline
* │
* Actor
* ```
*
* When the actor contents are cached, the generated paint node tree
* looks like this:
*
* ```
* Effect
* │
* Pipeline
* ```
*
* In both cases, the "Pipeline" node is created with the return value
* of [vfunc@OffscreenEffect.create_pipeline].
*/
#include "config.h"
#include "clutter/clutter-offscreen-effect.h"
#include <math.h>
#include "cogl/cogl.h"
#include "clutter/clutter-actor-private.h"
#include "clutter/clutter-debug.h"
#include "clutter/clutter-private.h"
#include "clutter/clutter-stage-private.h"
#include "clutter/clutter-paint-context-private.h"
#include "clutter/clutter-paint-node-private.h"
#include "clutter/clutter-paint-nodes.h"
#include "clutter/clutter-paint-volume-private.h"
#include "clutter/clutter-actor-box-private.h"
typedef struct _ClutterOffscreenEffectPrivate
{
CoglOffscreen *offscreen;
CoglPipeline *pipeline;
CoglTexture *texture;
ClutterActor *actor;
ClutterActor *stage;
int fbo_offset_x;
int fbo_offset_y;
/* This is the calculated size of the fbo before being passed
through create_texture(). This needs to be tracked separately so
that we can detect when a different size is calculated and
regenerate the fbo */
int target_width;
int target_height;
gulong purge_handler_id;
} ClutterOffscreenEffectPrivate;
G_DEFINE_ABSTRACT_TYPE_WITH_PRIVATE (ClutterOffscreenEffect,
clutter_offscreen_effect,
CLUTTER_TYPE_EFFECT)
static void
clutter_offscreen_effect_set_actor (ClutterActorMeta *meta,
ClutterActor *actor)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (meta);
ClutterOffscreenEffectPrivate *priv =
clutter_offscreen_effect_get_instance_private (self);
ClutterActorMetaClass *meta_class;
meta_class = CLUTTER_ACTOR_META_CLASS (clutter_offscreen_effect_parent_class);
meta_class->set_actor (meta, actor);
/* clear out the previous state */
g_clear_object (&priv->offscreen);
/* we keep a back pointer here, to avoid going through the ActorMeta */
priv->actor = clutter_actor_meta_get_actor (meta);
}
static CoglTexture*
clutter_offscreen_effect_real_create_texture (ClutterOffscreenEffect *effect,
gfloat width,
gfloat height)
{
CoglContext *ctx =
clutter_backend_get_cogl_context (clutter_get_default_backend ());
return cogl_texture_2d_new_with_size (ctx,
(int) MAX (width, 1),
(int) MAX (height, 1));
}
static void
ensure_pipeline_filter_for_scale (ClutterOffscreenEffect *self,
float resource_scale)
{
ClutterOffscreenEffectPrivate *priv =
clutter_offscreen_effect_get_instance_private (self);
CoglPipelineFilter filter;
if (!priv->pipeline)
return;
/* If no fractional scaling is set, we're always going to render the texture
at a 1:1 texel:pixel ratio so, in such case we can use 'nearest' filtering
to decrease the effects of rounding errors in the geometry calculation;
if instead we we're using a global fractional scaling we need to make sure
that we're using the default linear effect, not to create artifacts when
scaling down the texture */
if (fmodf (resource_scale, 1.0f) == 0)
filter = COGL_PIPELINE_FILTER_NEAREST;
else
filter = COGL_PIPELINE_FILTER_LINEAR;
cogl_pipeline_set_layer_filters (priv->pipeline, 0 /* layer_index */,
filter, filter);
}
static CoglPipeline *
clutter_offscreen_effect_real_create_pipeline (ClutterOffscreenEffect *effect,
CoglTexture *texture)
{
ClutterOffscreenEffectPrivate *priv =
clutter_offscreen_effect_get_instance_private (effect);
CoglContext *ctx =
clutter_backend_get_cogl_context (clutter_get_default_backend ());
CoglPipeline *pipeline;
float resource_scale;
resource_scale = clutter_actor_get_real_resource_scale (priv->actor);
pipeline = cogl_pipeline_new (ctx);
ensure_pipeline_filter_for_scale (effect, resource_scale);
cogl_pipeline_set_layer_texture (pipeline, 0, texture);
return pipeline;
}
static void
video_memory_purged (ClutterOffscreenEffect *self)
{
ClutterOffscreenEffectPrivate *priv =
clutter_offscreen_effect_get_instance_private (self);
g_clear_object (&priv->offscreen);
}
static gboolean
update_fbo (ClutterEffect *effect,
int target_width,
int target_height,
float resource_scale)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
ClutterOffscreenEffectClass *offscreen_class =
CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (self);
ClutterOffscreenEffectPrivate *priv =
clutter_offscreen_effect_get_instance_private (self);
ClutterActor *stage_actor;
CoglOffscreen *offscreen;
g_autoptr (GError) error = NULL;
stage_actor = clutter_actor_get_stage (priv->actor);
if (stage_actor != priv->stage)
{
g_clear_signal_handler (&priv->purge_handler_id, priv->stage);
priv->stage = stage_actor;
if (priv->stage)
{
priv->purge_handler_id =
g_signal_connect_object (priv->stage,
"gl-video-memory-purged",
G_CALLBACK (video_memory_purged),
self,
G_CONNECT_SWAPPED);
}
}
if (priv->stage == NULL)
{
CLUTTER_NOTE (MISC, "The actor '%s' is not part of a stage",
clutter_actor_get_name (priv->actor) == NULL
? G_OBJECT_TYPE_NAME (priv->actor)
: clutter_actor_get_name (priv->actor));
return FALSE;
}
if (priv->target_width == target_width &&
priv->target_height == target_height &&
priv->offscreen != NULL)
{
ensure_pipeline_filter_for_scale (self, resource_scale);
return TRUE;
}
g_clear_object (&priv->texture);
g_clear_object (&priv->offscreen);
priv->texture =
clutter_offscreen_effect_create_texture (self, target_width, target_height);
if (priv->texture == NULL)
return FALSE;
priv->target_width = target_width;
priv->target_height = target_height;
offscreen = cogl_offscreen_new_with_texture (priv->texture);
if (!cogl_framebuffer_allocate (COGL_FRAMEBUFFER (offscreen), &error))
{
g_warning ("Failed to create offscreen effect framebuffer: %s",
error->message);
g_object_unref (offscreen);
g_clear_object (&priv->pipeline);
priv->target_width = 0;
priv->target_height = 0;
return FALSE;
}
priv->offscreen = offscreen;
g_clear_object (&priv->pipeline);
priv->pipeline = offscreen_class->create_pipeline (self, priv->texture);
return TRUE;
}
static gboolean
clutter_offscreen_effect_pre_paint (ClutterEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
ClutterOffscreenEffectPrivate *priv =
clutter_offscreen_effect_get_instance_private (self);
CoglFramebuffer *offscreen;
ClutterActorBox raw_box, box;
ClutterActor *stage;
graphene_matrix_t projection, modelview, transform;
const ClutterPaintVolume *volume;
gfloat stage_width, stage_height;
gfloat target_width = -1, target_height = -1;
float resource_scale;
float ceiled_resource_scale;
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
goto disable_effect;
if (priv->actor == NULL)
goto disable_effect;
stage = _clutter_actor_get_stage_internal (priv->actor);
clutter_actor_get_size (stage, &stage_width, &stage_height);
resource_scale = clutter_actor_get_real_resource_scale (priv->actor);
ceiled_resource_scale = ceilf (resource_scale);
stage_width *= ceiled_resource_scale;
stage_height *= ceiled_resource_scale;
/* Get the minimal bounding box for what we want to paint, relative to the
* parent of priv->actor. Note that we may actually be painting a clone of
* priv->actor so we need to be careful to avoid querying the transformation
* of priv->actor (like clutter_actor_get_paint_box would). Just stay in
* local coordinates for now...
*/
volume = clutter_actor_get_paint_volume (priv->actor);
if (volume)
{
ClutterPaintVolume mutable_volume;
_clutter_paint_volume_copy_static (volume, &mutable_volume);
_clutter_paint_volume_get_bounding_box (&mutable_volume, &raw_box);
clutter_paint_volume_free (&mutable_volume);
box = raw_box;
_clutter_actor_box_enlarge_for_effects (&box);
priv->fbo_offset_x = (int) box.x1;
priv->fbo_offset_y = (int) box.y1;
}
else
{
clutter_actor_get_allocation_box (priv->actor, &raw_box);
box = raw_box;
_clutter_actor_box_enlarge_for_effects (&box);
priv->fbo_offset_x = (int) (box.x1 - raw_box.x1);
priv->fbo_offset_y = (int) (box.y1 - raw_box.y1);
}
clutter_actor_box_scale (&box, ceiled_resource_scale);
clutter_actor_box_get_size (&box, &target_width, &target_height);
target_width = ceilf (target_width);
target_height = ceilf (target_height);
/* First assert that the framebuffer is the right size... */
if (!update_fbo (effect, (int) target_width, (int) target_height, resource_scale))
goto disable_effect;
offscreen = COGL_FRAMEBUFFER (priv->offscreen);
/* We don't want the FBO contents to be transformed. That could waste memory
* (e.g. during zoom), or result in something that's not rectangular (clipped
* incorrectly). So drop the modelview matrix of the current paint chain.
* This is fine since paint_texture runs with the same modelview matrix,
* so it will come out correctly whenever that is used to put the FBO
* contents on screen...
*/
clutter_actor_get_transform (priv->stage, &modelview);
graphene_matrix_init_translate (&transform,
&GRAPHENE_POINT3D_INIT (-priv->fbo_offset_x,
-priv->fbo_offset_y,
0.0));
graphene_matrix_scale (&transform,
stage_width / target_width,
stage_height / target_height,
1.0);
graphene_matrix_multiply (&transform, &modelview, &modelview);
cogl_framebuffer_set_modelview_matrix (offscreen, &modelview);
/* Set up the viewport so that it has the minimal size required to render any
* pixel in the FBO without clipping.
*/
cogl_framebuffer_set_viewport (offscreen,
0,
0,
target_width,
target_height);
/* Copy the stage's projection matrix across to the offscreen */
_clutter_stage_get_projection_matrix (CLUTTER_STAGE (priv->stage),
&projection);
cogl_framebuffer_set_projection_matrix (offscreen, &projection);
return TRUE;
disable_effect:
g_clear_object (&priv->offscreen);
return FALSE;
}
static void
clutter_offscreen_effect_real_paint_target (ClutterOffscreenEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context)
{
ClutterOffscreenEffectPrivate *priv =
clutter_offscreen_effect_get_instance_private (effect);
ClutterPaintNode *pipeline_node;
float paint_opacity;
CoglColor color;
paint_opacity = clutter_actor_get_paint_opacity (priv->actor) / 255.0f;
cogl_color_init_from_4f (&color,
paint_opacity, paint_opacity,
paint_opacity, paint_opacity);
cogl_pipeline_set_color (priv->pipeline, &color);
pipeline_node = clutter_pipeline_node_new (priv->pipeline);
clutter_paint_node_set_static_name (pipeline_node,
"ClutterOffscreenEffect (pipeline)");
clutter_paint_node_add_child (node, pipeline_node);
/* At this point we are in stage coordinates translated so if
* we draw our texture using a textured quad the size of the paint
* box then we will overlay where the actor would have drawn if it
* hadn't been redirected offscreen.
*/
clutter_paint_node_add_rectangle (pipeline_node,
&(ClutterActorBox) {
0.f, 0.f,
cogl_texture_get_width (priv->texture),
cogl_texture_get_height (priv->texture),
});
clutter_paint_node_unref (pipeline_node);
}
static void
clutter_offscreen_effect_paint_texture (ClutterOffscreenEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context)
{
ClutterOffscreenEffectPrivate *priv =
clutter_offscreen_effect_get_instance_private (effect);
graphene_matrix_t transform;
float unscale;
unscale = 1.0f / clutter_actor_get_resource_scale (priv->actor);
graphene_matrix_init_scale (&transform, unscale, unscale, 1.0f);
graphene_matrix_translate (&transform,
&GRAPHENE_POINT3D_INIT (priv->fbo_offset_x,
priv->fbo_offset_y,
0.0f));
if (!graphene_matrix_is_identity (&transform))
{
ClutterPaintNode *transform_node;
transform_node = clutter_transform_node_new (&transform);
clutter_paint_node_set_static_name (transform_node,
"ClutterOffscreenEffect (transform)");
clutter_paint_node_add_child (node, transform_node);
clutter_paint_node_unref (transform_node);
node = transform_node;
}
/* paint the target pipeline; this is virtualized for
* sub-classes that require special hand-holding
*/
clutter_offscreen_effect_paint_target (effect, node, paint_context);
}
static void
clutter_offscreen_effect_post_paint (ClutterEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
ClutterOffscreenEffectPrivate *priv =
clutter_offscreen_effect_get_instance_private (self);
g_warn_if_fail (priv->offscreen);
g_warn_if_fail (priv->pipeline);
g_warn_if_fail (priv->actor);
clutter_offscreen_effect_paint_texture (self, node, paint_context);
}
static void
add_actor_node (ClutterOffscreenEffect *offscreen_effect,
ClutterPaintNode *node,
int paint_opacity)
{
ClutterOffscreenEffectPrivate *priv =
clutter_offscreen_effect_get_instance_private (offscreen_effect);
ClutterPaintNode *actor_node;
actor_node = clutter_actor_node_new (priv->actor, paint_opacity);
clutter_paint_node_add_child (node, actor_node);
clutter_paint_node_unref (actor_node);
}
static void
clutter_offscreen_effect_paint_node (ClutterEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context,
ClutterEffectPaintFlags flags)
{
ClutterOffscreenEffect *offscreen_effect = CLUTTER_OFFSCREEN_EFFECT (effect);
ClutterOffscreenEffectPrivate *priv =
clutter_offscreen_effect_get_instance_private (offscreen_effect);
ClutterPaintNode *layer_node;
CoglFramebuffer *fb;
fb = COGL_FRAMEBUFFER (priv->offscreen);
layer_node = clutter_layer_node_new_to_framebuffer (fb, priv->pipeline);
clutter_paint_node_set_static_name (layer_node,
"ClutterOffscreenEffect (actor offscreen)");
clutter_paint_node_add_child (node, layer_node);
clutter_paint_node_unref (layer_node);
add_actor_node (offscreen_effect, layer_node, 255);
}
static void
clutter_offscreen_effect_paint (ClutterEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context,
ClutterEffectPaintFlags flags)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
ClutterOffscreenEffectPrivate *priv =
clutter_offscreen_effect_get_instance_private (self);
ClutterEffectClass *parent_class =
CLUTTER_EFFECT_CLASS (clutter_offscreen_effect_parent_class);
if (flags & CLUTTER_EFFECT_PAINT_BYPASS_EFFECT)
{
add_actor_node (self, node, -1);
g_clear_object (&priv->offscreen);
return;
}
/* If we've already got a cached image and the actor hasn't been redrawn
* then we can just use the cached image in the FBO.
*/
if (priv->offscreen == NULL || (flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY))
parent_class->paint (effect, node, paint_context, flags);
else
clutter_offscreen_effect_paint_texture (self, node, paint_context);
}
static void
clutter_offscreen_effect_set_enabled (ClutterActorMeta *meta,
gboolean is_enabled)
{
ClutterActorMetaClass *parent_class =
CLUTTER_ACTOR_META_CLASS (clutter_offscreen_effect_parent_class);
ClutterOffscreenEffect *offscreen_effect = CLUTTER_OFFSCREEN_EFFECT (meta);
ClutterOffscreenEffectPrivate *priv =
clutter_offscreen_effect_get_instance_private (offscreen_effect);
g_clear_object (&priv->offscreen);
parent_class->set_enabled (meta, is_enabled);
}
static void
clutter_offscreen_effect_finalize (GObject *gobject)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (gobject);
ClutterOffscreenEffectPrivate *priv =
clutter_offscreen_effect_get_instance_private (self);
g_clear_object (&priv->offscreen);
g_clear_object (&priv->texture);
g_clear_object (&priv->pipeline);
G_OBJECT_CLASS (clutter_offscreen_effect_parent_class)->finalize (gobject);
}
static void
clutter_offscreen_effect_class_init (ClutterOffscreenEffectClass *klass)
{
ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
klass->create_texture = clutter_offscreen_effect_real_create_texture;
klass->create_pipeline = clutter_offscreen_effect_real_create_pipeline;
klass->paint_target = clutter_offscreen_effect_real_paint_target;
meta_class->set_actor = clutter_offscreen_effect_set_actor;
meta_class->set_enabled = clutter_offscreen_effect_set_enabled;
effect_class->pre_paint = clutter_offscreen_effect_pre_paint;
effect_class->post_paint = clutter_offscreen_effect_post_paint;
effect_class->paint = clutter_offscreen_effect_paint;
effect_class->paint_node = clutter_offscreen_effect_paint_node;
gobject_class->finalize = clutter_offscreen_effect_finalize;
}
static void
clutter_offscreen_effect_init (ClutterOffscreenEffect *self)
{
}
/**
* clutter_offscreen_effect_get_texture:
* @effect: a #ClutterOffscreenEffect
*
* Retrieves the texture used as a render target for the offscreen
* buffer created by @effect
*
* You should only use the returned texture when painting. The texture
* may change after [vfunc@Effect.pre_paint] is called so the effect
* implementation should update any references to the texture after
* chaining-up to the parent's pre_paint implementation. This can be
* used instead of [method@OffscreenEffect.get_texture] when the
* effect subclass wants to paint using its own pipeline.
*
* Return value: (transfer none): a #CoglTexture or %NULL. The
* returned texture is owned by Clutter and it should not be
* modified or freed
*/
CoglTexture*
clutter_offscreen_effect_get_texture (ClutterOffscreenEffect *effect)
{
ClutterOffscreenEffectPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
NULL);
priv = clutter_offscreen_effect_get_instance_private (effect);
return priv->texture;
}
/**
* clutter_offscreen_effect_get_pipeline:
* @effect: a #ClutterOffscreenEffect
*
* Retrieves the pipeline used as a render target for the offscreen
* buffer created by @effect
*
* You should only use the returned [class@Cogl.Pipeline] when painting. The
* returned pipeline might change between different frames.
*
* Return value: (transfer none)(nullable): a #CoglPipeline. The
* pipeline is owned by Clutter and it should not be modified
* or freed
*/
CoglPipeline *
clutter_offscreen_effect_get_pipeline (ClutterOffscreenEffect *effect)
{
ClutterOffscreenEffectPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
NULL);
priv = clutter_offscreen_effect_get_instance_private (effect);
return priv->pipeline;
}
/**
* clutter_offscreen_effect_paint_target:
* @effect: a #ClutterOffscreenEffect
* @node: a #ClutterPaintNode
* @paint_context: a #ClutterPaintContext
*
* Calls the [vfunc@OffscreenEffect.paint_target] virtual function of the @effect
*/
void
clutter_offscreen_effect_paint_target (ClutterOffscreenEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context)
{
g_return_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect));
CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->paint_target (effect,
node,
paint_context);
}
/**
* clutter_offscreen_effect_create_texture:
* @effect: a #ClutterOffscreenEffect
* @width: the minimum width of the target texture
* @height: the minimum height of the target texture
*
* Calls the [vfunc@OffscreenEffect.create_texture] virtual function of the @effect
*
* Return value: (transfer full): a handle to a Cogl texture, or
* %NULL. The returned handle has its reference
* count increased.
*/
CoglTexture*
clutter_offscreen_effect_create_texture (ClutterOffscreenEffect *effect,
gfloat width,
gfloat height)
{
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
NULL);
return CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->create_texture (effect,
width,
height);
}
/**
* clutter_offscreen_effect_get_target_size:
* @effect: a #ClutterOffscreenEffect
* @width: (out): return location for the target width, or %NULL
* @height: (out): return location for the target height, or %NULL
*
* Retrieves the size of the offscreen buffer used by @effect to
* paint the actor to which it has been applied.
*
* This function should only be called by #ClutterOffscreenEffect
* implementations, from within the [vfunc@OffscreenEffect.paint_target]
* virtual function.
*
* Return value: %TRUE if the offscreen buffer has a valid size,
* and %FALSE otherwise
*/
gboolean
clutter_offscreen_effect_get_target_size (ClutterOffscreenEffect *effect,
gfloat *width,
gfloat *height)
{
ClutterOffscreenEffectPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect), FALSE);
priv = clutter_offscreen_effect_get_instance_private (effect);
if (priv->texture == NULL)
return FALSE;
if (width)
*width = cogl_texture_get_width (priv->texture);
if (height)
*height = cogl_texture_get_height (priv->texture);
return TRUE;
}