Redundant clearing of depth and stencil buffers every render can be very
expensive, so cogl now gives control over which auxiliary buffers are
cleared.
Note: For now clutter continues to clear the color, depth and stencil buffer
each paint.
When replacing the fbo_handle with a new handle it first unrefs the
old handle. This was previously a call to cogl_offscreen_unref which
silently ignored attempts to unref COGL_INVALID_HANDLE. However the
new cogl_handle_unref does check for this so we should make sure the
handle is valid to avoid the warning.
Bug 1565 - test-fbo case failed in many platform
clutter_texture_new_from_actor was broken because it created the FBO
texture but then never attached it to the material so it was never
used for rendering. The old behaviour in Clutter 0.8 was to assign the
texture directly to priv->tex. In 0.9 priv->tex is replaced with
priv->material which has a reference to the tex in layer 0. So putting
the FBO texture directly in layer 0 more closely matches the original
behaviour.
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>
The cogl_is_* functions were showing up quite high on profiles due to
iterating through arrays of cogl handles.
This does away with all the handle arrays and implements a simple struct
inheritance scheme. All cogl objects now add a CoglHandleObject _parent;
member to their main structures. The base object includes 2 members a.t.m; a
ref_count, and a klass pointer. The klass in turn gives you a type and
virtual function for freeing objects of that type.
Each handle type has a _cogl_##handle_type##_get_type () function
automatically defined which returns a GQuark of the handle type, so now
implementing the cogl_is_* funcs is just a case of comparing with
obj->klass->type.
Another outcome of the re-work is that cogl_handle_{ref,unref} are also much
more efficient, and no longer need extending for each handle type added to
cogl. The cogl_##handle_type##_{ref,unref} functions are now deprecated and
are no longer used internally to Clutter or Cogl. Potentially we can remove
them completely before 1.0.
Only have load-data-async and load-async properties, both are construct
only and the latter adds the former load-size-async behavior on top of
load-data-async.
The fog and perspective API is currently split in two parts:
- the floating point version, using values
- the fixed point version, using structures
The relative properties are using the structure types, since they
are meant to set multiple values at the same time. Instead of
using bare values, the whole API should be coalesced into two
simple calls using structures to match the GObject properties.
Thus:
clutter_stage_set_fog (ClutterStage*, const ClutterFog*)
clutter_stage_get_fog (ClutterStage*, ClutterFog*)
clutter_stage_set_perspective (ClutterStage*, const ClutterPerspective*)
clutter_stage_get_perspective (ClutterStage*, ClutterPerspective*)
Which supercedes the fixed point and floating point variants.
More importantly, both ClutterFog and ClutterPerspective should
using floating point values, since that's what get passed to
COGL anyway.
ClutterFog should also drop the "density" member, since ClutterStage
only allows linear fog; non-linear fog distribution can be achieved
using a signal handler and calling cogl_set_fog() directly; this keeps
the API compact yet extensible.
Finally, there is no ClutterStage:fog so it should be added.
Instead of creating a separate thread for each texture load, the loads
are now queued in a thread pool which will use at most 3 textures at a
time. This avoids the potentially large overhead of creating and
destroying a thread for every image while still avoiding throttling
the CPU if a large number of textures are loaded at the same time.
If the load is cancelled the old code needed to join the thread which
effectively meant it had to wait for the load to finish. With this
model the threads are owned by the thread pool so there is no need to
wait for them to finish. Instead, each thread is given its own thread
data which we can use to mark the thread as aborted. Once the load is
finished the thread will check whether it is aborted before setting
the texture data. That way the ClutterTexture can just disown threads
that it needs to cancel.
This causes clutter to skip all the GL work of state changes and
texturing if the opacity was 0. This is done in ClutterTexture and not
ClutterActor to ensure that pre and post paint signals work correctly.
Other expensive actors should be doing the same thing.
When setting the COGL texture handle for a ClutterTexture the
texture will be set as the first layer of the material used
by the ClutterTexture. The documentation should clarify this
point.
The :texture and :material properties of ClutterTexture use a
Clutter-provided GType shielding from CoglHandle. Since CoglHandle
now has a GType we can use COGL_TYPE_HANDLE instead.
This commit also removes the conditional compilation of the
:material property, as it makes little sense now that the
Materials API has landed.
cogl_paint_init was a bit too miscellaneous; it mainly cleared the color, depth
and stencil buffers but arbitrarily it also disabled fogging and lighting.
It no longer disables lighting, since we know Cogl never enables lighting and
disabling of fog is now handled with a seperate function.
Since I noticed cogl_set_fog was taking a density argument documented as
"Ignored" I've also added a mode argument to cogl_set_fog which exposes the
exponential fog modes which can make use of the density.
Bug #1453 - Asynchronous texture loading can starve cpu.
Add a mutex that is held in the loader threads during the image
decoding. We were spawning and starting a thread for each asynchronously
loaded texture. This can cause cpu / memory starvation when many pixbuf
loaders allocate their temporary memory at the same time.
Also added -fno-strict-aliasing to MAINTAINER_CFLAGS in configure.ac
to avoid incorrect warnings caused by the static mutex code.
To convert from a TextureQuality to a COGL filter enumeration
we need to perform two function calls. Since we need both filters
when calling cogl_texture_set_filters() we can safely consolidate
the two conversion functions into one. This also allows using a
shorter function name, thus reducing the lenght of the lines
involved and, more importantly preventing Emmanuele from crying.
Otherwise if the dipose method is called twice the material will
already be destroyed when texture_free_gl_resources is called so it
will issue a warning about an invalid handle.
The 'no_slice' property means the texture should never be sliced. We
want cogl to create a texture with any amount of waste so we pass
max_waste as -1. However this got broken in commit 168d55 so that the
meaning got negated (no_slice enabled slicing).
When setting the cogl texture, the ClutterTexture takes a reference to
the Cogl handle but the material takes an additional reference when it
is set as the layer. Nothing was unrefing the temporary reference so
the textures were being leaked.
Conflicts:
clutter/cogl/gl/cogl-texture.c
clutter/cogl/gles/cogl-primitives.c
* cogl-material:
clutter-{clone-,}texture weren't updating their material opacity.
Updates GLES1 support for CoglMaterial
Normalizes gl vs gles code in preperation for synching material changes
Removes cogl_blend_func and cogl_alpha_func
Fully integrates CoglMaterial throughout the rest of Cogl
[cogl-material] Restore the GL_TEXTURE_ENV_MODE after material_rectangle
[cogl-material] Make the user_tex_coords parameter of _rectangle const
[test-cogl-material] Remove return value from material_rectangle_paint
Add cogl-material.h and cogl-matrix.h to libclutterinclude_HEADERS
[cogl-material] improvements for cogl_material_rectangle
[cogl-material] Adds a cogl_material_set_color function
[cogl-material] Some improvements for how we sync CoglMaterial state with OpenGL
[cogl-material] Converts clutter-texture/clutter-clone-texture to the material API
[doc] Hooks up cogl-material reference documentation
Updates previous GLES multi-texturing code to use CoglMaterial
Adds a CoglMaterial abstraction, which includes support for multi-texturing
[doc] Hooks up cogl-matrix reference documentation
Adds CoglMatrix utility code
[tests] Adds an interactive unit test for multi-texturing
[multi-texturing] This adds a new cogl_multi_texture API for GL,GLES1 + GLES2
cogl_set_source_color4ub was previously used to set a transparent
white source color according to the actors opacity, but since
cogl_set_source_color now always implies you want a solid fill we
we use cogl_material_set_color4ub to achieve the same result.
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
If a ClutterTexture does not sync size, it should be possible to
change the texture size without causing a relayout.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Boolean arguments for functions are pretty evil and usually
lead to combinatorial explosion of parameters in case multiple
settings are added.
In the case of the COGL texture constructors we have a boolean
argument for enabling the auto-mipmapping; it is conceivable that
we might want to add more settings for a COGL texture without
breaking API or ABI compatibility, so the boolean argument should
become a bitmask.
The internals have not been changed: instead of checking for
a non-zero value, we check for a bitmask being set.
Okey; to summarise the changes...
We have converted Clutter and Cogl over to using floating point internally
instead of 16.16 fixed, but we have maintained the cogl-fixed API as a
utility to applications in case they want to implement their own optimizations.
The Clutter API has not changed (though ClutterFixed and ClutterUnit are now
internally floats) but all Cogl entry points have been changed to accept floats
now instead of CoglFixed.
To summarise the rationale...
There have been a number of issues with using fixed point though out Clutter
and Cogl including: lack of precision, lack of range, excessive format
conversion (GPUs tend to work nativly with IEEE floats) and maintainability.
One of the main arguments for fixed point - performance - hasn't shown
itself to be serious in practice so far since we seem to be more limited
by GPU performance and making improvements regarding how we submit data to
OpenGL[ES]/the GPU has had a more significant impact.
Ref: The recent multiple rectangle queuing changes + the
cogl-texture-agressive-batching branch which show significant performance
gains, and that recent tests on the ipodtouch (ARM + MBX) also showed no
loss of performance running with floats.
So finally; please forgive the inevitable fallout, this is a far reaching
change. There are still a few known issues with the fixed to float
conversion but enough works for all our conformance tests to pass, and the
remaining issues hopefully wont be too tricky to solve. For reference two
tags will be available either side of this change: "cogl-fixed-end" and
"cogl-float-start"
To deal with all the corner cases that couldn't be scripted a number of patches
were written for the remaining 10% of the effort.
Note: again no API changes were made in Clutter, only in Cogl.
This is the result of running a number of sed and perl scripts over the code to
do 90% of the work in converting from 16.16 fixed to single precision floating
point.
Note: A pristine cogl-fixed.c has been maintained as a standalone utility API
so that applications may still take advantage of fixed point if they
desire for certain optimisations where lower precision may be acceptable.
Note: no API changes were made in Clutter, only in Cogl.
Overview of changes:
- Within clutter/* all usage of the COGL_FIXED_ macros have been changed to use
the CLUTTER_FIXED_ macros.
- Within cogl/* all usage of the COGL_FIXED_ macros have been completly stripped
and expanded into code that works with single precision floats instead.
- Uses of cogl_fixed_* have been replaced with single precision math.h
alternatives.
- Uses of COGL_ANGLE_* and cogl_angle_* have been replaced so we use a float for
angles and math.h replacements.
It's more sensible to use 2^n-1 for a max tile-waste value rather
than 2^n, so change the value default from 64 to 63. Example:
191 and 192 will both be sliced to 128+64 rather than having
191=>128+64, 192=>256.
http://bugzilla.openedhand.com/show_bug.cgi?id=1402
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The ::load-finished signal is emitted only when loading a texture
using clutter_texture_set_from_file(). Since this breaks user
expectations and consistency, we should also emit ::load-finished
when loading a texture from image data.
The size of the texture as retrieved by the filename should
be set as the image size, not as the actor size, in order to
respect the :sync-size property.
When the asynchronous loading process terminates, we queue
a relayout so that the scene is updated.
Provide a main loop-based fallback to the asynchronous loading in
case the GLib threading support hasn't been enabled. This also
allows us to clean up the asynchronous loading machinery and have
it behave consistently across different scenarios.
Emit the ::load-finished even if the asynchronous loading from
disk was not enabled.
Finally, block clutter_texture_set_from_file() until we have an
image width and height, so that querying the texture actor size
after set_from_file() will still yield the correct result even
when asynchronous loading is set.
* units-rework:
[texture] Do not mix fixed point and units values
[tests] Fix the actor detection
[units] Do not use fixed point and units interchangeably
The API has been changed to take an explicit length for the number of
texture coordinates passed, and it's now documented that if there are
more layers to the current material than the number of texture coords
passed, then default coordinates will be generated for the other
layers.
cogl_material_rectangle should now handle the case where a single
sliced texture is supplied as a material layer by falling back to
cogl_texture_rectangle. We are nearly at the point that
cogl_texture_rectangle could be deprecated. A few issues remain
though, such as not considering waste in cogl_material_rectangle.
This converts clutter-texture to use the new CoglMaterial API instead of
cogl_texture_rectangle.
This change does not add multi-texturing support to Clutter, it's more about
aiming to deprecate cogl_texture_rectangle, and moving everything over to the
cogl_set_source(material); cogl_draw_somthing(); coding pattern.
With this patch, the code can be built with/without CoglMaterial support so we
can do comparisons of the old/new code for a transient period. (look for the
USE_COGL_MATERIAL define)
Note: The FBO paths haven't currently been tested, so they may need some
tweaks.
Removed trailing white space from the following files:
- clutter-clone-texture.c
- clutter-texture.c
- clutter-texture.h
- cogl/cogl-texture.h
- cogl/gl/cogl-context.c
- cogl/gl/cogl-texture.c
- cogl/gl/cogl-context.h
Like we did for ClutterActor in commit cdb78ec4, fix ClutterTexture
usage of CoglFixed and ClutterUnit values without conversion between
the two types.
* clutter/cogl/cogl-color.h:
* clutter/cogl/cogl-path.h:
* clutter/cogl/cogl-types.h:
* clutter/cogl/common/cogl-color.c: Deprecated cogl_color()
in favour of cogl_set_source_color() and friends; store the
CoglColor components as unsigned bytes instead of fixed point
normalized values; add functions for allocating, copying and
freeing CoglColor, for use of language bindings.
* clutter/cogl/cogl.h.in:
* clutter/cogl/cogl-deprecated.h: Added cogl-deprecated.h,
an header file containing the deprecation symbols similar
to clutter-deprecated.h.
* clutter/cogl/gl/Makefile.am:
* clutter/cogl/gl/cogl-texture.c:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/Makefile.am:
* clutter/cogl/gles/cogl-texture.c:
* clutter/cogl/gles/cogl.c: Update the GL and GLES implementations
of COGL after the CoglColor changes.
* clutter/clutter-actor.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-entry.c:
* clutter/clutter-label.c:
* clutter/clutter-rectangle.c:
* clutter/clutter-texture.c: Do not use CoglColor whenever it
is possible, and use cogl_set_source_color4ub() instead.
* clutter/pango/cogl-pango-render.c: Ditto as above.
* doc/reference/clutter/subclassing-ClutterActor.xml:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/interactive/test-cogl-offscreen.c:
* tests/interactive/test-cogl-primitives.c:
* tests/interactive/test-cogl-tex-convert.c:
* tests/interactive/test-cogl-tex-foreign.c:
* tests/interactive/test-cogl-tex-getset.c:
* tests/interactive/test-cogl-tex-polygon.c:
* tests/interactive/test-cogl-tex-tile.c:
* tests/interactive/test-paint-wrapper.c: Drop the usage of
CoglColor whenever it is possible.
Bug 1238 - [PATCH] Pack bitfields in ClutterTexturePrivate
* clutter/clutter-texture.c:
Using 'guint my_field : 1' for booleans to save space only
makes sense if you group all such fields together. Fix
grouping for ClutterTexturePrivate. Thanks to Owen Taylor for
patch.
* clutter/clutter-actor.c:
* clutter/clutter-actor.h:
* clutter/clutter-clone-texture.c:
* clutter/clutter-private.h:
* clutter/clutter-texture.c:
* clutter/x11/clutter-x11-texture-pixmap.c:
Attempt to lower overhead of updating TFP's (particularly mipmaped).
Compresses mipmap updates only for visible TFPs.
Avoiding updates for non visible TFP's whilst keeping visible
clones working ok.
* clutter/clutter-texture.c: (clutter_texture_set_filter_quality),
(clutter_texture_get_filter_quality):
Fix up some logic, typos.
* clutter/glx/clutter-glx-texture-pixmap.c:
Improve support for mipmaped TFP textures.
Bug 1210 - Add CoglColor API
* clutter/cogl/cogl-color.h:
* clutter/cogl/cogl.h.in:
* clutter/cogl/common/Makefile.am:
* clutter/cogl/common/cogl-color.c:
* clutter/cogl/gl/Makefile.am:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/Makefile.am:
* clutter/cogl/gles/cogl-texture.c:
* clutter/cogl/gles/cogl.c: Add a new color-type, to be used by
COGL. CoglColor is optimized to allow the minimum amount of
conversions possible for both GL and GLES implementations.
* clutter/clutter-actor.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-entry.c:
* clutter/clutter-main.c:
* clutter/clutter-rectangle.c:
* clutter/clutter-stage.c:
* clutter/clutter-texture.c: Use CoglColor when needed.
* clutter/pango/pangoclutter-render.c: Use CoglColor when needed.
* doc/reference/cogl/cogl-docs.sgml:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/test-cogl-offscreen.c:
* tests/test-cogl-primitives.c:
* tests/test-cogl-tex-convert.c:
* tests/test-cogl-tex-foreign.c:
* tests/test-cogl-tex-getset.c:
* tests/test-cogl-tex-polygon.c:
* tests/test-cogl-tex-tile.c:
* tests/test-paint-wrapper.c: Update the tests.
* README: Update release notes.
Bug 1209 - Move fixed point API in COGL
* clutter/cogl/cogl-fixed.h:
* clutter/cogl/cogl.h.in:
* clutter/cogl/common/Makefile.am:
* clutter/cogl/common/cogl-fixed.c: Add fixed point API, modelled
after the ClutterFixed. The CoglFixed API supercedes the ClutterFixed
one and avoids the dependency of COGL on Clutter's own API.
* clutter/cogl/common/cogl-clip-stack.c:
* clutter/cogl/common/cogl-primitives.c:
* clutter/cogl/common/cogl-primitives.h: Update internal usage of
ClutterFixed to CoglFixed.
* clutter/cogl/gl/Makefile.am:
* clutter/cogl/gl/cogl-primitives.c:
* clutter/cogl/gl/cogl-texture.c:
* clutter/cogl/gl/cogl.c: Ditto, in the GL implementation of the
COGL API.
* clutter/cogl/gles/Makefile.am:
* clutter/cogl/gles/cogl-fbo.c:
* clutter/cogl/gles/cogl-gles2-wrapper.c:
* clutter/cogl/gles/cogl-primitives.c:
* clutter/cogl/gles/cogl-texture.c:
* clutter/cogl/gles/cogl.c: Ditto, in the GLES implementation of
the COGL API.
* clutter/pango/pangoclutter-glyph-cache.c:
* clutter/pango/pangoclutter-glyph-cache.h: Ditto, in the Pango
renderer glyphs cache.
* clutter/clutter-fixed.c:
* clutter/clutter-fixed.h: ClutterFixed and related API becomes
a simple transition API for bindings and public Clutter API.
* clutter/clutter-actor.c:
* clutter/clutter-alpha.c:
* clutter/clutter-backend.c:
* clutter/clutter-behaviour-depth.c:
* clutter/clutter-behaviour-ellipse.c:
* clutter/clutter-behaviour-path.c:
* clutter/clutter-behaviour-rotate.c:
* clutter/clutter-behaviour-scale.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-color.c:
* clutter/clutter-entry.c:
* clutter/clutter-stage.c:
* clutter/clutter-texture.c:
* clutter/clutter-timeline.c:
* clutter/clutter-units.h: Move from the internal usage of
ClutterFixed to CoglFixed.
* doc/reference/clutter/clutter-sections.txt:
* doc/reference/cogl/cogl-docs.sgml:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/test-cogl-tex-tile.c:
* tests/test-project.c: Fix tests after the API change
* README: Add release notes.
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/cogl.c:
* clutter/cogl/cogl.h.in: Add cogl_clip_stack_save,
cogl_clip_stack_restore, cogl_viewport and cogl_frustum.
* clutter/cogl/gl/cogl-fbo.h:
* clutter/cogl/gl/cogl-fbo.c: Try to attach a stencil buffer when
creating an FBO.
* clutter/cogl/common/cogl-clip-stack.c: Add functions to save and
restore the whole state of the stack.
* clutter/clutter-texture.c (clutter_texture_paint): When
rendering the FBO source, setup a temporary asymmetric perspective
projection matrix to render it as it would appear on screen.
* clutter/clutter-private.h:
* clutter/clutter-actor.c
(_clutter_actor_apply_modelview_transform_recursive): No longer
static and exported in clutter-private.h
* clutter/clutter-rectangle.c:
* clutter/clutter-group.c:
* clutter/clutter-entry.c:
* clutter/clutter-clone-texture.c: Remove unnecessary calls to
cogl_{push,pop}_matrix. The matrix is preserved in
clutter_actor_paint whenever the actor's transformation is applied
so there should be no need to push the matrix in actor paint
implementations unless it does some additional transformations
itself.
new layout code
* clutter/clutter-texture.c (clutter_texture_new_from_actor): Now
parents the source actor if it doesn't already have a parent so
that it will get an allocation during layout.
* tests/test-fbo.c: One of the tests tries to ensure that the
ClutterTexture clone keeps the source actor alive by derefing
it. However as actors have a floating reference then test-fbo
doesn't have its own reference once the source is parented so
unrefing just steals the parent's reference and causes
badness. The test now claims the floating reference before cloning
the source so that it can safely be unref'd later.
Correct documentation about accepted pixel formats
* tests/test-stage-read-pixels.c: (main):
Don't try to free a ClutterTexture after main, fixes segfault on quit
Bug 989 - Add a search path for clutter script assets
* clutter/clutter-script.h:
* clutter/clutter-script.c:
(clutter_script_finalize),
(clutter_script_add_search_paths),
(clutter_script_lookup_filename): Add the ability to define multiple
search paths inside ClutterScript and to look up a specific filename
inside those search paths. This is useful to define a set of
directories where the assets for a UI definition are and still
reference those assets by their name instead of the full path. (989,
based on a patch by Matthew Allum)
* clutter/clutter-texture.c:
(clutter_texture_set_custom_property): Use the newly added
clutter_script_lookup_filename() function.
* clutter/clutter-texture.c:
(clutter_texture_get_preferred_width),
(clutter_texture_get_preferred_height),
(clutter_texture_set_property),
(clutter_texture_get_property),
(clutter_texture_class_init),
(clutter_texture_init): Add the new :keep-aspect-ratio property
to ClutterTexture; when set to TRUE the texture will return a
preferred width maintaining the aspect ratio with the given height
and a preferred height maintaining the aspect ratio with the
given width. This allows to set the width or the height and have
the texture automatically request the height or the width respectively
while maintaining the aspect ratio of the original image.
* tests/test-script.json: Update to test the new :keep-aspect-ratio
property.
* clutter/clutter-texture.c:
(clutter_texture_unrealize), (clutter_texture_dispose): Add a
guard against reading back memory during the unrealization on
dispose.
Bug #815 - Split up request, allocation, and paint box
* clutter/clutter-actor.[ch]: Rework the size allocation,
request and paint area. Now ::request_coords() is called
::allocate(), and ::query_coords() has been split into
::get_preferred_width() and ::get_preferred_height(). See
the documentation and the layout test on how to implement
a container and layout manager with the new API. (#915,
based on a patch by Havoc Pennington, Lucas Rocha and Johan
Bilien)
* clutter/clutter-clone-texture.c: Port CloneTexture to
the new size negotiation API; it just means forwarding
the requests to the parent texture.
* clutter/clutter-deprecated.h: Add deprecated and replaced
API.
* clutter/clutter-entry.c: Port Entry to the new size
negotiation API.
* clutter/clutter-group.c: Port Group to the new size
negotiation API; the semantics of the Group actor do not
change.
* clutter/clutter-label.c: Port Label to the new size
negotiation API, and vastly simplify the code.
* clutter/clutter-main.[ch]: Add API for executing a
relayout when needed.
* clutter/clutter-private.h: Add new Stage private API.
* clutter/clutter-rectangle.c: Update the get_abs_opacity()
call to get_paint_opacity().
* clutter/clutter-stage.c:
(clutter_stage_get_preferred_width),
(clutter_stage_get_preferred_height),
(clutter_stage_allocate),
(clutter_stage_class_init): Port Stage to the new size
negotiation API.
* clutter/clutter-texture.c: Port Texture to the new size
negotiation API.
* clutter/clutter-types.h: Add ClutterRequestMode enumeration.
* clutter/x11/clutter-stage-x11.c: Port the X11 stage
implementation to the new size negotiation API.
* tests/Makefile.am: Add the layout manager test case.
* tests/test-opacity.c: Update.
* tests/test-project.c: Update.
* tests/test-layout.c: Test case for a layout manager implemented
using the new size negotiation API; the layout manager handles
both transformed and untransformed children.
* clutter/clutter-texture.c:
Minor reformatting cleanups. Emit filter-quality prop on change.
* clutter/glx/clutter-glx-texture-pixmap.c:
Support mipmaps via filter quality prop.
control the use of mipmapping.
* clutter/clutter-texture.h: added ClutterTextureQuality enum.
* tests/test-texture-quality.c: new test.
* tests/Makefile.am: added test-texture-quality
* clutter/clutter-texture.c:
(clutter_texture_class_init): Do not unrealize on hide(), and
do not realize() on show. By default, clutter_actor_show() will
realize ourselves, and we don't want to unrealize when hidden
to avoid paying the penalty of reading back the texture data
from the video memory.
* tests/test-actors.c: Show all textures again when pressing
the 'r' key.
Bug #948 - Remove texture rectangle support
* clutter/clutter-feature.c:
* clutter/clutter-feature.h:
* clutter/clutter-texture.c:
* clutter/cogl/gl/cogl.c:
* clutter/glx/clutter-glx-texture-pixmap.c:
Remove support for GL_TEXTURE_RECTANGLE_ARB (now using just regular
2D textures, with optional npots extension). Simplifys code, + makes
mipmap & shader support much more sane.
* clutter/cogl/gl(es)/cogl-texture.h:
* clutter/cogl/gl(es)/cogl-texture.c:
cogl_texture_new_* functions take a gboolean auto_mipmap argument.
If TRUE automatic mipmap generation is enabled during the process
of slice texture object creation.
(cogl_texture_new_from_foreign:) now allows mipmap min filter
flags.
* clutter/clutter-texture.c:
* clutter/glx/clutter-glx-texture-pixmap.c:
* tests/test-cogl-offscreen.c:
* tests/test-cogl-tex-tile.c:
* tests/test-cogl-tex-convert.c:
* tests/test-cogl-tex-polygon.c:
* tests/test-cogl-tex-getset.c:
Pass FALSE for auto_mipmap to cogl_texture_new_*.
* clutter/pango/pangoclutter-render.c:
(tc_get:) Pass TRUE to cogl_texture_new_with_size and use mipmap
min filter for nicer glyphs at small scales. As a result test-text
has gone all beautiful now.
* clutter/clutter-actor.h:
* clutter/clutter-actor.c:
(clutter_actor_get_abs_opacity): Add function that does what
get_opacity() does now...
(clutter_actor_get_opacity): ... and make get_opacity() do what
it's supposed to be doing. The original get_opacity() returned
a composited value, and there's no way to actually extract the
real opacity value set with set_opacity().
* clutter/clutter-clone-texture.c:
* clutter/clutter-rectangle.c:
* clutter/clutter-texture.c: Update to use get_abs_opacity().
* clutter/clutter-entry.c:
* clutter/clutter-label.c: Ditto. Also, never change the stored
alpha value. (#804)
* tests/Makefile.am:
* tests/test-opacity.c: Test suite for the get_opacity() and
get_abs_opacity() API, and correct opacity handling.
* README: Add note about the change in get_opacity().
* clutter/clutter-texture.c (texture_update_data):
Fixed incorrect calculation of offset into texture data (needs to
use width of the texture, not of the updated area).
* clutter/clutter-texture.c:
Initial attempt at handling resizing/tranformed source textures.
* clutter/pango/pangoclutter-render.c: (draw_glyph):
Guards against freetype returning NULL bitmaps and
thus causing device by zeros on NVIDIA drivers. (see ml)
* clutter/clutter-actor.c: (clutter_actor_get_vertices):
Make sure GL related Matrices are initialised. Fixes#756
* clutter/clutter-texture.c:
Fix up code from Norways answer to Jean-Michel Basquiat.
(warning on tile_get_pixbuf)
renamed clutter_actor_apply_shader to be clutter_actor_set_shader.
Reindented/aligned header.
* clutter/clutter-texture.c: (clutter_texture_paint): temporarily
disable the shader on top of the clutter context's shader stack while
rendering into the FBO.
* tests/test-fbo.c: (main): s/apply_shader/set_shader/
* tests/test-shader.c: (button_release_cb), (main):
s/apply_shader/set_shader/
* clutter/clutter-shader.c:
Minor formatting cleanups to fit in 80 cols.
* clutter/clutter-texture.c:
More safety checks, clean ups in clutter_texture_new_from_actor()
* clutter/cogl/gl/cogl.c:
Always clear the FBO initially when rendering
* tests/test-fbo.c:
Overhall the test as to be more useful (and show current issues)
* clutter/clutter-feature.h:
* clutter/clutter-texture.c:
* clutter/clutter-texture.h:
* clutter/cogl/cogl.h:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/cogl.c:
* tests/Makefile.am:
* tests/test.fbo.c:
Add initial support for FBO's in Clutter (OpenGL only so far).
See new clutter_texture_new_from_actor()
Initial implementation, needs work.
* clutter/x11/clutter-stage-x11.c:
(clutter_stage_x11_set_cursor_visible):
Fall back to again not relying on xfixes to hide cursor. *sigh*
* clutter/clutter-deprecated.h:
Add clutter_group_find_child_by_id
* clutter/clutter-group.c:
Make sure unrealizing a group also unrealizes children.
* clutter/glx/clutter-stage-glx.c:
Chain up to group unrealize to make sure textures get unrealized
when changing context (see #718)
* clutter/clutter-texture.c:
Formatting cleanups
* clutter/clutter-actor.c:
(clutter_actor_real_request_coords),
(clutter_actor_request_coords),
(clutter_actor_class_init): Provide a default ::request_coords()
implementation in ClutterActor and use it to store the bounding
box passed to clutter_actor_request_coords(). This makes the code
more reliable and clean, and avoids a call to the subclass
request_coords() method if the bounding box did not change. Now,
every class overriding ClutterActor::request_coords() *must* chain
up to the parent class method or the bounding box will not be
saved inside the ClutterActor structure.
* clutter/clutter-entry.c:
* clutter/clutter-group.c:
* clutter/clutter-hbox.c:
* clutter/clutter-label.c:
* clutter/clutter-texture.c:
* clutter/clutter-vbox.c: Chain up to the parent class
request_coords() method.
* clutter/clutter-actor.c:
* clutter/clutter-actor.h:
* clutter/clutter-group.c:
* clutter/clutter-main.c:
* clutter/clutter-stage.c:
* tests/test-events.c:
Parent Actors no longer need to be set reactive for reactive
children to get events. Also makes groups now pickable.
(#597, #423)
* clutter/clutter-texture.c:
Handle case when 1x1 tiled texture is created,
falling 'back' to being non tiled. (#596)
* clutter/eglx/clutter-backend-egl.c:
Call EglTerminate on backend shutdown.
* clutter/clutter-actor.[ch]: Rename clutter_actor_get_id() to
clutter_actor_get_gid().
(clutter_actor_set_parent): Use GUINT_TO_POINTER().
* clutter/clutter-deprecated.h: Add a replacement warning for
clutter_actor_get_id().
* clutter/clutter-texture.c (texture_upload_data): Use
clutter_actor_get_gid(), and don't leak the filename string.
Ported from 0.4 branch.
* clutter/clutter-texture.c:
Fix typo in clutter_texture_get_pixbuf (#458, #442?, Neil Roberts).
Use take_object when getting pixbuf prop to avoid ref leak
Most of these fixes are simple symbol shadowing issues, like index and the
braindead y0 and y1 extern symbols exported by math.h on GNU libc systems.
There is a masking issue in ClutterTexture which should be checked; I ran
the tests and everything looked fine.
The rest are just unused variables.
* clutter/clutter-texture.[ch]: Add a ClutterTextureError
to be returned by the loader functions; use the GObject API
to allocate the private data structure instead of managing it
ourselves; add documentation.
* clutter/clutter-texture.c: (texture_render_to_gl_quad),
(clutter_texture_paint):
Dont be over aggressive in throwing criticals for unrealized
textures. Doesn't make sense for sub classes. (#403)
* clutter/clutter-texture.c: (texture_upload_data):
Fix a SEGV for GL ES textures.
* clutter/cogl/gles/cogl.c: (cogl_setup_viewport):
Tweak default z_camera for 60 degrees like GL.
* clutter/egl/clutter-backend-egl.c::
* clutter/egl/clutter-stage-egl.c:
Fix edpy usage (thanks to Kaj Gronholm).
* NEWS:
* README.in:
* TODO:
Update for 0.3 release.
* clutter/clutter-actor.c:
Minor doc fixups
* clutter/clutter-texture.c:
Various minor additions for handling non RGBA data.
Fix a typo breaking clutter_texture_get_pixbuf() on tiled textures.
* tests/test-actors.c:
Disable scaling to avoid drifting (temporary till API is fixed)
* clutter/clutter-texture.c:
Fix typos with new cogl using texture code. Fixes tiled textures.
Add a check for max npots size.
* configure.ac:
* Makefile.am:
* tests/Makefile.am:
* tests/test-textures.c:
Add a simple texture test.
* clutter/Makefile.am:
* clutter/clutter-actor.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-rectangle.c:
* clutter/clutter-stage.c:
* clutter/clutter-texture.c:
* clutter/cogl/cogl.h:
* clutter/cogl/gl/Makefile.am:
* clutter/cogl/gl/cogl-defines.h:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/Makefile.am:
* clutter/cogl/gles/cogl-defines.h:
* clutter/cogl/gles/cogl.c:
* clutter/glx/Makefile.am:
* clutter/glx/clutter-stage-glx.c:
* clutter/pango/Makefile.am:
* clutter/pango/pangoclutter-render.c:
* configure.ac:
Add initial 'cogl' implementation. 'cogl' is a simple abstration
layer over GL and GL/ES used by clutter internally. It should
eventually allow clutter applications to be run on both GL and GL/ES
with just a recompile as well as provide more debugging and potentially
profiling information for GL and GL/ES usage.
This commit contains the initial GL implementation.
Revert to copying GdkPixbuf areas to correctly implement the texture
tiling. This fixes segmentation faults occurring with cards with a
small texture memory area.
Revert to copying GdkPixbuf areas to correctly implement the texture
tiling. This fixes segmentation faults occurring with cards with a
small texture memory area.
* clutter/clutter-private.h: Remove inclusion of backend-specific
headers; update the main context object; add the declarations for
the event queue functions.
* clutter/clutter-backend.[ch]: Add the abstract ClutterBackend
object, which holds backend-specific settings, the main stage,
and the event queue. Every backend must implement a subclass of
ClutterBackend and ClutterStage.
* clutter/clutter-feature.c: Protect the GLX specific calls
behing #ifdef HAVE_CLUTTER_GLX.
* clutter/clutter-actor.c:
* clutter/clutter-group.c:
* clutter/clutter-clone-texture.c: Include GL/gl.h
* clutter/clutter-event.[ch]: Update public API and implement the
event queue private API; hold a reference on the event objects;
move out the keysym-to-unicode table; add the new event types.
* clutter/clutter-color.h: Include clutter-fixed.h
* clutter/clutter-main.c: Update API; get the main stage
from the backend object; process the event received from the
queue; lock/unlock the main mutex if we have one; move the
initialisation process sooner in the init sequence, in order to
have the backend object when we check for options; call the
backed vfuncs in the pre/post parse hooks.
* clutter/clutter-stage.c: Make ClutterStage and abstract class,
implemented by the backends.
* clutter/clutter/glx/clutter-glx.h:
* clutter/clutter/glx/clutter-backend-glx.[ch]:
* clutter/clutter/glx/clutter-event-glx.c:
* clutter/clutter/glx/clutter-stage-glx.[ch]:
* clutter/clutter/glx/Makefile.am: Add the GLX backend.
* clutter/clutter/egl/clutter-backend-egl.[ch]:
* clutter/clutter/egl/clutter-event-egl.c:
* clutter/clutter/egl/clutter-stage-egl.[ch]:
* clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend.
* examples/*.c: Update for the new API.
* clutter/clutter-label.c:
Simple doc fix.
* clutter/clutter-texture.c: (clutter_texture_get_pixbuf):
Backport of fix to get_pixbuf on non alpha textures from 0_2 branch.
Rework part of the show/hide machinery. Allow groups sub-classes
and composite actors to override show_all/hide_all in order to
decide which children they wish to show/hide. This means that
if an actor overrides the default show/hide virtual methods, it'll
have to chain up to the parent class show/hide. While we're at it,
provide the fully recursive clutter_actor_show_all() and
clutter_actor_hide_all() methods.
* clutter/clutter-behaviour-path.c: Add apidoc for the ClutterKnot
functions; add pathological equality case for clutter_knot_equal().
* clutter/clutter-event.h:
* clutter/clutter-feature.h:
* clutter/clutter-behaviour.c:
* clutter/clutter-behaviour-scale.c:Fix parameters name so that
gtk-doc doesn't complain.
* clutter/clutter-actor.c:
* clutter/clutter-event.c: Add apidoc
* clutter/clutter-actor.h:
* clutter/clutter-actor.c: Add a clutter_actor_show_all() and a
clutter_actor_hide_all() functions; provide a mechanism for
groups and composited actors to programmatically select what to
show/hide when clutter_actor_show_all() and clutter_actor_hide_all()
are called. If you are overriding the ClutterActor::show or
the ClutterActor::hide virtual methods you should chain up with
the parent class.
* clutter/clutter-group.c: Override show_all and hide_all and
recursively show/hide every child inside the group;
clutter_group_show_all() and clutter_group_hide_all() remain as non
recursive versions of clutter_actor_show_all() and
clutter_actor_hide_all() (maybe we should rename them in order
to avoid name clashes with the bindings).
* clutter/clutter-stage.c:
* clutter/clutter-texture.c: Chain up with parent class show
and hide vfuncs.
* clutter/clutter-clone-texture.h:
* clutter/clutter-clone-texture.c: Provide API for changing the
parent texture of a clone texture actor.
* examples/behave.c:
* examples/super-oh.c:
* examples/test.c: Use clutter_actor_show_all() instead of
clutter_group_show_all().
* clutter/clutter-private.h: Add our own READABLE,
WRITABLE and READWRITE paramspec flags, declaring the
string components of the properties GParamSpec as static;
this should shave off some bytes in the memory footprint
and avoid relocations.
* clutter/clutter-actor.c:
* clutter/clutter-behaviour.c:
* clutter/clutter-behaviour-opacity.c:
* clutter/clutter-behaviour-path.c:
* clutter/clutter-behavuour-scale.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-label.c:
* clutter/clutter-rectangle.c:
* clutter/clutter-stage.c:
* clutter/clutter-texture.c:
* clutter/clutter-timeline.c: Use the CLUTTER_PARAM_*
macros we just added.
* clutter/clutter-behaviour-scale.c: Add properties for
the scale begin, scale end and gravity parameters.
* clutter/clutter-behaviour-path.h: Mark the ClutterKnot
memory management functions as public (for the bindings),
since we use the slice allocator for copying knots around;
add a clutter_knot_equal() function.
* clutter/clutter-behaviour-path.c:
(node_distance): Use clutter_knot_equal() as a fast path
to avoid the sqrt() in case the nodes we are using are
at the same position.
(path_total_length): Additional check on the existence
of the next node.
* examples/behave.c: Do not leak the ClutterBehaviour
objects around.
* clutter/clutter-texture.h: Clean up.
* clutter/clutter-texture.c: Typo fix in the name
of ClutterTextureTileDimension.
* clutter/clutter-behaviour.c: Allow passing NULL
to clutter_behaviour_set_alpha() (as we pass NULL
in the finalize process).
* clutter/clutter-actor.c:
* clutter/clutter-alpha.c:
* clutter/clutter-behaviour-opacity.c:
* clutter/clutter-behaviour-scale.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-feature.c:
* clutter/clutter-label.c:
* clutter/clutter-main.c:
* clutter/clutter-stage.c:
* clutter/clutter-texture.c
* clutter/clutter-timeline.c:
* clutter/clutter-debug.h:
Make CLUTTER_NOTE() just take a string rather than a func.
Add more default context to output.
* configure.ac:
Fix flag and add more help docs for --ebable-debug option.
* configure.ac: Enable debug messages also when
--enable-debug is set to "minimum".
* clutter/Makefile.am:
* clutter/clutter-debug.h: Move all debugging macros inside
this private header; make all debug macros depend on the
CLUTTER_ENABLE_DEBUG compile time define, controlled by
the --enable-debug configure switch; add G_LOG_DOMAIN define.
* clutter/clutter-main.c: Clean up the debug stuff; add
command line argument parsing using GOption; the debug
messages now are triggered like this:
CLUTTER_DEBUG=section:section:... clutter-app
or like this:
clutter-app --clutter-debug=section:section:...
where "section" is one of the sections listed in clutter-main.c,
or "all", for all sections; each section is bound to a flag,
which can be used to define a domain when adding a debug note
using the CLUTTER_NOTE() macro; the old CLUTTER_DBG() macro is
just a wrapper around that, under the CLUTTER_DEBUG_MISC domain;
CLUTTER_NOTE() is used like this:
CLUTTER_NOTE (DOMAIN, log-function);
where log function is g_printerr(), g_message(), g_warning(),
g_critical() or directly g_log() - for instance:
CLUTTER_NOTE (PANGO, g_warning ("Cache miss: %d", glyph));
will print the warning only if the "pango" flag has been
set to the CLUTTER_DEBUG envvar or passed to the --clutter-debug
command line argument.
similar to CLUTTER_SHOW_FPS, there's also the --clutter-show-fps
command line switch; also, the --display and --screen command
line switches have been added: the first overrides the DISPLAY
envvar and the second controls the X screen used by Clutter to
get the root window on the display.
* clutter/clutter-main.h:
* clutter/clutter-main.c: Add extended support for GOption
in Clutter; use clutter_init_with_args() to let Clutter
parse your own command line arguments; use instead
clutter_get_option_group() to get the GOptionGroup used by
Clutter if you want to do the parsing yourself with
g_option_context_parse(). The init sequence has been verified,
updated and moved into common functions where possible.
* clutter/pango/pangoclutter-render.c:
* clutter/*.c: Include "clutter-debug.h" where needed; use
CLUTTER_NOTE() instead of CLUTTER_DBG().
* examples/super-oh.c: Use the new clutter_init_with_args()
function, and add a --num-hands command line switch to
the SuperOH example code controlling the number of hands at
runtime.
* clutter/clutter-actor.c: (clutter_actor_paint):
* clutter/clutter-clone-texture.c: (clutter_clone_texture_paint):
* clutter/clutter-group.c: (clutter_group_paint):
* clutter/clutter-rectangle.c: (clutter_rectangle_paint):
* clutter/clutter-texture.c: (clutter_texture_paint):
Fix for #156.
clutter_actor_paint() now translates to actor position as
to not fix scaled groups positioning. Sub classes now paint
at 0,0.