mirror of
https://github.com/brl/mutter.git
synced 2024-11-25 01:20:42 -05:00
clutter/effect: Add paint nodes to all paint vfuncs
In the purely paint node based rendering future, ClutterEffects simply add more paint nodes to the tree when painting the actor. This is the leap to achieve that future. Add paint nodes to pre_paint, paint, and post_paint, and move the ClutterEffectNode creation to _clutter_effect_paint(). Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1355>
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@ -126,6 +126,7 @@ clutter_blur_effect_create_pipeline (ClutterOffscreenEffect *effect,
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static gboolean
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clutter_blur_effect_pre_paint (ClutterEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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ClutterEffectClass *parent_class;
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@ -143,7 +144,7 @@ clutter_blur_effect_pre_paint (ClutterEffect *effect,
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}
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parent_class = CLUTTER_EFFECT_CLASS (clutter_blur_effect_parent_class);
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return parent_class->pre_paint (effect, paint_context);
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return parent_class->pre_paint (effect, node, paint_context);
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}
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static gboolean
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@ -140,6 +140,7 @@ clutter_brightness_contrast_effect_create_pipeline (ClutterOffscreenEffect *effe
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static gboolean
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clutter_brightness_contrast_effect_pre_paint (ClutterEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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ClutterBrightnessContrastEffect *self = CLUTTER_BRIGHTNESS_CONTRAST_EFFECT (effect);
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@ -164,7 +165,7 @@ clutter_brightness_contrast_effect_pre_paint (ClutterEffect *effect,
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parent_class =
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CLUTTER_EFFECT_CLASS (clutter_brightness_contrast_effect_parent_class);
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return parent_class->pre_paint (effect, paint_context);
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return parent_class->pre_paint (effect, node, paint_context);
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}
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static void
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@ -114,6 +114,7 @@ clutter_colorize_effect_create_pipeline (ClutterOffscreenEffect *effect,
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static gboolean
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clutter_colorize_effect_pre_paint (ClutterEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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ClutterEffectClass *parent_class;
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@ -131,7 +132,7 @@ clutter_colorize_effect_pre_paint (ClutterEffect *effect,
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}
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parent_class = CLUTTER_EFFECT_CLASS (clutter_colorize_effect_parent_class);
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return parent_class->pre_paint (effect, paint_context);
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return parent_class->pre_paint (effect, node, paint_context);
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}
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static void
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@ -125,6 +125,7 @@ clutter_desaturate_effect_create_pipeline (ClutterOffscreenEffect *effect,
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static gboolean
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clutter_desaturate_effect_pre_paint (ClutterEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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ClutterEffectClass *parent_class;
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@ -142,7 +143,7 @@ clutter_desaturate_effect_pre_paint (ClutterEffect *effect,
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}
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parent_class = CLUTTER_EFFECT_CLASS (clutter_desaturate_effect_parent_class);
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return parent_class->pre_paint (effect, paint_context);
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return parent_class->pre_paint (effect, node, paint_context);
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}
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static void
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@ -180,6 +180,7 @@ G_DEFINE_ABSTRACT_TYPE (ClutterEffect,
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static gboolean
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clutter_effect_real_pre_paint (ClutterEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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return TRUE;
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@ -187,6 +188,7 @@ clutter_effect_real_pre_paint (ClutterEffect *effect,
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static void
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clutter_effect_real_post_paint (ClutterEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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}
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@ -216,28 +218,23 @@ clutter_effect_real_paint_node (ClutterEffect *effect,
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static void
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clutter_effect_real_paint (ClutterEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context,
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ClutterEffectPaintFlags flags)
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{
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ClutterEffectClass *effect_class = CLUTTER_EFFECT_GET_CLASS (effect);
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ClutterPaintNode *node;
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gboolean pre_paint_succeeded;
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/* The default implementation provides a compatibility wrapper for
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effects that haven't migrated to use the 'paint' virtual yet. This
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just calls the old pre and post virtuals before chaining on */
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pre_paint_succeeded = effect_class->pre_paint (effect, paint_context);
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node = clutter_effect_node_new (effect);
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pre_paint_succeeded = effect_class->pre_paint (effect, node,paint_context);
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effect_class->paint_node (effect, node, paint_context, flags);
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clutter_paint_node_paint (node, paint_context);
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if (pre_paint_succeeded)
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effect_class->post_paint (effect, paint_context);
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clutter_paint_node_unref (node);
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effect_class->post_paint (effect, node, paint_context);
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}
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static void
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@ -291,9 +288,19 @@ _clutter_effect_paint (ClutterEffect *effect,
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ClutterPaintContext *paint_context,
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ClutterEffectPaintFlags flags)
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{
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ClutterPaintNode *node;
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g_return_if_fail (CLUTTER_IS_EFFECT (effect));
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CLUTTER_EFFECT_GET_CLASS (effect)->paint (effect, paint_context, flags);
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node = clutter_effect_node_new (effect);
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CLUTTER_EFFECT_GET_CLASS (effect)->paint (effect,
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node,
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paint_context,
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flags);
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clutter_paint_node_paint (node, paint_context);
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clutter_paint_node_unref (node);
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}
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void
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@ -77,14 +77,17 @@ struct _ClutterEffectClass
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/*< public >*/
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gboolean (* pre_paint) (ClutterEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context);
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void (* post_paint) (ClutterEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context);
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gboolean (* modify_paint_volume) (ClutterEffect *effect,
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ClutterPaintVolume *volume);
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void (* paint) (ClutterEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context,
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ClutterEffectPaintFlags flags);
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void (* paint_node) (ClutterEffect *effect,
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@ -99,8 +99,6 @@ struct _ClutterOffscreenEffectPrivate
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int target_width;
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int target_height;
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gint old_opacity_override;
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gulong purge_handler_id;
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};
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@ -270,6 +268,7 @@ update_fbo (ClutterEffect *effect,
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static gboolean
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clutter_offscreen_effect_pre_paint (ClutterEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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@ -279,7 +278,6 @@ clutter_offscreen_effect_pre_paint (ClutterEffect *effect,
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ClutterActor *stage;
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graphene_matrix_t projection, modelview;
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const ClutterPaintVolume *volume;
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CoglColor transparent;
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gfloat stage_width, stage_height;
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gfloat target_width = -1, target_height = -1;
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float resource_scale;
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@ -336,7 +334,6 @@ clutter_offscreen_effect_pre_paint (ClutterEffect *effect,
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goto disable_effect;
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offscreen = COGL_FRAMEBUFFER (priv->offscreen);
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clutter_paint_context_push_framebuffer (paint_context, offscreen);
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/* We don't want the FBO contents to be transformed. That could waste memory
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* (e.g. during zoom), or result in something that's not rectangular (clipped
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@ -363,22 +360,6 @@ clutter_offscreen_effect_pre_paint (ClutterEffect *effect,
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cogl_framebuffer_set_projection_matrix (offscreen, &projection);
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cogl_color_init_from_4ub (&transparent, 0, 0, 0, 0);
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cogl_framebuffer_clear (offscreen,
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COGL_BUFFER_BIT_COLOR |
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COGL_BUFFER_BIT_DEPTH,
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&transparent);
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cogl_framebuffer_push_matrix (offscreen);
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/* Override the actor's opacity to fully opaque - we paint the offscreen
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* texture with the actor's paint opacity, so we need to do this to avoid
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* multiplying the opacity twice.
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*/
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priv->old_opacity_override =
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clutter_actor_get_opacity_override (priv->actor);
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clutter_actor_set_opacity_override (priv->actor, 0xff);
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return TRUE;
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disable_effect:
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@ -425,63 +406,57 @@ clutter_offscreen_effect_real_paint_target (ClutterOffscreenEffect *effect,
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static void
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clutter_offscreen_effect_paint_texture (ClutterOffscreenEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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ClutterOffscreenEffectPrivate *priv = effect->priv;
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CoglFramebuffer *framebuffer =
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clutter_paint_context_get_framebuffer (paint_context);
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graphene_matrix_t transform;
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float resource_scale;
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cogl_framebuffer_push_matrix (framebuffer);
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graphene_matrix_init_translate (&transform,
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&GRAPHENE_POINT3D_INIT (priv->fbo_offset_x,
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priv->fbo_offset_y,
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0.0f));
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/* The current modelview matrix is *almost* perfect already. It's only
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* missing a correction for the expanded FBO and offset rendering within...
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*/
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resource_scale = clutter_actor_get_resource_scale (priv->actor);
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if (resource_scale != 1.0f)
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{
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float paint_scale = 1.0f / resource_scale;
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cogl_framebuffer_scale (framebuffer, paint_scale, paint_scale, 1.f);
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graphene_matrix_scale (&transform, paint_scale, paint_scale, 1.f);
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}
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cogl_framebuffer_translate (framebuffer,
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priv->fbo_offset_x,
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priv->fbo_offset_y,
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0.0f);
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if (!graphene_matrix_is_identity (&transform))
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{
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ClutterPaintNode *transform_node;
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transform_node = clutter_transform_node_new (&transform);
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clutter_paint_node_set_static_name (transform_node,
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"ClutterOffscreenEffect (transform)");
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clutter_paint_node_add_child (node, transform_node);
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clutter_paint_node_unref (transform_node);
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node = transform_node;
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}
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/* paint the target material; this is virtualized for
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* sub-classes that require special hand-holding
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*/
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clutter_offscreen_effect_paint_target (effect, paint_context);
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cogl_framebuffer_pop_matrix (framebuffer);
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clutter_offscreen_effect_paint_target (effect, node, paint_context);
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}
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static void
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clutter_offscreen_effect_post_paint (ClutterEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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CoglFramebuffer *framebuffer;
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g_warn_if_fail (priv->offscreen);
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g_warn_if_fail (priv->pipeline);
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g_warn_if_fail (priv->actor);
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/* Restore the previous opacity override */
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if (priv->actor)
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{
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clutter_actor_set_opacity_override (priv->actor,
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priv->old_opacity_override);
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}
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framebuffer = clutter_paint_context_get_framebuffer (paint_context);
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cogl_framebuffer_pop_matrix (framebuffer);
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clutter_paint_context_pop_framebuffer (paint_context);
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clutter_offscreen_effect_paint_texture (self, paint_context);
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clutter_offscreen_effect_paint_texture (self, node, paint_context);
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}
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static void
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@ -520,15 +495,18 @@ clutter_offscreen_effect_paint_node (ClutterEffect *effect,
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static void
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clutter_offscreen_effect_paint (ClutterEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context,
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ClutterEffectPaintFlags flags)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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ClutterEffectClass *parent_class =
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CLUTTER_EFFECT_CLASS (clutter_offscreen_effect_parent_class);
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if (flags & CLUTTER_EFFECT_PAINT_BYPASS_EFFECT)
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{
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clutter_actor_continue_paint (priv->actor, paint_context);
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add_actor_node (self, node, -1);
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g_clear_object (&priv->offscreen);
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return;
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}
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@ -537,14 +515,9 @@ clutter_offscreen_effect_paint (ClutterEffect *effect,
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* then we can just use the cached image in the FBO.
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*/
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if (priv->offscreen == NULL || (flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY))
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{
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ClutterEffectClass *parent_class =
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CLUTTER_EFFECT_CLASS (clutter_offscreen_effect_parent_class);
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parent_class->paint (effect, paint_context, flags);
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}
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parent_class->paint (effect, node, paint_context, flags);
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else
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clutter_offscreen_effect_paint_texture (self, paint_context);
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clutter_offscreen_effect_paint_texture (self, node, paint_context);
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}
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static void
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@ -659,6 +632,7 @@ clutter_offscreen_effect_get_pipeline (ClutterOffscreenEffect *effect)
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/**
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* clutter_offscreen_effect_paint_target:
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* @effect: a #ClutterOffscreenEffect
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* @node: a #ClutterPaintNode
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* @paint_context: a #ClutterPaintContext
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*
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* Calls the paint_target() virtual function of the @effect
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@ -667,19 +641,14 @@ clutter_offscreen_effect_get_pipeline (ClutterOffscreenEffect *effect)
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*/
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void
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clutter_offscreen_effect_paint_target (ClutterOffscreenEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context)
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{
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ClutterPaintNode *node;
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g_return_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect));
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node = clutter_effect_node_new (CLUTTER_EFFECT (effect));
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CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->paint_target (effect,
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node,
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paint_context);
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clutter_paint_node_paint (node, paint_context);
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clutter_paint_node_unref (node);
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}
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/**
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@ -106,6 +106,7 @@ CoglHandle clutter_offscreen_effect_get_texture (ClutterOffscree
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CLUTTER_EXPORT
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void clutter_offscreen_effect_paint_target (ClutterOffscreenEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context);
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CLUTTER_EXPORT
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CoglHandle clutter_offscreen_effect_create_texture (ClutterOffscreenEffect *effect,
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