mutter/clutter/eglnative/clutter-stage-egl.c

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#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-stage-egl.h"
#include "clutter-egl.h"
#include "clutter-backend-egl.h"
#include "../clutter-main.h"
#include "../clutter-feature.h"
#include "../clutter-color.h"
#include "../clutter-util.h"
#include "../clutter-event.h"
#include "../clutter-enum-types.h"
#include "../clutter-private.h"
#include "../clutter-debug.h"
#include "../clutter-units.h"
#include "../clutter-stage.h"
#include "../clutter-stage-window.h"
static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterStageEGL,
clutter_stage_egl,
CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
clutter_stage_window_iface_init));
static void
clutter_stage_egl_show (ClutterActor *actor)
{
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
CLUTTER_ACTOR_SET_FLAGS (CLUTTER_STAGE_EGL (actor)->wrapper,
CLUTTER_ACTOR_MAPPED);
}
static void
clutter_stage_egl_hide (ClutterActor *actor)
{
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
CLUTTER_ACTOR_UNSET_FLAGS (CLUTTER_STAGE_EGL (actor)->wrapper,
CLUTTER_ACTOR_MAPPED);
}
static void
clutter_stage_egl_unrealize (ClutterActor *actor)
{
ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (actor);
CLUTTER_MARK();
Enforce invariants on mapped, realized, visibility states 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>
2009-04-02 13:16:43 +00:00
if (CLUTTER_ACTOR_CLASS (clutter_stage_egl_parent_class)->unrealize != NULL)
CLUTTER_ACTOR_CLASS (clutter_stage_egl_parent_class)->unrealize (actor);
if (stage_egl->egl_surface)
{
eglDestroySurface (clutter_egl_display (), stage_egl->egl_surface);
stage_egl->egl_surface = EGL_NO_SURFACE;
}
}
static void
clutter_stage_egl_realize (ClutterActor *actor)
{
ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (actor);
ClutterBackendEGL *backend_egl;
EGLConfig configs[2];
EGLint config_count;
EGLBoolean status;
EGLint cfg_attribs[] = { EGL_BUFFER_SIZE, EGL_DONT_CARE,
EGL_RED_SIZE, 5,
EGL_GREEN_SIZE, 6,
EGL_BLUE_SIZE, 5,
EGL_DEPTH_SIZE, 16,
EGL_ALPHA_SIZE, EGL_DONT_CARE,
EGL_STENCIL_SIZE, 2,
#ifdef HAVE_COGL_GLES2
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
#else /* HAVE_COGL_GLES2 */
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
#endif /* HAVE_COGL_GLES2 */
EGL_NONE };
CLUTTER_NOTE (BACKEND, "Realizing main stage");
backend_egl = CLUTTER_BACKEND_EGL (clutter_get_default_backend ());
status = eglGetConfigs (backend_egl->edpy,
configs,
2,
&config_count);
if (status != EGL_TRUE)
{
g_critical ("eglGetConfigs failed");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
status = eglChooseConfig (backend_egl->edpy,
cfg_attribs,
configs,
G_N_ELEMENTS (configs),
&config_count);
if (status != EGL_TRUE)
{
g_critical ("eglChooseConfig failed");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
CLUTTER_NOTE (BACKEND, "Got %i configs", config_count);
if (stage_egl->egl_surface != EGL_NO_SURFACE)
{
eglDestroySurface (backend_egl->edpy, stage_egl->egl_surface);
stage_egl->egl_surface = EGL_NO_SURFACE;
}
if (backend_egl->egl_context)
{
eglDestroyContext (backend_egl->edpy, backend_egl->egl_context);
backend_egl->egl_context = NULL;
}
stage_egl->egl_surface =
eglCreateWindowSurface (backend_egl->edpy,
configs[0],
NULL,
NULL);
if (stage_egl->egl_surface == EGL_NO_SURFACE)
{
g_critical ("Unable to create an EGL surface");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
eglQuerySurface (backend_egl->edpy,
stage_egl->egl_surface,
EGL_WIDTH,
&stage_egl->surface_width);
eglQuerySurface (backend_egl->edpy,
stage_egl->egl_surface,
EGL_HEIGHT,
&stage_egl->surface_height);
CLUTTER_NOTE (BACKEND, "EGL surface is %ix%i",
stage_egl->surface_width,
stage_egl->surface_height);
if (G_UNLIKELY (backend_egl->egl_context == NULL))
{
#ifdef HAVE_COGL_GLES2
static const EGLint attribs[3]
= { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
backend_egl->egl_context = eglCreateContext (backend_egl->edpy,
configs[0],
EGL_NO_CONTEXT,
attribs);
#else
/* Seems some GLES implementations 1.x do not like attribs... */
backend_egl->egl_context = eglCreateContext (backend_egl->edpy,
configs[0],
EGL_NO_CONTEXT,
NULL);
#endif
if (backend_egl->egl_context == EGL_NO_CONTEXT)
{
g_critical ("Unable to create a suitable EGL context");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
CLUTTER_NOTE (GL, "Created EGL Context");
}
CLUTTER_NOTE (BACKEND, "Setting context");
/* eglnative can have only one stage */
status = eglMakeCurrent (backend_egl->edpy,
stage_egl->egl_surface,
stage_egl->egl_surface,
backend_egl->egl_context);
if (status != EGL_TRUE)
{
g_critical ("eglMakeCurrent failed");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
/* since we only have one size and it cannot change, we
* just need to update the GL viewport now that we have
* been realized
*/
CLUTTER_SET_PRIVATE_FLAGS (actor, CLUTTER_ACTOR_SYNC_MATRICES);
}
static void
clutter_stage_egl_get_preferred_width (ClutterActor *self,
Remove Units from the public API 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
2009-05-06 15:44:47 +00:00
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (self);
if (min_width_p)
*min_width_p = CLUTTER_UNITS_FROM_DEVICE (stage_egl->surface_width);
if (natural_width_p)
*natural_width_p = CLUTTER_UNITS_FROM_DEVICE (stage_egl->surface_width);
}
static void
clutter_stage_egl_get_preferred_height (ClutterActor *self,
Remove Units from the public API 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
2009-05-06 15:44:47 +00:00
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (self);
if (min_height_p)
*min_height_p = CLUTTER_UNITS_FROM_DEVICE (stage_egl->surface_height);
if (natural_height_p)
*natural_height_p = CLUTTER_UNITS_FROM_DEVICE (stage_egl->surface_height);
}
static void
clutter_stage_egl_dispose (GObject *gobject)
{
ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (gobject);
G_OBJECT_CLASS (clutter_stage_egl_parent_class)->dispose (gobject);
}
static void
clutter_stage_egl_class_init (ClutterStageEGLClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
gobject_class->dispose = clutter_stage_egl_dispose;
actor_class->show = clutter_stage_egl_show;
actor_class->hide = clutter_stage_egl_hide;
actor_class->realize = clutter_stage_egl_realize;
actor_class->unrealize = clutter_stage_egl_unrealize;
actor_class->get_preferred_width = clutter_stage_egl_get_preferred_width;
actor_class->get_preferred_height = clutter_stage_egl_get_preferred_height;
}
static void
clutter_stage_egl_set_fullscreen (ClutterStageWindow *stage_window,
gboolean fullscreen)
{
g_warning ("Stage of type '%s' do not support ClutterStage::set_fullscreen",
G_OBJECT_TYPE_NAME (stage_window));
}
static ClutterActor *
clutter_stage_egl_get_wrapper (ClutterStageWindow *stage_window)
{
return CLUTTER_ACTOR (CLUTTER_STAGE_EGL (stage_window)->wrapper);
}
static void
clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
{
iface->set_fullscreen = clutter_stage_egl_set_fullscreen;
iface->set_title = NULL;
iface->get_wrapper = clutter_stage_egl_get_wrapper;
}
static void
clutter_stage_egl_init (ClutterStageEGL *stage)
{
}