125bded814
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>
304 lines
8.8 KiB
C
304 lines
8.8 KiB
C
#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-backend-egl.h"
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#include "clutter-stage-egl.h"
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#include "clutter-eglx.h"
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#include "../clutter-main.h"
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#include "../clutter-feature.h"
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#include "../clutter-color.h"
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#include "../clutter-util.h"
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#include "../clutter-event.h"
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#include "../clutter-enum-types.h"
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#include "../clutter-private.h"
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#include "../clutter-debug.h"
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#include "../clutter-units.h"
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#include "../clutter-container.h"
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#include "../clutter-stage.h"
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#include "../clutter-stage-window.h"
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static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterStageEGL,
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clutter_stage_egl,
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CLUTTER_TYPE_STAGE_X11,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
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clutter_stage_window_iface_init));
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static void
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clutter_stage_egl_unrealize (ClutterActor *actor)
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{
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ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (actor);
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor);
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gboolean was_offscreen;
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CLUTTER_MARK();
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g_object_get (stage_x11->wrapper, "offscreen", &was_offscreen, NULL);
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if (CLUTTER_ACTOR_CLASS (clutter_stage_egl_parent_class)->unrealize != NULL)
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CLUTTER_ACTOR_CLASS (clutter_stage_egl_parent_class)->unrealize (actor);
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clutter_x11_trap_x_errors ();
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if (G_UNLIKELY (was_offscreen))
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{
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/* No support as yet for this */
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}
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else
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{
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if (!stage_x11->is_foreign_xwin && stage_x11->xwin != None)
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{
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XDestroyWindow (stage_x11->xdpy, stage_x11->xwin);
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stage_x11->xwin = None;
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}
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else
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stage_x11->xwin = None;
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}
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if (stage_egl->egl_surface)
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{
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eglDestroySurface (clutter_eglx_display (), stage_egl->egl_surface);
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stage_egl->egl_surface = EGL_NO_SURFACE;
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}
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XSync (stage_x11->xdpy, False);
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clutter_x11_untrap_x_errors ();
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CLUTTER_MARK ();
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}
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static void
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clutter_stage_egl_realize (ClutterActor *actor)
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{
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ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (actor);
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor);
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ClutterBackendEGL *backend_egl;
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ClutterBackendX11 *backend_x11;
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EGLConfig configs[2];
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EGLint config_count;
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EGLBoolean status;
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gboolean is_offscreen = FALSE;
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CLUTTER_NOTE (BACKEND, "Realizing main stage");
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g_object_get (stage_x11->wrapper, "offscreen", &is_offscreen, NULL);
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backend_egl = CLUTTER_BACKEND_EGL (clutter_get_default_backend ());
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backend_x11 = CLUTTER_BACKEND_X11 (clutter_get_default_backend ());
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if (G_LIKELY (!is_offscreen))
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{
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int c;
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int num_configs;
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EGLConfig *all_configs;
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EGLint cfg_attribs[] = {
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EGL_BUFFER_SIZE, EGL_DONT_CARE,
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EGL_RED_SIZE, 5,
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EGL_GREEN_SIZE, 6,
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EGL_BLUE_SIZE, 5,
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#ifdef HAVE_COGL_GLES2
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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#else /* HAVE_COGL_GLES2 */
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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#endif /* HAVE_COGL_GLES2 */
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EGL_NONE
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};
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status = eglGetConfigs (backend_egl->edpy,
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configs,
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2,
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&config_count);
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eglGetConfigs (clutter_eglx_display (), NULL, 0, &num_configs);
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all_configs = g_malloc (num_configs * sizeof (EGLConfig));
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eglGetConfigs (clutter_eglx_display (),
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all_configs,
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num_configs,
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&num_configs);
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for (c = 0; c < num_configs; ++c)
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{
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EGLint red = -1, green = -1, blue = -1, alpha = -1, stencil = -1;
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eglGetConfigAttrib (clutter_eglx_display (),
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all_configs[c],
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EGL_RED_SIZE, &red);
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eglGetConfigAttrib (clutter_eglx_display (),
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all_configs[c],
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EGL_GREEN_SIZE, &green);
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eglGetConfigAttrib (clutter_eglx_display (),
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all_configs[c],
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EGL_BLUE_SIZE, &blue);
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eglGetConfigAttrib (clutter_eglx_display (),
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all_configs[c],
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EGL_ALPHA_SIZE, &alpha);
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eglGetConfigAttrib (clutter_eglx_display (),
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all_configs[c],
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EGL_STENCIL_SIZE, &stencil);
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CLUTTER_NOTE (BACKEND, "EGLConfig == R:%d G:%d B:%d A:%d S:%d \n",
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red, green, blue, alpha, stencil);
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}
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g_free (all_configs);
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if (status != EGL_TRUE)
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{
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g_critical ("eglGetConfigs failed");
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goto fail;
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}
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status = eglChooseConfig (backend_egl->edpy,
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cfg_attribs,
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configs,
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G_N_ELEMENTS (configs),
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&config_count);
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if (status != EGL_TRUE)
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{
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g_critical ("eglChooseConfig failed");
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goto fail;
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}
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if (stage_x11->xwin == None)
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stage_x11->xwin =
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XCreateSimpleWindow (stage_x11->xdpy,
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stage_x11->xwin_root,
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0, 0,
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stage_x11->xwin_width,
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stage_x11->xwin_height,
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0, 0,
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WhitePixel (stage_x11->xdpy,
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stage_x11->xscreen));
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if (clutter_x11_has_event_retrieval ())
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{
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if (clutter_x11_has_xinput ())
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{
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XSelectInput (stage_x11->xdpy, stage_x11->xwin,
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StructureNotifyMask |
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FocusChangeMask |
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ExposureMask |
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EnterWindowMask | LeaveWindowMask |
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PropertyChangeMask);
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#ifdef USE_XINPUT
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_clutter_x11_select_events (stage_x11->xwin);
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#endif
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}
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else
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XSelectInput (stage_x11->xdpy, stage_x11->xwin,
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StructureNotifyMask |
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FocusChangeMask |
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ExposureMask |
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PointerMotionMask |
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KeyPressMask | KeyReleaseMask |
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ButtonPressMask | ButtonReleaseMask |
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EnterWindowMask | LeaveWindowMask |
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PropertyChangeMask);
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}
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/* FIXME, do these in a clutterstage_x11_realise? */
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clutter_stage_x11_fix_window_size (stage_x11);
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clutter_stage_x11_set_wm_protocols (stage_x11);
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if (stage_egl->egl_surface != EGL_NO_SURFACE)
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{
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eglDestroySurface (backend_egl->edpy, stage_egl->egl_surface);
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stage_egl->egl_surface = EGL_NO_SURFACE;
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}
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stage_egl->egl_surface =
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eglCreateWindowSurface (backend_egl->edpy,
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configs[0],
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(NativeWindowType) stage_x11->xwin,
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NULL);
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if (stage_egl->egl_surface == EGL_NO_SURFACE)
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{
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g_critical ("Unable to create an EGL surface");
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goto fail;
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}
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if (G_UNLIKELY (backend_egl->egl_context == None))
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{
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#ifdef HAVE_COGL_GLES2
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static const EGLint attribs[3]
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= { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
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backend_egl->egl_context = eglCreateContext (backend_egl->edpy,
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configs[0],
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EGL_NO_CONTEXT,
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attribs);
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#else
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/* Seems some GLES implementations 1.x do not like attribs... */
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backend_egl->egl_context = eglCreateContext (backend_egl->edpy,
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configs[0],
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EGL_NO_CONTEXT,
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NULL);
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#endif
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if (backend_egl->egl_context == EGL_NO_CONTEXT)
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{
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g_critical ("Unable to create a suitable EGL context");
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goto fail;
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}
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CLUTTER_NOTE (GL, "Created EGL Context");
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}
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CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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}
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else
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{
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g_critical ("EGLX Backend does not support offscreen rendering");
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goto fail;
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}
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/* we need to chain up to the X11 stage implementation in order to
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* set the window state in case we set it before realizing the stage
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*/
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CLUTTER_ACTOR_CLASS (clutter_stage_egl_parent_class)->realize (actor);
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return;
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fail:
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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}
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static void
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clutter_stage_egl_dispose (GObject *gobject)
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{
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ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (gobject);
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (gobject);
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G_OBJECT_CLASS (clutter_stage_egl_parent_class)->dispose (gobject);
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}
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static void
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clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
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{
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/* the rest is inherited from ClutterStageX11 */
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}
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static void
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clutter_stage_egl_class_init (ClutterStageEGLClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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gobject_class->dispose = clutter_stage_egl_dispose;
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actor_class->realize = clutter_stage_egl_realize;
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actor_class->unrealize = clutter_stage_egl_unrealize;
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}
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static void
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clutter_stage_egl_init (ClutterStageEGL *stage)
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{
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}
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