This add two new function that allows us to transform or project an
array of points instead of only transforming one point at a time. Recent
benchmarking has shown cogl_matrix_transform_point to be a bottleneck
sometimes, so this should allow us to reduce the overhead when
transforming lots of vertices at the same time, and also reduce the cost
of 3 component, non-projective transforms.
For now they are marked as experimental (you have to define
COGL_ENABLE_EXPERIMENTAL_API) because there is some concern that it
introduces some inconsistent naming. cogl_matrix_transform_point would
have to be renamed cogl_matrix_project_point to be consistent, but that
would be an API break.
Switch _cogl_rectangles_with_multitexture_coords to using
_cogl_pipeline_foreach_layer to iterate the layers of a pipeline when
validating instead of iterating the pipelines internal list, which is
risky since any modifications to pipelines (even to an override pipeline
derived from the original), could potentially corrupt the list as it is
being iterated.
This removes the possibility to specify wrap mode overrides within a
CoglPipelineFlushOptions struct since the right way to handle these
overrides is by copying the user's material and making the changes to
that copy before flushing. All primitives code has already switched away
from using these wrap mode overrides so this patch just removes unused
code and types. It also remove the wrap_mode_overrides argument for
_cogl_journal_log_quad.
The CSS Color Module 3, available at:
http://www.w3.org/TR/css3-color/
allows defining colors as:
rgb ( r, g, b )
rgba ( r, g, b, a)
along with the usual hexadecimal and named notations.
The r, g, and b channels can be:
• integers between 0 and 255
• percentages, between 0% and 100%
The alpha channel, if included using the rgba() modifier, can be a
floating point value between 0.0 and 1.0.
The ClutterColor parser should support this notation.
With the refactoring to centralize code into CoglBuffer,
_cogl_buffer_fini() was never actually implemented, so all GL
vertex and index buffer objects were leaked.
The duplicate call to glDeleteBuffers() in CoglPixelArray is
removed (it wasn't paying attention to whether the buffer had been
allocated as a PBO or not.)
http://bugzilla.clutter-project.org/show_bug.cgi?id=2423
This adds egl backend support for handling clipped redraws. This uses
the EGL_NOK_swap_region extension to enable the EGL backend to present a
subregion from the back buffer to the front so we don't always have to
redraw the entire stage for small updates.
This adds a COGL_DEBUG=wireframe option to visualize the underlying
geometry of the primitives being drawn via Cogl. This works for triangle
list, triangle fan, triangle strip and quad (internal only) primitives.
It also works for indexed vertex arrays.
In cogl_vertex_buffer_indices_get_for_quads() we sometimes have to
extend the length of an existing array, but when we came to unref the
previous array we didn't first check that it wasn't simply NULL.
This adds an optional data argument for cogl_vertex_array_new() since it
seems that mostly every case where we use this API we follow up with a
cogl_buffer_set_data() matching the size of the new array. This
simplifies all those cases and whenever we want to delay uploading of
data then NULL can simply be passed.
The Behaviour class and its implementations have been replaced by the
new animation framework API and by the constraints for layout-related
animations.
Currently, we need to make tests build, so we undef DISABLE_DEPRECATED
in specific test cases while they get ported.
The paint volume structure is cached in the Actor it references, and
this causes a reference cycle.
The paint volume is going to be used when painting, so the actor must
still be valid - otherwise Clutter will bail out far before than
accessing the actor pointer in ClutterPaintVolume.
Otherwise, we could have used dispose() to check for a valid actor and
remove a reference if the actor field is !NULL; it feels less clean,
though, since we're effectively managing an extra reference on
ourselves.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2431
Starting from the 2.27 cycle, GLib is exposing a monotonic clock with
microseconds granularity throughout the time-based API. We can start
using it, given that the old, non-monotonic version is going to be
deprecated by the same cycle.
GLib 2.28 will deprecate GTimeVal and related API in favour of
standardizing on microseconds granularity for all time-based API.
Clutter should switch too.
All of the current users of GTimeVal convert to milliseconds when
doing time operations, and use GTimeVal only as storage. This can
effectively be replaced by a gint64.
The Master Clock uses a microsecond resolution, except when interacting
with the main loop itself, since the main loop has a millisecond
resolution - at least until Ryan Lortie manages to switch that too to
microseconds on Linux.
The clutter_timeline_do_tick() function was erroneously not privatized,
but it was still assumed to be private; we should just remove it from
the public symbols.
For internal usage, writing:
clutter_actor_get_name (actor) != NULL
? clutter_actor_get_name (actor)
: G_OBJECT_TYPE_NAME (actor)
is overly verbose and does two type checks. A simple, internal method
for getting the same result without type checks would be much more
appreciated.
The "watch" function functionality in xsettings-client.c is designed
for setups like GDK where filters are per-window. If we are going
to pass all events to _clutter_xsettings_client_process_event()
anyways, we can just pass in NULL for watch.
This avoids a nasty infinite loop where an event would get processed
triggering removing a filter and adding a new filter, which would
immediately run and remove a filter and add another and so on
ad-infinitum.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2415
The same behavior can be achieved by capturing events on stage while
button is pressed. This fixes a problem when using click and drag
actions on the same actor as there no grabs involved.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2409
There's no longer any need to use the GL handle in the callback for
_cogl_texture_foreach_sub_texture_in_region because it can now work in
terms of primitive cogl textures so it has now been removed. This
would be helpful if we ever want to make the foreach function public
so that apps could implement their own primitives using sliced
textures.
Since d5634e37 the sliced texture backend now works in terms of
CoglTexture2Ds so there's no need to have special casing for
overriding the texture of a pipeline layer with a GL handle. Instead
we can just use cogl_pipeline_set_layer_texture with the
CoglHandle. The special _cogl_pipeline_set_layer_gl_texture_slice
function has now been removed and parts of the code for comparing
materials have been simplified.
The cogl_texture_foreach_sub_texture_in_region virtual for the sliced
texture backend was previously passing the CoglHandle of the sliced
texture to the callback. Since d5634e37 the slice texture backend now
works in terms of 2D textures so it's possible to pass the underlying
slice texture as a handle too. This makes all of the foreach callbacks
consistent in that they pass a CoglHandle of the primitive texture
type that matches the GL handle.
When COGL_ENABLE_EXPERIMENTAL_2_0_API is defined cogl.h will now include
cogl2-path.h which changes cogl_path_new() so it can directly return a
CoglPath pointer; it no longer exposes a prototype for
cogl_{get,set}_path and all the remaining cogl_path_ functions now take
an explicit path as their first argument.
The idea is that we want to encourage developers to retain path objects
for as long as possible so they can take advantage of us uploading the
path geometry to the GPU. Currently although it is possible to start a
new path and query the current path, it is not convenient.
The other thing is that we want to get Cogl to the point where nothing
depends on a global, current context variable. This will allow us to one
day define a sensible threading model if/when that is ever desired.