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2008-02-08 Matthew Allum <mallum@openedhand.com>
* clutter/clutter-texture.c: Tidy up offscreen code, adding into realize/unrealize. Add more safety code. Improve documentation.
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@ -1,3 +1,10 @@
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2008-02-08 Matthew Allum <mallum@openedhand.com>
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* clutter/clutter-texture.c:
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Tidy up offscreen code, adding into realize/unrealize.
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Add more safety code.
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Improve documentation.
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2008-02-08 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-script.c:
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@ -642,6 +642,15 @@ clutter_texture_unrealize (ClutterActor *actor)
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CLUTTER_MARK();
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if (priv->fbo_source)
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{
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/* Free up our fbo handle and texture resources, realize will recreate */
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cogl_offscreen_destroy (priv->fbo_handle);
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priv->fbo_handle = 0;
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texture_free_gl_resources (texture);
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return;
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}
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if (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_READ_PIXELS))
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{
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/* Move image data from video to main memory.
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@ -672,11 +681,40 @@ clutter_texture_realize (ClutterActor *actor)
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texture = CLUTTER_TEXTURE(actor);
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priv = texture->priv;
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if (priv->fbo_handle)
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return; /* handle better */
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CLUTTER_MARK();
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if (priv->fbo_source)
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{
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/* Handle FBO's */
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priv->tiles = g_new (COGLuint, 1);
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/* FIXME: needs a cogl wrapper */
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glGenTextures (1, priv->tiles);
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cogl_texture_bind (priv->target_type, priv->tiles[0]);
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cogl_texture_image_2d (priv->target_type,
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CGL_RGBA,
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priv->width,
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priv->height,
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priv->pixel_format,
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priv->pixel_type,
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NULL);
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priv->fbo_handle = cogl_offscreen_create (priv->tiles[0]);
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if (priv->fbo_handle == 0)
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{
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g_warning ("%s: Offscreen texture creation failed", G_STRLOC);
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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return;
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}
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clutter_actor_set_size (actor, priv->width, priv->height);
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return;
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}
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if (priv->local_pixbuf != NULL)
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{
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/* Move any local image data we have from unrealization
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@ -761,35 +799,35 @@ clutter_texture_paint (ClutterActor *self)
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if (priv->fbo_handle)
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{
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ClutterMainContext *context;
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ClutterShader *shader = NULL;
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context = clutter_context_get_default ();
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if (context->shaders)
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shader = clutter_actor_get_shader (context->shaders->data);
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/* Temporarily turn of the shader on the top of the context's
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* shader stack, to restore the GL pipeline to it's natural state.
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*/
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if (context->shaders)
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{
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clutter_shader_set_is_enabled (
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clutter_actor_get_shader (context->shaders->data), FALSE);
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}
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if (shader)
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clutter_shader_set_is_enabled (shader, FALSE);
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cogl_offscreen_redirect_start (priv->fbo_handle,
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priv->width, priv->height);
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/* Render out actor scene to fbo */
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clutter_actor_paint (priv->fbo_source);
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cogl_offscreen_redirect_end (priv->fbo_handle,
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CLUTTER_STAGE_WIDTH(),
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CLUTTER_STAGE_HEIGHT());
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glBindTexture(CGL_TEXTURE_RECTANGLE_ARB, priv->tiles[0]);
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/* If there is a shader on top of the shader stack, turn it back on. */
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if (context->shaders)
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{
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clutter_shader_set_is_enabled (
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clutter_actor_get_shader (context->shaders->data), TRUE);
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}
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}
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if (shader)
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clutter_shader_set_is_enabled (shader, TRUE);
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glBindTexture(CGL_TEXTURE_RECTANGLE_ARB, priv->tiles[0]);
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}
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CLUTTER_NOTE (PAINT,
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"painting texture '%s'",
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@ -1426,6 +1464,11 @@ clutter_texture_set_from_rgb_data (ClutterTexture *texture,
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gboolean texture_dirty = TRUE, size_change = FALSE;
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priv = texture->priv;
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/* Remove FBO if exisiting */
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if (priv->fbo_source)
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texture_fbo_free_resources (texture);
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if (!texture_prepare_upload (TRUE, texture, data, has_alpha,
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width, height, rowstride, bpp, flags,
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©_data, &texture_dirty, &size_change))
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@ -1555,6 +1598,9 @@ clutter_texture_set_from_yuv_data (ClutterTexture *texture,
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priv = texture->priv;
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if (priv->fbo_source)
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texture_fbo_free_resources (texture);
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/* FIXME: check other image props */
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size_change = (width != priv->width || height != priv->height);
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texture_dirty = size_change || (priv->pixel_format != CGL_YCBCR_MESA);
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@ -2158,9 +2204,16 @@ on_fbo_source_size_change (GObject *object,
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if (w != priv->width || h != priv->height)
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{
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if (!cogl_texture_can_size (CGL_TEXTURE_RECTANGLE_ARB,
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CGL_RGBA, PIXEL_TYPE, w, h))
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{
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g_warning ("%s: Offscreen source too large for texture", G_STRLOC);
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return;
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}
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/* tear down the FBO */
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cogl_offscreen_destroy (priv->fbo_handle);
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/* FIXME: check we can actual handle new size */
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texture_free_gl_resources (texture);
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priv->width = w;
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@ -2195,21 +2248,58 @@ on_fbo_parent_change (ClutterActor *actor,
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while ((parent = clutter_actor_get_parent (parent)) != NULL)
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if (parent == actor)
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g_warning ("Offscreen texture is parent of source!");
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{
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g_warning ("Offscreen texture is ancestor of source!");
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/* Desperate but will avoid infinite loops */
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clutter_actor_unparent (actor);
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}
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}
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/**
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* clutter_texture_new_from_actor:
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* @actor: A #ClutterActor
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* @actor: A source #ClutterActor
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*
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* Creates a new #ClutterTexture object with its source a prexisting
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* actor (and associated children).
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* actor (and associated children). The textures content will contain
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* 'live' redirected output of the actors scene.
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*
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* Note this function is intented as a utility call for uniformly applying
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* shaders to groups and other potentail visual effects. It requires the
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* #CLUTTER_FEATURE_TEXTURE_RECTANGLE & #CLUTTER_FEATURE_OFFSCREEN features
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* are supported by both the current backend and target system
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* are supported by both the current backend and target system.
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*
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* Some tips on usage:
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*
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* <itemizedlist>
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* <listitem>
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* <para>The source actor must be made visible (i.e by calling
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* #clutter_actor_show). The source actor does not however have to
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* have a parent.</para>
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* <listitem>
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* <listitem>
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* <para>Avoid reparenting the source with the created texture.</para>
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* </listitem>
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* <listitem>
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* <para>A group can be padded with a transparent rectangle as to
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* provide a border to contents for shader output (blurring text
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* for example).</para>
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* </listitem>
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* <listitem>
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* <para>The texture will automatically resize to contain a further
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* transformed source. The however involves overhead and can be
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* avoided by placing the source actor in a bounding group
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* sized large enough to contain any child tranformations.</para>
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* </listitem>
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* <listitem>
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* <para>Uploading pixel data to the text (e.g by #clutter_actor_set_pixbuf
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* will destroy the offscreen texture data and end redirection.
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* </listitem>
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* <listitem>
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* <para>#clutter_texture_get_pixbuf can used to read the offscreen
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* texture pixels into a pixbuf.</para>
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* </listitem>
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* </itemizedlist>
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*
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* Return value: A newly created #ClutterTexture object or NULL on fail.
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**/
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@ -2220,20 +2310,9 @@ clutter_texture_new_from_actor (ClutterActor *actor)
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ClutterTexturePrivate *priv;
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guint w, h;
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/* TODO (before 0.6 release):
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*
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* - Figure out getting source actor size correctly.
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* - Handle source actor resizing.
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* - Handle failure better.
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* - Handle cleanup on destruction.
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* - Beef up test-fbo.
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* - Have the source actor as a prop, realize/unrealize ?
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* - Avoid infinite loop in shaders
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* - Fix shader rendering order
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*/
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g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
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/* FIXME: Some error result on below could be useful */
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if (clutter_feature_available (CLUTTER_FEATURE_TEXTURE_RECTANGLE) == FALSE)
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return NULL;
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@ -2257,6 +2336,7 @@ clutter_texture_new_from_actor (ClutterActor *actor)
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CGL_RGBA, PIXEL_TYPE, w, h))
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return NULL;
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/* Hopefully now were good.. */
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texture = g_object_new (CLUTTER_TYPE_TEXTURE, NULL);
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priv = texture->priv;
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@ -2306,24 +2386,7 @@ clutter_texture_new_from_actor (ClutterActor *actor)
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priv->pixel_type = PIXEL_TYPE;
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priv->is_tiled = 0;
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priv->tiles = g_new (COGLuint, 1);
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/* FIXME: needs a cogl wrapper */
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glGenTextures (1, priv->tiles);
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cogl_texture_bind (priv->target_type, priv->tiles[0]);
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cogl_texture_image_2d (priv->target_type,
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CGL_RGBA,
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w,
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h,
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priv->pixel_format,
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priv->pixel_type,
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NULL);
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priv->fbo_handle = cogl_offscreen_create (priv->tiles[0]);
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clutter_actor_set_size (CLUTTER_ACTOR(texture), w, h);
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clutter_actor_set_size (CLUTTER_ACTOR(texture), priv->width, priv->height);
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return CLUTTER_ACTOR(texture);
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}
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@ -2339,7 +2402,18 @@ texture_fbo_free_resources (ClutterTexture *texture)
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if (priv->fbo_source != NULL)
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{
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g_signal_handlers_disconnect_by_func
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(priv->fbo_source,
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G_CALLBACK(on_fbo_parent_change),
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texture);
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g_signal_handlers_disconnect_by_func
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(priv->fbo_source,
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G_CALLBACK(on_fbo_source_size_change),
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texture);
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g_object_unref (priv->fbo_source);
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priv->fbo_source = NULL;
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}
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